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Kal A2

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100% found this document useful (1 vote)
398 views40 pages

Kal A2

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Pablures Mg
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© © All Rights Reserved
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A Kal-Arath Supplement from

Castle Grief
All art by Castle Grief except CG logo by Outer Church

Copyright 2024 Castle Grief Permission granted to copy for personal use.
Table of Contents

Introduction 1

A Note on the Solo Campaign 2

New Skills/Rules Amendments 3

Arcane Might
4
Pacts, Spells, Totems and Taboos

New Spells: Core Pacts 5

Magical Items 8

New POI and Encounters for the


11
Grasslands of Kal-Arath

The Jungles of Lhar 14

The Valley of the Black Ziggurat 18

Boss 23

Beasts, Brutes and Belligerents 30

Adventure Inspiration Generator 31

Trading Rules 33

Warlord! Mass Combat System 35


INTRODUCTION
Welcome back to the mighty steppes of Kal-Arath, traveler!

The first Kal-Arath booklet was supposed to be an 8 page project for a quick set
of soloing tables. It turned into a fully illustrated 55+ page “core-book” excursion
into these wild steppe lands, which this present work will expand upon.

In these pages you’ll find a bunch of stuff designed to make your solo and group
play in Kal-Arath deepened and improved, whether you’re using it for one-
shots, or trying to run a long-form campaign.

Expanded skills, magical abilities, items, encounters, points of interests,


the Jungles of Lhar - a new region to explore, as well as a procedural
“megadungeon,” called the Valley of the Black Ziggurat.

As always - I have written this with the solo player first in mind, but all of this
has been run both solo and with a group.

I sincerely hope you enjoy your time here.

1
A NOTE ON THE SOLO CAMPAIGN
I think many people struggle with solo “campaigns.” That is, long form play for
solo can be a challenge for a variety of reasons.

Often, stories are set aside, new systems are jumped to, new adventures partially run,
and so on, because players lose the “thrill” of the new session, new system, and so on.

Here are just a couple of tools and tips for maintaining a long running and
satisfying campaign:

Set aside time/run it on a schedule - pick a time of day, a set number of days
and so on, where you’ll play. Often, our games crash and burn because we go
too long between sessions or lose the thread. Regular play creates a deeper
connection to the narrative and character.

Put hard caps on session ends - I’ve been doing a set amount of time or “one day
at a time” on my Kal-Arath hexcrawl. This hard cap keeps things moving, and
keeps it fun for me. Only allowing myself a single day of hexcrawling, or, say,
30 minutes of time makes things feel a bit more structured, and often results in
ending the session on a cliff-hanger, which is another good tactic to make you
think about and look forward to next session.

Emphasis on connecting threads, not increasing mechanical complexity - sometimes


we want new systems or more complex advancement or different rules, thinking this
will make the game deeper. What adds depth to solo play, and RPGs in general is
connection. Always ask yourself how places, encounters, NPCs, and situations might
connect to other ones, and what the relationship is between them. This will begin to
create emerging threads that weave together and form a rich tapestry from your game.

Secondary campaigns - sometimes, just like playing in bands or doing art, it


can be nice to have a “side project,” something that is a major departure from
the main thing to give you a break and a breather from the “serious stuff.” Set
one of your gameplay days aside for one-shots, new systems, and especially stuff
totally different. If you normally run Kal-Arath, try a cyberpunk side game, or
a relaxing journaling game or something. Have fun!

Develop the world as part of play. Take notes on settlements, NPCs, encounters,
and the like, and use them to develop the world. Ask questions about places and
people. What are they like? What color is their favorite to use for art or clothing?
Do they have any strange or interesting customs here? Often, developing the
gameworld itself can add a fun element to the play, for those who enjoy that.

Don’t rush. Take your time setting up your play space if possible. Make it feel
how you want it to, or go play somewhere that inspires you. Cue up your favorite
tunes for the genre. Use your favorite pen. Also, don’t rush the game itself.
Advancing too fast or “giving too much” to your character can eliminate the
feeling of “building things up” that is often one of the most enjoyable aspects of
long-term play. Resist the urge to level too fast, and enjoy the process.

2
NEW SKILLS/RULES AMENDMENTS
All 5 “Explorer” Skills from the Core book are now included in one Skill,
called “Explorer”

The first 3 “Rogue” Skills are now included in one Skill called “Specialist.”

The following are new skills, and may be taken by any character (with some
caveats, listed)

You may roll all light weapons attacks with AGI rather than
Finesse
STR
If your arrow kills an opponent, immediately take another
Killshot
missile attack with the same weapon
Mounted
Roll attack and defense at advantage when mounted
Combat
Shield You may choose to make defense rolls with STR so long as
Expert you carry a shield
Charge an enemy and make your attack at an advantage. Your
Mad Rush
next Defense roll is at a disadvantage
Dirty Once per fight, before making an attack, state your cheap shot.
Fighter If your attack succeeds, take your next attack at advantage
Heavy When using 2 Handed Weapons, count any 1’s or 2’s rolled for
Handed damage as 3
Tough As
Immediately gain 6HP
Nails
You can state you’re gambling on any check. Roll the dice - a 7
Gambler
or 11 is a critical success/hit. 2, 3, or 12 is a critical failure
Suave Roll your reaction and PRE checks with an additional +2
Iron Hand Roll unarmed damage as d6
Beastmaster Roll all reaction rolls with animals at advantage
Lucky Regain a Fate Point once a session with a long rest
Second
Immediately heal d6 HP one time a session, at any time
Wind
Survivor Make first roll on Death Chart in a session with advantage

3
ARCANE MIGHT:
Pacts, Spells, Totems and Taboos
Pact of the Wilderness

This new pact allows the caster to utilize the elements to their advantage - but
Nature exacts a price, and no gift is free.

The caster might make a pact with the primeval spirits of nature in the jungles
of Lhar, remote areas of Kal-Arath, and so on - Wilderness Spirit Pacts are in
direct opposition to Demonic Pacts, and monks, mystics and followers of the
Demon Lords will actively seek out and eradicate those using them.

Tier 1

Aspect of the Beast. Increase STR and AGI by +2 for d6 rounds. At the end of
the spell, both stats are at -2 for d6 hours.

Tier 2
Tongue of the Beast. Communicate with animals for d6 minutes. Can persuade
animals to do basic tasks or provide basic information they might know.
Every time the caster uses this spell, roll 2d6. On a 2, they forget how to
communicate in the human tongue for 2d6 days.

Tier 3

Green Rage. A whirlwind of thorns, vines, stones and debris causes 3d6 damage
to all creatures in a 10’ radius of
the caster. Caster 2 in 6 chance the
caster takes half damage.

Tier 4
Symbiosis. Caster becomes a
humanoid earth and plant-like
thing for up to 1 hour. During
this time they can only be harmed
by fire or magical weapons, and
regenerate 2 HP per round. They can
communicate with plants and trees.

Tier 5

Regeneration. Heal severe wounds


or severed limbs, restore full HP,
even bring back creatures who have
died unnaturally within the last d6
hours. Each use of this power ages
the caster 3d6 years.

4
New Spells: Core Pacts
Tier 1

Blood Pact

The Will Is Like A Razor -


Trade 1 HP for a +2 on your next non-magical check.

Destruction Pact

Smoking Fist Technique -


The caster’s hands ignite with magical flame, enabling their next unarmed
attack to deal an additional d6 fire damage.

Corruption Pact

Withering Lotus -
Causes a single target within sight to feel a sudden wave of fatigue, unable to do
more than collect their strength for one round.

Domination Pact

Open Mind Meditation -


Briefly read the surface thoughts of a target, gaining insight into their
immediate intentions or feelings.

Illumination Pact

Whisper of the Sage -


Enhances the caster’s perception for a short duration, granting them a +2 on
their next Intelligence or Presence-based check.

Shadow Pact

Unheard Prayers -
Caster can whisper a simple message to someone as far away as they can see
that no one else can hear.

5
Tier 2

Blood Pact

Ruby Armor of the Crimson King -


Trade 4 HP to increase Armor by 2 points for the next d6+INT rounds.

Destruction Pact

Doors Of The Temple Spring Wide -


Force open any mundane door, lock, or container.

Corruption Pact

Abstinence -
Rot and putrefy normal food and drink up to 100 pounds/50 gallons. This
could be used to either destroy an entire feast or ruin a well with standing
water. Water sources themselves cannot be ruined, i.e. a spring or stream etc.

Domination Pact

Veil of Tears -
Allows the caster to determine one target’s deepest trauma, fear or hidden
secret to utilize as
leverage over them.

Illumination Pact

All Tongues As One -


Allows caster to
read anything in any
language for 1 hour.

Shadow Pact

Abstinence From The


Material -
The caster becomes a
shadow and can move
through gaps, beneath
doors, through cracked
windows. The laws of
gravity still apply. Lasts
for d6+INT rounds,
during which time
caster cannot attack or
be attacked, nor interact
with material objects.

6
Tier 3
Blood Pact
Bloody Prayer Flag of Akkai -
(Takes d6 days to create.)
Requires materials for a banner, which should include some grisly trophies, as
well as 2 HP worth of the caster’s blood. Until destroyed, the banner will restore
d6 HP at the end of combat to all allies who killed an enemy in the combat.
Destruction Pact
Five Venoms Of Retribution -
Caster must physically inscribe a mandala with special incense, sand, ash, or
the like. When it is disturbed, stepped on, or tampered with enough to break or
smudge a line, it will explode in a wave of powerful destructive force, dealing
3d6 damage to all within 10’ and causing considerable environment damage.
Corruption Pact
What Is Given Can Be Taken Away -
Caster creates a large effigy of grass and human clothes, inscribed with dark
sigils. The area within ¼ mile of it is cursed with failing crops, sick and dying
livestock, and general illness and malaise.
Domination Pact
Thousandfold Epicentre -
Caster creates an area of confusion, fear, doubt and chaos by burying
inscriptions and mantras beneath the earth in an area up to 50 yards across.
Individuals entering this area must immediately make morale (NPCs) or INT
check each round in the area or be overcome and take a random action:

1-2 Flee
3 Attack Nearest Person
4 Sit down and weep
5 Mill Around in Confusion
6 Attack themselves with any weapon at hand

Illumination Pact

Running Down the Mountain Path -


One target creature may take initiative at advantage, and double all move and
actions they are allowed to take for d6+caster INT rounds.

Shadow Pact

On The Wings of Evening -


Caster forms batlike wings of shadow and gains the ability to fly at a speed no
faster than a normal human can jog or run for 1 hour per INT.

7
Magical Items
d66 Magical Items

Dry Whisper Communicate with spirits; requires INT check for


11
Beads insights or warnings.
Inflicts hallucinogenic venom on hit; target must pass
Serpent Fang TOU check or suffer Disadvantage to AGI and INT
12
(Dagger) checks for 1 hour. Every time dagger is used, roll d6 -
on 1 or 2, the venom has dried up.
Cloak of Green Grants near-invisibility in natural surroundings;
13
Shadows advantage on stealth checks in jungle/forest.
Lord of the Summons d6 ethereal horses and riders for d6 rounds
14
Plains (Amulet) who attack as Nomad Warriors.
Teradun Bone Calms reptilian creatures when played; animals won’t
15
Flute attack unless provoked for 1d6 rounds.
Iron Prayer Enhances hand-to-hand combat; +1 to all unarmed
16
Beads attack rolls.
Induces deep, healing sleep; fully restores HP but user
21 Dreamlotus is vulnerable for 8 hours. Any night time encounters
automatically get a free “surprise round.”
Demon’s Eye Reveals hidden treasure within 30’ by glowing a deep
22
(Gemstone) amber color.
Manual of Enables user to leap great heights or distances 1x/day.
23
Personal Ascent Can jump up to 30’ up or 50’ horizontally.
Silent Steppe Muffles all sound made by wearer; advantage on
24
(Ring) checks to move silently.
Mask of a Alters the wearer’s appearance at will; INT check
25
Thousand Faces required to see through illusion.
Fount of Endless Summons a localized heavy rainstorm, centered
26 Tears (Drinking around the drinker and extending 100 yards in all
Horn) directions. Must be outdoors.
All Seeing Looking through the pommel stone grants vision of
31
Edge (Sword) anywhere the scabbard has been left.
1x/day can animate foliage to entangle d6 enemies for
32 Vine Whip
d6 rounds.
Tiger’s Claw Grants strength of a tiger. +1 to STR in combat for
33
Necklace 1d6 rounds.
Lamp of the When lit, illuminates hidden paths, reveals secret
34
Hidden Flame doors, up to 30 feet.

8
Sky Dancer Allows feather-light falls; negates fall damage from
35
(Feather) heights up to 30’. feet.
Horn of
Drinking rotten blood from this allows one to share
One Sight
36 visions and thoughts with up to 3 others without
(Drinking
speaking for d6 hours.
Horn)
Shining Coin Golden coin, when flipped can provide bright
41
of Amar-Shin illumination for d6 hours, 1x/day.
Robes of the
42 Double overland travel speed.
Wind Walker
Intimidates opponents and enhances leadership. +1
Sash of Hur-
43 to morale checks for allies in line of sight, -1 enemy
Lin-Taur
morale.
Thundering
44 Mimics sound of charging army 1x/day.
Horde Horn
Blood Moon
Doubles spell effects/powers. Critical failure on
45 Circle (Nose
natural 2, 3, 4.
Ring)
Friend of All
46 Allows breathing underwater.
Waters (Bracer)
Slippers of Wearer leaves no trace and is impossible to track by
51
Velnabar conventional means.
When placed around the bed, individual can begin the
7 Skulls of
52 next day with skill of their choice (only 1 at a time) or an
Vorash
extra Fate point, but only by feeding each skull a songbird.
1x/day, when outside, create a wall of trees and
53 Treemantle brambles 30’ wide and 10’ thick. These plants grow
and wither rapidly, turning to dust in d6 minutes.
Anyone wounded by the sword has a 1-3 on d6 chance
54 Asp (Sword)
of being attacked by a venomous snake within d6 days.
Sandals of
55 +1 to AGI during combat.
Tuw’ara
In bright sunlight, this handheld brass mirrror can
56 Brass Mirror start a fire on any flammable surface in sight in d6
minutes of focused sun.
61 Hash’an Talon Roll the first ranged attack of the day at advantage.
Controls the spirit of an elemental prince of earth. Once
a day, command it to manipulate, move, reshape, or hurl
dirt, rock, plant, up to the size of a large stand of trees, a
62 Scepter of Ix
small hill, or rock formation. Roll d6 - on a 1, the spirit
breaks the scepter’s control and turns on you, inflicting
3d6 crushing damage until the scepter is destroyed.

9
Temporarily binds a spirit or demon - for 1 day, gain
Chain of
63 access to any Pact’s spells. Roll d6. On a 1, roll on the
Melek-Kesh
Arcane Disaster Table.
Friendship Send single sentence messages to anyone wearing the
64
Bracer matched bracer telepathically 1/day up to 20 miles.
Go through walls and other solid objects up to 10’
Turban of War-
65 thick. Every time, roll d6. On a 1, become stuck and
Ith
die.
Commands respect and fear, enhances leadership.
+2 to allies morale checks, -2 to enemies, 1x/day can
Iron Crown of cast “Liberation From All Earthly Choice.” Each
66
Akkai day it is in possession, roll 2d6. On natural 2 or 3, all
blood drains from every hole on the possessor’s body -
immediately roll on Death table at -4.

D6 New Dooms For Spellcasters

1 Caster must avoid direct sunlight or -2 to all rolls


Caster is unable to cause physical violence to other living things with
2
weapons. Doing so revokes his powers for d6 days.

Caster may not consume or


harm flora in any way or will
3
permanently lose access to
this Pact.
Caster must tell a story of the
ancient world to a group of
listeners any time he is in a
settlement, minimum of once
4
a month, or his memory begins
to fade. -1 INT permanently
for any month he fails to do
this.
Caster must maintain a
physical shrine to his deity,
even if traveling, and make
prayer and obeisance daily.
5
This shrine takes up 3
equipment slots when mobile.
Failing to pray means they
cannot cast any spells that day.
Caster must write down a secret,
or generally unknown thing in a
6 special tome each week. Failure
to do so results in the permanent
loss of their Pact.

10
NEW POI AND ENCOUNTERS for the
GRASSLANDS of KAL-ARATH
D66 POINTS OF INTEREST

Palace of the Merchant Prince, who wants to plumb the depths of an


11
ancient buried city
Hills of the Unquiet Dead - tall platforms hold the bodies of
12
barbarian kings
13 Cave where hermit dwells and cultivates the Blue Vision spore
14 A field of deep red flowers known to produce good dreams
Temple of the Seventh Son - his followers call themselves Mystics of
15
the Hidden Pact
16 You’ve found the Wayward Rest - a mobile inn and gambling den
21 A temple flanked with guardian statues of giant serpents
A gorge with a bridge across it separating two small villages at war
22
with each other
23 Small farmsteads who sacrifice to an ancient fertility goddess statue
Encampment of bird trainers - they can send a message for you
24
anywhere
Field of Blue Vision spores. All entering save TOU or wander for d6
25
days hallucinating. Roll POI and Encounters as usual.
26 Fighting Pits of the Undying Warriors
31 Ash’Hassim Training Compound
32 A school of astronomers who use (66) to track the constellations
33 Seraglio of Vela-Athun - accepts as payment only spice from (41)
34 Village on a large spring of clean water, and a monastery to the seven
Huge brass mirror on top of a hill - in the distance, the sun reflects off
35
another
A labyrinth of prayer flags - at the center, a knife and a bowl. Make a
36
pact.
41 A mine where rare spice is harvested from deep caverns
Well guarded field rich with the smell of the plant known as the
42
Emerald Element, whose smoke intoxicates
Wagon of Verith the Head-Collector - he pays well for interesting
43
trophies
44 Haggard army sieging a large fort

11
“Hound cages,” well defended war-lizard cages on their way to the
45
warlord who purchased them
A hidden community of witches who worship the old gods and despise
46
the demon lords
Hills of white sand rise out of the endless grass - home to many giant
51
scorpions
52 A huge length of massive rusted chain laying in the grass
53 Statue of a colossal headless woman with oversized breasts and hips
54 White stone amphitheatre. On 4-6, a wedding is taking place here
Campsite with standing stones around it, each marked for one of the
55
seven
56 Copper dome in the grass - the roof of a tall building in a buried city
61 Poisoned spring of Nel-Zur
Stone walled pathway leading a half mile to cavern where elaborate
62
and old copper steps lead downward
63 Miles of hills populated by sentient mole-rats
64 Guarded watering hole charging extortionist prices
65 Small monastery of brothers whose dreams come true
Astrologer’s temple with two stones suspended from the ceiling as the
66
twin suns of Kal-Arath on clever grooves to move around a globe

D66 ENCOUNTERS

11 d6 Jackal cultists and 2d6 jackals barking together


12 Large merchant caravan being assaulted by 5d6 raiders
13 Several burnt yurts with demon lord prayer flags stuck in the ashes
14 A massive stampede of buffalo, with mounted hunters riding among them
15 d6 reavers demand all your belongings, including the clothes on your back
Giant snake swallowing a fine riding horse whole - thrown rider is
16
dead nearby
Wanderer in the grip of powerful hallucination from Blue Vision
21
spore field within d6 days walk
22 Nomadic horse sport of K’arathi is being played with the head of a goat
23 d6 Raptor Lizards fighting Tyrant Lizard, all wounded
Trophy hunter seeking dangerous game for head collection.
24
Roll d6 - on a 1, it’s you
25 Messenger running at maximum speed to get word to a nearby village
26 Merchant buying slaves in fighting condition for a nearby fighting pit

12
31 d6 giant lizards sunning themselves on a flat rock
32 Pit Fighter with her two mute concubines
33 2d6 giant vultures feeding on a dead giant’s ribcage
Kuyu wood sculptures and rock piles - 3d6 Kuyu ambush within
34
d6 rounds
35 A powerful and good-hearted sorcerer whose taboo is to speak only in lies
36 d6 Wolf Nomad youths on their rite of passage - looking for a fight
41 3 dead bodies with their hearts removed wearing bone fetishes
42 Wretched vampire desperate for blood
43 2d6 beastmen trying to get healing for their chieftain’s sick child
44 2 battle barges clash on the open steppe in mass combat!
Road of Bones - leads to Kar’Eld, a stake with a head on it at
45
every 50 paces
46 Lion hunts the tall grass while d6 of its mates wait to ambush
51 A poisoner out collecting herbs for a rare decoction
52 Wardrums - just over the rise march rank upon rank of warriors
53 A trader on a wagon made of teradun bones with the wings as sails
54 Several loaded pack animals with no one leading them
A healer offers services at a large rock in return for entering the
55
nearby ruins
56 3d6 warriors dying of thirst
61 Two half giants in a drinking competition
62 Huge yak-drawn cages filled with women and children, heavily guarded
2 survivors tell about a ruined city d6 hexes in d6 direction, and have
63
a map to its interior
64 Gargantuan serpent tells travelers tales of the ancient heroes it has slain
65 Three brothers with horses and information to trade
66 A great turtle with a fort on its back manned by fighting monks

13
THE JUNGLES OF LHAR
In the extreme south of Kal-Arath, the grass begins to lengthen, the climate is
hot and humid, and the edges of the great jungle of Lhar can be seen - a nearly
impenetrable southern border to the steppe.

Lhar is home to many people - hardy tribes make the jungle’s canopy their
home, ropes and vines creating bridges and platforms up in the trees to keep
some villagers safe from more dangerous predators on the jungle floor.

Merchants from Kal-Arath come down this way to trade with the locals -
wood, spices, rare plants, trained monkeys, relics from lost civilizations and
much more are highly prized further north.

No one knows just how far south the jungle goes - deeper in, it becomes much
more dangerous, with terrifying creatures holding sway, and the vast expanses
of long forgotten cities said to be host to things dark and unknowable.

The peoples
here dedicate
themselves to one
of the Four Spirits
- the snake, the
bat, the monkey,
or the jaguar. Each
tribe is just as
likely to be at war
as at peace. When
traveling in Lhar,
roll a d6 for any
tribe encountered
to determine their
attitude toward
the other three:

1–2 At War
2–3 Neutral
Trading/
5–6
Friendly

14
D3d6 POI (roll one die as d3, the second as d6 and consult the table)

Massive Ruin of Nameless City - A Colossal adventure site. Use 11d6 to


determine Areas and Passages. Due to the huge nature of the Nameless
11
City, each of these 11d6 forays can be considered one sector of the city.
Exploring 5 of these means the Nameless City has been fully explored.
Temple covered in primitive carvings of men and women engaged in
12 carnal acts. Within, a huge stone altar overseen by a male and female
statue with exaggerated genitalia.
13 Watering Hole. 4-6 chance of an encounter here.
Suspended rope bridges with no discernible way up that lead to a
14
lookout post in a very high tree.
Rank springs boil up out of tangled roots of the jungle trees here, forming
a kind of sulfurous swamp. Breathing the air here causes 1 point of
15
damage per round spent in the area. In the main pool is a skeleton with a
jeweled dagger (sentient, evil, cursed) and a bag of rubies (300s)
A marketplace is going on, hosted by the Jaguar People. Many things
are here for sale and trade, but outsiders may be challenged to prove
16
their honesty and good intentions by handling live snakes or being
bitten by thunder ants.
A tall, slim jade tower of elegant architecture, covered in moss. Home to
21 a sorcerer called Hur-Kul-Za’an, who is always willing to work magics or
trade things for those who will venture into the Nameless City for him.
Shrine of the Solar Serpent - home to many priests of the jungle’s shining
22 snake god, there is a 2-6 chance that they are holding a religious service
involving feeding someone to the massive serpent that lives within.
Four huge stone idols in the shape of a jaguar, a man-like bat, a
serpent, and a monkey stand here with bowls at their base.

•O  ffering to the jaguar of 3 rations of meat results in +1 AGI for


a day.
23 • Offering the bat 3 HP of one’s own blood grants the ability to see
in total darkness for one night.
•O  ffering the serpent 50 silver allows one re-roll on any table this
session.
•O  ffering the monkey 3 rations of fresh fruit grants an extra Fate
point for the session.
Emerald colored crystals in an open clearing radiate an eerie light. Most
are too large to move, and lose their power if broken but d6 of them can
24 be taken (but take up 1 equipment slot each). Leaving them in daylight
for one whole day makes them glow as a torch for 1 hour. All together
they could be sold or traded on the steppe for d6x1000 silver.

15
A deep chasm, far from the sunlight. Skulls on sticks and other grisly
warnings are all around. This place is home to the Bat People, who are
25
hostile to outsiders as a rule and drink blood for unnatural sight in the
darkness and the favor of Tal’axu, the blood-drunk bat god of Lhar.
Storyteller’s Rock - a gathering place for many of the peoples of Lhar,
a colossal stone rises up from the jungle floor in a natural depression
26
surrounded by cliffs, forming a kind of amphitheater. There is a 2 in 6
chance some kind of celebration or meeting is happening here.
A grove of fruit trees and herbs, possibly permaculture deliberately.
31
3-6 chance of d6 rations of fruit here, and 4 in 6 chance of d6 herbs.
18’ tall monkey head, semi buried in the jungle floor. Around it in the
32
trees, the Monkey People make their homes in the high canopy.
Roaring rapids of the mighty Shekerah River, lungs and veins of the
33 jungle of Lhar; a waterfall cascades hundreds of feet down the cliffs,
and is home to a vivid green and purple species of teradun.
A scattering of tents near a river, where 3d6 slavers and guards from
34 the steppe cities have a number of members of the various jungle
peoples chained in groups, ready to transport them out of the jungle.
Black stone monolith rises from the jungle floor - a lone individual
35 sits nearby, playing a high, eerie song on a flute carved from the same
material. Bleached bones rest all around the base of the monolith.
Valley of the Black Ziggurat. At the center of a long, lush valley, rises
36
the Black Ziggurat, a Colossal sized dungeon.

16
3d6 ENCOUNTERS

D6 Geb-run, the rare intelligent monkeys of Lhar. On friendly


3 reactions they may speak to PCs or tell them something useful. On
neutral or hostile rolls they will actively sabotage or try to harm them.
Jaguar People hunting or war party. 2d6 warriors or hunters (roll 50%
4
chance of either)
5 D6 Her’geera plants, hungry for their next meal.
6 Lone champion of the Bat People, in elaborate stone and wood armor.
7 Panther, stalking the undergrowth.
8 Expedition of explorers, taking boats upriver into the deeper jungle.
Stone Warrior - a construct of stone, covered with moss and ancient,
guards an entrance to a burial chamber. Intelligent characters may be
able to study the carvings inside for d6 weeks and learn the language
that is on the construct’s stone armor, and converse with him in basic
ideas. He has forgotten his purpose here, and will join a party that
9 speaks his language. Otherwise, he does not attack, but may ask PCs
questions in his language. He seems confused and sad.
Inside the chamber is a mummy with a jade chest piece and large
earrings. Chest piece acts as 2 Armor, earrings allow the wearer to
speak with birds once a day.
10 Shaman of the Monkey People, seeking herbs for visions.
11 D2 Raptor Lizards, hunting prey.
12 D3 Teradun circling overhead.
Carnivorous Ape, considered holy by the Monkey People, a fearsome
13 denizen of Lhar. Highly territorial. 2 in 6 chance he is encountered
with his females (d6) and d6 young.
14 D6 sorcerers from further north, seeking the Black Ziggurat.
15 D6 Tal’axi, hunting.
Slaver Camp. 5d6 slavers and 20+ slaves taken from various tribes in
16
the jungle, heading north to sell them.
The Pale One - a river dwelling salamander of terrific size, The
17 Pale One feeds on anything living all up and down the banks of the
Shekarah.
Feared By The Sun - A tyrant lizard of legendary size and ferocity, one
of a kind. She is heard and felt before she is seen. Her hide is scarred
18 and riddled with old arrows and weapons. She is considered a goddess
by the denizens of Lhar, but a terrible one - occasionally she will
descend on entire villages and consume them.

17
THE VALLEY OF THE BLACK ZIGGURAT
In ancient times, the Nameless City (now called T’elku Lhar, by those who
have heard of it), was ruled by a powerful sorcerer king named Ictezoma’a.

After the denizens and slaves of the great city rose up against him, the king was
slain - but unknown to them, his personal retinue bore his body away in secret
to a hidden valley deep in the jungle, following his final instructions to them.

They sealed him in the domed cube at the top of the Black Ziggurat, which
he had prepared in secret, killing all those who had built it in a hideous ritual.
After his retinue bore him here and placed him within, they joined him in
death, not knowing their service would be forever.

The rituals and magics cast by Ictezoma’a keep him in a perpetual state of
dreaming undeath, and his mummified form waits for enough lives to be
claimed by the Ziggurat itself in order to bring him back to this realm, and
rebuild the Nameless City to rule once more.

His burial chamber and obsidian


sarcophagus are guarded still
by his ceremonial guard, but
the valley in which the Black
Ziggurat squats obscenely
is a place of death. Various
champions and tribes have
succumbed to the curse of the
Black Ziggurat and come under
its influence - with every life lost
here in the valley, the Ziggurat
seems to grow in size, and feed
the unholy power to the body of
the dreaming and dreaded king.

Even the fearsome animals of


this jungle - from poison frogs
to screaming carnivorous apes -
they all serve him.

The tribal hunters have rigged


the valley with many traps
and snares - devices of lethal
cunning - to make this place
even more of a nightmare for
any who set foot within the
area influenced by the Black
Ziggurat.

And with each life it claims,


that area is growing.

18
REASONS TO COME HERE

1. You were sent into the valley by the wizard Hur-Kul-Za’an to bring him a
stone from the Ziggurat itself to study.

2. The drunken wretch in the winesink who handed you a map of human skin
with a trembling hand rambled about a lost valley filled with treasures beyond
imagining…and horrors undreamed of.

3. You traded years in the service of the monks of a forgotten order to read a fragment
of the Nagha Scrolls - among maddeningly incomplete bits of ancient lore were
references to the Nameless City, and a description of the route to the Black Ziggurat.

4. An old shaman from somewhere deep in the jungles of Lhar made a long
journey to the steppes of Kal-Arath. Just before he died of extreme old age and
the rigors of his journey, he handed you a clay tablet. “Beyond the place where the
Shekarah divides herself in two, and the statues of the Four Spirits dwell, follow
the star of the serpent god, and you will come to the resting place of Ictezoma’a.”

5. In service of the Great


Khan, Akkai; you owe
a life-debt to the Sons
of Akkai, who sent your
group under a geas with
strict instructions: do not
return from the jungles
of Lhar while the Black
Ziggurat still stands. Even
Akkai himself may fear
what is stirring in the deep
jungle.

6. A child in the great city


of Kar’Eld has prophesied
that the sorcerer king of
T’elku Lhar will arise
and once again rule over
the whole of the southern
lands. Explorers have once
again become obsessed
with finding the ancient
city and the burial place of
Ictezoma’a. You are one of
them, and travel in a party
up the Shekarah into the
heart of darkness.

19
SPECIAL RULES FOR THE VALLEY OF THE BLACK ZIGGURAT
Roll 22d6, or scatter that many tokens on a sheet of paper and roll for their
contents individually.
The die that falls closest to you (as GM or solo player) will be rerolled if it
shows a 6. The furthest die from you is always a 6. Any other 6’s appearing
during exploration are to be re-rolled.
When using the procedure for solo crawling in the core book, you will drop the
22d6 to determine the areas and passages of the “dungeons” shape, then roll
each die as you come into that area to maintain the element of surprise - simply
reroll any 6’s that occur, and when you reach the final die of the Valley, after
exploring the rest, it will always be a 6.
Refer to core rules for passages and area placement. On rolls of 1-3 when traversing a
‘passage’ or pathway in the valley, roll another d6. 1-3 :Random Foe. 4-6:Trap/Obstacle.
Note: When rolling Foes for group play, you’ll have to use your judgment on “amount
appearing” numbers to make things challenging but not impossible. Depends on
level, gear, number of PCs and so on. Suffice to say, this area is not friendly to low
level or solitary PCs, and when running it solo, you might want to hire some help!

1 Empty Area, considered “safe” for a short rest. In the Valley, you can take
a full rest, but must roll for encounter during rest.
2 Hazard/Obstacle/Trap
3 Foe
4 NPC
5 Item/Treasure on a d6 roll of 1-2, it is guarded by a Foe.
6 Special/Boss Area
The Valley of the Black Ziggurat is intended as a sort of
“experimental, generated-yet-specific, not-quite-mega-
dungeon” for Kal-Arath. The idea is a place that can be come
back to and explored several times, but that changes each
time due to A) the tangled and difficult nature of the valley
dictating different routes and encounters each time
and B) the shifting nature of its paths, areas, and the
factions within involve different routes. Each time PCs
leave the Valley, re-roll any areas previously visited.
It cannot be mapped with reliability.
The Valley itself, depending on rolls, can be either
challenging, relatively empty, or an absolutely
nightmarish deathtrap. Reaction rolls are never
rolled here - all encountered Foes are trying to
kill the PCs in service of Ictezoma’a and the
sentient evil intelligence of the Ziggurat.
The Ziggurat itself, and its slumbering ruler,
will be the site of further adventures!
20
TRAPS/HAZARDS/OBSTACLES
(2d6 Table. Set off on a 1-3 when passing through area)

AGI check to avoid falling into a pit of poisoned spikes. Damage: 2d6,
2 plus TOU save or -2 all rolls for the rest of the day.
Hidden quicksand patch. STR check each round to escape at cumulative
3 -2; failure results in a cumulative 1 point of damage until freed or dead
(i.e. 1, then 2, then 3, etc)
A landslide alters your path. AGI check to avoid injury; 1d6 damage on
4 failure. Draw a new passage to the next Area, then: Roll 1-3 for ambush
(Foe encounter), 4-6 for a clear path.
Bent back branches from a thorn tree spring across the path. AGI check
5 to avoid d6 damage.
Tripwire triggers poison darts. AGI check to dodge or d6 damage and
6 TOU save to avoid another d6 poison damage.
Fall into a hidden pit. AGI check to avoid, d6 damage on failure, then:
7 roll d6. On 1-3, you are ambushed by a Foe as you escape the pit.
8 Swinging log trap. AGI check to avoid 2d6 damage.
Fungal spore trap causing hallucinations or debilitating fear. INT check,
failure results in 2d6 hours of confusion and terror, then: roll d6. On
9 1-3, you are lost in the jungle. Add 3 new Areas to the Valley you must
proceed through to get back on track.
Fall into a breeding den of Lhar cobras. AGI check to avoid d6 damage.
10 STR check at -2 to escape. On every failed STR check, another AGI
check is required to avoid being bitten. For every AGI failure, make
TOU check or die of poison.
Vine trap suspends you upside down. You are ambushed by d6 Ziggurat
11 Slaves. Make all rolls at Disadvantage while fighting free, if you can:
AGI check (also at /d) to free yourself.

12 Explosive trap releases Dust of the Obsidian Sarcophagus. TOU check


or become Ziggurat Slave. Your adventure is over!
FOES

2 d2 Raptor Lizards
3 Corrupted Jaguar People Champion (1) with d6 Ziggurat Slaves
4 Giant Cobra (1)
5 Carnivorous Ape (1)
6 2d6 Ziggurat Slaves
7 Panther and d6 Ziggurat Slaves
8 Corrupted Shaman (1) and d6 Ziggurat Slaves
9 d6 Tal’axi
10 Corrupted Bat People Champion (1) with d6 Ziggurat Slaves
11 d2 Stone Guardians
12 Wraith

21
NPC

1 Prisoner
2 Outcast
3 Adventurer
4 Lost Scholar
5 Slaver
6 Specialist

VALLEY ITEM/TREASURE

Partial map of the area - bypass one area of your choosing while
2
traversing the Valley (250s)
3 Explorer’s Compass - +2 to all “Getting Lost” rolls. (200s)
Satchel of herbal medicines and natural remedies.
4
d6 uses, each heals d6 HP. (100s)
5 Waterproof satchel filled with 2d6 rations and 100s (150s)
Leather Whip. d6/d. Successful attack roll can deal no damage to
6 disarm. AGI check to use it to swing over things so long as there’s
something to whip it around.
Tanned monkey hide waterskin. Drinking from this allows the user to
7
climb difficult and sheer surfaces 1x/day without a check.
Enchanted Jade Statuette, a small dragon. 1x/day it will produce a gout
8
of flame for d6 damage and light combustibles, even damp ones. (300s)
Clay Tablet, carved with eldritch signs. Shattering it on any locked or
9
closed container or portal will cause it to open forcefully. (150s)
Jungle Moccasins. Allows the wearer to move completely silently through
10
the jungle, automatically succeeding on his sneaking rolls. (200s)
Teradun Bone Totem. Gives the bearer advantage to hit on all saurians,
11
including dead ones…(250s)
An obsidian miniature of the Black Ziggurat. Allows the bearer to
12
avoid all traps inside the Black Ziggurat. (300s)

22
BOSS:
To defeat the Valley of the
Black Ziggurat, the party must
defeat the Apex Predator.
A creature from myth,
spiritually connected to the
deepest parts of Lhar, the
Apex Predator is neither
reptilian, nor mammal, nor
human, but a mix of the
three. It is the jungle at its
most deadly. Once content
to hunt all living things
throughout the massive
expanse of Lhar, once it
wandered into the Valley, its
mind was dominated and put
to use by Ictezoma’a.
Now, it acts as a fearsome guardian of the crumbling ruins that mark the
edges of the Outer Grounds.

HP: 45
Armor: 2 (Tough Scales)
Attack: 3x

Claws: d6
Bite: d6/a
T
 ail Whip: d6
(Stuns for one round on 4-6 damage roll, doesn’t explode)
Morale: 10
Special Pheromone: Every 3 rounds, releases musk as a free action.
Abilities:
All creatures in combat TOU check to resist; on fail,
unable to act this round

Lightning Quick: At beginning of combat and every


other round after: Vanishes at beginning of initiative and
reappears for a surprise attack at the start of next round.
Make INT check. Failure means you’re surprised and
cannot act this round. Defend at disadvantage.

Call of the Wild: If Apex Predator is reduced to ¼ HP,


it lets out a piercing scream which summons a random
Foe from the Valley at max number appearing, and flees
back into the jungle.

23
BEASTS, BRUTES and BELLIGERENTS
Carnivorous Ape
400 pounds of muscle and hunger with teeth sharp enough to rend flesh.

HP: 4d6
Armor: -
Attack: • Pound (2d6)
• Bite (2d6) + Special (2 attacks/round)
Morale: 10
Special: Slam:
If Carnivorous Ape is successful on the same target with both
attacks, he may take a third slam attack for another 2d6 damage
that ignores armor.

Champion, Bat People


Grim slayers, painted black and blessed by the Lord of Night, Tal’axu.

HP: 3d6
Armor: Wood and Stone plates (2)
Attack: Bronze Khopesh (d6) + Special
Morale: 10
Special: See in total darkness.

Disorienting scream:

At beginning of combat, Bat People Champion will emit a


terrifying high pitched scream of incredible volume. All hearing
it make PRE save or be at Disadvantage on all rolls for the first
round of combat.

24
Champion, Jaguar People
Lean and powerful, swift, silent and
feared by all.

HP: 3d6
Armor: -
Attack: • Stone Spear (d6)
• Knife (d6/d) (2
attacks/round)
Morale: 10
Special: Extreme Swiftness:
All attacks made
against Jaguar
People Champion
are at disadvantage.

Champion, Monkey People


Wrestlers, drinkers and violent kings of the treetops.

HP: 4d6
Armor: Tough Bark (1)
Attack: Mace (d6/a)
Morale: 10
Special: Lucky:
All Monkey People Champions may rethrow one dice roll in
combat.

Monkey People utilize group tactics whenever possible, with their


champions enjoying the support of swift climbers who throw bola
from the trees. (Missile Weapon: Bola - No damage. On successful hit,
force immediate AGI check or victim is entangled and cannot act next
round except to untangle.)

Champion, Snake People


Sinuous and wise in the venomous ways of the ancient rainforest.

HP: 3d6
Armor: Serpent Hide (1)
Attack: Twin Daggers (d6/d) (2 attacks/round) + Special
Morale: 10
Special: Poisoned Blades:
Anyone struck with the Snake People Champion’s blade must
make immediate TOU check or be paralyzed d6 rounds.

25
Cobra, Giant
18 feet long and knows nothing but hunger and hatred.

HP: 4d6
Armor: Giant Scales (1)
Attack: • Bite (d6)
• Poison (TOU check or be paralyzed d6 rounds and take d6
automatic damage every round affected)
Morale: 8

Feared By the Sun


Ancient Tyrant Lizard, revered as a goddess, hide studded and adorned with a
hundred failed weapons.

HP: 54
Armor: Legendary Hide (3)
Attack: • Bite (3d6, automatically slays on critical)
• Tail (2d6, automatically roll on “Death” Table on critical)
(2 attacks/round)
Morale: 12
Special: Awful Roar:
Always begins combat with this, then roll d6 and count down
to the next roar in that many rounds. All who hear must make
PRE check or be stunned 1 round with fear.

Geb-Run
Intelligent monkeys who speak the human tongue - sometimes cruel tricksters,
sometimes useful allies.

HP: d6
Armor: -
Attack: • Strike (d6/d)
• Thrown Stones (d6/d)
Morale: 6
Special: Awful Roar:
Every Geb-Run has a 1-2 chance on d6 to know a Tier 1 spell
from a random Pact.

26
Her’Geera
Beautiful purple and black flowers the size of a large man.

HP: 4d6
Armor: Tough (2)
Attack: • Tendril (d6)
• Special
Morale: 8
Special: Swallow Whole:
If Her’Geera makes successful attack, make a STR check. Failure means
being swallowed whole by the flower, taking d6 acid damage per round.
Each round, a STR check may be made at disadvantage to escape.

Pale One, The


Albino newt of terrific size, large as two horses nose to tail.

HP: 42
Armor: -
Attack: • Bite (2d6)
• Special (2 attacks/round)
Morale: 11
Special: Any time The Pale One rolls a 6 on any damage die, instead of rolling it
again, make a TOU check or lose a random limb. Roll on Death Table.

Panther
Black shadow of the jungle, strikes without warning.

HP: 3d6
Armor: -
Attack: • Claw (d6)
• Bite (d6) (2 attacks/round)
Morale: 6
Special: Ambush Attack:
Panther will drop from a tree or spring from the shadows.
Make INT check when attacked or do not act this round.

Raptor Lizard
Clever reptiles with terrible speed and claws like scythes.

HP: 5d6
Armor: Tough Scales (1)
Attack: • Claws (d6)
• Bite (2d6) (2 attacks/round)
Morale: 10
Special: Clever Girl:
Attacks at advantage when another Raptor Lizard is present.

27
Shaman
Mystics of the steaming jungles and tribal advisors.

HP: 2d6
Armor: Bone (1)
Attack: Dagger or Club (d6/d)
Morale: 8
Special: Cast spells at +2 up to Tier 3 from a random pact
(1-4 on d6 that it is Nature)

Stone Guardian
Huge temple guardians from forgotten times.

HP: 5d6
Armor: Stone (4)
Attack: Stone Mace (2d6)
Morale: -
Special: All edged weapons deal damage at disadvantage.
Unaffected by magical attacks.

Tal’axi
Children of the Lord of Night,
winged, black as shining leather.

HP: 2d6
Armor: -
Attack: •Claw (d6/d)
•Bite (d6) (2
attacks/round)
Morale: 8
Special: Feed:
If bite attack
succeeds, make
immediate
STR check or
lose another
d6 damage,
ignores armor.
Tal’axi gains
this many
HP even if
that would
take it over its
maximum.

28
Wraith
Spectres from Ictezoma’a’s lost court.

HP: 4d6
Armor: • Spectral Armor (2)
• Special
Attack: • Bronze Sword (d6)
• Special
Morale: -
Special: Wraiths are immune
to standard weapons
and can only be
harmed by magic
or weapons made
of bronze from
the Lost City.
Damage inflicted
by Wraith results in
a permanent loss of
half that many HP.

Ziggurat Slave
Wretched slaves to the dominating force of the dreaded Black Ziggurat.

HP: d6
Armor: -
Attack: Club (d6)
Morale: 6
Special: Pack Tactics:
PCs are at -2 to dodge rolls when outnumbered by Ziggurat
Slaves.

29
RANDOM NAMES for NPCs and SETTLEMENTS
11 Varnak 41 Jorum
12 Ghi-Dor 42 Zal-Thorik
13 Tarum 43 Karn-Esh
14 Kae’lith 44 Ern
15 Noraxa 45 Mor
16 Zul-Kar 46 Gal-Rend
21 El-Dan 51 Orvix
22 Myrthak 52 Ral
23 Sarnara 53 Yur
24 Tharos 54 Kel-Var
25 Ul-Mek-An 55 Thraz
26 Vyrk 56 Vel-Dor
31 Ren-Dalara 61 Nar
32 Kor-Vash 62 Rath
33 Yenar 63 Ull
34 Arzokala 64 Jarn
35 Thun 65 Vathalara
36 Mel-Dakkaia 66 Karani

30
ADVENTURE INSPIRATION GENERATOR
For action and subject, Roll d6, then d3 to clarify -
unify dissonant results as you see fit.
D6 ACTION
1 RETRIEVE/INTERCEPT/STEAL
2 ASSAULT/SLAY/DESTROY
3 RESCUE/DEFEND/PROTECT
4 UNCOVER/INVESTIGATE/EXPLORE
5 ESCORT/DELIVER/GUIDE
6 NEGOTIATE/DECEIVE/BROKER
D6 SUBJECT

1 Village/Market/Caravan
2 Courtesan/Slaver/Mystic
3 Warlord/Bandit/Merchant
4 Idol/Tome/Amulet
5 Temple/Fortress/Shrine
6 Ruin/Caverns/Lost City
D6 KEY LOCATION

1 Thraz, the mighty and wicked, so-called “City of Virtue.”


2 Plateau of Kar’Eld, center of the Arathi steppe and the Khanate of Lord Akkai
3 The steaming southern jungles of Lhar, amongst ancient nighted ruins
4 In the foothills of the eastern Rimrock, beneath the winged shadows of
teradun riders
5 On the borders of Turog, desert kingdoms of the Jeweled Cities
6 Far to the north, in the barbarian’s forested land, called Saar’Khash by the
Arathi

D6 MAIN ANTAGONIST

1 Bloodthirsty reavers from a nearby nomadic tribe


2 Foreign slaver ring from the North
3 Sorcerous Warlord from Kar’Eld
4 Mighty and monstrous beast of the steppe
5 Cult from the Southern Jungles
6 Demon Lord of the Western Grasslands

31
D6 KEY NPC

1 Hermit
2 Chieftain
3 Bandit
4 Thief
5 Noble
6 Outcast

D6 COMPLICATION

1 Betrayal
2 Curse
3 Deception
4 Powerful Magic
5 Environmental Hazard
6 Moral Dilemma

EXAMPLE:

Rolls can be rearranged and determined in any way you see fit - stay loose and use the tables
as a guide for whatever sounds interesting, not as a rigid construct you must adhere to:

Defend
Shrine
Foothills of the Rimrock
Demon Lord
Thief
Deception

The PCs are hired (possibly by a thieves guild?) to defend a shrine to the god of
thieves in the foothills of the Rimrock that has gained the negative attention of a
Demon Lord and his servants (likely a small tribe under a warlord). However, they
have been deceived by their patrons, and the shrine is not what it seems at all…

Deliver
Bandit
Kar’Eld
Cult from the south
Noble
Environment

The PCs take a bounty to deliver a famous criminal to the plateau city of Kar’Eld.
Their journey will be a difficult one as they must travel from the borders of Lhar…
and this bandit king has allies in a cult of Tal’axu, the bat lord of night and blood. The
jungle and the darkness itself will be their enemies as well as the murderous cult.

32
To create your own tables for adventure generation, take out a few of your
favorite sword and sorcery books.
• Choose a verb to direct the action.
• Choose a noun (person, place or thing) to serve as the subject of the action.
• Flip around until you find another noun (person, or type of person, or group
of people) to serve as your antagonist.
• From there, decide on a cool location (will it be in a city, on the deck of a ship,
or deep in a lost city?).
Use these things to inspire you to fill in only enough of the blanks to get started -
Adventures need not be “plotted out.” You just need enough to get you going
and get you into the action - your sword and your wits (and the random tables)
can determine things from here!

TRADING RULES
The following are meant as quick and dirty rules to help you run trade in your
game, especially if you want something to govern a “merchant” style campaign.
Players interested in becoming traders and merchants may do so by buying,
trading and selling goods based on availability, scarcity, and surplus.
These rules are kept simple and streamlined for ease of use at the table.
A trade good is any product that is purchasable in a large quantity.
Prices listed here are for one standard and simplified “unit.” One unit can be
carried by an otherwise unencumbered person of average STR, or takes up one
“slot” in a wagon, cart or horse.
- Horses are limited by available cargo space.
- Wagons are limited by size and weight allowance.

Person 1 slot
Horse 3 slots
Cart 6 slots
Wagon 9 slots
Small Ship 18 slots

Food (Fish, Meat, Dairy, Grain) 10s


Alcohol (Wine, Beer, Mead) 15s
Ore (Raw iron ore) 25s
Herbs (Medicinal, Spices, Etc.) 50s
Tools (Specialized tools for mining, Woodworking, Smithing, Etc.) 75s
Luxury (Fine clothing, Jewelry, etc.) 100s

33
Each population center, gathering place, etc. comes with the opportunity to
buy, sell and trade these goods.

To check the current market for specific goods:

Roll 2d6:

2–3 Very Low 50%


4–5 Low 75%
6–8 Normal 100%
9–10 High 125%
11–12 Very High 150%

At the beginning of a deal, roll 2d6 and add the representative PC’s PRE
modifier.

Buying is 10% more expensive, selling is 10% less profitable than


<8:
the standard rate.
=/>8: Even trade
=/>10: 10% in PCs favor
=/>12: 20% in PCs favor

Well educated or connected PCs, or those willing to pay for the information,
will be able to inquire about the market for items in other places. Every time
they inquire, roll 1d6. On a 1-2, the news is old and outdated, and the market
there will be determined by a roll as usual.

Increase the chances of this for distant or difficult to get to places, A rate of +1
for for every 6 hexes, or +1 for every environmental feature making travel to the
location more difficult (canyon, mountain pass, dangerous tribes, etc)

If a large quantity of an item is sold in any market, decrease this item’s market
value on the chart by 1 or more steps, depending on how much was sold and
the size of the settlement.

A few slots, for example, may change the market value in a small nomadic
village, but not in the city of Thraz.

Large merchant operations run on caravans, repurposed battle barges, and


other conveyances capable of transporting large amounts of stock - many of
these do not go through the smaller or meaner villages of the Arathi plain,
and those places rely either on travel to get their necessities, or the trade of
lesser merchants.

34
WARLORD! MASS COMBAT SYSTEM
Use the following system for very large battles.

If PCs are involved in the battle, treat it as a series of skirmishes using the
standard melee rules - major successes or failures can add or subtract a die from
the overall dice pool.

Assign each side a number of d6s in their dice pool based on the following
factors. Each factor contributes additional dice to their pool.

Both sides begin with a single d6.

Number of Dice Based on Numerical Superiority:

1 Even Numbers No additional dice


2 25% More Troops: +1d6
3 50% More Troops: +2d6
4 100% More Troops: +3d6
5 200% More Troops: +4d6
6 300% More Troops: +5d6

Additional Factors:

1 Veteran Troops: +1d6


2 Superior Weapons: +1d6
3 Superior Armor: +1d6
4 Powerful Commander: +1d6
5 High Morale: +1d6
Defensive Position: +1d6-+3d6 depending on fortification
6
(hill, fort, stronghold, etc.)
7 Surprise Attack: +1d6
8 Terrain Advantage: +1d6 (high ground or the like, whatever)
Supernatural Support: +1d6 for having magical, monstrous, or
9 supernatural assistance etc etc “fireball” or
“they have a cave troll”
10 Supply and Logistics: +1d6 if excellent tactical lines and supplies etc

35
Example:

- Side A has 100 troops.


- Side B has 200 troops (100% more).

Side A:

1d6 starting dice


- Veteran Troops: +1d6
- Defensive Position: +1d6

Total: 3d6

Side B:

1d6 starting dice


- Numerical Superiority: +3d6 (100% more troops)
- Powerful Commander: +1d6
- Superior Weapons: +1d6

Total: 6d6

Both sides roll their dice pools. Rolls of 5-6 are “successes.”

Each success cancels one of the opposition’s successes.

Any successes left over remove one


die from the opponent’s pool.

Reroll until surrender or the dice


pool is gone.

At the end of a battle, roll a d6x10.

This is the percentage of troops


from the losing side that have been
routed and fled, some captured for
ransom or execution - the rest are
considered slain or badly wounded
on the battlefield.

36
37

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