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CROWN

SKULL
and
Gone are the borders,
gone the roads and wayhouses.
Ruinmoor stands like a gallows
and the old trees cry
tears of blood.
PLAYER’S GUIDE 1 GM’S GUIDE 115
Concepts & Content . . . . . 4 1,000 Assumptions . . . . . 118
A Player Focus . . . . . . . 6 The Master . . . . . . . 119
The North Holds . . . . . . . 8
Teaching the Game . . . . . 120
Game Flow . . . . . . . 10
Making Rolls . . . . . . . 11 What You’ll Do Most . . . . 122
Attrition . . . . . . . 12 Attrition Deep Dive . . . . . . 124
Phases . . . . . . . 13 Who Goes First? . . . . . . 126
Hero Points . . . . . . . 14 Nuances in Phases . . . . . . . 127
The Extremes . . . . . . 15 Nuances in Phases . . . . . . . 128
Character Creation . . 16
Trust the Hexes . . . . . . . 130
Hometowns . . . . . . . 17
Character Templates . . . 20 What About Story? . . . . . . . 131
Character Prompts . . . . . 22 Using Tactic Dice . . . . . . . 132
Custom Characters . . . . . 26 Rolling for Answers . . . . . . 133
Flaws . . . . . . . . . . . 28 Session Setup . . . . . . . 134
Core Ability . . . . . . . 29 Encounter Setup . . . . . . . 135
Skills . . . . . . . . . 30
Equipment . . . . . . 32 Hero Progression . . . . . . . 136
Custom Equipment . . . . . 35 Energy . . . . . . . . . 137
Spells . . . . . . . . . . 37 Dream State . . . . . . . 138
Companions . . . . . . . 46 Hometown Prompts . . . . 140
Lineage . . . . . . . 48 The Dungeons . . . . . . . 146
Discovery Creation . . . . . 50
Mastering the Mapless . . . 150
Deeds & Renown . . . . . . . 52
The Crown or the Skull? . . 54 Storm Point Asylum . . . . . 152
Heroes of the Realm . . . . . 58
Infamous Villains . . . . . . . 62 ATLAS 169
Orders, Guilds, & Trusts . . 66 Map of The North Holds . . . 172
The Hex Roll System . . . . 174
THE PATH OF MAGIC . . 71
Regions . . . . . . . 176
The Path of Magic . . . . . . 74
The Wizard . . . . . . . 75 Landmark Locations . . . . 191
Starfallen . . . . . . . 76 Rivers and Waterways . . . . 222
The Ancient One . . . . . . . 78 Rooms and Chambers . . . . 224
Demonologist . . . . . . . 80 Caverns & Passages . . . . . . . 226
Scribed in Flesh . . . . . . . 82
Divine Magic . . . . . . . 84
Wild Magic . . . . . . . 86 THE DUNGEONS 229
Antimagic . . . . . . . 87 Ruinmoor . . . . . . . 232
Gulglac . . . . . . . 240
ILLUSTRATIONS . . . . . . . 89 Runnminir . . . . . . . 246
THE ENEMY 253 Horror . . . . . . . 277
Dark Forces . . . . . . . 256 Houndmaster . . . . . . . 278
Enemies in Action . . . . . . . 257 Knight . . . . . . . 278
Enemies List . . . . . . . 258 Myconoid . . . . . . . 279
Armor Titan . . . . . . . 259 Orc . . . . . . . 280
Blood Fungus . . . . . . . 259 Ronin . . . . . . . 280
Conjured Dead . . . . . . . 260 Vampire . . . . . . . 281
Cryptopede . . . . . . . 260 Werewolf . . . . . . . 282
Dragon . . . . . . . 261 Yeti Folk . . . . . . . 283
Flame Kin . . . . . . . 262 When Creating Enemies . . 284
Formian . . . . . . . 262 When Modifying Enemies . 285
Frost Lizard . . . . . . . 263 Enemy Modifications . . . . 286
Gargoyle . . . . . . . 263 Enemy Events . . . . . . . 287
Infernal . . . . . . . 264
TABLES & TREASURE 289
Needler . . . . . . . 264
Herbalists’ Guide . . . . . . . 292
Rust Weed . . . . . . . 265
Coin and Cash . . . . . . . 298
Skeleton . . . . . . . 265
Gems and Minerals . . . . . . . 299
Spiderkin . . . . . . . 266
Junk and Flotsam . . . . . . . 300
Slime Beast . . . . . . . 266
Unusual Armaments . . . . . . 301
Stalac Stone . . . . . . . 267
Potions . . . . . . . 302
Swarms . . . . . . . 267
Tinctures . . . . . . . 303
Tunnel Wyrm . . . . . . . 268
Froggish Equipment . . . 304
Windmane . . . . . . . 268 Froggish Armaments . . . 305
Wraith . . . . . . . 269 Magic Bits . . . . . . . 306
Assassin . . . . . . . 270 Crown Treasure . . . . . . . 307
Bog Witch . . . . . . . 271 Skull Treasure . . . . . . . 308
Crystalkin . . . . . . . 272 Weird Stuff . . . . . . . 309
Deathkeeper . . . . . . . 272 Masterwork Items . . . . . . . 310
Deep Dwarf . . . . . . . 273 Legendary Items . . . . . . . 311
Demon . . . . . . . 273 Rare Books . . . . . . . 312
Dire Wizard . . . . . . . 274 Ordinary Folks . . . . . . . 322
Dragon Elder . . . . . . . 275 100 People to Meet . . . . 324
Frog-kin . . . . . . . 276 Adventurers of Note . . . . 326
Giant . . . . . . . 276 Resources . . . . . . . 340
Goblin . . . . . . . 277 Rules Cheat Sheet . . . 342
Foreword
Welcome to CROWN and SKULL, a new RPG system and setting
created from hundreds of hours of play in several player groups over a
three-year period. My groups are always seeking new ways to play. This
book represents a coalescence of our latest and greatest themes, mechanics,
monsters, and mapless maps.

The system here will prove a significant departure from the deeply ingrained
‘D20’ genre that has seen such meteoric growth in recent years. As such,
settle in for a brain-tickling ride into new mindsets and methods. If you feel
a bit challenged by the player-focused aspects of the system, that means
you’re in the sweet spot. This may be that long-overdue moment you and
your group break into new territory.

No small amount of inspirational credit must be given to Steven Peterson


and his team on Fantasy Hero 1st edition (1985), Steve Jackson and the
GURPS team (1986), and David Wesely/Dave Arneson and their realms
of Braunstein/Blackmoor (1969/1971). These creations were my initiation
into role-playing, along with many others, and made a formative mark on
my young mind. Also, Into the Odd (Chris McDowall) and Cairn (Yochai
Gal) must be mentioned for their influences. Veterans of those rules and
worlds will see their ghosts flitting here and there in the pages ahead, but
in spirit only. No one artifact of those brilliant works can be found here, nor
is any compatibility or direct link inferred or included.

Special and infinite thanks go to my stalwart players: The Council of Magi,


Dirty Jobs, The Cypher Rebellion, and The Immortals. They are the soil in
which this game grows. Their patience and incredible role play gave rise to
many of the dark and hopeful truths in these pages.

Settle in with pen and journal, mighty reader, and let me tell you of the
days after the Bloodwing War, when nations fell and shadows sharpened.
This is The North Holds, and there are few roads here...

Ever grateful, ever strong


-Runehammer
Foreword
I’ve known Brandon (Runehammer) as a friend, a player, and a GM for
many years, and we’ve had some wondrous adventures together. Naturally,
when he started telling the Council of Magi about a new game he was
working on, we were all stoked and ready to dive in. This was early 2022,
and we were already playing weekly online. Thus began, for me, CROWN
and SKULL.

When we started playing, the game was far from finished. Details about the
world and the game mechanics were being added every session… written
and revised as we played. We made and remade our characters with each
update, kept the good parts and tossed the bad, all while exploring The
North Holds and its dark secrets.

This game has sparked the feeling I had when I was a kid: exploring every
game I could get my hands on. Both as a ‘C&S’ player and GM, I got to
witness depth and richness grow around us with every game night. Our
actions, our choices, our failures became the ‘lore’ of the setting.

Our little invented truths became legends.

We all pitched in as the system and the setting were slowly refined into a
solid ingot. It has been an amazing ride watching B forge what you now
hold in your hands.

This book is pretty dense by RPG standards, and thick with story. I urge
you to soak in this tome like a hot spring high in the mountains.

By all means jump right in and start playing, but remember to breathe the
ink from these pages and simply exist here as you roll the dice.

Play hard, love deep, and live happy


-JD Stirling
“If Ruin has been found, it can only
mean that the graves of war are not
yet quiet. There is much to do.”

-Lady Alluria of Thryn


PLAYERs'
GUIDE

1
A Leaning Stone
Castigere drifted down from the lichen-choked stones, weightless, white
robe waving in a centuries-lost breeze. His transparent form was luminous,
but waning with each moment. The light of elder days was failing, even
in the vapors of a ghost. Without sound he alighted, holding out a gentle
hand to Adelaide. She knew no fear in his presence, no matter what realm
he hailed from, living or dead... Castigere was her teacher, her patron, her
saint. His presence was like a cool spring on a warm day.

“Addy, you hang your head so low, what troubles you?” The voice was
reverberant, distant. The sound was barely a whisper, loud as thunder.

“Father, I have just had a waking dream, a veil pulled over my eyes on
a morning walk... the wandering mist couldn’t cool me. I couldn’t wake
from the flight of it. My feet barely touched the road. It was... terrible.”

“You have always had a gift for far-sight, Adelaide. The Great One has
given you the eyes of an eagle. What do you see?”

“A world in gloom and candlelight. Spider webs on hillock heaped, and


Ruinmoor howling with dead wind. The bones of dragons dead and gone,
a tree soaked in blood, creaking ropes, lightless water, and sinister laughter
in catacombs dim.”

“Your time in the abbey is coming to an end. We live in an age of leaning


stone and crumbling rooftops, and your stout heart is needed... out there...
out on those vanishing roads...” Castigere looked out across the Fairfield
Hills. The icy summit of Folson’s Peak was bright in the early day; even
the gloomy Shadow Glades had sun-kissed treetops.

She didn’t want to, but she nodded, acknowledging the truth of Castigere’s
council. She was a student no more. Her vision was all-too simple, a thinly
hidden view of the subconscious... it was, in a word, fear. This fear she
compacted, tucked away in a shadowy corner... watched as Catigere’s
ethereal form drifted and dissipated like a plume of white butterflies.
The sun crested the ridge, sending long, angular rays into the valley. The
chimneys of Slimshire hosted lazy tendrils of breakfast smoke.
A Leaning Stone
The abbey was behind her now, a mile up the zig-zagging trail, blue with
distance, tiny against the darkening sky. A storm was gathering, billowing
down from Stonemark. It was seldom this cold in spring, but the wind had
a bite that kept her cloak wrapped snug.

Ahead, the waymarker of Saint Sarraf, a blocky oblong of granite, leaned


to one side. It had stood for over 300 years in this spot, but each year the
monolith sagged further. It was a disquiet feeling to see such a mass of rock
at such a pitch... as if it could topple and end the age of light at any second.
Past this Adelaide walked. Her bundle was simple: great sword in a cloth-
clad scabbard, wool blanket, a gourd flask carved with leaves, then camping
pouch and nested daggers. Thigh boots were perfect in this cool air, and
her chain was kept quiet by a Fairfield arming coat and tabard. Black and
white were her sleeves, bunching at the gauntlet. Her brown hair she let fly,
walking alone and putting on no airs.

Before the descent to town and whatever this crumbling world would
call upon her, she stopped, leaning on the guard of the broad blade like a
drunk at the tavern, looking back at Sarraf ’s stone. The breeze caught her
pommel-banner, a bright red strand of cloth. In that moment, the world
had never felt so immense, so ripe with danger, so dark with dooms yet
hidden. There were no spear-guards walking the old roads, no borders, no
toothless scholars giggling at the crossroads, no lantern-lit shelves of books
kept. Time had been cruel to the realm, and when a thing is wounded, it is
delicate as a sparrow’s wing.

Someone had to protect what was left of these lands. Someone had to
nurture them back to health, to believe former heights within reach, to rally
the stumbled, to burn away the webs. She smiled to herself, proud, feeling
Castigere’s ghost in those thoughts.

Across hill and dale, beyond river and mountain, above marsh-soaked
lows and in stone-walled mazes beneath the world, all Adelaide feared was
stirring, and planning, and seething, and growing with evil power.

If the realm was to be saved from those dripping fangs, it would not be easy.
Concepts & Content
Before we dive into the process of imagining an entire world, numerous
storylines, possible heroes and villains, game mechanics, character
concepts, and how it will all come together, let’s get our footing.

Whether you’re new to tabletop role playing, or a battle-scarred veteran of


yesteryear, all good games begin with the same phrase...
‘...wouldn’t it be cool if...’

Every day, we dream of things we crave. Whether it be that first cup of


coffee, our last day of finals, slaying at the gym, or finishing a project.
We visualize the outcomes of daily life or set our wills to hard work, and
then the magic happens: we imagine other things. We daydream about
wide-open fields, trackless wilderness, friends clanging mugs in lantern-
lit taverns, freedom and exploration, swords flashing and heroism well-
earned. For fantasy fans everywhere, this is a daily exercise... dreaming of
a world of adventure.

If you do this, you’re ready to role play. If you’ve role played before and
you find yourself dreaming of worlds beyond our own, it’s time to get back
into the hobby. You, my friend, like me, are ripe with the substance of role
playing: concepts.

Role playing concepts are the simple foundation that you’ll bring to
CROWN and SKULL. You’ll imagine yourself in each scene, your friends
emerging from the landscape, your own details adding to a ‘living’ view of
an imaginary universe. All the muscles of reading a great novel will serve
you well here: translating words into images, and images into emotions.
How do you fit into it all? Wouldn’t it be cool if it was you in this story?
This time, it is you.

Role playing games have been around in the form we know them today
since the late 1960’s. There’s no need to get too deep into a ‘what is role
playing?’ discussion. Just get those daydreams in your head, see yourself
in the pages to come, and you’ll be ready for anything.

4
Concepts & Content
The real skillset of role playing is the translation of concepts into playable
content. Anyone can imagine themselves slaying a dragon with a silver
sword. The art of the gaming hobby is codifying that scene into risks and
uncertainties... making a gamble of it all, and seeing what happens. That
art falls on you, dear reader, whether player or gamemaster (GM).

World: Much of this book portrays a world... The North Holds. This vast
space is our backdrop, but its details are far more than stage setting. The
world provides its own invitations, dilemmas, and challenges. Answering
those calls is usually what sets things in motion.

Characters: Players change concepts into content by building mechanically


sound and emotionally compelling characters. Heroes, hermits, and
explorers all play their part... giving the world life.

Enemies: Before our heroes can do whatever they please, they’ll have foes
to contend with. The GM will hurl all manner of monster at you. Is there
any way around? Any hope? When is the sword the only choice?

Dice: To resolve the friction at play here, it’s time to roll dice. We can sway
the results a bit, but there’s no telling what will happen.

And then... After the dice have spoken, we’ll have to update our scene,
change our perspective, take in new circumstances and press on. How we
confront all this together is the content of a great tabletop game.

Hail, reader. My name is Hankerin Ferinale, a


mountain dwarf, intellectual, painter, fisherman,
brewmaster, cheese connoisseur and former
battle commander. I’ll be weighin’ in on the text
here and there, so mind ye my council!

5
A Player Focus
In many RPGs, the game master is an ever-deeper source of almost
everything at the table besides role play and decision making. In combat,
this becomes even more apparent, as a GM is often ‘thinking’ for numerous
monsters and environmental hazards, making lots of rolls, and even assisting
players with their roll targets and hoped-for output values. This can lead
to a cognitive overload for GMs, but it is considered acceptable, as GMs
are often the most enthusiastic about the hobby in general. In CROWN and
SKULL, there is an intrinsic call to players: you are now the focus!

The term ‘player facing’ in the role playing hobby refers to rolls and
mechanics that do not require input or answers from the GM. Rather,
players need only consult their own sheet and resources, personal and
unique to them, to make rolls, attempt actions, attack foes, and determine
the output values of their work. Rather than asking ‘what’s my target on
this roll?’ the player always knows the answer, rolling in the context of
their skills and equipment.

Just knowing what you’re trying to roll is hardly a robust ‘player facing’
game, though. Here’s where you, dear reader, are called upon to step up as
a CROWN and SKULL player. In this game, there are numerous aspects
aimed squarely at you. Let’s start with the ‘soft’ elements:

Acquiring Player Expertise: An expert player doesn’t just stay focused


on the game, expedite turn time, lift up other players, and role play with the
best of ‘em. Player expertise is also found in a deep comprehension of the
mechanics and thematics in the game. This comes with time and attention.

Gathering Character Knowledge: Your character will gain knowledge of


foes, treasure, magic, politics, geography and more as they grow. This area
is entirely your purview... the GM won’t remember to remember what you
may or may not remember.

Finding Synergy: Throughout this book, there are numerous easy-to-miss


interconnections. The masterful player finds and exploits these synergies
with style and effect, making the most of the many details given.

6
A Player Focus
Beyond the soft skills of a player focused game experience, we have the
more mechanical expectations of this system...

Making Rolls: Since the GM has far fewer rolls to make, the player will
find themselves making a great deal more rolls throughout play. This
places the burden of speedy play on the player! Rolling Defense to avoid
a Formian mandible bite? Be ready, knowing what your target is, where
your D20 is hiding, and the like. Knowing the ins and outs of your sheet
becomes far more important when you are making 5 times the rolls of the
GM. It also means there is seldom a dull moment.

Building Elements with Points: It’s one thing to play skillfully within given
elements and things-from-the-book. CROWN and SKULL takes ‘player
facing’ to a whole new level by entrusting players with the construction of
new and emergent elements of play by granting hero points. These points
can be earned in many ways, and they allow you, the player, to invent
spells, equipment and other progression abilities as play proceeds.

Who is the best designer of an RPG? The people playing it! If this level
of involvement feels intimidating, you can always play what’s written. Go
with your gut.

CROWN and SKULL has total trust in the player. The more you explore
this book, the more that should become apparent, and (I hope) offer you
new vistas of creativity in your sessions and evolution.

Synergy and customized flibbity jibbity! Bah! I’ve


got a silly accent to perfect, a million drawings
of my axe to finish, and these chips to eat! I’ll
use gear, skills, and spells straight out o’ me
tome, thank ye very much!

7
The North Holds
CROWN and SKULL takes place in a realm called The North Holds.
This vast, diverse landscape is filled with cultures, secrets, and dangers for
you to explore. It is a dark time, but thanks to you, there is always hope.

The North Holds are recovering from a terrible time of calamity. Some
30 years before present day, The Bloodwing War ravaged the realm. The
once-unified lands no longer have a king, borders have decayed, wilds are
more dangerous than ever. An age of order and ideas has come to an end.
With no unifying rule, The North Holds struggle to find new purpose and
new direction. An era of adventure.

Bloodwing was a colossal green dragon, driven mad by a slime-entity


called The Corruption. Since his rampage of desolation, dragons are widely
feared by all but the elves of Dragon Tooth, and seldom seen. Only the very
old remember a time when dragons and mortal folk were allies.

A formless evil has been creeping into the world since the fall of
Bloodwing. It is not fully understood, but the dreams of mortal folk are
darkening. Rumor holds that the lord of Blood Manor is somehow behind
this growing shadow. This is a mysterious figure known as Lord Royce,
said by doomsayers to be ‘he who would drink the world.’

Despite all this, good yet has a foothold. Three once-tiny towns are on the
rise with renewed ambition... havens for a new generation of adventurers.
Long-standing tyrannies are being worn away by courageous defectors.
The light challenges the darkness to retreat, and asks every soul in The
Holds: will you choose the Crown, or the Skull?

An irrevocable choice. As you grow and explore The North Holds during
play, at some point a lord, king or elder wizard will offer you access to
once-forbidden realms of knowledge and power. To make this exciting step
in your journey, you will face a choice that can never be undone... you
must choose either the CROWN or the SKULL. Both paths have secrets
and skills to teach. Choose wisely! There are many foes of both sides in
the wide world...

8
Hometowns
If you’re looking over The North Holds world map, you may feel a bit
lost. Who are we? Where are we, and why? CROWN and SKULL is a
bit different from many RPGs, in that players can only begin the game in
one of three possible locations. Your Hometown will define the feel and
opening events of your game, and nearby areas accessible by foot travel.

Gardenburrow, Forest Refuge: This town was founded by elves centuries


ago as a waystation for forest caretakers and foragers. Since then, it has
grown to a few hundred residents and many travelers crossing the West.
To call this town home, you’ll be diving into mysterious forests, a long-
standing feud with frog men, tensions with dwarves, and the mists of the
Emerald Narrows. Gardenburrow is an elemental place... a pilgrimage for
druids and nature-folk of the realm.

Rivergate, Bustling Trade City: At the geographic center point of The


North Holds is the port city of Rivergate. This central location has made
the ruling elite here wealthy, trading with the Stormkeeper dwarves and
the abundant farms south of the River Thenne. Now that Ruinmoor has
gone quiet, though, Rivergate is in crisis. To call this town home, you’ll be
working for desperate nobles, escorting merchant barges, or exploring the
fallen walls of ancient monasteries. Rivergate is the busy hub of mankind,
with all its intrigue and peril.

Slimshire, High Plains Outpost: The coming of the ‘White Bird’ and The
Holy Order has grown this town, once a wide spot in the road to Hakburg,
to new heights. Ruling here is Lord Pickins, and times have been good.
Such fortune has attracted the destructive attention of goblins from the
Shadow Glades, Orc raiders from the deep desert, and even the darkly
dreaming influence of a mysterious entity generally referred to as ‘the eye
in the well.’ To call this town home, you will be confronting vampiric cults,
fighting goblin skirmishers, or working to secure allies in the war with the
Orcs.

Before you choose a hometown, and all the thematic elements that come
with it, let’s get into the rules of play...

9
Game Flow
It’s one thing to describe towns, dream up adventures, or role play a
heroic character. But this is a game not just a narrative, governed by chance
and rules. When dice are being used to create surprising events, govern
conflict, or test character ability, you’ll be playing in the following flow.

• Setting the Scene: When a gathering with friends changes tone from
chatter to gameplay, the GM will gather attention, set music and lights,
ensure all players are ready to go, and begin. Through a series of
descriptions, reminders, questions and confirmations, a great GM will
pull everyone back to a specific moment, where the story is waiting to
continue. “The empire of frogs is at your doorstep, rallying columns
of warriors in the marsh. The Alderman has chosen your company
to defend the southern wall, entrusting you with the safety of the
mysterious old man called Grimblegums. As the war-cry of frog-folk is
heard, drums in the bog, we see our heroes at the ready. Grimblegums
trembles with anticipation for the battle to come. Let’s get into it.”

• Phases and Rounds: Once everyone is in the moment, the action kicks
in. The great majority of play time happens in phases, moving from
player to player around the table. The GM will call the next phase,
and ask what you are doing. Descriptions become dice rolls and their
hoped-for results. Enemies attack, the scene and terrain may change or
escalate, and on it goes. A phase is one moment of action, a shared sliver
of time between heroes and enemies. A round is one full set of phases
for players and the GM. “In the final seconds before the explosion, I
bring my blade down on the evil commander! Victory is ours!”

• Transitions and Table Talk: When a scene is concluded, the story will
lurch forward. There will be GM descriptions, montages, player plans,
and a short break. Players will be seeking means to rest or upgrade
their characters. The GM will be revealing new truths, keep the danger
pressing in, and offer little quarter for weary warriors. When the
transition is complete, a new scene will be set and it all begins again.
“As the smoke of battle clears, a new horror rises in the swamp... it’s
already within a bowshot of the wall! Any actions in phase 1?”

10
Making Rolls
Great games always include interesting and varied rolls for players. All
kinds of moments will call for rolling dice in the categories below.

• Flat Roll: To test simple, unmodified luck, the GM may call for a ‘flat’
roll. This simple roll is made on a D20, rolling at or below the target
or opposing roll to succeed. “You grab hold of the anchor chain to
pull, but a fish-man is pulling from below the waves! Let’s see who can
roll lowest on a D20!”

• Player-Declared Skill Roll: Often during play, you will announce “I


will roll my jump skill to leap over this creek!” or some equivalent.
Roll D20 at or below that skill’s listed value to succeed. In some
cases, a difficulty penalty will reduce the skill’s value. Note that
many specialized or athletic actions are simply not possible without a
working skill! “You strain to bend the bars, but without a Muscle skill,
you accomplish nothing!”

• Called-For Defense Roll: Enemies do not make attack rolls! When


attacked, the GM will ask you to roll Defense. Roll at or below this
value to avoid injury from the incoming attack. An enemy stat, ATK,
will act as a penalty to reduce Defense rolls. “The serpent lashes out at
you! The viper has ATK 3, so roll Defense with a -3 penalty!”

• Rolling Damage/Effect: There is no ‘to-hit’ roll in CROWN and


SKULL! When you attack, you roll damage instantly! This roll can use
a wide variety of dice. Add the total rolled for damage inflicted. This
roll can be reduced by an enemy stat called DEF.

• Yes/No Rolls: When important yes/no questions come up, and the GM
doesn’t have an answer, roll 1D6. 1, 2, 3: NO. 4, 5, 6: YES.

• All Other Rolls: How long until the boat arrives? How many
houndmasters are there? How tall is the statue? How much armor does
this knight have? All kinds of numbers are needed and rolled for in
play. Be flexible, ready for anything, and trust the dice absolutely.

11
Attrition
Sustaining damage from hazards and attacks is part of any RPG. You’ll
be hit by arrows, knock your head, sustain sword cuts, or drop items when
exhausted. Attrition is a term for the reduction of your character’s resources
when hit by hazards and attacks. Here’s how it works...

WHEN INJURED, CROSS OFF EQUIPMENT AND/OR SKILLS

Cross ‘Em Off: When you’re hurt, you’ll be losing use of your skills and
gear! Crossed-off equipment and skills cannot be used until restored or
repaired. Role play it! Attrition impairs your senses, physical wellness, or
equipment beyond use. In some cases, items may be lost permanently, but
skills are never permanently lost. A few simple rules govern attrition.

Attrition Types: Enemies and hazards will hit you in one of 5 ways:
• Basic Attrition: Cross off any 1 equipment or skill
• Flesh Attrition: Randomly select a skill and cross it off
• Equipment Attrition: Randomly select 1 equipment and cross it off
• Destroy Attrition: Destroy 1 random equipment AND cross off 1
randomly selected skill. Destroyed equipment is permanently lost
• Brutal Attrition: Cross 1D6 total random equipment and skills

Total Inventory: All characters are allowed 10 skills and 10 items in their
inventory maximum. All small items are counted as a single ‘pouch’ item.

Healing and Repair: Upon a successful heal (by magic, potion, or first
aid), restore 1 crossed-off skill. For damaged equipment, use repair or
armorer skill. Destroyed gear will need to replaced entirely.

Rest & Recovery: Regain a combined 1D4 of equipment and skills with a
night’s rest in safety. Additionally, after each scene in play, once safety is
found and no enemies or timers are incoming, ‘Take a Breather.’ Regain
1 equipment or skill... catch your breath, ready to go on.

Death: If a hit can’t be absorbed by inventory, you take a ‘hit to the heart’
and will die at the end of the next phase 5 unless healed. Phase? Read on...

12
Phases
Phases are a unique aspect of CROWN and SKULL. They divide time
into bite-size pieces, and give player turns order, timing, and detail as each
scene unfolds. Enemies also uses phases to act.

The 5 Phases: Think of phases as cool moments in an action scene. A


collection of these moments is called a round. Which phase a hero takes
action is a meaningful choice for timing and strategy. There are no ‘held
actions’ here (as in many RPGs), and your phase is locked for the encounter
once chosen, so choose with intent!

Choosing a Phase: Generally, players will agree on which phase is best,


especially after a few battles inform their decision. What phase a character
chooses can be changed, but not mid-combat. Players can also choose the
same phase. Track your choice on your character sheet here...

On Your Phase: When your phase comes up, it’s your turn to act. You
have three options, listed below.
• Move: Move elsewhere in the scene, about 6” table space. A small
‘sidestep’ move is allowed without using one’s phase.
• Perform an Action: Make an attack, use a skill, cast a spell or perform
one discreet action. This takes your entire phase.
• Hurry: If you need to move AND do something in one turn, your haste
opens up your Defenses with clumsy haste. All enemies in the scene
gain +5 ATK against you for 1 round. Hurry can only be used for a
move+action combo, not dual action or dual move.

Enemy Phases: Foes will act in 1-3 phases per round! A monster attacking
in phases 1, 3, and 5, for example, will keep an entire team of heroes
occupied! Any time enemies and heroes share a phase, heroes go first.

The GM Call: During play, the GM will keep things cruising along by
‘calling’ for actions during a phase. “Ok, it’s now phase 3, who’s up? Lucy,
that’s you! The wolves are coming in fast, what will you do?”

13
Hero Points
In the course of their perilous lives, our heroes will need replacement
gear, new armor, healing herbs, new skills, magic elixirs, wagons, war
horses, hired thugs, bribe funds, beach huts and court finery to survive and
thrive. CROWN and SKULL uses hero points for players to buy items and
upgrade their characters.

You’ll be using hero points to create, and later grow, your character. The
GM will award hero points after each session, granting more for ‘session
mvp’ or other momentous elements of play. In CROWN and SKULL, this
replaces the heaping of treasure. As such, you’ll be looking for a chance
to spend these gathered points on new skills, spells, improved equipment,
or even an animal companion. There is, however, a key limitation to your
spending opportunities:

HERO POINTS CAN ONLY BE SPENT TO UPGRADE A


CHARACTER WHEN RESTING IN A SAFE PLACE WITH
REQUIRED FACILITIES OR SERVICES

At first, this limitation may not seem like much. Resting to regain resources
is very common in many RPGs. Simple restoration occurs by the rules
on page 12. Spending hero points is a different matter, requiring rest,
safety, skilled people, special equipment, training, or technical services to
perform. In short, spending hero points is not just rest... it’s an active state
of character development with more specific requirements than rest and
safety.

Upgrading or creating new armor may require a forge, anvil, or capable


blacksmith. Improving a falconry skill requires meeting with a local
expert. Upgrading a magic skill might be achieved by reading from age-
old tablets or dusty tomes. This limitation, combined with a life of travel
and danger, should make the spending of hero points a milestone moment
for any character. “Is that? Can it be? A TOWN? Gods above, let’s go! I’ve
been sitting on a dozen points for ages!”

14
The Extremes
During play, things can get intense. Some rolls are all but impossible,
death can be all too close, defeat imminent! At times like these, the extremes
of the game are your only chance, so know them well.

Negotiation: Characters often get themselves into terrible situations of


danger and limited time. When this happens, rolls can become prohibitively
difficult. This is a time to negotiate with the GM, seeking environmental
or strategic elements that can soften the difficulty. Don’t be shy! “The wall
isn’t climbable? Can I lean one of these desks against it for a boost?”

Critical Success and Failure: Extreme successes and failures are called
critical or ‘crits.’ A D20 roll of 1 scores a critical success, and a 20 a critical
failure. Each of these rolls will create a maximal version of success or
failure. Critical successes overcome impossible odds, grant extra time, or
defy belief. Critical failures cost precious equipment, accelerate destructive
environments, or lend advantages to foes. “It’s a crit! Not only do you leap
the creek, your pursuer falls in!”

Hero Coins: Acts of heroism or astounding play are rewarded by the GM


with a hero coin. A hero coin (not to be confused with hero points!) can be
redeemed to 1) Reroll any roll entirely. 2) Maximize the damage or output
of an attack or effect. Coins can be freely given between players. A player
may only have 1 coin at a time. “We need this attack to be huge... we’re out
of options! Here, take my coin.”

Meta-Gaming: In an effort to overcome or outwit the odds, players may


find themselves ‘meta-gaming,’ that is, using their overall knowledge
of game mechanics to exploit details or loopholes. This has two forms,
one good, one bad. The good kind of meta-game means players use deep
knowledge of items and mechanics to maximize their chances. The bad
kind (often called ‘cheesing’) employs hard-to-believe or flimsy methods
to make things easy or gimp the game. Leaping from a rock to earn a deadly
attack? Great. Padding your hero with ham sandwiches to absorb attrition?
Not very cool. “My fighter has 10 skills, all at value 3. My inventory is
mainly free biscuits. I also carry a bag of backup biscuits.” “Dude.”

15
Character Creation
Once you have a sense for the basic flow of the game, it’s time to get
into some nuts and bolts decisions to build a playable character. Grab a
CROWN and SKULL character sheet, or just use your trusty journal to
jot down skills and ideas, or start drawing the ever-important character
portrait! To build your character...

For Beginners: Templates and Prompts


To get right into rolling dice with no hassle, choose a hometown then
choose a character template starting on p. 20. This will get you started
playing instantly without learning the point-build system. You can also use
the Character Prompts on p. 22 to get story and background ideas flowing
for your new character.

For Experienced Players: Custom Built Characters


For more fielded RPG veterans, CROWN and SKULL features a robust, in-
depth point buy creation system. This super-flexible method lets you create
everything using hero point costs and discounts... even spells, equipment,
and companions. Skip to p. 26 to start your custom character.

And Beyond: Hero Points


No matter how you create your character, you’ll gain experience in play
with hero points. These can spent to add skills, spells, or equipment to a
character using the same rules and options custom characters use. You can
save them up or spend as you go. Every 10 hero points earned, you’ll gain
a bonus reward specific to your hometown. All the rules you need for this
growth process are right here in the Player’s Guide. Good luck out there,
hero.

When building or expanding a character, always


feel free to make bad decisions. It’s a tough
world out there, not everything we experience
makes us better. Me? I spend every point I can
get on Resist. Better for quaffin’.

16
Hometowns
Forest adventurer? Your home town is GARDENBURROW
In the far west, the elven forest town of Gardenburrow serves as a waypost
for the borders of Thryn. The town itself is on a small rise, with wooden
fortifications, and a great central oak tree that serves as the town square.

As stewards of the vast bogs and forests here, the town is always busy
with travelers, horticulturists, druid-kind, game hunters, forest foragers,
and those heading to the dwarven lands of Ullur’s Teeth.

In recent years, a shadow has been spreading through the Oakenwood.


Crops are failing, elder trees are withering away. Frogman defectors,
venturing here from the marshes, believe the problem demands a new
alliance. Can the heroes make friends of the cruel frog-kin and heal the
forest? A council is called in the town longhouse. Something must be done.

Alderman Wallabytarnwhatwallaby: The Alderman here is called


Wallaby for short. He is a proudfoot scholar, almost two centuries old, and
a lover of festivals. He relies on good counsel from many townsfolk. Local
envoys and lords are widely known to adore the old fellow, coming from
far and wide to offer gifts on his birthday.

The Suede & Saddle: Gardenburrow features a women’s social club


for food, drink, and reprieve. Any female character may stay here free,
gathering information or restocking basic supplies at no charge. The only
male allowed in these walls is a bumbling cook named Scooby.

Selene: An elder hunter and forest warden, Selene is widely known as


the oldest elf in this region. She was making camp here before there was
a town at all, and knows every nook and cranny of the Oakenwood and
beyond. She is a descendent of the third royal line of Thryn, enjoying
all the privileges of a Baroness but choosing a humble life. Selene will
only become available to players for high-level or high-stakes endeavors,
focusing her skills on saving the world, defeating titans, or undoing sinister
schemes beyond Gardenburrow’s borders.

17
Hometowns
Mountains and mischief? Your hometown is RIVERGATE
Wealthy families have called this port city home for generations. The
lucrative gem trade has earned Rivergate its fortune, so alliances with the
Stormkeeper dwarves are ever-strong. Recent conscriptions of dwarves to
Runnminir have diminished earnings from the mines greatly, earning the
ire of the Walcrests and other ruling families here.

In recent days, adventurers have found abundant work scouting and serving
as messengers for various groups moving to fill the vacuum in the mining
trade.

Against this busy backdrop, a new threat has made the roads deadly, even
by day. Mysterious archers have been harassing travelers and residents
alike, leaving none alive to identify them. A murmur of fear is spreading...

Lady Walcrest: The most widely respected figure in Rivergate is a venerable


Baroness: heir to the Walcrest empire, Lady Ezmerelda Walcrest. Well into
her 70s, she has seen and survived it all, but held true to the old alliances
and standards of the town. All city policy is approved and executed by her
and her council of advisors.

The Frothy Mare: One of the most famous (or infamous) taverns in the
realm calls Rivergate home: The Frothy Mare. This chaotic, multi-level
inn, eatery and house of revelry serves as a meeting point for all kinds of
river folk, known for its cheese-sausages and dwarven ale by the gallon.
The lead barkeep is a red-mustached stout fellow called Barmm.

Thenneport Docks: The complex of piers, moorings and cranes in


Rivergate is a wonder of The North Holds. All manner of barges, fishing
boats and rivercraft gather here to load and unload cargo, conscript crew,
and arrange expeditions to every corner of the world. So much wealth
moves through these ports, there is an abundance of ‘red cloak’ guards
present at all times. These city soldiers sport 10-foot spears, and they are
some of the finest fighters in The Holds.

18
Hometowns
Dangerous deserts? Your hometown is SLIMSHIRE
This remote town was once a mere wide spot in the road to Hakburg. Since
the arrival of its unlikely benefactor, Lord Pickins, after the Bloodwing
War, the town has seen a veritable golden age. This has been bolstered by
a rock solid relationship with the ever-growing Holy Order.

As Slimshire has reached the apogee of its prosperity though, a dark force
has emboldened goblins from the Shadow Glades and orc raiders from the
remnants of Dalric’s Wall. To make things worse, Lord Pickins has been
seen less and less of late, cloistered with his ailing daughter Kay, who,
according to rumor, has been afflicted with a vampiric sickness.

A new alliance with the folk of Cloudtop has made adventuring a lucrative
trade, even calling up Proudfoot riders from the frontier of Hakburg.

Dunsel & the Kid: Operating from a blacksmith-and-mercantile in town


called ‘Haldur’s Goods,’ Dunsel is a stout folk merchant, beer expert,
and journeyman smith. His ever-present sidekick is a fearless boy known
simply as The Kid. These two have their ear to most of the goings-on in
town, and the growing military challenges at hand.

The Bee Spoke: The oldest tavern in town was recently damaged by a
collapse and fire during an orc incursion. Its owner, Bespo Kerat, was killed
in the blaze. Now his daughter Revelle has disappeared. The calamity of
the Bee Spoke has rallied folk to fight back against the orcs, no matter what
the cost. So, reconstruction has begun.

The Eye in the Well: As Slimshire faces the challenges of a full-fledged


city, darkness has entered the dreams of its people. The dream is always
the same: descending into a pit of wet stone, beyond the lightless water,
deeper, darker, until a single yellowish eye opens in the murk. The dread of
this dream-intrusion is slowly growing in Slimshire, but its nature, origin,
and solution are completely unknown. Some doomsayers claim the goblin-
orc alliance and the eye are somehow connected...

19
Character Templates
New to CROWN and SKULL and eager to jump right in? Once you
and your players have chosen your hometown, simply choose a template
below, choose your equipment, add up all armor for your Defense score (6
+ total armor worn), give your character a name, and you’re ready to go!

SOLDIER: You specialize in weapons and armor. On adventures and


quests, your allies look to you to take a beating and see foes dispatched.

• Flaw: Stubborn (You set your mind to a thing with tenacity)


• Core Ability: Battlemaster (Damage dice rolled maximum are rolled
again. There is no limit to the number of times the dice can ‘explode.’)
• Skills: Armorer 8, Evade 8, Knowledge (Military Tactics) 8, Muscle 7
• Equipment: Choose 9 pts of basic equipment and basic armaments

ADVENTURER: You are a nomad, a hunter, a road-walker. You thrive in


the ruins and wilderness, seeking treasures and truths.

• Flaw: Grudge (Choose a monster you just can’t stand)


• Core Ability: Uncanny Shot (Roll an extra damage die with all ranged
weapons, and ignore 1 DEF on all targets.)
• Skills: Forage 8, Hunting 7, Jump 9, Stealth 7
• Equipment: Choose 9 pts of basic equipment and basic armaments

SAGE: You are a learned researcher; keeper of books; mind of science,


history, and the arcane. The writing desk is your home, but adventure calls.

• Flaw: Timid (Only choose phase 4 or 5)


• Core Ability: Empath (Gain the Investigation, Streetwise and Oratory
skills at value 7 free of cost.)
• Skills: Medical 10, Magic 10, Investigate 8, Empath skills
• Equipment: Choose 6 pts of basic equipment and basic armaments
• Spells: Choose any 2 basic spells

20
Character Templates
SMITH: You are a hearty worker of materials and tools. The daily grind of
making wares must wait, though, as the wide world beckons.

• Flaw: Drunkard (Ale calls to you each and every day)


• Core Ability: None
• Skills: Armorer 10, Repair 10, Resist 9, Survival 14
• Equipment: Choose 12 pts of basic equipment and basic armaments

CLERIC: Yours is the holy path. You represent a higher power, divine
will, and the greater good that watches over living things.

• Flaw: Ascetic (Never exceed 5 items inventory)


• Core Ability: Paragon of Faith (Your Faith skill grows by 2 with a
successful cast, and maxes at 16 (see p. 84). Additionally, destroy 1D6
weak undead (zombies, shamblers, skeletons) as an Exhausting spell.)
• Skills: Magic 10, Medical 8, Scholar (The Holy Order) 8
• Equipment: Choose 5 pts of basic equipment and basic armaments
• Spells: Choose any 3 basic spells

HOODLUM: You are a dubious character... a shadow-dweller. You dabble


in the forbidden, the lawless, and the truly free. Your fate is yours alone.

• Flaw: Greedy, Pursued (Guards from a nearby town)


• Core Ability: Brutal Fighter (Each of your melee attacks may hit 2
foes with a single damage roll)
• Skills: Stealth 9, Lockpick 10, Disguise 9, Jump 8
• Equipment: Choose 9 pts of basic equipment and basic armaments

Grab your dice, and start drawing a portrait... you’re ready to explore the
dangerous world of CROWN and SKULL! After some familiarity, you’ll
be ready for the real fun here: custom-built characters! Read on...

21
Character Prompts I
If seeking a random concept for a new character, roll on these tables to
inform a point build process, template, or hometown choice.

I AM A...

1. Tall, Slender Elf: The so-called ‘high elves’ are known for long ears,
sharp features, and elegant limbs.
2. Rugged Woodland Elf: The wood elves are almost human in
appearance, except slightly pointed ears. Some even have beards.
3. Elf with Regal, Flawless Presence: One of a royal or ancient bloodline.
4. Muscle-Bound Elven Athlete: A statuesque figure... defined, powerful.
5. Sure-Footed Stout Folk: Some dwarves are less bulky, but have larger
feet, making them skilled climbers and distance walkers.
6. Thick-Necked Dwarf: Known among the stout as ‘guntrnekke,’ this
type is heavily muscled, with square features and a strong jaw.
7. Jolly, Well-Fed Dwarf: Ah the stout folk revelers! A life of eating and
drinking shows on this huggable figure.
8. Dark-Eyed Stout Folk: Some dwarves spend decades underground,
gaining an uncanny, colorless look in the eyes and skin.
9. Towering Human: The largest folk in the realm.
10. Human with Drawn, Serious Features: A life of hardship and struggle
gives gravity and presence to your expression.
11. Bright-Eyed Human: The happy, optimistic folk of many places.
12. Afflicted Human: Stricken with years or injury, these folk struggle on.
13. Furry Little Proudfoot: The smallest of Proudfoots are whiskered
from head to toe, with exaggerated front teeth and small, deep-set eyes.
14. Robust Proudfoot: Reaching up to 5’ tall, these proud folk are almost
human in appearance, save the refusal to wear shoes.
15. Proudfoot Citizen: Diminutive, knobby-nosed, with foppish hair.
16. Lighthearted Proudfoot: Ah, the river folk! Silly, floppy, with large
hands, gleaming, colorful eyes and creative hairstyles.
17. Green Frog-Kin: Light green folk, 4 to 5 feet high, who squat often.
18. Mottled Frog-Kin: Spotted frog folk, browns and grays, thickly
muscled, with a bright white throat pouch and wide-set eyes.
19. Frog-Kin Giant: 5 to 6 feet tall, more suited to walking than leaping.
20. Gold Frog-Kin: Bright yellow skin, the smallest of the frog people.

22
Character Prompts II
In traversing the frontiers of life, each of us have a few trusted things,
garments or possessions we trust beyond all others.

EQUIPPED WITH...

1. Axes and Hammers: You prefer the heft and balance of ‘headed’
weapons, and the crushing, chopping fighting style there found.
2. Armor from Head to Toe: With a skilled fit, perfectly comfortable.
3. A Single, Huge Weapon: You have eschewed versatility in favor of
specialization. You and your weapon are one. A focused fighter.
4. Tools and Gadgets: You are outfitted with belts and pouches... all
manner of implements and handy doo-dads.
5. Mining Gear: A simple kit for the pragmatic delver.
6. Little More Than Robes: Clutter and encumbrance is bothersome.
7. Bow and Arrow: You are an archer through and through. You may
carry other weapons and gear, but seldom need it.
8. A Steel Shield: Not your only gear, but your closest ally in a pinch.
9. Vials and Magical Baubles: You revel in oddities, artifacts, ingredients,
trinkets, curios, wands, and jewelry.
10. Grimoire and Staff: You carry a hefty spell book and twisted stick.
11. A Mighty Spear: Learned in a military fighting style, you prefer the
reach, piercing, and versatility of a 10-foot spear, halberd, or bill hook.
12. Fishing Pole, Paddle, and Net: So few things in this world can you
trust... swords, magic, beasts? No. But these? These you can trust.
13. Lightweight Cloak and Quiet Boots: Soft materials for stealth.
14. Chainmail and Emblazoned Tabard: The armor kit of a soldier.
15. A Many-Pocketed Great-Cloak: Your odd interests make this critical.
16. Armor from the Marsh Lands: You possess a suit of protective gear
from the frog empire: slat plates, leather ties, ‘gunomo’ undercoat.
17. A Bold-Crested Helm: Walk tall with a high-topped steel helmet,
horsehair crest, top spike, or bannered brim.
18. Charms and Holy Symbols: You carry a collection of beads, vestments,
and blessed objects that invoke feelings of divinity.
19. Flintlock Guns and Kit: Black powder weapons are your specialty.
20. Froggish Weapons: The curved blades, flexible steel, red-lacquer hafts
and brass guards of frog-folk blades are your preferred equipment.

23
Character Prompts III
Adventurers are a different breed. At some point in your life, you stepped
off the beaten path, and into the unknown. But why?

IT ALL STARTED WHEN...

1. I Left the Cult: Madmen and fools! I escaped by night, never to return!
2. I Joined the Cult: Outsiders may never understand us, but our great
leader sees many things. My purpose was found when I joined them...
3. Our Village Was Called to Arms: Our lord rallied my people to
mighty deeds, and I gave answer, taking the oath.
4. When I found the Red Crystal: It guides me... I can’t explain how.
5. Rumors of My Lost Kin Surfaced: For so long was I alone in this
world, so when word of my family came, I set out.
6. I Was Taken Prisoner: I was very young... a nomad ever since.
7. The Fissure Split Open: A great crack broke the land, revealing
darkness below. The monsters that arose set my life in motion.
8. My Brother Disappeared: To this day I have yet to find him.
9. The Crops Failed: I was chosen to find the evil cause of the blight.
10. The Alderman Came: Our town headman chose a handful of us for
higher purpose. I was sent into the wide world, and never looked back.
11. We Discovered the Ruins: The weird stones and starfallen carvings of
those moldering walls changed us... posing too many questions.
12. We Went Searching for Better Fishing: Our feet just took us too far!
13. The Rats Came Ashore: In the chaos, folk running about, I was tossed
into the water and almost drowned. Since then, my days have darkened.
14. The Sky Went Dark: My mother stayed behind so that we could
escape... she knew the ash clouds brought dark portents.
15. I Met These Ninnies: I’ve been keeping them out of trouble ever since.
16. The Wolves Appeared: They leave nothing alive, so we fled.
17. I Was Chosen: The runes never lie, so I seek this unknown destiny.
18. I Inherited This Jewel: It’s a humming, glowing thing. I need answers.
Those I ask all seem to have a different story.
19. My Master Released Me: I completed my training, somehow, and was
sent into the wild world to become a teacher someday.
20. I Betrayed my Oath: The limits of those close-minded folk were too
much to bear. Someone had to choose the hard path. That was me.

24
Character Prompts IV
The past is part of us all, but it’s our actions in the present that define us.
What is the fundamental drive, aptitude, or daily deed of your character?

BUT NOW, I...

1. Seek and Destroy Evil-Doers: My purpose leaves evil no quarter.


2. Simply Gather Power: If there is such mighty arcane force in the
world, why not me to wield it?
3. Make a Mess of Things: Who doesn’t like a good jest? It’s all in fun!
4. Protect My Friends: There is great value in the service of others.
5. Sell My Skills for Coin: I have released the upturned nose of morality
and destiny. I do jobs. I am content.
6. Aid the Rebellion: Those who topple the bloated fools in power are
my allies. Our lives are the weapon they cannot deflect.
7. Find What I Seek: No danger is too great, no task too daunting.
8. Humbly Wander: I ask nothing of the world, save its majesty.
9. Answer to a New Master: My loyalties are well-earned and absolute.
10. Am Driven Mad by Nightmares: The visions won’t stop. Gods, the
horrors it shows me, even in waking moments!
11. Hear a Call from Afar: When the twilight makes red the clouds, or a
clap of thunder rings... I can hear some distant sound... beckoning.
12. Just Want a Place to Call Home: A cozy hearth and soft bed await.
13. Must Secure my Fortune: I will not wind up in poverty and rot after
all this. I need to find a true nest egg.
14. Fight to Earn My Place: Only mighty deeds will earn me a seat with
the elders and mentors. There must be a way...
15. Pursue a Masterwork: I know it is out there... the masterpiece of craft
told of in legends. I will be the one to find it.
16. Will Have My Revenge: They will pay. I will be their angel of death.
17. Live for the Gods’ Will: I am but a vessel, and if it be their will, they
will act through me. I am but a conduit, a pilgrim.
18. Am Gainfully Employed: I live a sensible life of honorable work.
Given enough time, I’ll find leisure at last.
19. Answer to No One: I go where I please, and slay whom I choose.
20. Lead My Allies to Glory: For whatever reasons, I carry the mantle of
leadership for this troop. I mean to make it matter, and see deeds done.

25
Custom Character Creation
CROWN and SKULL really shines most when using the custom creation
system below. Hero points are used to ‘buy’ every detail. In the following
pages you’ll find everything you need to build a fully custom character. If
you have an idea that isn’t listed, just work with your GM to add new bits.

STEP 1: Starting Points: All characters start with 50 hero points to spend
on their build. You’ll be keeping track of your running point total as you
work, so don’t be shy with making a mess on the page.

STEP 2: Choose Flaw(s): Visualize your new character. What is a weakness


or stress point for them? Flaws imply history and drive believable role
play. Take a maximum 2 at creation, and maximum 4 in the character’s
lifetime. Each flaw adds 5 points to your point total. Flaws are entirely
optional! Track your new total and move ahead.

STEP 3: Core Ability: Choose a core ability and deduct 15 points for
its acquisition. This is one of the most useful mechanical aspects of your
character, and you can only ever choose one, so choose wisely! You can
also choose NONE here and save the 15 points for other ideas.

STEP 4: Choose Skills: Skills are the majority of rolls you’ll be making
in play. Just roll a D20, at or below the skill value to succeed. Sometimes,
the GM may place a penalty on this roll, so high skills are a welcome
friend! Outfit your character with a handful of skills that fit your concept.
Skills are purchased at 1-to-1 point value, meaning a skill of 6 would cost
6 points and so on. No skill can be higher than 18 or lower than 3. 10 skills
max in inventory.

In a system with no stats and no hit points, your


challenge is to capture a character concept with
skills and equipment as the focus. When you’re
hit, you’ll be losing use of skills and gear, so
there are many vectors of strategy here!

26
Custom Character Creation
Complete your custom character with the steps below. Creating
customized spells and equipment is a learned skill as a player, so don’t be
surprised if it takes some time and attention. This is where the hero point
system truly shines with a little ingenuity and a clear character concept to
guide your decisions.

STEP 5: Buy & Customize Equipment: Visualize your character and


spend your precious points on the equipment you need to satisfy the
concept. There will plenty of time in play to earn hero points and buy
more equipment, so focus on essentials. Record damage and details for
any weapons equipped. If creating a very specific idea, like a priest with a
talking sword, dive into the custom equipment rules and be creative! Add
the total value of armor equipped and record it as your Defense. You’ll roll
a D20 at or under that value when attacked. Keep track of final costs and
move ahead. 10 items max in equipment inventory.

STEP 6: Buy, Customize, or Scratch-Build Spells: Of all the steps in


custom character creation, none is more nuanced and ‘DIY’ than creating
spells. This takes a flair for magic creativity, a good handle of effects and
limitations, and your GM to make a few calls on the magic you’re creating.
All this odd work will be especially satisfying to the dedicated wizard-
player. For even more options, see The Path of Magic.

STEP 7: Acquire & Customize a Companion: If your character concept


includes a small familiar, falcon, pet or mount, use these rules and pay the
points needed.

STEP 8: Choose Your Lineage: There are five lineages to choose from,.
Each offers a bit of flavor for your place in the world.

Finish: Clean up left over points (is there such a thing?) or reduce skill
values to make ends meet. If you like, you can even save a handful of hero
points for spending after a session or two. The possibilities with this style
of character creation are limitless... they just take some hobby-brain, pen
and paper, and the ever-important character concept. You got this!

27
Flaws
Things that make you unique, but also prove challenging in time... flaws!
Each flaw earns 5 points, maximum 4 flaws over a character’s lifetime.

CHARACTER FLAWS LIST

1. Addict: You have a specific vice you cannot deny. If you can’t get your
fix, the GM will ask for a roll vs. attrition in some form.
2. Aescetic: You frown on possessions. Never exceed 5 equipment.
3. Ancient: You are old! Muscle, Jump, Climber, Breakfall, and Stealth
skills may not exceed 9, but you earn respect for your advanced age.
4. Bad Reputation: You’ve done things... terrible things, and people
know about it. You’ve done harm, broken oaths, or let someone down.
5. Crazy: When faced with a difficult choice, choose randomly.
6. Disorganized: Where’d you put that? When seeking anything but your
most-used items and armor, roll 9 or less on a D20 to find it.
7. Drunkard: Your drinking wavers between revelry and tomfoolery.
Beer and wine drain your pockets and frustrate your friends.
8. Employed: You are paid or oathsworn to a lord or employer. Disobey
at your own peril!
9. Greedy: Tempted by treasure, roll 6 or less on a D20 to resist the urge.
10. Grudge: You have been wronged, and hold it against an individual or
group, unjustly. When you encounter them, you behave terribly.
11. Impetuous: You are impatient, leaping into situations without planning
or reservation. Only take action in phase 1 or 2.
12. Injured: This common flaw should be taken a few times in a character’s
lifetime. An Injury brings a -1 maximum skill inventory.
13. Just a kid: Hey, I’m just a kid! Never exceed 6 skills.
14. Paranoid: What’s that? You hear that? You invent your own boogie
men, and sew doubt among others. NPCs will be hesitant to trust you.
15. Phobia: Fear of a common thing. In its presence, no roll can succeed.
16. Pursued: You have a nemesis out there... somewhere... hunting you.
17. Sickly: You were born frail. Survival and Resist skills cannot exceed 9.
18. Stubborn: If you make up your mind, only a D20 contest with another
player or NPC will sway you.
19. Timid: You’d rather let others lead. Only take action in phase 4 or 5.
20. Unlucky: No matter how many rabbit’s feet you carry, you have a
penchant for comical mishaps and crit fail on a 16+.

28
Core Ability
Select a CORE ABILITY to gain a mechanical specialization. A character
can only have one. Core abilities cost 15 hero points.

CORE ABILITY LIST

1. Battlemaster: You have been trained as a soldier who knows how to


hit hard. When you roll maximum damage, roll again. There is no limit
to the number of times the dice can ‘explode.’
2. Brutal Fighter: You are fast, efficient, and adept at taking on multiple
opponents in close quarters. All of your melee attacks may hit 2 foes
with a single damage roll.
3. Druid: Master of wilderness. Gain the Tracking and Hunting skills for
free, each at 9. When outdoors, gain +3 on all skills.
4. Empath: You have masterful intuition. Gain the Investigation,
Streetwise and Oratory skills at a value of 7 for free.
5. Go Unnoticed: You blend into shadows with ease. When enemies are
attacking you and your allies, they will target you last.
6. Mountaineer: A master of finding ways through rock and cavern. Gain
the Climber and Breakfall skills at 10. In mountains or underground,
you also have a Scout skill of 15.
7. Paragon of Faith: Your Faith skill grows by 2 with a successful cast,
and maxes at 16 (see p. 84). Additionally, destroy 1D6 weak undead
(such as zombies, shamblers or skeletons) as an Exhausting spell.
8. Protector: When using a shield, change a failed Defense roll by an ally
into a success once per round, if they are nearby.
9. Spellsinger: You cast spells with flair and oratory. You can never use
‘silent’ or ‘still’ spells. As a default, though, your spells work on a
target that can HEAR you cast. Upgrade from there as normal.
10. Uncanny Shot: Roll an extra damage die with all ranged weapons, and
ignore 1 DEF on all targets when using ranged weapons.
11. Veteran Commander: When a combat encounter starts, choose 1 ally.
Inspire them with a command to fight! Their first attack does maximum
damage, and they cannot be harmed for the remainder of that round.
12. Wizard Savant: You don’t just cast spells; you are a conduit of
incredible power. When casting, effects and outputs of all magic you
cast are maximized on a Magic skill roll of 6 or less on a D20.

29
Skills
Skills are a diverse look at what you have studied over the years, what
learning you’ve acquired, and what talents you’ve cultivated. Character
skill inventory is limited to 10 skills. Roll at or under skill value on D20.

• Buy cost: Pay 1 to 1 points for skills. Minimum value 3, maximum 18.
• Upgrade cost: Pay 1 point to add a +1 to a skill and so on.

SKILL LIST

Animal Training: Charm or induce an animal companion to perform


simple actions. Can only be used with one animal at a time.
Armorer: In arm’s length of an ally, roll this skill to repair 1 damaged
armor item in their inventory. On a failure, the armor is destroyed.
Brawling: Fight with fists and feet. Two uses: 1) Roll the skill to grapple
or stun a foe for 1 round. 2) Use a D6 when attacking without a weapon.
Breakfall: Half damage taken in long falls if this skill rolled successfully.
Climber: Climb any reasonable surface with texture, holds, or crevasses.
Courtier: Roll to outwit bureaucrats or royalty.
Disguise: Take on alternate identities. More difficult with acquaintances.
Evade: Used to avoid attacks that armor cannot protect against.
Faith: The ability to call forth miracles with prayer (see Divine Magic).
Forage: A skill used to find plants in the Herbalists’ Guide.
Gambling: Cheat or overcome casino games with devious attention.
Hunting: Acquire food in natural environments, enough for a group.
Investigate: Uncover hidden information, history or subtle facts.
Jump: Leap with uncanny agility, out-jumping the untrained by 3-fold.
Knowledge: Roll to recall details on a single topic or area of expertise.
Languages: Be fluent with a successful roll. Only spend here for languages
outside what would be normal for your folk to speak.
Linguist: Discern lost or unknown language, glyphs, or writing.
Lockpicking: Disable non-magical locking devices with tools.
Magic: Used to contain infernal or unstable magic, or as a resistance to
spells. Also used for wild magic and anti-magic.
Medical: Recover a crossed-off skill on yourself or an ally, with a touch. A
failed roll renders that skill recoverable only by rest.
Mining: Navigate or excavate underground with perfect direction and skill.

30
Skills
Muscle: You have a knack for leverage, a powerful grip, and raw strength.
Roll this skill to bend bars, lift the unliftable, or brace against wind.
Oratory: Fascinate or deceive with stories, bravado and sheer charisma.
Pickpocket: Acquire small or simple items on unsuspecting targets.
Profession: Any working skill or commerce skill, its tools and ways.
Resist: You are hearty. Roll to ignore extreme cold, poison, or too many
mugs of ale. Hold your breath or fight back harmful magic with Resist.
Repair: Mend a damaged weapon or item. Not usable on armor. A failed
roll destroys the item. “I think I dropped a piece...”
Riding: Perform daring maneuvers on horseback without penalties.
Running: Run double the distance of others, outrun pursuers in the open.
Sailing: Operate marine vessels, with appropriate crew.
Scholar: Achieve renown in a specific topic. You are published.
Scout: Find all kinds of clues, information, or traps in the immediate area.
Shield Fighting: When using a shield, roll this skill instead of Defense.
Additionally, add the Defense bonus of your shield to this skill.
Skinning: Harvest a slain beast for pelt or hide in 1D4 rounds.
Spell Research: Roll to study spells with time and materials in a safe
place. Gain 1 hero point per day invested thus, spendable only on spells.
Stealth: Go unnoticed when moving. Easier if perfectly still or hidden.
Streetwise: You know shady people and back-alley secrets.
Survival: If your heart is hit, a lethal injury, roll this skill instantly (it will
be crossed off). On a success, you fight off death’s embrace for 1 round.
Also rolled when refusing to rest and pushing onward after lack of sleep.
Swimming: Swim twice as far as others. Stay under water twice as long.
Take Aim: Add a die of your attack type on the next attack you make.
Tracking: Find obscured foes in the wild.
Trading: Get more value out of trade despite hagglers, bad leverage,
distractions or scammers.

Savvy players should take note of the immense


value of the Evade, Muscle, and Resist skills.
These foundational skills will come up often in
play when confronting enemies, avoiding area
effects, or surviving dangerous terrain.

31
Basic Equipment List
ITEM NOTE COST

1. Backpack Carry 2 additional items 6 pts


2. Torches 3 count, snap-light, burns for 1 scene 1 pt
3. Climbing Gear Ignore penalties on Climbing rolls 1 pt
4. Mining Kit Exploring or excavation times cut in half 1 pt
5. Cold Weather Fur Ignore penalties from normal cold or snow 1 pt
6. Diving Gear 2 dive helms, spearguns, fins, marker buoy 1 pt
7. Lockpicks Cannot pick locks without these tools 1 pt
8. Sack of Bearings A pouch of 3 dozen metal balls 1 pt
9. Flint & Steel Camp with comfort and cozy fire 1 pt
10. Scribe’s Kit Parchment book, charcoal sticks 1 pt
11. Craftsman’s Tools Hammer, spanner, and bits for simple work 1 pt
12. Bandage Kit 3 count, heal 1 crossed off skill 3 pts
13. Oil Flask 3 count, flammable liquid, glass phial 1 pt
14. Rope 50’ length, breaks on crit fail usage 1 pt
15. Iron Chain 15’ length, all but unbreakable 1 pt
16. Snare Kit 3 count, catch small animals 1 pt
17. Bear Trap 1 count, Muscle to escape 2 pts
18. Caltrops 3 uses, spiked floor-scatter, inflicts D4 1 pt
19. Powder Kit 1 Firearm never empty, ruined if wet 3 pts
20. Blessed Water 3 uses, anathema to pure evil or the undead 3 pts

LARGE ITEMS NOTE COST

1. Horse Transports 2 people at 4x walking speed 5 pts


2. Cart Holds Crates and barrels filled with goods 10 pts
3. Wagon Transports like a cart, at horse speed 20 pts
4. War Wagon An armored wagon for siege 25 pts
5. Small Boat Holds 4 people, barely seaworthy, sneaky 15 pts
6. Mast Ship Crew of 3 required, 2 masts, huge hold 35 pts
7. House A cozy place to live, deed for life 50 pts
8. Fort or Garrison A wooden Defense position with pole-fences 75 pts
9. Castle A series of keeps and towers, stone 200 pts
10. Fortress A massive, impregnable castle on a cliff 300 pts

32
Basic Armaments List
WEAPON DMG NOTE COST

1. Dagger D4 Conceal, thrown 1 pt


2. Walking Staff D4 Handy for all kinds of things 1 pt
3. Short Sword D6 Use with no hindrance in tight spaces1 pt
4. Long Sword D8 If max damage, roll again 2 pts
5. Great Sword D10 Uses 2 hands 3 pts
6. Wood Axe D6 Thrown, double damage on wood 1 pt
7. Battle Axe D12 Ignore 2 target DEF 5 pts
8. Pick Hammer D6 Reduce target armor by 1 per hit 2 pts
9. War Hammer D10 If 7+ dmg, stun for D6 phases 3 pts
10. Studded Mace D8 If max damage, stun target 3 phases 2 pts
11. Spiked Flail D10 Double dmg if used mounted 3 pts
12. Spear D8 Thrown, long reach 2 pts
13. Halberd D10 Long reach, halt a target’s progress 3 pts
14. Scimitar D8 On max dmg, attack another target 5 pts
15. Barbed Whip D8 Induces bleed on target 5 pts
16. Short Bow D6 Conceal, Use point blank 1 pt
17. Long Bow D8 On max dmg, fire again 3 pts
18. Crossbow D10 Takes 1 round to reload 5 pts
19. Musket D12 Heard for miles, D6 phases to reload 7 pts
20. Flint Pistol D10 Concealed, D6 phases to reload 7 pts

ARMOR DEF NOTE COST

1. Cloak +1 +3 Stealth skill 1 pt


2. Greaves +1 Boots with armored shins 1 pt
3. Leather Vest +2 No protection against blunt force 2 pts
4. Chain Mail +3 Noisy 3 pts
5. Scale Vest +3 Rare/requires expert blacksmith 3 pts
6. Helm +1 Draws enemy attention 1 pt
7. Chest Plate +4 -3 Stealth skill, cannot swim 5 pts
8. Wood Shield +1 Absorb 2 hits before attrition 3 pts
9. Steel Shield +2 Absorb 3 hits before attrition 5 pts
10. Tower Shield +3 Clumsy, ignore attrition from arrows 5 pts
***All characters have a base 6 Defense for clothing***
33
Armor and Defense
Defense is a crucial aspect of your CROWN and SKULL character. Any
time enemies attack, they make no roll... it’s up to you to roll Defense!

All characters receive Defense 6 at no cost... basic clothes. Add


additional armor values to determine total Defense value. Damaged
or destroyed armor no longer contributes to this value. Max 18.

Using Backup Armor: When loading up on armor, duplicates can be


carried, but only one of a type/body location can be worn to boost Defense.
You can’t wear two helmets, for example. That said, backups can be carried
in your 10 item slots, but only one of a type/body location counts toward
your Defense. Backup armor is just as vulnerable to attrition as worn armor
or any other equipment. This gives ‘tank’ heroes many vectors of strategy.

Damaged/Destroyed: When hit by an enemy, you can ‘cross off’ a piece of


armor as your attrition. Most commonly, this means the armor is damaged
beyond use. Some foes with corrosive or ‘sundering’ attacks will destroy
armor, not just damage it. Delete the item from your inventory permanently.

The Armorer Skill: All heavy armor fighters worth their weight are trained
in the repair of armor. This skill allows an armor user to ‘self-heal’ with a
successful skill roll. Fall back, strap down a dented bracer, charge!

Precious Space: With the tightly limited inventory of your character,


you’ll find that there is often little room for armor, forcing the kinds of
tough choices that make teamwork essential.

Aye, I carry three shields most days, and a canoe


paddle for good measure. I find that schlepping
the damn things is better than fighting back a
pack of ice wolves with a pair of mittens and
harsh language, but that’s just me.

34
Custom Equipment
Gear is king for the life of an adventurer! It’s cheap, lying around, and
often quite awesome in creative hands. In CROWN and SKULL, hero
points can be used to acquire and upgrade equipment. Like all point-
spending in the game, this can only be done while resting in a safe place
with the aid of an expert... in this case, a smith, mentor, or artificer.

Gear is like most things in CROWN and SKULL: it has a base cost, gets
more expensive with effects, and earns a discount with limitations. This
allows you to buy a super simple dagger, or craft a very specific magic item
all with the same value system. Any given effect added to gear can only
be applied ONCE PER ITEM, though an item may have multiple effects.

1 Point Gear (D6 weapons, +1 armors):


Small weapons, pouches, rope, lantern, torch, climbing kit, travel rations,
staff, ring or jewelry item, cloak, boots.

2 Point Gear (D8 weapons, +2 armors):


Medium-sized weapons, light armor, flares, bear traps & snares, thieves’
tools, common supplies.

3 Point Gear (D10 weapons, +3 armors):


Heavy and exotic weapons, mechanized weapons and tools, gear for
horses, complex or heavy armor.

5 Point Gear (D12 weapons, +4 armors):


Firearms, siege weapons, war-ready equipment and armor.

Keep it simple, laddy. Pay an extra 3 points to


make that sword deadly. Even this simple level
of gear customization can give ye an edge in
battle. Me? I prefer all my armor be cold iron
forged... only way to be sure!

35
Character Creation: Custom Equipment
GEAR EFFECTS LIST (3 PTS COST)

Deadly weapon: Add an additional damage die of the weapon’s type.


Balanced weapon: Ignore 1 target DEF to attack with this weapon.
Lucky weapon: Critical fails with this weapon incur no penalties.
Chained weapon: You cannot lose or be robbed of this weapon.
Lightweight: Finely made equipment doesn’t inhibit stealth or swimming.
Reinforced armor: Add an addition +1 Defense.
Bleed: After inflicting damage, target bleeds same damage D4 rounds.
Die Upgrade: Upgrade the damage die of a weapon by 1 grade.
Cold Forged: This metal equipment is immune to corrosion of all kinds.
Reinforced: This gear is resilient to damage (2 hits to cross off).
Compact: This gear incurs no unwanted attention or clumsiness.
.
GEAR LIMITATIONS LIST (GAIN 3 PTS)

Breakable: On a critical fail usage, minimum damage roll, or special GM-


noticed circumstances, this equipment just goes to pieces.
Sought after: There are nefarious folk seeking this gear.
Stolen: The owner of this gear, or forces of law, will hunt you down.
Wonky: This gear has silly or unexpected malfunctions the GM will
referee as needed.
Heavy: This equipment is bulky, occupying 2 item inventory.
Garish: The appearance with this gear is over the top, ugly, or off-putting
to most. This will draw enemy ire, embarrass you, or embolden foes.
***A piece of equipment cannot go below 1 pt cost

UPGRADING YOUR GEAR

During play, your character will receive hero points for completing
sessions. If used to upgrade gear, consider these key rules:
• Customizations are added for 3 points as normal.
• Upgrading gear can only be done at a smithy or artisan.
• Limitations cannot be added as part of an upgrade.
• All effects can only be applied to a single item once, no stacking.
• The final cost of a piece of gear can never be less than 1 point.

36
Character Creation: Spells
If you’re playing a magic-user in CROWN and SKULL, you have a
wealth of possibilities ahead. You can choose from basic spells, let your
GM offer available spells to buy with points as you progress, or create your
spells custom for the unmatched fun of bespoke magical effects. Whether
you use premade spells, build them custom, or discover them as equipment
in the form of wands, staves, rings or scrolls, all spells follow a few core
rules in CROWN and SKULL.

CRITICAL CONCEPTS FOR ALL SPELLS

Casts and Expend: Spells are cast on command. By default, spells include
1 cast. Once a spell has no casts remaining, it is expended and must be
studied again in rest and safety to cast again. Add casts with customization.

Magic Skill: The Magic skill is rolled to contain Infernal and Unstable
spells, or utilize the Wizard Savant ability. It is also used as a defensive
measure against enemy spells and effects in some cases.

Somatics: By default, all spells require audible words and gestures with
both hands to cast. This must be remembered when casting under duress,
when using equipment, or when speech is suppressed or disrupted.

Duration: The default duration of a spell’s effect is 1D6 phases. If an


effect is to conclude on the caster’s action phase, it dissipates at the end of
that phase. Upgrade effect duration with customization.

Effect: The default effect output of a spell is 1D6. This could be damage,
for example. This amount can be upgraded with customization.

Range: All spells require touch as the default range to cast. This can be
upgraded to ‘ranged’ or ‘area’ with customization.

Targets: In their default state, all spells affect a single target. A spell can be
upgraded to affect multiple targets or areas with customization.

***See CUSTOM SPELLS to improve spell outputs

37
Character Creation: Basic Spells
SPELL NOTE COST

1. Arcane Lock A glyph used to permanently seal a door 3 pts


2. Armor Add +3 Defense 3 pts
3. Courage Ignore fear or intimidation 3 pts
4. Dream Spike Stun an intelligent foe 3 pts
5. Far-Seer See your position from high above 3 pts
6. Fireblast Explosive fire from the caster’s hands 3 pts
7. Ghost Blade Hit 1D2 targets with arcane knives 3 pts
8. Healing Light Heal a skill attrition with a touch 3 pts
9. Invisible Wall A 20’ wide force field, 4 attrition/10 Def 3 pts
10. Levitation Hover up to 6 feet above ground 3 pts
11. Mage’s Cloak Enchant a cape. Its wearer is targeted last 3 pts
12. Piercing Blade Enchant a weapon. It is deadly 3 pts
13. Purify Free a target of all afflictions 3 pts
14. Sprint Grant double move speed 3 pts
15. Stormcaller Conjure a type of weather when outdoors 3 pts
16. Summon Vermin Attract a swarm of local pests 3 pts
17. Telekineticus Move small objects in your immediate area 3 pts
18. Vanish Become invisible 5 pts
19. Vines Call up vines that grab passers-through 3 pts
20. Waterbreath Breathe underwater with ease 3 pts

When using basic spells in play, answer almost every question with the
defaults mentioned on p. 37. Casting Healing Light? Heal 1 skill attrition
from a target you touch. Casting Mage’s Cloak? Touch the target cloak, and
its wearer will be targeted last for 1D6 phases. These default values should
feel limiting quickly to the magic-user. That is when useful upgrades like
Powerful, Lasting, or Dice Upgrade can be bought with hero points.

Considering the defaults on page 37, you’ll be


feeling flimsy with touch-only spells at your
most basic level. Always consider throwing the
‘ranged’ upgrade on basic spells right from the
get-go for 3 points. Trust me on this one.

38
Character Creation: Custom Spells
Creating and modifying spells is an art in itself, and may take some
practice. Much like the wizards of old, you’ll be scheming how limitations
and effects can counterbalance one another, or how a simple upgrade could
make a Basic Spell all it needs to be. Settle in to the ancient library, and
ponder the mysteries of Custom Spells...

The simplest way to begin your wizard’s journey is to customize Basic


Spells. Once you have some hero points to spend, consider these options:
• Spend 3 points for each new effect to be added
• Add limitations, reducing spell cost by 3 for each, 1 pt minimum cost
• You must be in a safe place to customize spells
• No single effect can be stacked more than 3 times total

When Basic Spells will no longer fulfill the desired level of magical craft,
you are ready to create spells from scratch. This assumes you have a solid
working knowledge of spell-casting in general, with specific outcomes in
mind. Here’s all you need to know:
• Give the new spell an evocative name that implies its function
• Select one effect as focal or use a Basic Spell as a starting point. Stack
on effects as desired, tracking cost as you go. Each effect raises the
spell cost by 3. No single effect can be stacked more than 3 times total
• Add limitations to the spell to get its cost down as needed. Each
limitation reduces spell cost by 3. Cost can never be less than 1 point
• You must be in a safe place for 1 day or more to create new spells
• Check in with your GM to get the final approval on your new spell

Wizards have many ways of studying their craft. As an introduction to spell


creation, consider visualizing a well-known spell from your role playing
past...

Blasts of fire, for example, are a staple for all adventurer-mages. Use the
spell creation rules to create such a well-known spell, getting a feel for
effect and limitation combinations. Don’t see what you have in mind?
Work with your GM to add effects or limitations as needed.

39
Character Creation: Custom Spells
Choose desired spell EFFECTS below, or roll a D4 for group and a D12
for EFFECT. This method can also be used when finding scrolls.

SPELL EFFECTS GROUP 1 (3 PTS COST)

1. Accuracy: Boost an upcoming damage roll.


2. Adapt: Select a specific substance you can now breathe easily.
3. Additional Cast: Add a cast to this spell.
4. Analyze: Cast and roll effect. If this effect is greater than the approximate
point value of the target spell or item, gain all information about it.
5. Animate: Use objects as puppets, D6 of them per cast.
6. Area: Modify a single-target spell to affect an arm’s-width radius.
7. Banish: Cast out a summoned creature or construct.
8. Blast: Inflict magic damage of specified theme, element, or style.
9. Clairvoyance: Affect unseen target(s) with rolled effect x 10’ distance.
10. Cloak: Reduce the chance of being spotted by others. This effect can
have many variations including camouflage, stillness, deception...
11. Clone: Duplicate an object or person into a semi-real copy.
12. Create: Create an object imbued with a spell you know. At its base
level, this spell creates an object with 1 use of the selected spell.

SPELL EFFECTS GROUP 2 (3 PTS COST)

1. Arcane Armor: Roll the output effect and add it to target Defense.
2. Detect Object: Detect a specific object.
3. Duration: Upgrade from 1D6 phases default to 1 full round duration.
4. Dispel: To cancel a spell, roll this output. Surpass the point value of the
target spell to cancel it. Sacrifice your next phase to dispel immediately.
5. Dice Upgrade: Increase the dice used by this spell by one grade.
6. Dominate: Target rolls a D20. Surpass that roll with effect to dominate.
7. Drain: Reduce a target’s DEF or ATK for 1 round.
8. Enchant: Imbue a weapon or object with a single gear effect.
9. Evade: Boost the Evade skill of a target.
10. Haste: Run or swim (choose on purchase) twice as fast as others.
11. Mend: Repair 1 weapon, item, or piece of armor.
12. Illusions: Place illusions into a mind directly, or fabricate them for all.

40
Character Creation: Custom Spells
SPELL EFFECTS GROUP 3 (3 PTS COST)

1. Language: Listen, speak, or translate any language or cypher.


2. Lasting: Make a spell’s output permanent, with GM approval, for a
cost of 15 points.
3. Levitate: Hover or move a few feet above the ground.
4. Locate: Locate a person without seeing them. If being located by an
enemy, roll your Magic skill to evade detection.
5. Metal: Manipulate metal in numerous ways.
6. Mind Defense: Ignore Dominate, Illusions, Obscure, or Telepathy
being cast upon you.
7. Obscure: Hide objects. Use effect as penalty to detection rolls.
8. Perception: Add effect to a Scout or Investigate roll.
9. Poison: Conjure arcane goo or oil that inflicts poison on living things.
10. Powerful: Boost a spell with a die upgrade, additional die, or similar.
11. Psychokinesis: Use the Muscle skill at distance of effect x 10 feet.
12. Held Spell: Use a turn to ‘pre-cast’ spell, triggering it any time after.

SPELL EFFECTS GROUP 4 (3 PTS COST)

1. Ranged: Cast up to long range and visible targets (most of a scene).


2. Restore: Heal 1 skill attrition.
3. Shapechange: Change into a specified animal form.
4. Shield: Create a damage-absorbent magical barrier the size of a shield.
It is impervious for 1 round and cannot be moved.
5. Silent Spell: Cast this spell with no magical words spoken.
6. Still: Cast this spell with no gestures.
7. Summon: Conjure 1D6 1 attrition ‘minion’ creatures or constructs.
8. Telepathy: Read minds by overcoming foe’s D20 roll with effect.
9. Transmute: Change a mass into a different material of equal or lesser
value. Change effect x 10 pounds of mass.
10. Transport: Move a person from here to there instantly. Distance equal
to effect x 10 feet.
11. Vapor: Contain a spell’s effect in a lingering vapor cloud. The cloud is
subject to air movement as a conventional gas.
12. Ward: Prevent passage of a specified creature or person through a
portal or passage.

41
Character Creation: Custom Spells
SPELL LIMITATIONS LIST (GAIN 3 PTS)

1. Campfire magic: Can only be cast in a safe place.


2. Cannot be customized: This spell is minimalistic, only available in its
first-learned form, never to be changed.
3. Cannot be targeted: Spell always flies wild. Use dice for direction, or
randomly select from available targets.
4. Exhausting: No magic can be used for 1 round after cast.
5. Costs 1 attrition to cast: Sustain 1 attrition with each cast.
6. Costs material to cast: When cast, mark off 1 item in your inventory
as destroyed... a powerful reagent like a crystal or crushed bone.
7. Druidic: Cannot be cast if the caster wears or is touching any metal.
8. Ineffable: This magic is primal, and can’t be recorded for others to use
on scrolls, weapons, rings, or wands of any sort.
9. Linked to physical object: The spell manifests with or through an
object. If that object is destroyed or stolen, the spell is lost.
10. Madness: Each time this spell is cast, roll your Magic skill. On failure,
take the Crazy flaw until your next rest.
11. Must be sustained: This spell ends if the caster is hit or takes any other
action while the spell is active.
12. Nullified by: Has no effect on a specific type of target or target property.
13. Only works on specific target type: Can be anything. Be as specific
as possible.
14. Only works outdoors: Elemental forces are required to cast.
15. Painful: After this spell is cast, the user can only make a move on their
next turn... i.e.; no actions. “Gods! My limbs are all but numb!”
16. Red Speech: This spell can only be cast with booming, shouted words.
This limitation prohibits the use of Silent Spell.
17. Ritual: This spell can only be cast with 1D4 uninterrupted rounds of
successful Magic skill rolls.
18. Takes 2 phases to cast: Effect takes place at the end of the caster’s
second phase spent casting. If hit in that time, the count starts over. If
rolling to cast, the roll must be made twice consecutively.
19. Unstable: A wobbly, barely-contained magic. When cast, roll Magic to
maintain control. If failing, roll on the Unstable Magic table.
20. Uses infernal powers: Calls on brimstone and demons. When cast, roll
Magic to maintain control. If failing, roll on the Infernal Magic table.

42
Character Creation: Custom Spells
UNSTABLE MAGIC

1. Spellblast: Explosion! Absorb 2 attrition. The blast is large, reaching


to ‘near’ distance.
2. Wild Shot: The spell fires at a random target or area, including allies.
3. Forgetful: You forget how to cast this spell for 1D4 days. For each of
those days, roll Investigation to try and remember.
4. Psychic Spike: Your mind reels from failed magic. Take a -3 penalty
to your Magic skill until your next rest.
5. Erosion: The spell itself is damaged. Roll to add a new limitation.
6. Echo: A searing, loud noise erupts, heard for miles.
7. A dud: The cast fails, and expends itself.
8. Stable: Your spell casts normally, with no unstable aspects.

INFERNAL MAGIC

1. Hellrift: A powerful baron of hell appears, furious. It has 20 HP, actions


on phases 2 and 4, and does D12 sword damage.
2. Charred: Terrible burn... reduce skill inventory by 1 permanently.
3. Hellstone: A mass of smoldering rock falls from above! It smashes a
random area in 1D6 phases, inflicting 2 attrition on those below.
4. Imps: 2D6 1 HP imps materialize and attack you. They do not make
rolls, fly about like bats, and inflict 1 attrition per bite.
5. Smoke Cloud: A large cloud of opaque smoke surrounds you.
6. Pain: Heat and sparks sear your flesh for 1 item attrition.
7. Devilish: Your appearance slightly changes: a hint of horns, a glow to
the eyes, black fingernails, crab-claw fingers or scaly skin.
8. Inert: Nothing happens, save a wisp of smoke.

Cazzaban was mad with his search for spells!


The damned fool had us on the underbelly of
an Orcish mining barge, breathing through
tubes, with iron diving caps and boots a-full with
leeches! Wizards! Lunatics, all of ye!

43
Character Creation: Acquiring Spells
Magic has a wild, boundless nature that can permeate every aspect of a
game and its setting. Before things get out of control, your GM may want to
place some limitations on how and where magic can be researched, created,
stored, or modified. These aren’t hard rules, but thematic limits that invite
our heroes to seek out magical powers rather than simply, inexplicably,
acquiring them with hero points at any time.

ACQUIRING NEW SPELLS

Safety: Decoding, translating, modifying, creating or learning spells can


only be accomplished with concentration and focus. This means a safe
place and restful conditions. In ‘the field’ these conditions can be hard to
find. Safety means no threats of any kind are incoming.

Elder Wizards: It takes decades to learn higher magics. Elder wizards are
a good way to access new or more powerful spells. If more than 20 points
have been / are being put into a spell (before limitations applied), the GM
may require an elder wizard to aid your work. Your campaign may even
have GM-made spells that can only be acquired from such a mentor. How
to find such a wizard? Who knows?

Spell Storage: Gems, scrolls, rings, amulets, wands, staves, and frescoes
are the common residences of spells. All of these require some acumen to
translate and comprehend. Wizards are often searching for such ‘containers’
wherever they go. A Detect Object spell built to find magic or spell storage
is handy for such work. Given time and safety, the spell(s) therein could be
learned, no longer requiring the container.

Gaia Theory: The land itself holds magical power. In very special places
in the wilderness, new magic can be acquired directly from this vast,
mysterious source of power. These are most commonly a henge or heroic
grave site. To grasp the hidden power of such a place, the aspirant must
spend a matter of hours or days there, searching for subtle energies and
cues from nature itself. Numerous intellectual skills can be handy in this
endeavor.

44
Character Creation: Costs of Magic
When building or considering magic and spell casting for your character,
the question of ‘Why doesn’t everyone make a spellcaster?’ may come up.
Spells can be very powerful, transcend the abilities of sword and shield, or
simply seem more exciting in play. The wizard player is invited to consider
some aspects of The North Holds when musing on this subject...

Hatred of Magic: Some remote communities, religious sects, or


superstitious governments have no love of the magic-user. You may be
hunted, despised, imprisoned, mocked, robbed or plotted against if your
use of the arcane arts is revealed. Also, many lower forms of monstrous
life such as fish folk, ogres, reptiles and wild beasts can have a violent
and sudden aggression when magic is used, targeting the caster before all
others.

Unwanted Attention: Loud noises, pyroclastic displays, bizarre robes,


twisted staves and the like are seen, by many, as a portent of bad things.
Wizards are strange, far-minded folk. This can make stealth and deception
more challenging, or create ill-favored rumors.

Vulnerability Without Magic: By investing their hero points in spells,


magic-users become intrinsically vulnerable if they should enter a magic-
nullifying or silenced environment, be stripped of magic items, lose the
Magic skill to attrition, or have their hands bound. This vulnerability seems
unlikely to the greenhorn adventurer, but all veterans know how real these
threats are.

Complexity of Play: On a more ‘meta-game’ level, there is a burden of


complexity in efficiently playing a wizard or magic-user. Spells must be
clearly tracked; thought must be given BEFORE one’s turn as to actions
taken; times, outputs and other specifications must be clear to the whole
table, without eating up undue time. All these duties can be overly clerical
for some players, or become so cumbersome that other players are groaning
and falling asleep during the wizard’s ponderous turns.

If none of these sway you, then may the arcane be with you... always.

45
Character Creation: Companions
It’s dangerous to go alone! On the dark adventures ahead, you may
have need of a falcon, a hunting dog, or even a paid retainer or scribe. In
CROWN and SKULL these are called companions. You can customize a
companion much like a spell or piece of prized equipment.

With a clear concept of your companion in mind, get a heap of points ready
to spend, and use the rules below.

The most important thing to remember with companions is that they will
not serve to double your actions in combat. A companion action counts
as your own. You operate as one! This keeps companion characters from
overtaking the table.

3-Point Companion (Small animals)


A ferret, rat, snake, parrot, frog, or hedgehog may not have great strength,
but they make good company, stow away with ease and generally go
unnoticed by foes.
D4 attacks, 1 skill value 9, 6 Defense

5-Point Companion (Medium sized beasts or simple devices)


Dogs, cats, falcons, owls, or even small pigs count as medium-sized. Also
in this group are tiny devices such as mechanical animals, orbs or smaller
automatons. The latter should be very rare in any campaign. Medium
companions have more combat capability, but also become targets.
D6 attacks, 2 skills value 9, 9 Defense

12-Point Companion (Large animals or retainers)


A tiger, wolf, bear, or condor is considered the largest of companions. Also
in this group are trainee human fighters, equipment squires, chroniclers or
personal chefs. The GM should be prepared to manage the mechanics and
story for such a companion, without allowing them to consume more table
time than any other character type.
D8 attacks, 3 skills value 9, 9 Defense

46
Character Creation: Companions
COMPANION SKILL LIST

Retrieve: Roll to recover an object of equal or smaller mass.


Track: Roll to reliably follow a designated quarry for 1 round.
Attack: Roll damage with natural weapons.
Stand Watch: This companion reliably keeps guard, alerting at any event.
Protect: The companion clings to its charge, taking damage when possible.
Find: Locate a person or object in 1D4 rounds.
Report: In 1D4 rounds, scout the area and report back in simple terms.
Carry: This companion can carry its weight or less with ease.
Hunt: Once per day, this companion can feed a group with its efforts.
Pin Down: Roll to pounce on a foe and pin it. Versus rolls encouraged.
Endure: This companion gains a +1 protective attrition against a lethal hit.
Frighten: With a roll, scare a foe into hesitating for 1 round.
Taunt: With a roll, require a foe to attack for 1 round.
***Work with your GM if assigning unlisted skills to a companion

UPGRADING YOUR COMPANION (COST 3 PTS)

When out of danger, a companion can be trained with time...


Deadly: Upgrade the companion’s damage with an additional die.
Cunning: Upgrade the skill value used by +1.
Precise: Your companion ignores most penalties in combat.
Evasive: This creature gains +3 Defense.

COMPANION LIMITATIONS LIST (GAIN 3 PTS)

Frightened: On a roll of 4 or less, or in special circumstances, this


companion will flee, vanishing for 1D4 days.
Trophy: This companion is sought after by shadowy folk, collectors,
jailers, or those who simply hate it.
Feral: Will not stop attacking until all immediate foes are slain or subdued.
Impulsive: When battle is joined, this companion rolls its best skill. On a
failed roll, it makes its own opening decision, using the hero’s phase.
Clumsy: This companion is almost never stealthy, hidden, or silent. The
group’s sneaking or stealth efforts are afflicted by a -3 penalty.
***However many Limitations, Companions have a minimum 1 pt cost

47
Character Creation: Lineage
Choose a LINEAGE when creating a character. Lineage does not include
mechanical aspects, as each population is vast and diverse.

Humankind are a versatile folk...

The story of human folk and their kin in The North Holds is a ragged line
of ambition, ascension, and ruin. Again and again have their kings and
golden ages fallen to calamity. This is largely attributed to their unusual
desire to unite The Holds under one banner, as the Earl did so many years
ago.

Ironically, in present times human folk are less unified than ever. Their
royal lines and heritage are largely lost. For some, this is just politics and
daydreaming, but for others it is a call to find and lift a true king or queen,
and reclaim the great vision of the past. How this can be done, which
bloodline has the purest claim, and all the intrigue that goes with such
questions, is argued in every lord’s hall.

Elven folk have a knack for the magical...

Elves in The North Holds have long endeavored to stay out of wars and
witchcraft, instead choosing to cultivate powerful allies with nature and
primal forces. As the sole keepers of Dragon Tooth, they wield this power
with care and patience... most of the time. Exactly what to do with the
delicate friendship of dragonkin is a matter of perpetual debate among
elven scholars and wizards.

Within the elven people, there is yet disunity despite the high-flying
banners and pageantry of King’s Field. Some claim that King Ithamel of
Forestheart is a deceiver... a demon. Others impugn the law of Thryn as
appeasement to lesser houses, demanding the elves deal elemental justice
to all The Holds.

As self-proclaimed keepers of these weighty matters, elves curate the


greatest libraries and scriptoriums in the realm... a tool they will surely
need in the days to come.

48
Character Creation: Lineage
Stout Folk are usually built like tanks...

Ah, the beard-sporting, ale-quaffing, hammer-wielding folk of Runnminir


and Ullur! Stout folk, also called dwarves by the ill-mannered, can all trace
their family lines to one of these two ancestral homes, endlessly arguing
theirs as the best. Stout folk have a hearty sense of moral duty. They carry
an inheritance of mighty deeds from their ancestors, allying with all the
folk of The Holds to preserve the best things in life.

The only weak point in the stout folk code of honor is the sinister shadow
of greed. Players creating stout folk characters should remain ever-mindful
of dwarven greed and its effects.

Proudfoots are feastwise inventors...

These diminutive folk are a happy and peaceful lot, mostly hailing from
the deserts near Hakburg. They are master horsemen and frontiersfolk...
sturdy, optimistic, and resourceful. Above all they prize a good meal.

By the ingenuity of Proudfoot artisans, the frightening wonder of gunpowder


has come to The Holds in recent years... not simply in pot-bombs or mining
charges, but flintlock muskets with die-cast bullets. With great care and
caution they guard this deadly new technology.

Frog-kin are honor-bound, trapped in a violent empire...

Lord Croakokame is the cruel emperor of all frog-folk, willing to burn


the world to see it under his rule. A strict code of honor keeps his legions
in line, but a very few among them throw down their vows and leave the
murderous empire for greener lands. For this, they are hunted.

Players selecting frog-kin should keep a sharp eye for assassins, will be
considered traitors, and are largely misunderstood by most folk. On the
other hand, froggish warriors are disciplined, skilled absolutists who are
not to be trifled with. A weighty lineage indeed.

49
Character Creation: Discovery
With all these tools, prompts and options available to you for creating
a character, there’s one last origin method to consider: discovery. This
method places your character in a vulnerable state of amnesia with little
to no equipment. This method can be exciting for newcomers and veterans
alike, but asks a bit of lifting by both player and GM.

The Opener: If your group is using discovery-style character creation,


much of who your character will be relies on the nature, details, and themes
of the opening moments. These can be summarized in three parts...
• Location: Where does the story begin, and why is it cool? A remote
cavern? A dismal tomb? A sinking ship? Choose something everyone
is excited about.
• Condition: What condition are our heroes in? Asleep too long?
Imprisoned? Freezing cold? Materialized by magic? Buried alive? This
is no meet-up in a tavern.
• Time Pressure: What is about to happen, or pushing our heroes to
action? Something needs to initiate the action, and soon... 1D4 rounds
soon. The chamber fills with water, a blizzard breaks windows, walls of
fire close in, air runs out or a giant grinder-machine grows ever closer.

One Little Memory: As heroes seek to escape or get moving, a fleeting


shadow, reflection, or strange feeling triggers one small memory for each
character. This memory takes the form of a single skill, granted at value 6.

Stuff Lying Around: On their way to whatever lies ahead, characters find
1D4 useful items in their immediate area. A rusty iron spear? A ragged
leather vest? A snow-crusted blanket? This is all they have for now.

I Remember My Name: After a few exciting moments, rolls, or events,


the GM will notice key details and announce, “At that moment, shaking the
panic of it all free, gaining a bit of your wits, you remember a name... your
name.” Record this name when so instructed. Soon enough, the group will
know itself a little better, and the discoveries are ready to begin. “Free of
the ice cave, it collapses behind you with only seconds to spare. Beyond,
the vast ice fields await, and daylight fades fast...”

50
Character Creation: Discovery
Discovery asks that players lean in to skill sets and ideas as they
unfold during play, while GMs stay highly aware of these cues to reward
memories. It can feel a bit open-ended at first, but trust the adventure, and
each other. There are no hero points in these first few discovery sessions,
just collaborative revelation of our heroes’ identities.

Finding Memories: As the early struggles of the first session unfold, both
GM and player should be keenly aware of exciting moments, unlikely
successes, clutch dice rolls, bumps on the head, nostalgic items, or other
triggers for unlocking hero memory. When such a moment occurs, the GM
will announce that another memory has surfaced, spreading them evenly
between heroes. This could be an increase to a skill, a new skill, a piece
of character background, or even a flaw. Expect 3-5 of these memories per
character in session 1.

Finding Gear: Players will be gear-hungry to say the least. Remember


that in CROWN and SKULL ‘usable’ or ‘useful’ inventory is somewhat
rare, even if the world has objects lying about. Expect each character to
find 1-3 useful inventory in session 1.

Finding Your Past: Skills and equipment are useful, but to know who you
are is the real pay dirt of a discovery session. This may not even occur in
session 1, but all characters are encouraged to seek their history.

Origin Revealed: In the next few sessions, when a character reaches a


moment of truly epic success, poignant role play, or powerful luck, the
GM may announce “At that moment, you remember everything...” Once
this occurs, memories come flooding back. The next time the revealed
character is in rest and safety, gain these rewards:
• 2 skills, each at value 9 “I was a blacksmith... yes! And a good one!”
• 10 points of basic equipment “This cache was left for you, sir.”
• A Core Ability “The hands are starting to remember...”
• Memory of how you got into all this “We must find Castigere!”

Play then continues as normal, with heroes earning points in play.

51
Deeds
When our heroes have done more than survive, more than gain wealth
and equipment and influence, but instead have risked their lives for the
good of all and emerged victorious... when these moments occur, the realm
acknowledges a mighty deed. Deeds provide 3 benefits to players...

Hero Points: When a deed is done, each character receives 3 hero points.
These can be spent (if in a safe place) or saved for later. A deed should be
awarded every other session or so. Listed here are the primary moments
deeds are awarded by the GM...
• Completing a session with flair. “You guys, that was amazing. Consider
a mighty deed done! Take 3 hero points, all of ya.”
• Executing legendary or pivotal actions in play. “That critical didn’t
just collapse the cavern, it sealed the horrors behind a wall of rock for
all time? Ha! Consider that a mighty deed!”
• Returning to goodly folk who cheer for their courage and aid.
“Wallabytarnwhatwallaby sheds a single tear as you return to town.
Children run to meet you, and banners stream in the air. The deed is
done! Victory at last!”

Closure: Normally, the dangerous situations facing ordinary folk get


worse and worse until our heroes come to help. Once a deed is done for
such people, the decay of circumstances finally halts. This lets players
move on to other exploits with no worries or loose ends. “With the goblins
vanquished, and the caverns destroyed, Gardenburrow will never be
threatened again!”

Renown: When word spreads of the heroes’ mighty accomplishments,


bards and poets will begin to assign them titles and nicknames...

Ah, the sound of cheering townsfolk and laughing


goats! I may have gone soft in my golden years,
but there’s no better feelin’ in life than to return
to folk made safe, have an ice cold bath, and
drink until the sun rises anew. To the crown!

52
Renown
Renown is the inevitable result of heroic action, acknowledged by folk of
the realm and GM alike as deeds. When these pile up, the honor of title is
bestowed on our band of adventurers. Here are a few guidelines...

3 Deeds: After a few exploits, a hero or group receives a title derived


from a famous doing. Examples of this could be ‘spider-slayer,’ ‘boulder
breaker,’ or ‘the wild man of Mooncrest.’ Stories have begun to circulate
about deeds done, but most folk wouldn’t recognize the heroes if they saw
them. You are little more than a rumor or tavern tall tale.

5 Deeds: After so many doings, our heroes acquire actual titles either
individually or as group. ‘Knight Errant,’ ‘Commander,’ ‘Warmaster,’ or
‘Forest Mother’ come to mind. Folk recognize our heroes more often, and
refer them by proper title to show respect. Vendor prices drop, ales are
bought aplenty by admirers and well-wishers.

10 Deeds: Here the greatest heroes find their place in history. If awarding
deeds every other session or so, this would be 20 sessions of play. For some
groups, that’s an entire year of campaigning! At this stage, our heroes’
renown is legend. They become part of the ‘world lore’ of The North Holds.
They are offered a fortress, village, or outpost by lord and lady. Some folk
even kneel or swear fealty to such heroes. Titles for renown of this level
could be ‘Lord,’ ‘Baron,’ ‘Duchess,’ ‘Arch Druid,’ or ‘High Priest.’

At this level of play, our protagonists will be ready to take on the largest
perils of the day: plan with kings and generals to end wars, slay titanic
monsters, protect the ascension of royalty, stand for the Crown or the Skull,
explore other dimensions, prevent cosmic calamities, or rescue entire
towns from destruction.

Often, somewhere beyond this level, characters are retired and treated as
mighty avatars of The Holds, fading into the background for a new group
of up-and-coming characters our players create in their own wake. This is
when things become truly interesting...

53
The Crown or the Skull?
After several perilous chapters, a character earning 25 or more hero points
in play (not at creation) will earn the attention of mighty forces. This hero
is ready to make the ultimate choice: the CROWN or the SKULL? Once
this threshold has been crossed, the GM will find an opportune moment to
pose this question as part of the ongoing story. The deliverer of this choice
will be a familiar lord, king, mentor, or trusted ally. Larger forces are at
work, and a call to greater duties arrives at last.

“You stand before me a hero of the realm. Your deeds have not gone
unnoticed. No longer can you chase whims or petty treasures. Yours is a
mighty calling, adventurer. Make your choice!” With that, the king opens
his hand, revealing two silver rings. One is carved with a seven-eyed skull,
the other, a high-tined crown. He waits patiently. All eyes are on you.

Since the fall of the world’s unity three decades ago, many heroes have
faced this choice. It has become tradition... a sacrament to lend order to
a chaotic world. The CROWN is not simply ‘the good guys’ nor is the
SKULL wanton evil. The question is a matter of alignment with larger
forces at work in The North Holds.

For players, your job is to announce when 25 hero points have been earned.
For the GM, you are charged with weaving this choice into the campaign
naturally. Before we look at what’s at stake, here are a few pointers.

Sacred Rite: When presenting this moment in play, GMs, be sure to pause
the story a bit, revel in this moment. Heralds take the knee, trumpets sound.

The Ring Itself: For added effect, offer two actual rings to the player(s)
about to choose. Spare no bravado in their presentation.

Consider the Group: Some groups may prefer to all reach the 25 point
threshold together, some independently. Survey their preference.

The Only Chance: This choice is only offered once. If a hero refuses to
choose, they will be scorned widely, possibly deemed an enemy to all.

54
The Crown or the Skull?
Those who choose the CROWN will join an order of protectors, knights,
and heralds sworn to the well-being of the realm, the sanctity of all life, and
the upholding of ancient codes. They swear to honor the decrees of kings
and queens, to serve as a beacon of truth and loyalty.
• Gain 6 hero points
• Choose any 1 crown skill at no cost, value 9
• Choose any 1 crown equipment at no cost
• Take the ‘Crown-Sworn’ flaw: If you disobey a royal summons, edict
or order and are caught doing so, the penalty is death.
• Gain a Ring of the Anvil’s Light: Roll 9 or less on a D20 to heal 1 skill
attrition for all close allies. Also, add +1D4 to their Defense until your
next turn.

“I knew it! Sound the bells! Bring forth a silver cloak and goblet of ale! The
ranks of good have another in their phalanx! Look, ye evil doers, on this
fellowship, on this shield wall, and despair! I honor you, crown-sworn.”

Those who choose the SKULL will join no order, swear allegiance to no
one, and walk the world as a masterless rogue. They will spare no method
or dark power to see their deeds done. They trust their own wisdom over
the laws of kingdoms or motives of kings. Free to choose their own path,
they will be honored by others who stand defiant, self-contained.
• Gain 9 hero points
• Choose any 1 skull skill at no cost, value 9
• Choose any 1 skull equipment at no cost
• Take the ‘Ronin’ flaw: Unless in disguise, you will be identified and
unwelcome in any high hall, throne room, council chamber, or royal
household. Even in taverns and markets you will be seen as suspicious.
• Gain a Ring of the Skull: When you make a kill, gain 1D12. Store this
until desired to add or subtract from any roll you make in the future.

“Fascinating. I see in you no need for the straight path. No lord or land
will you keep, no law will you endure... shadow-walker, king slayer. So be
it, but choose wisely how you use this mighty freedom, ronin. A skull with
too many enemies is short-lived. Until then, I bid you good luck. Now go.”

55
Crown Skills
These skills can never be learned by those who choose the skull.
Court: With this skill, argue, dominate, or placate the highest-ranking folk.
Silvercraft: Cast ammunition or weapons with a smithy and silver.
Burial Rites: With ancient rites, you can ensure that the dead or undead
will never rise again... truly at peace... inert.
Codex Language: You speak the oldest language known... a root of all.
Ancestor: Call the phantom of long-dead kin to fight at your side.
Skewering Strike: Roll this skill with any attack, and add the margin of
success to the damage dealt.
Bladeguard: Master of the parry. Add margin of success to DEF, 1 round.
Bloodlines: You can glean many details from a sample of blood.
Squadron: Send out a call with this skill: D6 allies arrive in D4 rounds.
Fort Command: In garrisons or forts, take command with this skill.
Artillery: You are a genius with range and aim at long distances. Use this
skill with any long-range strategy to guarantee the success of such a roll.
Sun Keeper: Roll to manifest sunlight from an object of your choice.

Crown Equipment
This equipment can never be used by those who choose the skull.
1. Plumed Helmet +3 Defense, enrages enemies 3 pt
2. Silver Shield +6 Defense, repel lycanthrope attacks w/ no roll 3 pt
3. Sun Amulet This chain necklace holds 1 burst of sunlight 3 pt
4. Silver Darts 12 thrown spikes of purest silver, D10 damage 3 pt
5. Roc Feather Destroy to fly for 1D6 rounds 3 pt
6. Prophet’s Hood Renew 1 spent spell daily 3 pt
7. Beads of Lurian If facing fear or panic, gain +5 Magic skill 3 pt
8. Great Bear Pelt Ignore penalties from cold or snow 3 pt
9. Giant Sword A 3D12 blade with +2 Defense 3 pt
10. Song of Ullur Roll Magic to heal all allies 1 attrition 3 pt
11. Arconyx Ring Store 3D12 per rest, use on any future roll 3 pt
12. King’s Plate Lesser undead cannot touch this plate armor 3 pt

56
Skull Skills
These skills can never be learned by those who choose the crown.
Dragon Speech: You speak draconic. One mistake can be deadly.
Shadow Guild: Recall hand-signs and passwords of underground groups.
Vicious Strike: When you do damage, forego your next turn to double the
amount inflicted. If a kill is made, recover the turn sacrificed.
Scurry: With this roll, relocate anywhere within a bowshot. What the-
Shadow Jump: Roll to move between any two deep shadows.
Fire Snap: Snap your fingers to quadruple an open flame you can see.
Misdirection: If a thing is noticed, you can ‘move’ that attention to
something else entirely. Not with magic, but cunning.
Silent Kill: If you kill an unsuspecting target, roll this skill to go unnoticed.
Lift: Roll to steal a high-profile item or object without being seen.
Fade: Even if being directly observed, roll this skill to move unnoticed.
Fang Disciple: Once per town, castle, or abbey, roll to attract a strange,
misfit worshiper... this person will do anything for you.
Blood: In a pinch, drink the blood of your lineage to recover 1 skill attrition.

Skull Equipment
This equipment can never be used by those who choose the crown.
1. Antler Dirk A D10 dagger that uses no metal parts 3 pt
2. Karlan’s Claws D10 fist weapons, victims bleed after hit 3 pt
3. Spring Cable An elastic wire for base-jumping, holds 3 people 3 pt
4. Twistroot A fungal bud that drills through almost any lock 3 pt
5. Spellspark Once each day, add 1 cast to 1 spell 3 pt
6. Kinetic Glove Add a damage die each consecutive attack, up to 3 3 pt
7. Spellcannon A bulky pistol. Arm with 3 casts of a spell per rest 3 pt
8. Night Hood In moonlight, you are all but invisible 3 pt
9. Cold Iron Scythe 2D12 blade, if you hit for 10+, kill your foe 3 pt
10. Thieves’ Ruby A gem so pretty it causes a kind of hypnosis 3 pt
11. Fool’s Coin When given, binds the recipient to a favor 3 pt
12. Black Crown If you see a foe healed, convert it to dmg 3 pt

57
Heroes of the Realm
Player characters, even in their fledgling days, have heard inspiring stories
of these mighty folk. Once characters have completed a few adventures,
they will likely hear from one of these famous people. Each is listed below
with an introductory quest.

Saint Castigere Villaroyas Antares


• Location: Bramford Abbey area
• Widely Known: For over 400 years, Castigere has dwelled in the veil
between life and death, lingering in the mortal realm to fulfill a vow to
honor the dead. He is the saint of the grave, the giver of alms to the lost,
the guide from life to death’s reprieve.
• Quest: The Dead of Stormfoot Woods: Castigere appears as an
apparition, hovering a few feet above the ground. He asks that heroes
investigate a legion of wandering skeletons in the forest southwest of
Jay’s Rock. ‘I fear some evil has risen these souls from their duly-
earned sleep. Please, help me root out this doom!’

Greentooth
• Location: The Bleeding Tree near Blood Manor
• Widely Known: Greentooth is the older sister of Bloodwing the
Destroyer. She is, perhaps, the oldest being in The Holds. She takes the
form of a colossal green dragon and a withered old woman. Her hut is
seen now and then in the deepest of forests... a bubbling stew cooking.
She is kind and watchful, but ethereal... having lived and died many
lifetimes. Thus, she seeks allies to aid her causes.
• Quest: The Blood of Kellos: After a recurring dream of Greentooth
soaring over the Stormkeepers, heroes are mysteriously drawn to the
old woman’s hut near the Bleeding Tree. She explains that deep below
the forest, an ancient evil is growing, poisoning the roots of the old oak
with congealed blood-ichor. Taking dragon form, she offers to shuttle
the heroes to a remote crag of solid bedrock in the hills south of the
tree, where a great fissure has opened a path into the cavernous realm
below. ‘Down and through and under the stones, seek the eye of Kellos
and all his blood-soaked bones, to root out the poison and heal the
tree... go in the darkness to finally see.’

58
Heroes of the Realm
Elayna of the Redwoods
• Location: Forestheart
• Widely Known: Elayna is the queen of the Red Woods elves, wife of
King Ithamel, keeper of the Heart of the Forest. She was once a wild
elf, betrothed by Ithamel after the Bloodwing War. She is widely loved
in all The North, spending her days helping good people.
• Quest: The Ring of Ashes: A royal writ is received by our heroes. Queen
Elayna seeks a team of adventurers to discreetly enter the burned ruins
of the old elven capital, in hopes of retrieving chipped or broken-off
dragon claws. A contact awaits in Old Watch to outfit the adventurers
on arrival. ‘If dragons are to return to our lands, these fragments will
help us know how and when...’

Raka Galmorn
• Location: The Wolf Lands
• Widely Known: Once mortal, Raka now wanders Pyros, the dimension
of fire, in search of his quarry: Orgidex the Watcher. He is a cryptic
figure, appearing when matters of flame are at hand.
• Quest: The Spark: When wildfires ravage several huge swaths of forest
throughout the realm, Raka is blamed by most folk. By order of a local
lord, our heroes are sent to find him where last sighted: The Wolf Lands.
Is Raka part of the plague of flames, or the solution? ‘Yes, I am Raka.
Fire is a living thing, friends. Let’s go hunting.’

Lord Pickins, Mayor of Slimshire, Herald of the White Bird


• Location: Slimshire, Mayor’s Manor
• Widely Known: Lord Pickins is a benevolent figure, widely credited
with the golden age of the south. In recent days, darkness has fallen on
his family, as his daughter has been afflicted with undeath.
• Quest: The Cure for Vampirism: Desperate to save his daughter, Lord
Pickins employs our heroes to find a cure for the affliction of undeath.
This quest is no simple thing. Pickins offers a few clues: the research of
Fairfield Abbey nuns, the blood-drinking entity hiding below Slimshire,
and ultimately the evil of Blood Manor. ‘There must be a connection in
all this... a way to help her! Time is running my friends, I beg of you.’

59
Heroes of the Realm
Zipler’s Ghost
• Location: Ruinmoor
• Widely Known: Zipler was a warrior bard beloved by all The Holds
in his day, during the breaking of the Bloodwing War. By strange fate
he came to wield Ruin, the starfallen sword of legend. When afflicted
by the vampiric curse, he hid Ruin and let himself be destroyed in
the plane of fire... finally free of the urge to kill for food. Now, rumor
spreads that Ruin has been found by the prophet Threya, and Zipler’s
ghost has risen with dire warnings.
• Quest: The Starfallen Sword: Encountering or seeking out Zipler’s
phantom, our heroes will be asked to help with the retrieval of the
deadly weapon, that it may be safeguarded once more. Zipler is barely
visible, weak with departure from the land of the living, but desperate to
see Ruin stashed away. His only clue? A woman named Threya carries
the blade... lurking somewhere in the endless crumble and corridors
of Ruinmoor tower. ‘That blade is not of this world, and has no place
here... it must be found.’

High Princess Kaylia Enzerill, Keeper of Dragon Tooth


• Location: Thryn / Dragon Tooth
• Widely Known: The Princess is known far and wide, especially for
renowned appearances at the King’s Field tournaments. She is a
competent warrior, but more so a scholar of dragonkind. She is the heir
of Thryn, but chooses a life of adventure, to the chagrin of the High
King of elves.
• Quest: The Brood of Hydranax: Awarding our heroes a royal
commendation for their recent efforts, the Princess takes them aside,
asking if they could serve the crown of Thryn. She requires a group of
adventurers to infiltrate and investigate Dragon Tooth tower. Her plan?
Lure the dragon guard out with court politics. The reason? A strange
dragon was sighted during a new moon, barely visible in the lightless
sky, visiting Dragon Tooth. Since then, a brood of eggs has appeared.
If all this be true, it can only mean one thing: Hydranax the Hungry has
returned to Dragon Tooth, and means to roost there. If the dragon guard
is hiding this, they are already corrupted by the blue dragon’s magic.
‘Go to the highest crags and find what you can. All depends on this.’

60
Heroes of the Realm
Iron King Thromm, Lord of Stonemark
• Location: Stonemark Hall
• Widely Known: King Thromm is lord of the Eastern dwarves, guardian
of Runnminir, master of the Hammer Host. He is a famous reveler, ale-
quaffer, and holder of ancient, honorable values.
• Quest: Locking the Vaults: Fully engaged with fighting back invading
orcs at Runnminir Gate, Thromm implores our heroes to embark
on a risky mission into the depths of the undermountain. Using his
Stoneborn Ring, they are to access the perilous Door of High Rock,
and use newly cut passages to delve far below the mountain. There,
ancient vaults holding evil things great and small have been damaged
or opened by the orc incursions. The vaults must be closed and locked
once again! ‘It will be a deadly, lonely, terrible journey... your chances
of success are thin and of survival even thinner! So, what do you say?’

Sir Jormund Osrigard, Grand Champion of Thenne


• Location: Kaargfort
• Widely Known: Sir Osrigard has won the all-realm tournament on
King’s Field for the last three years. He has been decorated in a half
dozen wars, and completed a number of near-immortal deeds many
thought impossible. Pulling back from the spotlight to train a wave of
young squires, he now resides in the cheese capital of Kaargfort, where
his journey began years ago.
• Quest: A Humble End: Hearing of our heroes’ deeds, Osrigard sends
an invitation to the log-tossing festival at Kaargfort, promising the
greatest revelry the realm has to offer. In truth, he seeks an errand
from the adventurers. After a lifetime of heroism, he now wishes only
to settle down and be of use to his community. He takes our heroes
aside, revealing a secret... much of his power and success is owed to
a magic jade pebble. This arcane stone was loaned to him by an old
hermit who lives in the remote area of Greenstone. He begs the heroes
to venture there, and to return the stone to the old man for him, with
utmost discretion. He has so many admirers and dreamers around him,
he would hate to disappoint them with knowledge of the pebble. ‘Will
you take this back to the old man? Will you offer this knight one final
request... that I may know a humble end?’

61
Infamous Villains
Player characters, even in their fledgling days, have heard dread tales
of these tyrants, sadists, and dark lords. Once our heroes have completed
a few adventures, they will likely cross paths with one of these infamous
villains. Each is listed below with an introductory quest.

Longshadow
• Location: Cairn Bay
• Widely Known: Likely the most dreaded elder wizard in The North
Holds, Longshadow is a real-life boogie man. Little is known about
his origin, but all too many know the withering death of his arrival...
always in the last rays of daylight.
• Quest: The Ring of Keranzan: Moving in larger circles of influence, our
heroes learn that Longshadow has returned along with his murderous
cultists, building a strange tower in Cairn Bay. Scholars tell of a
powerful ring that he uses to channel immense power. If the ring could
be stolen... Longshadow’s newest plot could be foiled... ‘If you can find
the wizard’s new stronghold... he’ll keep the ring somewhere safe... not
simply slipped onto a finger. A vault perhaps, or some high chamber
hidden away...’

Nails
• Location: Cloudtop area
• Widely Known: Also known as the ‘skeleton rider’ or ‘Dead Horse,’
Nails is a being displaced from his own realm, wandering in a haze of
rage and confusion in The Holds. He is seen as a cloaked skeleton in
riding boots, black-brimmed hat, spurs and gun belts. Where the rider
goes, death follows.
• Quest: Back to Hell: Nails is terrorizing small towns, using enchanted
firearms unlike any in The Holds, searching for someone named Dyre,
and ranting about devils and angels. When a player character loses a
family member to the marauder, the madness must be stopped. Rumor
has it the rider cannot be killed, but can only be defeated by sending
him back to the dimension the came from... but how? ‘I saw the rider
out on Pete’s Bluff... just staring into the sunset, that black hat against
the sky. A demon, I say! A demon from another time!’

62
Infamous Villains
Toad King Highlord Croakokame, Pikeborn, Emperor of Exodur,
Protector of the Marsh, Ruler of all Frogdom, architect of the Seventh
Age, Lord of the Swamp
• Location: Isle of Toads
• Widely Known: There is no corner of the world where Croakokame is
not known. He is one of the mightiest rulers ever to live. For over four
hundred years he has reigned as seventh emperor... a titan. Even so,
very few are allowed the privilege of even seeing his majesty.
• Quest: One Consort Too Many: When Godiva Goodwin, a much-
loved druid’s apprentice from Mooncrest, is kidnapped and taken to
Croakokame’s bath houses to be his newest concubine, a movement
grows to wage a near-suicidal rescue mission into the frog empire. Near
the top of a short list of heroes for the job? You and your allies. No
land-walker has ever laid eyes on the imperial palace of Croakokame
and lived. When the mission seems impossible a wild card appears: a
frogman warrior who has defected from the cruel empire...

Kuggbang, Oggbang’s Father


• Location: Ogre Neck
• Widely Known: Tales of the ogre nation have begun to spread, mostly
that the High King of Thryn has beaten them in every battle since
their appearance. Official word from Thryn claims the war set to end
in victory within a year... the ogre menace decimated. Oggbang, the
current heir, has already gone missing, presumed dead.
• Quest: Towering Treachery: Oggbang himself, a crowned Ogre prince,
approaches the heroes in an isolated locale. He explains with great care
and eloquence how the elves have waged a terrible genocidal war on
his folk, that a truce must be reached, but that his father, Kuggbang,
refuses to yield, preferring annihilation to dishonor. Oggbang has given
up trying to convince his father, and now seeks help to evacuate a large
contingent of ogre families from the peninsula before the elves unleash
their final, destructive assault. ‘Wait, wait! Before you go drawin’
blades and slingin’ spells, hear me out, humans... or wait I’m not sure
what you is- anyway! Hear me out little folk! Oggbang’s not here to
hurt no one! Oggbang needs your help!’

63
Infamous Villains
Queen Hinnla of Harnmoor
• Location: Harnmoor Citadel
• Widely Known: Ruler of dwarves in the west, Hinnla is the much-
disputed heir to Azmagarr Farbrow, who was a long-reigning king. Her
rule is tenuous, but her goals mighty. Ullur is seldom a place of peace.
• Quest: The Astral Bridge: To win her people over, Hinnla has deployed
a small fleet of ships to verify an old legend: that there is a wizard’s
gateway linking the shores of Ullur and The Chained Tower. If such
a bridge could be found, it would be the greatest trade route ever
discovered. Word of this search reaches our heroes, and the bounty is
free choice from Hinnla’s treasure vaults to the heroes who succeed.

Caligos the World-Drinker


• Location: Caverns below Runnminir
• Widely Known: Caligos is only known as the ‘Nightmare Eye’ or
‘Drinker of Dreams.’ Exactly who or what it is remains a mystery...
only that it is undeniably there.
• Quest: Nightmare Walkers: A whitebeard scholar in Rivergate, a
beloved old sage called Higgles, has been using lucid dreaming to
unravel the enigma of Caligos. He has learned that a physical portal
can be established, traversing the dream realm to meet Caligos in his
own domain. As his research is completed, he disappears, prompting
the aid of our heroes to follow in his footsteps.

Hasgar the Dead, Usurped King of Ullur


• Location: Ullur’s Teeth wilderness
• Widely Known: Hasgar is a defunct king, a Frost Giant some believe
dormant. In truth, Hasgar is raising a fighting force to lay Harnmoor
low once and for all... this is widely known, but seldom spoken of.
• Quest: Prisoners of the Ice King: Princess Kaylia contacts our heroes,
warning that the west may fall if Hasgar is not dealt with. She hatches
an elaborate plan to be taken prisoner, along with the adventurers,
and carted off to Hasgar’s ice mines. The mission? Find out what
state Hasgar’s army is in, their plans, and any weaknesses they may
possess... and get out in one piece.

64
Infamous Villains
Obleth
• Location: The Fissures
• Widely Known: Eons before land walkers arose, a breed of spider folk
reigned supreme. In those nightmare times, darkness and bone-white
webs ruled the land. She who fed upon all others was called Obleth.
Obleth the Eater of Young. Some say she yet lives...
• Quest: Below the Oakenwood: When young explorers go looking into
the poisoned waters of Oakenwood, they find much more than they
bargained for: Obleth the Ancient is nesting far below the old growth
forest, raising a new hatch of young for the first time in a millennium.
The hatch must be stopped, or The North Holds will be flooded with
spiderkind.

Dark Lord Royce of Blood Manor


• Location: Blood Manor
• Widely Known: Lord Royce, nicknamed ‘The Avarice of Blood,’ is
an arch vampire of the highest order... one who embraced evil rather
than keep it at bay. Over the last three decades, his homicidal thirst for
human flesh has cast a terrible shadow on all. By decree, request, or
vendetta, our heroes become entangled in a desperate play to end it.
• Quest: Feast of Flesh: Once a decade, Royce invites a handful of nobles
and lords to his opulent castle for a week of revelry, feasting, and
indulgence. Lady Walcrest of Rivergate has one such invite, and plans
to use it as a ruse to smuggle in a team of heroes. Their goal? Recover
and contain the legendary flying sword called Alucarr, Royce’s greatest
treasure. With this weapon secure, Walcrest means to draw him out and
slay him once and for all. “These clothes won’t do. If you want to slay
an arch-vampire, you need to look the part.”

Looks like plenty of ways to die out there.


These quest starters are for players. If you’re
the GM for your group, flip forward to the GM’s
Guide, Atlas, and Enemies for everything you
need to bring these adventures to life.

65
Orders, Guilds, and Trusts
There are a handful of long-lasting groups in The North Holds whose
history goes beyond all that is presently known. These exclusive, enduring
societies and chapters exist in secretive enclaves and hidden places. Not all
yet survive for righteous reasons, though. For the player, these groups may
be a goal of distant ambition, a source of fear, or a thing to be destroyed
for vengeance overdue. Either way, these are the orders, guilds, and trusts
of note in the realm.

House of the Heron


• There is a small order of stout folk who live between the Copper Peaks
and the Frog Marshes. These dwarves were long ago shunned by their
Ullur kin, cast out as ‘lowland dwellers’ or even called ‘mud mutts’
by their own kind. They are a unique hybrid of dwarven resolve and
froggish fighting style... stout folk in wicker hats, using curved blades,
who follow a long-lost code of honor unlike any in the stout kingdoms.
• The Heron dwarves employ super-heavy armor, seldom removed, and
the largest froggish weapons such as the odak, curved-blade spear, and
gourd hammer. They are a secretive, formidable lot who prize personal
honor and duty over all else, even loyalty to king or land.
• Beyond serving out errands of service to prove their courage, they seek
a long-lost book called ‘Odakai Tomo,’ or ‘Giant Sword Book,’ which
is believed to explain their banishment so long ago.

Ruin’s Children
• Before time was measured by men, fragments of a starfaring vessel fell
from the sky. How it happened is lost, but one such shard was forged
into the mightiest great sword ever known: Ruin.
• Ruin has had many stewards over the centuries, all of them meeting
terrible deaths in its service. It has had many names, and even more
stories. A blade larger than a northman, light as a feather, and sharp as
a dragon’s fang.
• Ruin’s Children are those who study its history, devote themselves to
serve those who dare carry it, and ensure the blade is not lost, destroyed,
or mistreated. Know their gathering places by the symbol of a blade-
down sword marked with a crude hourglass.

66
Orders, Guilds, and Trusts
The Blood Drinkers
• Many are the disciples of Lord Royce the Avarice. Not all are vampires,
or murderers, but they see doom as the best outcome for The Holds.
They see Royce as a cleansing agent, a restart. They see death as the
world’s custodian. This makes them dangerous, and hated.
• The influence of vampires and their servants can be found throughout
the north, but it has reached an epidemic level in The Redwoods, Jay’s
Rock, and Ashtown. Matters have only gotten worse after the recent
eruption of Volcan, which has darkened the sky in the far Northeast.
• The goals of Royce are many: finding Orgidex the Watcher, forging
intelligent swords, killing the infamous Admiral Akarov, and conjuring
dimensional gateways to far-off realms.
• To join the Blood Drinkers, one need only pledge loyalty to one of its
members, either by the spilling or drinking of blood. The latter does
not offer immediate vampiric power, though. Those who walk that path
move through a series of ghoulish stages: the blind, the houndmaster,
the cryptkeeper, the eater-of-dead, and finally a fledgling vampire
proper. Disobedience or insolence during this slow transformation is
met with burning-at-the-stake. This gruesome practice has dotted the
northeast lands with terrible, charred landmarks.

Ordo Viator
• The ‘Nomads’ Guild’ is a widely known organization of travelers,
paid adventurers, highway guards, caravaners, and cartographers.
Most towns have a waystop for their members, where job boards
and supplies are made available with annual dues. This guild is not
exclusive, requiring only that members adhere to standardized book-
keeping to build the ever-growing repository of maps and geographical
data kept by the guild’s headquarters in Rivergate.
• Foremost in Ordo Viator’s endeavors is archaeology. The chaos of the
Bloodwing War is not entirely documented or understood. The loss of
history in the Ruinmoor area, the fall of Rock Island just west of there,
the destruction of the Ogre Neck peninsula, the disappearance of the
Skandahar, and the fall of the ancient cathedrals of Temrin in the far
south are just a few of the mysteries they seek to uncover.
• Ordo Viator is funded by a cabal of wealthy lords and private interests,
with vast treasure holds in various towns.

67
Orders, Guilds, and Trusts
Udin’s Hammer
• Law is often lost in worlds torn apart by war and decay. Not for these
stalwarts, who hold the timeless nature of law as a personal vow. They
are headquartered in Stonemark, where a council of whitebeards keep
enormous stone-spined books of ‘Law Eternal.’ To become a member
requires a series of trials and errands, which repel most applicants.
Those who prevail in these ordeals are awarded with equipment,
authority, and magical secrets from lineages too old to fully recollect.
Such graduates are known throughout the realm simply as Arbiters.
• Folk, especially in smaller settlements, look to Arbiters to hear and
resolve all manner of trouble. It is not always a glamorous quest for
justice, but these keepers-of-law do enjoy creature comforts wherever
they travel.
• In recent years, corruption has stained Udin’s Hammer. Some Arbiters
have gone too far, twisted the ancient spirit of law, or defied their vows
of service to the whitebeards.

The Ring of Leaves


• As seeds serve the tree, as the river serves the stones, so these folk
take it upon themselves to maintain the balance of nature. Their
confederation is loosely kept, membership only being counted at each
equinox in secret sabbaths known only to the sensitives and intuitives
in their ranks. There is no clear path to join The Ring of Leaves, but its
benefits are many.
• Calling themselves simply ‘leaves,’ the members of this group are
visited by none other than the mighty Greentooth, eldest being of The
Holds, at an appointed time in their membership. It is said they are
shown wonders, imbued with subtle powers, and made one with a pact
as old as the stones on which they stand.
• There are those who see Greentooth and her leaves as an unchecked
power: a thing too powerful to control and too neutral to trust. The new
king of eastern Elves, Ithamel, is such a malcontent. He has ordered his
agents to hunt down and destroy The Ring of Leaves. Many see this as
treachery, and a schism is forming in elven lands. At the perilous head
of this conflict is Elayna, Ithamel’s queen, delicately maintaining the
balance of it all, much as the leaves hold stewardship over the streams
and groves of the hidden world.

68
Orders, Guilds, and Trusts
The Riders’ Guild
• Horses are rare in The North Holds. Almost as rare as flint-and-
gunpowder firearms. In the case of the Riders’ Guild, the two go
together. Membership here focuses on care and training of horses, as
well as construction and use of blackpowder weapons.
• Unlike many orders in The Holds, The Riders’ Guild is skewed to a
specific lineage, namely that of Proudfoots, who comprise most of its
membership. Others are welcome, but seldom apply.
• The political and social purpose of this guild is somewhat unclear.
They prize the protection and respect of their way of life over any
alignment or loyalty to king or country. For this reason, some consider
them outlaws or ruffians.
• Find their headquarters in the remote town of Hakburg, where a ‘town
circle’ of members considers petitioners, ‘whoopin’ and a-whompin’ in
a ritual of revelry and fellowship.

The Holy Order


• The matter of gods and divinity has, over the centuries, coalesced in its
various forms into a group called The Holy Order. This order has some
novelty in that many gods and forms of worship are represented under
a single ‘roof.’ Clergy here ponder and practice many faiths.
• The Holy Order finds much of its spiritual practice and contemplation
in famed steam baths. This environment of wellness makes a sacred,
and enjoyable, milieu for divine discourse. Almost every abbey has
such baths, where the many faiths coexist.
• The abbeys of The North Holds are also home to powerful and
experimental magic research. Many, dangerous, and ambitious are
their projects.
• To join The Holy Order, one need only show a resounding faith in a
deity or deities, and pledge to serve an abbey in whatever way one is
useful. When this service is complete, the aspirant is sent abroad to
spread faith, wisdom, and the ‘truth of many truths’ to the world.
• The Holy Order isn’t strictly stated as anti-infernal, but they have little
love of the demonic or the undead. Despite this, their magic ambitions
have led them down some dark corridors of late, causing a stir in
the clergy’s leadership, and a new blight on their otherwise spotless
reputation of piety.

69
“Magic has no care for mortals.
It is not only beyond, but beyond
by nature. It is that which lies
below and above,
surrounding us, binding us.”

-Aure the Owl


The
PATH of
MAGIC

71
A Leaning Stone
A rush of snowy wind rolled over the wagon-cover. The canvas was
frozen solid, making a perfect rooftop. A few feet buried, and the inside
would be cozy as a Proudfoot moss-cabin. Within, huddling around a
coalstone for warmth, were two elves. Their ears were all but blue. Both
shivered, but both acted as if the cold was little more than a nuisance.
There was no room for weakness here, no room for distraction.

“They’ll be upon us any moment, Elthas. They seem unphased by the cold.”
“Then enjoy these moments and mind your blade, husband.” The tone was
a form of humor only they understood. Celbrin smiled.
“The orb is no doubt in our lady’s hands by now.”
“Then mission accomplished, warrior,” Elthas was taller than her husband,
thin as a sapling, wrapped in heavy chain and winter tabard. She couldn’t
help but laugh a bit. They had seen the impossible done, trusting each other,
enduring more than anyone could know in the depths of the mountain.
These moments between them were worth every drop of blood, every cut,
every scrape, and those were many. She loved him in that moment, more
than ever.
“What?”
“Nothing, you oaf. One more kiss before we’re cut to ribbons?” He obliged
her, then grabbed her scabbard belt and pulled.
“Two.”

What happened next is told and retold in taverns and stage houses throughout
the realm. It’s a chronicle with no shortage of mythic versions, tragedies,
and battle-hymns. Elthas and Celbrin... the ghosts of Harnmoor Pass.

The title, of course, serves as a foreshadow. Vicious snow-orcs, pale-


skinned, clad in copper-trimmed armor, with steel bow strings and ten-foot
spears, swarmed the little wagon. They charged through the drifts, barely
noticing chest-deep snow, twenty strong, splitting into two teams, each
with shield fighter, archers, and spears in formation. This was no rabble, no
skirmish... it was a death squad.

“Well, they’re here at last. Are you ready?”


“This is true love, my deadly little twig. Let them come.”
A Leaning Stone
Elvish blade-masters are a thing seldom seen. In this moment, on the ice-
scoured heights of Harnmoor, at the eastern gateway of Ullur’s Teeth, the
ancient and deadly art of elven swordplay was on full display. They spun,
and sliced, and held ground back-to-back. Each was pierced a thousand
times by ragged orc blades, but still they bled and fought, graceful, terrible,
ripping throats and severing limbs, each cut more savage than the last, both
of them in a death’s embrace undaunted.

Then they died.

Decades have hidden their dire mission. Whatever doom was brewing was
averted. Generations lived on without them, and their names appeared in
tomes and chronciles of the age. The story was told again and again. Even
frog-kin wrote poems of the husband and wife at Harnmoor Pass.

A century later, a team of Harnmoor dwarves were cutting the capital road
used to this day. Fifty stout folk in all were they, snow-caked, ice-blind,
working day and night to cut a causeway in the bedrock.

“Gus! Look there!”


“Eh? Another weird bird?”
“No, you git! Look! By the teeth, it’s them!”

No stout folk wishes to see ghosts. They have a skin-crawling response to


the living dead and the echoes they inhabit, but there it was. Every one of
them lifted their goggles, dropped their picks, straightened their backs.

There was no mistaking it: two elves, there but little more than tricks of
light. No matter how much the dwarves wanted it unseen, there they were,
and they were dancing.

An eerie song lifted on the wind. He held her gently, hand on her little
waist, and they spun, slow and gliding like sparrows over a chimney. She
bent away from him and returned, and they exchanged tender kisses that
would alight like snow on stone. They were weightless, infinite, perfect...
rays of sun in the freeze, and then they were gone.
The Path of Magic
If you have turned to this page, you are a seeker of hidden truths. Not
content to carry steel and arrow, you are drawn to the dark arts, the magic
power that criss-crosses the multiverse. You are one who would walk the
‘semitae arcanum...’ the path of magic. Players are, of course, encouraged
to use the spell rules and lists provided in the Player’s Guide. This section
offers a deeper look, with a more comprehensive progression for the player.

Sorcerer-Just the Basics: Sorcerers are those magic-users who rely on


an intuitive sense for arcane power. They memorize gestures and words to
evoke magic, eschewing books and baubles. This is the ‘born with the gift’
type spell caster, simply winging it by a gut feeling.
• Acquire spells from the Basic Spells List
• Spells occupy no inventory, stored in memory alone
• Enhance or acquire additional spells in simple rest and safety
• Cannot create or use Custom Spells
• Commonly uses herbalism to augment capabilities

Mage-Custom Spells Expert: Mage is a nickname given to those who


press the frontiers of magical theory. This is the knowledge-seeker, library
dweller... one who believes rational thought can harness the arcane.
• Build custom spells with any method desired
• Spells can be bound to inventory, or not, depending on build details
• Enhance or acquire additional spells only with specialized magical
facilities, books, magical scholars, rest and safety

Wizard-The Path-Walker: A wizard is a rare and misunderstood thing...


a child of the elements, a dimension-strider, a being whose innate nature
is magical for good, ill, or both. Though always old and wizened in
appearance, wizards have strangely ‘young’ souls... sometimes forgetful of
their own origins, purpose, or even name.
• Required to take the Ancient flaw
• Acquire spells and abilities along one of three paths. Unlock these
‘advancements’ with hero points (read on in this section)
• Spells will feature a variety of inventory variants
• Enhance spells or accelerate path advancements with a tattoo

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The Wizard
The Wizard, as described and played here, is a unique phenomenon in
CROWN and SKULL, defined by preset paths of progression. When you
set out to play a Wizard, you will choose one of three paths to pursue, and
develop along that path only for the lifetime of the character. Choose one
path below when you create your Wizard character, then flip to that path
to get started.

Starfallen: Some wizards are not born... they fall from the stars. These
beings are envoys of hidden gods, incarnations of world-guardians, or a
living coalescence of nature’s arcane spirit.
• Your background is hazy... a form of amnesia plagues the Starfallen
• You are a force of good, though still feel the lure of evil
• You prefer odd herbs, teas, and tinctures to normal food

Ancient One: The deepest secrets of magic take centuries to unlock. By


magical means, you have prolonged your life long enough to reach the
most obscure levels of spell-craft.
• You are sometimes absent-minded, pondering other things
• You are mostly neutral on moral matters
• You are drawn to books and scrolls by a passion for knowledge

Demonologist: You see power in the infernal, certain that the darkness can
be made a servant. This darkness you perilously tap for your power, always
an inch from the wrath of inhuman evils.
• You have a shadowy view of things... seeing more snakes than angels
• Your moral stance in unclear, but unafraid of the dark side
• You have a drinking or smoking habit that helps keep the dark at bay

Wizards? They have their uses, I suppose. Fighting


men and good steel may win the day, but it’s
always wizards facing the hidden causes of
things. Handy as a friend, sure, but unpredictable
in the field. Oh, and never get them drunk!

75
Starfallen
You are but a leaf on the river of the cosmos... an instrument of vast and
ineffable powers who wish to see good in the worlds of mortal folk. It is
unclear exactly what you are, but your destiny and great magical power are
profoundly intertwined. So awaits the path of the Starfallen...

Character Creation
Once 3 or more hero points are earned in play, access advancements on
this path, and only this path henceforth.

Tier 1 Advancements
3 points each, no special requirements
• Omen: News of your arrival in this world is spreading to shamans,
seers, and star-watchers here and there.
• Spell Rememory: Choose a Basic Spell, but upgrade its die one grade.
Purchase this advancement up to 3 times.
• Believer: Proudfoots have an instinct for elder things. A proudfoot
youngster approaches you as apprentice and helper.
• Insect Friend: Gain a loyal insect ally, who will always heed your call,
acting as a messenger or tiny servant.
• Stick-Wand: You find an odd stick. It contains 3 charges of any Basic
Spell, castable with no roll. After this, the stick-wand is inert.

Tier 2 Advancements
6 points each, must have at least 3 Tier 1 Advancements to access
• Staff of Bolts: A twisted walking staff with a gnarled root-top. It can
fire an arrow-like missile of arcane light, a D8 ranged attack. The waxy
wooden material of this staff makes it resistant to corrosion.
• Identify Magic Objects: You possess an innate knowledge of relics,
magic items of renown, and rare books. It begins as a 9-value skill.
• A Vision: At a future time of your choice, you have a powerful, accurate,
and revealing premonition of truths, secrets, or events.
• Wyrd Spell: Create and acquire a spell from the Spell Effects tables.
Roll a randomly selected primary effect, then choose any 2 enhancement
effects. Purchase this advancement up to 3 times.

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Starfallen
Tier 3 Advancements
12 points each, must have at least 2 Tier 2 Advancements to access
• Element Stone: Choose an element. When casting spells of that
element, double all effects and ignore limitations.
• Guardian Tome: A forgotten book of primal magic. Unreadable, but
acts as a +3 Defense shield when carried, even if it is damaged.
• Memory Ring: On your turn, roll your Magic skill and focus on this
bright green gemstone. On a success, store a D12 in the ring for use on
any future magic effect. Stack up to 10D12. Dissipates when you rest.
• Mage Blade: A sword of pure arcane energy appears in your hand at
will. It serves as a D8 melee weapon, glowing aqua green.
• War Wizard Scrolls: Discover 3 single-use spell scrolls. Each is a
Basic Spell, but with a twice-upgraded die, ranged enhancement, and
area-of-effect enhancement.

Tier 4 Advancements
15 points each, must have at least 1 Tier 3 Advancement to access
• Living Scrolls: Discover 3 single-use spell scrolls. Each is worth a
total of 10 points, custom made by you or the GM. When you rest in a
safe place, the words slowly reappear on the parchment, restoring all 3
spells for use.
• Elemental Form: Choose a ‘native element.’ This spell transforms
you into an avatar of that element for 1D4 rounds. This duration can
be upgraded with subsequent spending. The avatar has 12 Defense, 4
attrition, and 2D10 melee attacks. Once defeated, return to your normal
form unharmed.
• Guardian Shield: This spell is a unique reaction-style ability. When
an ally in arm’s reach is afflicted by enemy magic, in any form, cast this
spell to nullify that effect entirely.
• Power Spell: Create a 30-point spell, on your own or with GM help.
When you cast this spell, any effect dice rolled maximum are rolled
again and added in. It must have the Exhausting limitation. After the
spell dissipates, you are exhausted for 1D4 rounds, barely able to walk.

77
Ancient One
Long have you toiled in dark towers and dusty libraries. Long have you
been an apprentice, a learner, a student of all things arcane. No more. Your
time to stride forth has finally come. Now, where is that hat?

Character Creation
Once 3 or more hero points are earned in play, access advancements on
this path, and only this path henceforth.

Tier 1 Advancements
3 points each, no special requirements
• Raven Quill: A black-feather pen. With its enchanted, inkless point,
spend time in rest and safety to inscribe 1 memorized spell. The scroll
thus created has a single use, with no roll, then vanishes.
• Pitkin’s Guide: A field guide of monstrous beings, a short form version
of the Magna Cryptica. Add +3 when rolling Investigation on enemies.
• Scroll of Languages: This ‘cypher’ style codex allows fast translation
of all languages. Use a single turn, with no roll, to translate short texts.
• Sealskin Case: A tube for scrolls that is element proof. Scrolls in
your possession can never suffer destroy attrition, but use of the case
consolidates all scrolls into a single inventory item. If the case itself is
destroyed, carry your scrolls as normal.

Tier 2 Advancements
6 points each, must have at least 3 Tier 1 Advancements to access
• Seeing Staff: An architectural wizard’s staff. The onyx sphere at its top
can be used, with a Magic skill roll, to see from a bird’s eye perspective.
• Arcane Renewal: Roll your Magic skill to restore an expended spell.
• Spell Fuel: Hold a small, valuable object when casting a spell. The
object is turned to ashes and dust upon cast, doubling the spell’s effects.
• Eidetic Quill: This magical pen has a perfect memory. Once in rest
and safety, it can be used to scribe a single-use scroll of any spell you
have recently seen cast. The pen will only write again once that scroll
has been spent.
• A Goodly Hat: This comical, conical hat offers +1 Defense. It can also
fly short distances and hide 3 small objects.

78
Ancient One
Tier 3 Advancements
12 points each, must have at least 2 Tier 2 Advancements to access
• Lifeforce Amulet: A cloudy crystal pendant. If destroyed, by foes or
on purpose, your body will explode like a bomb. You will then reform
in 1D4 days, arising from coiling flames or whipping snow.
• Spell Forensics: Gain this skill at value 12. You can identify the time,
caster, and nature of spells cast in a location.
• Boundary Spell: Work with your GM to learn a terribly powerful spell.
It is Exhausting, but presses the limits of magic theory. For this reason,
every time it is cast, roll on the Unstable Magic Table.
• Page Portal: Use a parchment page from your grimoire or magical
notes as a portal. The matching page is the portal’s entry/exit. Both
pages turn to ash once used.

Tier 4 Advancements
15 points each, must have at least 1 Tier 3 Advancement to access
• Ironpage Grimoire: This steel-braced book is very durable. Once it
is owned, newly learned spells are written therein, and use no further
inventory space. The book can be damaged, but never destroyed. If
damaged, it must be repaired to restore expended spells therein.
• Dagger of the Id: This ruby-crusted dagger hovers within arm’s reach
of its master. Any foes who strike the wielder successfully are instantly
stung by the dagger, using a D6 attack.
• Etching Quill: A diamond-tipped feather pen that can scribe a glyph
into any material, even solid stone or metal. The glyph can contain any
spell you know (unless expended), and will be cast when touched.
• Power Spell: Create a 30-point spell, on your own or with GM help.
It must have the Exhausting limitation. When you cast this spell, any
effect dice rolled maximum are rolled again and added in. After the
spell dissipates, you are exhausted for 1D4 rounds, barely able to walk.
• Cypher Sphere: This crystal sphere contains a tiny dimension of
timeless void. If a magical effect of any kind impacts the sphere, it
will be entirely contained therein until released by its master. Only one
effect may be stored at a time. There is no limit to the scale of the stored
effect, or the amount of time stored.

79
Demonologist
Somehow you have emerged alive from the brimstone pit, the salt-circle,
communing with forces dark and ancient. The infernal realm has changed
you, but there is now nothing left to fear. With this dark power, you will see
your enemies undone, and your allies immortal.

Character Creation
Once 3 or more hero points are earned in play, access advancements on
this path, and only this path henceforth.

Tier 1 Advancements
3 points each, no special requirements
• Incantation of Imps: Cast this spell to summon 1D4 small infernal
imps. They have 1 attrition, a D6 bite attack, and fly around with bat
wings and poofs of smoke.
• Brimstone Smoke: This spell conjures a mass of hot, opaque, reddish-
brown smoke. Once it is conjured, it dissipates in 1D4 rounds.
• Shadowmeld: If you stand perfectly still and stay silent in a dark
shadow, you can only be detected by touch.
• Spell Rememory: Choose a Basic Spell, but upgrade its die one grade.
Purchase this advancement up to 3 times.
• Supplicant: A shaven-headed devotee approaches you, having forsaken
all worldly possessions to serve you.

Tier 2 Advancements
6 points each, must have at least 3 Tier 1 Advancements to access
• The Blood Cost: Sacrifice a skill attrition to add a D12 to any spell
effect successfully cast. Recover this attrition when you ‘Take a
Breather’ in addition to the 1 skill or item typically recovered.
• Evil Eyes: With a Magic skill roll, stare at an enemy with terrible
ferocity. That enemy will not attack you for 1D4 rounds.
• Lifedrinker Staff: A staff of ebonwood, a D6 weapon. Inflict 3 or more
melee damage to recover one of your own crossed-off skills.
• Spell Gems: When you reach rest and safety, store any un-expended
spells in small, vibrant gems for a single use later with no roll. Purchase
this advancement to gain 3 such gems.

80
Demonologist
Tier 3 Advancements
12 points each, must have at least 2 Tier 2 Advancements to access
• Quartz Arrow: This spell conjures a single arrow of smoky crystal. It
is a 2D12 weapon, fired with any bow. If inflicting over 10 damage, it
kills its victim instantly. Carry only 1 such arrow at a time.
• Korum’s Chains: Cast this spell on a victim at range to bind them
where they stand. For each round they do not escape the chains, they
constrict for D10 damage.
• Goat Form: Take the appearance of a terrifying half-goat humanoid
creature. You can only make this transformation in a place no one can
see you do it. The goat form is a horror to behold, even for allies.
• Brazier of Ghosts: An iron incense-lantern that emits a thin coil of
smoke. Use a Magic skill roll over a fresh corpse to capture its ghost.
Stored ghosts, up to 3, can be called forth as incorporeal entities, able
to make sounds and deliver a chilling D12 melee attack. They dissipate
after 1D4 rounds.

Tier 4 Advancements
15 points each, must have at least 1 Tier 3 Advancement to access
• Power Spell: Create a 30-point spell, on your own or with GM help.
It must have the Exhausting limitation. When you cast this spell, any
effect dice rolled maximum are rolled again and added in. After the
spell dissipates, you are exhausted for 1D4 rounds, barely able to walk.
• Relic of Darkness: A small statue of a blasphemous infernal creature
with three tendrils. Smite this statue to release its occupant, a single,
gigantic, destructive tentacle. Once used three times, it is destroyed.
• Infernal Blade: Enchant any bladed weapon to have a coal-like, fiery
blade. The weapon does D12 damage, with a D6 burn on your next
turn. It will also ignite most objects instantly.
• Phasic Self: This spell duplicates your consciousness in an incorporeal
form. This form endures for 1D4 rounds. While so phased, your
physical body will seem normal to onlookers, but doesn’t take actions.
You can also end the phasic time at will if less time is desired. At the
end of this time, your physical form will ‘jump’ to the phasic self, no
matter what may lie between.

81
Scribed in Flesh
For a Wizard to enhance or accelerate their mysterious growth in power,
they are sometimes willing to press the bounds of dimensions, making
contact with otherworldly entities, demigods, immortals, or even the dead.
When this occurs, a tattoo is seared into the flesh of the practitioner, ever
scarring them as a cost paid for such dangerous arrangements.

Making a Bargain: In time, the Wizard will be pondering advancement...


a research project, a visit from a mentor, or access to arcane tomes may
be at hand. In this state, the ambitious or desperate Wizard may ask “do I
dare invite greater forces to hasten this process?” If the answer is yes, the
player should propose a bargain with the GM.
• Contacting the Arcanum: A bargain as described here is made between
the wizard seeking power and the semi-sentient demigod of magic
energy called The Arcanum. It speaks in a booming voice, shakes the
walls, and demands reverence. “What can you offer?”
• Overspend: If a bargain is struck in rest and safety, the wizard is granted
3 hero points, to be used immediately on the advancement desired. This
boost in spending power can either access high cost advancements OR
be used to upgrade an advancement.
• Gain During Action: If a bargain is struck, the wizard may be granted
an advancement during action scenes, rather than with safety and rest
as usual. In such a case, the advancement is purchased and granted
instantly, but cannot gain the ‘Overspend’ benefit.

The Tattoo: Once a bargain is struck with The Arcanum, and the
advancement gained, the wizard is subjected to a painful ordeal of tattooing.
• This mark ‘contains’ the acquired advancement. If it is destroyed or
lost (with a loss of limb, for example) the advancement will be lost.
• The tattoo takes 1D4 rounds to burn into the wizard’s flesh. During
this process, no other actions may be taken. The wizard will grunt and
strain with agony, staying quiet only with Resist rolls.
• A ‘bargain’ tattoo is seen as a dark omen by many magic users,
townspeople, and nobles. If detected, it will cause unfavorable
responses from such folk. There may even be schools of magical study
or certain academic locations that will deny entry if the tattoo is seen.

82
Scribed in Flesh
Eager to reach greater powers, Wizards may choose to bind themselves
to another as an offering. Unlike a bargain, the tether is a deal made for
future service or cost. Often nicknamed the ‘Rumplestiltskin Effect,’ this
arrangement risks future debt for immediate gain, embodied on the seeker
in the form of a tattoo. As long as the tattoo endures, the tether remains.

Forming a Tether: In time, the Wizard will meet powerful magical beings
such as elementals, wraiths, demons, dimensional entities, or even dragons.
At this moment, the ambitious or desperate Wizard may ask “do I dare
make an oath to this creature to claim a piece of its power?” If the answer
is yes, the player should speak with the GM and propose a tether.
• Word is Bond: A tether is an oath to a magic being. In return for power
promised, the wizard MUST answer a future call for service. As such,
tethers can only be made with intelligent creatures that can speak.
Usually, such an offer benefits the master more than the servant.
• Overspend: If a tether is set in rest and safety, the wizard is granted 3
hero points, to be used immediately on the advancement desired. This
boost in spending power can either access high cost advancements OR
be used to upgrade an advancement.
• Gain During Action: If a tether is set, the wizard may be granted an
advancement during action scenes, rather than with safety and rest
as usual. In such a case, the advancement is purchased and granted
instantly, but cannot gain the ‘Overspend’ benefit.

The Tattoo: The tether is a deal struck over future service. Thus, the
master requires assurances that this debt will not be welched or avoided.
The tether tattoo enforces this agreement.
• Once service is called, the servant has 1D4 rounds to begin to comply.
This may mean travel or a specific deed or task.
• If service isn’t given, the tattoo will burn with pain. This pain inflicts
1D4 skill attrition per round until the wizard complies, but cannot kill
its subject. Recovered skills will burn away again instantly.
• Once service is rendered, the tattoo disappears. If the tattoo is destroyed
or removed by limb loss, the tether will be broken, but its master may
be displeased and appear or pursue for retribution.

83
Divine Magic
Wizards and their kind draw power by comprehension, intuition, and
methodology. The user of divine magic, by contrast, places their trust in
higher beings... offering themselves as mere conduits for deific blessings
and miracles. The means of this transfer of power is a complete mystery.
This mystery has a name: faith.

Finding Your Faith: By spending 3 or more points on a Faith skill,


your character begins to look within, quieting the mind to seek divine
communion. This link with one or more deities grows stronger over time.
• Roll Faith to Cast: Once you have pledged yourself to one or more
deities, you may use your Faith skill in place of a Magic skill to avoid
unstable effects or as a magical resistance.
• Gain Faith: The Faith skill is highly variable. It has its current value,
paid for in hero points, but increases by 1 with each successful cast of
any healing, protection, or blessing type magic. Faith cannot increase
in this way beyond skill value 14.
• Lose Faith: When a casting roll, using Faith, is failed, you feel a
painful distance from your deity. All bonus gained from ‘gaining faith’
is lost instantly, returning your skill to its base value. Some locations
and infernal foes may also deliver this cruel effect.
• Deities: In The North Holds, there are many deities worshipped by
peoples of all kinds. So many, in fact, that it is difficult to list any
standouts. The player is encouraged to choose and name their own
deity, immortal, divine patron or saint.

The Holy Symbol: To cast with Faith, the practitioner must have a sacred
object, amulet, relic, or symbol associated with their deity and way of life.
This symbol is held aloft when casting. The symbol can gain up to 3 effects,
costing 3 points each, purchased at any time.
• Light of the Divine: Emit a small light, comparable to a torch, for 1D4
rounds. Roll Faith immediately to keep this spell from being expended.
• Evilbane: Truly evil entities cannot touch you or those within arm’s
reach of you as long as the symbol is held aloft. Exhausting to cast.
• Beacon: Focus your mind on the symbol and reach out to anyone you
know. They know your location at any distance. Exhausting to cast.

84
The Holy Path
Once a priest, cleric, monk, or even paladin has earned a total of 15
points in play, they may begin to walk The Holy Path. This is a way of life
that leaves no room for selfishness, compromise, or earthly concerns. The
player is encouraged to role play this way of life. Additionally, they will
gain access to Prayer and the Holy Order.

Prayer: As the divine conduit grows in wisdom and the ability to channel
their patron, they may relinquish control and comprehension of their magic
entirely in the form of prayer.
• Taking Time to Pray: To pray to a deity, distant and powerful, the
practitioner must close their eyes and clasp their holy symbol. In this
state they must remain for 1D4 rounds. At the end of the prayer, they
must roll their Faith skill to earn a miracle.
• Miracles: Divine will manifests in unexpected ways. Upon a successful
request for a miracle, the faithful must offer some explanation of their
hopes. The GM will then take the reins, offering the divine intervention
as they see fit.

The Holy Order: Unlike a typical supplicant of The Holy Order, you will
be offered a special place once you walk The Holy Path.
• A High Priest: Once you walk the path, the next abbey or place of
worship you visit will include a High Priest to take you in as a loyal
aspirant. You will be asked to make a solemn vow to this person, and
offer your life to their service.
• Safe Haven: In exchange for your service thus promised, you and your
allies can always treat holy sites as places of rest and safety, even in
enemy territory. A humble shrine can become a fortress.

Divine Lord: Once you have earned 50 or more points in play, you will
be awarded a stronghold, abbey, or holy site as your own, and proclaimed
Divine Lord of that area. This title will earn you land, equipment stores,
a few loyal servants, and invitations from various dignitaries. For many,
the path to king begins with becoming a divine lord, while others retreat
into meditation for decades. The Holy Path is different for each one of the
faithful, for the divine is a truth of many truths.

85
Wild Magic
Whether you be a priest, monk, starfallen wizard, druid, bard, or
librarian mage, there is a school of the arcane that can be tapped at any
time, if the practitioner can contain the energies at play: wild magic. While
tremendously versatile, wild magic is also unstable, formless... with a will
of its own. The guidelines for casting this way are as follows...

Conjuring a Wild Spell: A skilled player has a command of the effects and
limitations found in the Custom Spells section. With this as a loose guideline,
the user of wild magic conjures a spell from nothing... improvising on the
spot to conceive of a spell-like outcome of magic power. Consulting briefly
with the GM to confirm the details and outputs of the spell, they are ready
to cast.

CONJURING A WILD SPELL REQUIRES 1 FULL TURN

*Note: Conjuring wild spells can eat undue amounts of time at the table,
unless practiced by an experienced player. As GM or player, be sure to
avoid overusing table time to determine spell details.

Casting a Wild Spell: Once a wild spell has been conjured, and the GM is
in accord, it is ready to cast. Roughly speaking, apply the rule below. This
is the only way to cast Wild Magic.

TO CAST A WILD SPELL, ROLL MAGIC SKILL WITH THE


SPELL VALUE AS A PENALTY

*Example: If a wild spell has total value of 9 points, roll Magic-9 or less
on D20 to cast. If the spell value exceeds the Magic skill, it cannot be cast.

Losing Control: If a wild spell cast roll is failed, roll 1D4 here:
1: Caster suffers flesh attrition and is stunned 1 full round
2: Caster suffers flesh attrition and cannot use magic for 1D4 rounds
3: Desired effect is achieved, but in an opposite form
4: Fizzles and sparks cause nearby enemies to focus on the caster

86
Antimagic
Once a magic-using character has earned 15 points in play, they can
begin a study of antimagic. This method seeks to nullify, cancel, or remove
magic rather than channel it. To learn any of the abilities listed here, the
practitioner must have access to magical research facilities, no matter their
style or path. Antimagic is a closely guarded secret, and not easily learned.

Cost: The abilities below are not spells. They are learned skills, thus
costing 1 point per value, maximum 18, minimum 3. Each requires the
recitation of arcane words, but no gestures.

*Note: If any of these skill rolls are failed, the target magic is beyond the
practitioner’s ability to nullify and no follow-up attempts may be made on
that specifically targeted effect.

Dispel Magic: Temporarily nullify a specific aspect of magic or single


arcane effect on a person or object. Target magic is dispelled for 1D4
rounds. Roll this skill to earn this effect.

Destroy Magic: Once Dispel Magic is learned at 9 or greater value, pay 5


points to supplement it with this add-on ability. Similar to dispel, but effect
targeted is permanently nullified. If attempted on ancient magic, or effects
cast by powerful elder beings, liches, or similar, roll with a -5 penalty.

Counterspell: Your skill with magical language allows you to mimic and
intercept a spell microseconds after it is cast, preventing its effect. You can
only use this skill if you have a phase of action in the current round that is
yet unused. In that case, roll the moment the target spell is cast, and forfeit
your upcoming phase. If using against powerful elder beings, liches, or
similar, roll with a -5 penalty.

Antimagic Sphere: Using markings and arcane words, you can scribe
a circular area: magic will not function within that area. Roll this skill
to create such an area, 10’ across, for 1D4 rounds. Roll this skill at a -5
penalty to establish the area for as long as your scribed circle is intact, even
if that be days, years, or centuries.

87
“For decades we waited to go back.
The runes have been cast.
By victory or death,
all dwarves return
to Runnminir.”

-Arazam Tholsson
ILLUSTRATIONS

89
A Leaning Stone
Aldo squinted into the scope again, holding his breath to steady the pin-
hole view. The ridge was two miles away at least, and the readings couldn’t
err more than an inch.

“Three degrees up from previous,” he began, “distance 10,431, decline one


and a half- no, one and three quarters degrees. That’s it.”
“Noted!”
“Well done, my little helper.” The elf rose from the scope, collapsed the
tripod, and turned to face his scribe. She was two heads shorter, with only
ten summers under her belt, bright-eared, blonde, and laden with scrolls
and satchels like a pack mule. “Here, let me help with those.”
“I’m perfectly fine! Selvidge will have my hide if I welch on my duties.” She
straightened then, staring off into the distance. “Surveyor’s Apprentice first
class!”
“First class indeed. Now, fetch Raynee and let’s be off. These storm clouds
bode terribly for our work. Quickly, now.”

She scampered off, impressively slinging every scroll in its proper tube,
diligent and light as a breeze. Her name was Velanna, Aldo’s niece. He
smiled, but tarried not a heartbeat. Even leather scroll tubes could be
spoiled by a heavy rain.

In moments, they were riding. All The Holds were laid out below them,
from King’s Field to the marsh lands, and as far east as Cloudtop... a truly
massive view. Due south was Ship Stone Ponds, most of the lakes shrouded
in fog as the weather was turning sour.

“Master, what is that?” Velanna’s little hand pointed skyward, southwest.

With effort, Aldo searched the darkening sky, scanning to his right, and
then his heart sank into his gut. A peal of thunder exaggerated the pale
fear that gripped him, and at the reins he snapped. Raynee leapt forward,
doubling her pace back toward the safety of camp. Velanna gulped and
tightened her grip on her master’s waist.

“That, First Class Apprentice, is a dragon.”


A Leaning Stone
Velanna had never had the misfortune of seeing a living dragon with her
own eyes. They were a thing mostly gone from the world, and thankfully
so. In this moment, leaning around Aldo to see, she wasn’t sure if she
wanted to see one anymore, despite her dreams and drawings... it was a
terrible sight.

“Why is she so far south... and flying so low?”


“Look!”

The white and gray shape wheeled over the Emerald Narrows, then straight
northward, riding the warm drafts from those waters. In moments it changed
from a tiny bird-like sight to a serpentine giant. The enormous white wings
thundered ponderously, and it was closing miles at an alarming speed. By
the time Aldo’s camp came into view, they could see its black talons, endless
teeth, and eyes seething with fire like pinpoints of light at dawn.

“Take Raynee and get below the boulder with the larder-pit. The monster is
all but upon us! Under the boulder, girl!”
“What will you do?”
“We’ve three weeks of mapping in our supply chest. I have to retrieve it, by
our oath to Thryn! I’ll meet you at the boulder. Are you ready?”

Aldo’s aggressive, hurried tone was all-too warranted. The behemoth was
gliding up the forest, craning its great head side to side, snapping off tree-
tops now and then. Each beat of its wings left a storm-wake of dust and
debris.

“Go!” With that, Aldo jumped from the horse, tumbling on his landing.
Velanna hopped forward and pulled hard to the left, guiding Raynee into
the rocky area outside their little camp. She and the beast slid to a stop
below the big, mossy overhang, and she scurried below the steed’s belly for
safety. Not a second later the immense shadow of Varinax the Ancient slid
over the woods with a deafening rush of air and pine needles.

Velanna never saw her teacher again. A great swath of the woods was
engulfed in dragon fire. After that day, she was never the same.
A collection of adventurers hailing from Gardenburrow
by Stephen Nickel
The town of Gardenburrow, nestled in deep forest
by Robert Rudnicki
The stone-walled smithing district of Rivergate
by Robert Rudnicki
Heroes who call Rivergate home
by Stephen Nickel
A group of adventurers from Slimshire
by Stephen Nickel
The frontier town of Slimshire, overlooked by Pickins’ Manor
by Robert Rudnicki
Approaching Blood Manor
by Ingrid Burnall
Poor souls afflicted by lycanthropy
by Ingrid Burnall
The fortified outer walls of Kaargfort
by Sean Bova
Gloom surrounds a bleeding tree
by Sean Bova
Overlook from the pinnacle of Dragon Tooth
by Sean Bova
A member of the House of the Heron stalks the Marsh Lands
by Sean Bova
Emperor Croakokame is carried by his loyal subjects
by Luke Eidenschink
Varinax the Ancient perches near Dragon Tooth
by Luke Eidenschink
Lord Royce the World-Drinker and his intelligent sword, Alucarr
by Luke Eidenschink
The outer markers of Hasgar’s Ruin
by Luke Eidenschink
Castigere Villaroyas Antares, patron saint of The Holy Order
by Ingrid Burnall
The little-known north entrance of Runnminir
by Sean Bova
A collection of herb, plant, and lichen field drawings
by Zach Thomas
A group of war-weary adventurers from Southwatch
by Ingrid Burnall
Artist’s engraving of the spire and surrounds of Ruinmoor
by Fernando Salvaterra
Caligos, the river of blood
by Sean Bova
“My daughter is a foolhardy girl,
boundless in courage,
world-curious.
I can only hope she fails to find
what we died to conceal.”

-Bespo Kerat
GMs'
GUIDE

115
A Leaning Stone
We crested Whitefield Pass, just northeast of the abbey, leaving all that
madness behind us at last. We were a company of five at that moment,
laying eyes on the colossal slopes of Stonemark Mountain with no small
gasps all around. The mountain was simply immense, almost leaning
towards us with sheer mass, making tiny the vast lake at its western base.
The yak we had procured was gleeful at the sight of a downhill slope, and
we took a reprieve for ales and cheese. When knees cracked with rising, it
was time to walk again... armor can feel terribly heavy in the snow at those
moments.

It was then that Sazmar, the one stout folk in our party, stalled in his tracks,
boots vanished in the powder, beard frosted. He looked like an avatar of the
old stout: immovable, crisp, like a statue in winter.

“You’ll be on without me then, friends. Aye, me mind’s made up, sure as


stone.”

The group halted, one by one, bracing on swords and walking sticks.
Hepsobah, the yak, gave a steamy puff of the nostrils in protest.

“What’s all this?” Aure asked. The elf was freezing in his leaf-cloak, but
cheerful nonetheless, Runnminir so close. “You’ve snow in your boots?”

“No, Aure the Owl, I’ve been thinking. Thinking much, on Big Brother.”

“It is a sad fate, but not our own. Set your teeth and get moving, you fish.
There’s no going back now. Lord Pickins has placed his fate in our hands!”

“Aye, he has. All you four must press on. But not old Sazmar Sunborn.
Nope, I’ll be headin’ a-back.”

“Back to that towering mass of blood and fur and iron? Back to that cavern
of bones and dead men?”

“Aye. I canna’ let the bolts and chains in that poor fellow simply be. I can’t
do it, and I know all of you understand. Now go, I’ve said enough. Say
hello to the Stoneborn for me.”
A Leaning Stone
Without our stout friend, the hours ahead were silent. Some of us even
looked back now and then, seeing him motionless, stoic, certain.

Big Brother was a monstrous thing we had encountered the day prior...
a yeti of sorts, enormous, bound by cruel men with bolts-to-bones and
massive chains... bound by fools who thought they could tame a titan. In
the confusion, our group had first allied with, then slain those cruel fools.
This we had not done fast enough to protect the smaller of the two snow-
apes... the one we called Little Brother. That little one was killed in the
fray. Grim was it to watch his massive older sibling, a bloody snow-man,
carry his dead kin back into the dark... still dragging those awful chains.

To this scene, to that creature, to that wrong-doing Sazmar had gone. One
by one he would remove the bone bolts, break the chains, make amends.
Honor often demands the impossible, especially with stout folk, and
Sazmar was not one to shy from the impossible. So we were four now, and
a yak, heading into the deepest, darkest undermountain in all the North.

“It’s incredible,” Revelle commented, bracing on a scrawny pine sapling,


“the gatehouse alone must be a hundred feet from brace to beacon. What a
thing that our only dwarf should not be here to see this. Look at the size of
those stone columns!”

“All that, and not a sign of life. I don’t see a single living thing.” Aure was
crouched on an icy stone, pointing with his falcon-glove, squinting.

“No matter,” came the steady tone of Adelaide, snow cluttering her habit,
tracks too deep in snow, too clumsy, “We seek what lies below. There must
be a way in.”

“Follow the orcs,” at last our old veteran spoke, whom we called ‘Cap,’
with gravelly grumbling. “Arazam gave clear instructions: signs of life,
stout folk, or none of the above. Save your energy for the fight to come.”

These words silenced us all, and Hepsobah thumped forward again.


1,000 Assumptions
As an author speaking directly to the game master, there are countless
assumptions that must be made. The game master is a unique brand of
hobbyist: researcher, host, game designer, lore expert, furniture connoisseur,
snack keeper, architect, storyteller, sinister foe, music curator, miniature
collector, terrain builder, and much more. For the sake of the section to
follow, it is assumed that the reader has a working knowledge of numerous
RPG systems, common terminology, the basic flow of a role play session,
a knack for combat encounters, an eye for fairness, player celebration, and
maintenance of table energy. With those assumptions all out in the open,
let’s zoom in on the task at hand: to game master CROWN and SKULL
with elegance, style, and excitement.

Assuming all that above, there are three areas to bolster in your repertoire
as a CROWN and SKULL GM...

A Feel for the Rolls: Tumble some dice alone in your lair. Roll some ‘D20
unders’ and some damage rolls, account for enemy armor, get a feel for
attrition, test how certain skills feel with various penalties for difficulty.
Sure, your mind can understand all this a priori, but feeling these values
will give you an intuitive ability to tune difficulty, assign/announce rolls, or
create enemies on the fly. Tactics dice? Yeah, master those, too.

Full Command of Hero Points: CROWN and SKULL has an extremely


deep point-buy creation system that can become a truly infinite rabbit hole
for the dedicated player. As GM, you’ll need a fluid command of these
systems, their outcomes, creating spells and gear with ease, and making
rulings on player-created concepts, costs, and session rewards.

Making Calls on Unlisted Detail: CROWN and SKULL keeps its rule
listings brief on things like flaws, spells, equipment, distance, time, and
the like. Again, players will have questions! Get used to ‘filling in’ details
of game mechanics, estimating distances, inventing skills and enemies,
finding help in the text or answering whether frogmen eat potatoes for
breakfast. You’ve got this.

118
The Master
It’s one thing to establish a working knowledge and applied instinct for
an RPG system like CROWN and SKULL, but it’s a another to master that
system... this step takes comprehension from understanding to artform. You
don’t just know the game; you are its master. Everything on the previous
page is of mechanical concern. Mastery, however, must include far more
diverse and esoteric topics...

Of Preparation and Play: Reading this book, feeling ideas spark,


imagining dungeons, plotting wilderness encounters, devising enemy
stats, sketching the dramatic conflicts of a few scenes, or visualizing epic
revelations are all part of a GM’s preparation for a session of play. The
master does all this, usually in three distinct scenes per session: the setup,
the conflict, and the climax. Bring the danger fast and frenzied, do weird
voices, and follow where the players take you.

Ambassador of the Hobby: The masterful GM has historical, practical,


tactical and anecdotal knowledge of the hobby as a whole. During play,
a great GM is both teacher and lunatic, both encyclopedia and jokester.
Welcome your players! Encourage and inform them! Lift them up and
celebrate their unique insanity, with the deep knowledge to see them in a
wider context of ‘all that there is.’

Consistent Improvisation: Finally, and perhaps most importantly, a


GM can seamlessly adapt to the unexpected without compromising the
believability and consistency of the world and story at hand. A holistic
understanding of the game’s setting (The North Holds), its people, places,
and perils will prepare the GM for these moments. Even moreso, rock
solid improvisation is mastered with practice. What is the name of the fruit
vendor in Bumbleburg? Is there a penalty for using a sword while riding
an orc war beast? Is there a secret door around this grotto? Why did the
dwarves abandon this part of the mine, but not the other? Does the wagon
have a hand brake? Are these horses accustomed to spellcasting? Do the
runes on my robes say anything specific? The master can answer all these,
keep notes, and stay consistent.

119
Teaching the Game
The first challenge all GMs face is the art of teaching a game, or even
the hobby of role playing entirely, to players old and new. Maybe CROWN
and SKULL is a new system for your group, or you’re playing with friends
who’ve never played an RPG at all. Either way, your task is to make the
first few sessions fast, fun, rewarding, and educational.

The Cold Open


“Ok guys, welcome to CROWN and SKULL! Thanks for joining the
mayhem! This game uses a D20 for skills, there are no character stats
or hit points, which is kinda crazy, and no attack rolls! Before you flip the
table, and before we get into all that... let’s choose a place to start.”

Get your players settled in, journal and pen in hand, maybe some blank
character sheets, a cool map on the table, dice at the ready. Guide them
through choosing a hometown, visualizing fantasy themes they enjoy, and
all the questions and ideas that unfold therein.

Who in Blazes Are You?


“Great, so the stone-walled port of Rivergate is your home. You’re all part
of a mining guild, and times are tough. It’s early winter at the base of the
Stormkeepers. Let’s get an idea for who these characters are...”

With their hometown chosen, your GM brain should be brimming with


ideas for how to start the action. While those ingredients simmer, ask your
players simple questions to get their characters to ‘appear’ from the fog.
Maybe they want to use the random prompts, or maybe have a clear idea
already. Give them a quick tour of how character creation works, but don’t
get in the weeds just yet. Each character should have a name, a core concept,
a few skills and a few pieces of gear. For some tables, this opening session
is entirely for character building. Other groups might finish characters
as play begins. Have that equipment page bookmarked, answer as many
questions as possible. When you feel the curiosity and energy of character
creation starting to wane, it’s time to throw some action at them. No better
way to learn than fighting to survive. Let’s do this.

120
Teaching the Game
With workable characters, our players are ready for a little trial-by-fire.
As GM in this scene, your job is twofold: demonstrate the basics of combat
and keep energy high at the table.

The Setup: A Fire Breaks Out!


“It’s a typical afternoon. All of you are walking down a Rivergate alleyway,
hoping for cold ales and tall tales for the night. Suddenly, right in your
path, a wooden door collapses into the street in a plume of smoke and
embers! An old woman emerges in a panic. ‘The children are trapped!
Help!’ She collapses from the smoke and heat. No one else is around to
help, what will you do?”

Kick in the music and, for now, bypass a few mechanics if need be. Just
look to the first player on your left and say “Kara, let’s start with you. What
will you do?” This moment, encouraging a player to just go for it, is how
you earn your GM stripes. Just get the dice tumbling and the action hot!

A Conflict: A Pesky Flame-Kin


“All of you have made progress to stop the flames, and the children
are safely in the alleyway. A human-shaped mass of flames leaps forth,
challenging all of you with aggressive bursts of heat!”

For the second part of your ‘tutorial scene,’ have players select their
phase. Give your little flame-kin an action in phases 2 and 4. Call for some
Defense rolls, get heroes rolling damage. Maybe they even have ideas to
hasten combat with a bucket of water. This little battle shouldn’t take more
than a few rounds, but the basics should all come up.

The Wrap-Up: So It Begins...


“That was a handful of the basic mechanics. Everybody feelin’ it?”

Wrap it up with a recap Q&A about how combat, attrition, and the like
works. This little victory earns local attention, and things can really begin!

121
What You’ll Do Most as GM
As GM, you’ll be stretching some new muscles running this game. When
you’re teaching the basics, you’ll be learning yourself! Roll with it. Here
are the things that happen so often, you’ll master in no time.

Track the Phase: Calling the current phase and what PCs or monsters are
taking action is a constant. “Phase 2, any actions? Oh wait that’s when my
goblins go! Looks like 5 attacks incoming!”

Call for the Defense Roll: There are no GM attack rolls here, so when
monsters and hazards do things, you just call for player Defense. “All three
ogres swing their axes at you! Give me three Defense rolls, Osric.”

Call for Damage: Attacking? Roll damage! Players do not roll attack rolls,
so reinforce this speedy mechanic, reminding them that low damage rolls
serve as a missed swing in many cases (see enemy DEF). “This goblin has
1 DEF, so roll damage and subtract 1! What? You only rolled 1? A miss!”

Inflict Attrition: Enemies will be hitting our heroes, inflicting attrition.


Most times, this means damaging a skill or item. Some enemy attacks will
afflict multiple skills or items, or items only. In extreme cases, items will
be destroyed, not simply damaged. “This beast uses a blunt, hammer-like
claw to attack, distracted by gleaming steel. Cross off 1 equipment.”

Negotiate Rest, Repair, and Healing: Recovering crossed-off skills and


equipment will be heavy on players’ minds, especially when they are not
in a safe and restful place (which should be most of the time). Follow these
guidelines when hearing player petitions for recovery. Additionally, brush
up on these rules on p. 12.
• Safety Stickler: Be stingy with offering safety. Sure, they can rest, but
without a threat-free environment, recovery is impossible.
• Replace Equipment with Hero Points: Be conservative with shopping
trips, looting corpses, and found loot. Usable gear is a premium in this
world, so wave off most low-grade gear as worthless.
• Take a Breather: Be merciful with this rule, as it offers minimal
recovery, but boosts morale.

122
What You’ll Do Most as GM
Attack Everyone: Yep. Good times for the GM, terrifying for players.
Use area attacks with your foes and hazards! Combined with the attrition
system, these moments are wild. “Spikes! Everyone roll Evade!”

Call for D20 Rolls: There will be many moments when it’s unclear what
to roll. Use D20 for opposed rolls, or use a ‘flat’ target value of 6. Having
a useful skill is always better than an improvised D20 roll, but be ready
to devise, announce, and adjust on-the-fly rolls. “You grapple the guard?
Let’s both roll D20. Lowest controls the struggle!”

Make It Deadly: When a player attack adds another of its die due to
circumstances, the attack is deadly. Deadly can be earned by player
description and GM approval. “Ironbite is deadly as I fly downward from
the ramparts! That makes 2D12!” “Sounds good, roll it!”

Bring the Heavy Attack: Mix up enemies with the occasional huge one or
nasty weapon. Treat this as ATK 5, inflicting a -5 penalty to hero Defense.
Nickname it ‘heavy’ as a useful shorthand. Also consider +1 attrition.

Use Enemy DEF: When a player suffers a damage penalty due to enemy
Defenses, between -1 and -10, remind players. “Roll your damage at -3,
these goblins are well-armored.” You can also use DEF to make aimed
shots harder. All the detail of a to-hit roll, contained in the far simpler
damage roll. “Shooting for the eyes? Make that a -5 damage penalty.”

Call the Difficulty/Penalty: A reduction of hero skill, -1 to -15, due to


difficult circumstances. In the first few sessions, do not inflict penalties at
all. -5 is a good go-to value for making a skill roll difficult. “Climbing the
wet rope? It’s difficult... ok roll Climber skill -5 to go up.” Remind players
that difficulty can be negated by role play, assistance, or other clever means.

Roll for Suspense: So many things during play have questions about how
long, when, or how soon. Think in rounds (D4 usually) for simpler, slower
things, and phases (usually 2D6) for more detailed events. Count it down
on the table with dice everyone can see. The tension builds! “You hear a
rumbling beyond the door... something is coming.”

123
Attrition Deep Dive
One of the most daring aspects of CROWN and SKULL’s rules system
is attrition. Simple at its core, this system has a myriad of edge cases,
possible exploits, and variations for use by foes. Consider the rules below
as preparation for player questions and the creation of ever-varied enemies.

The Narrative: Repeatedly remind players of the narrative aspect


of attrition when hit. Maybe an injury results in a lost Oratory skill...
knocked-out teeth, a bruised jaw, or a neck injury could explain difficulty
with public speaking. A gauntlet is damaged? Lifting an arm to block a
sword went awry, and the glove-straps were all cut!

Junk Inventory: Seeing this system, clever players may attempt to


‘game’ the concept by padding their inventory with low value skills or
cheap items. Skills will cost them points, so no need to mitigate that
strategy. As for inventory, use 2 methods to prevent this exploit: 1) All
small items carried are in a single item called ‘pouch.’ 2) Be very mindful
of found inventory in play! Looted corpses, armories, and the like need
to be somewhat stingy. Only relevant or interesting inventory should be
acquirable, other items ruined by time or combat.

What Gets Crossed Off?: When a character suffers attrition, there are 3
ways to decide what is lost.
• Choose: The player chooses which item or skill to cross off. This is
the most ‘gentle’ kind of attrition.
• Roll: Roll a die, cross off (or destroy) the item or skill found on that
line. See the CROWN and SKULL character sheet here. Players may
get creative with how they write their inventory to ‘game’ this type of
attrition. That is fine!

Backup Inventory: Armored characters may choose to carry backup


shields or helmets, since damaged armor degrades the Defense roll. This
is fine, but only 1 of a type can contribute to the Defense total! Donning
of replacement armor can be discussed case by case, usually plausible as
a single action unless a chest plate or other complex piece.

124
Attrition Deep Dive
As GM, you’ll be employing the attrition system to add variety and fright
to your enemy attacks and environmental damage-doers. A mixture here
will keep players on their toes.

Damage vs. Destroy: Deploy an even mixture of attacks that damage


equipment (i.e., it can be repaired), and attacks that destroy equipment
(ie: it is gone for good). This is a light/heavy distinction in your attacks.

Bleed, Poison, Corrosion and Burn: These occur when an attack deals
attrition for a time after it hits. Bleed and Poison will cause skill attrition.
Corrosion is similar, but destroys equipment. Burn inflicts attrition on
skills AND equipment, 1 each per round. These effects all last 1D4 rounds.

Targeting: Some foes will aim for flesh, rather than attacking generally.
Others might target gear. Others might target a specific skill or item
inventory to cripple a target. In these cases, offer the hero a bonus to their
Defense roll between +1 and +5. “These archers are using acid arrows,
aiming to destroy your weapons! Roll Defense +3 when they fire.”

Multiple Attrition: Extremely powerful foes may afflict 1D6 attrition.


This is a terribly powerful attack, especially when combined with the
effects above. “The bite has swamp rot! Brutal! Cross off 1D6 inventory!”

Save vs. Death: When giant boulders fall, or a dragon bathes an area in
fire, you may ask for a life-or-death roll. If this roll is failed, heroes drop
to a state of about-to-die instantly. The clever GM should see immediately
that placing such attacks in phase 5 makes a monster terribly deadly.

Recovery Spam: Given freedom from the time pressure of encounters,


perhaps during travel scenes or brief town visits, players may seek to
‘spam’ their healing and repair abilities for full recoveries. CROWN and
SKULL does not allow this tactic. The rest & recovery rules on p. 12
conglomerate all such attempts into an allowed rate of recovery in safety
and rest, immutable by player actions. “Using your various repair and
medical skills, you recover at the inn with a night’s rest. Roll that D4.”

125
Who Goes First?
Phases are about to be your new best friend. This simple method of
dividing up play-time solves a lot of tabletop challenges all at once, and
gives you a clear method for building monsters and varied challenges.

The Simple Method: If you’re the type to keep things simple, just start
every combat or dangerous encounter by announcing ‘Phase 1! Who has
an action?’ Doing phases this way is so easy and clear, it barely warrants
discussion. It’s also handy if you’re not sure how to use the deeper aspects
of the phase method.

Roll to Kick It Off: When an encounter or battle scene is about to explode,


call for a roll. Players and GM all roll D20. Lowest roll wins, plain and
simple. If a player wins, combat begins on their phase. If you, the GM, win
this roll, combat begins on your first enemy phase. Proceed from there as
normal. This can ‘skip’ early phase heroes in a bad luck situation.

No matter which method you use to kick off dangerous scenes played
in phases, one truth should jump off the page at your GM brain: phases
provide a detailed way to use timing and imminent events in play.

Sure, it’s easy to toss a D4 and say ‘in 2 rounds, the lava will smash the
door in!’ This method is used in many RPGs. But to roll 2D6 and say ‘in
9 phases, the lava will smash the door in!’ The amount of play time is
similar, but the exact moment that lava smashes in will fall in a precise
moment, likely disrupting player action sequences. This disruption is
magical in play. Try these rolls to answer ‘when will it happen?’ whatever
it may be: monsters arriving, poison gas flooding in, the floor giving way.
If counting rounds, the timer runs out on the same phase it was rolled, that
many rounds later.

D4 Phases: Things happening in a matter of seconds


2D6 Phases: Common timer roll, imminent events
D4 Rounds: Less imminent, also very commonly used
D8 Rounds: Taking most of a scene before they occur

126
Nuances in the Phases
The perceptive GM will quickly notice that phase selection by players,
and the phases on which enemies take action(s) is more critical than it may
appear at first. It may take players quite some time to refine their phase
selection for different tactics, but as the GM, here are some key elements
of that system to consider...

Phase 1 is less awesome than it seems: Going first is often seen as a


big advantage for damage-minded heroes. Leaping into action for that first
kill is very effective against low-level enemies, but as things progress, the
phase 1 actor becomes more a target than a slayer or effective ambusher.
Phase 1 aggression is still useful, though, for those characters hoping to
distract enemy harm from others.

Phase 4 is deadly, deadly, deadly: Taking that fatal heart hit in phase 4
allows almost no time to rescue a character from near-instant death. This is
important to note for the GM, in that enemies that use this phase for their
attacks/actions will be some of your most dangerous.

Rescue capability is a key consideration: Building on the point above,


clever players should quickly learn that a healer or fast-moving rescue
character needs to be taking action on phase 5. This allows one last chance
to save a dropped ally before the round ends. Since potions require no time
and no roll to deliver a heal, they can be most effective in the hands of a
fast-moving hero here. Phase 5 is also useful to ‘buff’ or aid heroes before
their next action.

Knowledge of enemy phases is hugely useful: Learning about a monster’s


abilities and weaknesses is a big part of any TTRPG. When players know
a foe’s phases, though, they can set themselves up to outmaneuver the
enemy with relative ease. ‘Always move away in phase 3, guys... it has that
brutal phase 4 cleave!’ To defeat such a foe, players might all designate
themselves in phase 3, with one rescue character in 5. This gives them a
chance to attack and ‘hurry’ away, with a back door for any dropped heroes
falling victim to the -5 Defense penalty of hurrying.

127
Hero Status
As our intrepid heroes struggle to achieve their goals, enemy attacks
aren’t the only thing to fear. The environment, and all its many hazards, are
just as deadly as an orcish spear. Afflicted thus, heroes may suffer from the
‘status effects’ listed below. As GM, employ to taste.

Stunned: Many attacks and effects will mention stun. If stunned, you are
conscious but concussed, unable to act, barely able to stand. This state is
escaped with a Resist roll, or when a rolled timer runs out.

Freezing: Deep cold will numb the fingers and slow the mind without furs
or winter clothes. In deep cold, start Freezing after 4 rounds. In this state,
D20 rolls are -5 and enemies you attack gain +5 DEF. If Freezing for an
entire day, your blood will go to ice, killing you slowly.

Overheated: Extreme heat causes a heavy-limbed exhaustion. If exposed to


extreme heat for 2 rounds or more, D20 rolls are -5 and enemies you attack
gain +5 DEF, against you until you can cool off. Also, when overheated,
you cannot use Hurry in your phase.

Afraid: Terrified by extreme horrors, you lose your wits, usually by failing
a Resist roll. When afraid, you are forced to use your phase to flee the
source of your fear. Fear wears off with a rolled timer.

Immobilized: Various forces like snares, muck, or tangling vines can


halt movement. You can still make actions in this state, but cannot move.
Escape is usually via a Muscle roll. Use a Magic roll if held by magic.

Burning: “I’m on fire, guys!” If ignited by fire attacks or effects, cross off
1 skill and 1 equipment each round you’re on fire. Flames die off in 1D4
rounds.

Bleed: Cross off 1 skill each round, bleeding 1D4 rounds or until bandaged.

Corrosion: Destroy 1 equipment per round for 1D4 rounds. There is no


known way to stop corrosion once it has begun.

128
Hero Status
Creating believable, exciting environments is key to keeping heroes on
their toes. All things being equal, if terrain is not imposing limits, players
will have an easy time with their challenges. Thus, the skilled GM always
looks for ways to involve the environment in dangerous scenes. This is
usually accomplished by linking terrain and status.

Stunned: Any time a hero takes a massive hit, such as a maximum roll on
Brutal Attrition, falling rocks, being hit by a wagon or horse, or falling to
a hard landing, they are stunned for 1D4 rounds, or until a Resist roll is
made. Stun may not be listed with every enemy or event, but it is a constant
tool for the GM.

Freezing: All cold effects, not just weather, can induce freezing. Cold
magic and the breath attack of a Frost Lizard come to mind.

Overheated: Any huge open fires or magma should be made powerful by


having them impose extreme heat. Hot smoke could also induce this status.

Afraid: Undead or horrific creatures should often cause this status,


especially when first seen or encountered. Always offer a chance to Resist
this status, adding a penalty for extreme terror such as evil gods or an
undead relative. Phobia or Paranoia flaws may also be a factor. “Whatever
you do, don’t look at it! Gods and devils, what is that thing?”

Immobilized: All kinds of terrain can immobilize heroes: deep snow, mud,
brambles, rubble, sticky tar, soft sand, or being held, grappled, or roped.

Burning: Normal fires can be brushed past with no ignition, but any
extreme, huge, or magma-made fires should have a 50/50 chance of igniting
a clumsy hero. Dragon fire always ignites everything.

Corrosion: Acid, rust, or specific types of venom can erode equipment,


even if somewhat uncommon in terrain. Acidic ‘drips’ are the most
frequently encountered, often found on the ceilings of underground places.

129
Trust the Hexes
Long have hexes been employed by roleplayers to divvy up their game
worlds into crossable, discreet bits. This isn’t a method to measure scale so
much as divide themes over time. As play progresses, the GM may have
notions of landmark events or threats, but the interim may be unexpected,
roundabout, or all out random, as decided by players. In this case, the hex
can be utilized as a content-building engine... but only with your trust.

If you flip forward to read about HEX ROLLS in the Atlas section of this
book, you’ll see how 2D10 are used to devise a location and event when
the unknown jumps up in play. These cues are listed in brief, and therefore
rely on the GM (and players) to lend life and movement to the roll results.
This ‘lending of life’ is done by trusting the roll to the utmost.

Trust may seem like a heady word for a die roll, but it is used with purpose!
Trusting a HEX ROLL means taking it without hesitation, concern, or ‘that
doesn’t fit’ responses. Fully embrace the roll results! This may take a few
minutes to absorb during your session... sometimes when our best friends
are staring right at us, our creative muscles go rigid. Call for a bathroom
break! ‘Take 5 you guys, I need to get a few notes down here.’ Breathe, let
these crazy roll results sink in, and jot the first few ideas that come to mind.

For many GMs, the disruptive, unpredictable effect of HEX ROLLS is


difficult to accept. For players, though, there is a strange delight in a world
of real discovery. Rather than exploring your GM’s storyline, you are
discovering together, all of you, at the table. There’s simply no substitute
for the fun of not knowing, even when it’s nerve-wracking.

Dramatic storylines that take ages to play out


drive me nuts! Feel the gravitas they said, it’ll
be fun they said! Bah! Give me a wide open
wilderness, no idea where we’re goin’, and a few
barrels of beer. Now that’s adventure.

130
What About the Story?
If players are just romping about, rolling hexes, adapting, looting the
bodies, repeat... is that an adventure? Is that a story? Not really. A story
needs purpose, revelation, an unfolding of things, an escalation. Once
again, the GM is faced with a juxtaposition of elements and skills: the joy
and freedom of HEX ROLLS, but with the inevitable craving for robust
story arcs that fulfill and celebrate all the exploits at hand.

In the following pages, you’ll find a collection of quests/adventures/


challenges for our heroes to overcome. These serve to firmly ground you
and your group in the events, creatures and larger dangers of The North
Holds, but also to launch what will, with time and creativity, become your
group’s unique story.

That is a big word for any role player: story. It isn’t something the GM can
plan or steer, it isn’t something known at the beginning, it isn’t fixed in its
course, but doesn’t entirely belong to players... that said, it isn’t random, or
aimless, or without meaning and revelation. It is all of these things.

THE STORY OF A CAMPAIGN IS


AN EMERGENT SERIES OF EVER-ESCALATING IDEAS
AND ELOQUENT OUTCOMES DISCOVERED
SESSION BY SESSION

This all-caps truth is both freeing to the GM and burdensome. On the one
hand, they are officially relieved of composing, writing, or conceiving of
a linear story as is found in fiction. On the other, the exact path to what
that story will become is unclear... obfuscated by player agency, HEX
ROLLS, unanticipated combat outcomes, character deaths, responses to
NPCs, enemy factions, world events, and how many coffees Dave had on
Tuesday night. It is unknowable! As the masterful GM, you will let this
truth abide, and play session by session with acumen, energy, wonder, and
humor. In the fertile soil of calm, and the confidence of good friends, story
will grow on its own.

131
Using Tactic Dice
One of the most common challenges for the GM is deciding what any
given monster would do when their phase comes up. The GM wants to be
effective and tactical, but not cruel. What to do? In CROWN and SKULL,
you will use an innovative method called Tactic Dice.

Put simply, for each action a monster might take, a tactic die is rolled. Let’s
say phase 3 comes around, and my Skeletal Knight gets two actions that
phase. I roll 2 Tactic Dice and deliver the indicated actions, and so on.

TACTIC DIE: A D6 ROLLED FOR EACH ENEMY ACTION


1: The enemy displaces, moves, or repositions
2-5: The enemy uses its primary single-target attack
6: The enemy uses an area attack that hits many targets

Keeping with our Skeletal Knight example...


Tactic 1: The knight raises his shield and lunges away!
Tactic 2-5: The knight swings his decayed sword at you!
Tactic 6: The knight slams his fist down, sending out a shockwave!

Take some time to get accustomed to using this method. It will work both
for and against the enemy, creating an emergent ‘intelligence’ to monster
actions. Like HEX ROLLS, the tactic roll must be trusted completely by the
GM. ‘Why does this damn skeleton keep evading us?’ or ‘The shockwave
attack again?! Brutal!’ will be common responses as tactics are rolled.
Since the GM isn’t rolling attacks, this keeps their dice tumbling.

As the GM using Tactic Dice, don’t rely on these


rolls to perform simple, logical moves or
actions for your enemies. All foes tend to move
into attack range when the heroes are spotted, so
don’t gimp them or do nonsense actions.

132
Rolling for Answers
Before we dive into the adventure prompts, there is the matter of every
other question that will arise in play... and they are myriad! How can the
GM possibly be prepared to know every detail as play takes unexpected
twists? Simple: they can’t. Instead, you’ll roll for answers.

Yes/No questions: Simple rolls offer a robust way to answer questions


of time, but what about all the millions of other questions? ‘Is there a
boat here?’ ‘Do Warpbats have beaks?’ ‘Can this frost worm be harvested
for a heat-soothing tincture?’ ‘Do dwarves hate horses?’ When a yes/no
question arises that you do not the answer to, roll 1D6. 1, 2, 3? The answer
is no. 4, 5, 6? The answer is yes. He who asks does the rolling. Trust the
roll and run with the answer.

Questions of direction: ‘Where are the sounds coming from?’ ‘Which


direction is the wind blowing?’ ‘Which way does the ship lean?’ ‘Where is
that bomb rolling off to?’ These questions all inquire about direction. You
can use one of two methods here: 1) Use a D12 as a ‘clock’ with 12 being
straight ahead of the roller. 2) Use a super-handy Warhammer-style ‘scatter
die’ which shows arrows on its six faces. Trust the result, play on.

Questions of quantity: This one takes a bit more finesse by the GM. ‘How
many orcs are charging at us?’ ‘How many wagons of bombs do the rebels
have?’ Such questions can vastly affect difficulty. Anything from a D4 to
2D12 can be used, scaling for challenge intended. Take care here, but trust
your first instinct. Yes, it can be brutally difficult at times.

Explanations: The questions above are straight-forward, but what if a


player asks ‘Why are the elves leaving the Redwoods?’ or ‘How are oaken
golems created?’ If my answer is unknown here, I usually start with ‘Wow,
interesting question.’ Here the GM faces one of the hardest skills to learn
at the table: absolute, bone-chilling, pants-down-running-in-the-street
transparency. This means admitting the answer is unknown, reasoning it
out, and taking note. ‘Well, we know elves have suffered after the war, I
suppose they are seeking new lands to settle.’ Embrace transparency, and
you’ll be prepared for anything, with your table mates at your side.

133
Session Setup
There is no more direct test of a GM’s ability than quickly setting up and
executing a 3-hour session of play. There is no universal way to solve this
creativity challenge, but here are a few solid techniques.

The Establishing Shot: Describe the landscape, the ominous vibes and
the hopeful rays of light. Make a ton of eye contact here, zoom in on one
area of the scene, mention player characters as much as possible, be brief
and quick. If you must read (it’s a buzz kill most times) be fast and punchy.
Conclude this introduction with the dilemma... the struggle at hand. Do all
this in under 5 minutes.

Immediate Conflict: After 1 round of each player introducing their


character and their immediate concerns and details, grab the spotlight and
bring the pain. Wolves attack, a fire breaks out, arrows fly from the forest,
an alarm bell is rung, or marauders burst onto the scene. Get the dice rolling
with a lightweight battle. Get the blood pumping.

A Trek: When the dust settles on the first conflict, our heroes embark on
some kind of journey. Highlight specific moments of distinct mystery or
drama, building up to the next scene with a ‘montage’ approach.

The Action: After sufficient buildup, our heroes must face the primary evil
or threat of the moment. This is your big action scene with environmental
hazards, lots of enemies, an epic NPC one-liner, and no certain outcome.

A Wondrous Reveal: Victorious or not, our heroes discover some larger


truth after the main battle. The cave goes even deeper? The entire castle is
built on a dimension gate? The vampires have already infiltrated the high
court? This reveal is the primary reward of their struggles.

Epilogue: As players see new vistas of challenge and danger stretching


out ahead, offer them a wrap-up that continues to press time. The orcs
will invade soon, the crags are crumbling, or the fires are still raging. An
epilogue doesn’t mean ‘time to rest’ so much as “You did it, now there is
an even greater task at hand!”

134
Encounter Setup
The more time you get at the table, as both player and GM, the more tools
and tricks you’ll accrue to throw at players for maximum fun and danger.
These are tried and true elements in a fun encounter that work every time.
With practice, they can be plugged in on the fly and fit to theme.

The Blast: Stir up an encounter with a blast of gale-force wind, an


explosion, a crashing of stone, or a destructive cannon impact. ‘The Blast’
should move combatants, change terrain, or limit time to fight or escape.

A Poorly-Acted NPC: Every encounter needs a wacky NPC or over-


confident villain with a fun accent. Set the stakes, taunt heroes, or act out a
hilarious demise. Works every time.

The Anime Badass: When presenting a foe or major threat, use the
exaggerated camera moves, speed lines, and closeups of anime. A towering
warrior glares over one shoulder, flower pedals fall in slow motion, or a
dying knight coughs blood with his final, supreme effort. Check out the
Resources appendix at the end of this book for a few anime suggestions.

Don’t Stand in the Goo: Battles that force players to move a lot are the
best. Give an enemy or hazard the ability to cover the field in poisonous,
corrosive, or incendiary effects. These ‘pools of damage’ must be avoided,
thus stirring the encounter and denying lazy placement or loitering.

Line of Sight: Ah, the inevitable pillar! Place obstacles and objects in your
encounters that offer limited cover, rally points, or hidey holes. These work
even better in concert with ‘The Blast.’

Too Many: So many bad guys! Bring more and more minion-level baddies
into your encounters... dozens of them! The challenge for players becomes
stopping the influx of foes moreso than killing them one by one. Also,
CROWN and SKULL’s attrition system favors groups of foes greatly over
single enemies, so players should be scared into action. “They just keep
surfacing! We’ve got to find a way to collapse that grotto!”

135
Hero Progression
Players are famously excited for the promise of future awesomeness,
power, fame, and effectiveness. They love to dream and drool over the
all-but-inevitable evolution of their beloved characters. Embrace this truth
openly, and use as many tools as you need to keep them dreaming.

All the Books: Allow your players to bring their favorite RPG books to the
table. Consider and adapt their input with care. Not every idea will fit in
any given game, but with attention and enthusiasm, everything can at least
be considered. Foster an open environment for imagination and research.

Entertain Ideas, Suggest Routes: If a player approaches you with a


detailed backstory or ambitious character concept, don’t shy away! Hear
them out, look for cool details, then propose a possible route to these lofty
ambitions. “Sure, you could rule the flame courts, but first the elementals
must be vanquished. No one has succeeded on this errand.”

Encourage Customs: Openly invite players to imagine custom item and


skill progression outside what is listed. Look with empathy on their play
style and propose paths ahead. Embrace their ‘big dream.’

Offer a Promotion: Use royal or beloved NPCs to lift characters up to


higher stations in the world, using deeds and renown to promote characters
into positions of real power and influence. Remember that with such power
comes added gravity... and failures fall squarely in the character’s lap.

Quality Over Quantity: The inventory limits in this game are absolute.
Therefore, players should be seeking best-in-class skills and equipment,
rather than a huge pile of gear and abilities. Remind them of this with
enemy power growth and scarcity of down time.

Start a Session with Loot: Every once in a while, kick a session off with
a decent cache of high-quality gear. It’s very exciting for players to ‘play
with new toys’ right away, rather than waiting between sessions to feel a
lurch in power.

136
Energy
What one property or technique makes a great GM? The answer is often
the same: energy. Nothing ruins tabletop gameplay like low energy. Sleepy
or hum-drum game mastering is no fun for anyone, and players feed on the
GM’s tone and enthusiasm. Here are a few guideposts:

The Perfect Recap: Set the energy level at your table with an animated
recap of the events leading up to this moment. Even if it’s an introductory
session, you can recap the character creation process, provide some ‘just
before this’ context, or simply announce “Ok you guys, let’s get into this!”
Whatever your recap, rev up your orator engine and wake everyone up!

Turns and Names: Every phase, every round, over and over, the energetic
GM calls on players by their character name; lifting them up, lighting
the fuse on their next action; reiterating their current situation, plans, and
obstacles quickly and directly. “Ok, Graythorn, you’re up! You’ve been
chipping away at this mud ogre and eyeing that iron gate with some kind
of plan. What will you do?”

Everybody With Me?: This phrase is very useful for the energetic GM.
As rolls are devised, on-the-spot rulings delivered, or high stakes coin
flips decided on, ask the table, with eye contact, “Everybody with me?”
This reinforces the shared tension and fun of every dice roll, and keeps
everything in the open... operate with a crazy level of transparency.

Hammer the Stakes: “If you miss this roll, there’s really no way to survive
the next round. All ideas have been heard, you ready to roll it?” Constantly
reinforce what’s at stake with any given action. Revel in the suspense of
every dice roll by reiterating its context.

Theatrics: Keeping your energy high, it’s time to break out your terrible
voice acting skills, silly hand gestures, and even body language like
standing or creeping up behind players. The table is a place for fun and
uninhibited nerding. Enjoy it and let the goofy vibes fly. When you are the
weirdest person in the room, players will feel far more comfortable letting
their own flags fly.

137
Dream State
Dream state is a catch-all term used with GMing to mean ‘an intuitive
and holistic sense for things.’ In the so-called dream state, you know the
mood, people, themes and larger forces of a setting on a deep level. This
is essential with CROWN and SKULL. Here are some elements to think
deeply upon, research, or sprinkle into your descriptions and scenes.

A Time of Fallen Heights: At every turn in this world, mention of The


Bloodwing War, three decades past, reminds players that this is a lawless
time... an afterglow of a more prosperous era. Borders are fuzzy, royal
lines have been broken, roads go without maintenance. There are more
gravestones than flower pots. This violent fall, and the struggle to rise
again, sets the overall tone of The North Holds.

The Rising Tide: The military threats of the Froggish Empire and the Orcs
of the far south are growing ever more present in daily life. Croakokame
and his legions of frog warriors are not yet fully unleashed, but claim a right
to all The North Holds... imminent, imperialistic to the extreme. The Orcs,
by contrast, are already on the move... barbarically attacking anything as
they skirmish northward.

Hints of the Crown: With NPCs and other ‘background’ scenes in each
session, players may notice evidence of the crown. This means silver-
helmed knights, acts of kindness, courageous messengers and hopeful
diplomats. Order may yet prevail if the mighty choose law over power.
The crown is a bright ray of optimism, a belief in cooperation and ancient
codes of honor. Build a habit of saying “For the crown!”

Hints of the Skull: Much how the crown-sworn are frequently seen, those
who follow the path of the skull are also encountered. These are freebooters,
pirates, assassins, thieves, saboteurs. The skull isn’t an evil path, but one
defined by individuality. When a skull ring is seen, or a black-hooded
figure encountered, our heroes should be wary, but curious, of those who
follow the skull. Build a habit of darker-themed NPCs smiling, lowering
their heads, placing fist-to-chest and quietly saying “For the skull.”

138
Dream State
What is Caligos: The abstract, geological, other-worldly entity below
The North Holds is not easily understood. Is it alive? Can it be stopped or
changed? Caligos is an elemental force of pure evil... a sort of bedrock-
god. Caligos gives you, as GM, a reason for the rise of evil, the growth
of dark magic, or the madness of cults and lycanthropes. Caligos moves
through dreams. His apostles dream forever, offering him conduits to move
freely. How does this affect your campaign? Who knows...

The Divine: You may notice that gods are not specifically described or
called out here. As part of the mood that defines CROWN and SKULL,
keep divinity a true mystery. Even the names of gods are in dispute and
disrepair. The Holy Order may study divine power, but the gods remain
shrouded in hidden dimensions. There is only faith, not evidence, that the
gods exist at all. Castigere is the primary envoy of the divine, appearing as
an enduring ghost to those of great faith and humility, but even he has no
absolute answers.

Varinax: Bloodwing and Greentooth were the great dragons of their


day decades ago. Now, though, Varinax the Ancient rules. She is a white
dragon, partial to ice and rock, colossal in scale. Even though the details
of Varinax are up to you as GM, be sure to add dragon cults, those who
would empower or feed her, those who hunt her, or doomsayers who crave
her destructive arrival. However it manifests in your game, the coming of
Varinax... her rage and hunger... should be a frequently-used theme.

Ruin’s Keeper: What is Ruin? This legendary sword has a very long
history, spanning multiple worlds. Some say it fell from a starfaring ship.
Some believe it moved through a dimension door to arrive here. Others see
it as a demonic thing... a sword with deadly will and limitless hunger. The
sword’s last keeper was Zipler the Bard, who attempted to hide it before his
death. Now a woman named Threya, a complete mystery, has recovered the
blade. That, at least, is the rumor. Ruin is an artifact of incredible power,
and should manifest in your game in some form... maybe as the only way
to defeat Varinax, or the long-sought prize of Emperor Croakokame. Let
the dice fall, and see where it all leads.

139
Gardenburrow Prompts
Here is a handful of story prompts for the hometown of Gardenburrow.
They can be used as story leads, adventure starters, or read-alouds.

Captain Grimtoe: Your boss, and captain of the Gardenburrow Guard, is a


stout folk soldier with as many medals as scars. He’s a trustworthy leader,
friend to all, and cool-headed battle commander. He’s usually found at the
Loaf & Leaf Tavern. On special occasion, Grimtoe may have orders for his
guards, including far away quests, investigations, or escorts.

Master Hureon: A mile outside Gardenburrow, hidden in a foggy gully,


an ancient tree called Hureon stands. This aged creature is the master of all
Oakenwood druids... a teacher, friend, and mentor to the tree-talkers. Any
time you take a day to go and commune with Hureon, gain 1 hero point.
A visit to Hureon also counts as a night of bedrest. At the highest levels,
Hureon may even grant rare boons to its disciples.

The Oakenwood: The deep-rooted forest south of town is a place of magic


and mystery, but is also where you grew up as a youngster. Folk in this area
often call on you as a guide... a protector where many-legged things lurk.

Frost Spring: At the southern shore of Oak Lake is a gurgling freshwater


spring among smooth granite boulders. This spring has healing and
restorative properties. A visit here counts as a night of rest for all who enter,
usable once per day. The waters here can also cleanse lasting sicknesses,
disease, or any other natural afflictions. The spring cannot regrow limbs or
lift arcane curses.

Lady Alluria: Once a season, an elven princess travels through


Gardenburrow, sailing to Tidestone to reaffirm the alliances held there by
Thryn. She is Lady Alluria, the Sea Star. Simply looking upon her grants
3 hero points. Lady Alluria will not appear idly... whether a voyage to
Tidestone or a herald of dire deeds to be done, she will cause quite a stir in
the small forest burg of Gardenburrow. Many who meet her will instantly
swear service to her, in hopes of simply basking in her presence.

140
Gardenburrow Prompts
Abbervale Lookout: There is one place, a high cliff on the shores of the
Emerald Narrows, north of Gardenburrow, where one can see Dragon
Tooth on a crystal clear day. There, you are known to linger now and
then, longing to see Thryn’s pinnacles, or composing a new song for the
adventures ahead. Someday... someday you’ll see the silver city up close.

The Loaf & Leaf: The local tavern also houses a mercantile. You are a
welcome sight here, with hides, furs, and other forest goods for trade now
and then. Purchase any goods besides weapons and armor for half normal
cost here, even bartering for purchases.

Mossy Cache: In three secret locations from the Kaargfort road to the
Oakenwood to the Westlake Plains, you and your allies have hidden small
caches of supplies and equipment. When found, each may contain up to 10
points of equipment. The exact locations of these caches can be determined
during play, with approval from the GM. You can choose, custom create, or
roll for the contents of the caches. This may come in handy during travel,
or as an objective of its own in dire times.

Redchops Garnihan: A king among revelers and master equestrian,


Redchops serves as the town’s stablemaster and wrangler. As such, he is
your lifelong friend and mentor. Time spent with Redchops can earn 1-3
hero points, spendable on special skills or upgrades for your horse.

The Powder Keg: By decree of Wallabytarnwhatwallaby, Gardenburrow


has built a small stone hut for the making of firearms, gunpowder, and die-
cast ammunition. The skill and cost of making these high technology items
is prohibitive, so the goods are seldom for sale, available only by official
writ. The hut is under guard at all times.

Wild Ponies: Wild horses roam freely between Gardenburrow and


Westlake. All the lands around the Shipstone Ponds are home to these
herds. The animals are reclusive and fast, making them highly prized by
all Proudfoots. They also serve as a meter for the health of the Oakenwood
ecosystem... when the ponies are struggling, the entire forest is unwell.

141
Rivergate Prompts
Here is a handful of story prompts for the hometown of Rivergate. They
can be used as story leads, adventure starters, or read-alouds.

Foreman Huggins: After the death of Hogan in the Bloodwing War, his
cousin Huggins took his place as Stormkeeper Foreman. The holder of this
role serves as a lord or even king to the miners and stout folk of the area.
Huggins oversees the ‘Mining Regent,’ a coalition of those who work the
mountains, ensuring the flow of valuables continues, even under attack.
He’s a well-loved leader, bringing celebration wherever he goes.

Ice Trolls: There is no creature more abhorrent to those of the Stormkeeper


Mountains than the ice troll. These solitary but destructive monsters hate
all those who dig and delve, using ice magic, spiked clubs, and cracked
teeth to crush their foes.

The Mining Regent: You’ll be dealing with the Mining Regent quite
often, whether it is to fulfill orders, aid in transport, or provide work relief
for other regent members. This is an organization no less powerful than
a kingdom, with law-keepers and codes of conduct. To break these codes
invites years in a Stormkeeper dungeon or even death.

Kadie the Fence: Somewhere in the Rivergate area, a skilled dealer in


stolen and rare goods lurks. She is simply known as ‘Kadie’ and few have
her ear. You occasionally meet with her in shadowy places or casual strolls
by the riverfront. When greeted she simply mutters “For the skull.”

Workle’s Wares: Above table, the place to get anything under the sun in
Rivergate is Workle’s Wares, a buy-and-barter emporium. You and your
fellows are known to lurk these endless shelves on the regular, watching
for oddities and relics from faraway places.

The Green Cobra: Adventurers here often charter The Green Cobra. She
is a single mast oarship, 4 crew on call, with an oversized cargo hold. This
ship is ideal for salvage and recovery, at a price. The captain is one Harhatt
McAllister: a river pirate complete with scimitar and tri-point cap.

142
Rivergate Prompts
Barmm: The barkeep at The Frothy Mare. Not only can you call on him
for minor favors, private tables, special reserve casks or basement ‘lay-
lows,’ he will also serve to connect you with potential employers in the
area. “These mugs’ll lay empty until you square, ya rabble!”

Smiths and Swordmakers: In Rivergate, local smiths and blade craftsfolk


abound... all the competition improves prices. Thanks to this trend, deadly
versions of all common weapons can be purchased for only 2 points over
base cost, rather than 3.

Eagle Crags: Just north of Rivergate, there is a dizzy knife of rock that
leans over the river. You’ve found a tiny goat path that ascends the spire,
leading to a breath-taking overlook. From here, all the boats and doings of
the town are in view. One day, you go to rest there and find blood splattered
on the stones. It leads up into the mountains.

Arcane Anomalies: In recent days, you have noticed a handful of small


kinetic energy waves sliding across mossy stones or rippling in low clouds.
The magical fabric of Rivergate has subtle distortions, but you have no
idea how or why. One morning, you awaken on a park bench, wrapped in
your cloak, unaware of how you got there save a subtle ripple of blue light
crawling across the rain-wet road stones. Something is happening...

Abbey Mother: Just across the River Thenne is the venerable Bramsford
Abbey. This ancient site holds some of the oldest libraries and relics in
The Holds. The Abbey Mother there is your personal teacher and friend,
accessible at any time for wisdom, aid, or the continuation of your spiritual
journey. The other nuns and monks there are always happy to see you. “Ah,
what a blessing! Come in, child, come in!”

Castigere’s Rest: There is a truly ageless cemetery near the river east of
Rivergate. It is said the arch-priest Castigere is buried here, but the stones
have worn away to rounded nubs in the tall green grass. You know from
your studies that this place is an entrance to the network of caverns below
the city, but the exact location of such an entrance remains unknown.

143
Slimshire Prompts
Here is a handful of story prompts for the hometown of Slimshire. They
can be used as story leads, adventure starters, or read-alouds.

A Hermit’s Ear: West of Slimshire, where the golden grass meets the
dunes, a nameless old timer sits atop a blob of twisted sandstone. Nibbling
at crumbs, with a tiny fire barely a-flicker, he’s always happy to see you.
No one knows more about the deserts and plains of the south than this relic.
When you spend time with the hermit, gain a hero point.

The Cathedral: Before the Bloodwing War, Temrin was a widely


worshiped saint in The North Holds. This enigmatic demigod inspired a
mighty church southwest of Slimshire. The cathedral is now in ruin, slowly
being subsumed by a strange lake of salty brine in the desert. All who
explore these lands are curious about those toppling spires.

Elk Trails: To the east of Slimshire are the Shadow Glades, a trackless
forest of dark gullies and tangled hollows. As a wanderer by trade, you’ve
scouted several wildlife paths through the brambles and sticks.

Arazam: After the recent orc incursions, a dwarf captain named Arazam
has appeared to help Slimshire fortify its walls. He has identified you as
a valuable asset. Any time you can spend a week with Arazam and his
company, gain a hero point. Arazam asks that if he calls on your service
someday, you heed the call.

The New Wall: You have caught news of a new section of Dalric’s Wall
being rebuilt. This effort is an open call to all able builders and fighters, but
moreso sends a message to the orc squadrons: Go around! As a result, orc
skirmishers are increasingly close to Hakburg and Slimshire lands. No one
knows exactly what will happen next.

Rumors of Ruin: All folk know the legends of Ruin: the starfallen sword
last carried by Zipler the Bard. It was hidden after the Bloodwing War,
but legend has it that the blade has been found. Its new steward, a woman
named Threya, has been spotted in the deep desert.

144
Slimshire Prompts
Fairfield Abbey: True to their vow to cherish all life, the nuns of Fairfield
Abbey honor and protect all. To remind you of their support of your
dangerous missions and tasks, they have given you a small amulet, the
symbol of an ivory bird.

Secret Outpost: You know of a secret garrison being built somewhere in


the south territories. Orcs and goblins seem to be allied. This new fortress
will provide a deadly rally point to the enemies of good folk. What will you
do with this knowledge?

Doc Millwood: A transplant from Hakburg, this mustachioed gentleman


has opened a barbershop in Slimshire, and is a close friend and ally. Doc has
been all over the south, and always has good advice and insider knowledge
on the roads and trails in the area.

Hakburg: Once a town, Hakburg has been worn down to a few fortified
buildings and die-hard holdouts. Despite this, their mastery of firearms
technology is still second to none. They could always use another gunfighter
against the relentless orcs.

The Lantern Keeper: A short walk outside Fairfield Abbey, a mysterious


old woman stands watch by night, keeping a lantern glowing at all hours.
When you visit her and kneel, remove any curses or afflictions, paying 1
hero point. This can even be used on powerful curses or conditions such as
vampirism or lycanthropy.

Bleeding Trees: These ancient oaks are spreading a blood-like poison


into the soil, drawing the ichor up from some terrible depth below. The
phenomenon is not understood, but warrants immediate attention.

Blood Manor: The nemesis of the Order of the Lantern is Lord Royce,
vampire master of Blood Manor. His evil influence has slowly darkened
the realm of late, and no one will be safe until he is destroyed. There are
many competing theories on how this could be accomplished, but so far no
one has confronted him. He visits Slimshire to revel and visit old graves
now and then... disguised in cloak and mask.

145
The Dungeons
There are three dungeon-style locations in The North Holds that are
larger than all others. They each have their own atlas section, complete
with locations and events. Commonly known as ‘megadungeons,’ these
areas can comprise several sessions of exploration. For the best possible
experience, consider the next few pages.

The Reason: Never lightly should these locations be approached. Heroes


will be repeatedly warned to turn back, abandon their quest, or face terrible
dangers. As your unique campaign unfolds, only a mission of the highest
import should bring heroes to these places. Some examples of what these
missions might be are in the following pages, but your campaign will best
inform what might drive heroes to brave the depths.

The Approach: Simply reaching one of these places is an adventure in


itself. Perilous peaks, deep snows, sucking swamps, or baffling caverns
must be navigated to even enter. Give this part of the quest danger and
import to fully deliver the scale of these vast ‘dungeons.’

Getting In: ‘Megadungeons’ have limited entrances. They can be sealed,


guarded, hard to reach, or ruined. Give some table time to the ominous,
forbidding feeling of opening such legendary doors.

The Depths: Your players might be in one of these locations for a long
while. Don’t let mazes and corridors eat up too much time... keep them
moving toward the exciting scenes. Talk openly with them about the odds
of escape, the numerous unexplored passages, or potential no-way-out
scenarios. Monitor their interest and energy for the places found, and don’t
keep them in one dungeon, even a huge one, too long to keep things fun.
Once entered, these places offer no rest or safety, so heroes will get worn
down!

Montage Exit: Once/if the objective is achieved, unless it has an exciting


element, leaving the dungeon (if possible) should be coalesced into a brief
description. Egress is not very fun for players, so move on to the telling of
tales, a tavern brimming with golden mead, and spoils well-earned.

146
Ruinmoor
The crumbling remains of the largest castle complex in The North
Holds is an accursed place. Even the surrounding countryside has been
abandoned, becoming overgrown with thorn bushes and dying trees. What
madness would drive explorers into those unstable, dark-stoned heights?

The Search for Ruin: Ruin, the legendary sword from other worlds, was
once hidden below Ruinmoor. Rumors are spreading that it has been found,
but the only clues still lie in the depths here. Need for the weapon, or an
errand to retrieve it for some mighty deed, may lead our heroes here.

The Old Library: In the west tower of this great ruin lies the infamous
Library of Shadows. Heroes may be compelled to explore this repository
for a rare book, spell, or hidden clue of a greater quest. Could there be a
page of the dreaded Morut here? Perhaps there is a hidden chamber devoted
entirely to some cryptic tome, or a long-lost volume that could sway the
struggle against Caligos itself.

A Sinister Lair: Ruinmoor makes an ideal lair for your campaign’s primary
or almost-primary villain. Finally learning this secret, our heroes dare the
ruins to confront this ancient evil, despite the perils therein.

Talking to Ghosts: For centuries, The North Holds were ruled from this
castle complex. The ghosts of kings and stewards could be called up, or
some mummified saint unearthed to tease out long-forgotten truths of a
higher goal or mystery. Beware the wraiths, who know only hatred for the
living.

Dragonscales: Greentooth crashed into the old castle during the Bloodwing
war, scraping at the roofs and bridges with her massive claws. Since then,
scattered dragon scales, emerald green, can be found here and there in
the rubble. Such a material is worth more than gold or jewels, used in
the highest mastery of armor and weapon craft. Facing the new danger
of Varinax the Ancient, our heroes may find themselves in need of such
scales, and forced to delve the ruins.

147
Gulglac
Frog folk may seem advanced in their pagodas and imperial formations,
but in the green-walled chambers of this swamp ziggurat, only their
unwanted, primordial nature can be found. Nothing sets foot or flipper in
this place and is heard from again. Why would any adventurer dare to enter
such a claustrophobic, slime-soaked hell?

The Search for The Exodur: The Exodur is a colloquial name for a
starfaring craft that is believed to have crashed in The Holds centuries ago,
scattering futuristic alloy and bits of unexplained technology. It’s widely
accepted that the largest deposit of such fragments is somewhere in the
marsh lands. Our heroes may be driven to retrieve such technology for
some higher purpose, or to prevent dark forces from doing the same.

Stop the Rise of Heke’Qil: Every seven years, the primordial frog-folk
perform a brutal ritual to lift their frog-god to new heights of power. This
secretive event must be stopped each time, or the merciless amphibian
overlord will arrive to devour the world.

Kensu Urukage: The greatest sword-treasure of the froggish empire is an


intelligent sword called Urukage. When the primordial frog-folk steal this
priceless relic, no expense is too high to see it retrieved. Enter our heroes.
To succeed, our heroes will have to confront the sword itself, lost in a
mind-haze of frog magic.

The Eye of Heket: A drunken legend of the great ‘toad gem,’ The Eye of
Heket, is overheard by many but believed by few. Could the gem be real?
If so, no treasure in The North Holds would rival its value... it is said to
be larger than a man’s head, and pure with green starlight. There are also
rumors that those who see it go insane.

The Vanished: Many people have gone missing in the marsh lands, taken
for some terrible purpose, or for food, by the primordial worshipers of
Heke’Qil. When local royalty, or a family member of our intrepid heroes,
is taken, a mission to rescue ‘the vanished’ is undertaken.

148
Runnminir
It is one thing to explore the undermountain of Stonemark, also called
Folson’s Peak, but to go even deeper? Even dwarves fear to wander those
timeless caverns... a realm of inhuman forces in perpetual darkness. What
could possibly force a group of adventurers to dare such depths?

The Search for Caligos: It is said that Caligos is the sire of all vampires...
a river of blood... a monstrous dream-walker... a demigod of hunger who
hails from the deepest chasm in the darkest cave. Mighty heroes seeking to
see the world saved, or set to end the worsening evil in The Holds, might
be compelled to harm or even destroy such an entity. Can it be done?

A Rare Fungi: Many are the little-known fungi of this world, and wondrous.
Our heroes may be compelled to find a very rare, very specific type of
myco-organism for a higher quest. This can only be found with the help of
fungus-folk... mushroom people... who are suspicious and secretive. How
can they be made allies?

The Dream Network: In these antediluvian depths, strange, motionless


‘dreamers’ or ‘Apostles of Caligos’ are in a perpetual dream state. They
access the dream realm directly. Through each of these statue-like beings,
the dream realm can be entered AND exited, forming a kind of travel
network. No material possessions can survive this trip, but it could offer
heroes a powerful means to reach the furthest places in the universe.
Beware, those who enter the dream realm... it is a place of madness.

The Underwilds: Vast corridors and caverns connect much of The North
Holds from below. In times of calamity, our heroes may be forced to make
such a journey, using a road below to traverse great distance. In this case,
a strange and ever-dark wilderness is discovered with its own bizarre and
dangerous ecology.

Oust the Orcs: Orc invaders forever wish to take the undermountain for
themselves. In this scenario, they establish a garrison in Runnminir, setting
up well-supported raids and skirmishes on dwarven halls. Join Thromm’s
kin to vanquish them.

149
Mastering The Mapless
Mapless dungeons like those in this book will probably send a chill down
your spine. It can feel loony to trust the dice THAT much. Before you
dismiss it, consider these methods when players start rolling those D4s.

Repeated Locations: “What if they roll the same location over and over?
They’ll never find an exit!” There are two good questions here. If a location
roll is repeated, this implies that a space is so huge it is still being traversed.
Embrace it. A third repeat? Just toss that result, offering “You’ve explored
the chapel completely, ignore a 3.” Remember, too, that ‘no exit’ doesn’t
mean individual rooms have no exits, EXIT means leaving one overall
area for the next. Let common sense guide their explorations and let things
move ahead. “You’ve explored this level, then, finally, you find a way out.”

Repeated Encounters: Some encounters repeat with ease, like groups


of attacking rats. In other cases, a repeated encounter may yield an inert
scene. If the priest has already died, or the enchanted armor is already
destroyed, this repeat encounter roll offers heroes a moment of respite.
Just like locations, use common sense to keep things trucking. “The armor
suits are destroyed, so you have D2 rounds before unstable rockfalls drive
you onward.”

Getting Lost: Failing to roll an exit location is the equivalent of heroes


being lost, going in circles. In some environments, this will actually add
to the excitement. Fleeing skeletons through confusing corridors comes
to mind... the suspense on each location roll higher and higher. When this
happens, allow players to negotiate to end the madness. “Can I use an
investigation roll to stop a moment and find a way out of this maze?”

Common Sensing: As a masterful GM, you are uniquely skilled in


knowing the feel of a place. Let the mapless rolls enhance and surprise
you, not act as a prison. Embellish, alter, or negotiate each roll as needed.
Don’t undermine the dice, for they are sacred, but always feel free to add
small elements that make it all feel continuous. When doing this, the one
thing to avoid is the urge to allow players rest or safety. “This room seems
empty, but you hear something approaching...”

150
Mastering the Mapless
One classic mistake when running mapless dungeons (such as the three
in this book) or areas is to forget larger concepts, fun clues, or ideas you
had to make things cool. The rolls may be guiding your players, but you
still have your trusty notes to toss in a pinch of spice here and there.

Guarding Cohesion: Cohesion is a fancy word for ‘this dungeon makes


sense.’ As rolls are used, and you’re getting surprises that may not make
immediate sense. Let your mind’s eye see how there’s more here than
what’s ‘shown on camera.’ Use descriptions to imply unexplored areas or
details, distant sounds, or peripheral elements that keep cohesion intact.
“You return to the temple, noting that some passages loop.”

Keeping Secrets: Hidden truths and the little clues that lead to them are
a delight for players. No matter how the rolls play out, always feel free to
drop a creepy doll, discarded letter, trail of blood, or lost ring into a scene.

The Big Picture: One purpose well-served by dungeon maps is a sense


for the overall layout, big idea, or relative scale of a place. To this end, use
whatever resources you need to feel confident. The GM is also assumed to
have a mastery of all the larger truths and reveals a place has in store.

Be Ready to Invent: Be ready to modify or create enemies to fit the


moment, using a mastery of CROWN and SKULL enemy methods, tables,
and on-the-fly ideas.

Not Ready for Random: All these techniques aside, you may not be ready
for (or interested in) running mapless dungeons. In that case, the 2D4 roll
tables can still be a great resource. Simply run the listed spaces, with pre-
designated encounters in each. Connect these spaces with halls and tunnels
as desired, or use a favorite map from other creators. No matter what
method you employ, it is the concepts and the content of play that make it
magic, not the how and the how much. Talk openly with players, always
seek the style that fits your table best, and never be afraid to embrace what
terrors the dice hold in store. “Guys, we’re below the abbey now, if it’s ok
with everyone, I think we should run a mapless dungeon...”

151
Storm Point Asylum
A group of adventurers (our heroes) are employed to escort a high-profile
patient to the high crags and panoramic views of Storm Point Asylum,
a ‘keeping house’ for the tragically insane, high in the mountains above
Rivergate. When a landslide cuts off any escape, and destroys half the
asylum complex, our heroes must fight to survive. Can they navigate
the horrors of this secretive place and find a way to safety? Gather your
players, ready characters and dice. Read or paraphrase text marked with
the dividers below. Let’s play some CROWN and SKULL.

A Noble Errand

Your recent deeds have earned noble attention. Lady Walcrest herself
offers an emerald coin to each of you in return for your services as escorts.
Her niece, Agni, is to be transported by wagon to the high crags of Storm
Point Asylum. The poor girl’s mind eroding by the day. She is to be under
constant care, kept in irons, and delivered to the high alchemist of Storm
Point: the honorable Erasmus Fane. Once she is securely housed, with
arranged accommodations, payment will be made upon your swift return.
The Lady also offers a retainer, a fighting man named Harl, as help. Taking
the job, you find the girl in her wagon... a cage of iron bars on wooden
wheels. She is crumpled in a nest of blonde hair within, motionless as the
crags loom high above the city.

Agni: The Patient


• The Walcrests can no longer contain one of their own: Agni. Agni is in
her early twenties. Her murderous madness has reached the point that
she must be contained... Storm Point is equipped for such things.
• Agni is wiry, blonde, all but feral, pleased with her violent deeds...
quick and cunning as a hare, crouching, manacled, always smiling.

“You’re all killers too. I know the type. Liars in the skin of angels!
I’ll escape, you know, escape and hold your eyes open as you bleed.
Won’t it be wonderful? Asleep you’ll go, and my appetites only begun!
Asleep you’ll go, eyes open, and the beetles will have their feast!”

152
Storm Point Asylum
Vermin of the Cliffs

As the barred wagon totters up the mountain road, dark clouds gather. The
path is a narrow, stone-cut roadway with a cliffside drop here and there.
Agni stays quiet mostly. Then, around a tight bend, large rocks have fallen
in the way. As Harl steps forward to clear the blockage, a pack of red-eyed
Road Rats leap from the broken stones and attack!

ROAD RAT (2D4 appearing, red-eyed vermin that ambush travelers)


HP:3 ATK:0 DEF:1 PHASES: 1, 3 TACTICS: 1
HP:
-Tactic 1: Scramble: The rat runs and jumps, changing targets
-Tactic 2-5: Bite: Two saw-like teeth clamp down, basic attrition
-Tactic 6: Serrated Tail: Close foes are thrashed, basic attrition

Arrival at the Asylum

After hours of Agni’s murderous mumbling, gathering weather, and a


precarious mountain road, you finally gain a view of the asylum. It is an
imposing structure with gigantic gothic roof gables, oversized iron doors,
and barred windows. Gargoyles crouch at every corner. The dizzy peaks
of The Stormkeepers make an imposing backdrop. After a wait in the
worsening rain, the headmaster, Erasmus Fane, appears and ushers you
into the main courtyard. The wagon halts. Harl looks nervous, eager to
leave. Fane approaches, clad in linen coat and surgeon’s cloth gloves.

Erasmus Fane
• The headmaster of this facility is a gentle soul with wise hands and a gray
mustache. Orderlies roll the wagon into a stable as he shows the heroes
the entry hall. As he arranges the papers for Lady Walcrest, working at
a podium, he muses on the situation, a little sad, but determined.

“We’ve shelter for her... poor, troubled Agni. She’ll be in good hands.
These letters will give Lady Walcrest the assurances she needs.”

153
Storm Point Asylum
Landslide!

As Erasmus works, the rain outside escalates to hammering hailstones.


Then, a loud boom is heard on the roof, then another and another. A split
second later, a chaotic explosion of boulders and rushing water crashes
through the western wall, bringing stonework and glass and wooden
timbers down in a roar! Then all is dark is and quiet. You are pinned in
the boulders, soaking wet. A squeaking and padding of tiny feet breaks the
silence, the rain finally slowing. What will you do?

Rubble, Ruins, and Rats


Once the landslide has smashed this part of the asylum, the real adventure
begins. Heaps of unstable boulders will be found throughout the scenes
ahead, blocking exits and shifting underfoot, forcing our heroes to seek a
way out.... any way out.
• Rats in the walls! Decades of rat nests are unleashed when the asylum
walls are crushed, releasing a colony of the nasty creatures.
• Erasmus is nowhere to be seen, but a muffled voice comes from
somewhere below. “My new friends? Gideon? Lenora? Is anyone alive
up there?”
• The boulders all around our heroes shift with a rumble. In 2 rounds,
they will collapse completely. Have your players choose a phase
immediately. Phase 1 begins as Road Rats flood the scene from gaps
in the rubble.
• Heroes can spot or reveal a passage out and down from this area with
any Investigation (look there!) or Muscle (I can move this rock aside!)
roll. Rats will not pursue if heroes escape... they will simply scatter.
• Free of the collapsed corridor, our heroes enter the mapless chaos of
Storm Point Asylum. Use the rolls and encounters listed here, along
with more detailed entries in the pages to come.
• Using rolls to build an adventure can be nerve-racking at first, but
simply allow the events to come as they are, or prepare a fixed sequence
ahead of time if that is a better fit for your table’s style. There are no
wrong answers, and many terrors await. Can our heroes escape?

154
Storm Point Asylum
Before you hurl yourself into the rolls that will determine your group’s
experience in Storm Point, take some time to consider the ‘whole truth’ of
this terrible place. As game master, you’ll have a mental command of all
the secrets here, giving you the ability to adapt and stay on track as things
unfold and players take unforeseen paths.

Protege, Prisoner, or Food? Storm Point is no asylum at all, but a den


of old and powerful werewolves, kept secret by a facade of goodwill and
charity for centuries. The poor souls kept here, in various barred cells and
locked rooms, are each one of three types: those strong-willed enough to
be turned, those detained as enemies of the pack, and those to be eaten.
• The Protege: Agni’s homicidal urges and general madness have made
her a candidate to be bitten. She can’t wait to be turned.
• The Prisoner: Uruhito, a frog-kin defector, has been held here for
years. He is a very old frog warrior, banished for refusing the Emperor’s
sadistic orders, with a deep and hard-earned hatred for the werewolves.
• The Food: All other people held here are peasants or madmen, kept
in cells until facing the horror of The Butcher. Most are lost in the
landslide, but a few still cling to life... even to a hope of freedom.

The Way Out: The landslide has scrambled everything here. Stairs end in
drop-offs, hallways are blocked, pits replace floors. The only escape is to
follow water flowing down and through the deepest parts of the asylum.
A drain tunnel is the only way out. As GM, don’t worry about multiple
paths, intersections, or “right or left?” type choices. It is assumed, using
the tables below, that heroes explore many such avenues, arriving at the
scenes rolled as they journey downward.

Fane’s Pact: The wealthy of nearby Rivergate have made a dark pact with
the wolves and monster-keepers of Storm Point. In exchange for peace,
and the city’s safety from their appetites, a steady flow of undesirables is
delivered to the asylum each season. This time, Agni was their offering... a
fine gift for Storm Point, as she makes a promising high-born to be bitten,
turned... a powerful new member of the pack. Can this ancient, deadly
cycle be broken at last?

155
Storm Point Asylum
T he cliffs at Storm Point have been called home by werewolves for
uncounted generations. Mostly destroyed by a landslide, it is now an
unstable ruin crawling with deadly foes. Our heroes are faced with a
perilous escape, but can they also end the evil that festers here?

Here are the areas that comprise Storm Point Asylum...

Castle Ruin: Stained glass hallways and feast chambers are now crowded
with rubble and howling wind. Our heroes begin on this level moments
before the landslide shifts, crushing the entry area where Erasmus greeted
them and blocking any chance of exit.

The Keeping: A series of long, narrow corridors lined with barred cells,
heavy iron doors, and tiled holding rooms. The landslide has destroyed
the entire area, leaving a tumbling vertical hollow of dropoffs and broken
stonework. Precarious timbers can be used to cross crumbling fissures,
crushed bodies are found and distant calls for help are heard.

Scullery Hall: This level of the castle housed the kitchens and workshops
of tradespeople. It is mostly intact, but blocked off by boulders and rubble
here and there. The Butcher roams here, still intent on seeing his masters
fed, especially with all the chaos above.

Worm Pools: Ancient burrow-caves hold luminous green pools. In these


emerald pools, long, colorless eels swim lazily. Here, the magic and secrets
of the Storm Point pack are kept by Fane the Elder. Agni will likely be
encountered here as well, ready to accept the evil gift of lycanthropy.

The Grottoes: A complex of water-eroded caves descends through the


mountain to the asylum’s only escape. The unstable mountainside is at its
worst here, with cascades of crashing water, desperate prisoners, and any
pursuing enemies the heroes have not fully dealt with. If the heroes can
find a way out here, they will emerge on a mountain glen, with Rivergate
in the Thenne valley far below.

156
Storm Point Asylum
CASTLE RUIN
The towering rooftops and gargoyle-capped walls of
Storm Point have crumbled inward in a landslide here.
Shattered stained glass, broken columns, and blocks of
stone make every move treacherous. Groups of long-
hidden rats run about, and Agni has been set free in the
confusion. Is there a way out?
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Towering Hall: Once-high ceilings have collapsed into a clutter. A


path can be picked through this area with effort. Gaps in the crumbled
stonework lead to other areas of the castle.
2. Wagon Stables: This garage area holds three smashed wagons, each
with its iron bars crumpled and broken. Two dead bodies are also here,
torn to pieces only moments ago.
3. Chapel: You climb over broken stone to find a towering altar of dark
red wood. A venerated wolf skull adorns the height. Two cryptic murals
have survived the collapse, showing disturbing scenes.
4. Boulder Waterfall: EXIT! A huge fissure has opened, rubble tumbling
in. Using a perilous catwalk, a cascade of water can be followed into
THE KEEPING. A way out.

D4 ENCOUNTER

1. Agni Runs Amok: The mad, homicidal girl is climbing, darting, and
slashing like a monster!
2. Crumpled Armor: Two enchanted suits of ancestral platemail serve as
guards. Now they are damaged, enraged, crashing down.
3. Road Rats: A cache of rats leaps from the rubble to attack!
4. A Dying Priest: Wearing a blood-splattered papal crown, a robed
priest is skewered by an iron roof-cap, life leaving him. With his dying
breaths, he has a dark warning.

157
Storm Point Asylum
THE KEEPING
The landslide at Storm Point has all but destroyed this
level of the old castle. Long hallways of tiny-windowed
doors, iron-barred cells, tiled holding rooms and isolation
stalls are now a crumbling ruin of dropoffs, rubble piles,
leaning doorways and bent metal. An occasional call for
help or inhuman scream pierces the gloom.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Isolation Cell: Amidst the rubble here is a large tile-walled cell,


cracked open by the landslide. The dark within holds empty manacles,
and something stirring.
2. Collapsed Quarters: A series of wooden doors lean at odd angles
here, the floor crumbling away below. Six rooms flank the rubble.
3. Restraint Chamber: A chunk of bedrock allows access to this huge
room, with four pillars still upright. At center, a complex torture device
or holding mechanism awaits. A desk and iron chest are seen in a corner.
4. Intact Descent: EXIT! At the furthest point of this long, shattered
corridor, beyond a series of dangerous, but jumpable, gaps, a spiral
stairway descends to the SCULLERY HALL.

D4 ENCOUNTER

1. The Bitten: 1D8 of The Bitten leap forward, attacking!


2. Fissure Slugs: Cracks in the stone reveal an enclave of slime-covered
Fissure Slugs. 2D6 appear, slurping toward you hungrily.
3. The Invoker: In an off-kilter holding cell, a young man is slumped,
one hand manacled to the wall. His face is a mask of madness. His free
hand he holds to his temple, and summons horrible visions.
4. Uruhito’s Bonds: You find a frog-kin prisoner here, ankles chained to
a wall. He is hurt, injured in the landslide. He asks for help. If assisting,
roll another encounter that occurs during the process.

158
Storm Point Asylum
SCULLERY HALL
Mostly intact after the landslide, the kitchens and
workshops are carrying out their business, following
the orders of Elder Fane by keeping what remains of
the castle warm and stocked with fresh meat. Steam and
heavy odors drift along the sweating ceilings, and the
sound of hanging chains can be heard in the flickering
fire-glow ahead.

D4 LOCATION

1. Cauldron Hall: A dark, fire-lit hall with 8 huge iron cauldrons in 2


rows. Each is bubbling with various stewy mixtures, steam everywhere.
2. Smoke House: This high-ceilinged room features rows of meat on
hooks and a warm, dry atmosphere. Almost pitch dark.
3. Boiler Room: Iron pipes, copper conduits, pressure valves and huge
hand-wheels crowd this space, broken here and there by wooden stairs.
4. Chain Elevator: EXIT! In the main kitchen, a crank-operated iron
lift can be used to access the WORM POOLS. The crank is damaged,
making the descent difficult, unstable and slow.

D4 ENCOUNTER

1. The Butcher: You stumble into a titanic figure, dragging a dead elk.
This is The Butcher, and he will not allow your intrusion.
2. Strays: A pack of shadow-dwelling wolflings, emaciated with hunger
and neglect, prowl the area, looking for anything to eat.
3. Living Chains: Some dark spell animates the hooked chains here.
They seek out anything that moves, pulling it up brutally.
4. Agni’s Victim: You find an injured woman, middle-aged, lying in a
corner. She has claw and bite wounds. “It was a young girl! She was
feral! Blood-mad!” As you talk to the woman, Agni herself comes
leaping from the rafters, berserk and hungry for blood, but fast as a
panther and laughing like a sadistic demon.

159
Storm Point Asylum
WORM POOLS
The smooth stone walls in these caverns provide an
eerie, organic backdrop to the pools of luminous green
water found throughout. Narrow, winding walkways of
limestone traverse these pools, each teeming with pale,
serpentine creatures. There is an ancient evil in the air
here, and a distant sound of falling water.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Broken Archway: A narrow limestone bridge is broken here, the only


way forward. Far below, a glowing pool of eel-infested depths.
2. Ritual Discs: Circular stone platforms, etched with glyphs and
concentric circles, stand at various heights over the glowing water.
3. Long Catwalk: One long, thin, winding stone pathway, water-slick,
crosses a vast pool mere inches above its surface.
4. Whirlpool: EXIT! The landslide above has opened a fissure below one
of the pools. A swirling vortex has formed as the small lake drains. This
is the only way to THE GROTTOES. We swim!

D4 ENCOUNTER

1. Elder Fane: Fane has resumed his wolf-form, gathering his possessions
to leave the ruined castle. He blames the heroes for this doom.
2. The Attendants: A cadre of 1D12 Fissure Slugs wander here. They are
Fane’s servants, swaying like reeds around him.
3. Wretched Court: Tending the pools with long sticks, dozing in dark
corners, or wandering aimlessly, you find a pack of The Bitten.
4. Erasmus Changing: Erasmus Fane has not yet taken full wolf form,
injured in the landslide, he struggles with pain, his limbs elongating.
“Centuries have we thrived here! What evil has brought ruin upon us!
Agggh! No! I no longer want the change! The age of wolves is ending!
Leave while you can, mortals! Go!”

160
Storm Point Asylum
THE GROTTOES
Cascades of rainwater have carved numerous hollows
below Storm Point, connected by erratic fissures and
sinkholes. The creatures that live here seldom see the light
of day. As the mountain above destabilizes, the grottoes
offer the only escape from the rubble and ruin that was
once Storm Point Asylum.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Boulder Heap: This huge pile of broken stone is impassable. As you


turn back, you see something boxing you in...
2. Massive Gap: The bedrock has split here, forming a bottomless chasm.
As the only way forward, you consider its span as something emerges...
3. Column Climb: Hearing running water above, you are forced to ascend
a huge flowstone pillar. Halfway up the climb, the stone trembles...
there is movement high above, between you and the way ahead!
4. Limestone Flume: EXIT! This chaotic cavern area is escaped by riding
a twisting, high speed rush of water over slick stone, ending up in a
forest cave. From here, the ruin of Storm Point can be seen far above.

D4 ENCOUNTER

1. Cave Eels: 4D6 colorless eels flop and wriggle in the rushing water,
biting and squiggling toward your group in a panic.
2. Slime Construct: As you navigate the caves, a large mass of translucent
slime blocks your path. A closer look reveals 1D12 Cave Eels wriggling
within. If harmed the slime will release the eels.
3. Water Blasts: Powerful jets of water break through the stone! To
proceed, you must resist the force, avoid them, or use extreme haste.
4. Giant Cavern Crab: Here a huge foe is waiting in the dark... a white-
shelled Cavern Crab. It clicks and twitches, then runs up one wall to
attack your group with a whip-like appendage.

161
Storm Point Asylum
AGNI WALCREST (a murderous girl hoping to become a werewolf)
HP: 50 ATK: 7 DEF: 3 PHASE: 2, 4 TACTICS: 2
-Tactic 1: Pounce and tear. Move far afterward. Flesh attrition
-Tactic 2-5: Clawing at the eyes. Blind 1 round if hit. Destroy
attrition. If attack fails, target falls backward to avoid
-Tactic 6: Handful of glass. All near defend or suffer 1 flesh attrition
AND go blind for 1 round
Agni is being brought to Storm Point as a willing subject for the
curse of lycanthropy. This fulfills the Walcrest pact, and Agni’s
murderous, mad fantasies.

Agni appears crawling on walls and ceilings, smiling with insane


glee during combat, and reveling in blood. She will always flee
before being mortally wounded.

CRUMPLED ARMOR (hollow sentinels animated by dark magic)


HP: 30 ATK: 0 DEF: 5 PHASE: 3 TACTICS: 1
-Tactic 1: Fall back, block progress. In this braced state, the armor
cannot be moved by normal means, DEF increases to 8 for 1 round
-Tactic 2-5: Rusted halberd. Equipment attrition
-Tactic 6: Spinning strike. All near defend or take basic attrition

DYING PRIEST (Gideon, keeper of the Moon-Altar)


HP: 5 ATK: 0 DEF: 0 PHASE: 1 TACTICS: 1
-Tactic 1: None. Speak and struggle for breath
-Tactic 2-5: None. Speak and struggle for breath
-Tactic 6: Moon Curse. All near Evade or suffer flesh attrition that
cannot be healed by any means but rest

Gideon is a werewolf priest, crushed in rubble. He uses his last


breaths to spit on the heroes, and the human world in general.
“Infidels! You cast aside your own kin, and call us monsters? Be rid
of this place! What could you know of the wolf? I curse you!”

162
Storm Point Asylum
THE BITTEN (wretched folk too weak to turn, cursed and deformed)
HP: 5 ATK: 0 DEF: 2 PHASE: 3 TACTICS: 1
-Tactic 1: Stumble and growl. Move, recover to full HP
-Tactic 2-5: Clawing fingernails. Basic attrition
-Tactic 6: Howl. On the next phase 5, 1D6 more Bitten arrive

FISSURE SLUGS (huge gray slime-engines with no limbs)


HP: 10 ATK: 0 DEF: 5 PHASE: 4 TACTICS: 2
-Tactic 1: Inch along. A slime trail is left behind when a slug moves
around. If touched, stick 1 round or roll Muscle to escape
-Tactic 2-5: Corrosive Spit. Equipment attrition, near range
-Tactic 6: Quiver and explode. All near roll Defense or suffer 1
equipment attrition. If hit twice, destroy the first item corroded

THE INVOKER (one given psychic power by insanity)


HP: 5 ATK: 0 DEF: 1 PHASE: 1, 3 TACTICS: 2
-Tactic 1: Reveal Self. The maniac has bent minds to think he is
elsewhere. With this action, he reveals his true location...
somewhere away from attackers.
-Tactic 2-5: Psionic Lash. A knife of insanity, built up with decades
of confinement here. Skill attrition recoverable ONLY by rest
-Tactic 6: Demented Laughter. All who hear this echoing cackle
become lost in their own dreadful fears and waking nightmares for
1 round. If all heroes so stunned, The Invoker will use Psionic
Lash against one of them, with no Resist or Evade roll possible

This man’s face is twisted with decades of confinement, torture,


isolation, and a complete dissolution of sanity. So deeply has he
descended, he can poison other minds with his madness.
“Look into these eyes, little mice! The same fate awaits you... the
eels go in, the eels go out. Fane’s lies will bring doom on the town
of rivers, doom on the mountain! Do you see what I see? An ocean
of blood... glorious and rain-slick with the fingers of elves. What
hideous dawn will break? I will show you. I WILL SHOW YOU!”

163
Storm Point Asylum
URUHITO (a frog-kin defector, elder, and weaponmaster)
HP: 50 ATK: 8 DEF: 5 PHASE: 2, 5 TACTICS: 2
-Tactic 1: Iron Leap. Jump to any far surface, add 1 to DEF
-Tactic 2-5: Spear Hand. Focused melee attack, destroy attrition
-Tactic 6: Cross Strike. Fast area-flurry attack, destroy attrition

Uruhito has been here for 7 long years, using meditation and
strength of spirit to stay sane and resist Erasmus Fane’s influence.
He will happily ally with heroes if set free.

Uruhito should be used by the GM to ‘tease’ the vast, imminent


threat of the frog empire in the wider world. The emperor is willing
to deal with werewolves, and commit far darker deeds. Thus,
Uruhito became a dissident.
“Long have I been chained here, and long have I burned the embers
of vengeance. These wolves are only pawns in the Emperor’s game.
It is HIS throat my blade seeks. This the path I have chosen.”

“Thank you, my new allies. I am barely able to stand, but my


strength will return soon. Let us be rid of this hole and fight far
greater deeds in the world beyond.”

THE BUTCHER (a giant, bloody sadist who only sees meat)


HP: 50 ATK: 3 DEF: 5 PHASE: 4 TACTICS: 1
-Tactic 1: Build Rage. Gain 1 DEF, recover 10 HP
-Tactic 2-5: Iron Cleaver. A crushing attack, brutal attrition,
change target each round, bleed attrition 1 round after hit
-Tactic 6: Clear the Kitchen! A mighty sweep of one arm clears all
melee combatants out of reach. Roll Evade only to avoid
This giant, 12 feet tall at least, roams the area, chopping meat,
checking ovens, and grumbling. He wears a leather apron and a
crude bag-hood with eye holes. He hates to be disturbed.
“Little insects in my workshop? You will feed the master!”

164
Storm Point Asylum
STRAYS (emaciated wolf-dogs)
HP: 5 ATK: 0 DEF: 0 PHASE: 1 TACTICS: 1
-Tactic 1: Change to new target, claws. Basic attrition
-Tactic 2-5: Bite attack. Basic attrition
-Tactic 6: Howl. 1D4 more Strays appear from nearby

LIVING CHAINS (enchanted, hooked chains that seek flesh)


HP: 1 ATK: 10 DEF: 0 PHASE: 1, 3, 5 TACTICS: 1
-Tactic 1: Swing harmlessly
-Tactic 2-5: Lash. Inflict skill attrition, then retain the target until
it A) 1 or more damage to the chain or B) Muscle roll
-Tactic 6: Chains everywhere! All heroes suffer Lash attack above

ELDER FANE (Erasmus in his werewolf form, or mid-change)


HP: 3 ATK: 0 DEF: 8 PHASE: 1, 3 TACTICS: 1
-Tactic 1: Flying Fangs. Fane leaps across the area, impossibly far,
clamping jaws on a foe. Roll Evade only or suffer destroy attrition
-Tactic 2-5: Hook knives. Roll Defense or suffer flesh attrition,
then bleed next round
-Tactic 6: Wall of Force. Ordus Forte! A circular wave of concussive
energy explodes from Fane. All heroes not concealed by cover are
thrown back until they hit something to stop them. If hitting stone,
suffer equipment attrition

Fane has been lord of Storm Point for ages. As he sees it crumble,
the pact will be broken, and he will be unleashed on the countryside.
In a way, he is also terribly sad at the doom of his home.

If encountering ‘Erasmus Changing’, you find him mid-


transformation. He is filled with pain and regret, and begs you flee
before he becomes his more deadly self.
“My time is at an end! Run while you still can! Go!”

165
Storm Point Asylum
CAVE EELS (fast, wriggling biters appearing in large numbers)
HP: 3 ATK: 0 DEF: 0 PHASE: 1 TACTICS: 1
-Tactic 1: Wriggle away. The eel moves away, too quick to attack
-Tactic 2-5: Bite: Basic attrition
-Tactic 6: Shriek. A high-pitched squeal summons D6 more eels

WATER BLASTS (jets of super-pressurized rainwater)


HP: 0 ATK: 5 DEF: 0 PHASE: Roll 1D5 TACTICS: 1
-Tactic 1: No effect
-Tactic 2-5: Water Blast. A random hero must Defend, Evade, or
suffer equipment attrition as they are slammed against rocks
-Tactic 6: Jets everywhere! All heroes roll as above

GIANT CAVERN CRAB (a colorless deep-cave predator)


HP: 100 ATK: 3 DEF: 3 PHASE: 3 TACTICS: 3
-Tactic 1: Ceiling Scurry. The crab runs up walls, avoiding all
melee attacks and recovering 10 HP
-Tactic 2-5: Snapping Claw. Clack! Clack! Basic attrition
-Tactic 6: Angler Whip. A long, white tendril of sinew shoots from
the crab’s mouthparts. A random hero is grabbed! The crab has
a muscle skill of 18. If they don’t escape, victim is dragged in and
bitten in 2 rounds. If this occurs, the victim is chewed to pieces and
killed instantly.

Instant death? Chewed up as crab food? And so


close to the exit? Terrible! GMs, please be kind
and let players know there’s an ‘instant death’
possibility here. It will not only add tension, but
serve as a balm to the doomed.

166
Storm Point Asylum
Our heroes tumble down, through the limestone, exploding in a blast of
rainwater into a forest gulch. Far above, they see the rain clouds clearing
at last, revealing a vivid full moon. The silhouette of a werewolf is seen,
howling at the valley. The dark days of madness and secrets at Storm Point
castle have come to an end.

Wrap It Up: This little adventure is intended to warm you and your players
up to the methods and moods of CROWN and SKULL. Take some time to
discuss what worked, what was confusing, and what’s next. Remove parts
of the mechanical system that don’t fit your style, discuss mapless dungeon
play, or just have some nachos. You made it!

Awarding Hero Points: Most adventures of this type (1-2 sessions), earn
3 hero points. The adventure as written above doesn’t hand out much
treasure or equipment, so every point counts. If Lady Walcrest in engaged,
she will offer an emerald coin to each hero, valued at 3 hero points. Time
to recover skills, have an ale, and consider the road ahead.

Agni: It is unlikely heroes will kill Agni Walcrest, since she always tries
to escape in combat. As a homicidal lunatic, most likely transforming into
a powerful lycanthrope, she can make a terrific villain for a follow-up
adventure. Lady Walcrest will certainly not be sleeping easy as long as
Agni is out there... hunting...

The Lady’s Relief: After decades of making grim deals with Erasmus
Fane, Lady Walcrest will be glad to hear the asylum is no more. Cornered
into caring for their own mentally ill residents, though, the town may
experience a crisis of madness. Perhaps the cave eels will find their way into
the town’s water supply, or The Invoker will spread his psionic nightmares
to those in the Thenne valley.

Uruhito: If he survives, Uruhito will be ever-indebted to our heroes. He


cannot linger though, called by duty to rejoin his frog-kin in their fledgling
rebellion. He could always use skilled allies, of course...

167
“From the summit of Dragon Tooth,
three seas stretch to the horizon.
Atop that mighty crag, looking out,
the shadow of Ruinmoor
is but a speck of dust.”

-Lady Alluria of Thryn


ATLAS

169
A Leaning Stone
Cazzaban withdrew his wooden dagger from the coarse cloak, bloodied,
grim. The houndmaster had finally stopped struggling. There was no
pleasure for the old wizard in ending a life, but agents of evil cannot be
allowed to endure... not in these times.

“He’s- he’s dead, master,” Kip had turned white... using magic to stuff a
man’s cloak with ravenous rats is a shocking experience for a boy of so few
winters, and yet, his courage was entirely unbroken. “We’ve two more to
contend with, if we’re to reach the shield chamber.”
“A simple matter of distraction and destruction, my boy.”
“Then I’m off to run the perimeter of the dog pits!”
“A fine plan, apprentice! I will lay these dark-hearted fiends to ruin.”

So the boy scurried, and so Cazzaban, taking on his darker aspect, extended
one knobby hand, gathering arcane forces from thin air and crying out
‘Gaelwoggle!’ With this, the air crackled, energy coalesced. The bolt was
colorless, glaring, like a flash, and the second houndmaster fell to pieces.
From the corpse-bits some strange tendril gathered back into the old mage,
rallying him to cast the destructive ray again.

“Over here!” cried Kip, but without much effect. Then he remembered his
own magic. “Penumbra vinos!” Below their next foe, a mass of twisting,
grabbing thistles did grow. It wrapped the legs, squeezed. The hooded foe
was immobilized, cussing in that ugly tongue most call ‘Kraggish.’ On this
foe Cazzaban descended, destroying the man utterly, if it was a man at all,
but withstanding a blade to the gut in the struggle. It was an ugly wound,
gushing. Mortal.

“We’ve no choices here, my boy, you must go on alone!”


“I-”
“Find our answers! The bell must reach our people!” Cazzaban coughed,
slumped back, feeling a sudden and sinking feeling. Alone in those
blasphemous crystal caves he met his ignominious end. Kip pushed on,
through corridors deep and lonely, knowing that if they failed the great
cold iron bell would never reach Jay’s Rock, and many would perish. Grief
would have to wait.
A Leaning Stone
To tell of a wizard’s death is never a welcome thing. Even to mention
their strange names can evoke long-dormant spells. Nevertheless, Cazzaban
cannot be forgotten. He and his apprentice were overmatched, outwitted,
in the presence of crystal-powers older than the stars themselves. It’s a
miracle the boy was able to sample the crystal growths and escape at all.

“Humbly submitted, my king,”


“Oh, what is your name, Kip? I am no king, young man. Rise, please.”
“Milord? I- I just want to make sure the scholars here see these glassy bits.
my master- Cazzaban the Astounding gave his life for these little scraps of
crystal.”
“So I understand. An errand well met despite death’s scythe, with all you’ve
paid to see it done. My condolences, and my gratitude, are yours.”
“So-”
“Be at ease, if you can, young wizard. Kreyda? Kreyda are you in the
chamber?”
“Here, my baron.”
“The ring-”
“From the royal vaults, and without a speck of dust or ray of sun these four
centuries.”
“Well done, Kreyda, thank you.”

Kip felt a strange feeling then; grief and pride do not mix well. This ring
the king- baron- presented with effortless comfort. He was a truly kind, but
towering, mind. Gently did he lift Kip’s hand to the moment.

“For your service to the true crown, the crown inside us all, I grant you
the Ward of Thenzere, the Ring of Memory, spell-keeper. This is a relic
that has been in the keeping of my folk since the days when Hogan was
young, before the Stormkeepers were delved, before the fall of Exodur. A
gift lower than the value of your teacher’s life by far, but all I have.” The
ring he slid onto Kip’s right index finger, deft, careful, feeling the change
of ages. It was heavier than the boy expected. Kip found himself utterly
mute. He was little more than a wizard’s whelp. New deeds were yet to be
done, so he rose to the baron’s gaze and gathered his resolve. The old man
would want it this way, and have his victory yet.
Hex Rolls
Adventurers get around. They are notoriously nomadic, chasing storylines
or simply seeing what lies beyond the horizon. For the GM, this behavior
can pose a creative challenge: what do they find? What happens next?
Rather than predict or prescribe the answer, use a HEX ROLL. You’ll need
a few tools to execute this elder tradition of role playing...

ROLL 2D10 WHEN A HEX BORDER IS CROSSED

When to Call for a Hex Roll: When heroes cross a hex border, enter a
thematically different area, embark on a journey, dare to travel at night,
enter hostile country, lose their way, or are wandering aimlessly. The
players should fear and enjoy a HEX ROLL... it opens new opportunities,
but offers possible dangers as conditions and scenery change.

When Not To: Don’t be too rigid, as GM, about calling for a HEX ROLL.
Sometimes, heroes may be in motion but mid-story, unimpeded by terrain
or borders, or simply traveling through continuous thematic areas. The
HEX ROLL is a tool to find out what’s next, not interrupt what’s currently
happening.

DIE 1 IS A LOCATION, DIE 2 AN EVENT

The Location Die: Skimming ahead, you’ll see that the first 10 items of
a HEX ROLL TABLE are zoomed-in locations. Use these to set up an
encounter, frame a battle, or generate ideas for specific terrain. A hex is
a huge area. A rolled location is just a few bowshots across. Higher rolls
mean more favorable landscapes.

The Event Die: Now that you’ve discovered some terrain, what’s there?
This result can vary widely, including monster encounters, discoveries,
friendly characters and more. Higher rolls mean more favorable events.

174
Hex Rolls
While this book provides you with plentiful HEX ROLL tables to
discover The North Holds, you will inevitably be tempted or forced to
create your own. Here’s the logic used to build these 20-item tables. Get
a clear concept in your mind for the area being described, and let ‘er rip.

Location Roll
1: Deadly Terrain. The area is crumbling, collapsing, on fire or worse
2-5: Difficult Terrain: Bad sight lines, cluttered ground, gaps or chasms.
6-7: Weaving Terrain: Good footing, but winding routes.
8-9: Open Terrain: Favorable, even surfaces and easy-to-see goals.
10: Ideal Terrain: Exactly what heroes are searching for.

Event Roll
1: Ambush! Heroes are caught unaware by formidable enemies.
2-5: Enemies! Monsters or foes of the heroes appear.
6-7: Environmental Event: Something that happens here often.
8-9: Discovery: A revealing, sought-after, or friendly element is found.
10: Lucky Day: Treasure, allies, or wondrous features are revealed.

Who Rolls It: Most often, the players will have a designated navigator
or cartographer to make HEX ROLLS. That player will have skills or
items that enhance the chances for good outcomes. In more challenging
environments or conditions, the GM makes the roll, influencing it for worse
outcomes! “The orcs have been pursuing you for 3 days. I’m taking 3 off
both of these die results.” This method should be used with moderation,
but allows the GM to influence events with context, while retaining the
magic of dice-driven play. In time, the HEX ROLL and the style of play it
introduces will become a cornerstone of your campaign evolution.

There we were: flying blind on a goblin skiff,


bumbling about in the narrows like fools on a
pleasure cruise. We saw a shape in the fog... I
figured ‘twas the kraken itself come to swallow
us up. Nope. It was just my cousin, Old Tomm.

175
Area Types
As heroes traverse The North Holds, there are three types of area they will
encounter. Each has factors to consider as they plan their next journey...

Regions
Large areas of terrain, unified by a common theme or visual border. Regions
are often sprawling across many hexes, with unclear boundaries. In such
cases, the GM is called upon to demarcate regions from each other at an
appropriate time. Expect a matter of days to cross a region, if not weeks.

Landmark Locations
These locations are frequently contained in a single hex of area... a town,
castle, fort, natural feature or structure will be a common landmark. HEX
ROLLS here are far more confined to a specific spot on the map, and so
may be rolled less during travel and more to ‘see what happens’ upon
arrival. Landmarks marked with white bubbles on The North Holds map
are towns, abbeys, or capital cities. These are the best places to find rest
and to resupply, but feature their own hidden dangers.

Dungeons can be found anywhere in The Holds, of course, but the three
largest are also noted as landmarks: Ruinmoor, Gulglac, and Runnminir.
These huge underground areas can be approached with a series of HEX
ROLLS and delved with their own detailed sections later in the book.

Seas, Lakes, and Rivers


These are large waterways too expansive or deep to swim, navigable only
by boat. Waterways feature their own dangerous ecosystems, perilous
shores, rapids, and other maritime hazards. Rest and safety can be found
only if heroes possess a two-mast ship or larger. Waterways are deceptively
deadly. Freezing water can kill, rapids can destroy a boat, powerful currents
can ruin travel plans. Use caution.

Roll to Taste
Remember when traveling or discovering, make HEX ROLLS when it
feels right for your table. The GM may also opt to use HEX ROLLS during
session preparation to get ideas going. Keep the map of The Holds handy,
and dive in. Your table, your way.

176
Regions
COPPER PEAKS
The mountains west of Galenor are rich with iron and
copper ore, giving the stone a unique color. These pine-
forested hills are home to lowland dwarves... stout
folk with little love for the red-bearded berserkers of
Ullur’s Teeth. For decades, the throne at Harnmoor
has demanded these miner-lords bend the knee, but the
Copper Dwarves remain defiant... risking all out war.

D10 LOCATIONS

1. Scree Field: A mess of broken rock sliding downhill, no way around


2. Boxed In: Suddenly confined in a box canyon with sheer walls
3. Tanglewood: A dense, dark forest of brambles and deadfall
4. Massive Outcrop: A single, immense edifice of solid rock
5. Quarry: Sheer edges, leaning slabs, and a bottomless pond
6. Mining Camp: Dwarves work steadily to extract ore and guard spoils
7. Ledge Road: A precarious stone path on a winding cliff side
8. Overlook: A mighty precipice for eagles and cloud-mist
9. Yak Farm: High grassy plains with longhorns and friendly farmers
10. Golden Meadow: A sunlit haven overlooking the next rolled location

D10 EVENTS

1. Rock Giant Attack: Angry over dwarven plunder, huge, ambushing


2. Marrow Bear Disturbed: A lair stumbled upon
3. Mad Hermit’s Hut: A cannibal madman who abides no visitors
4. Thunderstorms: Lose your way, find no rest, make no progress
5. Harnmoor Zealots: A lowland village is being massacred
6. Battle Joined: Lowlanders and Harnmoors are in a pitched fight
7. Paranoid Miners: This group thinks you are trying to steal their claim
8. Refugees: A few families are trying to flee toward Gardenburrow
9. A Lost Cache: A broken cart with equipment and treasure
10. Diamond Days: A festival of bounty, brimming with glad faces

177
Regions
FROG MARSHES
The empire of frogs dominates this land utterly. It is a vast
realm of misty marshes, drooping marrowwood, ziggurats
and muddy lake lands. For many, the insects and muck
are enough to stay away. For the subjects of Emperor
Croakokame, nowhere could be more perfect.
The frog nation tolerates no intruders, lives by strict law,
and harbors great power.

D10 LOCATIONS

1. Wicker Traps: Huge woven stick-traps ambush our heroes


2. Sinking Muck: What’s worse? Sinking muck or attacking frogs?
3. Marrowwood: Trees of fish bone, brambles of antler... hell
4. Trash Field: A landscape of detritus discarded by the frog empire
5. Hanging Garden: A weird scene of horticulture... mostly edible moss
6. Cobbles: The roads of frog folk are soft, but workable
7. Frog Village: You find a collection of thatch huts and long houses
8. Stilt Huts: These fishing huts stand 10 feet above the swamp
9. Temple: A stepped pyramid of mushy stone... chanting within
10. Ziggurat: Masterful, complex, immense pyramids of stone and alloy

D10 EVENTS

1. Hunted: Our heroes are relentlessly pursued by frog killers


2. Border Guard: A threesome of frogs in heavy armor stop travelers
3. Priests of Exodur: Robed frogs worship the stars, seeking sacrifices
4. Swarm: You stumble into a massive cloud of biting insects
5. For the Emperor: Champions parade toward Gulglac
6. Heads and Hearts: A day of sacrifice... heads and hearts are taken
7. The Games: Massive crowds gather to watch amphibians play ball
8. Tadpoling: The greatest day in frogdom is unfolding... eggs everywhere
9. An Invitation: A strange frog, a scholar, invites heroes to the palace
10. A Day for Glug: Frogs set down their arms, celebrating with drink

178
Regions
GOLDPINE FOREST
This place is a no man’s land... a place of death. The
uninitiated might see it as a hill country of towering pines
and open ground, but the undergrowth has been cleared
here by mechanical creatures... horrors from below the
world. A network of gold mines once criss-crossed this
forest, but great wheels and bladed terrors are all that
move here now... automatons from a lost age...

D10 LOCATIONS

1. Grinder: Soil gives way to immense cogs and wheels, turning


2. Ore Field: A jumble of immense boulders and slag
3. Canyonlands: The land here has been worn to winding gorges
4. Rust River: A deep, winding river is dark red with decades of rust
5. Waterfall: You find a massive waterfall, vertical, crescent shaped
6. Elder Tree: Some pines have survived to immense age
7. Cliffside Way: A precarious stone path on a winding cliff side
8. Canisters: Huge tanks of pressurized gas lying around
9. Haven: A bunker-like building, proof against the machines
10. Control Platform: You find a round disc, levers and controls nearby

D10 EVENTS

1. Meshing of Teeth: 2D4 Clockworks emerge from the dirt, enraged


2. Madman: A cannibal madman who abides no visitors
3. Hasgar’s Salvage: Cruel giants labor to move an immense wheel
4. Crumble: Reddish rocks slide down the mountain!
5. Cliffspear: One cunning cliff giant hunts the heroes
6. Lightning Jump: A device using lightning to travel, unstable, weird
7. Hybrid: A dire wolf, enmeshed with metal and gears, prowls
8. Lost: Escaped prisoners of Hasgar giants wander aimlessly
9. Lying Around: A broken cart with equipment and treasure
10. Researcher: A white-bearded dwarf is studying the clockworks

179
Regions
GRAYFOOT FOREST
The thriving deciduous forest west of the Stormkeepers
is the root of Thryn, and ancestral homeland to all high
elves. This vast land of shady glens and winding rivers is
thick with magical secrets, abundant life, and millennia-
old elven stonework. Wild dragon kin, river beasts, and
even an army of ogres have yet failed to uproot the sacred
nurseries and misty meadows of this place.

D10 LOCATIONS

1. Fae Glade: Odd magic makes for circles and confusion... no way out?
2. Deep Tangle: The woods here are so thick, they are barely passable
3. Rootrock: A mixture of massive roots and square stones
4. Towering Pines: Flat ground with sparse trees... an unnerving scene
5. Crumbled Ruins: The curved pillars and cobble stairs of elven temples
6. Elven Road: A smooth-stone causeway, vulnerable from all sides
7. Boulder Glen: A colossal granite boulder dominates a clearing
8. Hillock: A small, pleasant rise of grassy soil and good views
9. Aspen Grove: Magic whispers in golden leaves... forest song
10. Mossrock Spring: Pristine water bubbles up from a frosty stone fissure

D10 EVENTS

1. Ogre Incursion: A group of 2D4 Ogre warriors is wreaking havoc


2. Dragonkin Roost: You stumble on a large group of 4D12 dragonlings
3. A Mad Chopper: The fae have driven a woodsman mad for blood
4. Duel: Two elven knights square off, set to settle some dire feud
5. Patrol: Elf spearmen walk, securing the road, dour faces
6. Bleeding Tree: An elder oak is corrupted with black ichor from below
7. Trebuchet: A pitched battle with armored ogres and elf artillery
8. Sunlight Lance: You find an heirloom lance, perched on a ritual stone
9. King’s Day Column: A host of jousters are heading to King’s Field
10. Faerie Flow: You encounter a cloud of faerie folk, drifting along

180
Regions
MOTSUDA ISLAND
Once called ‘The Egg’s Nest,’ this remote, frozen island is
home to a massive cinder cone. Within, primordial ooze
bubbles and steams. Strange green vents release sulfurous
gas. In the geothermal heat of the place, lizardfolk prowl
and an eerie song can be heard on the wind. This is also
the final resting place of Bloodwing the Destroyer... its
bones suspended in the ooze forever.

D10 LOCATIONS

1. Ooze Pits: Bubbling green protoplasm on all sides


2. Cinder Tunnels: A series of deep chambers hewn by lava flows
3. Crater’s Edge: A narrow ridge, dizzy heights, ooze pits below
4. Lizard Barrow: Caverns used by lizardfolk guardians of the ooze
5. Stone Islands: Sloshing ooze and thermal pools with rock outcrops
6. Wreck: You find the age-old wreck of a sailing vessel
7. Ice Cave: A naturally formed cavern cluttered with discarded supplies
8. Steam Tubes: Smooth tunnels in solid blue ice
9. Pinnacle: A high point of black rock reveals the island’s layout
10. Lonely Fire: A campfire burns here, impossibly... ghosts on the wind?

D10 EVENTS

1. The Primordius: Ooze forms into a ravenous, giant, liquid monster


2. Bloodwing’s Bones: Ice dragonkin driven mad by a single bone shard
3. Captain Kragg: Chief of the lizardfolk. You are hunted!
4. Snowslide: A massive slab of snow breaks free, crushing everything
5. Seismic Geysers: Vents and sulfur bursts go haywire in the tremor
6. Dragon Pilgrim: You meet a young white dragon seeking Bloodwing
7. The Motsuda: Two girls sing an ethereal song... soothing the ooze
8. Exodur Cache: Polar-equipped frog men are excavating weird alloy
9. Corruptor: A human knight is fighting the corruption, offers a warning
10. Icebreaker: HMS Barnabus Gaul is breaking a new shipping lane!

181
Regions
OGRE NECK
The tremors of West Peak opened a deep place in the
earth here. From that craggy cave came a host of rock
ogres. They killed their way to supremacy on the rock-
strewn peninsula, driving the elves east. They remain
unsatisfied, ever gathering strength to attack in any
direction, establishing their clumsy, brutish chiefdom in
the area despite several military responses.

D10 LOCATIONS

1. Ogre Pit: A clumsy excavation is here, leading into sloppy trenches


2. Spike Wall: Tree trunks are set in rows, sharpened, blocking the way
3. Erratics: Huge boulders dot the area, leftover from some calamity
4. Fore Camp: Tusks and hides provide ogres shelter as they advance
5. Build Site: Here, a team of ogres are building something huge
6. Expanse: This area is a wide open plain of gravel and streams
7. Scree Slope: Broken rock piles from above, forming unstable slopes
8. War Tent: A new offensive is being planned in a huge red shelter
9. Thicket: A rare copse of trees and thorny shrubs
10. Old Lookout: This crumbling structure is out of use, but climbable

D10 EVENTS

1. Kill Them!: A team of ogre warriors attacks from the boulders


2. Skirmishers: In pairs, ogre fighters patrol the area, looking for intruders
3. ‘Zerker Krodd: This massive warrior is charging eastward, furious
4. Bombardment: You stumble into a catapult attack by the ogres
5. Tremors: West Peak shakes, and rocks tumble! It’s chaos
6. Fog Bank: The Emerald Narrows roll in as a thick sea fog, hiding all
7. A Gathering: A large circle of ogres sit and talk, oddly calm
8. Refugee Flight: You encounter a family of ogres fleeing the war
9. An Opening: The mountain is left open when a patrol neglects a gate
10. The Defector: You are confronted by a hooded ogre, a traitor

182
Regions
ORC LANDS
South of Dalric’s Wall, or what’s left of it, the desert sand
gives way to a harder, rockier wasteland. Here, the orc
reigns supreme, adapted to heat and arid weather. Ever
does this vast nation of warriors chaff at the lush forests
on The North Holds, so the invasions and skirmishes
never end. They will hunt and kill anyone near their
borders, even venturing as far as Cloudtop and Slimshire.

D10 LOCATIONS

1. Raider Camp: Hardened orcs take a brief respite here... fire and ale
2. Sliding Dunes: A sea of soft, difficult sand hills and no clear way out
3. Cracklebeds: This hardpan is expansive, but pocked with deep cracks
4. Wall Ruin: You find a huge, crumbling remnant of Dalric’s Wall
5. Maze Canyon: Rare flash floods have carved a deep, narrow labyrinth
6. Ovenrock: The heat here is unbearable, cooking one’s brain
7. Dusty Plain: You find a vast, peaceful land of low hills and scrub
8. Wicker Village: A small settlement is perched on a red cliffside
9. Yellow Cliffs: Immense vertical drops accent this area, navigation slow
10. Elder Ruin: You find a ruin of the orc forebears... circular shapes

D10 EVENTS

1. Hot Pursuit: A large team of orcs detects and hunts you... they are fast
2. Sandstriders: Lizard riders, loyal to no one, appear from nowhere
3. Trap Door Attack: A huge desert spider erupts from a trap door hatch
4. Sandstorm: A great red cloud of doom sweeps over everything
5. Long March: Two huge columns of orc soldiers head north, chanting
6. Eerie Silence: You find a quiet in this wasteland... almost artificial
7. An Orcish Funeral: Mighty warriors gather to honor a fallen captain
8. Stars Align: The desert night reveals a strange conjunction
9. Hooded Prophet: A barely-alive priest appears, telling of orc magic
10. Orc Mother: You meet an orc matron, peaceful, sad, with council

183
Regions
SHADOW GLADES
East of Slimshire, the forest darkens. Resting in a hollow,
far below the desert plateau to the west, this vast forest
is mostly untracked by gentle folk... a dark, damp hollow
of twisted limbs and biting thorns. A kind of poison runs
through the trees here, made worse by goblin tribes and
the deep-seeping evil of Caligos, which manifests in the
realm’s most terribly malformed Bleeding Tree.

D10 LOCATIONS

1. Bleeding Spur: The huge root of a bleeding tree, breaking the bedrock
2. Sop Gulch: This area is thick with black mud and rotten trees
3. Endless Deadfall: Many trees have fallen here, forming a maze
4. Trap Network: The trees are rigged with snares and trip wires
5. Hollows: Deep ravines hide shadowy glades that never see sun
6. Maze of Pools: Ponds and deep lakes dot the area
7. Grove Circle: A clearing, ringed by identical pines, an odd scene
8. Mud Meadow: This wide, clear area has soft peat as its floor
9. Tower Tree: One titanic oak shades all below, trunk as wide as a house
10. Goodly Hut: You find a small, welcoming hut in the gloom

D10 EVENTS

1. Stalac Stone Summoned: A cruel Stalac Stone rises from the mud
2. Hungry Goblins: A huge pack of rat-like goblins swarm the woods
3. Mushrooms on Fire: A fire has broken out, fungus folk are everywhere
4. Blighted: The black water is congealing, taking on a higher form
5. Chained Feeders: Wretched blood-drinkers chained up, left to rot
6. Shaman Seance: A goblin wizard communes with ancient ghosts
7. Bats! Bats!: More bats than one would care to imagine... feeding
8. The Sink: Suddenly, the ground sags and drops ten feet! What’s below?
9. A Lost Lantern: A Nightstalker, confused and almost dead, wanders
10. Pilgrim Ghost: A specter wanders, heading for a long-ruined abbey

184
Regions
THE FISSURES
Where the marshes meet the desert, a process of soaking
and drying has cracked the land. These erratic, jagged
fractures are deep enough to house their own strange
ecosystems, and swallow up foolhardy travelers. These
deep places, and the lightless bottom of Chasm Lake,
offer the best-known glimpse at the vast under-realm of
The North Holds... if such a place really exists.

D10 LOCATIONS

1. Collapsing Edge: A complex series of cracks and falling bedrock


2. Impassable: A fissure here completely blocks travel- days to go around
3. Mist Cloud: The mythic fog of the area has settled in here... thick
4. Terraces: A series of flat steppes interlaces, descending deep
5. Overlook: One leaning outcrop allows a dizzy look into the depths
6. Rope Bridge: Huge twined vines form a decades-old bridge
7. Leaning Crag: A giant mass of stone seems to be teetering
8. Spider’s Ledge: Sticks and debris form a huge ball-like nest on a cliff
9. Mining Crane: An outdated, stout structure for descending on cables
10. Caravan Camp: Travelers often stop in this safe haven, sheltered

D10 EVENTS

1. Darkmaskers: Pale, clammy cultists emerge from the deeps to hunt


2. Infestation: A carpet of giant insects pours from a newer crack
3. Lake Flood: Chasm Lake is draining into a crack, sweeping away rock
4. The Stink: A miasma of dead gasses drifts up from some deep hole
5. Marsh Marauders: Frogmen, ragged outcasts, attack from the fog
6. Repair Efforts: A group of stout folk work to repair mining gear
7. Excursion 13: A large team of miners has been overtaken by a parasite
8. Unearthed: A colossal spider beetle bursts through the dirt
9. Listening Post: A researcher is measuring the depths with equipment
10. Ferry and Finery: A Proudfoot ballooner offers easy crossing and tea

185
Regions
THE REDWOODS
In elder days, Greentooth and her brother Greenwing
watched over primordial elves in these towering forests.
Now, both dragons gone, a mist of dread hangs in the
towering trunks, and wild elves speak of treason against
Ithamel, the new king. The ferns drip blood in some
places, and beasts and have taken on an unhealthy pallor.
The last of the moose-riders are all that remain of the old

D10 LOCATIONS

1. Blood Swamp: Red ichor has seeped up from below, forming a bog
2. Mass Grave: A long, narrow trench filled with skeletons... grim
3. The Old Ones: Thousand-year-old trees and a bare forest floor
4. Single Stone: One immense boulder is littered with deadfall here
5. Elven Wall Ruin: The huge wall is broken in one narrow area
6. Hunting Grounds: Hills and gullies make travel slow. Life is abundant
7. Outpost: Ithamel’s guards stand watch for monsters and saboteurs
8. Overgrown Road: This road makes travel easy, but is very exposed
9. Fern Grove: Rays of sun dance in the curling damp, chest-high growth
10. Moose-Rider Camp: A simple bivouac for those who live in nature

D10 EVENTS

1. Deadeye Archers: Ithamel’s deadly hunters pursue all outsiders


2. Rogue Sentinel: A massive animus of wooden armor goes berserk
3. An Angry Echo: Ghosts of wronged elves play out revenge and rage
4. Treason Cages: Sadistic guards lock elves into crow cages, laughing
5. Fire!: A fast-moving wildfire is ripping through the woods
6. A Lone Drinker: A solitary vampire wanders, blood-soaked
7. Ashtown Refugees: 3 families trying to reach safety, fleeing Volcan
8. Shifting Soils: The ground here is sliding into a large cavity below
9. No Middle Ground: Loyalists and wild elves are in a stand off
10. Elayna’s Kin: You meet a cadre of wild elves, curious and friendly

186
Regions
THE STORMKEEPERS
A majestic and forbidding sight for a hundred miles,
these massive peaks are snow-capped year-round, and
house the endless mines and tunnels of stout peoples.
This area has been largely unaffected by recent events,
too remote and too rugged to be invaded, fought over, or
threatened by usurpers... a timeless realm of solid stone
and unyielding cold.

D10 LOCATIONS

1. Perilous Snowfield: A steep, unstable expanse of crusted snow


2. Jagged Boulders: These dark rocks pierce the snow at wild angles
3. Giant Cornice: Wind has formed a large, curled overhang of ice
4. Stonewatch: Immense carved heads bar the way, one toppled
5. Mining Ledge: A precarious cliff, cut to house supplies and equipment
6. Rail Camp: Carts filled with ore and a junction of iron rails
7. Gravel Creek: A gurgling snowmelt winds through a narrow valley
8. Stout Hall: A stone doorway accesses a dwarven ruin, town, or fort
9. Crossroads: A wide meadow of snow with crow cages and road signs
10. Causeway: The work of ancient dwarves: a wide, flat road for miles

D10 EVENTS

1. Gnasher!: A notoriously nasty giant ice troll attacks from the snow
2. Snow Orcs: A team of facepainted orcs drag stout prisoners
3. Avalanche: A mass of snow and rock crashes down, unstoppable!
4. Strato Fall: A mass of super-cold air descends... solid ice and death
5. Dwarves in Deep: You happen across a team of miners stuck in snow
6. Eagle Issues: Giant eagles are in a frenzy, swooping to attack
7. Yeti Folk Encounter: Giant ice-apes pierced by iron bolts... enraged
8. An Elvish Prisoner: You find a gibbet with an elf noble, barely alive
9. Waiting for Lars: A stout folk welcomes you, asking about Lars
10. One Great Haul: An iron wagon carries riches, escort is requested

187
Regions
ULLUR’S TEETH
The northwest is dominated by a colossal mountain
range. Altitude and latitude keep these peaks locked in
snow and ice year-round, and their immensity offers even
greater peril for travelers. Over the centuries, giants
and stout folk have warred for the riches below, where
freezing caverns offer the only shelter here. In places, the
Teeth can feel like another world... elemental... eternal.

D10 LOCATIONS

1. Icebreak: A series of jagged, unstable ice daggers in a crumpled heap


2. Boulder Field: Round erratics and broken bedrock, each house-sized
3. Drifts: A basin of waist-deep snow and bottomless tree-wells of powder
4. Giant Ruins: Huge curved shapes of stone reveal oversized halls
5. Icicles: Hanging from rock and pine, an inverted forest of ice daggers
6. Crevasse: One shadowy chasm splits the area in two... bottomless
7. Bedrock: The snow has blown away here, revealing solid stone
8. Frozen Tunnels: You discover a series of tube-shaped ice passages
9. Anvil Camp: Ullur dwarves fight back the elements at this bivouac site
10. Watchtower: An intact giant’s tower, complete with sheltered travelers

D10 EVENTS

1. Varinax Hunts: The white dragon of legend swoops in the clouds


2. Giant Patrol: A group of 1D4 frost giants walk through, searching
3. Rock Break: A huge piece of stone comes loose, tumbling and crushing
4. Snow Serpent Roost: White-scaled snakes are disturbed and enraged
5. Storm: A white out! Snow slams into the scene, deadly and freezing
6. The Great Hunt: A caravan of ghosts prowls the starry night
7. Ruin Revealed: Moonlight shows the secret entrance of a giant’s tomb
8. Road Team: Dwarven sledders working to clear a path for Harnmoor
9. Korzan’s Raiders: Copper dwarves are skirmishing, seeking allies
10. Prince of Harnmoor: Royalty arrives in force, a military mission

188
Regions
VOLCAN
They are very few volcanic sites in The North Holds.
This colorless cinder cone is the exception: a huge peak,
glowing at its summit, spewing ashes over the foothills
below, as far as Blood Manor and Jay’s Rock. This cloak
of ashes offers a kind of eternal twilight, making the area
a haven for blood-drinkers. The folk of Ashtown are in
dire times indeed, isolated in this far corner of the world.

D10 LOCATIONS

1. Magma Pools: A land of heat and flowing lava in random shapes


2. Glass Lands: Razor sharp crags break the land here... fast-cooled
3. Smoke Stacks: Pinnacles choked with black clouds and glowing coal
4. Gravel Slope: A huge field of fine gravel, all sliding downhill
5. Spires: These towers of basalt create a maze, offer shelter
6. Burnt Forest: Pyroclasms have scorched an entire pine forest to char
7. Dead Village: A small town has been burned, but stands... ghostly
8. Steam River: A still-flowing creek is boiling in places
9. Frontier Camp: A timber fort at the edge of the blast zone
10. Gem Tunnel: Cooled lava reveals a deep passage and glittering jewels

D10 EVENTS

1. Tombwalkers: Coal-skinned elementals drag iron coffins on chains


2. Lord Royce’s Scouts: A group of fledgling vampires, scouting the area
3. Hound Ambush: Undead wolves leap from the smoke... ravagers
4. Fiery Chase: Flame kin have erupted, pursuing a clumsy survey team
5. The Changing: You come upon a lycanthrope or vampire mid-change
6. Wolves in the Smoke: A team of elder werewolves, hunting vampires
7. Doorway: The fire swirls into a portal... accessing Volcan’s depths
8. Eruption: A massive gout of lava showers from above... earthquake!
9. Haylie’s Convoy: Elven crystal-hunters make their way along
10. The Living Forge: You find a magma elemental, lamenting its work

189
Regions
THE WOLF LANDS
Once the land of the northlanders called Skandahar,
this icy plateau is now desolate, frozen solid, prowled by
werewolves of all kinds. Their burrows break the freeze in
places, betraying hidden places below. Few mortals travel
here, as the feral culture of these lycanthropes is barely
understood by other folk. Only the eastern forests are
even partially explored.

D10 LOCATIONS

1. Calving Ice: A cliff of cracking ice is releasing massive slabs


2. The Dens: A series of caverns leads to the wolf maze below
3. Foggy Shore: You hear a freezing sea, but the fog is too thick to see
4. Snowfield: A vast, featureless plain of deep powder
5. Ice Bridge: Here, a precarious strand of ice crosses a chasm
6. Fallen Peaks: Decades of snow cover the broken mountains
7. Ruined Village: A northman town, abandoned and snow-covered
8. Shipping Lane: A water route through the ice, big enough for a ship
9. Frozen Pines: A rare and peaceful forest of snow-heavy pine trees
10. Skandahar Henge: A mysterious ring of standing stones, oddly warm

D10 EVENTS

1. Pack Hunters: A group of 2D12 ice wolves are seeking prey


2. Howling Elder: An elder wolf, adorned with jewels, casts a ritual
3. Wind Blast: A sudden, terrible gale scatters allies and equipment
4. Butcher: A snow troll is hacking up a huge wolf carcass, grunting
5. Stranded Ship: You find a three-mast ship ice-locked, scant crew
6. Snow-Fog: A frigid fog bank covers the area, with ghostly figures
7. Spearmen: A group of fur-clad hunters are working the area, desperate
8. Shouldn’t Be Here: An odd area... roll a HEX from any other region
9. Hermit: You find a tiny cabin and a half-mad loner. She is cooking
10. A Monolith Appears: A featureless black stone materializes suddenly

190
Landmark Locations
ANVIL CRAG
The final landmark before leaving the known frontiers
of The North Holds is a gigantic crag of solid rock that
resembles a leaning anvil. It is said that upon this stone
were the peoples of the world created by Ordo and other
gods eons ago. The site is a sacred place for frost giants
especially, who claim to be the first beings hammered into
existence at the dawn of time.

D10 LOCATIONS

1. Trap Lands: A series of pit and snare traps set to repel infidels
2. Narrow Rim: A tiny path ascends the anvil, crumbling, precarious
3. Fallen Giant: You find the immense skeleton of a giant in the snow
4. Beol’s Column: This odd pillar of stone marks a time before men lived
5. Summit Stairway: A stair is found, leading to the height of the crag
6. Temple Entrance: A blocky doorway is cut in the rockface, dark within
7. Pilgrim’s Camp: A group of Ullur dwarves are here, celebrating gods
8. The Beyond: A cliff face offers a view of the western frontier... vast
9. Anvil Summit: The pinnacle of the crag offers a view to the sea
10. Hidden Key: A grotto holds a cold iron key used in the temple below

D10 EVENTS

1. Bone Giant: An angry Hasgarian bursts from the snow. “Be gone!”
2. An Eerie Song: Ghosts sing on the wind, ensorceling travelers
3. Echoes: The shades of ancient battles are here... and angry ghosts
4. A Secret Meeting: Copper and Ullur folk consider a rebellious alliance
5. Apprehended: You and your allies are surrounded by Ullur patrols
6. The Harn Priests: A column of holy men honor this ground
7. Massacred: You find a pack of dead ice wolves... and hear howling
8. An Offering: A slain prince is burnt on a heap of sticks, songs are sung
9. Help Wanted: Dwarf surveyors offer coin to delve the temple
10. Masterworker: You find an anvilmaster at work here... offering service

191
Landmark Locations
ASHTOWN
Overrun within the past year by an infestation of parasitic
worm-creatures, Ashtown is now largely abandoned.
Since Volcan’s most recent eruption, though, folk have
been slowly returning, coming down from the mountains
telling of a great hollow being dug by deep dwarves.
Locals blame recent activity at The Chained Tower, but
the project remains mostly unknown.

D10 LOCATIONS

1. Volcanic Shadow: A sparsely forested hillside in total darkness


2. Dead Forest: The pines here have been burned, some smoldering
3. Rampart Cliffs: A severe vertical drop to crashing waves below
4. Dolmen Grave: Family burial mounds are found here... ancient
5. House of Horror: A partially destroyed house, blood everywhere
6. Bone Pit: You find a sinkhole filled with gnawed remains
7. Dock Tavern: One lonely building has a lit lantern, and voices within
8. Bell Smith: Dwarven smiths work to craft cold iron bells
9. Abandoned Ship: A three-mast brig, crewless, bumping a dock
10. Bluff Campsite: An overlook offers shelter and a warm fire

D10 EVENTS

1. Houndmaster: A fiend and his undead dogs are hunting in the area
2. Swarm of Bats: From the sky, a spiraling cloud of vicious bats attacks
3. Lone Vampire: One blood-soaked ghoul stumbles through town
4. Ash Cloud: A waft of hot ashes rolls over the area, toxic, burning
5. Deadfall: Huge pines are toppling here, making a dangerous maze
6. Family in Despair: Injured folk flee their vampiric tormentors, crazed
7. Sinister Carriage: An ornate road carriage travels to Blood Manor
8. Bell Caravan: Dwarves are transporting a cold iron bell to Bramwall
9. Watchtower: A wooden tower hosts keen archers hunting vampires
10. A Messenger: A boy hails from Rivergate, sent to Ashtown tavern

192
Landmark Locations
BLEEDING TREES
In the deepest forests of The Holds, a corruption in the
soil creeps up into the oldest of trees, soaking the land
with slime, drawing out foul gasses, attracting evil-doers
and dark deeds. Five such trees are currently known
(marked on the Holds map). Travelers have learned all
too quickly to avoid these gloomy blood-bogs no matter
the time or distance.

D10 LOCATIONS

1. Blood Bog: Surrounding the bloody tree is a deep, sucking pool of goo
2. The Boils: Large, skin-like bubbles grow here... things twitch within
3. Wreckage Field: Wagons, altars, and oily bones litter this area
4. Sinkhole: The ground has collapsed into a deep space, a passage?
5. Thorn Growth: An impenetrable tangle of thorns and bramble bushes
6. Spore Cloud: A lazy layer of yellow dust hangs in the air
7. Totem: Some blasphemous mass of sticks and antlers faces the tree
8. Heap of Trinkets: All kinds of personal items and mementos piled
9. Salvage Tent: A large bivouac manned by determined treasure-seekers
10. Audience Tuft: An odd grassy lump of land facing the tree... an altar

D10 EVENTS

1. Children of Blood: Ghoulish, malformed monsters rise from the muck


2. Dream Waves: Pulses of Caligos’ nightmare visions hammer the area
3. Blood Walkers: Proto-vampires appear, drawn to the tree, wretched
4. Cult Treekeepers: Robed figures burn a goat, stalking any who see
5. The Tree Falters: The tree weakens, sheds limbs and debris, trembles
6. Folding of Paths: Routes and sites shift, paths in circles, no way out
7. Sea of Insects: An immense blob of carnivorous bugs fills the scene
8. Hovering Blood Crystal: The land has formed a pure red shard of evil
9. Upheaval: A tremor breaks the earth open, revealing deep chambers
10. Call of the Trees: A droning, inhuman voice... trees are communing

193
Landmark Locations
BLOOD MANOR
In the relentless spires of the eastern Stormkeepers, a
citadel of black-walled keeps and high-roofed towers is
hidden in freezing fog. This is the many-halled mansion of
Lord Royce. It is a place of endless evil, muffled screams,
and restless tombs. When a wizard becomes a vampire,
and embraces evil with no restraint, a hellish place like
this is made possible.

D10 LOCATIONS

1. The Gibbets: Iron cages... victims in various states of death and decay
2. Oozing Grotto: Rough caverns dripping slime, crawling with vermin
3. Colonnades: Vast halls of columns with long shadows and tapestry art
4. Lower Ramparts: A low-walled overlook on the lands below, guards
5. The Great Hall: An immense chandelier over endless feast tables
6. Lukard’s Chambers: A maze of rooms guarded by a hovering sword
7. Red Temple: A blood-soaked church of pure evil and hidden rituals
8. Upper Rampart: A dizzy height of walkways and staircases
9. North Tower: The quarters of Royce and his court, above the castle
10. Hall of Eyes: A draped, dim hall lined with living eyes, a scrying room

D10 EVENTS

1. Hunger in the Fog: Lord Royce is active, feeding, taking mist form
2. Arcane Tremors: Blood Manor shakes with unnatural quakes
3. Feast of Blood: Lesser residents are feeding on slaves and each other
4. Bats: A great and endless swarm of bats envelops the manor
5. Day of Spiking: The castle staff are busy placing heads on poles
6. Slave Caravan: Cage-wagons arrive with a few hundred doomed souls
7. Audience: Once a year, Lord Royce hears petitions from his subjects
8. Silence: The castle is shrouded in a deathly quiet... fear in the air
9. Tributes: Dark-eyed folk from all over come to offer Royce treasures
10. Gala Ball: A night of revelry for all those who obey the World-Drinker

194
Landmark Locations
BRAMFORD ABBEY
In the pine forests that line the mighty River Thenne, the
oldest abbey in The Holds stands. This was once home
to St. Castigere and the warrior-nuns of Temrin. Now,
all faiths are studied and kept sacred in these worn halls
by the Holy Order. Though Bramford is a safe haven for
good folk, there are yet angry ghosts nearby... and those
who would defile the hallowed grounds.

D10 LOCATIONS

1. Old Graveyard: A centuries-old cemetery with countless souls


2. River Overlook: A pleasant bluff above the Thenne, one small bench
3. Burn Hill: Where the trees were scorched, now green with grass
4. Chapel Proper: The main hall of the church, stained glass, incense
5. Scriptorium: This space is used to translate and transcribe, many desks
6. Relic Vaults: Below the abbey, locked rooms hold religious artifacts
7. Belfry: A high bell tower overlooks the entire grounds, spiral stairs
8. Gulby’s Hut: The groundskeeper’s shack is here, filled with tools
9. School House: Where young people begin their journey of faith
10. Tree of Kronos: An ageless yellow oak that all faiths consider holy

D10 EVENTS

1. Alagrain’s Ghost: Powerful with hatred, an old ghost rises to attack


2. Vandals Attack: Defilers sneak in to sabotage or deface the abbey
3. A Sickness: A pox is upon the monastery! The old are stricken worst
4. Alms Day: Flower petals and harp music fill the air for somber moods
5. Book Fair: A heap of books are offered to local folk, a festival
6. Rebuild the Wall: Community efforts join to repair part of the abbey
7. Castigere: The patron saint of Bramford appears, offering tidings
8. Normandy’s Feeding Time: The old donkey is loose again
9. Festival: The abbey’s largest holiday celebrates the consecrated dead
10. A Lordly Funeral: A ranking royal is interred, gathering the mighty

195
Landmark Locations
BRAMWALL CASTLE
The foothills castle-town of Bramwall is a haven for
ale-brewers and steelcraft. These folk are the ken of
Stonemark, residing on a set of steep cliffs just above the
river. Rivergate may be the center of trade, but Bramwall
is the hands and heart of the realm’s craftsfolk. The only
dark shadow that looms here is the northeastern forest-
border, teeming with undead from Jay’s Rock.

D10 LOCATIONS

1. Dead Frontier: On the eastern walls, dead trees, hewn skeletons, blood
2. The Damaged Wall: A crumbling area of masonry, destroyed recently
3. Gutted Hall: This building has been scorched by fire, not yet repaired
4. Marketplace: A huge maze of stalls, rugs, beasts and beverages
5. The Towers: Three stout towers can be climbed by spiral stairs
6. Brambelly: A large tile-roofed neighborhood of hard-working folk
7. Ferry Docks: All manner of pier, crane and moorage on the river
8. Alderhalle: The great hearing-place of Bramwall’s lords and ladies
9. Garrum’s Gardens: A botanical walking-way with cultivated topiaries
10. Stonemark Beacon: This blocky tower is used to signal the sister-city

D10 EVENTS

1. Waves of the Dead: Ravenous living dead spill over the eastern walls
2. A Fire: Fire breaks out in the castle’s feast hall, spreading fast
3. Abomination: Approaching the city, a huge undead thing is seen
4. Chasing Thieves: Hoodlums have stolen courtly gems! Find them!
5. Traders’ Fair: Vendors and street folk crowd the alleys for a week
6. Shipments: A crowding of barges and sloops brings heaps of goods
7. Ale Harvest: The city’s festival of food and ale is in full swing
8. Summons: New community leaders are being chosen in the castle
9. A Gift: The Alderman wishes to offer a token of appreciation
10. Newfound Kin: Heroes discover a relative is living in Bramwall

196
Landmark Locations
CLOUDTOP
The endless damp of the Marsh Lands coalesces on these
eastern banks, forming a perpetual fog bank or mist.
In this, atop a lonely hill, is a domed town. Even in the
days of the Bloodwing War, Cloudtop remained neutral,
choosing the safety of its libraries and museums over
political involvement. To this day, it remains a haven for
cultural and intellectual preservation.

D10 LOCATIONS

1. The Spikes: A many-layered western boundary of timber barricades


2. Gray Pools: Where the fog is its worst, just below the city walls
3. Mud Bank: A vast area of sucking mud to the southwest, desolate
4. Caravan Grounds: A gathering place for passers-through
5. The Old City: Uneven cobbles, leaning archways and gloomy lanterns
6. Library of Bune: A stone-topped cylinder with 3 levels of tomes
7. Scrollkeep: This columned hall holds all manner of magic writing
8. The Domes: Brass domes cap these mighty towers, where court is held
9. Planetarium: A wonder of clockwork simulates the dance of worlds
10. Oracle Dome: A pearl-white dome houses the great seer of Cloudtop

D10 EVENTS

1. Bombarded: Frog catapulters attack the western city with tar-balls


2. Frog Incursion: A squad of frog warriors infiltrate the area, chaotic
3. Swamp Thing: Weather or magic has called up something horrible
4. Lock-In: The city is ordered to shelter indoors, the reason unknown
5. Gypsy Trouble: Caravaners are carousing and fighting, making a mess
6. Bardsongs: A day of tale-telling and story sharing graces the town
7. All Scholars’ Day: Parades from various schools seek new students
8. Good Pay: A local crier seeks adventurers for dangerous errands
9. A Champion: Jormund Osrigard is in town, and beloved by all
10. Thryn’s Tribute: A golden chest of treasure is paraded, a gift

197
Landmark Locations
DALRIC’S WALL
In forgotten days, a hundred-mile wall held the orc army
in check. After countless attacks and even more winters,
the wall is little more than crumbling rubble, punctuated
here and there by an intact watchtower or guard post.
This is a place of blowing sand and angry ghosts. For all
its bulk, the wall has failed it purpose, for orcs now press
the southern frontiers once more.

D10 LOCATIONS

1. Skeleton Dunes: Waves of soft, flowing sand peppered with bones


2. Rubble: Giant blocks have tumbled here, picked through in zig-zags
3. Trench Lands: Ancient earthworks offer hidden passage, a maze
4. Old Tunnel: This corridor goes under the former wall, a mile long
5. Watch Tower: A cylindrical tower still intact, highly defensible
6. Flats: Bleak, featureless hardpan for miles, oppressive heat, no water
7. Blasted Arena: The illegal fight pits are damaged, but still in use
8. Guard House: A square residence of stone stocked with military goods
9. Craters: A tricky, pockmarked landscape formed by catapult attack
10. Nomad Camp: A stealthy tan tent with seated figures, resting horses

D10 EVENTS

1. Orc Riders: A group of elite orc cavalry appears from nowhere


2. Orc Column: This legion of orcs marches steadily north, 50 strong
3. Spider Herder: Salty sand reveals an insect-lord, eager to feed its flock
4. Desert Lightning: A rare thunderstorm slams into the desert
5. Cruel Pursuit: A lone girl is fleeing a group of orc berserkers, terrified
6. Sandslime: The sand here is alive... semifluid... corrosive... carnivorous
7. Riders Gather: A group of Proudfoot horsemen gather for water
8. Magic Trap: A dark will confuses travelers with arcane illusions
9. Strange Crone: An old woman hovers, speaking of moon omens
10. Hunting Party: Heroes of Slimshire are waging an attack on the orcs

198
Landmark Locations
FAIRFIELD ABBEY
This dark and ancient monastery stands on a steep
rise of land above the Slimshire valley. It is the main
headquarters used by the Nightstalkers. This and other
poorly kept secrets have earned it an ominous reputation.
Most recently, the abbey has focused on magical research
to cure vampiric infection. In so doing, they have earned
the ire of Lord Royce and the children of Caligos.

D10 LOCATIONS

1. The Void Door: Errant magic has opened a gateway to elemental evil
2. Demon Vaults: A deep hall where evil artifacts are sealed away
3. Cemetery: The vast consecrated grounds near the abbey
4. Aspen Yards: A courtyard of peace and serenity, aspens whispering
5. Bell Tower: A dizzy height overlooking the Shadow Glades
6. Nunnery: The quarters and kitchens of the abbey’s faithful folk
7. Scribe’s Room: Desks and inkworks, where holy texts are studied
8. Hall of All Faiths: This towering chapel hosts stained glass windows
9. The Weeping Stone: An eons-old block used to absolve wrong-doing
10. Lantern Rise: This precarious crag of rock overlooks Slimshire valley

D10 EVENTS

1. Volatile Magic: The nuns have lost control of their spells... catastrophe
2. Restless Dead: The area is teeming with the angry risen, but why?
3. Goblin Problem: Skirmishers from the Glades attack and prank
4. All Hands: All present are called upon to join a crucial ceremony
5. Close the Door: The Void Door is becoming unstable, a panic spreads
6. Sister Greta: A venerable and loved arch-priestess visits the abbey
7. Books: A carriage of divine texts arrives, rare and fragile all
8. Succession: After a solemn funeral, a new head Priestess is to be chosen
9. Lantern’s Grace: The Lanternkeeper offers her blessings to all comers
10. Miracle Spring: The divine waters bubble up! Blessings with one sip

199
Landmark Locations
FORESTHEART
Elvendom in the Red Woods was once centered on the tree
fortress of Ringlow. Now that it is destroyed, King Ithamel
rules from this wooden keep. Ithamel is not a beloved
king, but a harsh absolutist who distrusts and destroys
those who cross him. His queen, Elayna, works to temper
these times, but finds herself in a precarious age of
treachery and dark secrets.

D10 LOCATIONS

1. Blood Roots: Below the city, titanic roots grip a bloody, hollow ground
2. The King’s Jail: A labyrinth of cells and interrogation halls
3. Gallows Tree: This grim site hosts executions for so-called traitors
4. The Walls: The city is ringed with massive wooden walls and walkways
5. Spiral Way: A street ascends the central tree of the city, taverns aplenty
6. Hall of the Falcon: A powerful wizard dwells in this elaborate manor
7. The Gables: Densely packed houses line winding streets
8. King’s Tree: The royal palace of Forestheart... a citadel of wood
9. Keep of Stars: A high observatory with telescopes and scrying glasses
10. Moon Fountains: A treasure of elves, where their lifeblood is renewed

D10 EVENTS

1. Inquisitors: Ithamel’s paranoid enforcers search for the disloyal


2. Deep Rot: Part of the city collapses into a deep, blood-soaked chamber
3. A Tithe: The city reels, forced to pay a punishing taxation
4. Conscriptions: Able-bodied fighters are rounded up by armed guards
5. Strange Trades: The market is brimming, filled with odd forest goods
6. The Lottery: A single citizen is chosen... an offering to Varinax
7. Deployed: A squadron of archers heads into the woods to kill defectors
8. Rebel’s Ale: A tavern hosts a boisterous meeting of kingslayers
9. Green Tide: An attack from the wood elves swarms the eastern wall
10. Enclave of the Stag: You stumble on a secret meeting of elite rebels

200
Landmark Locations
GALENOR ABBEY
The influence of the Holy Order is minimal in the far
west, where the dour gods of stout folk rule. The nunnery
at Galenor is thus occupied with law, thunder, and ice
gods generally, but features a unique focus of effort: the
making of a barrel-aged malt alcohol called ‘hotch.’ This
prized liquor has earned Galenor a royal guard from
Harnmoor, and no shortage of burglars and swindlers.

D10 LOCATIONS

1. Altar of Ice: Just outside the abbey, a never-melting ice mass stands
2. The Dungeons: A series of cells and crypts below the courtyard
3. Dimhalle: In this darkened chamber, huge wooden god-effigies stand
4. Wort Vats: Giant barrels of oak boil the grains to begin hotch-making
5. Warehouse: A heavily guarded treasure trove of aging barrels
6. Gimmel’s Chapel: This small ritual space is used to greet dignitaries
7. The Ordeal: This is the nickname of the high-roofed drinking hall here
8. Quarter Yards: Ullur dwarves live outdoors... bivouacs and fire pits
9. Brewer’s Tower: Recipes and tastings are reviewed in a vaulted room
10. The Pipes: Below the abbey, a series of sewer tunnels hides giant rats

D10 EVENTS

1. Deep Freeze: A brutal cold snap strands all here, drives some mad
2. Triage: A cadre of injured dwarf skirmishers are brought in, dying
3. Mining Duty: A group is assembling to delve a new hop-tunnel
4. Pillory: A Copper Dwarf is in stocks in the Quarter Yards, miserable
5. Harn Envoy: A royal dwarf princess arrives; Harnmoor has run dry
6. Alefest: This hotch-festival draws folk from far and wide, rowdy
7. Rat Problem: The rats have gone wild with hotch! They’re everywhere!
8. A Colorful Debate: Two dwarf camps come to blows! A fist fight!
9. Boxing Day: A new brewmaster is being selected in a fighting tourney
10. Old Friend: Heroes find a good friend staying here to drink a few days

201
Landmark Locations
GREENSTONE
One of the great mysteries of The Holds is the ancient
henge called Greenstone. The megaliths here are made of
a jade-green granite, and not a single snowflake defies the
circle so enclosed. The place is ever warm, bathed in sun.
Many believe it is a remnant of a lost time of gods and
glory, a window into the origin of all life. Others say it is
accursed... too powerful to contain or comprehend.

D10 LOCATIONS

1. Freeze Barrier: At the edge of the henge, a wall of slicing, icy wind
2. Shipwreck: The wooden bones of a massive ship, frozen in the surf
3. Broken Stone: One of the Greenstones has toppled, 3 huge chunks
4. Windy Overlook: A high rocky point offers a view of the henge circle
5. Calendar: This set of stones can be used as an accurate cosmic timer
6. The Circle: A high-banked earthwork forms a defensible position
7. Melted Men: Long green grass, dead men frozen in melted death poses
8. Endless Road: An eerie road of snow leads perfect north, fading off
9. Frost Horn: A cornice of hardened snow leans over the henge
10. Grandfather Stone: One mighty megalith overshadows them all

D10 EVENTS

1. Volatile Gateway: A swirling portal is popping in and out of reality


2. Elemental: A warden of stone and ice broods over the henge stones
3. Madmen: A tribe of sharp-toothed cultists leap from the rocks, craven
4. Ley Line: A river of arcane energy pulsates here, piercing outer realms
5. Excavators: A team of Ullur dwarves are delving for buried secrets
6. The Equinox: Moon, sun and stars align, something about to happen
7. Ragged Zealot: A towering robed being hovers, an aura of dark energy
8. Lord of the Storms: A thundering demigod here, weakened somehow
9. The Old Coot: One gentle old man sits with the stones, offering council
10. Cosmic Glimpse: Your journey is rewarded with a vision of eons

202
Landmark Locations
HAKBURG
This dusty town has long stood as a frontier bastion in
the great deserts, a critical ‘last chance’ way-stop for
all those who dare the desolate plains. All horses in The
Holds can trace their sires here. This is no place for
frippery and comfort... a rough, lawless place of guns,
sand, and days-old hotch. Still, there is a stoic pride
here... a robust sense of self-reliance.

D10 LOCATIONS

1. Ruined Theater: A fire has ravaged this dance hall stage house.
2. Main Street: A busy expanse of dirt and boardwalks, lined by shops
3. Ol’ Grady’s Place: An arms and equipment shop with forge and anvil
4. Dusty River: This dried up riverbed curls around the town, steep sides
5. Humby’s Bluff: One large outcrop overlooks the town, many tall cacti
6. Mercantile: A general goods store and trading post
7. The Toot & Tack: The town’s largest and most rowdy watering hole
8. Aspen Grove: A stand of elegant trees that houses an eerie silence
9. Willow Hill: A lonely rise peppered with wooden grave markers
10. Mable’s House: The regal house of the town’s mayor, a meeting place

D10 EVENTS

1. Siege: Orc raiders are rolling in a wooden tower filled with archers
2. Longshadow: The fabled arch-mage is seen walking outside of town
3. Wranglers: Prized horses have been stolen, the thieves still in view
4. A Bat Problem: Every night, the town is beset by a massive swarm
5. A Duel: Two dark-eyed men are settling a dispute with pistols
6. Gone Missing: A young boy has vanished to the south, family desperate
7. Holed Up: A group of bandits has barricaded a local poker house
8. Big ‘Un: Something huge is coming from the deep desert, rumbling
9. Posse: Able-bodied folk are rallying to counterattack the orcs
10. Wompin’ Days: The town’s main holiday is in full swing, ale flowing

203
Landmark Locations
HASGAR’S RUIN
Lo, the mighty remnants of the frost giant epoch! Built
of titanic stones in cryptic interlockings, the frost giant
citadel is now hidden in ice and snow, most of it toppled
by war and millennia. Frost giants never truly die until
thawed to watery nothing, so the dead may yet wake in the
ice-blue halls. Until then, only the most reckless explorers
dare this place... there is no easy return.

D10 LOCATIONS

1. Deepinghalle: A blue-walled ice cathedral holding the frost throne


2. Dungeons: A maze of stone tunnels with crude ice-barred holding cells
3. The Unborn: Cylinders of liquid ice holding giant mutant things
4. Ale Halle: The vast space where frost giants quaff great mugs of slush
5. Ice Engine: An ancient machine in a deep, triangular shaft of bedrock
6. Outer Pylons: Gate-like boulder dolmens that mark the ruin perimeter
7. Cold Forge: An anvil of black ice, used for smithing cold iron ingots
8. Drift Courts: A courtyard of snow, fifty feet deep in places
9. Librams of Frost: The library of frost is huge... each book giant
10. Citadel Gate: The titanic entrance to this dead place, granite towers

D10 EVENTS

1. Awaken: A group of giants stirs from frozen slumber, enraged


2. Blue Slime: A group of ravenous ice-oozes ambushes the heroes
3. Wraiths Released: Something has disturbed the crypts, ghosts erupt
4. Unstable: Immense ice columns begin to topple... falling debris
5. Sputter: A clanking is heard. Dwarves dare tinker with the engine
6. Yeti Folk: A trio of angry snow-walkers is prowling the ruins
7. Stratofreeze: The sky drops deadly cold, unsurvivable, lightning fast
8. Gold Sickness: Treasure-sick dwarves clumsily delve the ruins
9. Dropped Coffers: You find a heap of corpses and their treasure
10. A Heatless Fire: A lonely campfire burns, one furred figure huddled

204
Landmark Locations
HOGANSFORT
In the Bloodwing War, the stout folk war hero simply
called Hogan made his legendary stand against the
orc and goblin armies at this location, once known as
‘Williamsfort.’ Since that battle, the fort has been rebuilt.
With the rule of law mostly gone, the fort is now a safe
haven for travelers, and home base for the scouts and
road-guards of the western Red Woods.

D10 LOCATIONS

1. Wall Post: Several platforms atop a wall of spiked timbers and iron
2. Shore Watch: Facing west, a watchtower hosts a far view of the bay
3. Machine Shop: The fort’s forge, smithy and repair barn is always busy
4. Gaffin’s Tent: The current commander is older than the fort itself
5. Quarters: This row of cabins serves to house two score troops
6. South Gate: The main entrance of the fort, masonry bridge and moat
7. High Point: Just outside the fort is a high lookout tower, wooden ladder
8. The Treeline: The tall pines of the Red Woods like a wall to the east
9. East Field: The fort is flanked by wide grassy fields for spotting foes
10. Forge House: The heart of Hogansfort, where cold iron is worked

D10 EVENTS

1. Skirmishers: Something or someone approaches the fort to attack


2. Shorthanded: With too many men afield, the fort needs help
3. Missing Patrol: A squadron of stout folk hasn’t returned for days
4. Man Down: Wall Cap’n Farzan is mortally wounded, a grim day
5. Slab of Ingots: A wagon of metal supplies is swamped in the woods
6. Spring Cleaning: The fort is stacking unwanted goods in a heap
7. Bottling: Hogansale by the barrel! Bottle a pint, quaff a pint!
8. The Most Important Wagon: Casks of Hogansale about to embark
9. Unearthed: Soldiers discover the remains of a dragon in the earth
10. Commendations Day: Medals are being awarded, and plans made

205
Landmark Locations
ISLE OF TOADS
The heart of the frog empire is an island-city. Here,
Emperor Croakokame’s palace grounds rest at the center
of a circular community of homes and taverns that house
his legion of servants, courtiers, and elite citizens. The
island is manicured with gardens, dotted with red tile
roofs, shaded with blossoming trees... a perfect setting for
the towering pagoda that dominates the scene.

D10 LOCATIONS

1. Shorewalk: A pathway of cedar slats, following the scenic waterfront


2. Circle Way: One main belt-street circles the island, lined with houses
3. The Great Court: The island centers on a large circular court of trees
4. Anvil District: This area is dense with forge fires and bladesmiths
5. Vineyards: White berries here are specially grown for imperial hotch
6. Sand Gardens: A flawless, manicured park for contemplation
7. Temple of Haglacura: A mighty 5-tiered tower to the many frog gods
8. Palace Rise: A sloped square earthwork serves to defend the palace
9. Lion Courts: Surrounding the palace are walled topiary gardens
10. The Red Pagoda: The many-tiered castle of Emperor Croakokame

D10 EVENTS

1. War Band: A group of frog slayers has gathered, rallying for a raid
2. Schism: A disturbance in the city: rebels and armored soldiers clash
3. Mutation: A huge mutated toad is being moved in a heavy iron cage
4. 1,000 Spears: A legion of elite soldiers is assembled to show force
5. The Barges Return: A flotilla of froggish boats returns from fishing
6. Prisoners: Humans are paraded to the palace in gibbet-like restraints
7. Treachery in Shadow: A meeting of dissidents is brewing... whispers
8. Imperial Procession: The Emperor tours town, carried on a litter
9. The Games: The island revels for a week of bloody combat sport
10. Guba Festival: Frog folk set aside violent ambition to honor the moon

206
Landmark Locations
ISLE OF TOADS UNDERCITY
Below the flawless gardens and woodwork of the
emperor’s island, a hidden network of muddy tunnels,
secret enclaves, and long-forgotten crypts awaits the
fearless explorer. These tunnels are being used by the
growing resistance here... extreme measures taken to keep
the access points absolutely secret. To even travel these
places carries a sentence worse than death.

D10 LOCATIONS

1. Jade Crypts: Sacred burial urns of the ancestors, eerie stone archways
2. Serpent Realm: Tunnels inhabited by the mortal form of a serpent god
3. Turtle Barrows: Under the marsh, sawshell turtles lay their eggs
4. Well Shafts: Slick, watery shafts that reach the island’s surface above
5. Imperial Dungeons: Holding cells and torture rooms below the palace
6. Aqueducts: Small circular tubes for water drainage in the city
7. Iron Drains: Waterfall passages blocked by heavy iron grates
8. Okima’s Curiosities: This secret shop features all kinds of oddities
9. Underoots: Barely usable tunnels tangled with heavy, wet roots
10. The Tea Shop: A secret basement that leads to a regal shop far above

D10 EVENTS

1. Imperial Sweep: Armored slayers are checking the forbidden tunnels


2. Wandering Sword: A hovering odak sword hunts for blood, haunted
3. Monstrosity: Some huge, horrible thing roams the tunnels, hungry
4. Trap: Rebels have set a spring snare with blades and darts: it springs!
5. Ever Deeper: A floor gives way, tumbling into a lower, deeper place
6. The Mole-Frog: This ancient frog-fellow lives here, serene, slow
7. Flooded: A wall of water breaks in from the marsh, slamming a passage
8. Collapse: The ceiling gives way in huge muddy heaps, trapping you
9. Rebels: You are surrounded by frog-kin rebels, poised to strike
10. A Meeting of Minds: In a deep place, rebels welcome newcomers

207
Landmark Locations
JAY’S ROCK
Once a busy trade city known for its heavy shipyards and
boat builders, Jay’s Rock has fallen into darkness. The
dead wander freely here, as do lycanthropes and giant
bats. It is a lightless, foggy place, mostly abandoned by
the living. Just outside the town, a stone-stacked castle
complex has been growing in recent months, assembled
by a plodding legion of risen skeletons.

D10 LOCATIONS

1. The Cobbled Castle: A clumsy tower surrounded by a sea of skeletons


2. Drifted District: Deep waves of gray ash have crushed buildings here
3. Burnout: This district has been ravaged by fire, no one to repair it
4. The Raven’s Nest: An area overrun with crooked trees and blackbirds
5. Deadpine Downs: A sloped, rugged gulch of beetle-killed trees
6. Road of Graves: The main road here is now lined with bony corpses
7. The Hollows: Deep grooves in the foothills harbor damp, shady woods
8. Shipyards: The old docks and hoists have decayed with time, creaking
9. Soggy Bottoms: This once-lively tavern is now an improvised fort
10. Hideaway: The holdouts here have joined forces in an old house

D10 EVENTS

1. Slave March: 4D12 enslaved skeletons stray from their labor to attack
2. Blood Hunters: A trio of young vampires lurks near the road
3. A Visit from the Master: One of Royce’s captains tours, black armor
4. Wave of Bones: A vast army of skeletons sweeps the land
5. The Brutals: 2 mutated ogres patrol for intruders, dragging axes
6. Storm Front: Bluish anvil clouds descend from Blood Manor
7. Sagging City: A block of buildings crumbles into the waves
8. A Derelict: One abandoned ship, lifeless, still lingers in the bay
9. Bat Swarm: A spiraling cloud of undead bats hunts in the gloom
10. Crabby Cap’n: A stubborn holdout fights back skeletons with a pole

208
Landmark Locations
KAARGFORT
Braced against the boulder-lands of the Ullur, this stone
fortress serves two functions: military outpost and cheese
warehouse. Much of the dwarven diet centers on cheese.
Here, wheels and blocks of every kind are aged, stored,
and shipped. This is a treasure trove for Harnmoor, and
so guarded with absolute security. The heavy snowfall
here also makes for perfect refrigeration.

D10 LOCATIONS

1. The Approach: A large open field of rocks and snow, the fort in view
2. Lower Wall: A massive, smooth-stone wall meets all who approach
3. Gate House: The central gate also houses a guard post and iron bell
4. Lookouts: A series of small alcoves offer sweeping views of the valley
5. Main Court: The second level of the fort is a large rocky yard
6. Kitchens: Industrial-scale vats and constant bustle are found here
7. Hammer Halls: A reliquary of historical weapons and armor
8. Ullur Bluff: The rocky crags above the fort hide precarious trails
9. Gallerhorn Snowfield: The colossal white slope of a glacier
10. Aging Halls: Wheels and wedges earn their unique flavors on shelves

D10 EVENTS

1. Lockdown: A wheel of cheese stolen, the fort is on full alert


2. Avalanche: The Gallerhorn is angry... rumbles and tumbling ice!
3. A Giant Menace: A cadre of Hasgar’s ice giants is on the attack
4. Dead Dwarves: Three bodies are found with no explanation
5. Ice Eagles: Stirred by dark magic, these huge raptors attack
6. A New Wing: New construction is being added to the aging halls
7. The Progressives: A group of Ullur are here to propose new business
8. Royal Tour: A princess of Harnmoor has come, but not all are happy
9. Fromo Fest: Once a year, the dwarves eat all the cheese they can
10. Shipping Day: Wagons and sleds load up with cheese, armed escorts

209
Landmark Locations
KING’S FIELD
Once a battlefield of legend, this series of meadows is
now the greatest tournament ground in the realm, where
Thryn hosts annual games of combat and a revelry faire
of the highest order. In off seasons, the area is used as a
training ground for archers, cavalry, and siege forces.
Most of all, King’s Field is a display of power and
wealth... and second to none.

D10 LOCATIONS

1. King’s Tent: A multicolored affair with throne, tables, timbers


2. Fires: Iron baskets hold long-burning fires in long rows
3. The Armorer: An always-working smithy keeps the camp in arms
4. Stables: High-roofed straw stalls and quarters for the wrangler
5. The Bleachers: Huge terraced seats for a few thousand spectators
6. Lance’s Lurch: The standing-room tavern of the field, ancient
7. Arrow Watch: One mighty watchtower overlooks the entire area
8. Hero’s Wheel: A game for crowds and a wonder of woodwork
9. The Avenue: A central cobble street is home to vendor huts and carts
10. The Drum Circles: Nomads and squatters gather to drink and dance

D10 EVENTS

1. The Wretch: A fallen knight, deformed, haunts the field for prey
2. Spooked: Something has terrified the horses... and it’s still here
3. You There!: Guards spot our heroes and accuse them of trespassing
4. Lost Lover: One of the heroes recognizes a former flame, still dreamy
5. A Duel: Two knights square off with no crowd or fanfare
6. Metal-Eaters: Tumbling hellions invade the field, eating everything!
7. A Woeful Queen: The queen of Thryn walks the field, lost in thought
8. Mud: The entire basin is swamped in heavy rain and sticky mud
9. Ales and Fires: Workers take a night to revel and make trouble
10. The Emerald Crown: The annual tournament of champions begins!

210
Landmark Locations
MOONCREST
The city-state of Mooncrest has always been independent
of all the kingdoms of The North Holds. It stands alone,
facing the open ocean, walled with mystery. This self-
contained city is ruled by a veiled council of wizards and
ascended knights. Its power is beyond reproach, but it
remains isolated in all but the most dire of times, focused
on hidden objectives and secret efforts.

D10 LOCATIONS

1. Lasher Gardens: Enchanted doom-vines grow in walled groves


2. The Twisting Wall: A puzzling, circuitous wall stands 30’ high
3. Flame Spire: A white stone tower capped with an eternal blue flame
4. Crystal Pylon: A hovering stone glows with blue fireflies of power
5. Engine Rooms: Below the city, arcane machinery hums
6. The Brassfitters: A deep workshop of metalworkers work ceaselessly
7. Skyfarer Terrace: A graceful series of platforms above the city
8. Inner Ring: Silver circles embrace the veiled council chamber
9. The Drapes: Huge flowing fabrics drift in the clouds, hiding a bridge
10. Mage’s Conclave: Lower-caste wizards work on research here

D10 EVENTS

1. Phase Hulk: A monster from another dimension is running wild


2. Rifts: Destructive rips in time-space are racking the city
3. Clockwork: A swarm of sentient machines is attacking the city
4. Cristening: A new skycraft is being launched on its maiden voyage
5. A Day of Wine: All is well, and golden wine flows like water
6. Green Lightning: An arcane storm is rolling up from the sea
7. Mage Snow: Strange snow falls, and a ghostly song is heard
8. The Fleet Returns: Three mighty skycraft return from the aether
9. The Oracle Speaks: A mysterious eunuch reads the stars
10. Highpoint: A planetary alignment augments all magic in the city

211
Landmark Locations
OLD WATCH
A halfway point for shipping lanes in the north, this
tiny port town is now a sad reminder of the Bloodwing
War and its destructive effects. The buildings here are
skewered with a thousand elven arrows. Fires have
scorched parts of the town. Rumor has it that a sea
titan from the inhuman depths now haunts these shores,
somehow drawn to the dead town.

D10 LOCATIONS

1. Deep Bay: Dark waters stretch to the horizon... bottomless and gloomy
2. Arrow Forest: A set of rocky hills are cluttered with aging arrows
3. A Dead Avatar: An enormous moose is rotting in the rain near town
4. Far Waves: Three giant swells roll in from distant storms
5. Redwood Grove: A stand of gigantic trees overshadows the town
6. Icicle Docks: The shipyards here are frozen, dead, motionless
7. The Slough: A river of mud is found, littered with bones at low tide
8. Lifeless Street: The intact part of town is quiet and shuttered
9. Bramble Wall: An arc of thistles and thorn bushes, just west of town
10. Brimbly’s Cabin: A true die-hard lives in this fishing hut, stalwart

D10 EVENTS

1. The Corrupt: Green ooze has infected some folk here... twisting them
2. Roaming Corruption: A stringy mass of contagious mind-control goo
3. Tentacle Lash: An enormous suckered tentacle rises from the deep
4. Tidal Surge: The sea swells far too high, engulfing part of town
5. Hail & Sleet: The weather here is beyond terrible... forcing refuge
6. Old Snares: A dense array of tripwires and blade traps surrounds town
7. Roofing: Brimbly is busy trying to fix things, and having a hard time
8. Tarring the Brigg: One last ship is docked here, its crew working
9. A Sad Lute: Ghostly notes of an elven song haunt the rain-wet stones
10. Rays of Sun: A rare moment of light and warmth hits the dead town

212
Landmark Locations
RAMPART DOCKS
Three immense towers of pure granite bedrock lean
over the crashing surf, making a dramatic backdrop for
this shoreline town. In recent years, the town has been
ravaged by Varinax, the seismic forces of Volcan, and
roving vampires. Despite all these calamities, a small
contingent of sailors and boatsmiths remain, holding fast
against the tide of time.

D10 LOCATIONS

1. Granite Tower: A dizzy spire of solid rock ascends 200’ or more


2. Slamming Waves: Jagged stones defy the thundering surf here
3. Timber Moorage: Huge timber piles offer anchorage for ships
4. Soggy Village: A town of warped wood and droopy doorways
5. Dry Dock: A handful of ships are partly assembled here
6. Sawmill: Massive tree trunks are processed into planks and poles
7. Wrecked Bell Wagon: The ruin of a cold iron bell wagon is found
8. Grim Wards: Evil glyphs are scribed in a sheer granite cliff face
9. Cliffside Trail: A tiny trail is cut in solid rock, ascending
10. Lantern House: A signal for ships is kept in this precarious hut

D10 EVENTS

1. Sink Hole: A section of town collapses into the surf, revealing caves
2. Worms: Huge slugs are eating into people, mind-controlling them
3. Storm: A storm elemental is assaulting the tiny town with fury
4. Sky Shadow: Varinax is on the hunt... prowling the skies above
5. Passing Ship: A three-mast galleon is spotted in the swells
6. Mudslide: A destructive landslide slams into the docks. Run!
7. Travelers: Trail-pilgrims arrive, weary and harrowed, with dark tales
8. Ghostsong: The siren song of sea-dead echoes heavy this night
9. Research Team: A group of dwarves is seeking ways into Volcan
10. Glorfinn’s Vigil: A horn-helmed barbarian asks for help

213
Landmark Locations
SOUTHWATCH
No town in The Holds has been harrowed by the orcs
more than Southwatch. Long has this city received aid
from other lords to keep the invaders at bay, but the
broken walls, burned houses, and gloom of war hang
heavy. Life has all but halted in the streets... every citizen
is dedicated to the war effort, and harbors a deep hatred
for orc kind.... commanders here are seething, desperate.

D10 LOCATIONS

1. Ruins: A section of town blasted to bits in war months or years ago


2. Burned Out: A large manor is now only a smoldering foundation
3. Spike Wall: An improvised barrier of sharpened logs facing south
4. Rows of Dead: Shallow graves by the hundred... the true price of war
5. Staging Grounds: An assembly area with rows of soldiers in formation
6. Indoor Market: Farmers sell their wares in a reinforced stone hall
7. Spark’s Speakeasy: A battered tavern for weary warriors
8. The Bunker: Below the city a series of reinforced tunnels is hidden
9. Catapult Hill: A hillock blasted with craters and debris
10. The Sun Well: A holy site at the center of town, unscathed by war

D10 EVENTS

1. Open War: Squadrons of orcs clash with Southwatch fighters


2. Orc Assassins: By night, hooded orc killers roam the streets
3. War Beast: A ravaging heap of fangs and claws crashes into town
4. Wall of Smoke: Orcs use a plume of smoke to cloak their next attack
5. Alderman’s Plea: The town headwoman calls for soldiers
6. Hookuh Flies: A rare bloom of biting flies plagues the entire area
7. Chubbert’s Revenge: Local madman Chubbert wages a one-man war
8. Magebomb: Southwatch has devised a super weapon... is it safe?
9. A Sad Farewell: A recent defeat brings dirges and tears in town
10. Victory!: The orcs routed for now, the town celebrates

214
Landmark Locations
STONEMARK
The undermountain of Runnminir is defended and ever-
delved by the dwarves of Stonemark. Since Ullur and
Harnmoor have fallen in favor, Stonemark stands as the
capital of stout culture, ruled by the mighty King Thromm.
Stonemark is an industrial hub, but its primary purpose is
military, not economic, as the runecasters have decreed
Runnminir must be retaken at all costs.

D10 LOCATIONS

1. The Iron Keep: An unbreakable fortress at the heart of the city


2. Hall of Great Folk: Mighty statues commemorate dwarven heroes
3. Roggle’s Rise: This odd scholar keeps records on everything
4. Railway: Tracks lead to the mountain and the river, ever bustling
5. The Narrow: A tributary has been cut to load river barges with goods
6. Anvilgerde: The high forge, where great relics are made
7. Quarry Lands: Stepped terraces of mine-cuts and slab excavations
8. Tavern Town: Countless ale pubs to keep dwarves quenched
9. Forge Tunnels: Low fires burn below the city, running old machines
10. King’s Bluff: A high overlook of benches and silver flowers

D10 EVENTS

1. Orc Incursion: War-mad orcs attack, hungry for little more than glory
2. Fires on Runnminir: Huge blazes are spotted on the mountain
3. Forge Titan: A dwarven war machine has malfunctioned
4. Princes of the Mark: The king’s three sons announce an offensive
5. Lady Senna: The warmaster of Stonemark seeks new heroes
6. Udin’s Day: All work and industry cease, to honor the all-father
7. The Grungols: A group of orcs has been captured... there is little mercy
8. Shield Wall: Dwarves are called up to defend the southern walls
9. Roses and Hammers: War heroes are given honors
10. Assemble the March: A massive column of soldiers is gathering

215
Landmark Locations
THE CHAINED TOWER
In elder days, a wizard called ‘Mause’ built a tower on
this lonely spire of icy rock. To fight this tide of evil,
the tower was bound with three immense iron chains...
magical bonds to keep the tower from its original design:
a colossal skyfaring vehicle. The current state of this
desolate place is mostly unknown, but it has become home
to the dragon Varinax.

D10 LOCATIONS

1. Titan Chain: Gigantic iron links sway in the wind, crossing chasms
2. Scythe Grotto: An alcove marks the evil entities that created this place
3. An Old Arch: A broken archway is all that remains of a tower hold
4. Crumbling Spire: Huge stones are piled in unstable heaps
5. Snow Cliff: A dreadful dropoff hosts a curled ice cornice, sea below
6. Descending Stair: Zig-zagging stairs descend into the tower bowels
7. Cranes: A forest of hoists and levers leans over a vast, quarry-like pit
8. Dragon Nest: Entire trees are heaped and burned... Varinax’s rest
9. Hoverstone: You find a vortex of snow, and a single boulder in mid-air
10. Precarious Entrance: Unstable paths enter the old tower chambers

D10 EVENTS

1. Varinax Hunts: The ancient white dragon orbits the area, hungry
2. Deep Walkers: Colorless dwarf underdwellers prowl the ruins
3. Straining to Fly: A clutch of dragonlings is found, hungry and strained
4. Stirring: The very roots of the tower rumble and crack below
5. Drums in the Deep: Something is about to happen... something big
6. Spiral Storm: Above the tower, clouds are forming an arcane vortex
7. The Work Must Go On: Innocents controlled by worms report to dig
8. Beacon: A white-hot beam of energy pierces clouds... seen for miles
9. A Great Slab: An enormous slab of stone is lifted... remains within
10. Carius: The wraith of a wizard appears, angry, infinite, ready to rise

216
Landmark Locations
THRYN
The mightiest city in The North Holds is Thryn, the
elven capital. The gravity-defying towers, domed halls,
and winding streets are a wonder to behold. In all this
splendor, the deepest arcane secrets lurk. Intrigue is
everywhere. With this much wealth, and this much power,
there is seldom a dull day in the city of silver. Above it all,
the imposing crags of Dragontooth loom.

D10 LOCATIONS

1. Foundation District: Pillars of white granite support the city


2. The Engines: Silver clockworks keep city lights lit
3. The Maze: A confusing array of tunnels offers water access
4. Culinary Quarter: The world’s greatest array of foods and chefs
5. Alderman’s Square: A huge gathering space for all the city’s people
6. Academy of Ordo: This silver-domed hall teaches magic to many
7. Sea Rampart: The waves are held back by a series of nested walls
8. Silver Tower: The royal court rules from this impossible height
9. Sky Bridge: A narrow arching walkway far above the city
10. Observatory: This wonder of the elves measures stars and souls

D10 EVENTS

1. Fire on the Docks: Arson has hit the seaside area of town
2. Assassin: A single smoke-cloaked killer is on a rampage
3. Dragon Festival: Chaotic firecrackers, puppets, and revelry abound
4. Oracle of Sparrows: The sightless seer of Thryn wanders the city
5. Crew Call: Ships at port here seek new crew, offering high pay
6. Agu Harvest: The intoxicating ‘prophet’s root’ is abundant
7. Marketplaces: By royal decree, all merchants report to sell
8. Wild Elves: A detachment of wood elves has arrived to negotiate
9. Royal Tribute: Lords form far and wide arrive to hail Thryn
10. A Summons: Our heroes are summoned to The Silver Tower

217
Landmark Locations
TIDESTONE
Harnmoor operates its considerable naval forces and
trade fleets from this cliff-built maritime city. Known
far and wide as the home of great ship makers and
woodworkers, Tidestone is an essential waypoint for all
mariners, with all the diversity, revelry, and cutthroat
antics of a sailor’s wildest dreams. Still, the eyes of
Harnmoor are never far, and always watchful.

D10 LOCATIONS

1. The Broken Sea Wall: Long broken by waves and left to neglect
2. Ocean Watch: A blocky garrison near the docks, always manned
3. Upper Terrace: The main part of town is 50’ above the sea
4. Timber Yards: Vast stores of lumber are kept for ship repair here
5. Stone Docks: Piers of solid rock are no common thing
6. Assembly Grounds: A large court offers room to assemble troops
7. The Warehouse District: Huge wooden store-huts are piled with crates
8. Frost Ale Square: The Ullur tavern district is truly chaotic
9. Gamma’s Gulp: A high society ale house and brothel with 5 floors
10. The Ring of Ice: Fight pits, illegal in most places, are held here weekly

D10 EVENTS

1. The Great Unrest: Ships’ captains are starting a revolt... drunk


2. Boulder Barrage: Ice giants attack, tossing rocks from afar
3. Brawlers: A group of pit fighters is on furlow, looking for victims
4. Pirate Raid: A frigate of ‘knife-skulls’ floods into town
5. Crackdown: Authorities jail people at will... fed up with chaos
6. Was That a Bank?: An entire building slides downhill
7. Ramming Speed: A war galleon attacks the city from the bay
8. Talkative Folk: Drunk pirates tell many tales... abundant this night
9. X Marks the Spot: You find the inevitable treasure map
10. Raylynn the Red: A pirate hero arrives, and everyone wants a look

218
Landmark Locations
VAARGAL
East of Harnmoor Citadel, the ruins of the old fortress
by the sea still stand. This immense hulk of stone has
a perfectly square footprint, built from cubic stones in
the old days of Ullur. It is forbidden to all to visit, as a
curse of rust lays upon it... a remnant of the defeat that
shattered its walls so long ago. By the night sea wind, the
songs of long-dead dwarves are heard here.

D10 LOCATIONS

1. Outer Courts: Broken statues and toppled columns litter this area
2. Unstable Ascent: Steep slabs and broken staircases access the tower
3. Ghost Kings: Upright tombs line a massive stained-glass hallway
4. Broken Heights: Treacherous crumbling floors creak and groan
5. Howling Court: An open-walled tier is blasted with sea wind
6. Vaargal Pinnacle: The highest rooftop, held with decaying timbers
7. Hidden Armory: A false wall reveals a cobwebbed weapons cache
8. Tide Well: A weird, curve-walled cavern that swirls the surf
9. Hovering Stones: A cubic boulder hovers in a ritual chamber
10. Gerdle’s Hut: A dwarf hermit is researching the ghosts here

D10 EVENTS

1. Wraith Attack: Soul-hungry phantasms ooze from the walls


2. The Song of Doom: An eerie dirge announces the arrival of death
3. Collapse: An entire section of the tower crumbles to ruin!
4. The Never Dead: Centuries-old dwarves, terrible, attack
5. Librarian’s Call: A spectre offers knowledge and absolution
6. Clockwork: Huge rusted machines offer a reason for Vaargal’s fall
7. Plague of Rust: Contagious metal-eating Rust Weed spreads fast
8. Plague of Rust: Contagious metal-eating Rust Weed spreads fast
9. Plague of Rust: Contagious metal-eating Rust Weed spreads fast
10. Gerdle’s Plea: Gerdle thinks he can stop the rust... with your help

219
Landmark Locations
WESTLAKE
Nestled between mighty lakes, and standing on heavy
timber beams above a winding river, is a town of bridges
and wet-planked piers called Westlake. This diverse
fishing-trade city is ruled by a greedy xenophobic lord
named Wassle. He and his court are intent to start an
open war with frog-kin everywhere, recklessly taunting
the empire of the west.

D10 LOCATIONS

1. The Underwalks: A shadowy place beneath the streets


2. Slouching Street: The edge of the city droops into the swamp here
3. The Boneyards: Dead frog folk are buried in a mass grave here... awful
4. Hoist Pier Corner: Cranes crowd this dock area in the north anchorage
5. Mayor’s District: A row of stately homes and high rooftops
6. Mud Lake: The swamp has all but drained here... an impassable mire
7. Trimble’s Trout Tavern: Where outdated fishermen spit about frogs
8. Tar Yard: Ships are sealed with hot pitch for marsh travel
9. The Leaning Wall: The town wall is a soggy mess, barely upright
10. A Lonely Oak: One ancient tree stands at town center, darkening

D10 EVENTS

1. Mudfish Attack: Mindless land-skippers swarm the town... again


2. Boats Lost: A trio of skiffs are destroyed by frog traps
3. Rain Dance: The croaking song of frog shamans is heard by nightfall
4. A Slaughter of Frogs: A horrific heap of frog dead is left to rot
5. Bog Titan: A monster of root and muck crashes into town... summoned
6. Rats!: Vermin overrun the streets in countless numbers
7. Recruitment Day: Wassle calls up forces to attack the west
8. Seeding the Marsh: A group of druids hopes to plant trees
9. Parade of Dragons: Poorly-made floats supplicate Varinax
10. The Diplomat: A frog-kin noble arrives, hoping to barter peace

220
Landmark Locations
WOLF WATCH
The fallen realm of the Skandahar is now reduced to a
single town in the endless snows of the ever-colder north.
This drift-covered village is in darkness half the year,
inhabited by elder werewolves and other exiles. The goals
and values of such folk are mostly hidden from mortal
minds. Despite all this, there are rare and intrepid trade
voyages to this shore in summer months.

D10 LOCATIONS

1. Longboat Graves: The fallen war fleet of the northmen litters the ice
2. Frozen Village: A series of huts, crusted in ice and frozen blood
3. Broken Ice: A barely-passable tangle of jagged shapes and freeze
4. Snowfield: A vast basin of deep snow and howling wind
5. Black Gravel Beach: This shore is beautiful, but battered by wind
6. Jagged Pass: A steep, dangerous rock ascent accesses further reaches
7. Moonhalle: Werewolves gather in this church of the forgotten gods
8. Icebarrow: Tunnels in the ice offer long descents into the below
9. Boulder Field: A scatter of immense grey boulders in deep snow
10. Warming Hut: A tiny cabin defies the elements here, cozy

D10 EVENTS

1. Ravenous: Hunger-mad werewolves attack from all sides


2. Ice Wolves: A mighty pack of arctic hunters circles the area
3. A Beckoning Moon: A full moon illuminates the ice... howls heard
4. The Dread Elder: The ancient lord of werewolves makes an appearance
5. Empty Wind: A screaming gale makes all travel impossible
6. The Wretches: Those who cannot turn will kill for no reason
7. Night of the Pack: Once a year, werewolf-folk revel in the cold
8. Rescue: A lycanthrope elder beseeches you for help
9. A Burial: A mighty werewolf is laid to rest after centuries
10. Desperate Howl: The werewolves are dying, seeking help

221
Rivers and Lakes
FRESH WATER
If traversing lakes, ponds or rivers large enough to
require the use of a boat, roll on this atlas table. If
exploring a specific environment type, simply choose the
location and roll the event for best fit. The center band of
The North Holds has many sizable freshwater places to
explore, usually via barge, rowboat, skiff or fishing boat.
Mast ships are too large for such waters.

D10 LOCATIONS

1. Rocky Marsh: Mucky waters broken by odd boulders here and there
2. Narrows: A pinch point of steep or sandy shores
3. Tangled Reeds: Tall grasses and cattails rise from weed-cluttered water
4. Thrashing Waves: Wind or currents create chaotic, crashing water
5. Waterfall: A rocky ledge hosts a cascade of rushing water
6. Heavy Current: By slope or drainage, the water is moving fast
7. Mud: This area is packed with impassable mud just below the surface
8. Calm Stretch: You happen on a serene stretch of water
9. Calm Stretch: You happen on a serene stretch of water
10. Pleasant Shallows: This area demands slower travel, but easy to swim

D10 EVENTS

1. Water Beast: Some huge aquatic monster is in this area, lurking


2. Frog-Kin Cadre: Frog folk attack from below the surface!
3. Snag: Your craft is hung up on the bottom... tangled in sticks
4. Off Course: You suddenly realize you are miles from the route
5. Flotsam: Debris from a broken boat or flood clutters the water here
6. Fog Bank: Impenetrable fog descends, making travel almost impossible
7. Smooth Sailing: An easy bit of progress
8. Smooth Sailing: An easy bit of progress
9. Great Fishing: The waters are teeming with all kinds of edible fishes
10. A Glimmer Below: A glittering treasure is spotted in the water

222
Seas and Open Ocean
MIGHTY SWELLS AND SURF
The open seas of The Holds are far too powerful for small
boats to survive. Mast ships must be used to traverse
these waters. The seas here are also ice cold. Sailors
who plunge into these waters must roll Resist or Survival
every round, or die instantly in the icy waves. Each round
making such a roll, incur an additional -1 penalty, making
survival more and more difficult as seconds slip by.

D10 LOCATIONS

1. Open Water: A vast, featureless horizon of blue


2. Open Water: A vast, featureless horizon of blue
3. Open Water: A vast, featureless horizon of blue
4. Tiny Island: Too small to be mapped, a rocky or sandy outcrop
5. Precarious Shallows: Larger ships can’t traverse these areas
6. Precarious Shallows: Larger ships can’t traverse these areas
7. Deep Water: This is a place so deep an eerie blackness meets the eye
8. Iron Buoy: A huge rusted sphere is chained to some distant reef below
9. Docking Pylon: A heavy timber is anchored, with an iron cleat at top
10. Sheltered Cove: A windless shelter perfect for mooring a ship

D10 EVENTS

1. A Mountainous Swell: One colossal wave approaches... a rogue


2. Head Winds: Your progress is all but halted by cold gusts
3. Tempest: A wild, rampaging storm throws your journey into chaos
4. Rocks Ahoy: Your vessel is headed for a group of uncharted daggers
5. Merfolk Attack: Fish men leap from the waves! Death to air breathers!
6. Song of the Sea: A haunting song draws you and crew to a mystery
7. Smooth Sailing: Goodly waves, decent wind, a fine day
8. Smooth Sailing: Goodly waves, decent wind, a fine day
9. Smooth Sailing: Goodly waves, decent wind, a fine day
10. Tail Winds: Your journey is hastened to its end immediately

223
Rooms
BEYOND THE DOOR YOU FIND...
During their many adventures, heroes will discover many
rooms... be it in castles, houses, shacks, cabins, palaces,
or above the local tavern. As the wooden door creaks
open on black iron hinges, the contents are revealed. For
best results here, think of a ‘room’ as any architectural
space confined by doors and windows, and use your
imagination to fit the roll to the moment.

D10 ROOM FUNCTION

1. Holding Cell: Barred exits, manacles, straw, wall-hooks, a skeleton


2. Butcher’s Room: A huge bloody table, numerous sharp implements
3. Workshop: Tools, tables, parts, unfinished projects, fasteners: a mess!
4. Gallery: Tall tapestries, frescoes or paintings line this space majestically
5. Quarters: Beds, dressers, personal items, clothes, a weird chair
6. Atrium: Odd plants, lofty windows, one or two creepy statues
7. Hallway: Wall-candles; long, narrow carpet; glass curio cabinet
8. Dining Hall: A dining table, candelabras, platters, mugs, velvet chairs
9. Drawing Room: A scholar’s den: desk, bookshelf, antler lamp, pipe
10. Library: Ladder-accessed shelves of books, candle-lit reading stations

D10 EVENTS

1. Monster Encounter: A single, monstrous foe is here, ruining things


2. Elite Foe: A giant, powerful, trained or mutated enemy is in the room
3. Guard or Occupant: A random enemy is in this room, will not leave
4. Numerous Occupants: Enemies are all over the place in here
5. Hidden Trap: A rug or furniture trap can be found with a keen eye
6. Empty for Now: This room is vacant, but sounds are heard beyond
7. Long-Abandoned Place: Dust and cobwebs abound, eerie quiet
8. Bell, Chime, or Noise: Entering this room causes a piercing sound
9. Friendly Occupant: A lord, scholar, priest, explorer or hermit is here
10. Valuables: You find treasure of a random sort, neatly placed

224
Chambers
THIS SPACE IS HUGE...
Ah, the mighty interior spaces of The Holds! Many are
the engineering marvels of this world. When our heroes
enter vast entryways, feast chambers, coronation halls,
cathedrals or ancient libraries, these tables can reveal
what they find. ‘Chamber’ here refers to any massive
interior space, usually serving a public, celebratory,
religious or governmental function.

D10 CHAMBER FUNCTION

1. Hall of Horrors: A windowless space with chains and red light


2. Lair: A place used as both residence and ritual temple
3. Library: An expansive set of staired tiers with endless shelves
4. Colennade: Giant columns stand in an impressive row, long shadows
5. Botanical Garden: A delightful space of giant ferns, flowers, vines
6. Clockworks: Intricate brass rings, toothed cogs, globes, levers
7. Throne Room: This marble space centers on the chair of a ruler
8. Statuary: A collection of curated sculptures showing an art period
9. Cathedral: Giant stained glass, towering roof murals, brass organ
10. Dance Hall: A decorative, whimsical space for parties

D10 EVENTS

1. Vile Ritual: Robed cultists or monks perform some strange rite


2. Lying in Wait: Something or someone is ready to spring on heroes
3. Secret Event: A cabal of masked lords gathers for hidden reasons
4. Monstrous Occupant: A giant, enchanted thing dwells here
5. Gala: Folk have gathered to drink, dance, and debate
6. Lonely Occupant: A sole monster or person resides or broods here
7. Altercation: Two people or groups are arguing, about to get violent
8. Something Isn’t Right: Dead quiet hides something about to spring
9. Saintly Gathering: Holy scholars and supplicants pursue divine grace
10. Valuables: Treasure is discovered, alluring on a plinth or dais

225
Caverns
THE WORLD BELOW
When the forces of water, wind, or earthquake form
hollows in the bedrock, caverns are made. These nature-
hewn spaces follow no architectural standard, going up,
down, or sideways at random. The surfaces can be broken
or smooth. The openings can be immense or tiny. There
may be scatters of broken rock, underground lakes, or
evidence of long-dead delvers here.

D10 CAVERN TYPE

1. Flowstone Complexity: Dense hall of columns and bulbs, no easy path


2. Crumbling Fissure: A huge crack forms this unstable hollow space
3. Open Gulf: A bottomless pit with sheer sides and an eerie wind
4. Hewn Chamber: Someone or something has cut this space from rock
5. Mine Depot: Supplies, carts, and ore are kept in this uneven space
6. Mined Vein: A long, narrow cave with one wall worked by tools
7. Geothermal Steam Chamber: Vents, geysers, bubbling mud, heat
8. Lake: Stalactites hang over a black-water lake in a vast cavern
9. Ancient Ritual Cave: Markings and odd stone effigies from a lost time
10. Amphitheatre: A dome-roofed cavern, immense, echoes forever

D10 EVENTS

1. Elite Foe: A giant, ancient version of a random monster dwells here


2. Monster Encounter: A random monster is found here, lurking
3. Guard or Inhabitant: A defensive stance is taken by this foe
4. Numerous Occupants: A horde, team, or swarm of something is here
5. Trap: Pressure plates, wires, or magical means snare this space
6. Empty for Now: There is nothing here, but sounds echo beyond
7. Long-Abandoned Place: Nothing has stirred here in an age, silence
8. Long-Abandoned Place: Nothing has stirred here in an age, silence
9. Friendly Occupant: A spelunker, miner, or hermit is found
10. Valuables: Either by design or accident, random treasure is here

226
Passages and Tunnels
THE WAY FORWARD LIES AHEAD...
Sometimes, the spaces between others are the setting
for an encounter or scene. The heroes will most often
travel such places to reach a goal of some kind, forced
to contend with whataver blocks the way. Passages and
tunnels are defined by their all-too-narrow paths and
linear shape. Enemies and hazards will exploit this fact
whenever possible... confining heroes.

D10 PASSAGE TYPE

1. Flowstone Descent: A slippery one-way slog downward


2. Narrow Precipice: Mere inches of rock are the only path forward
3. Fissure: This passage is a tight crack that must be squeezed through
4. Worm Tube: A perfectly round tunnel with spiral ribbing
5. Broken Descent: Crumbling stones offer a dangerous way down
6. Uneven Ascent: Climbers move very slowly upward in this passage
7. Waterway: You find a stream running through the depths
8. Chimney: A tight vertical ascent with very few handholds
9. Boulders Ascent: Huge rounded rocks offer a way upward
10. Immense Cavern: A gigantic space that connects other areas

D10 EVENTS

1. Collapse: The ceiling gives way! Roll for injury or separation


2. Gatekeeper: An enemy blocks the exit of this tunnel, on guard
3. Crumbling Walkway: The floor crumbles! Roll for falling injuries
4. Sliding: A sudden slope swallows heroes here... a one-way trip down
5. Double Back: This tunnel leads back to the previous area
6. Divider Trap: A huge slab of iron drops, splitting the group in two
7. Killer Trap: Pressure plates trigger darts, pendulum blades, or spikes
8. Snare Trap: A tripwire wraps and entangles the lead party member
9. All Clear: A serviceable passage with no obstacles
10. All Clear: A serviceable passage with no obstacles

227
“By whatever road you came here,
by whatever power you live,
by all we hold dear,
by the white bird and the holy order,
I cast you out!”

-Adelaide Fairfield
The
DUNGEONS

229
A Leaning Stone
“Are you ready? It is almost time.” Hagakure leaned in, checking the iron
manacles, one wrapped hand on his friend’s shoulder. It was never easy to
read the true emotions of frog-kin, but this moment was an exception.

“I am,” came the answer from Darrim. His eyes were sunken, his will to
fight the wolf spent. “Better oblivion than what lies beyond the moonrise.
We’ve delayed this as long as we can, old friend. The cycle has come for
its due.” Hagakure offered a slow nod. Darrim reached up, “The amulet.”
“Yes.” From his bogu sleeves, Hagakure revealed a glimmering silver
medallion. The design was crested with vines, a central emerald catching a
gleam even in this lightless tomb. “Once you turn,” he said, gently placing
the chain over Darrim’s head, resting the amulet squarely over his heart,
“the true silver will destroy you. It will be quick.”
“More than I deserve, Hagakure.”
“You never asked for this. Your honor is unbroken.”
“But not my soul. The memories of the wolf are stronger than those of
the man. All I see is death... their faces.” He paused. “Do you remember
when we set out to rescue Mena from the Emperor? You were dour as a tax
collector... idealistic... absolute. How far we’ve come from those ambitious
days. What are we now? Exterminators? Butchers?”
“Darrim-”
“I will answer for every life I have taken with these hands, but for none am
I more sorry than your little Mena. She didn’t deserve-”
“Let her spirit sleep, my friend. Let her name fade, with any blame. That
creature is not you, and I reserve my wrath only for the wolf, not the man.”
“Then you do what I cannot.”
“One friend to another-”
“As iron sharpens iron.”

“Good travels, Darrim Riverdal. No friend could be so loyal. I salute you.”


Hagakure reached for the whisky flask. It was ivory and redwood. Within,
a syrupy barrel-aged rye from Ullur. The best. Darrim took a deep gulp,
savored the burn, fought back all its nostalgia.
“Leave me,”
“I’ll stay right where I am,” came Hagakure’s reply, and he lay one hand on
his sword-haft, light as a feather.
A Leaning Stone
Moments later, a ray of pale moonlight materialized from the west,
entering through a window-cut in the barrow wall. It grew brighter,
sharper, and reached Darrim at last. Where fell that colorless beam, the man
changed. His limbs popped and cracked, elongating. The ribs multiplied,
shoulders expanded to fill the chamber, and the head... his face was twisted
and stretched, fangs breaking the lips, great tufted ears sprouting upward,
and insidious, loveless eyes where a friend once was... hungry, ravenous
eyes. On the ninth cycle of change, only the wolf remains, and there is
no changing back. This truth Hagakure saw in those hate-filled eyes... a
bottomless black with no way home.

He heard a sizzling, a hissing of flesh and emerald fire. Then, as the amulet
waged its unstoppable power against the creature, Hagakure watched,
stone-still, as every bone, every whisker, every fang, every fond hope for
his friend, burned away in faerie flames and stinging smoke.

Only the amulet remained. This the frog-kin collected in silence, then
stood, and stepped outside.

Beyond the confines of the mound, the enemy had gathered, as he anticipated.
They came for Hagakure’s head... wolves old and new, and more horrible
forms of lycanthropy mixed in. A few dozen were their ranks... ravenous
and foolhardy were they to muster so few against a frog-kin warrior.

“Disperse, monsters! Darrim the Destroyer is no more! You’ll not sully


his courage with this pathetic display.” Again, the green-skinned hand lay
deftly on the sword.

The only reply to this was a din of roars and slobber, claws biting, sinews
tensing. They did not come for words... only blood. So once again, Hagakure
presented the amulet, placed it ‘round his own neck as a talisman, and the
icy whine of his blade was heard in the dark. It rang with a rush of air. One,
two, three strokes and two steps, as many of their number fell.

So the wolfish dead were piled that night at the grave of Darrim Riverdal.
Ruinmoor
The largest landmark in The North Holds is the crumbling remains
of Castle Blackmoor, now a maze of dangers and decay simply called
Ruinmoor. This place was vast in its height, a fortress the size of a city,
with numerous undercrofts and layers below. Now, in its age of darkness,
it is even more labyrinthine, even more deadly. Ruinmoor is a mapless
dungeon, meaning players must make the requisite rolls to access new
areas. This is always found as a roll of 4 on the location roll. Even then, the
rolled encounter must be dealt with to proceed.

Here are the major areas that comprise Ruinmoor...

The Rows: Surrounding the towering ruins here is the skeleton of a once-
busy city. Blasted houses, burnt fest halles, and weed-choked streets
complicate any approach to the deeper areas.

Battlefield Tides: On the northern shore here is the ghostly place where
werewolves, orcs, and men clashed. The waves work to erase this grim
scene, but it is yet piled with the leaning spears and broken bones of war.

Rubble Heaps: When most of the upper castle collapsed, great masses of
stone fell, forming new warrens and antechambers. A maze of madness.

The Outer Cliffs: Attacked in the west by the Frog Nation so long ago, the
cliffs are battered with cannon scars, siege scaffolds, and wreckage.

West Tower: Visible from afar, the impressive West Tower still stands,
complete with titanic cone roof and myriad windows. Within, spiral stairs
access stacked galleries and research rooms.

Undercroft: Below The Rows is a place of terror... collapsed tombs, the


barrows of underminers, and the darkest secrets of the earl’s experiments.

Ruin’s Rest: History holds that the great hollow below the castle was the
landmark that started it all... a hole deep enough to contain a starfallen
relic... a crater from some distant past. Many doubt this area to exist at all.

232
Ruinmoor
THE ROWS
After exploring the outermost streets and debris-strewn
alleys of Ruinmoor, you enter The Rows... where narrow
avenues access burned or buried houses in all directions.
As you pick your way along, a powerful gloom hangs in
the air. Something stirs in the rubble, just out of sight.
You are entering a realm of ghosts.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Pillar Fall: A daunting clutter of fallen stonework must be crawled


across to proceed. Each fallen column here must weight ten thousand
stone. The pillars offer many hiding places.
2. Upheaval: Some seismic disaster has shattered the street here. Houses
have toppled inward, creating a barely passable space. Each step has a
50/50 chance of causing a collapse or debris-fall.
3. Collapsed Tavern: One huge building has crumpled into ruin here.
The only way is through. Once inside, scouting or investigation skills
will be needed to find any possible route.
4. Cleared Avenue: This cobble street is passable, even though scattered
with rubble and fallen timbers. EXIT! Battlefield Tides and Rubble
Heaps can be accessed beyond.

D4 ENCOUNTER

1. Phantom Dogs: 1D8 Phantom Dogs appear, 1D8 additional each


ROUND for 3 ROUNDS. They circle and attack, hungry for souls!
2. Rat Swarm: A river of rats bursts into the area, destroyed only by fire
or other area effects. They all pour from a crack in the pavement.
3. Skeleton Heap: A pile of human bones stirs and stands upright... a
terror of a thousand skulls. It lurches toward you, clumsy and huge.
4. Scallywags: Hooded graverobbers and thieves are moving in a group
here. When they see competition, they attack from the shadows.

233
Ruinmoor
BATTLEFIELD TIDES
The sand-covered remains of a titanic battle between
Skandahar and Blackmoor forces decades ago. Ruined
longboats, rusted spears, and clutching skeletons are
found on the rocky shore. In the shallows, one mighty
galleon, four masts broken, stands shipwrecked for all
time. This is a mass grave.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Ropes and Ribs: The beach is littered with decayed forms, tangled
halyard lines, rotted sword-belts and other rusted debris. If you lose
your footing here, suffer 1 attrition.
2. Haystack Rock: One colossal crag of basalt breaks the scene. The
spire is 40’ high. A tiny hollow is found within.
3. Docks No More: The old seaport is now in ruins. The planks are slick
with sea-mud, making all movement hazardous.
4. Wreck of the Silvaros: A warship... leaning and creaking in the waves.
EXIT! A rowboat tied here can be used to access the Outer Cliffs.

D4 ENCOUNTER

1. Ghost Captain: The phantasm of a long-dead war captain drifts over


the sand with a hateful sneer. When it spots the heroes, it takes on a
demonic form, conjuring 3 undead crew to aid its incorporeal attack.
2. Wrathful Tide: Unnatural waves slam the shoreline. Each round spent
in these waves, roll Survival or suffer 1 item attrition... equipment lost
in the foamy green churn
3. Skandahar Collector: An elder werewolf is prowling the bodies and
debris here, searching for some lost trinket or powerful skull. It spots
your group, cloaking itself with magic as it prepares to attack.
4. Waterlogged Chest: You find an iron sea chest lodged in the sand. As
you struggle with it, the Wrathful Tide (#2) approaches the beach.

234
Ruinmoor
RUBBLE HEAPS
Huge, curved chunks of castle structure are fallen here.
Entire gable-roofs, bridge-arches, iron doors all scattered
in massive piles. Hollows can be found, too, where
structures survived the toppling of Blackmoor Castle. This
sunken, chaotic terrain is avoided by people, but grim
horrors call the ruins home.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Great Hall: By some miracle, this huge chamber is intact. Every


ROUND, though, a massive chunk of stone falls in a random location.
2. Inverted Stair: This segment of castle tower has tumbled and turned
upside down, but is mostly intact. A climber’s nightmare.
3. Precarious Crossing: This terrifying ruin houses a bottomless gulf
below. The only way forward? A chance collection of roof-beams
serving as a foot bridge.
4. Cobble Climb: EXIT! A chance arrangement of loose stones allows for
a ladder-like ascent out of the heaps. The West Tower can be accessed
here, atop the perilous climb.

D4 ENCOUNTER

1. Bats: A spiraling cloud of ravenous bats attacks the heroes, relentless.


Nothing will stop them until every last one is destroyed.
2. Ceiling Slime: A gigantic, dripping ooze of green gel stretches down
to feed on heroes with corrosive splashes, immune to many attacks.
3. Cavern Crabs: These oversized crabs, each the size of a mule, live
in stone hollows. 2D4 appear, clacking and clicking, walking on all
surfaces.
4. Booming Voice: A ghostly echo of old doom fills the area. “Be
gone, interlopers! Leave the dead!” The voice causes dizziness and
disorientation, punishing heroes’ minds as they navigate the space.

235
Ruinmoor
OUTER CLIFFS
The southwest face of Ruinmoor is a sheer rockface,
overlooking the bay toward Mooncrest. This dizzy edifice
is perforated by cavern entrances and grottoes. These
caves and hollows are occupied by fish-men, frog-kin
skirmishers, giant birds and more. The deepest of the
caves wind up into the haunted heights of the West Tower.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Shallow Grotto: A bowl-like depression in the cliffs, accessed, and


exited, by a perilous climb.
2. Iron Spike Path: Stoneworkers have cut a dangerous path along this
cliff wall. Occasional spikes in the stone offer handholds.
3. Nest Ascent: A cave filled with sticks and feathers. Large eggs are
found, and a screech heard. Trigger the Raptor Hold encounter.
4. Winding Tunnel: EXIT! A deep, twisting corridor allowing single
file travel. Misty sea air howls through the narrow, making everything
damp. Access the West Tower or Battlefield Tides here.

D4 ENCOUNTER

1. Frog-Kin Killer: A lone assassin from the marsh empire is prowling


here, armed with curved blades and shadow-magic. A truly formidable
foe, set to interrogate and slay any they meet.
2. Fish Enclave: 2D12 fish-men are huddled here, angry and surprised
when disturbed. Above all, they will try to shove intruders off the edge.
3. Raptor Hold: 1D6 giant eagles come swooping in, tearing at heroes
with massive talons and parental instinct.
4. Sleep Mutant: A colorless, lifeless shambler appears from the shadows.
Its eyes are like mirrors, skin paper-thin, green veins bulging. It hisses
horribly, hungry for blood... a child of the hideous experiments that
created the first vampires.

236
Ruinmoor
WEST TOWER
These blasphemous, iron-spiked heights were once
home to the black-hearted experiments that gave rise
to lycanthropy and vampirism. Countless souls were
deprived sleep, torn to pieces by the eye-in-the-well, or
transformed into ever-hungry horrors here. The echoes of
such evil are all too fresh, all too angry, all too powerful.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Laboratory: Broken glass carboys, spiral tubes, heavy specimen jars


and far darker tools clutter this cobwebbed space.
2. Storm Pinnacle: The height of heights... where the evil of elder days
was sent forth on leather wings. Do. Not. Fall.
3. Library of Shadows: Concentric aisles of bookshelves, moldering,
rotted, forgotten... an odd layer of frost is found here, and it is all too
easy to get lost.
4. The Earl’s Chamber: EXIT! With massive windows overlooking the
realm, this vast, private chamber was once the bower of the king. A
secret panel reveals a spiral stair down to The Undercroft.

D4 ENCOUNTER

1. Countless Dead: A crowd of decayed forms stumbles forward, no


fewer than 100 strong, biting, clawing, moaning.
2. Starving Vampire: A single blood-drinker prowls the dark in mist
form... one of Akarov’s children... an agent of contagion.
3. Tome Wraith: Life-drinking specters guard the books here for eternity,
appearing in a group of 3. They crave life and conversation.
4. A Weary Ghost: The apparition of the Earl himself hovers here... a
king in war-armor, brooding for eternity. He laments his doom-driven
ambitions, his trail of blood, the betrayal of Akarov, the botched
campaign against frog folk... heavy is the brow of this trapped spirit.

237
Ruinmoor
UNDERCROFT
Far below the ruins, accessed by hidden stairs, in the
timeless shadows of places long-hidden, doom seethes.
Here Caligos is soaking the walls with blood. Starfallen
forces haunt the stones. Only the most resourceful dare
tread here... for here nests death itself,
incarnate in the womb of the world.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Freezing Tomb: Crystals of frost grow in huge varieties, coating every


surface here with slick, metal-gripping cold.
2. Exodur Fragment: A huge, ring-shaped fragment of a starship rests in
this cavern. It is immense, untarnished, perfect, shimmering.
3. Sphere Stone: EXIT! A single boulder is found, spiral-etched, serving
as a door for a deeper chamber. Access Ruin’s Rest here.
4. Gravity Well: EXIT! Beyond the boulder, a void is found below. It
has no gravity... an aftereffect of the starship. Access Ruin’s Rest here.

D4 ENCOUNTER

1. Star Sentinel: A construct of some distant world offers heroes


equipment and knowledge from the stars.
2. Frog Raiders: A strike team of 3 frog delvers attacks. Truly deadly.
3. Blood Elemental: A giant of gore and horror rises from the graves and
crypts, mindless, lashing. In the gushing mass of it, the equipment of
dead adventurers is seen.
4. A Vision of the Dreamer: Caligos itself invades the heroes’ minds
at this depth. The yellow eye of the blood god oppresses and crushes
them, despite treasures to be found all around. If endured, a thousand
secrets can be gleaned from the vampire-lord. If not, heroes will turn
against one another, dream-touched, new children set on nothing more
than drinking fresh blood in the depths.

238
Ruinmoor
RUIN’S REST
Before Castle Blackmoor existed, in primordial days, a
mighty crater was found here. In its depths were strange
magics from the stars found, and so construction began
to conceal and harness this place. Now, the crater is a
colossal cavern... final hiding place of the
starfallen sword... or at least... it was.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Fire Halls: Flame-kin from the realm of Pyros have an enclave here...
standing watch over the starfallen blade.
2. The Alloy Bell: They who crossed the stars brought a giant cylindrical
bell of iridescent alloy. It rests in a cathedral-like chamber.
3. Zipler’s Grave: In a lonely cavern of flowstone and trickling blood, a
solitary slab marks the soul who last kept Ruin.
4. Ruin’s Cradle: EXIT! In a space of leaning ice and bedrock, prisms
of quartz serve as resting prongs for the starfallen sword... and they are
empty. A dimension rift here can be used, one-way, to access any area
in Ruinmoor instantly.

D4 ENCOUNTER

1. Phase Beast: A semi-material orb-beast from the plane of chaos hunts


for prey here... drawn to starfallen alloy.
2. Iskel the Damned: Ithamel’s murdered son seeks Ruin for the darkest
of reasons... unkillable, relentless, sadistic.
3. Ruin’s Echo: A dimensional ‘copy’ of the starfallen sword drifts
forward, hungry for blood, abstract, confused, semi-sentient.
4. Calling Threya: The walls here call out to Threya, Ruin’s new keeper.
With focus and effort, heroes can contact her. Where is she? Where
is the blade? What news and what plans for the mightiest weapon in
creation?

239
Gulglac
While the frog empire grows in power, a civilization approaching its
height, the ugly prehistory of frog folk festers in the vine-choked ziggurat
of Gulglac. Here is the brutish cult of frog-kin who yet worship Heke’Qil,
a brutish frog deity from primordial times. The pyramid goes largely
undisturbed, as its approach is a maze of waterways and choking mud
sloughs.

Here are the major areas that comprise Gulglac...

Lake of Gulg: The water surrounding the ziggurat supports little life. This
is not because of a toxin, but because the water itself is a single, enormous
organism... a rare variety of giant slime in lake form. To traverse this unique
froggish moat requires cunning and speed.

Ground Tier: Flooded Halls: Resting in twenty feet of lake Gulg, the
lower halls of the pyramid are partially submerged in predatory slime. This
offers ideal traversal for frog-kin, but a complex mess of deadly passages
for intruders. Worker frogs and others of low station inhabit this tier.

Second Tier: Egg Chambers: Protected behind stone walls ten feet thick,
these crowded rooms are packed with gelatinous orange bulbs, a tadpole in
each one. There are thousands of them, carefully tended by nursing toads.

Third Tier: The Jade Engine: The beating heart of the Heke’Qil people
is a huge machine of sorts, hewn from pure jade. It is a series of rings
and sliding pistons, all spinning tirelessly to build arcane power for their
enclave. This tier of the pyramid is mostly one gigantic chamber to house
this wonder of the forgotten world... and channel its power upward.

Tower Tier: Ritual Nest: The cubic space atop the ziggurat contains a
stone effigy of Heke’Qil. The immense toad-being is a petrified form of
the demigod Heket, whose power is focused in a single emerald, mounted
in the statue’s forehead... the Eye of Heket. Someday, when the frogs build
enough magic power, they will awaken their lord, and a never-ending
deluge of rain will plunge the world into mud and flood forever.

240
Gulglac
LAKE OF GULG
A square perimeter of green-brown slime, more watery
in spots, more gelatinous in others, surrounds the
ziggurat of Gulglac like a moat. Rumor holds that this
lake is intelligent... allowing only the primordial frogs
of Heket’Qil to touch its surface. For all others? A
suffocating doom in the murk.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Open Lake Surface: A wide, jiggling surface of brown liquid akin to


pudding or gel. It is just thin enough for boats to slide across.
2. Rubble Block: A huge green block of carved stone leans to one side
here, half-submerged in the oozy lake-goo.
3. Reed Cluster: You find a dense stand of reeds in the lake, providing
cover but slowing progress with boats.
4. Ziggurat Wall: EXIT! Escape the gelatinous lake by climbing a drain-
gap in the green stone wall. Access the Flooded Halls.

D4 ENCOUNTER

1. Pseudopods: 1D8 tendrils of living goo-water form from the lake and
attack. They have crushing impact, then seek to pull victims under.
2. Stilt Walkers: A team of 2D6 frog-kin move above the lake with
bamboo stilts, firing blowguns from above.
3. Sawtooth Bass: An enormous predator fish moves in the viscous water,
crushing all it finds with huge jaws.
4. Heron Scout: Traversing the lake, you meet a House Heron dwarf,
hidden in a patch of swamp-grass. He is scouting the ziggurat for a
way in, and monitoring the recent activities of the primordial frogs,
who once again seek to raise the god to life. House Heron stout folk are
highly suspicious and self-sufficient. This scout is no different and will
refuse to join an allied party.

241
Gulglac
FLOODED HALLS
However mighty this place once was, it has fallen into
soggy overgrowth. Many of the paths and floors here
are submerged in slime. The sounds of busy croaking,
scraping of tools, and muffled splashes echo. The
masonry is a slick, waxy soapstone, hewn with the cryptic
pictograms of the toad folk.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Rot Room: Partially eaten animals, blobs of sticks and mud, and slain
enemies are heaped in this awful chamber to decompose, later used as
a kind of compost in the Egg Chambers.
2. Stone Smithy: A long, narrow hall with slab work tables and many
primitive tools. Low fires burn on pits of coal at either end.
3. Botanic Atrium: A huge dome-space filled with all manner of herb,
flower, and poisonous weed, cultivated by frog-kin for medicines.
4. Wicker Works: EXIT! This room features tools and supplies for all
kinds of reed-craft, from boats to weapons to armor. Just beyond, a
crudely cut staircase accesses the Egg Chambers.

D4 ENCOUNTER

1. Frog Patrol: 3D4 primordial frog warriors spot you and attack. These
warriors will receive 2D4 reinforcements every round unless some
countermeasure stops their arrival.
2. Frog Captain: An elite frog-kin fighter, huge and adorned with war
paint, feathers and skulls, is waiting to kill you all.
3. Returning Raid: A team of 2D12 frogs returns to this area carrying
cargo and human prisoners, celebrating.
4. Desperate Defector: You stumble on a small, cloaked frog-kin, in
hiding. She is called ‘Nguk’ and wishes to flee the evil of the ziggurat.
“The darkness of Heket’Qil is rising! Please get me away from here!”

242
Gulglac
EGG CHAMBERS
Here the children of Heket propagate themselves. Vast
clusters of orange eggs hang from the ceilings. Lower-
caste frogs do not tread here, only the barb-headed brown
nurse toads entrusted with the care of the tadpoles. These
tadpoles flop and wriggle in an endless procession, down
into the Flooded Halls to grow and work.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Birthing Room: Tadpoles emerge from eggs and swim to the lower
levels through tubes. Tube-openings are everywhere here, slippery.
2. Egg Chamber: A space dense with egg-clusters hanging from ceiling-
vines. Weird orange light glows through the twitching orbs.
3. Soapstone Shaft: You find a square-cut passage that moves through
the ziggurat at an angle, but lacks stairs. It’s a hundred yards long.
4. Tablet Chamber: EXIT! This room holds ancient tablets with
primordial pictoglyphs... a how-to manual for raising and hatching
healthy tadpoles. A flipper-shaped lock seals a jade door here. Beyond
it, access The Jade Engine.

D4 ENCOUNTER

1. Angry Nurse-Toad: 2 portly, barb-headed toad-kin appear, eager to


kill intruders with barbed spears and ranged spells. They will take great
care not to harm the eggs and tadpoles.
2. Blade Guardian: A machine of green jade-stone and brass weapons
assembles itself from a wall-grotto, attacking with fast, spinning limbs.
3. Egg Machine: You encounter a huge, rolling wheel-machine of green
stone. It is built to suck up and deliver eggs. Malfunctioning, it mistakes
you and your allies for those very eggs!
4. Sleeping Nurse-Toad: With a stroke of luck, you happen on a huge
Nurse Toad fast asleep in the area you are traversing. “Shhhh!”

243
Gulglac
THE JADE ENGINE
Primordial frog people are some of the oldest beings
known to have developed technology. Of this, nothing is
greater than The Jade Engine. This massive stone device
turns like a turbine or many-ringed clock, generating
arcane energy. As such, this tier of Gulglac is volatile and
powerful with raw magic.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Rings and Cogs: Gigantic jade rings and copper gears spin and click
in this chamber. One wrong step, and you could be shredded instantly.
2. Scholar’s Podium: A separate, raised area allows an observer to view
the giant machine, take notes, or shout incantations.
3. Parts Room: To one side, a crowded room is filled with copper teeth,
hammers, oil cans and other repair parts for the baffling device.
4. The Conduits: EXIT! A mass of gigantic hoses, pulsing with green
and blue energy, twists up into a round hole in the ceiling. Numerous
wicker ladders here can be used to access the Ritual Nest.

D4 ENCOUNTER

1. Jade Sentinel: Like the Blade Guardian, upgraded with more limbs,
sharper blades, and a ceiling-walk ability, to kill intruders or pests.
2. Frog Patrol: 3D4 primordial frog warriors spot you and attack. These
warriors will receive 2D4 reinforcements every round unless some
countermeasure stops their arrival.
3. Juba, Scholar-Toad: This bespectacled toad-kin wears green
vestments. He is equipped with battle spells and eager to call a patrol if
he is disturbed in his work. “Soon the machine will be at full power!”
4. Felbbs the Doubter: Hiding here is a frightened frog-kin named
Felbbs. He no longer wishes to raise Heket‘Qil and asks to be taken
away from this terrible place. “Please -grop- help little Felbbs!”

244
Gulglac
RITUAL NEST
At the pinnacle of the ziggurat is a cubic structure.
Within, a single chamber hosts historical stelae and the
massive statue-likeness of Heket, a demigod in its own
right called Heket’Qil. Primordial frog-kin worship the
statue itself, seeing it as a conduit for their world-flooding
god. The priests and warriors here abide no trespassers.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Sacrificial Altars: Waxy slabs of green stone are found here, covered
in a thin slime of blood. Discard chutes keep floors free of... the mess.
2. The Lap of Heket: The huge, hideous statue of Heket’Qil is here...
a living god asleep as stone. Between the forelegs is a mighty throne.
3. Brass Bowls: You find a space lined with two rows of huge brass bowls.
In each an odd item, foodstuff, or severed limb is found. The bowls are
a deep amber color, brushed brass, reflective and heavy.
4. Star Portal: EXIT! At the top of this observatory-like structure, huge
windows allow access to the exterior of the pyramid. From here, climb
down to access any other area of Gulglac.

D4 ENCOUNTER

1. The Phantom: A green-and-white mist of living smoke coils and


weaves here, draining those it touches of life force. Souls so drained
seem to stir the statue of Heket’Qil in a frightening way.
2. Toad Warrior: A single, intimidating toad-man warrior stands watch
here. He is armed with all manner of weapons and armor, grim and still.
3. The Heart-Taker: A hooded frog priest, armed with a wavy-bladed
kriss dagger, rushes toward you eager to cut your heart out!
4. Hypnotic Priests: Diminutive frogs in robes croak in a hypnotic chant
that makes it hard to focus, see, or think. There are at least a dozen of
them. Heket’Qil stirs, opening its terrible eyes, and the chant goes on...

245
Runnminir
Below the mountain of Stonemark, also called Folson’s Peak, beyond the
coal tunnels, gold veins, and deep forges, there is a lightless hell called
Runnminir: the Hidden Mine. This is a place forbidden to dwarves... where
passages have been carved by unknown things in unknown times. Still, it
beckons explorers of the underworld... those who would seek Caligos, the
elder before men, the dreamer in the dark.

Here are the major areas that comprise Runnminir...

The Undermountain: Stonemark is a name shared by the town north of


here, the snowy peak above, and the dwarven undercity. These passages
are cut with masterful masonry. Forges, map rooms, feast halls and more
can be found before darker depths are accessed.

Where Dwarves Stopped Delving: Below the deepest levels of dwarven


chambers, stairways, and mining routes, the square stone-cuts and stairs
simply end. Beyond this there are no maps, no sense... just a maze of green,
water-cut passages from elder days.

The Fungus Wilds: Where mycobiology thrives, almost all other forms of
life, at least at these depths, is squeezed out. In the fungus wilds, the entire
landscape, every crawling creature and gliding oddity, is a form of fungal
life... an interconnected super-organism ranging from glowing mushrooms
to intelligent mushroom-folk.

Realm of Blood: At this depth, the walls ooze blood. Rivulets of red cover
the stones, following the time-worn etchings of a lost people. At the heart
of it, hooded apostles trapped in forever-dreams, and the great chasm-
thing of Caligos itself. How could any mortals go against such a geologic
wellspring of evil?

Spider Warrens: Where time begins to slow, deep in the lowest layer of
bedrock, countless air pockets and fissures host vast colonies of spiders
and their kin. These arachnids range from mindless dark-hunters to the
glowing villages of etter-folk and even the dark elves.

246
Runnminir
THE UNDERMOUNTAIN
Below Stonemark, also called Stonemark Peak or
Folson’s Mountain, a series of dwarven mines, tunnels,
and workshops are found. There are also beer halls and
kitchens... a town complete. This place has fallen on dark
times, though, as orc raiders have taken much of the area
by force. It’s time to fight back.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Ullur’s Ale Hall: Huge stone arches give way to a wide hall, filled with
feasting tables and great casks at either side. The mugs are scattered,
the plates broken, and blood spatters the oaken bartop.
2. Workshops: A series of forges, quenching barrels, tool racks and raw
materials. In one corner, a huge fire has burned away the furniture.
3. Mining Complex: Timber braces, coiled rope, and a heap of stout
skeletons inhabit these tunnels, where veins of silver have been mined.
4. Shattered Stairs: EXIT! A gigantic, precarious stair descends into a
void, lit from below by bubbling magma. Cracks split the stone. Access
Where the Dwarves Stopped Delving from here.

D4 ENCOUNTER

1. Orc Raiders: A column of 2D10 Orcs, looking for prey, ambushes!


2. Orc Scout: A highly skilled Orc surveyor hunts your group from the
shadows, alone but capable.
3. Forge Titan: A giant of iron, rivets, and molten steel is charged with
the door-watch of the deeper levels. It cannot allow you to proceed.
4. Thromm’s Folk: You encounter 3 stout folk, all that remains of a
decimated scouting party. They are trying to escape the mountain to
report back to King Thromm, but are all injured and barely equipped.
“We’ve vanquished an Orc detachment, but we paid a high price. Aye,
things are getting worse down here, the king must be informed!”

247
Runnminir
WHERE DWARVES STOPPED DELVING
Evidence of mining and excavation dwindle to nothing as
you descend, entering tunnels cut by earth-eater worms,
dark elves, and giant insects. These strange, meandering
tunnels act as the transition between the blocky halls of
dwarves and the terror of the deep-below. The inhabitants
here? Subterranean fauna who live in eternal dark.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. Worm Chamber: Huge grooves line every surface in this globular


chamber, ‘ribbing’ the walls in concentric rings, the stone glass-slick.
2. Maze: This series of narrow tunnels twists, turns, and intersects,
forcing you to wander in search of a way forward.
3. Iron-Barred Well: EXIT! A huge hatch tops a well-like vertical shaft.
The hatch is heavily reinforced with iron bars and chains. A crude
ladder of rotted timbers descends into the dark.
4. Glow Tunnel: EXIT! You find a wide, down-sloping passage peppered
with glowing fungus and ever-larger mushrooms. A few huge fungal
growths break up the space, forcing a zig-zag route.

D4 ENCOUNTER

1. Earth Eater Worm: A single gigantic worm, mouth lined with rings of
giant teeth, explodes into the space, hungry for anything and everything.
2. Sightless Lizards: A cadre of lizard-folk hunters sneaks up on you and
your group, carrying nets and spears.
3. Beetle Hulks: A trio of huge armored beetles burrow up through the
floor. They feed on, and collect, armor of all kinds. Their iridescent
shells are covered in bits of damaged plate mail.
4. Doomed Excavators: A group of deceased stout folk, all but skeletons.
They have, among other mining gear, a rolled-up canvas map of the
Fungus Wilds. Roll 2D4 for Locations there, choosing either result.

248
Runnminir
THE FUNGUS WILDS
A vast realm of forests, bulbous chambers, open plains
and wandering streams entirely populated by fungal
organisms large and small. The mushroom-folk are the
keepers and stewards of the life-forms here, slow to trust
any who intrude. The only true scourge here is the crystal
creatures from lower depths... who feed on fungus.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. River Network: Bright yellow water flows in complex bends and


tributaries between towering fungal trees.
2. Psyllid Forest: These tall, delicate fungi are mind-altering if touched,
growing in vast thickets.
3. Hall of Pillars: Immense columns of solid bedrock reach the ceiling
here, creating a series of blocked sight lines and dark shadows.
4. Spore Vents: EXIT! Vertical chimneys, going up and down, ‘breathe’
with fungus-induced air currents. Clouds of spores travel here... the air
currents are strong enough to carry people with ease. Access any other
area in Runnminir using these vents.

D4 ENCOUNTER

1. Crystal Feeder: A lumbering giant made of rock and quartz is gathering


fungi for food, but would rather eat you.
2. Earth Eater Puppet: Mind-corroding spores have infested an Earth-
Eater Worm. It clumsily tumbles toward you, a score of hungry new
mouths sprouting in its barbed hide.
3. Bloodflies: A terrible, buzzing cloud of biting flies erupts from a rotting
pitcher fungus. There is no conventional way to defeat such a foe!
4. Mushroom Folk: You encounter a detachment of mushroom-folk
scouts. Their reaction to you is isn’t entirely clear, but they do not
speak any form of surface language to improve matters.

249
Runnminir
THE REALM OF BLOOD
Whether entering from the IRON-BARRED WELL or
the SPORE VENTS, you arrive in this region of the
underworld to find blood trickling from every surface.
Ageless carvings feature a long-forgotten language, an
eerie song echoes from beyond, and the whispers of evil
fill cathedral-like chambers in the dim.
On entry to this area, roll 2D4 until an area exit is rolled

D4 LOCATION

1. The River of Blood: A triangular void in the bedrock wall. Below


it, an ever-flowing river of oozing blood soaks countless bones and
skeletons. The vibration and presence of evil is oppressive.
2. Cathedral of Caligos: A chamber building up and up to a raised altar.
A few chunks of bedrock litter the central area.
3. Miasma of the Husks: A hewn chamber covered in strange glyphs.
Within, a drifting cloud of opaque fog contains ghostly voices.
4. Bridge in the Void: EXIT! A weaving tendril of flowstone crosses a
vast nothing here. A downward climb can access the Spider Warrens.

D4 ENCOUNTER

1. The Underdweller: An arch vampire who acts as keeper and supplicant


to the river of blood. He is ancient, powerful, and accompanied by a
giant plodding ogre called Grodd.
2. Apostles of the Dreamer: Hooded figures scattered in groups of 2 or
3, kept in a dream state forever. They act as portals for the destructive
tentacles of Caligos to enter the material realm from the dream realm.
3. The Frozen: Heroes from various times and places, frozen in lucid
dreaming before they could attack Caligos. Awakened if touched, but
often chaotic in their fervor to attack.
4. Sirens at the Gate: 3 female figures with long black hair sing an eerie
song. Every PHASE 1 and 3, this song can induce dreaming.

250
Runnminir
SPIDER WARRENS
When you enter these caverns, you see vortices of tightly
spun web plugging every corner. Colorless web sacs hang
from distant ceilings. Inhuman skittering is heard. The
path is marked by arachnid mason-craft: sharp, glossy
stonework in gothic archways and pillars. Tiny, flickering
red lanterns are seen ahead... like a myriad of watchful
eyes...

D4 LOCATION

1. Tunnel Web: A long, winding tube of densely spun webbing. Each


step sends vibrations through the strands. Sticky and difficult for you
and your allies, but not for spiders.
2. Etter Temple: Krissus: A temple of black stone decorated with
diamond shapes and inverted effigies of spider-human hybrids.
3. Etter Temple: Olvo: A second arachnid temple, devoted to a sphere-
god... a circular worship hall surrounding the stone ball.
4. Crumbled Chasms: EXIT! Narrow web-tunnels built through huge
leaning boulders can be navigated to access the Fungal Wilds, if they
can be survived. If using Crumbled Chasms, roll 2 encounters below.

D4 ENCOUNTER

1. The Ancient One: The mother of all spiders, a terror to behold, and
eager for warm bodies to feed her countless young.
2. Golianthus: This spider-kin sorcerer wishes to learn more of the
surface. His plan? Capture and mind-drain any who intrude here.
3. Spider Herders: Hulking etter-kin wrangle small herds of baby spiders,
searching for food and tidying the warrens with meticulous effort.
4. Vorn the Wise: An etter-kin ancient, walking with three fungal staves,
covered in gray whiskers. He would see spider folk less hated, and to
meet this end he wishes death on The Ancient One and her endless
hunger. “These many eyes be true, humans. Will you help me?”

251
“Our steel is not reserved for living men,
nor frogs nor elves. We strike from hell’s
heart at all who oppose us...
we who only know
pain and exile and death.”

-Korsk, Orc Chieftain


THE
ENEMY

253
A Leaning Stone
The empire of frogs would have the world believe it is infinite in power,
endless in reach. In some ways, this bravado rings true. The armies of
Croakakame are vast, but the sheer weight of the empire takes its toll
decade by decade. Not easily are such massive forces sustained, nor the
great sprawling temples maintained. So, after Bloodwing was destroyed,
the emperor drew much of his strength back from his frontiers to The Isle
of Toads. It was proclaimed the new heart of the frog nation, and tributes
were brought from far and wide to fund its renovation.

Since then, the efforts have floundered. Disruptive rebellions, natural


disasters, waning coffers, and a growing roster of enemies hinder the
emperor’s designs. Many frog-folk believe it is time for new leadership,
even an alliance with men and elves. This view is treason, and punished
accordingly. Still, there are those who do not fear the emperor’s gallows,
and those who would use his weakness to drive a wedge into the court
of toads. Of these agents, two met on a foggy night in the western marsh
lands.

“Here? Of all the mud-pits in the marsh, you summon me here?” Ketta
loosened her bogu, spun the belt-knot, and lifted her scabbards. There were
five in all: three longswords, a sickle-dagger, and her odak. The scabbards
she deftly held in one hand, while lifting her bogu with the other. Her
legs she folded in traditional style, and descended to the bamboo mat,
weightless. She was frog-kin, highborn, flawless and pale, with eyelashes
delicate as a butterfly’s wings.

“There is no better beer in the west, Ketta. You look- well- beautiful as
ever, my lady.” Hez took a comical bow, a bucket-mug already half empty
in his left hand. From this bow, he looked up with a smile. Then came his
great laugh, booming and full and free of care. The mug he slammed to the
floor, then tumbled into her with a hug of beard and chainmail and clumsy
affection. “There are no words, Ketta. Gods and devils, I knew you were
alive. Those fools had no idea who they were messing with!”
“Hez, please.” She pushed him back, but had to smile. He was a century
older than her, but always a little brother, and the best friend one could
hope for. Stout folk had a way with friendship... they seldom wavered.
“Alright, alright, have I wrinkled your bogu? Ha! I knew you’d come!”
A Leaning Stone
Hez and Ketta had been through all kinds of perils and adventures over
the years, but none more dangerous than to plot against Croakakame.
They kept their booth-door shut tight, and spoke in low tones. Not even
the defiant spirits of the Herons would approve this treachery. They had to
tread with utmost care.

“I see how we get in, and the housekeepers can smuggle us to the upper
levels, but then what, draw steel and go berserk? Hardly a plan.” Ketta
sipped tea and snacked on fried trout.
“That’s the best part, big sister! All we need do is the ‘tett-froekn’ and
make our escape! The emperor’s rage is what we want, not blood spilled.”
“Tett- what?”
“An old stout folk tradition... a knock on the head to show no fear. A taunt.”
“You want to knock emperor Croakakame, supreme lord of the largest
army in The North Holds ‘on the head,’ and run away?”
“Exactly. So you have heard of it!” Hez took another quaff, gestured for
another bucket-mug. Three would be a fine night.
“Why leave him alive if we’re that close? A throat is easily cut, even the
throat of an emperor.”
“Silly goose. If we kill the old fart, the chaos will be- well, chaotic! If
we anger him, however, he will expend his resources pursuing us, saving
face. His honor will bleed him dry. Then, the rebellion can do all the heavy
lifting. We’ll be sipping sprout-rum in Cloudtop!”
“And if we don’t escape?”
“Well, he’ll skin us alive and no one will even know we tried.”
“A merciful description of what will happen.”
“I’m an optimist.”
“That, of all things in this plan, is abundantly clear.”
“I knew you’d like it!”
“Hez, you hammer-head, it’s terrible.” There was a long pause. Ketta sipped
her tea, folded her bogu over her lap and flopped a red napkin on her bowl.
She looked up, studying Hez’s familiar face. He waited, barely breathing,
mug in hand, beard spilling onto the table like an orange waterfall.

“So?”
“I’m in.”
Dark Forces
Despite all the efforts and hopes of goodly folk across The North
Holds, evil yet lurks in the shadows, below the earth... in the hearts of the
malevolent, wrathful, or bloodthirsty.

Much of the peril that will define our heroes arises in confronting, and
struggling to defeat, these evil forces and their legions. Some are monsters...
inhuman deformities, titanic destroyers, tragedies of poisoned nature or
dark magic. Others are those enthralled by ambitious lords, those driven to
desperate acts, or those simply numb to the violence of their own deeds.
Against all of these our heroes must strive. They are the enemy.

Not all enemies are evil. What is evil, after all? RPG players are famously
inquisitive about the motivation of those they seek to destroy. In The North
Holds, you have a few key reasons these foes are more than simple pests...

Tyrants: Since the disappearance of the Earl, and the fall of central rule
after the Bloodwing War, lesser warlords and would-be emperors are on the
rise. They take what isn’t theirs, enthralling their armies with brainwashing,
extortion, desperation, and deception.

Predators: Some enemies, mainly beasts, are simply in need of food. When
that preferred prey is humankind, or elves, stout folk or the proudfoots...
they cannot be left to run amok.

Hatred: Some species harbor generational hate for others. They have killed
and avenged for millennia. This type of enemy can be fierce, fearless, and
brutal in a confrontation, certain they are right to kill their foe.

The Influence of Caligos: Finally, there is the growing dark in The


North Holds; the mysterious ‘Avarice of Blood’ poisoning the land with
malevolent hunger... an entity or force called Caligos. Not all evil traces
back to this root, yet it is the doom of the present age. Heroes will encounter
this blood-like ichor in their travels, perhaps choosing to trace it to its roots
deep below ground, or destroying its more powerful agents. Caligos can be
called a monster, but it is more... an immortal, ever-present aspect of reality
itself. How can such evil be defeated? Who knows...

256
Enemies in Action
Enemies are not as detailed as heroes. Here’s the shorthand for their
details. You’ll be checking these as GM during play.

Enemies have 5 STATS: HP, ATK, DEF, PHASE, and TACTICS

HP: A simple pool of hit points. At 0 hit points, the foe is killed.

ATK: Enemies do not roll their attacks. Rather, players defend with their
own rolls. The ATK stat is a penalty to a player Defense roll.

DEF: Enemies have Defenses to resist attack. DEF is subtracted from a


hero damage roll. Some attacks degrade DEF, such as the degrading armor.

PHASE: Enemies take actions in 1 or more of the 5 phases in a round, up


to 3 phases maximum per round!

TACTICS: When their phase comes up, monsters do 1-3 actions called
tactics. As GM, roll a D6 to select a tactic.
• Tactic roll 1 (displacement, dash, movement, target change or regroup)
• Tactic roll 2-5 (common attack)
• Tactic roll 6 (area of effect attacks that hit all or all-near foes)

A tactic will also include what type of attrition it will inflict...


• Basic: When hit, victim chooses any 1 skill or equipment inventory to
mark off. Equipment is only damaged.
• Flesh: When hit, victim rolls D10, marks off the indicated skill.
• Equipment: When hit, randomly select and cross off 1 equipment.
Equipment is only damaged, not destroyed.
• Destroy: When hit, cross off 1 randomly selected skill and destroy 1
randomly selected piece of equipment.
• Brutal: When hit, victim marks off 1D6 combined skill and equipment
inventory, randomly selected.

Move-to-Engage: Enemies need not be bound to tactics rolls at all times.


They may just move-to-engage, getting in attack position or range before
rolling tactics. Enemies tend to use move-to-engage to reach their most
recent or most severe attacker.

257
Enemy List
Here listed are the most common enemies our heroes will face. These
lists are, of course, far from exhaustive. For custom creatures beyond these
lists, use the guidelines on p. 284.

Monsters & Beasts p. 259 Intelligent Foes p. 270

1. Armor Titan 1. Assassin


2. Blood Fungus 2. Bog Witch
3. Conjured Dead 3. Crystalkin
4. Cryptopede 4. Deathkeeper
5. Dragon 5. Deep Dwarf
6. Flame Kin 6. Demon
7. Formian 7. Dire Wizard
8. Frost Lizard 8. Dragon Elder
9. Gargoyle 9. Frog-Kin
10. Infernal 10. Giant
11. Needler 11. Goblin
12. Rust Weed 12. Horror
13. Skeleton 13. Houndmaster
14. Spiderkin 14. Knight
15. Slime Beast 15. Myconoid
16. Stalac Stone 16. Orc
17. Swarms 17. Ronin
18. Tunnel Wyrm 18. Vampire
19. Windmane 19. Werewolf
20. Wraith 20. Yeti Folk

Enemies are listed with the following information blocks...

NAME (various details)


HP ATK DEF PHASE TACTICS
-Tactic 1 (displacement, dash, movement, target change or regroup)
-Tactic 2-5 (common attack)
-Tactic 6 (area of effect attacks that hit all or ‘all nearby’ foes)

More details are listed here, below the main stats

258
Enemy List
ARMOR TITAN (living armor, armor construct)
HP: 200 ATK: 2 DEF: 8 PHASE: 4 TACTICS: 1
-Tactic 1: Lunge to a new target, pinning them with Muscle 12
-Tactic 2-5: Crushing hammer! Equipment attrition
-Tactic 6: The armor leaps, then slams its hammer, making a
seismic shockwave. Evade roll only, basic attrition to all near

Powerful magic is used to animate a suit of armor or construct of


plates and shield. These resilient beings are commonly used to
guard tombs or strongholds, standing motionless for ages.

BLOOD FUNGUS (and other predatory mushrooms)


HP: 20 x size ATK: 10 DEF: 3 PHASE: 5 TACTICS: 2
-Tactic 1: Move to a new target, leaving an acidic trail of slime
-Tactic 2-5: Squirt toxic ooze to a far range, equipment attrition
-Tactic 6: Spore cloud! Engulfs all foes at arm’s length, roll Resist
to avoid

These creatures have 4 size categories, the largest being 8-10’ feet
in height. They appear in groups of 2D8 individuals of various
sizes, dwelling in caverns or other dark places. In each group, one
variant form is always found, this usually being the largest or oldest
specimen in its pod.

Variant Form: Poison Slimer: This variant mushroom is always


size 4. Its attacks inflict a poison condition which will repeat its
flesh attrition attacks for 4 rounds after impact unless cured with a
potent poison antidote.

Variant Form: Sapper Gill: These fungi have characteristic, deep


red gills beneath the cap. Rather than doing the squirt attack, they
will seek melee range, flopping gooey gills onto prey. This attack
inflicts destroy attrition, and drains blood through corrosive suction,
recovering 2D10 HP for the mushroom if successful.

259
Enemy List
CONJURED DEAD (ghosts, spirits, phantasms)
HP: 30 ATK: N/A DEF: 3 PHASE: 4 TACTICS: 2
-Tactic 1: Float through walls and doors, appearing elsewhere
-Tactic 2-5: Touch of Death: Freezing necrosis, use Evade or
suffer flesh attrition. Cannot avoid with Defense
-Tactic 6: Deathly scream! All those who hear this howl roll Resist
or use their next action to flee in terror

*Incorporeal: Can only be harmed by magic weapons and effects

The Conjured Dead are those called from underworlds, afterlives


and twilights to serve a necromantic mage, demon, or starfallen
relic.

Though Conjured Dead sometimes speak, they are not truly


intelligent. They only play out repetitive, echoing moments from
whatever tragedy befell them, or the eternal errand being inflicted
upon them.

CRYPTOPEDE (and other carnivorous centipedes)


HP: 50 ATK: 2 DEF: 3 PHASE: 1, 4 TACTICS: 1
-Tactic 1: Scurry onto out-of-reach-surfaces, fold into architectural
or human shape to hide, and regenerate D10 HP
-Tactic 2-5: Pincer Bite! Basic attrition, inflicts a second hit if
dropping on prey from above
-Tactic 6: Whirling tail barb hits all near foes with basic attrition

These segmented insects are 10’ long when mature, covered in


curved dark-red armor plates. They feed on flesh living or dead,
acting as custodians for deep places. They huddle together in nests
of 2D6 individuals, usually in a dark ceiling corner.

The cryptopede has a unique ability to mimic architectural shapes


or even motionless human forms (known as ‘the cloaked man’) to
lie in wait for prey.

260
Enemy List
DRAGON (naturally grown without arcane influence)
HP: 200 ATK: 6 DEF: 6 PHASE: 2, 5 TACTICS: 2
-Tactic 1: Use wings and legs to leap across the field. Those caught
in the landing area inflicted with destroy attrition
-Tactic 2-5: Claws and Teeth. Inflicts random foe with basic attrition
-Tactic 6: Flame Breath! Fills an enormous area with burning
gas and liquid fire. Evade to avoid the brutal attrition inflicted. If
using Defense, success only halves the attrition. If hit by Flame
Breath, burn next round for 1 additional flesh attrition

Dragons are titanic adversaries, even when naturally grown. In


this form, they do not speak or use magic... simply relying on their
size and fury. For added detail, the GM may use the ‘mature’ and
‘frenzied’ variations below.

Mature Dragons: Fully grown behemoths who fight with intelligence


and patience. As above, but change these tactics...
-Tactic 1: Ballistic! The dragon flies straight up, recovering 25 HP
on the descending glide, and makes a careful evaluation of its next
target and overall strategy
-Tactic 2-5: Talon Strafe! Destroy Attrition in a 100’ linear path of
destruction. Also destroys structures completely
-Tactic 6: Flame Strafe! Same as Flame Breath above, but the
dragon uses its fire breath while flying over foes

Frenzied Dragons: If reduced to half its HP or less, a dragon may


become frenzied. In this state, it is enraged, impulsive, desperate
for a mouthful of blood and bones. As above, but change tactics...
-Tactic 1: The dragon stomps after whoever hit it last, brutal attrition
-Tactic 2-5: Squash! The dragon uses huge claws to swat and crush
foes. Inflicts basic attrition. If so hit, victim is stunned for 1 round
-Tactic 6: Dozer Jaws! The dragon flies in, scooping rocks, trees,
people, and everything else into its jaws. Evade only to avoid. If
scooped up, escape by some means or be killed instantly at the start
of the dragon’s next phase. How to escape? Well that’s up to you

261
Enemy List
FLAME KIN (pure-fire beings and other fire elementals)
HP: 25 ATK: 0 DEF: 1 PHASE: 3 TACTICS: 1
-Tactic 1: Vanish in a poof of smoke, reappear anywhere in or near
open flame, or form out of another Flame Kin
-Tactic 2-5: A Burning Touch sears its victim with flesh attrition,
then again the following round unless extinguished
-Tactic 6: Flame Wave! A ring of fire engulfs the immediate area
with the same attrition effects as Burning Touch, but for all foes

Flame Kin arise by arcane means from any open fire, sometimes
naturally occuring in long-burning fires. They are small, humanoid
fire elementals. For a larger fire elemental or fire avatar, use the
same tactics with these base stats...
-HP: 50 ATK: 5 DEF: 3 PHASE: 3, 5 TACTICS: 1

FORMIAN (ant people with a tribal society)


HP: 25 ATK: 4 DEF: 4 PHASE: 1 TACTICS: 2
-Tactic 1: Backstep and brace for attack. Blades crossed, the
Formian will ignore 1 attack after this tactic
-Tactic 2-5: Twin blades slash in a cross strike! Basic attrition
-Tactic 6: Split target! The Formian uses its arms to attack 2
different targets at once, doing basic attrition to each

Formian is a generalized term for an ancient and diverse people of


ant-like beings who walk on two legs and have four arms. Their
culture is tribal in nature, but they range widely in their beliefs and
fighting styles... some are nimble martial artists, others heavily
armed brutes. Adjust ATK and DEF as needed.

Formian Elder: The oldest of these people master a type of earth


magic, and are venerated as seers and leaders. They wear elaborate
robes and jewelry. It is said that the formian mind has a unique
ability to comprehend the complex nature of dimensions and time...
allowing them to see beyond both.

262
Enemy List
FROST LIZARD (reptiles that naturally emit deep cold)
HP: 20 ATK: 2 DEF: 1 PHASE: 3 TACTICS: 1
-Tactic 1: The lizard whips its tail and hurries to the nearest ice or
snow it can find, there recovering 10 HP
-Tactic 2-5: Freeze and shatter! Bites and claw scratches leave a
flash-freeze on gear, causing it to go brittle and crack. This attack
inflicts equipment attrition
-Tactic 6: The lizard fills its lungs, then hisses, releasing a blueish
mist of deep freeze. This chills the bones of nearby foes, slowing
their movement to a crawl, and flash-freezes gear with equipment
attrition

Frost lizards are not usually aggressive, preferring to lay dormant


in drifts of snow in clutches of 2D8 individuals. If disturbed, or if
their icy blue eggs are disturbed, they will fight relentlessly to kill
and eat intruders.

GARGOYLE (and other fiends made of living stone)


HP: 20 ATK: 3 DEF: 6 PHASE: 2, 4 TACTICS: 1
-Tactic 1: Take wing! If no room for flight, harden stone skin,
adding 1 to DEF each time harden is used.
-Tactic 2-5: Demonic stone claws inflict basic attrition
-Tactic 6: Turn to stone! The eyes of the gargoyle glow infernal red,
searing one victim with a petrification spell. That victim must roll
Magic or be petrified for 1D4 rounds. If so petrified a second time,
the effect is permanent, undone only by powerful magic researched
magic in a safe place.

Gargoyles spend decades or centuries in a stone state, blending


in perfectly with architecture. They lack their own will, coming
alive to fight as bidden by some higher power demonic or arcane.
If defeated they remain alive, and will remain still by nightfall. The
only way to truly destroy them is with a rock hammer, mining pick
or other stone-breaker tool... pulverizing them to dust.

263
Enemy List
INFERNAL (goat-like bipeds with spiked tails and spiral horns)
HP: 50 ATK: 4 DEF: 4 PHASE: 1, 3 TACTICS: 1
-Tactic 1: The Infernal flashes in a blur, lunging to one side. In the
round following this action, it cannot be attacked with melee
-Tactic 2-5: Marrow blades! Basic attrition, then roll tactics again.
If a 1, the Infernal uses its flash blur. Ignore any other results
-Tactic 6: Hellfire hex! With a gesture, the Infernal conjures a
pentagram nearby. Until the encounter is over, any non-infernal that
touches the glyph suffers basic attrition instantly with no roll

Infernals are the inhabitants of various nether-realms and arcane


pocket dimensions, usually in service of a demon or other dark
master. They are sadistic and nihilistic, finding mortals to be
disgusting and insufferable. “Gygzlplik will eat your ears, pest!”

NEEDLER (toothy gnome-like creatures that prey on people)


HP: 10 ATK: 6 DEF: 1 PHASE: 1 TACTICS: 2
-Tactic 1: Tumble and hide! The Needler vanishes into shadows,
rocks, or thickets in an instant. If hiding as their first action, a
Needler will then fire its bow from cover, still hidden for the round
-Tactic 2-5: Needle bow! A tiny barbed arrow that pierces armor.
Destroy attrition, unless no equipment left, then flesh attrition
-Tactic 6: Blinding shot! Needler fires a flare-tipped arrow. All foes
roll Resist to look away in time, or be blinded for the remainder of
the round

The dreaded Needler is a sharp-toothed gnome with dark blue


skin and glowing yellow eyes. They move in large groups, finding
places to set up ambushes. Their preferred food is human, but they
will roast and eat elves and, in desperate times, stout folk too. They
are nasty, quick little things, but not very intelligent. If victory
isn’t assured, they will often flee a scene. They lack any morals or
complex beliefs, living a rodent-like life. “There’s no mist in the
forest tonight. The road will have to wait... I see eyes in the dark...”

264
Enemy List
RUST WEED (ravenous, sticky, plant-like slime organism)
HP: 5 ATK: 5 DEF: 0 PHASE: 2, 4 TACTICS: 1
-Tactic 1: The weed spreads. The red tendrils lurch forward on all
surfaces in a random direction at walking speed, unless that area
already covered with Rust Weed
-Tactic 2-5: Entangling tendrils trip up anything that moves. Roll
Muscle OR inflict 3 damage to escape the sticky tangle
-Tactic 6: Corrosive spray! Perforated pods on the weed expand
and squeeze, spraying the air with corrosive mist. All characters
entangled or within melee reach of the weed suffer 1 destroy attrition

The result of a vengeful druid spell that flew wildly out of control,
Rust Weed is the bane of all metal. The spray it emits is harmless to
living things. It can be very hard to fully kill, as even a tiny cutting
or bud is enough to start a new colony of crawling plants.

SKELETON (magically animated human remains, often armed)


HP: 10 ATK: 3 DEF: 3 PHASE: 3 TACTICS: 1
-Tactic 1: Stumble about, seek a new target
-Tactic 2-5: Skeletons use rotten weapons, such as iron spears or
rusty scimitars from ages past. Basic attrition
-Tactic 6: Cleave attack! The skeleton builds enough strength to
swipe its weapon at up to 3 foes in one strike with basic attrition

Ah, the inevitable skeleton! Ubiquitous servants of lesser evils and


necromancers, denizens of crypts and guardians of graveyards. To
mix things up with this classic enemy, mix a Skeleton Commander
in now and then...

Skeleton Commander: A heavily armored warrior from bygone


days. This bag of bones was once a mighty captain, cavalry rider,
or berserker. They walk at the fore of their unit and can even speak,
usually threatening foes or chiding incompetent troops.
-HP: 50 ATK: 5 DEF: 5 PHASES: 2 TACTICS: 1

265
Enemy List
SPIDERKIN (giant spiders and their various mutant forms)
HP: 25* ATK: 1* DEF: 1* PHASE: 4 TACTICS: 2
-Tactic 1: The spider skitters to one side, or up a wall, leaving
behind a web strand. This strand is sticky to all non-spiders if
touched, requiring a melee hit of 2 or more damage or a Muscle roll
to break free. The spider using this tactic will criss-cross routes to
form ever-denser web patterns
-Tactic 2-5: Fang bite! Basic attrition, a hideous closeup
-Tactic 6: Abdomen stinger! A poisonous barb pierces the victim,
inflicting basic attrition. On the next spider phase, the venom takes
hold, paralyzing the target for 1D4 rounds

*Spiderkin come in many terrible forms... the countless children


of Obleth. When they appear, roll 1D10. Multiply this result by the
HP, DEF, and ATK shown above to find the stats for each individual
creature. This represents the size of the monster.

Spiderkin venom can be used to make antivenom, given rest, safety,


and cooking facilities. A harvested stinger will yield 2 such doses.

SLIME BEAST (predatory oozes in their myriad forms)


HP: 100 ATK: 0 DEF: 0 PHASE: 1, 3, 5 TACTICS: 1
-Tactic 1: The slime mass slurps and sucks along, moving toward
light, movement, or open space at a plodding speed
-Tactic 2-5: The slime slurps forward, but also gains a small amount
of mass as it ‘sweeps’ rocks, metal, bones and debris. This action
refills 10 HP, but does not increase HP beyond 100
-Tactic 6: Engulf! The slime mass elongates up to 1’ for every 3 HP.
Creatures touched are sucked into the sticky, gelatinous material.
Inside, suffer brutal attrition instantly, and again each round until
an escape is made.

Translucent greenish ooze-blobs that plod through the dark,


absorbing all they touch. “Gods and devils, it’s still coming!”

266
Enemy List
STALAC STONE (stone-skinned cave beasts with tentacles)
HP: 50 ATK: 3 DEF: 5 PHASE: 1, 5 TACTICS: 1
-Tactic 1: Stalacs cannot move. They are firmly rooted and grow
in one spot, usually on bare rock. When this tactic is rolled, the
creature tightens its sinews and skin, gaining 1 additional DEF
-Tactic 2-5: A tentacle lashes from the toothy mouth of the stony
creature, inflicting basic attrition
-Tactic 6: Grapple whip! A barbed tentacle wraps around 1 target
near the stalac stone, escapable only with a -5 Muscle roll or by
inflicting 5 damage. If the stalac reaches its next action with a
victim in its grasp it will pull it in, devouring all skill and equipment
inventory in one bite.

Stalac Stones are camouflaged stone-like monsters found in caverns.


If spotted, they are easy to avoid.

If reduced to 0 HP, Stalac Stones go dormant, recovering full HP and


‘waking up’ in 4 rounds. They can only be permanently destroyed
by mining gear, pulverization, or explosives. “Is it dead? I think
that pebble just moved.”

SWARMS (rats, insects, bats, biting fishes and the like)


HP: N/A ATK: 8 DEF: N/A PHASE: 3 TACTICS: 1
-Tactic 1: Move toward prey or stimulus
-Tactic 2-5: Bite, sting, or kill everything within their mass. Swarms
inflict 1D6 basic attrition, distributed evenly, on all those within.
Only an Evade skill can prevent this effect. Variants listed below
-Tactic 6: Scatter! The swarm breaks apart, going everywhere,
escaping harmful effects or containment

Swarms can only be harmed by large explosions or area effects.

Small Swarm: Engulfs an area equal to an arm span / 6’ diameter


Large Swarm: Engulfs an area 20’ across, a room or chamber
Huge Swarm: Engulfs an entire scene, huge hall or outdoor area

267
Enemy List
TUNNEL WYRM (huge earth-eating creatures)
HP: 200 ATK: 8 DEF: 8 PHASE: 2, 4 TACTICS: 1
-Tactic 1: Drawn to food or repelled by bright light, the wyrm
twists its massive bulk, usually causing boulders to fall or crushing
foes without noticing
-Tactic 2-5: Concentric teeth crush everything in view! If this tactic
is used on you and all close allies, you are scooped up with rubble
and dirt. The spinning teeth of the immense mouth inflict brutal
attrition on each of the wyrm’s phases to those within, without
using any of its actions. Is there any way out?
-Tactic 6: Drill! The wyrm shifts, boring into solid rock in a new
direction, boring a new tunnel. Any heroes hit by falling boulders,
crushed beneath the monster, or chewed up in the chaos roll Evade
or suffer brutal attrition

Tunnel Wyrms are the titans of the underworld, eating anything and
everything in their path. Their tunnels are risked only because they
serve perfectly as roads and passages for those who would dare the
depths. “Teeth like swords, a thousand at least... spinning!”

WINDMANE (rare, fur-clad hybrids of wolves and dragons)


HP: 50 ATK: 4 DEF: 4 PHASE: 3 TACTICS: 3
-Tactic 1: Take wing, twisting and snaking upward, out of range.
On its next action ignore a roll of 1
-Tactic 2-5: Razor tail slash! Huge spines rake all heroes in the area
for basic attrition
-Tactic 6: Frost fire! The Windmane breathes a cloud of freezing
gas and hailstones. Only an Evade roll can escape this effect, which
inflicts 1 flesh attrition and 1 equipment attrition.

Windmanes are hunters from the primordial past, fierce carnivores


with an instinctive hatred of dragons. Their main purpose, flying
in storms and cloud cover when possible, is to find others of their
kind, who have long vanished from the world.

268
Enemy List
WRAITH (powerful ghosts who feed on life force)
HP: 6* ATK: 5 DEF: 3 PHASE: 2, 4 TACTICS: 2
-Tactic 1: Move through walls. The Wraith vanishes at will inside
any solid matter, reappearing wherever it chooses at lightning speed
-Tactic 2-5: Freezing touch. A cold, piercing finger of smoke-
like phantasmal force delivers 2 flesh attrition. The victim is also
stunned for the remainder of the round. Only with at least 1 magic
armor item can Defense be used here; otherwise use Evade
-Tactic 6: Life-draining touch! The Wraith takes a moment to drink
the life force of a victim. Roll D20: if the Wraith’s D20 roll is lower,
it drains 3D6 hero points from its victim AND inflicts a Freezing
Touch as above. If the victim has no hero points in storage, the
amount is taken via skills, which are permanently lost. If there
is overflow even beyond skills, the wraith drains the soul of the
victim, killing them instantly

*Wraiths cannot be harmed by any physical means or conventional


effects such as fire, concussion, or cold. Only magic effects or
magically imbued weapons can harm them. Additionally, a Wraith
can never take more than 1 damage in a single attack.

Wraiths are the most concentrated form of evil undeath known,


sometimes even feared by demons and wizards. They form when
the dead are cursed with powerful magic, or when arcane curses
carry deep hate or wrath into the afterlife. They are often centuries
old, gaining more and more embittered over the decades, eager to
drink life force at any chance. They appear as smoky, dark shapes
with white splinters for eyes... a terror to behold.

There are things out there that no mortal eye has


ever seen, no tome has catalogued, no list can
mention... every cavern has a secret, every bog
a new monster, every catacomb a shamblin’ who-
knows-what. No list is ever complete.

269
Enemy List
ASSASSIN (hooded killers that use stealth and deception)
HP: 25 ATK: 6 DEF: 4 PHASE: 4 TACTICS: 3
-Tactic 1: Zipline gun. The assassin uses a spring-loaded weapon
to fire a grapple line. The line reels in and they move at incredible
speed, usually to an out-of-reach location
-Tactic 2-5: Deadly dagger! A lethal strike whether at range or up
close, thrown or thrusted. This attack inflicts 1 basic attrition for
each point by which a target fails their Evade or Defense roll
-Tactic 6: Deadly exit! With this tactic the assassin throws a smoke
bomb, scatters the area with razor sharp caltrops, and vanishes.
Among the caltrops, any character movement on the ground inflicts
1 basic attrition

As the politics of The North Holds grow ever more unstable, the
employment of the darkest of agents is more common. Pledges of
the skull, these shadowy killers are generally found in one of 2
enclaves...

Agents of Kugaru: This clan of killers-for-hire hails from Grayfoot


forest, known for their skill with camouflage and deadly attacks in
remote locations.

The Hidden Hand: More cult than anything, this organization


believes itself destined to ‘engineer’ or ‘steer’ the course of history
as they choose. Its members use their deadly arts of death and
disguise to topple kingdoms, sway ambitious lords or as rumors
have it, even assist the frog empire in its coming offensives.

If ye want to be technical, any riff-raff can be an


assassin. It’s a big world out there! Old ladies,
wee ones with knives in their boots, bakers with
blowguns that look like butter loaves... anyone
could be lookin’ to off ye!

270
Enemy List
BOG WITCH (hideous cannibal hags that dwell in swamps)
HP: 75 ATK: 4 DEF: 2 PHASE: 2, 5 TACTICS: 2
-Tactic 1: Portal of muck! The witch spins in a flurry of mud and
colorless seaweed, vanishing into a solid surface, then emerging
with the same burst of muck anywhere else in the scene. If splashed
with this muck, heroes treat the witch’s DEF as 7 for 1 round
-Tactic 2-5: Spell slinger! This black-toothed ghoul uses magic to
kill foes. If rolled as her first tactic, she will always use Portal of
Muck afterwards. Use a D6 roll below to select the spell cast
-Tactic 6: A Fine Liar. Bog Witches can perfectly imitate voices and
appearances to lure prey. They often choose helpless or innocent
forms such as children. If this tactic is rolled, the witch throws
her voice or flits for cover while deceiving a victim with lies. Roll
Resist or be distracted for 1 full round by the deception

Many are the frightening tales of bone-boiling Bog Witches and


their hunt for the flesh of elvish children. They use cunning and
the confusing mire of swamps to lure their prey... terrible forms to
behold... twisted by decades of dark magic and solitude.

Spell Selection: When Spell Slinger is rolled, roll 1D6 to choose...

1: Wooden Dart- A single target must roll Evade or be skewered


by a sharpened root from the ground. Flesh attrition
2: Quicksand- The ground goes liquid-soft under foot. 1D4 of the
witch’s foes are engulfed, sinking to the necks, escaping by Muscle
roll or other means, unable to take any other action until free
3: Rot- The witch raises a bony finger, rotting the leather on a
victim of her choice. This causes 2 equipment attrition instantly
4: Regenerate- The witch heals 10 HP
5: Fire Spurt- A gout of flame bursts from the ground! 1D4 heroes
suffer basic attrition
6: Fog of Death- A thick, opaque fog fills the scene. Visibility is
limited to arm’s length, but the witch sees as normal. Once cast, the
fog lasts 1D4 rounds and is expended/not cast again

271
Enemy List
CRYSTALKIN (small, crystal-encrusted beings with stubby limbs)
HP: 5 ATK: 0 DEF: 10 PHASE: 2 TACTICS: 1
-Tactic 1: Inert! Collapses into a lump, immovable and immune to
all forms of harm until its next action
-Tactic 2-5: Quartz-blade attack. A blocky sword of pure crystal,
razor sharp and hard as diamonds. Inflicts destroy attrition
-Tactic 6: Dizzying refractions! The facets of the creature bend and
align to confuse foes. All heroes in sight roll Resist. If failed, you
are dazed for the remainder of the round

The crystal people and their ways are largely unknown to surface
folk. They dwell in deep caverns, serving obtuse gods and tending
crystalline gardens. They have a hatred of outsiders, but it is
unknown if they are evil or simply reclusive.

DEATHKEEPER (skeletal fiends who carry scythe and lantern)


HP: N/A* ATK: 8 DEF: N/A* PHASE: 2, 4 TACTICS: 2
-Tactic 1: Ascend in smoke. Rise above the scene in a cloud of
black smoke. Hover out of melee reach
-Tactic 2-5: Reaper! The scythe swipes a foe with supernatural
power. Take a hit to the heart instantly
-Tactic 6: Gates of Death, I bid thee open! A glowing red portal to
an infernal realm opens, 1D6 Skeletons emerge to fight

*These beings cannot be harmed in any way.

Deathkeepers are elemental beings, servants of the demigod


Death, who are dispatched to cleanse areas of living beings. Their
motivations are not entirely understood, but it is believed they serve
as agents when Death seeks to meddle in mortal affairs.

These nightmarish creatures are also worshipped as immortals


or anti-saints in some areas, spawning doomsdays cults and dark
churches devoted to summoning or even controlling the creature.

272
Enemy List
DEEP DWARF (evil stout folk who dwell underground)
HP: 50 ATK: 2 DEF: 5 PHASE: 3 TACTICS: 1
-Tactic 1: The dwarf braces for impact, adding 3 to its DEF value
on the next attack against it
-Tactic 2-5: Rock hammer! A typical melee attack, basic attrition
-Tactic 6: Mining charge! The dwarf backs away or takes cover,
then tosses a charge of explosive sulfur. All those not in cover
suffer brutal attrition when the charge explodes in 1D6 phases.
Deep dwarves will not use this tactic if allies in blast area

Deep Dwarves are much like stout folk of the surface, but with
hateful hearts, long-standing grudges, sensitivity to light, and
secretive smithing culture. They have many clans and houses,
occupying huge holds in the under world.

DEMON (ancient, inhuman entities of pure hate and evil)


HP: 75* ATK: 5 DEF: 5 PHASE: 2, 4 TACTICS: 2
-Tactic 1: Teleport. In a puff of brimstone smoke, vanish and
reappear anywhere in the scene. This at-will spell can be prevented
with antimagic
-Tactic 2-5: Soul Ripper! A mixture of ebony claws, soul-piercing
screams, and dead men’s teeth. A melee attack that inflicts flesh
attrition. If crossing off one’s final skill inventory due to this attack,
a hit to the heart is instantly inflicted
-Tactic 6: Possession! Unseen and immaterial, the demon leaps into
the mind and soul of a nearby victim, taking control of their body.
The possession will continue until some magical means to expel the
demon is enacted. Possessed victims roll 1D4 for behavior...

1. Chaos: Break glass, light fires, kill, terrorize


2. Self-Harm: Eat nails, offer a finger, spit teeth, leap from heights
3. Escape: Flee the scene, hoping to possess others
4. Feed: Leap on a victim, seeking arteries, shrieking

*Can only be harmed by cold iron or magical weapons

273
Enemy List
DIRE WIZARD (any powerful magic-using foe or lich)
HP: 50 ATK: 3 DEF: 3 PHASE: 1 TACTICS: 3
-Tactic 1: Alternate mobility and recovery spells. See below
-Tactic 2-5: Spell slinger. Roll below for targeted magic
-Tactic 6: Nova spell. Roll below for area magic

Dark-minded wizards and liches are often at the apex of evil


schemes, confronted only in dire need or with ingenious plans.

Mobility and Recovery: Alternate between these...


• Teleport: Teleport anywhere in the scene, using cover
• Regenerate: If below full HP, regenerate 10 HP. If at full HP,
regenerate an expended Targeted or Area spell below...

Targeted Magic: The Dire Wizard is drawn to the strongest or most


threatening hero. All spells expended when cast and avoided only
by a Magic roll (unless otherwise noted). Roll D6 below...
1. Arcane Blast: A missile of green energy, basic attrition
2. Prison of Force: Subject encased in a dome of energy. The
dome has 20 HP and 1 DEF
3. Bludgeon: The target is hurled against a wall or obstacle,
inflicting 1 flesh attrition and 1 destroy attrition
4. Cazzaban’s Cabinet: Subject vanishes into a tiny wooden
dimension, returning after solving the cryptic, cubic doorknob
5. Acid Touch: At arm’s length, inflicts destroy attrition
6. Mind Control: Subject attacks allies for 1 round

Area Magic: Avoid only with an Evade roll. Roll D4 below...


1. Shockwave: All foes slammed backward, hitting obstacles.
With such impact, stunned for 1D6 phases
2. Confusion: A miasma of headache. Foes add a D6 to any D20
rolls in the ensuing round
3. Darkness: an unavoidable cloud of opaque dark, effectively
blinding all but the caster for 1D4 rounds
4. Mass Disguise: All those hit take on the appearance of the
caster. The illusion lasts 1D4 rounds

274
Enemy List
DRAGON ELDER (dragons imbued with arcane power)
HP: 250 ATK: 10 DEF: 10 PHASE: 3 TACTICS: 2
-Tactic 1: Galloping flight. With wings and four legs, the dragon
moves anywhere it chooses. If moving by land, all those in the way
roll Evade or suffer basic attrition
-Tactic 2-5: Fire and Magic. Roll on the attacks below
-Tactic 6: Tail Swipe! With its colossal spiked tail, the dragon
sweeps the entire scene. Nothing can withstand this attack, including
buildings and terrain. With a successful Evade roll, only suffer 1
basic attrition. If no Evade, suffer 1 basic and 1 brutal attrition

Old dragons are some of the most powerful beings in the multiverse...
all but immortal. They harbor such immense power and spite, there
are fewer than four living at a time. Their ancient minds are beyond
mortal comprehension... for good, evil, or something between.

Fire and Magic: Roll below for a Dragon Elder’s main attacks
1. Fire Chasm: Claws slam the ground, sending a huge crack to
either side, brimming with jets of fire. Inflict basic attrition and
after-burn as needed. Alter the battlefield
2. Tumbler Gate: A vortex-portal appears where the dragon
chooses, open for 1 round. Those near roll Muscle or are pulled
in, falling in a pocket dimension until an escape can be made
3. Spines: 4 knives of rock shoot up from the ground in random
locations. If hit, suffer 4 basic attrition
4. Red Lightning: A massive bolt hits 1 target, striking their heart
instantly. If Evaded, only suffer brutal attrition
5. Eyes of Death: The dragon’s gaze is death incarnate. Roll
Resist or be paralyzed with fear for 1D4 rounds
6. Fire Storm: The entire area is engulfed in a breath of fire. No
way to avoid, suffer 1 basic attrition and be lit on fire instantly,
continuing to burn for the following round

Shapechanger: Dragon Elders have a preferred humanoid form.


They can take this form at will, usually to communicate, deceive,
or bargain. Their stats remain even in this reduced form.

275
Enemy List
FROG-KIN (frogmen, toad kin, and all froggish imperial folk)
HP: D6x10 ATK: D6 DEF: D6 PHASE: 3* TACTICS: 2
-Tactic 1: Leap! Move to a nearby location, even going over foes
-Tactic 2-5: Weapon attack. Frog kin use all kinds of weapons and
equipment. As a shortcut use basic attrition, or see below
-Tactic 6: Tongue Lash or martial arts attack. Frog kin use their
long, sticky tongues to snatch items from enemies. When employed,
roll Evade only or lose 1 item to the attacker. If the frog kin seeks a
more deadly tactic, use martial arts below

*If a frog kin shares a phase with its foes, it always goes first.

The frog empire is a vast and diverse people, so there is no easy


way to summarize their approach to combat. Most frog folk employ
an ancient system of martial arts, masterful with weapons and
complex attacks as follows:
• Froggish archers never miss. Without cover, you will be hit
• Spinning weapons. On tactic 6, hit all foes with melee weapons
• Disarm technique. If a melee attacker fails to roll above a
froggish DEF value, they are disarmed, weapon flying
• Iron fists. Highly trained froggish warriors may employ a deadly
unarmed attack, inflicting brutal attrition with a touch

GIANT (huge humanoids and ogres)


HP: 150 ATK: 3 DEF: 8 PHASE: 4 TACTICS: 2
-Tactic 1: Stomp across the battlefield! All those in the path of the
giant or ogre roll Evade or suffer basic attrition
-Tactic 2-5: Rock club! A brutal attrition crushing attack
-Tactic 6: Boulder crusher! The giant slams and destroys a boulder
or piece of rubble, sending rocks flying! All foes, basic attrition

Giants and their kin are distinguished in battle by one key thing:
destruction. They destroy everything around them, using rocks or
even buildings as clubs. They are angry creatures, but intelligent,
with their own cultures and values to explore.

276
Enemy List
GOBLIN (small, rat-like, mischievous beings with green skin)
HP: 2 ATK: 0 DEF: 1 PHASE: 2 TACTICS: 1
-Tactic 1: Run & hide. Unless restrained, goblins will scurry and
vanish. They use hidey holes wisely, switching to bow and arrow
-Tactic 2-5: A ragged little sword. Basic attrition
-Tactic 6: Rickety gadgets! The goblin reveals some clumsy
creation of wood and wire, flipping a lever. Darts or spinning blades
fly out, inflicting basic attrition to all foes, but with a -3 ATK

Goblins are an over-abundant species of small humanoid who


thrive on destruction, chaos, fire, and patronage to evil masters.
They delight in mayhem, improvising weapons and traps for fun as
much as purpose. They are also, however, not that smart.

HORROR (amorphous masses of mouths, eyes, and tentacles)


HP: 25 ATK: 5 DEF: 1 PHASE: 2, 4 TACTICS: 1
-Tactic 1: Slurping, sliding, and tumbling. If a hero sees the horror
moving, they must roll Resist or be transfixed with fear at the
formless mass
-Tactic 2-5: Acid bite! Many mouths, many more teeth. They eat
everything. Destroy attrition
-Tactic 6: Chaos of tentacles! The horror sucks its mass inward,
then explodes out in all directions with flapping, gooey pseudopods.
All near foes are grappled unless rolling Evade, unable to act until
escaping with a Muscle roll or the help of an ally. If the Horror’s
phase comes up, all grappled foes suffer basic attrition with no roll
in the searing, crushing squeeze

When magic goes wrong, or long-dead gods spawn gelatinous


young, the horror is made... a hideous, shapeshifting glob of
disgusting purple goo blinking, biting, hissing and slapping. These
awful creatures dwell in the darkest pits and catacombs, feeding
on corpses, rodents, mold, and even metal. Some say there are
tormented souls inside their formless bodies, but that is too awful
to consider.

277
Enemy List
HOUNDMASTER (living-dead keepers of demonic dogs)
HP: 25 ATK: 3 DEF: 5 PHASE: 1, 4 TACTICS: 1*
-Tactic 1: Trainer’s touch. The Houndmaster hurries to one of his
dogs, soothing it with an arcane touch. That hound recovers 10 HP.
-Tactic 2-5: Attack command! “Kill!” Snapping fangs perforate
equipment with destroy attrition
-Tactic 6: “I’ll tear you apart myself!” The Houndmaster leaps into
the air, landing behind a target and attacking with bloody, ragged
fingernail claws. Flesh attrition is inflicted, with a bleed follow up.
As long as this blood flows, it will attract the attention of the demon
dogs.

*Houndmasters travel with 3 demon dogs. Each has these stats:


HP: 12 ATK: 5 DEF: 1

Both the Houndmaster and his beasts are powerful undead creatures,
and can only be harmed by magical, silver, or cold iron weapons.
They patrol dark places to feed on unwary travelers.

KNIGHT (and other heavily armored combatants)


HP: 50 ATK: 3 DEF: 7 PHASE: 2 TACTICS: 3
-Tactic 1: Shield brace. Fall back, add 1 to DEF, maximum DEF 10
-Tactic 2-5: Weapon attacks. The knight employs any 2 weapons,
swinging at 1 or 2 targets as needed, inflicting flesh attrition with one
(bladed) and equipment attrition with the other (mace or hammer)
-Tactic 6: Rushing charge! With a supreme effort, the knight sprints
a short distance, leaning into a powerful attack that can only be
Evaded to avoid. This inflicts brutal attrition and stuns the victim
for the remainder of the round.

Knights are the armored elite in the employ of lords, earls, kings
and queens. They are brutal fighting machines, especially skilled
at surviving protracted battles, steadily advancing, or confining the
enemy to be killed by archers or fire.

278
Enemy List
MYCONOID (fungus people in their many forms)
HP: D4x10 ATK: D4 DEF: D4 PHASE: 4 TACTICS: 2
-Tactic 1: Scurry and vanish. The Myconoid moves, then becomes
still and changes color to match surroundings.
-Tactic 2-5: Woodshroom spears! Stab! Stab! Basic attrition
-Tactic 6: Spore cloud! With a squeeze of torso muscles, they emit
a dense cloud of microscopic spores, active on contact with the skin
of all those nearby. Can only be avoided with Evade. Roll for spore
type below.

Myconoids are a diverse folk who live in the deep underworld,


unable to withstand the intensity of sunlight. They are entirely
fungal in biology, cultivating lesser fungi and growing immense
mushroom species for housing, lumber, and other needs.

Little is known of Myconoid society, save that they prefer to avoid


entanglements with surface folk and their many conflicts.

Myconoids range from 3 feet to 7 feet in height, in many colors


and shapes, with small button eyes below the cap. Some can speak,
some cannot.

When using Spore Cloud, the Myconoid can choose its spore type
for strategy, or it can be rolled at random.
1. Stinging Spores: This fine yellow dust burns eyes and skin
with flesh attrition. The cloud lingers 1 round.
2. Corrosion Cloud: A reddish poof of acidic spores eats through
leather and metal, causing equipment attrition. The cloud
dissipates immediately.
3. Mind Haze: These almost invisible spore particles establish a
mind-link with the host Myconoid. This allows them to ‘puppet’
the victim for 1 round.
4. Incendiary Spores: This spore cloud is directional, jetting
away from the source. All those within are blasted with a fiery
cloud, suffering brutal attrition. The cloud then vanishes.

279
279
Enemy List
ORC (powerful tribal aggressors who value war above all else)
HP: D6x10 ATK: D8 DEF: D8 PHASE: 3, 5 TACTICS: 1
-Tactic 1: Sidestep and evade. A cunning fighter, the orc circles its
foe, adding 1D4 to ATK on its next attack
-Tactic 2-5: Ragged axe, spiked shield! The signature assault
combo of the orc army. Basic attrition with the axe, then a slam
attack with the shield. The shield staggers foes on a hit, making
them unable to move on their next phase
-Tactic 6: Battle cry! Fists at sides, the orc lets fly a mighty roar.
“Blood and glory! Raaagh!” This orc’s ragged axe attack now
inflicts brutal attrition

Orcs in The North Holds are on a steady incursion from the south,
having destroyed Dalric’s wall decades ago at great cost. Their fury
is a long-held value, as they place prowess in war at the center of
their society. A defeated or shamed orc is outcast, living only for
revenge.

RONIN (mysterious loners with unparalleled weapon skill)


HP: 10 ATK: 10 DEF: 10 PHASE: 1, 3, 4 TACTICS: 3
-Tactic 1: Spinning leap. An impossibly agile jump places the
Ronin anywhere in the battlefield, recovering 1D4 HP
-Tactic 2-5: The flash of a bladed weapon. Only a Resist roll can
fend off this hyperspeed slash, which inflicts brutal attrition
-Tactic 6: Sweeping spin attack! Changing weapon grip and stance,
the Ronin spins and follows through, hitting all nearby foes with
destroy attrition

Whether secretive frog-kin rogues, orc loners, or Heron dwarves,


Ronin are feared all through the west. They often serve strange
convictions, neverending vendettas, or cryptic zealotry. They can
be negotiated with, but only if they can be found, and at great peril.
Only one thing is certain: their weapon skills are beyond all others’,
and they take no apprentices.

280
Enemy List
VAMPIRE (dark-souled blood-drinkers who feed on mortal folk)
HP: 75* ATK: 8 DEF: 5 PHASE: 1, 4 TACTICS: 2
-Tactic 1: Invisible dash. Too fast to see, the Vampire can move
anywhere in the field unhindered
-Tactic 2-5: Shocking strength. Vampires are known to toss foes or
tear off limbs with little strain. The GM’s discretion will determine
the attrition inflicted here. A lost limb should induce the Injured
flaw in its victim
-Tactic 6: Blood drinker’s bite! Fangs clamp down like a vise,
inflicting 2 flesh attrition instantly. Only Evade can escape this
attack. If the bite is not escaped before the Vampire’s next phase,
the victim falls dead to be reborn in hours as a vampire, and the
attacker returns to full HP

Vampires are found throughout The North Holds, in high courts and
dark caves. They are narcissistic, greedy, and ever-thirsty ghouls.

If reduced to 0 HP, vampires take the form of mist and return to


a coffin to regenerate. If the coffin is destroyed, they perish while
attempting to take mist form.

Direct sunlight will kill a vampire in 1D4 rounds of exposure.

Only magic, silver, or cold iron weapons can harm a vampire. A


wooden stake to the heart can be used as a 2D12 attack.

Vampires can become swarms of rats or bats, able to escape almost


any containment with ease. They do this at will.

*Newly turned vampires only have 10 HP.

Arch-vampires, centuries old and powerful with knowledge, use


spells similar to a Bog Witch or Dire Wizard. They generally avoid
confrontation, preferring to use deception and legions of suicidal
servants to see their will done.

281
Enemy List
WEREWOLF (and all lycanthropes)
HP: 75 ATK: 6 DEF: 3 PHASE: 2, 4 TACTICS: 2
-Tactic 1: Tackle! The werewolf charges, pinning a foe down.
The victim must use Muscle or other means to escape
-Tactic 2-5: Savage bite. A single attack inflicting brutal attrition
-Tactic 6: Ripping frenzy! All nearby heroes attacked with destroy
attrition! If successfully using Defense or Evade, only suffer basic
Werewolves are those infected with the ancient curse of lycanthropy.
They grow and evolve by an ancient code of truths known as ‘the
cycle of the wolf. ’Once a person has been bitten, they will change
shape on the next moonrise. From that moment forward, they will
grow in power with each exposure to moonlight. After 9 moons, the
wolf will never retake human form.

Werewolves gain power with each moon. HP+10, ATK+1, DEF+1

Werewolves retake human form when in contact with the light of


the sun. Even if control was maintained, homicidal urges averted,
their memory is cloudy of the wolf’s doings.

Lycanthropes can only be harmed with magical, silver, or cold iron


weapons. Other injuries regenerate instantly.

• Bat Folk: Somewhere out there, lycanthropic bats are growing


in number. This form of the affliction is less understood and, in
many ways, more of a threat to the world of human-kin.
• The Bitten: Some victims of a werewolf’s bite do not fully
turn. Instead, they languish in a bestial form, neither wolf nor
man.
• Albinos: Rarer still are the pure white werewolves. These
are a mutant form of a pureborn, with white fur. These beasts
are cunning, brutal hunters, and rule their kind with fear and
violence, often rampaging without any clear purpose until
destroyed. Rumors hold that only three such creatures exist,
contained in cold iron coffins in secret tombs for centuries.

282
Enemy List
YETI FOLK (ape-like giants that live in high tundra and snow)
HP: 125 ATK: 3 DEF: 5 PHASE: 4 TACTICS: 2
-Tactic 1: Change targets. “Rage drives these creatures!”
-Tactic 2-5: Slamming fists. 2 heavy attacks, like giant hammers. If
using Defense, suffer destroy attrition on fail. If using Evade, avoid
only one of the 2 fists, intercepted by the other
-Tactic 6: Giant snowball! Throwing a huge mass of ice or rock,
the Yeti kin destroys structures, changes terrain, and inflicts brutal
attrition. If hit by this attack, become stunned for 1 round

Despite being feared and misunderstood as savage animals, Yeti


Folk are intelligent, sometimes gentle creatures with complex social
structures. They prefer the remotest of mountain environments, and
keep hidden from most.

Their reputation has been earned by their quickness to anger. They


can be communicated with, but offense, to a Yeti, is an insufferable
affront to one’s honor and family. In stark opposition to this quick
temper, the loyalty of Yeti Folk is legend. They have been known
to walk hundreds of miles to see a blood debt fulfilled, or give their
lives to one they respect.

In some cases Yeti grow to enormous size, becoming loners... lost


in anger and confusion. A Giant Yeti has double all the stats listed
above, acts in phase 2 and 4, and employs 3 tactics.

That’s all? I know there are hundreds more entries


in the Magna Cryptica. Remember, dear reader,
this is only a sampling of enemies to get things
going. Who knows what creations will test ye
wits and blast ye blades! Ha’baka heroes!

283
When Creating Enemies
Creating and statting enemies can get cumbersome, no matter how
streamlined your rules may be. Try these tricks to help.

Standard HP: Use three categories to rapidly set HP on created enemies:


5 HP, 25 HP, or 50 HP. These simple amounts can be used for a great many
foes, and give players a sense of mass or size driving HP.

Dice for ATK: Roll 1D10 for ATK or simply assign a value of 0.

Dice for DEF: Most enemies have 1D6 DEF. Add D6s to escalate tough,
naturally armored, scaly or steel-clad foes.

Attrition Style: Generally, choose one for your created enemy.


• Basic: When hit, victim chooses any 1 skill or equipment inventory to
mark off. Equipment is only damaged.
• Flesh: When hit, victim rolls D10, marks off the indicated skill.
• Equipment: When hit, randomly select and cross off 1 equipment.
Equipment is only damaged, not destroyed.
• Destroy: When hit, cross off 1 randomly selected skill and destroy 1
randomly selected piece of equipment.
• Brutal: When hit, victim marks off 1D6 combined skill and equipment
inventory, randomly selected.

*No matter what an enemy’s attrition style may be, hitting a hero who has
no inventory left is a lethal blow. A hero so hit will die on the next phase 5
unless healed for 1 or more skill inventory.

Tactics Classics: To simplify the tactics roll of an enemy, use these three
classics, all with the same attrition style. As the enemy gains personality,
these can be made more flavorful and varied.
• 1: Move and Recover: The enemy relocates, gathers strength.
• 2-5: Melee attack: A standard single-target claw or weapon attack.
• 6: Area attack: The enemy uses a spin, ground-pound, cleave or magic
attack to hit all heroes at once.

284
When Modifying Enemies
With the brief enemy lists included here, the GM will quickly come upon
a need for a custom monster. As you create monsters, use the guidelines on
page 284 to get started. Then, spice things up with modifications. Follow
the steps below, then use the D12 tables on pages 286 and 287.

Roll a Modification: Jump to the next page and roll a D12. Add that
change to your unique version-of-an-enemy and proceed. In time, you’ll
do this without even thinking.

Roll an Event: Also on the next page spread, roll a D12 to add a ‘second
mode’ to your unique enemy. This will give any battle with the foe a two-
part feeling that will challenge players, or make the enemy feel like a
leader, alpha, or ancient variant.

Give it a Name: Always give a creepy, weird, or scary name to modified


enemies. Even keeping it simple like ‘Ancient Blue Hag’ or ‘Giant Cavern
Crab’ sets it apart. For bonus points, name the modified enemy as an
individual... spoken of in myth, feared by locals, or created in a wizard’s
tower.

Give it Loot: Unique, ancient, or alpha-level foes should have 1 or 2


treasure items on them when slain. These can be bits that are ‘harvested’
like eyeballs and teeth, or dropped equipment. Use tables as needed to give
players that tingle of finding goodies when victory is earned.

The Custodian... don’t get me started! With all that


armor, the fire-breathing, and the gigantic third
arm... how can you even call it an orc? Damn
thing has taken too many stout lives at the gates
of Runnminir to escape my axe! To battle!

285
Enemy Modifications
Ok, let’s get to the mechanical stuff. You’ll see the TACTICS terms
below all over the monster entries in this book. Mix & match to create your
custom foes in no time, or use a D12 for a random property.

1. Heavy Attacks: This enemy is effective at getting past hero Defenses,


gaining a +5 ATK.
2. Armored: Add this variation to an enemy to reinforce it with deflective
plates, scales, or other Defenses. It gains +5 DEF.
3. Destroyer: This foe has a special reason for a gear-crushing attack.
This attack inflicts destroy attrition.
4. Brutal Attrition: This enemy’s attacks inflict 1D6 attrition.
5. Stun: If hit by this powerful foe, the victim is rendered senseless for 1
ROUND, dazed and concussed.
6. Equipment Attrition: Sundering enemies only target item attrition.
7. Bloody Attacks: This foe targets flesh and bone only. Cross off skill
inventory only when hit. For extra impact, and a bleed effect... inflicting
another skill attrition 1D4 round after the initial strike.
8. Fast: This enemy variation rolls tactics in 3 phases. As a shortcut, use
phases 1, 3, and 5.
9. Huge: This foe has twice the HP of its cousins.
10. Blast: On tactic 6, this enemy uses an area attack like so many others,
but teh effect can only be avoided by an Evade roll. To push it even
further, the ‘blast’ cannot be avoided at all!
11. Swipe: This special property affects all heroes present, shoving them
a near distance. Determine direction with a scatter die or clock roll.
Particularly deadly when used near dropoffs or pits.
12. Recovery: This enemy uses one of its actions each round to recover
strength. When this occurs, replenish D100% of the enemy’s HP
maximum. Use a rough estimate with this roll to save time and make
things easy.

286
Enemy Events
Every battle can benefit from a twist or a turn... something that scrambles
the actions, forces movement, or utilizes the terrain. Choose below or roll
a D12 for the moment things get a little crazy.

1. Frenzy: At half HP this enemy goes berserk, adding a new phase to its
regular set of actions.
2. Explosive Displacement: Desperate, this enemy makes a violent
movement to a remote part of the scene, delivering an area attack en
route. This can also restart the encounter to phase 1.
3. Parasites: After being hit 3 times, the enemy shakes or convulses,
releasing a swarm of 2D6 1 HP parasite enemies.
4. Terrain Damage: On every third turn, this foe destroys a piece of the
scene. If a hero is occupying this area, they fall, are crushed, or become
pinned/trapped by the destruction.
5. Self Destruct: After reaching 1/4 HP, the enemy activates a self-
destruct sequence. It will explode or melt in 1 round.
6. Possessor: The enemy retreats, then uses magic to occupy an unwilling
host body. This effect lasts 1 round.
7. Final Form: At 0 HP, instead of dying, the enemy changes form,
unfolds, or reveals its true self... an upgrade of its previous form.
8. Submission: At 1/4 HP this enemy will submit, yielding to heroes.
This isn’t a ruse, but a full surrender.
9. Lair Regroup: At 1/2 HP the enemy hurries to its base of operations,
recovering HP and gathering strength to continue fighting.
10. Vanish: Using magic, terrain, or weather, this enemy disappears!
11. Accelerant: If this event is rolled, the enemy accelerates any current
timers on the table by 1D4 rounds.
12. Split: At 1/2 HP the foe splits in two, cloning itself. Each clone has 1/2
the original max HP of the enemy. The clones work together tactically,
dividing or decoying, or evading their attackers with cunning.

287
“It was no accident we found it.
The final page of the Morut
seeks out its reader.
We then looked upon the only known
copy of the most sinister book
in all creation.”

-Gezaban the Wondrous


TABLES
and
TREASURE

289
A Leaning Stone
Spruce and her friends had been on their boots for three straight days, her
friend Ira choked with soot and hornet welts, and little Lucille exhausted
by dwarven suitors. It was an errand of frogs and fire, of broken bricks and
cold-water plunges. Fort Abbervale was still held by the croakers, but the
soldiers were safe. Never was the walk home from the lookout so long.

On their way they walked with wider and wider space ‘tween them, the
stout folk far ahead, eager for home. Spruce tarried, wistful, nostalgic for
simpler days. It had only been a week since Granes had ‘volunteered’ them,
and she had already had her fill of heroics. The urge to vanish into the trees
was ever-present, but there was the alderman to think about, and the girls,
and loneliness nagging.

“Not a drop of frog-blood spilled! Imagine the tales they’ll tell!”


“I’d rather a heap of coin than a pinch of fame,” Ira added from the front.
“The house could use a new bartop. That slab is showing its age.”
“Bartop? You old spinster, I make for the tavern! We’ve not had a reveling
for weeks.”
At last Spruce, little Shushannah, spoke up on the matter. “I’d settle for a
warm hug, a gentle kiss light as rain, and a flower to brighten the moment.”
The other two girls froze, giggled, then started making belch noises.
“You’re hopeless!”

Back in the vine-wound avenues of Gardenburrow, they were greeted


with nervous faces, worried hustling. Of the four groups deployed by
the Alderman, only they had returned. No word from Kaargfort, and the
Oakenwood explorers had vanished entirely. Worry clouded the dusk.

“Gloomy as ever.”
“I’ve got a bad feeling about this,” Spruce said, ascending the steps of the
Suede & Saddle. “I hope everyone gets back safe.”
“The gods will see it done,” Lucille comforted, started to worry herself.

At that moment, two guards rounded the bend at Hickory Alley. Their
slotted helmets were ominous, their spears at ready.
A Leaning Stone
Who can know what really happened in the shadow-soaked Oakenwood
in the hours and days before that moment? Great, lumbering arachnid
shapes had been seen, and thus the scouts deployed, but the two days since
were plagued with a lack of news. This quiet became concern, and the
guards showed it. They met the eyes of the ladies as they passed.

“Good to see you returned safe, brave women of the Burrow!” The first
guard was cordial, stiff, mind still on his work.
“Abbervale Fort remains in froggish hands, boys. It will take a detachment
to uproot those things.” Ira pulled off one muddy boot with effort.
“All in time,” the second guard added, with a softer tone. He gestured to
his partner, who nodded. Then over he leaped, in three quick strides, to the
steps of the ladies’ sometimes-public house.
“Lady Spruce, a word?”
Shushannah blushed, turned like a frightened deer, then floated down the
first two steps... a wisp of cool mist in the fading light.
“What is it?”
“I wanted to thank you. I know the alderman has put much pressure on you
and your company, but you heard my plea, and ventured to Abbervale. It’s
no small thing to see you returned.”
“You flatter me. Ira did all the fighting, and Lucille here-”
“I did not come to speak to them, with all due honors, lady Spruce. For
now, I’ve my own duties to perform, and no doubt trouble on the southern
wall by morning.”
“And so?”
“-Uh, and so-” He fumbled a bit then, removing his helmet. His hair was
tight cropped, mostly combed, but messy to one side. The eyes were a
kind green, the jaw square with youth, and he had a smile that softened the
sunset. “A token... to hope that we speak again.” With that, he plucked the
blue plume from the helmet’s crest, a weightless, vibrant thing, a sign of
rank and deeds done. This he handed to her, replacing the helm and hiding
his shy eyes in shadow once more.
“Why, thank you. I don’t even know your name.’
“Nolan.”

When Spruce turned, Nolan on his way, the other girls clucked with glee.
Herbalists’ Guide
Throughout The North Holds, lush plant life offers a variety of benefits
to the wayward adventurer. Here are all the basics needed to become a
skilled herbalist...
• An herbalist rolls the Forager skill to discover a variety of plants
depending on terrain. Successful foraging rolls earn 1 herb, fungus,
root, or plant.
• In the event of a failed attempt to find herbs, the player will face a -3
penalty if searching in the same area again.
• This discovery penalty stacks with the terrain penalties listed below. A
failed attempt at a discovery roll in the desert will result in a -8 penalty
on a repeat attempt (-3 failed discovery/-5 terrain)!
• The Herbalist’s Pouch can store 4 plants at a time. If the pouch is full,
a plant must be used or discarded before a new one can be added. This
item is a 3-point piece of equipment.
• Upon making a find, roll 1D8 to determine what will be harvested.
Generally, a roll of 1 is toxic specimen: The forager must roll their
Forager skill again to avoid poisoning themselves. A roll of 2 is
immature or not-yet-useful bits, and a roll between 3 and 8 offers
quality specimens of ascending utility.
• Herbs, roots, plants and fungi cannot be foraged in urban, blighted,
lifeless, or volcanic environments.
• Consuming or using herbs is considered a ‘free’ or instantaneous action,
using no appreciable amount of time in a player’s turn. Still, only 1
herb may be consumed per turn, allow for chewing and digestion.
• The effects of herbs are doubled by cooking. This requires a full rest
period such as camping, and can give off powerful smells that may
bring undesired attention.

At first, this druid, Aure, was little more than an


oddity... always sniffing about, rummaging in
uncouth soil like a mole. By the end of it, we
knew him as savior and friend... a true master of
the lichens and leaves all around us.

292
Herbalists’ Guide
Desert Xeromorphs - Forage Penalty -5
1. Rotting Moonflower: Debilitating hallucination that causes
petrification, roll Resist to prevent. The sap here has begun to boil in
the desert sun causing its toxins to seep through the skin’s pores. As the
plant is being harvested, the weakened skin dissolves to the touch and
coats the harvester’s hand.
2. Adolescent Moonflower: No effect. See below.
3. Mature Moonflower: Astral projection. This is a hallucinogenic plant,
its use perfected by desert shamans over centuries... it allows the user
to manifest themselves out-of-body as an astral projection. Shamans
would use this to communicate across vast distances without having
to brave the harsh terrain and temperatures of the desert. In combat
it can confuse the enemy as an illusion, and is an excellent scouting
tool. The risk lies in plant identification. It is easy to confuse a mature
Moonflower with an adolescent or even rotting Moonflower. The outer
skin of the plant remains a bright ashen blue throughout its entire life.
The inner sap, the consumable in which the hallucinogenic benefits
reside, is only ripe for a short amount of time. The only way to safely
determine ripeness is monitor its growth from seed.
4. Mirage Brush: Used for safe rest, 1-in-6 chance of detection. Dry
brush that tumbles about. Desert shamans commonly add this plant
to their campfire because the smoke is oily and lingers in the air. This
masks campers in a blurry shroud, offering reliable concealment.
5. Black Torch Plant: Adds 1D6 fire damage. An ominously beautiful
plant, turning from green to black in maturity. As the plant nears
maturity it sprouts a flower of yellow, red and orange that resembles a
torch. If the petals are disturbed, the flower ignites in flame.
6. Stonecrop: Absorbs 1 skill attrition. Disguised as rocks, the Stonecrop
have a distinct green-yellow hue. Ripe, they resemble a peach and
consuming them grants strength of will. Very often overlooked and
little-known.
7. Wanderer’s Aloe: Heal 1 skill attrition. Adolescent version of
the Shaman’s Aloe. It received its name due to non-native travelers
harvesting the plant before it was fully matured.
8. Shaman’s Aloe: Heal 2 skill attrition. A camouflaged tan bulb full of a
very potent sap with great healing properties.

293
Herbalists’ Guide
Forest & Grassland Plants - Forage Penalty 0
1. Cnocc Thistle: Roll Resist on contact or succumb to crippling fear for
1D4 ROUNDS. Usually growing on hillsides, cnocc thistle has tiny
sharp barbs that prick the skin and send neuro-poisons to the brain.
This causes a sudden and irrational fear. Cnocc thistle often gets stuck
to the outer layers of clothing and needs to be carefully removed, not
unlike ticks.
2. Almsday Spice: Add to food to amaze and stupefy consumers. One of
the most commonly used herbs in all of The North Holds. An easy way
to add spice to a meal, as well as a wisp of home.
3. Warrior’s Foil: Gain +2 Muscle, Brawling, Vitals or Shield Fighting
for 1 ROUND. This plant stands out as a burning red against the lush
green of its surroundings. The red color of this plant burns like the
coals of a forge... when discovered, it was used in smithing.
4. Scholar’s Foil: Gain +2 Investigate, Language, Knowledge or Magic
for 1 ROUND. Similar to the warrior’s foil in appearance, except that it
is a haunting blue color. The scholar’s foil is airy, glowing, transparent.
It looks as if a breeze would cause it to disappear... light as a feather.
5. Golden Rhus: Re-roll any 1 roll. These flowers bloom on small trees.
They can be seen shimmering from a distance, often confused with
sunlight. Blooms must be held in the hand before the initial attempted
roll. Upon a re-roll the golden hue rapidly turns brown and dries up,
completing its lifecycle. Wasted if no re-roll is desired.
6. Slough Pine: Add 1D8 to damage for 1 round. This sap is applied to a
weapon. Once applied, it cannot be removed.
7. Daughter Of Twilight: Heal 1 skill attrition. Twilight plants are one of
the wonders of The North Holds while still only growing 3’ at its tallest.
The flowers of the twilight plant bloom at dusk. As the adolescent
buds open, a cold glowing light emits from the flowers, reminiscent of
moonlight... used for centuries for their healing properties by the Elves.
8. Mother Of Twilight: Heal 2 skill attrition. Used in Elven magic for
longer than memory records. Elves enjoy basking in the light of the
plant, growing it not only for its healing properties but for the light
alone. Any elf who sees this magical glow will remember the best of
days.

294
Herbalists’ Guide
Bog & Wetland Fungi - Forage Penalty -2
1. Amanita Môrmírya: Causes blindness for 1D4 rounds on contact,
roll Resist to avoid. A delicious mushroom, grows in small hidden
colonies. It is said that many an herbalist who has gone permanently
blind and mad, giving up a life’s work of studies in herbalism having
been enticed by the buttery flavor.
2. Amanita Matília: No special effect. The most common edible fungi
in the forest. The woodkin have entire libraries full of recipes for this
delectable variety. A staple of any good stew.
3. Amanita Hloimírya: A ‘trap-fungus,’ releasing paralyzing spores
on contact. Immobilizes victim for 1 round. The woodkin refer to this
fungus as “druid’s snare”. The harvester should set the fungus at a
tactical location where they expect the prey to step.
4. Inocibia Alaúra: Grow to 3 times normal size, and gain +3 Muscle
for 1 ROUND. Spotted by surrounding oversized plant life. Grind to a
powder, apply to any organic matter for a similar effect.
5. Inocibia Taurë: Gain +3 Defense for 1 round. Found growing on dead
trees. Consuming this fungus hardens the skin into a wood-like texture.
Woodkin believe the taurë actually grow on perfectly healthy trees but
absorb their nutrients until the tree dies, passing on the tree’s strength
to the consumer.
6. Psilocibia Aüguria: Detect a future detail. A hallucinogenic fungus
giving the harvester a form of foresight. When consumed, ask the GM
a specific question. GM answers may be vague.
7. Psilocibia Hloifírya: Inflict 1D8 on contact. Hloifírya secretes a thick
reddish-black liquid, applied to a weapon for one use. This fungus
grows in circular clusters rumored to be ritual grounds for faeries.
Woodkin children are told to avoid these rings for fear of being taken
away by the faeries. The real threat, though, is the fungus’ poisonous
properties.
8. Psilocibia Môrfírya: Inflict 2D8 on contact. A particularly potent
version of the hloifírya above. These more potent poison muchrooms
are spotted by tiny dancing faerie folk at their tops. Applied to a weapon
for a single use.

295
Herbalists’ Guide
Shoreline Macrophytes - Forage Penalty 0
1: Tesh: Sleep 1D4 ROUNDS on contact, roll Resist to avoid. The pollen
of the tesh plant is used as anesthesia. A small amount can induce sleep
in seconds. Tesh is nicknamed ‘Fisherman’s Nap,’ as it is often stumbled
upon in shallow water.
2: Dritïd: No Effect. Commonly found just off the shores of larger bodies
of water. Similar to dune grass, it grows in abundance but holds no purpose
beyond basket and rope making.
3: Ésca: Causes involuntary approach for 1D4 rounds. A beautiful,
glowing water lily that emits a warm aura... a lure. Any creature nearby
will be drawn to it if presented. Roll Resist to escape this lure.
4: Tïrett: Breathe water for 1D6 rounds. A tall plant found by shorelines,
similar to cotton but even lighter. Tirett absorbs large amounts of water
while at the same time creating breathable air. A truly curious plant.
5: Talteír: Ignore attrition from fire for 1D4 rounds. A bioluminescent
algae, orange and yellow, that evolved to protect itself against the fires of
war that scorched The North Holds. Consume to gain its effect.
6: Äzerite: Ethereal scrying. Äzerite is a type of sedge. When placed
on the surface of water, a reflecting pool is created. While concentrating
on the reflecting pool, the user is able to read the thoughts or even
communicate with intelligent beings within 1 mile, using Investigation.
This is an excellent tool for gathering information or ‘remote viewing.’
Communications are limited to a few words or feelings.
7: Vöufem: Stave off death. Another surface-growing algae that, ground
into a poultice, prevents blood loss. Once a hero has fallen in battle, this
green, mushy material can sustain a character who has taken a ‘hit to the
heart’ up to one full day, unconscious but alive. If any damage is taken in
this delicate state, the algae is lost and the patient will die instantly.
8: Nínsevä: Regain an expended spell. A rare marine algae of bright green
and dark blue that allows a magic-user to restore a spell that has been
expended. Upon consuming this plant, the user’s eyes will glow green for
a short period of time. This herb is essential for any spell-caster faced with
long periods between rest, safety or magical study.

296
Herbalists’ Guide
Mountain, Cavern, & Frost Lichens - Forage Penalty -5
1: Alga Môrraugh: Freeze for 1D4 rounds, roll Resist to avoid. Môrraugh
acts very quickly. Because it camouflages itself onto a rocky surface, it is
hard to detect and often catches the unsuspecting traveler off guard. One
mistep on this hidden lichen sends a brutal chill into the feet.
2: Alga Dleoff: No effect. In lean times, dwarven miners deep in the
mountains sate their hunger by scraping dleoff, a cheese-like lichen, off
the cavern walls and enjoying with bread. A fine nutty finish.
3: Alga Devra: Adhere to surfaces for 1D4 rounds. Devra acts like a
super-adhesive. Dwarven miners use this lichen on rope for extra grip
while hauling large portions of stone. Use this lichen for safe climbing,
reinforcing doors, or any binding-of-objects.
4: Alga Gevroraldr: Illuminate for 2D6 rounds. Dwarves of the north
learned about this lichen from wayfaring druids, who often camp in
a soothing blue light. Gevroraldr glows when crushed in hand. More
importantly, all living things within gevroraldr’s gentle blue light are
protected from extreme cold.
5: Alga Hegsgor: Avoid contact for 1D6 rounds. The aroma of hegsgor
is unbearable. Dwarves have caved in entire mines just to rid themselves
of the stench. No creature that can smell hegsgor may contact the user,
including melee attacks, until the scent wears off.
6: Alga Jroinni: Dissolves non-organic matter. Druids use this lichen to
break down metals. Jroinni is found in small stone pockmarks created
by the lichen itself. Applying jroinni to any non-organic equipment will
dissolve and destroy it in 1D6 phases. Combine a large amount of this
lichen with slow-cooking to break down larger objects.
7: Alga Hrenga: Summon elemental. Hrenga is an odd organism that
absorbs elemental properties on contact. If crushed and applied to stone,
for example, it forms into a small stone being, able to move and act freely.
This effect works with stone, water, ice, or wood. The creature dissipates
after 1D8 rounds.
8: Alga Okumudov: Commune. Touching this mysterious lichen with
an Investigate roll allows the harvester to literally feel what okumudov is
feeling, for up to 1 mile. The information is vague and intuitive, seldom
verbal.

297
Coins and Cash
Roll on this table when common treasure hoards are found.

ITEM NOTE VALUE

1. A Few Crowns Worn, simple coin used by common folk 1 pt


2. 1 Gold Thaler A hefty coin often used in barter for favors 1 pt
3. 3 Gold Thalers Above, but three count 2 pts
4. Pouch of Silver Low-value nuggets, used to smelt silver 1 pt
5. Pouch of Gold Enough to buy a round for an entire tavern 2 pts
6. Garden Gold Top value coin exclusive to Gardenburrow 2 pts
7. River Gold Top value coin exclusive to Rivergate 2 pts
8. Desert Gold Top value coin exclusive to Slimshire 2 pts
9. Lord’s Mark A token of oaths or specific debt owed 2 pts
10. Black Coin Forbidden currency used in shadow markets 2 pts
11. Smith’s Bond A paper bond honored by makers of armaments 2 pts
12. Training Voucher Paper cash usable only on SKILLS 2 pts
13. Fae Chips Glowing bits valued by magical merchants 2 pts
14. Box of Coin A wooden chest of common coins 3 pts
15. Gold Bar A small slab of simple gold 3 pts
16. Silver Bar An ingot used for silver smithing 3 pts
17. Cold Iron Ingot Super heavy ingot for special smithing 3 pts
18. Heap of Coin Oh, my! A pile of glittering coins! 5 pts
19. Common Deed A paper bond redeemable for a small house 5 pts
20. Heirloom Coinage Roll on the table below - pts

HEIRLOOM NOTE VALUE

1. Kaargfort Crown Exclusive, elite coin worth much at this locale 7 pts
2. Mooncrest Crown Exclusive, elite coin worth much at this locale 7 pts
3. Ashtown Gold Exclusive, elite coin worth much at this locale 7 pts
4. Hakburg Dollar Paper currency used by local aldermen 7 pts
5. Stonemark Crown Grants access to the Stonemark Miners’ Guild 7 pts
6. Blackmoor Shilling An extinct form of coin from ages past 7 pts
7. Frog’s Honor Coin Bamboo slat worth a great deal in Gulglac 7 pts
8. Harnmoor Crown Coin from a long-lost hoard of that locale 7 pts
9. Cloudtop Coin Required to enter the city of fog 7 pts
10. Greentooth Promise A jade-like circle prized throughout the realm 10 pts

298
Gems and Minerals
Roll on this table in mines, caverns, or treasure hoards.

ITEM NOTE VALUE

1. Ruby Dust Crushed leftovers from gem-cutting 2 pts


2. Crystal A small, clear quartz polyhedral 2 pts
3. Intact Ruby Large enough for a small ring or trinket 2 pts
4. Tiny Emerald Glittering green, jewelry-size 3 pts
5. Tiger’s Eye Orb Yellow and black sphere, pea-sized 3 pts
6. Uncut Opal Iridescent white, prized by stout folk 3 pts
7. Cave Bubble An oddly spherical gem of silvery metal 3 pts
8. Torch Mica A flaky mineral that is highly flammable 3 pts
9. Aquamarine Greenish jewel hypnotic to frog folk 3 pts
10. Red Velvet A soft soapstone used in writing and the arts 3 pts
11. Glimmerock Lustrous glitter can be seen for miles 4 pts
12. Oodlebark A wood-like mineral, remains a mystery 4 pts
13. Whet Diamond Coarse gem perfect for sharpening metal 4 pts
14. Handful of Rubies Typical, but in number 4 pts
15. Sulphuric Coal Ore used to make gunpowder 4 pts
16. Cloak Emerald Larger gem used in masterwork broaches 5 pts
17. Bender Crystal Glassy gem, can be used as a spyglass 5 pts
18. Princess Diamond A cloudy but colorful gem for large rings 5 pts
19. Glow Pebble Glowing gem prized by Lantern Keepers 5 pts
20. Rare Find Roll on the table below - pts

RARE FIND NOTE VALUE

1. Dragon Eye A rare gem found near dragon eggs 10 pts


2. Deep Key Pentagonal gem used by deep dwarf locksmiths 10 pts
3. Arachine Diamond Red jewel coveted above life itself by spider-kin 10 pts
4. Brimstone Cubica Infernal stone, destroy to avoid infernal miscast 10 pts
5. Spell Gem Irregular shape, contains 2 random spells 10 pts
6. Sun Gem Emits a gleam of sunlight, hated by the undead 10 pts
7. Exodur Fragment A piece of starfallen alloy 10 pts
8. Glyph Wax Soft mineral, but very resilient to melting 10 pts
9. Stonecloth A cloth-like sheet of stone usable by tailors 10 pts
10. Mountain Heart A wonder of the depths, induces greed sickness 12 pts

299
Junk and Flotsam
Roll on this table when discovering debris or supplies in seldom-used places.

ITEM NOTE VALUE

1. Plank A wooden board 1 pt


2. Algae-covered Tarp Could cover a wagon, but smells awful 1 pt
3. Fishing Net Tangled and messy, but intact and huge 1 pt
4. Rivets A satchel of metal fasteners, rusted 1 pt
5. Old Pulley A huge block pulley for hoisting 1 pt
6. Boots Worn old muckers from some lost coot 1 pt
7. Bucket Wooden, metal handle, once in a well 1 pt
8. Rotten Mud A lump of muck, uniquely foul 1 pt
9. Castle Broom A large hardwood broom used for stone floors 1 pt
10. Spool of Twine A plump 300’ roll of tough burlap string 1 pt
11. Blank Book Someone never got to the last step 1 pt
12. Bad Sculpture Is it a figure? A horse? A building? Yikes 1 pt
13. Jester’s Pants Multi-colored pantaloon bloomers 1 pt
14. Bird Hat Yellow feathers, cone top, lopsided brim 1 pt
15. Huge Blanket Wool, enormous, itchy, dark brown 1 pt
16. Ferry Pole A 20’ flexible pole for pushing boats 1 pt
17. Crutch Wooden support for injured people 1 pt
18. Terrible Doll A poorly made doll with a missing eye 1 pt
19. Stage Fish A huge rubbery trout used in comedy plays 1 pt
20. What the- Roll on the table below - pts

WHAT THE- NOTE VALUE

1. Cheese Tube A cylinder of hard cheddar, arm-sized 1 pt


2. Giant Fork A three-foot-long, two-tined fork 1 pt
3. Lard-Spreader With crank and wheel, slings fat evenly 1 pt
4. Inverted Map A baffling, meaningless map of a town 1 pt
5. Endless Sausage Links upon links upon links upon links 1 pt
6. Red Cloth Burster A cheap magic trick that shoots red linens 1 pt
7. Terrible Mirror A warped, rippled, distorting hand mirror 1 pt
8. Broken Pogo Pole A spring-bounced hoppy pole, not functional 1 pt
9. Mist Pumper A conical handheld with plunger... needs liquid 1 pt
10. Prickle Pet A quizzical rodent or hedgehog-thing, loves you 2 pts

300
Unusual Armaments
For additional details or properties, consult your GM.

WEAPON DMG/DEF NOTE VALUE

1. Cavalry Spear D12 15’ spear for mounted lancing 3 pts


2. Iron Flail D10 A huge, heavy chain flail 3 pts
3. Two-Hand Shield +6 Def A huge full-coverage steel shield 3 pts
4. Ram Hauberk +2 Def Spiked armor does 1D6 to attackers 3 pts
5. Wooden Sword D4 Long sword, but made of fire-hard oak 3 pts
6. Tower Sword 2D10 Take 1 round to lift after each attack 5 pts
7. Banner Helmet +2 Def Used for troop visibility 3 pts
8. Giant Bow 2D12 Takes 2 ROUNDS to pull 6 pts
9. Cable Whip D6 Steel-link whip bleeds its targets 3 pts
10. Jousting Helmet +2 Def Visored helm, -3 to vision-related rolls 3 pts
11. Runed Vestments +3 Def Chain priest garb, but discreet 4 pts
12. Tufted Spear D8 Length prohibits counterattack 5 pts
13. Hook Axe D10 Restrains hit target, use D20 to hold 4 pts
14. Elven Twinblade 2D8 Curved two-bladed weapon 4 pts
15. Ruby Dagger D10 Dagger imbued with magic 4 pts
16. Shield Amulet +2 Def Necklace that acts as a Wood Shield 5 pts
17. Buckler Glove +2 Def Compact shield allowing use of 2 hands 5 pts
18. Giant Battleaxe 2D20 A giant’s weapon, requires Muscle skill 5 pts
19. Cold Iron Hammer D10 Inflicts triple against undead 5 pts
20. Cache Roll on the table below - pts

CACHE NOTE VALUE

1. Spear Rack A set of 6 spears 8 pts


2. Armor Table Roll three times on Unusual Armaments 8 pts
3. Weaponsmith Chest Parts to create a custom 6-point weapon 8 pts
4. Whetstone Wheel Upgrade the damage die of any 2 weapons 8 pts
5. Sword Cabinet A wooden crate of 6 Short Swords 8 pts
6. Stack of Ingots 2 Cold Iron and 2 Steel ingots, usable by a smith 8 pts
7. Customized Armor Any 1 armor piece, additional +2 Defense 8 pts
8. Small Cache 10 points of weapons and armor from basic list 10 pts
9. Large Cache 15 points of weapons and armor from basic list 15 pts
10. Jeweled Weapon A custom made 15 point weapon of any type 15 pts

301
Potions
Roll on this table when shopping with an alchemist.

ITEM NOTE VALUE

1. Speed Potion Move twice in a single phase 1 pt


2. Draught of Might Gain +3 Muscle for 1 round 1 pt
3. Liar’s Potion Become a brilliant liar for 1 minute 1 pt
4. Truth Serum For 1 minute, drinker must tell only truths 1 pt
5. Gill Grog Breathe underwater for 1 minute 1 pt
6. Fire Bottle Ignore any degree of cold for D4 rounds 1 pt
7. Healing Potion Recover 1 skill attrition 1 pt
8. Healing Demijohn Recover all skill attrition 2 pts
9. Potent Healing Recover 1 skill attrition, 3 uses 3 pts
10. Flask of Froggish Speak perfect Froggish for 1 minute 2 pts
11. Vanish Potion Turn invisible for 1 round 2 pts
12. Precision Draught Your next roll is a guaranteed success 2 pts
13. Arcane Caffeine Your next spell achieves maximum effect 2 pts
14. Rum of Doom Drinker goes unconscious for 1 round 2 pts
15. Cooling Seltzer Ignore any degree of heat for D4 rounds 2 pts
16. Dead Scent Give off scent of undeath, D4 rounds 2 pts
17. Potion of Fleet Feet Gain +10 Jump or Running for 1 round 2 pts
18. Acuity Potion Gain +10 Investigation for 1 round 3 pts
19. Boaster’s Ale Your Oratory rolls cannot fail for D4 rounds 1 pt
20. Potent Potion Roll on the table below - pts

POTENT POTION NOTE VALUE

1. Mighty Healing Recover all skill attrition, 2 uses 3 pts


2. Iron Gut Whisky Gain +10 Resist for D4 rounds 3 pts
3. Iron Bones Potion You cannot be harmed for D4 rounds 3 pts
4. Flight Flask You can fly for D4 rounds 3 pts
5. Carafe of Healing Up to 5 people recover all skill attrition 3 pts
6. Vampiric Essence Damage you do becomes healing, D4 rounds 3 pts
7. Breather Potion For 10 minutes, you do not need to breathe 3 pts
8. Love Potion all in love with first person seen for D4 days 5 pts
9. Metal Mender Repair all item attrition 5 pts
10. Elixir of Immortals Drinker cannot die until the next sunrise 10 pts

302
Tinctures
Compact medicinals and poisons delivered in mere drops. Each includes 2 drops.

ITEM NOTE VALUE

1. Eagle Eye Tincture A drop on the tongue grants +3 to Scouting 2 pts


2. Common Antidote Cures most poisons when ingested 2 pts
3. Soothing Balm Apply to skin. Ignore the next flesh attrition 2 pts
4. Mirth Drops Causes uncontrollable laughter for 10 minutes 2 pts
5. Tincture of Scales An ointment, adds +2 DEF to skin for 1 day 2 pts
6. Sleeping Drops Ingest to pass out for 1 hour 2 pts
7. Ivan’s Trots A drop in a drink induces horrific upset bowels 2 pts
8. The Ol’ No-Nod You’ve no need of sleep for 1 night 2 pts
9. Leadfoot Poison Victims can barely move for 4 rounds 2 pts
10. Frigid Poison Exaggerates effects of cold if ingested 2 pts
11. Viper Venom 20 damage over 5 PHASES, hurts like hell 2 pts
12. Throat Bloat Victim cannot speak for 4 ROUNDS 2 pts
13. Fistcurler Oil Hands curl to D8 damage fists, 4 rounds 2 pts
14. Face Masker Wrinkles conceal your identity for a day 2 pts
15. Vanishing Drops Only fail stealth with a critical fail 2 pts
16. Slippersap Terribly slippery essential oil 2 pts
17. Holy Linament +3 Magic skill on healing or non-violent spells 2 pts
18. Stout Lotion Gain +1 Resist for a day, beard whiskers 3 pts
19. Steelguard Coat armament to protect from corrosion 3 pts
20. Cure Roll on the table below - pts

CURE NOTE VALUE

1. Injury Heal 1 skill attrition with each drop 5 pts


2. Addiction Removes the ADDICTION FLAW 5 pts
3. Extreme Age Removes the ANCIENT FLAW 5 pts
4. Bone Deformity Removes the INJURED FLAW 5 pts
5. Agitated Humors Removes the IMPULSIVE FLAW 5 pts
6. Fright Ignore fear for 1D4 rounds 5 pts
7. Frailty Removes the SICKLY FLAW 5 pts
8. Rot Cures degenerative or slow-creep afflictions 5 pts
9. Lycanthropy Removes the curse of the moon-wolf 10 pts
10. Vampiric Cures the affliction of blood-drinkers 25 pts

303
Froggish Equipment
Roll on this table when plundering froggish supplies, buildings or boats.

ITEM NOTE VALUE

1. Fishing Kreel Ideal for carrying and preserving fish 1 pt


2. Wet Match A single strike-anywhere, waterproof torch 1 pt
3. Woven Reeds Unbreakable rope, 20’ length 3 pts
4. Extra Thumb Hand prosthesis, use 2-hand items in 1 hand 5 pts
5. Huck Sling Throw any weapon with no extra penalties 3 pts
6. Wall Nut Crush to spawn a wicker wall 10’ by 10’ 1 pt
7. Human Mask Look like an odd but realistic human 1 pt
8. Fungi Food Grow any plant or herb to maturity instantly 1 pt
9. Pilgrim Stone Always points to The Exodur 5 pts
10. Wet Whetstone Add 1 use of deadly to an edged weapon 2 pts
11. Spell Seed Consume to cast a spell at double its ouput 1 pt
12. Gulper Glug Mug Consume to heal 2 skill attrition 2 pts
13. Vaku Fish Withdraws all poisons, single use 1 pt
14. Glow Lizard Remove tail to activate, glows bright, crawls 1 pt
15. Spellpopper Tips Arrowhead containing a single-cast spell 2 pts
16. Gas Pot Ceramic gas bomb, 3 count, poisonous 5 pts
17. Alloy Repair Kit Repair/restore 3 item attrition with no roll 5 pts
18. Hover Belt Levitate for 1D4 rounds. 3 uses 10 pts
19. Energy Cell Powers any Exodur equipment indefinitely 10 pts
20. Frog-Maker Headgear, if worn 3 days, become Froggish 15 pts

LARGE ITEMS NOTE COST

1. Reed Coracle A super-silent two-man boat, ultra-lightweight 5 pts


2. War Boat Heavily armored boat can move 25 troops 10 pts
3. Litter A throne carried by four servants 20 pts
4. High Seat A collapsible chair-on-a-pole for better views 25 pts
5. Mud Crawler A huge, bubbly, amphibious, wheeled machine 20 pts
6. Hover Anchor A cube of hoverstone, lifts 10,000 pounds 35 pts
7. Ballisticus A magnetic rail, launches payload into orbit 50 pts
8. Submersible A fish-like craft, crew 8, silent, camouflaged 50 pts
9. Bubble Machine Generates and maintains breathable air at depth 50 pts
10. Pagoda A wooden castle of sorts, Froggish styling 150 pts

304
Froggish Armaments
Roll on this table when visiting froggish smiths or plundering foes.

WEAPON DMG NOTE VALUE

1. Boot Darts D4 12 count, if 3+ damage, throw another 1 pt


2. 3 Segment Staff D4 After a hit, +2 Defense for 1 round 2 pts
3. Chain Hook D4 After hit, grapple target w/opposed roll 2 pts
4. Curved Sword D8 Inflicts bleed on every hit 4 pts
5. Odak Giant Sword D10 Stuns hit target for D6 phases 3 pts
6. Curve-Blade Spear D8 Hit up to 3 foes with no added penalty 4 pts
7. Gourd Hammer D12 Destroys small structures 4 pts
8. Tufted Spear D8 Length prohibits counterattack 3 pts
9. Fist Claw D4 1 attack earns 2 hits, hands still free 3 pts
10. Giant Mace D10 On 8+ DMG, stun target for 1 round 5 pts
11. Toko War Bow D10 If spend extra round pulled, 2x damage 3 pts
12. Flame Canister D6 On 5+ DMG, ignites target D6 phases 3 pts
13. Gunpowder Balls D6 12 count, explode on impact 3 pts
14. Alloy Sword D10 Weightless, reroll any damage under 5 6 pts
15. Alloy Chopper D12 Lightweight, slices through walls/stone 3 pts
16. Mag Crossbow D8 Silent when fired 3 pts
17. Masterwork Gun D12 If max damage, knocks target out 3 pts
18. Rider’s Gun D10 Damage roll ignores armor 7 pts
19. Glove Blade D8 Perfectly concealed 5 pts
20. Hovering Sword D8 Follows you, obeys simple commands 10 pts

ARMOR DEF NOTE COST

1. Wicker Hat +1 Conceals identity 1 pt


2. Wading Shoes +1 Wooden clogs ignore hindrances of mud 1 pt
3. Bamboo Vest +2 Silent 1 pt
4. Demon Mask +3 Grants +5 Oratory when worn 1 pt
5. Slat Armor +3 Grants extra +2 Defense vs. spears 3 pts
6. Bowl Pauldron +1 Cancels special effects of gun impacts 1 pt
7. Jousting Plate +2 Cannot swim, ignore blunt attacks 1 pt
8. Gunner’s Hauberk +1 Grants +5 damage when shooting 1 pt
9. Alloy Cloth Cloak +2 Rare, grants +3 Evade 2 pts
10. Gunner’s Shield +5 Gain def bonus only when shooting 5 pts

305
Magic Bits
Value unlisted. Such oddities can be valuable or worthless, seldom bought.

ITEM NOTE

1. Caster’s Powder 3 uses, when casting a spell, its effect is ‘in’ this powder
2. Glyph Book A simple guide to common wards, runes, and glyphs
3. Scroll Tube Ignore hazards to scrolls, such as water or fire
4. Druid’s Staff A spiral-twisted wooden casting staff
5. Arcane Staff A metal-capped casting staff
6. Alchemy Glass Bottles and bells for cooking chemicals
7. Pocket Sling A chest belt with numerous small pouches for baubles
8. Smoke Stick 3 uses, a flare-like smoke torch, thick white smoke
9. Deck of Morut A 52-card deck of occult symbols and omens
10. Prayer Beads A string of beads for comfort, meditation, and prayer
11. Jars of Odd A set of glass jars with bugs, fungus, and bird feet
12. Herbalist’s Pouch A 4-slot preservative pouch, see Herbalists’ Guide
13. Tea Set Silver cups and kettle for proper tea service
14. Seeing Stone A spherical quartz crystal for arcane uses
15. Anatomy Guide A compact almanac of humanoid organs and pathways
16. Wondrous Quill A never-dry quill for writing spells or notes
17. Book Binder A set of brackets and locks for safekeeping a tome
18. Magic Candle A simple candle, lit or doused with a word
19. Dousing Rod Y-shaped stick for finding fresh water or nearby wizards
20. Spell Scroll Roll on the table below

SPELL SCROLL NOTE

1. Pyroblast 2 uses, a 4D12 explosion, near radius, ranged, ignites


2. Translocate 1 use, teleport caster and 5 others up to 1 mile
3. Swarm 3 uses, conjure a 30 HP swarm, obeys a single command
4. Vord’s Longboat 1 use, materialize a phantom ship, lasts 4 days
5. Mage Hands 3 uses, arcane hands you control, ranged
6. Salvation 1 use, resurrects 1D4 dead instantly in any state of decay
7. Udin’s Light 1 use, heal all close to caster to full health
8. Hammer 1 use, utterly destroy a structure or a feature of stone
9. Immortal Tomb 1 use, preserve a person’s soul in a ghostly form forever
10. Any 20 pt Spell 1 use, custom build a 20-point spell, GM approval

306
Crown Treasure
Value unlisted. Crown items are bestowed. They are often avoided in markets.

ITEM NOTE

1. Spirit Bell The sound from this bell is agony to the undead
2. Silver Gorget A fine armor piece, protects against vampiric bite
3. Partisan Spear A great spear (2D12), tufted to rally the crown-loyal
4. Thryn Emerald A long-lost treasure of the elven high city
5. Crown War Banner A long red flag used to command legions of the crown
6. Cold Iron Chest An impregnable strongbox for most precious cargo
7. Summit Lantern A lamp that can be seen for a hundred miles
8. Revealer This seeing-glass can expose hidden places and things
9. Confessor’s Dice These portents can be read to divine concealed truths
10. Silver Shield A great shield imbued with silver and cold iron
11. Ergil Tincture A silvery liquid, 2 uses, cures any curse
12. Orc’s Bane A dried herb, 3 uses, the smoke is toxic only to orcs
13. Dalric’s Drum A hefty timpani drum that rallies or signals war troops
14. Heart of Hasgar A blue gem, long ago stolen from the Ullur giants
15. Wolf Chain A cold iron length of chain for restraining lycanthropes
16. Ring of Storms Call forth thunder and lightning with this relic
17. Ivory Rifle A masterwork flintlock rifle, 2D12, never empty
18. The White Mantle Polar bear fur and white cotton, a sign of holy authority
19. Light of Elayna A glass-encased jewel that emits light blinding to evil
20. Writ of the Crown An order of highest import, roll on the table below

WRIT NOTE

1. Report to Ithamel The king of Eastern Elves has summoned you


2. Report to Kaargfort Duty calls near the Copper Peaks
3. Scout Dragon Tooth The council of Thryn needs answers
4. Kill Kagetomo A crown order to slay a froggish assassin
5. Quartermaster You are selected for an equipment upgrade
6. Commendation Your deeds demand a ceremony of appreciation
7. Writ of Law This writ gives you absolute authority for one village
8. Deliver Sanctions Notify Mooncrest that they are heretics
9. A Warning in Blood An alliance wishes to warn Lord Royce of their wrath
10. Captain’s Coda This writ lets you commandeer a sailing ship

307
Skull Treasure
Value unlisted. Black markets will prize these items, but haggle fiercely.

ITEM NOTE

1. Iocane Powder Colorless, odorless poison, deadly if ingested, 1 use


2. Tongue of the Dead Speak fluently with any corpse
3. Blood Ruby A gem prized over all others by shadow guilds
4. Skull Breather A death-mask used to breathe easily in toxic gasses
5. Alloy Rapier A weightless, flawless blade (2D10) made from starsteel
6. Froggish Blowgun A bamboo tube, ideal for silent poisoning at distance
7. Frost Goat An ivory and obsidian horned helmet, +4 DEF
8. Blade Whip An agonizing weapon (2D8), victims always scream
9. Names A small journal with many named criminal operatives
10. Book of Graves A detailed atlas of burials, even secret or unmarked ones
11. The Pale Flower A white lotus bloom, ancient, ageless, deadly
12. Dragonscale Ring 3 uses, ignore a single attack, no matter its scale
13. Scarecrow Cloak A hideous, sinister hood and cape that instills terror
14. Rivet Hammer Drives a molten rivet into almost any material on hit
15. Screaming Skull A glass skull, liquor within contains 3 random spells
16. Souldrinker A crystal dagger, store 1 soul, expend to heal to full
17. Illusion Rod With no roll, conjure minor illusions or mirages
18. Dream Spool Turn this gold cylinder to enter a subject’s dreams
19. Shadow Darts Smoke projectile (D12) that never misses when thrown
20. Mark A top-value task bounty, roll on the table below

MARK NOTE

1. Escort the Redd Help smuggler Nolan Redd reach Stonemark unseen
2. Mungo Must Die Find and kill Mungo, an ogre shaman do-gooder
3. The Serpent Bowl Steal the realm’s only transmutation relic
4. Four Dead Men Kill the greedy council elders of Thryn
5. Sinking the Fyre Find a way to scuttle the ship called ‘Elda’s Fyre’
6. Kill Lady Voor A vampire aristocrat must be eliminated discreetly
7. Traitor in Cloudtop Find and kill a shadow-guild informer
8. A Thief King The skull would see one of its own rule Rivergate
9. Extortion Extreme Harness the Motsuda twins to hold the realm hostage
10. Ithamel’s End Cruel King Ithamel can no longer be allowed to live

308
Weird Stuff
There is no way to assign value to such strange things.

ITEM NOTE

1. Pickled Fruit A dusty forgotten sealed jar of- wait, what is that?
2. Golden Hairs A tiny gift box holding 3 perfect golden hairs
3. Note to You You find a tiny rolled paper with your name on it
4. Wink’s Nose This realistic wooden nose is affixed with magnets
5. Scream Globe Glass-cased town scene, filled with muffled screams
6. Invert Mirror Only shows the reflections of blood-drinkers
7. Leopard Leotard A mess of string and straps with animal-print markings
8. Grim Cuspids Several dozen Proudfoot molars in a locket
9. Starfallen Gadget A piece of starfallen machinery, strange, hovers
10. Nesting Dolls A series of odd-looking nested dolls with no end
11. Finger Salt A salt shaker, but this spice is made of skin and trimmings
12. Eyeball Ink A jar holds thick black goo and a wandering eye
13. Mushroom Nomad An oddly durable fungus that keeps wandering off
14. Countdowner A clockwork timepiece, pocket size, counting backward
15. Odd Glove A gold-embroidered glove with seven fingers
16. Dead Tune A flute made of bone, despite one hole, plays a sad tune
17. Bad Novel A terribly written and badly illustrated lewd novella
18. Boggle’s Plume The biggest, weirdest, purplest hat you’ve ever seen
19. Wax Nun A delicately carved nun in dark red wax, ancient
20. Creature What in blazes? Roll on the table below

CREATURE NOTE

1. Winged Bubble A very distracting rainbow soap-bubble that flits about


2. Key Faerie A tiny winged creature with a skeleton-key-shaped tail
3. Bracelet Snake A large copperhead that also serves as impressive jewelry
4. Brownie A tiny, tribal, outspoken, fur-clad lunatic
5. Erasmos Clockwork cicada that flies with incredible speed
6. Chub-Chubs A bucket of wriggling tick-like creatures, hundreds
7. Ear Plant Looks like a fern, listens like a friend
8. Chair Bird Stork-like bird that enjoys being sat upon
9. Bag Toad Large yellow toad holds 2 items, sometimes croaks
10. Sootling A weightless wisp creature that likes to ignite objects

309
Masterwork Items
Value unlisted. Masterwork items are heirlooms or kingly gifts only.

ITEM NOTE

1. Gold-Sewn Tunic Embroidery so fine that kings and lords will be in awe
2. Deep Talisman An amulet... navigate and unlock anything underground
3. Crystal Terrarium A tiny gardenscape that can grow any plants therein
4. Automata Seer A clockwork person that can read palms
5. Masterpiece Atlas A map so detailed, it shows every blade of grass
6. Blood of God A single drop of a god’s blood in a tiny crystal vial
7. Lurian Barley Wine The best, strongest wine ever created... centuries old
8. Cold Iron Bell A superheavy bell, huge, that drives away the undead
9. Huzmar’s Reigns These leather bonds can tame any beast as a mount
10. Belt of Giants A gold belt buckle, the wearer can grow 3x their size
11. The First Snow A glass case containing the first snowflake ever to fall
12. Dragonsong A music box that soothes and saddens dragonkind
13. Viktor’s Mask A devious clockwork mask that imitates faces perfectly
14. Clockwork Drill A large machine capable of drilling any material
15. Glass Diving Bell A submersible bell for up to 6 people, no depth limit
16. Mindstones Set of 6, enable telepathy between keepers
17. Amulet of Aligundo Can answer any question by causing an object to glow
18. Morderik A silver flintlock pistol, always loaded, never misses
19. Staff of Stars Spells cast through this staff deliver maximum effect
20. Magic Ring Roll on the table below

MAGIC RING NOTE

1. Ring of Tidestone Use magic to move, shape, and create water or rock
2. Clockwork Ring Use magic to create tiny, localized time loops
3. Royal Signet With this ring you are heir to a region of The Holds
4. Memory Band Cast a spell ‘into’ this ring. Call it forth at any time
5. Ring of Cold Iron With his ring, you are terrifying to all undead
6. Blade Ring An extinct form of coin from ages past
7. Gaelwoggle Store a D6, for any use, any time you cast a spell
8. Thurman’s Ring Coin from a long-lost hoard of that locale
9. The Soul Diamond Trap the souls of fallen enemies in this ring
10. Ring of Morut A ring that grants the wearer demon-hood

310
Legendary Items
Value unlisted. Legendary items are ‘owned’ by fate, prophecy, or destiny.

ITEM NOTE

1. Gundr’s Wall A 40-point dwarven shield, also sings a dwarven dirge


2. The First Sword A 40-point longsword, can also teleport its master
3. Heartseeker A 40-point bow, can also summon 4 elven spirits to fight
4. Rivian’s Fang A 40-point dagger, can fly to intercept projectiles
5. The Sun Crest Amulet of pure sunlight, can also call to St. Castigere
6. Eye of Caligos Item of pure evil, also allows entrance into dreams
7. Hasgar’s Vow A giant’s hammer made to crush buildings in one blow
8. The Great Chains Size-changing chains that can bind a castle or a person
9. Exodur’s Welcome A disc of carven stone that flies to the starfarer above
10. The Green Soul A tiny glowing seed that can grow an entire forest
11. Tesseract Flame An ever-burning candle that can access other times
12. Twilight Incense A brass brazier of smoke, forms a door to any dimension
13. Inertia Machine A gadget that absorbs all kinetic energy and redirects it
14. Wizard’s Coin A cryptic silver coin, allows travel to Ezekiel’s nexus
15. Ulric’s Necklace Lay an oath on a dragon... destroy the necklace to kill it
16. Raka’s Bolt A hand-held charm, conjures lightning as a vehicle
17. Heinrich Intelligent longsword, hovers, has excellent manners
18. Scroll of Moors A depiction of Ruinmoor across time... and a gateway
19. Undin-Khazin A golden mug, grants access to the dwarven afterlife
20. Relic A one-of-a-kind object, roll on the table below

RELIC NOTE

1. Crown of Kings A symbol of supreme rule from centuries past


2. The Kythera Stone A vast series of discs precisely counting cosmic time
3. Ada’s Lament An urn holding the ashes of Temrin the Traveler
4. Charm of Shadow A brimstone talisman to contact the underworld
5. Hallegarde Smith’s hammer from the earliest days of dwarves
6. Tears of Temrin Gleaming star-gems that move freely through time
7. Book of Doors A cryptic arcane tome with portals to many places
8. Eye of the Forest Greentooth’s left eye
9. Sarn’s Bane A dagger whose hilt is a hypnotic, sacred candle
10. Motsuda-Ken A spiral-etched staff that emits the song of Motsuda

311
Rare Books
In the years after Bloodwing was destroyed, many of the institutions
normally charged with the preservation of stored knowledge fell to
ruin or obscurity. As the decades wore on, books grew in rarity, kept in
private libraries or moldering in forgotten tombs. Among this dwindling
supply of tomes, there are several sought-after classics, powerful magical
cyclopedias, and cursed volumes. To find even one such book would be a
kingly discovery, to be copied by hand at almost any expense. To find a
complete multi-volume set? Fully intact? Almost unthinkable.

Included here is a listing of the nine most infamous examples of these


sought-after works in The North Holds.

A Note on Books: Unlike many treasures, books are perishable. They rot,
bleed, fall to dust, have missing pages, are destroyed by water and fire, and
can be forged with relative ease. For these reasons, they must be verified,
analyzed, preserved, and curated with expertise in order to be of use.
Players and GMs are encouraged to consider these difficulties if legendary
books are sought or acquired.

Book Expertise: As books became rarer, more difficult to assemble in sets,


expertise in book history, editions, comparison, authentication, forgery and
the like became a valuable skill. Treat this as a normal KNOWLEDGE
SKILL if adding to a character. Players could even describe a version of
the STUBBORN FLAW that makes them obstinate when books are close
at hand or imperiled.

Player Knowledge: GMs should consider carefully when allowing players


to preview information about infamous books, and only reveal vague
elements until the books are acquired.

Of course Gezaban wanted to find the Libram


Arcanica! We followed the clues, got our beards
scorched in that fire trap, and got bamboozled
by that gods-forsaken swamp hag. After all that,
the book was a fake. What a waste!

312
Rare Books
Rituals of Blood
‘By the river below, by the life-flow of mortals and the teeth of the dead,
by the torn kingdom and the broken vaults... so do these rituals gain their
power. Mark not idly these starfallen symbols. Blood for blood.’

This book is bound in scaled hide with a red spine. It is a very large book
and cannot be easily transported. The massive tome contains exactly 600
pages, arranged in 6 cantos or chapters. Each of these chapters contains
a complex ritual of dark magic. If the book is intact, all six rituals can be
learned. If damaged, it contains 1D6 intact ritual descriptions.

• Each ritual requires 1 week of uninterrupted study to translate and


comprehend. Once comprehended, it is considered learned
• To cast, each ritual requires its caster to make 4 consecutive magic
rolls. If a roll is failed, the count starts again
• If an attempt to cast is initiated and never finished, the caster is afflicted
with blood sickness. This illness permanently reduces maximum skill
inventory to 5. The sickness also inflicts a thirst for warm blood as a
tincture or tonic

Ritual 1: The Call of Caligos: Cast this spell on a surface with red chalk.
The glyph drawn will become a portal to the nearest ‘black pool’ used by
Caligos and other deep-earth elder Stalac Stones.
Ritual 2: Arcos Risen: Crush a gemstone, summoning Arcos, a lesser
devil. Arcos will obey for 1D4 days, then do as he pleases.
Ritual 3: Blood Plate: Cast on a pool of water. When complete, reach in
and withdraw a set of +5 Defense platemail, blood red. The armor adds the
DEADLY EFFECT to any weapon attack by the wearer.
Ritual 4: Ulien’s Shadow: Evoke a massive dark shadow. It is several
hundred yards wide and pitch black, and will remain until dispelled.
Ritual 5: Orgo Salvut: This cryptic spell cannot be described in a static
fashion. The reader manifests the spell. To do so, the player is invited to
build a custom spell with a net cost not exceeding 50 points
Ritual 6: Geas of Vampyres: This dangerous spell can afflict a single
target with a full-blown vampiric curse. The caster must have a sample of
their target’s hair, skin, fingernails, or other such material.

313
Rare Books
The Blackmoor Sleep Experiment
‘In time, our deprivation of sleep to the subjects led to an eventual
‘dream affliction’ when sleep was finally allowed. This affliction led to
our ultimate breakthrough: that the Caligos entity moves, not through
physical space, but through the liminal corridors of the dream realm.
In so doing, it both feeds on the dreamer and propagates its vampiric
contagion through physical contact.’

Almost a century before the disappearance of the Earl, these experiments


were performed. The purpose was to discover and control a chemical cause
of undeath. The mad Earl, desperate to fight the lycanthropic Skandahar,
set these experiments in motion to create an undead fighting force. Instead,
he uncovered a terrible evil, and created the first vampires in The North
Holds. In addition to recording the experiments, the book outlines the
results, and those who partook of the formula... a veritable family tree of
vampires in the realm.

• The Experiments can be studied in detail, given 1 full month of


uninterrupted research. Given this effort the experiments can be
recreated (with willing subjects) to channel Caligos the dream walker.
Those visited by Caligos in such a way can then be ensanguinated. This
blood is reduced via a specific process to create a single potent dose of
pure vampirism.
• The book also documents those who ingested the first fully developed
doses of vampirism. These subjects are a choice few who went on to
become the realm’s arch-vampires: Admiral Roman Akarov, believed
to be the first to take the serum, who eventually disappeared after the
Skandahar war. The Earl of Blackmoor, then-ruler of The North Holds.
Elsa Von Garett, the only elf known to have taken the vampiric agent.
And Marduk Kane, a loner and forest-walker who disappeared in the
west shortly after the experiments.
• Further information on the entity called Caligos, and the exact nature
of vampiric contagion, is poorly detailed. The book concludes with a
large swath of unfinished pages, some of them stained with blood, torn,
or scorched.

314
Rare Books
Spiral Tree, Vols. 1-20
‘The seeker, in time, finds a confluence between the forces of nature and
the forces of the arcane. Magical power is widely understood to derive
from alchemical processes, but these processes only recreate, in small
imitation, those mysteries and workings that underpin all living things,
and the animus that gives life its subtle powers.’

Spiral Tree is a series of bark-bound tomes originally written in twenty


volumes. Each book is a compact size, but the complete set occupies one
full shelf on any typical library. The covers and spines are easily spotted by
the expert, festooned with green-foil filigree and vine motifs. The contents
of Spiral Tree are largely intuitive and spiritual, serving as meditations for
the reader in the channeling of natural magic. Therefore, while the same
concepts can be found in any given volume, the comprehension of the
set in totality is said to unlock the deepest comprehension of its precepts.
Unfortunately, events in The Holds have scattered many such sets. All too
seldom are all twenty books seen together.

Any 1 Volume: The mind opens when first encountering the concepts in
Spiral Tree. ‘All living things are connected in a great and turning vortex
of energies. Channeling its power is a matter of synchronicity, not control.’
• Gain +1 Magic

Any 10 Volumes: After completing the text in half the set, the reader
gains deeper comprehension of the natural and the arcane, gaining applied
knowledge and not just theory. ‘In oneness with life, there is power.’
• Gain +3 Magic
• Gain a custom spell of net 35-point cost, usable in natural environs
• Gain the ability to conjure Lifestones. With each night of bedrest,
awaken with 1D4 small seed-like gems. Each heals 1 skill attrition.

All 20 Volumes: In its entirety, Spiral Tree holds incredible power.


• Gain +1 Investigation and +1 Magic
• If casting spells in a natural location; double the spell’s output.

315
Rare Books
Canto Octachorum
‘Gezaban’s Foreword: If the aspirant hopes to break the Canto’s
cypher, there is plenty of practical research available. For my meager
contribution, a decade of work has only broken one aspect of the coded
text: that letters in the first canto are re-mapped onto the next adjacent
face of an octahedral volume, alternating on the vertical axis and leaping
within the eight-sided cube with each consecutive canto. The reader will
be dismayed to know, however, that this volume is also represented in the
text as moving through time, thus adding a continuous differential that
remains a complete mystery to its devotees.’

The Canto Octachorum is a book composed entirely in code. It uses letters,


numbers, and arbitrary symbols, with a revolving or ever-changing cypher.
The pages are not presented in order. Over 6,000 pages are known so far,
using a system of edgemarks to indicate orientation and sequence that was
only recently deciphered. The most complete copy known is kept in Thryn,
studied day and night for decades by the elven scholars there.

A new sect of Canto devotees has emerged in recent years, moving mostly
in secret to steal the existing copies and re-order them. They can be detected
by the symbol of a blue rooster. Little is known of this secretive group or
its progress with the text.

This book is valuable due to the prestige of its preface, written by its
inimitable author: Anaximios the Locust Mage. Legend holds that
Anaximios arrived in The North Holds from some distant dimension,
traveling here exclusively to offer the text and guidance for its use. Since
then, the Locust’s whereabouts remain unknown.

If an intact copy of Canto Octachorum is acquired...


• Take the PURSUED FLAW. The sect of the blue rooster will hunt you
• A reader with a languages skill of 20 can begin to decode the text. After
1 month of dedicated work, the text can be superficially understood.
• Once the month is complete, gain an UN-CREATE spell: Inflicts 5
attrition to cast, un-create a touched target from all its timelines, future
and past. Can only be cast 1D4 times, then vanishes from all existence.

316
Rare Books
Castigere’s Meditations
‘Most common folk know of my work in the east, my presence in the
battlefields of Mooncrest, and my vow to see the dead of our world
treated with respect and care. I have been blessed with a bountiful life
of service to many gods and saints. This book documents some of my
learnings over the years, gods willing.’

Saint Castigere Villaroyas Antares lived three centuries before the


Bloodwing calamity. He even served a stint as king in his younger years,
working to create the unity so enjoyed by the Earl in later epochs. He made
an eternal vow to see the dead consecrated, blessed, and properly laid to
rest. His apparition is still seen to this day, humbly rolling his cart in gold
and white robes, whistling a little tune in the moonlight.

This book is a masterful and, compared to some on this list, concise work
on a pantheon of gods and immortals in The Holds, treated as a sort of court
or village of characters to know and appreciate. Castigere takes a novel
approach, considering divine personality over boons offered or worship
of power. As such, the text has a friendly, relaxed feel that has inspired
generations.

The book is brief and compact, with only 110 pages... even sometimes
found in a locket format. It can be read in a single night of peace and quiet.
Many initiates in the holy order read the work every night for an entire
year.

If an intact copy of Castigere’s Meditations is acquired....


• Gain +2 magic skill after reading for the first time
• Rolls to cast Healing Touch ignore penalties
• After three readings, gain a Sermon skill at 9. This skill can be used to
inspire, rally, or soothe large groups of people using Castigere’s words
and concepts.
• After ten readings, gain a Commune with Ghosts skill at 9. With this
skill, roll to talk to, calm, interview, or bargain with the dead, ghosts,
or zombies.

317
Rare Books
Felbo’s Recipes
‘If it ain’t fat, salt, sugar, beer or bread, it don’t matter! Oh yeah, veggies
are good, too. You come lookin’ to learn the Gamgoodle family secrets?
All those tasty tidbits at the banquet and hefty barbies on the road? Well,
come in close, folks. I’m about to spill the beans.’

Felbo Gamgoodle is the most famous chef in The North Holds. The exact
years he was alive are somewhat of a mystery, as several impostors and
recipe thieves have taken his identity at various times, claiming culinary
supremacy before being exposed, vilified, and shunned.

The Gamgoodle Recipes are collected in a bulky libram, the most authentic
copies string-bound on silver rings with wooden cover plates. The pages
are a waxed parchment, resistant to stains, heat, and submersion. The
expert can use this special construction to identify forgeries and fakes.

The book has numerous treats to offer readers, if acquired...


• Once a few days are spent with the book, gain a +5 Cooking skill
• After a week of recipe practice gain the skill ‘Chef.’ Whenever you
cook food or drink, double its benefits and value.
• Forage-to-Table: Once the chef skill is acquired, you can also double
any effects gained from foraged foods such as mushrooms or herbs.
This is done using pan sauce reductions and careful sauté techniques
refined and mastered in the Namfoodle tradition.
• After 3 months with the book, gain the skill ‘Master Chef.’ Any food or
drink you create is legendary. Lords and food critics will pay top dollar
for your creations, and food you make can heal 1 attrition with just a
simple meal.

Gamgoodle? Gods and devils don’t even mention


his name, lest he appear from thin air, get us all
fat and drunk, and vanish into the night! There
is one Proudfoot who could unite The Holds,
with just a plate of greens and lamb!

318
Rare Books
The Morut
‘You will walk the liquid sand, you will see the glass pillars of serpent
kingdoms, you will see the seven-eyed skull, you will wander the
fingerprint canyons of the worm-god. For each soul you lend the storm,
so will death reveal himself. One need only listen; the book will speak.’

The Morut is shrouded in myth. The book itself is iron-bound with snake-
skin covers and burnished brass fittings. So coveted by dark forces is
this book that no known copy is fully intact. In fact, if a copy is acquired
without scores of sword-cuts, bloodstains and a scent of death... it is likely
a fake. The pages are found blank on first viewing. Only when a sentient
life is offered up to the book will its text appear, one spell at a time.

Rot of Dead Fingers: Sacrifice 1D4 skills permanently to cast once. The
rot is a black decay that afflicts all those in your view. They will die in D8
ROUNDS, passing the rot as contagion to any they touch in that time, and
so on until it runs its course.

Death Seed: Suffer 1D4 attrition permanently to cast once. Create a


smooth, dark red object akin to a pine nut. If eaten, this seed will kill within
1D4 days. There is no known cure for this affliction besides the blessing of
a Reverend Mother at Fairfield Abbey.

Casket of Chronos: Sacrifice 1 skill permanently to cast once. This spell


creates a glass coffin. Its occupant will never decay. Living occupants are
placed in suspended animation until released by the caster.

The Word of Sett: Etch a word into living flesh. The subject so marked will
carry this word out with all its effort until the end of its days. Performing
the marking requires 1) casting the spell and 2) 2D6 PHASES writing time.

Host of Serpents: Call forth a vast legion of snakes, which emerge from
the ground. They will do your bidding until destroyed.

Mummified Servant: Cast this spell on any dead thing. It is dried, cured,
toughened, and risen anew, and will obey your commands until destroyed.

319
Rare Books
Stein’s Mechanics and Engineering Field Guide
‘Through proper practice with the hands, not the mind, the mechanic
acquires an intuitive skill with building, repair, machines, and carpentry.
This guide includes the fundamentals for diagnosis, identification, repair
and construction of most known structures and devices.’

Stein’s Mechanics has been used for centuries in The Holds by craftsmen
and smiths to build and develop all manner of invention, from gates to
rotary locks, to iron hinges, to millworks and suspension carriages.

This book is written in direct language, with a wealth of diagrams to aid the
practitioner. Thus, it does not require special translation or study, simply
time and effort in the form of hero points. Each benefit can only be gained
once. The tome can be read in any order, focusing on any segment.

3 points: Gain a +3 to your Repair skill. This allows rapid repair of all
common mechanics, masonry and carpentry. It differs from a common-
knowledge skill in that its results are instant.

3 points: With the aid of the book, you learn chemical and surface
treatments for wood, leather, and metal that can halt rot, rust, or corrosion
instantly. This is a skill that simply requires 1 PHASE of your attention to
apply.

5 points: The secrets of a builder. With a Magic roll, quickly create


structures or braces with wood and stone. Expect penalties with complexity.

5 points: The secrets of an inventor. Use magic to quickly devise and create
small gadgets or gear modifications, with GM collaboration.

10 points: Here, the somewhat dark humor of Stein is revealed. His most
advanced teachings concern disassembly. Upon investment, gain the skill
‘Linchpin’ at value 9. Rapidly identify a single weak point or fastener
in masonry, carpentry, or mechanical construction. Stein mentions ‘the
judicious use of a block hammer’ to instantly apply this destructive skill.

320
Rare Books
Magna Cryptica
‘In the nest of the Tomb Spider, one expects to find human carrion,
mummified birds and other horrors. The naturalist is encouraged to take
heed with such exploits, as the Tomb Spider also stores most of its brain
in the nest webs. This truly bizarre adaptation keeps the core awareness
safely stashed while the bulky body searches for prey, or lies in wait for
decades... content and inert in this strange state.’

This expansive work is found in a series of field guides and chapbooks,


never properly assembled in a single volume, even to the present day.
Mostly, the Cryptica is found in ‘collections’ of such materials, few of them
complete. The text is always added to and modified as new data becomes
available. Its singular topic: monsters.

Adventurers will most likely come across the Magna Cryptica one or
two monster entries at a time. When this occurs, the reader is given full
information, as far as the GM is capable, on the monster(s) in question.

With additional time and attention, the Cryptica can reveal even deeper
cryptological theorems, such as likely nesting locations, reproductive
behaviors, genealogies, and bio-chemical aspects. These can be applied
in a myriad of creative ways for the monster hunter, naturalist or breeder.

Though the Magna Cryptica provides no mechanical advantage to its


masters in combat, The GM is encouraged to reduce or negate penalties
when facing well-studied monsters.

Sometimes a monster’s secrets are its only true


power. If intelligent, such creatures will actively
seek to destroy works included in the Magna
Cryptica. I’ve seen Goat-men go berserk to set
libraries aflame... what a mess that was.

321
Ordinary Folks
We’ve all met the local fruit vendor, or that weird librarian with her
wooden cart. When you’re walking the streets, saying hello, roll a D20...

FOLKS MET IN TOWN

1. Fruit Vendor: A seller of exotic and weird produce, usually fumbling


with a rickety cart, in the way of other foot traffic.
2. Librarian: A bespectacled person, lost in thought, nervous, learned.
3. Crazy Guy: A lunatic, mostly harmless, has some juicy rumors, weird
theories, and supernatural explanations. A doomsayer.
4. Poor Soul: A broken body and sad expression, begging for alms.
Helping such a person usually leads to unexpected benefits.
5. Soldier on Duty: A grumpy character with helm and spear. Gruff.
6. Herbalist: A botanist and remedy-maker, usually found in a small
house or shop on a main street. A busy place.
7. Street Magician: An annoying sleight-of-hand charlatan with a hat.
8. Porter: Someone carrying a heavy load of clothes, salt, water or grain.
9. Farmer: A grimy type with vegetables, honey, cream and the like.
Usually has something to say about weather or ‘things of late.’
10. Out of Place Highborn: A snooty type in gilded clothes, looking irked.
The reason for their presence is often the start of a larger story.
11. Mercenary: A grim-eyed warrior stained with blood, seeking work.
These types are mean and cannot be trusted.
12. Priest: White robes, incense, and prayers for brighter days ahead.
Usually inviting or urging folk to go to the temple and pray.
13. Lost Child: This kid is baffled, scared, and ignored. Usually hungry.
14. Merchant: A large folding cart with all kinds of wares at high prices.
Goods here will be rarer than common items of inventory, even boasting
prized items like froggish steel, dragonscales, or potions.
15. Refugee: Tattered folk looking tired and uncertain, with dark tidings.
16. Caravaner: A nation-crossing traveler with valuable information.
17. Drunkard: This person is toasted, stumbling about and shouting. The
reason for their overindulgence leads you to the tavern, naturally.
18. Hostess: A fine lady offering room and board. Usually very appealing.
19. Adventurer: A hero-in-the-making like yourself with useful news.
20. Local Hero: An accomplished adventurer, happy to see you. Can
usually lead you to the local lord or lady, hoping to gain your help.

322
Ordinary Folks
Even out in the remotest places, there are wanderers, hunters, loners, and
oddballs. When you see someone way over yonder, roll a D20...

FOLKS MET IN WILDERNESS

1. Weird Hermit: A toothless lunatic in a hut, yelling at pine cones. This


person usually knows strange secrets.
2. Trapper: A traveler laden with a haul of pelts and hides. Sometimes
friendly, willing to trade, other times secretive or predatory.
3. Seeker of Wisdom: An oddly calm, serene character at one with nature.
4. Lone Survivor: Someone whose group has been killed or lost, and
now they wander... shell shocked from some calamity.
5. Avenger: A dire-faced warrior on a road of revenge. Stubborn. In some
cases, an avenger will even seek the aid of strangers... a zealot.
6. Researcher: An odd, squeaky person searching frantically for
antiquities, secrets, lost cities or mythic treasures. There is a 50%
chance they are actually on to something.
7. Poor Family: A slow-moving group, resting, with few possessions.
8. Hunter: A well-equipped archer with tons of arrows, face paint.
9. Homestead Family: You find a small hut with a pleasant chimney
smoke. These folk have found a little piece of heaven.
10. Wagon: A lone rider and a donkey pull a small wagon, plodding along.
11. Pilgrim: A bloody-kneed ascetic walking to some far away temple.
Half of such folk are ensorceled by dark forces.
12. Traveler: Just a person with a backpack and a cheerful tune.
13. Madman: A wild-eyed fellow with a feather in each armpit, leaping
side to side, popping up from ferns, making bird noises.
14. Fugitive: A shady figure in hooded cloak, tight-lipped, hasty, with
some knowledge of The Skull in the area.
15. Feral Child: A kid with crazy hair and dirty cheeks eating a squirrel.
16. Shepherd: With a long crooked walking stick, moving livestock.
17. Thrill Seeker: This person is a jittery climber, invites you to join them
18. Surveyor: An odd scholar measuring giant boulders with instruments.
19. Messenger: A hurried marathon runner with an important missive.
20. Ghost: The spirit of some legendary figure of long ago... purposeful.
Ghosts often play out echoes of past events, walking to hidden places,
pointing at important sites, or giving whispered clues.

323
100 People to Meet
1: Tarl Muntz - A quirky fellow with one eye, selling runed tablets
2: Veda Kohn’Gunden - A large woman, regal, in dark colors and darker makeup
3: Arlo McGarn - A friendly middle-aged craftsman, running errands
4: The Sardine - A short, sweaty man with baggy tunic, few teeth, and fewer coins
5: Antares - Tall as a tree, an Adonis of strength, but troubled he has done too little
6: Hannibal Quintz - A thin-limbed fellow with connections to black markets
7: Sister Felicia - A young nun, vibrant and rosy, optimistic, carrying flowers
8: Gurble- A proudfoot farmer researching new uses for red lichen
9: Boblin Frye - A renowned chef, finally enjoying a day away from the kitchens
10: Skip Jenkin - A boy of 12, buoyant with youth, heading off to fish
11: Elroy the Foul - A once-wealthy coin counter whose heart has turned cold
12: Barkboiler - An odd figure in ceramic mask, brewing something awful
13: The Butcher of Klym - A cruel giant of a man, always bullying others
14: Holy Father Charles Antilla - A short fellow with an enormous mustache
15: Laryssa Boone - A bountiful woman in a blue dress carrying mugs of ale
16: Thorn - This hooded character broods in the dark corners of taverns
17: Dorian Hale - A self-proclaimed genius and historian, offering unwanted facts
18: Gregory Von Velgas - A dark-eyed northman seeking revenge
19: Gumbutt - A sun-kissed dwarf looking for the next day of revelry
20: Arles the Butler - This proper gentleman wears finery, but has no job
21: Mathers Tarny - A smuggler and helper of those in need, a folk hero
22: Elizabeth Silver - A hard-working do-gooder set to help everyday people
23: Road Dog - A morally ambiguous stagecoach driver with a braided beard
24: Skelly - An unemployed castle guard who keeps making bad decisions
25: Ol’ Willard - A portly, jolly old wheat farmer who’d rather be left alone
26: Lizzy the Fish - A wispy poet and novelist who is often lost in ales and wine
27: Guppy Man - An odd fellow, always swimming, talking to lily pads
28: The Stick - A black-coated crime boss with a silver-tipped cane
29: Viddy - She is tiny, long-eared, and hoping people will invest in her crochet
30: Sable Starr - A chaps-wearing woman with flowing blonde hair, equestrian
31: Hada and Elsa - A mother-daughter duo who make the best egg-buns
32: Weingardner - A long-nosed old man convinced crystals will unlock ESP
33: Lucy Guts - An assassin, red bodice, grim expression, terribly beautiful
34: Freia - A stout woman hammering away at iron farming tools, humming a tune
35: Poz the Wretch - A swamp-dwelling ghoul, lost in madness, seeking doom
36: Nightbird - A mysterious teenage girl in black hood, seen on rooftops
37: Woodman the Woodsman - A bare-chested bear of a man, singing
38: Norris - Wearing a tall hat, an almost gnomish figure flustered by papers
39: Old Tarl - A withered old merchant looking to fund the building of a castle
40: Barnaby Dickers - This sideburned fellow has a large collar, makes speeches
41: Mundin Marblefoot - A dwarf overburdened with ore samples
42: Deeri - A woman seen on the road, convinced the trees are talking to her
43: Renneta - This woman is surrounded by flurries of snow somehow
44: Loretta Gaul - A woman well over 6 feet tall, pulling a plow, overalls
45: Soren Sorsgaard - A steel-eyed explorer from the Frostfire Sea, a mariner
46: Vindi - A life-weary refugee, long ago a captive in Orc lands
47: Sister Pretta - A wizened nun learned in armorcraft and the making of pies
48: Loris the Moose - An enormous woman set on drinking all men to death
49: Skip - This boy has uncanny luck, and a penchant for exploring ruins
50: Dusty Tops - With wide-brimmed hat, this stout man cleans stables

324
100 People to Meet
51: Turk the Horn - A shirtless behemoth, angry about some wrong-doing
52: Leyla - A dutiful wife, hoping her husband will return soon
53: Aldus Haggle - A confusing, frantic merchant in yellow bloomers
54: Alune - A pale elf woman collecting feathers, humming an ancient tune
55: Yaris Gotoda - A boatman in heavy seal fur telling tales of the icy north
56: Hawk - A serious woodsman in green hood, annoyed by people in general
57: Oldo the Hatt - A bald man hoping to introduce advanced government
58: Huzmar Huzmanson - This stout-folk warrior carries hammer and shield
59: Baldus Stonetoe - Friend to all, followed by a herd of adoring children
60: Kitt - This young lady loves to cook, but is forced to clean the streets
61: Duncel - A barkeep with massive forearms and an even bigger heart
62: Waylard McMartins - A scholar, but ever frustrated by inaccurate facts
63: Tomm Rust - A painter usually found near waterways grumbling about color
64: Grey Angus - An older man who survived a vampire attack long ago
65: Yanna - This woman wears an antler shoulder piece, quiver at her side
66: Janelle - A buxom, boisterous woman who owns bars in various towns
67: Bognose - Old Bognose the Outcast? Nobody talks to him. He’s a lunatic
68: Lobo - This grim figure wears a black headband, often breaks chairs
69: Croak Khan - A froggish fellow sampling spices and goods for the emperor
70: Silvan Ort - A highborn elf bounty hunter, seeking someone, irritable
71: Waelgoggle the Wise - A long-bearded old coot with too many puns
72: Fernan Hosef - A southman offering high grade wares and far-flung tales
73: Skard - An often-silent giant of a man annoyed by warm weather
74: Daela - This beauty is pursued by numerous men, and has no interest in them
75: Keenwitt - A tiny, nimble fellow with twigs in his hair and no shoes
76: Biggum - A well-fed woman who deals in favors and shady arrangements
77: Cain - A Nightstalker in black and white, stock still, watching someone
78: Elgul Blodd - A venturer from Blood Manor, openly displaying fangs and coin
79: Rovia - This intelligent woman is working out access points to caverns
80: Old Marta - This woman has seen it all. Now she smokes her pipe
81: Hipps - Who here likes music? You! Yes, you, get over and join in!
82: Duggbang - A half-ogre man in giant cloak, hiding from his origins
83: Zendas the Astounding - A fledgling magician, young lady, long black hair
84: Vordo - Vordo walks on all fours, Vordo eats raw salamanders, Vordo is odd
85: Loolina Dines - A woman in heavy armor, tired after a day of soldiering
86: The Knife - A shadowy character in all black, loitering near a well
87: Talewhat Tale - With large nose, odd hair, and spectacles, looking confused
88: Gurzam Blockthumb - A pauper dwarf, sitting in the street, broken
89: Undiel of the Woods - An elven chief far from home, she seeks help
90: Hasreth - A holy man, but flustered with too many trinkets and sloppy words
91: Boonie the Buntz - A homesteader with a massive knife and fox fur coat
92: Lil’ Pap - A diminutive oddball known to beg for scraps near taverns
93: Bobbo - A simpleton, but good-hearted, churning butter and smiling
94: Lynn - A lovely nomadic woman with severe eyebrows and mysterious lips
95: Wesgael - A blonde knight-to-be trying too hard to help people
96: Finndus Mirrindia - A wood-wizard stumped with a spell that won’t work
97: Kaylo - An evil-doer, fresh from some dark kill, seeking absolution
98: Thrumm Alebottom - A plump beer-drinker with wagon and three dogs
99: Lorentia of the Lake - A woman in a silver-scale-armor gown... ghostly
100: Hannibal Crane - An ancient man, sunken eyes, doom in his words

325
Adventurers of Note
With an entire book of ideas and options, sometimes it can be dizzying
just to get started with a new character! Provided here are a handful of
adventurers who are poised to play a larger role in The North Holds.

Build-to-Miniature: At many RPG tables, a player will build a character


based on the details of a miniature or portrait. These characters can be
handy in the same way! Graythorn needs two iron choppers, crossbow,
bundle of handmade bolts, and bear-fur cloak as shown. Building a
playable version of Ibb Goggins? He’ll need a unique flintlock rifle using
the Custom Equipment rules, and so on. This method can make character
building more fun and intuitive than simply starting from scratch.

Built-In Story: Each of these heroes is tightly woven into the story-threads
of The North Holds. With GM approval and collaboration, you may want
to center an adventure or even whole campaign around one or more of
these adventurers... jumping right ‘into their shoes,’ adding them to your
group, or even building an entire party from the heroes listed here.

A Figure of Note: Finally, consider utilizing one or more of the adventurers


here as a key contact, trusted ally, local folk hero, or even misunderstood
villain in your player-characters’ story. Has Graythorn lost his mind out in
the Oakenwood? Is Hagakure a true defector, or a spy for the frog empire?
Each entry includes bits of story and dialogue to give your game an extra
bit of life as the tale you create unfolds.

Ohhh, yeah, me and Ibb Goggins go way back.


Oddest looking Proudfoot in The Holds... a
right lump, ya follow me? Still, ‘tween all that
tumblin’ and bumblin’ was one of the finest
sharpshooters I’ve ever known. A good soul.

326
Graythorn

Hailing from the wilds near Gardenburrow, a barely-civilized outsider,


Graythorn is widely known as ‘The Hunchback of Oakenwood.’

Little known to most townfolk, this grim ranger has been searching the
woods for his lifelong friend... a wily fox named Huff.

On this search, he has found far darker things... a rising population of


giant spiders, and whispers of growing evil in the deepest glades of the old
forest. He is all but certain the horrid creatures have taken his companion,
and will not rest until the fox is rescued. To this end, he is always seeking
new allies, despite his reclusive ways.

If Graythorn is reunited with Huff, he will show his gratitude with 3 hero
points and use of his cabin deep in the Oakenwood. This cabin is stocked
with travel supplies, dried foodstuffs, a handcrafted long bow for elk
hunting, fishing gear, and a comprehensive map of the forest.

“The Oakenwood was once a green and growing place, but some poison
is calling spiders up from the depths. I mean to find their lair, find my little
Huff, and be rid of these shadowy trees at last.”

“No need to wander the forest at night, traveler. My fire is your fire.”

327
Marshal Rex

A recent transplant from a stint in Stonemark, Rex has been reassigned as


a traveling Field Marshal by order of King Thromm. His new destination:
Gardenburrow. His orders: find a few brave souls worthy to serve as
Thromm’s elite messengers and scouts in the coming conflict with
Croakokame and the frog empire.

Rex has already befriended many locals, offering aid wherever it is needed.

When froggish raiders wage a series of deadly skirmishes just north of


town, taking the cliffside fort of Abbervale by force, matters begin to
escalate.

Now, Rex is seeking allies to wage a rescue mission to the fort, oust the
frogmen there, and bolster the Defenses against further attacks.

“Mighty forces are in motion, and Gardenburrow holds crucial ground in


the coming war. By my life, I will see it safe.”

“Long have I served The Crown, stranger. I’ve neither time nor patience
for those who refuse to do so.”

328
Ibb Goggins

Ibb has been a fixture of the Gardenburrow community since birth, working
to the betterment of the town and the forest with cheerful resolve. He’s an
odd, foppish fellow who doesn’t quite fit in, despite all his good deeds.

Ibb dreams of adventuring beyond the Oakenwood someday, but never


seems to get around to leaving.

When word of a failing trade route to far-away Kaargfort comes to town,


Ibb is chosen to escort a scouting party headed west. Only a few days from
home, the group is ambushed by Longshadow’s robed devotees, and Ibb
is the only survivor.

Now he searches for new friends to complete his journey westward, and
prove once and for all that he is a hero of Gardenburrow.

“West for cheese, and westward breeze, the road awaits!”

“I’ve no idea what that creepy old wizard wants with these forests and
fields, but he’ll have to go through Ibb Goggins to get it! Who’s with me?
Anyone? Guys?”

329
Hagakure

Labeled a traitor by the Froggish Empire, Hagakure fled east to Cloudtop,


then Slimshire. He keeps his identity a secret when possible, but his
situation grows more dire by the day. Many of his friends and family are
being tortured in the imperial capital... prisoners below Croakokame’s
palace.

He seeks like-minded fighters who would see the cruel frog emperor
deposed or destroyed.

Most folk through The North Holds see frog-kin as the enemy, but when
Hagakure heroically fights back the nomadic tyrant ‘Nails’ and a squad
of his bandits, Lord Pickins demands the town acknowledge him as an
honored citizen.

“The doom of the emperor’s plans is beyond all imagining. He will not
stop until all The Holds are under his bloody banner. For my part, I cannot
let that happen.”

“I seek not the recruit nor the ally. I seek those with the same fire as in my
heart: to stamp out evil, no matter the cost.”

330
Lady Halia

Halia is the youngest in a prestigious bloodline of holy priestesses. After


a decade of training with the fighting nuns of Fairfield Abbey, she is ready
for the wider world.

Halia is driven by a sensitivity to arcane echoes and ghostly whispers. She


hears the past, calling to her, guiding her to higher purpose. Obleth, Nails,
and even deadly Varinax are part of some greater tide of darkness, and she
would see it brought into the light, cleansed.

To see such a thing done she will need friends, so her journey begins.

By rule of ascension, Halia is destined to inherit the high seat of Fairfield,


but she keeps a secret: in her visions and echoes she has foreseen her own
death in the quest ahead.

“I’ve no talent for nunnery and paperwork. I say we take to the wild!”

“The stones here have seen terrors... soaked in blood. I see an old man,
and a storm of orcs. Here, let me light the way.”

331
Big Jumms

Jumms is a simple soul, usually found in the barge district of Rivergate.


He’s frequently employed by the Holy Order to perform certain unsavory
duties. Whatever these duties may be, he gets the job done and sends the
coins back to mum.

When adventurers come poking around Rivergate, talking about saving


the world, Jumms is more than happy to help... for a fair wage, of course.
It’s not greed, just simple honest labor... with fists. And yes, he chose the
path of the skull openly.

Funny thing about Jumms is, kids love him. Rug rats and pickpockets,
even noble sprouts and trade apprentices... they follow him everywhere,
hoping for a joke or a Big Jumms hug.

“What’s all this talk of evil-doin’, doom n’ gloom, eh? As long as mum’s
comfy and cozy, then the world is right by me.”

“Sure, I’ve ‘eard about the frog folk and their big war, I’ve seen dragon
scales and dug the town out of a slime migration. Seen it all, duggah.
What I ain’t seen ‘nough of is coin, ya follow me?”

332
Insu the Shunned

The druids of Oakenwood take an oath: never to harm living things. When
the old-growth trees of that forest were threatened, though, Insu broke his
promise, waging violent counterattacks on those who would injure the
ancient trees. For this, he was cast out... a lone avenger.

Though Insu prefers solitude, he is recently forced to seek allies in his


endeavors: outmatched by the Pitch-Pond goblins and their coal-mining
operations. If the coal sloughs continue to flow into Oakenwood waters,
no trees will be left in a decade’s time.

Insu has little to offer new friends as reward for their help, but has detailed
information about the war on Ogre neck and the layout of the ogre
stronghold there. He was a prisoner there once, and knows every corridor,
but has little reason to return.

“Killing is shameful work, but these creatures will not listen to reason.”

“It is true, the forest is a single living thing, with thoughts and memories
older than any living mortal. The answers you seek are in these trees, if we
could but learn their language...”

333
Hyde Westerson

After a series of debacles with excessive revelry, tall tales, and minor
burglary, the esteemed Hyde Westerson of Rivergate has adopted a
somewhat reduced profile of late in the local merchant community.

Nevertheless, his passion for rare goods remains undimmed. He is currently


seeking a team of adventurers to aid his curious ambitions, treasure hunts
and heists, which he refers to as ‘diversified acquisition strategies.’

Hyde is a bit of a chameleon, with allies and enemies on all sides, especially
in the less glamorous districts of ports and river towns. He will not hesitate
to betray, befuddle, or confuse even the closest of friends when wondrous
rarities and dazzling artifacts are in play.

“The vault can only be accessed by one of three copper keys, each imprinted
with a secret code only readable by the guards. The guards switch the lock
and designated key each day to ensure security. Luckily, I have secured a
copy of each code and, more importantly, a team of excavators to dig an
access tunnel below. That said, I’m not sure why I bothered with the code.
What was I saying? Ah yes! The vault!”

334
Frimmazan

One day high in the Stormkeeper Mountains, for reasons unknown to


mortal men, Frimmazan the wizard emerged from an ice cavern, fingers
warming for the first time... seemingly materializing out of thin air. He has
no idea exactly how or why he has appeared, only that some dire purpose
calls him forth.

Somehow, the secret of his lost identity is intertwined in his obsession:


a search for the ultimate secrets of ice and winter, and their role in the
coming epoch of Varinax the Ancient.

As escort on his search for answers, the odd little fellow will need energetic
and adventurous allies. Born yesterday? Perhaps. Older than some rocks?
Seems so.

“Varinax and I both appeared on the third moon of the equinox. Our fates
are intertwined, but I have no idea how! Where’s my wand?”

“This staff is made for giants! Look at the size of the thing, it’s like carrying
a blasted pole vault! Eh? Pancakes? Where?”

335
Velvet Mary

Stranded in Slimshire after a costly pistol repair, Mary is momentarily


delayed, forced to work off her debts with irritating errands and side jobs...
cozying up to more townsfolk than a swashbuckler would prefer.

This delay is brief, as she continues her quest to find the famed ‘Emerald
of Corazzo.’ To accomplish this, she is willing to ally with all kinds of
characters, perform dubious errands, and even deceive or disable her
competitors. The green gem calls to her, appears in her dreams... some
say it is one of the eyes of Sett, or a froggish jewel from the ziggurat of
Gulglac.

The exact nature of the gem is of little concern to her; she only knows she
must possess it... at all costs.

After decades as a corsair in the North Sea, Velvet Mary is also empowered
to offer the oath of the skull, for those so inclined.

“Another round, barkeep, I’ve dead men to talk to.”

“I had imagined a far more intimidating squad of fighters, but I suppose


you’ll have to do. Suit up. We’re going fishing.”

336
Red Dog

Long held in the fighting pits of the far south, ‘Red Dog’ gained his
freedom when the Dalric arena was attacked by orc raiders. He escaped in
the chaos, making his way to Slimshire with other survivors.

As the orc incursions intensify, Red seeks long-lost family members in


Cloudtop. Finding one dead end after another, he is becoming ever more
entangled in the orc wars. The worst bit: his former masters, pit-lords of
the deserts near Dalric’s wall, consider him their property, and will kill to
reclaim what they own.

Red Dog seeks new allies in his fight with the orcs, but until he can win
his freedom, he is a hunted man.

“The lords and leeches of the north have no care for the desert war.
Dalric’s wall is little more than rubble. We are all that’s left.”

“I’ve given as much blood as I’ve taken. Never have I known friendship,
or trust, or the comforts of home. Never have I asked anything of this
world... but now, my new friends, all that is in the past. So I ask, in the
darkest hour of this fight, will you help me?”

337
Ada Ironheart

After the Bloodwing War, a crash in the mining markets left Ada’s family,
natives of The Stormkeepers, with few prospects. Desperate to survive,
her father was forced to sell the family claim to predatory landowners in
Rivergate.

Finally on her own, Ada has set her will on buying back the claim
somehow... funding her dream with adventure, treasure-hunting, and a
relentless will.

In these days, though, there are more monsters than miners in the snow-
tops. After a brush with death, daring the caverns alone, Ada needs a team
to make any real headway. There are gems in the old tunnels; she can feel
it in her bones.

“The influence of the snow-wyrm has made the peaks all but impassable
these days. Blasted thing is always in the clouds. So if we can’t go over,
why not under? My cousin knew a route from the crossroads to the Red
Woods. Look at this map here...”

“You’ve a sharp eye for gems, traveler. I’ve use for a diamond-hunter, if
your gut is up for a goodly delve.”

338
Sir Roderick

An initiate of the Nightstalkers of Fairfield Abbey, Roderick has been


given a unique errand to earn his membership: find a lantern keeper in the
lands north of the River Thenne. Finding roads overgrown, borders lost,
wilds unsafe, and shadows dark, the journey proves far more perilous than
anticipated.

Delayed at Jay’s Rock by bad weather, Roderick now seeks companions


to help him complete his quest into the interior. Some nights in that foggy
port town, he is lost in a mug of ale.

Roderick is a gloomy soul, having toiled long at Fairfield Abbey, the last
of many aspirants- the rest all long buried. Something in his heart sees
doom for The North Holds, but he knows not how or when.

“The road is long. Bolster your heart. There will be blood before sunlight.”

“Long have the lantern keepers cleansed the cursed, and kept burning the
ember of hope in this world. If there is one to be found, it is worth all our
lives to see it done.”

339
Resources
On the shoulders of many do we tread to see such wonders! No one
book could truly give you all that is needed for a brilliant, ever-unfolding
campaign. It’s a hobby of research, synthesis, and imagination. Here is a
terribly brief list of some of the resources out there that you may find useful
in your search for adventure, as I have...

The North Holds Map: A must-have, available from Runehammer.


Crown and Skull Play Kit: Tokens, sheets, more... free from Runehammer.
Crown and Skull Soundtrack: Music made especially for C&S sessions.
The First Fantasy Campaign: Arneson’s original Blackmoor work, 1977.
Fantasy Hero 1st Ed.: A deep and detailed look at the vintage era of 3D6.
Dragon Magazine: An endlessly awesome resource for RPG thinking.
Dungeon Magazine: Compact, usable adventures by the dozen.
Two Minute Tabletop: An inimitable master of battle maps.
The Burning Wheel: A weird and wonderful RPG to expand consciousness.
Forbidden Lands: The gold standard in moody RPG mastercraft.
The Occult Book (J. M. Greer): A complete class in the root of magic.
Richard Whitters: A master of character & creature art in the pencil style.
Wayne Reynolds: One of the world’s greatest fantasy artists... ever.
Old School Essentials: A brilliant cook-down of classic D&D.
Roll20: The go-to VTT, great music tools, easy to use, deep to master.
Wardruna, Heilung, Danheim: More epic fantasy music for your sessions.
Cuarzo, Sunn O))): Spacious, instrumental metal music for big moments.
Symbaroum: A wildly creative and moody RPG every hobbyist needs.
Pathfinder Pawns: An immense library of affordable 2D miniatures.
Swordfish Islands Worldbuilder Journal: The go-to GM journal.
Shadowdark: Arcane Library’s tidy D&D recipe with amazing roll tables.
Advanced Dungeons & Dragons: Yep, the old stuff from TSR still rocks.
Perilous Wilds: Lamplighter & Black’s super cool world-generator book.
Black Magic Craft: Youtube’s miniature and terrain master.
Tale of the Manticore: Ominous, immersive solo-play podcast that slays.
Torchbearer: A great RPG that takes ‘gritty’ to a new level.
Big Book of Battle Maps: A huge-but-portable collection of table maps.
Steamforged Games: Innovative, affordable miniatures and maps.
Broadsword: A modern treasure trove of adventures by an expansive team.
Dread Maps: Colorful VTT battle maps with deep shadows and tone.

340
Resources
Knock!: A bizarre and bountiful super-zine of tables and RPG ideas.
Skullfungus: A truly ingenious and whimsical dungeon map maker.
Relicblade: Sean Sutter’s miniatures and skirmish-gaming masterpiece.
Reaper Miniatures: A truly vast, searchable repository of classic minis.
Kings of the Wyld: This book twists fantasy with modern feel, and rocks.
Mouseguard: An opus of role-playing and artwork every hobbyist needs.
Lankhmar: A grimy take on the underbelly of adventure fantasy.
The Legacy of Mud: My fantasy trilogy series, filled with cosmic poetics.
Norse Foundry: Masterful dice crafters, and a great source for metal coins.
Berserk: The manga saga you simply must read.
Rappan Athuk: A classic-era megadungeon of epic proportions.
Dungeon Crawl Classics: The over-the-top RPG with striped pants.
Dungeon World: This RPG was instrumental in my mind-expansion.
Rifts: This weird, complex, bombastic RPG is a must-read for sci-fi heads.
DM Scotty: The Yoda of RPG crafting on YouTube, and a good friend.
Order of the Amber Die: Insane marathon players of Pathfinder.
Dyson’s Dodecahedron: A vast repository of inked maps for free online.
Ars Magica: A complex RPG focused on historical magic vibes.
Darkest Dungeon: This video game by Red Hook captures role playing.
Elden Ring: From Software’s collaboration with George R.R. Martin.
Eye of the Beholder: These 90s video games by SSI were simply divine.
Dragonslayer: Disney’s low-fantasy film that every RPG fan should see.
Anime: Ninja Scroll, Mononoke, and Naussica are some of my favorites.

341
Rules Cheat Sheet
On a Turn: When your phase arrives, you can do ONE of the following...
• Make a 6” move
• Perform an action, attack, or cast a spell
• Hurry to perform an action AND move. Enemies gain +5 ATK against
you for the ensuing round
• Small, arm’s-length side-step movements, talking, or consuming
edibles take no time

Flat Roll: Roll an unmodified D20 in one of two ways...


• Opposed Roll: Roll against an enemy D20, lowest wins
• Flat Value: Roll against a value the GM assigns to the moment, 6 default

Skill Roll: Roll a D20 at or below the value of your skill to succeed.
• A roll of 1 critically fails, causing disastrous results
• A roll of 20 critically succeeds, causing maximal or bonus results

Defense Roll: Roll a D20 at or below your current Defense total to ignore
an enemy attack.

Evade Roll: If Defense cannot be used, avoid harm by rolling at or below


your Evade skill on a D20.

Resist Roll: Roll at or below your Resist skill to avoid harmful effects.

Magic Roll: Roll at or below your Magic skill when using unstable or
infernal magic to avoid negative effects. Also rolled as a resistance to
magical harm, or during research or emergent arcane moments or tasks.

Attacking: Roll the damage of the weapon in use.

Casting Spells: Cast magic effects as follows...


• Once a spell is cast, mark off 1 of its available casts. When all such
casts are used, mark the spell as expended, available again only after
rest and safety.
• The casting of a spell always interrupts and cancels any other spell
effect you have previously cast.

342
Rules Cheat Sheet
Who Goes First: All players and GM roll D20. Lowest roll wins.
• If a player wins, encounter begins on their chosen phase. All other
heroes choose their phase at this time.
• If GM wins, encounter begins on first enemy phase. If a hero also on
that phase, enemy goes first. All heroes choose their phase at this time.
• All other phases, if shared between hero and enemy, heroes go first.

Enemy HP: Enemies die when their HP reaches 0.


Enemy ATK: 0-10, subtracted from Defense rolls made by targets.
Enemy DEF: 0-10, subtracted from incoming damage/attack rolls.
Enemy Phase: 1 to 3 phases used to take action.

Enemy Tactics: 1 to 3 per phase, each choosing from the options below.
• Move-to-Engage: Move to, or aim at, most recent or severe opponent.
• Tactic 1: Brace, move, regenerate or cover tactics.
• Tactic 2-5: Standard melee or ranged attack
• Tactic 6: Area attack or high-powered attack

Attrition Types: Enemies inflict one of 5 types of attrition...


• Basic: Cross off any 1 equipment or skill
• Flesh: Cross off 1 randomly selected skill
• Equipment: Cross off 1 randomly selected equipment
• Destroy: Cross off 1 random skill and destroy 1 random equipment
• Brutal: Cross off 1d6 total skills and equipment at random

Status Effects: Suffer one of 8 possible status effects.


• Stunned: Dazed for 1D4 rounds or until rolling Resist
• Freezing: After 4 rounds, -5 D20 rolls, +5 enemy ATK. Die if 1 full day
• Overheated: After 2 rounds, -5 D20 rolls, +5 enemy DEF
• Afraid: Flee source of fear for 1D4 rounds or until Resist roll made
• Immobilized: Cannot move until escape via Muscle roll
• Burn: Suffer destroy attrition 1D4 rounds or until extinguished
• Bleed: Suffer Flesh attrition 1D4 rounds or until bandaged
• Corrosion: Suffer equipment attrition 1D4 rounds, gear destroyed

Difficulty Penalties: GM-assigned penalties to a D20 roll. -1 to -10.

343
“No matter how far flung our
adventures, how high
the plunder stack’d...
Our greatest treasure was
each other.”

-Ingrid Burnall
www.runehammer.online
Special thanks to:
The CROWN and SKULL player crews: The Council of Magi, Dirty Jobs, The Hoodlums and The Immortals
Special playtest team: W. Tanner Kirk and The Garish Gang
Fantasy Hero, Into the Odd, Cairn, Shadowdark and many other great RPGs
and my amazing wife

Design consultants Ryan De Ropp, Zach Thomas


Editing and Playtest Coordinator Russell Brinson
Proofreader Cassie Moriarty
Production, PR and Publishing Jake House, Quentin Bangerter
Character Creation Consultant and Software Chris Cooper
Hankerin Ferinale portrait by the legendary Richard Whitters
Full page illustrations by listed artists
Herbalists’ Guide by Zach Thomas
North Holds Map created using ‘Map Effects’ Brush Tools
This book made possible by the shield wall of Patreon
and Reid Landeen

Crown and Skull Copyright Runehammer Games, LLC 2023


Printed in China by Regent Publishing
ISBN 979-8-89184-900-6

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