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Five Leagues From The Borderlands (3e) Digital v2

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95% found this document useful (22 votes)
17K views236 pages

Five Leagues From The Borderlands (3e) Digital v2

Uploaded by

hector
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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• 3rd Edition •

Solo and C0-op


Adventure Wargaming
INDEX

CREDITS
Lead Designer and Writer: Ivan Sorensen
Editing and Layout: Richard L Gale
Art Directors and Project Manager: Chris Birch
Cover Art and Interior Art: Christian Quintot
With special thanks to “The Inner Circle”
Bill Hamilton, Georgios Akritidis, Dustin Lowers, Jason Daniel Smith
Additional feedback and testing: Lanse D Tyron, Saul Justiniani

For Modiphius Entertainment: Photographer Assistant Project Managers


Chief Creative Officer Fátima Martín Pérez Haralampos Tsakiris
Chris Birch Lead 3D Designer Matias Timm
Chief Operations Officer Jonathan La Trobe-Lewis Operations Manager
Rita Birch Senior 3D Designers John Wilson
Managing Director Colin Grayson Factory Manager
Cameron Dicks Christopher Peacey Martin Jones
Head of Product Domingo Díaz Fermín Senior Production Operative
Sam Webb 3D Designers Drew Cox
Head of Creative Services Ben de Bosdari, Joana Abbott, Production Operatives
Jon Webb Sean Bullough Alex Taylor, Anthony Morris,
Creative Coordinator Lead Graphic Designer Joshua Froud-Silverstone,
Kieran Street Michal E. Cross David Hextall, Luke Gill,
Graphic Designers Miles Turner, Thomas Bull,
Financial Controller Warwick Voyzey
Luc Woolfenden Christopher Webb
Mark Whittington Customer Service and
Logistics and Production Stephanie Toro Gurumendi Accounts Manager
Manager Lloyd Gyan
Peter Grochulski Audio and Video Producer
Steve Daldry Events Manager
Art Directors Gregoire Boisbelaud
Kris Auburn Development Coordinator
Rocío Martín Pérez Jason Enos Key Accounts Manager
Developers Gary Moore
Studio Coordinator
Rocío Martín Pérez Ethan Heywood, Jono Green Marketing Coordinator
2d20 Developer Shaun Hocking
Nathan Dowdell Customer Support
QA Testers Chris Dann
Dominic Westerland, Nathan Webstore Manager
Perry, Samantha Laydon Apinya Ramakomud
Modiphius Entertainment Ltd, Senior Project Manager Bookkeeper
39 Harwood Road, Gavin Dady Valya Mkrtchyan
London, SW6 4QP
Project Managers
United Kingdom Product Number:
Ben Maunder, Daniel Lade,
Tel +44 207 736 7020 James Barry MUH095V001
www.modiphius.com ISBN: 978-1-80281-038-7

Five Leagues from the Borderlands is copyright Ivan Sorensen. No part of this book may be reproduced or transmitted in
any form or by any electronic or mechanical means, including photocopying, recording, or by any information storage and
retrieval system, without the express written permission of the author and publisher except where specifically permitted by
law. Artwork and graphics ©Modiphius Entertainment. All rights reserved.

The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2022. Any unauthorised use of copyrighted
material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity wih actual people and events, past or present, is purely coincidental and unintentional.
2
CONTENTS

INTRODUCTION6 Enemy Movements ������������������� 33


Order of Activation ���������������� 33
CHARACTERS13 Game Mastering ������������������� 34
Character Creation ������������������� 13 Unknown Enemy Markers���������� 34
Character Types ������������������� 14 Terrain ����������������������������� 35
Heroes ������������������������� 14 Terrain Types ���������������������� 35
The Avatar���������������������� 14 Lines of Sight ���������������������� 35
Mystics ������������������������� 14 Cover������������������������������� 36
Followers ���������������������� 14 Location and Item Markers ������� 37
Friends ������������������������� 14 Non-Combat Actions ���������������� 38
Enemies������������������������� 14 Combat ����������������������������� 39
Ability Scores ���������������������� 15 Ranged Attacks ������������������� 39
Skills������������������������������� 15 Melee Combat���������������������� 40
Character Origins ���������������� 15 Hits ������������������������������� 43
Generating Heroes ���������������� 19 Stunned������������������������� 44
Backgrounds ������������������� 19 Wounded ���������������������� 44
Selecting Skills����������������� 24 Spell Casting ������������������������� 45
Selecting Hero Equipment ���� 24 Spell Nature ���������������������� 45
Weapons ���������������������� 24 Strands ���������������������������� 45
Armor ������������������������� 24 Casting Spells���������������������� 46
Generating Followers ������������� 25 Spell List ������������������������� 46
Warband Resources���������������� 25 Running Away����������������������� 51
Spell Selection �������������������� 25 Character Morale������������������ 51
Finishing Touches ���������������� 25 Enemy Morale���������������������� 51
The Avatar in the Campaign ���������� 27 Proficiency Tests���������������������� 52
New Recruits ������������������������� 27 Will Points���������������������������� 53
Creativity and Your Miniatures������� 28 Starter Scenario ���������������������� 54
Story Points ������������������������� 56
GAME RULES 29 Unusual Situations ������������������� 57
The Battle Round ������������������� 29 Equipment���������������������������� 59
The Initiative Roll ���������������� 29 Equipment Storage ���������������� 59
Actions ���������������������������� 30 The Backpack������������������� 59
The Tracking Phase ���������������� 30 The Stash ���������������������� 59
Movement���������������������������� 31 Equipment Damage���������������� 59
Moving and Shooting ������������� 31 Weapons ������������������������� 60
Dash ������������������������������� 31 Encumbrance Limits ���������� 60
Moving into Base Contact ���������� 31 Common Weapon Traits ������� 60
Moving Vertically������������������� 32 Weapon Types ����������������� 60
Using Dungeon Floor Tiles���������� 32 Armor ���������������������������� 62
Taking Damage while Moving ���� 32 Assorted Items ������������������� 63
3
CONTENTS

THE CAMPAIGN 67 Scenario Types ����������������������130


Starting the Campaign���������������� 68 Scenario A: Meeting Engagement � 130
Step 1: Set Up the Region ���������� 68 Scenario B: Defensive Battle ������� 135
Step 2: Establish Settlements������� 68 Scenario C: Camp Raid������������� 137
Step 3: Create Your Map ���������� 70 Scenario D: Hideout Raid ���������� 139
Step 4: Determining Threats ������� 71 Scenario E: Site Battle ������������� 142
Step 5: Establish Threat Levels ���� 72 Scenario F: Monster Lair ���������� 148
Step 6: Place Additional Points of Ending a Scenario ������������������� 150
Interest�������������������� 72
Step 7: Note Down Hideouts ������� 72 THE ENEMY 151
Step 8: Select a Start Point���������� 72 Enemy Tables������������������������� 151
The Campaign Structure ������������� 73 The Enemy Profile ���������������� 152
Adventure Points������������������� 73 The Ruin Within ������������������� 153
Adventure Milestones ������������� 74 The Whispers from Beyond ������� 156
The Gnawling Horde �������������� 159
PREPARATION75 The Ice-Heart Court���������������� 162
The Preparation Stage���������������� 75 Duskling Warbands ���������������� 165
Step 1: Local Events ���������������� 76 The Oldest Kin �������������������168
Step 2: Hard Times ���������������� 81 The Curse of War … … … … … … … 171
Step 3: Campaign Activities ������� 81 The Faceless Kingdom ������������� 174
Step 4: Trade ���������������������� 85 Roadside Encounters ������������� 177
Step 5: Research ������������������� 86 Lurking Foes ���������������������� 179
Step 6: Decide Your Adventure ���� 87 Creatures Most Vile ����������������� 182
Step 7: Outfit for Adventures ������� 87 Monster Points ������������������� 182
Trade Tables ���������������������� 88 The Bestiary ����������������������183

ADVENTURES91 RESOLUTION187
The Adventuring Stage���������������� 91 The Resolution Stage ���������������� 187
Encounter Locations���������������� 92 Experience Points ������������������� 193
Enemy Camps ����������������� 92 Loot ���������������������������������� 196
Enemy Hideouts ���������������� 92 Valuables ������������������������� 196
Delves ������������������������� 93 Weapons�������������������������� 197
Monster Lairs������������������� 94 Armor ����������������������������198
Unexplored Locations ������������� 94 Tools�������������������������������198
Resting Up���������������������������� 96 Consumables ����������������������198
Enemy Threat������������������������� 97 Enchanted Items������������������� 199
Ride Patrol���������������������������� 99 Enemy Plans �������������������������207
Contracts ����������������������������100 Victory and Defeat ������������������� 210
Quests ������������������������������� 105 The Next Campaign������������������� 212
Travel ����������������������������� 111
APPENDICES213
ENCOUNTERS113 Collecting & Selecting Miniatures ���� 213
The Encounter Stage ���������������� 113 Converting Old Characters ���������� 218
Traveler Encounters ���������������� 114 Game Adjustments ������������������� 219
Battle Encounters ������������������� 121 Designer Notes ���������������������� 221
1. The Foe ������������������������� 121 Indexes�������������������������������222
2: Terrain and Set-up ������������� 128 Warband Roster Sheets �������������228
4
INDEX

Part 1:
SETTING OUT
Introduction 6
CharacterS 13
game rules 29

5
Introduction

• Introduction •
Welcome to Five Leagues from the What Does the Campaign
Borderlands. May the footprints of those Look Like?
who came before you guide your path.
Five Leagues from the Borderlands
is a miniatures game featuring
Third Edition
procedurally generated battles against
The third edition of Five Leagues is
a variety of foes. The core of the game
the result of multiple factors: Years of
is the warband, a miniatures gaming
fan feedback, reporting thousands of
counterpart to the adventuring party in a
games played, what they loved, what
fantasy roleplaying campaign or Tolkien’s
they wished worked differently, and
‘Fellowship of the Ring’. Rather than
what they would like to see. Secondly,
playing a single character, as you might
the release of Five Parsecs from Home
in a roleplaying game, the player controls
through Modiphius exposed us to
the warband as a whole.
a whole new wave of fans, many of
whom came from board game or RPG In the campaign, your warband will
backgrounds, adding new perspectives. travel between towns and farmsteads,
Finally, Modiphius’s commitment to dealing with random encounters and
producing a beautiful, glossy edition trying to maintain the peace. The game is
of the rules gave me the framework encounter- and combat-based: The focus
to make this the best, most fun, most of each campaign turn is a tabletop battle
everything game it possibly could be. against an enemy group. Think of each
battle as an episode in a television series:
If you are a returning player, conversion
One week the heroes battle an outlaw
rules are provided in the appendices,
gang, the next week they delve into an
though I think you will be hard-pressed
old ruin, full of the walking dead. Often,
to resist rolling up a new warband once
events will lead to unexpected discoveries
you read the depth and options in this
or consequences.
new edition.
As you play, some of your characters will
Sister Games gain in experience, skill, and equipment,
Five Leagues is the sister game of Five while others may be seriously hurt or
Parsecs from Home, also available from even killed. Heroes will come and go
Modiphius, and shares many of the same during your adventures.
concepts and mechanics. Both games use
There’s no pre-determined end to the
a similar campaign structure, character
campaign, though the system does offer
profiles and game rules, making it easy
Milestones where you may choose to
to move from one game to the other.
declare victory. Some players enjoy
However, there are many changes,
continuing with the same warband
both big and small, and players of Five
indefinitely, while others set themselves a
Parsecs are encouraged to read through
goal to achieve before starting over.
the rules carefully.
Some warbands may be forced to disband
due to dismal luck, while others become
renowned across the lands.
6
Introduction

The game is intended for solo play, Each such figure represents a single
but friends can easily play together by soldier, brigand, character, beast, or
splitting the characters between you. other individual. When the rules refer to
Alternatively, one player can take charge a “figure” or “character” making a roll or
of the bad guys, or you can have one deciding something, we of course mean
player act as gamemaster, building the that you, the player, will be doing the
scenario and setting cunning traps for activity in question.
the adventurers.
In general, if the rules say you “may” or
Remember that this is ultimately a “can” do something, you have the option
miniatures battle game: The reason we not to.
play the game is to have a fun fight using
If the rules say you “will” or “must” do
miniature figures… though you may be
something, you are required to do so.
surprised just how attached you get to
your characters when you’ve survived We don’t use an exact ground scale, as
several battles together! distances were selected to play well on the
tabletop. In general, players assume the
gaming table to represent a few hundred
Terminology yards across, with distance weapon ranges
The rules assume that the player (or condensed to reflect fighting that is
players) are fighting opponents controlled commonly frantic and close-quarters.
by the game system. We refer to these
All tabletop distances are given in
opponents as “enemies”.
inches. Multiply by 2.5 if you prefer using
We use the terms “model”, “figure” and centimeters.
“character” interchangeably in the game
to refer to a single miniature on the table.
7
Introduction

What You Need to Play and character creation require ten-sided


dice (“D10”), normally used to generate
You will need miniatures (or suitable
percentile rolls (“D100”). You will also
markers to replace them). The game can
need a twenty-sided die (“D20”).
be used with any scale of miniatures.
During the original design, the game Some additional conventions: “D3” means
was tested with both 15mm and 28mm a D6 result halved and rounded up, and
miniatures, and adjusting measurements the number of dice rolled is indicated
isn’t recommended unless you are using before the “D” (so “2D6” means two six-
figures much smaller or larger than that. sided dice added together). If multiple
dice are rolled simultaneously but are not
Additionally, you will need a measuring
intended to be added together, the number
tape, a copy of the warband roster sheet
of dice is written out in full; for example,
(see p.229), a pencil and eraser, and some
“two D6”. If a roll does not specify a
scrap paper or a stack of index cards
number of dice, just roll one.
always comes in handy to keep track of
injuries, successes, and rewards. The rules will sometimes state that
something happens on a “natural” roll of
You will also need some way to mark
a number, such as “if a natural 6 is rolled,
interesting features on the table, such as
then...”. This means the effect happens if
terrain. You can easily play on game mats
the die roll is the number in question,
and floor tiles intended for roleplaying
before any modifiers.
games if you like.
Example:
Dice Rolling If something happens on a natural
6, it happens if rolling a 6 on the
Your final tools for playing the game are
die, even if a -1 penalty were to be
the dice. Six-sided dice (“D6”) are used for
applied to the roll. Rolling a 5 with a
all combat purposes, while campaign play
+1 bonus would not cause the event
to happen.
Quick Play >>
To determine a random direction,
The detail in Five Leagues is designed
roll a D10. The raised tip points in the
to enrich the narrative as you play, but
needed direction. You can also find
sometimes you may feel like playing a
custom “direction” dice with arrows on
more streamlined version with less to
them online.
keep track of.
Throughout the rules, you will see a
number of options labelled “Quick Play.” 3
7

If you wish to play the game with fewer 0 5


random factors, or you simply want to
8

set up a battle quickly, you can use these


options. You can choose to use Quick Play If the rules require you to randomly pick
for some parts of the rules and not others. from a number of characters, terrain
Likewise, you can also use it during some features, or similar, simply count the
campaign turns and not others. total number and roll the closest die type,
rolling again if you get a number you

8
Introduction

didn’t reach in your count. For example, if Narrative Gaming


randomly selecting from 5 characters, roll
Five Leagues is designed to be fully
a D6 and reroll on a 6.
playable ‘out of the box’, meaning if you
follow the steps in the rules, and roll when
Rerolling Dice
asked, the game will create encounters for
If the rules allow you to reroll something,
you without additional tasks.
ignore the original result and use the
new result, unless the rules expressly However, many players prefer a more
state otherwise. This includes any special story-oriented approach. Often this
result that would normally be triggered means filling in the missing pieces with
by a specific die roll. Once rerolled, a die your own narration about why something
cannot be rerolled again unless a rule happened or what should happen next.
clearly states it may. You may be inspired to create a special
scenario or battle, and we strongly
encourage this. Later in the book, you will
Time in the Campaign find the Story Points system, intended
We use three measures of time in specifically for this approach.
Five Leagues:
A campaign turn represents about Random Event Tables
a week of in-world time and is how
There are many tables in the game to
the campaign is paced. During each
generate random factors, such as events
campaign turn you will roll for random
or meetings. In some cases, the random
events, take campaign activities, and
result may make little sense, or may be
travel around the map.
inapplicable in full. In such cases, apply as
A battle round (or simply ‘round’) lasts much of the result as possible, then ignore
about 30 seconds to a minute in-world, the rest. If it is totally inapplicable, try to
and is how tabletop battles are paced. keep the rules effect, but feel free to tweak
Each battle round allows every character or change the story-reason for the event
on the table to Move and attempt one happening, or create an alternate event
further Action. that fits better for your situation.
An exchange lasts a second or two in-
Example:
world, and is how melee combat is paced.
If you are told someone steals 3 Gold
When two characters fight hand-to-hand,
Marks but you only have 2 available,
that action is broken down into three
they just steal those 2. If you had no
exchanges, as they strike and block.
money at all, nothing happens. The
thief might even feel rather bad for
Customizing the Game such a destitute warband!
Throughout the book, you will find a
number of optional rules. These usually One Step at a Time
offer ways to add more detail to the game.
The game is written so that you can learn
Evaluate these options carefully. You may
as you go. Most processes have been
prefer playing for a while before using
broken down into step-by-step sequences,
any of them, or you may want to dive
to make it easier to learn and reference.
straight in.
9
Introduction

This can take a little longer the first time Surviving in Five Leagues
you play, but you will quickly learn to
The world of Five Leagues can be an
breeze through them.
unforgiving place at times, and for every
There are many activities a warband warband that finds glory and fame,
can undertake in play, and they vary another finds misery and death. We’ve
in complexity. Don’t hesitate to spend designed the game to offer difficult battles
some time riding patrols and just as well as easier encounters. Stars of the
traveling around the map before you Story (below) and the Story Points chapter
decide to brave a dungeon delve or raid (p.56) allow you to tailor the experience to
a monster lair. your liking. When you begin a campaign,
take a moment to study these options.

The World of Five Leagues Here’s some more advice:


Five Leagues is not bound by a specific ” Combat is brutal, and getting
setting, but reflects a certain atmosphere overwhelmed is often fatal. Develop
or theme: a “low fantasy” with a gritty, a habit of always having your
horror-tinged feel. characters move in groups of 2 or 3
so they can help each other out, and
It imagines a medieval world of
don’t underestimate the value of
hierarchies, priests, knights, commoners
good armor.
and merchants. It’s a world where life can
be short and grim, with warfare between ” You will encounter enemies that
feuding nobles, bandit raids, rampaging are tough and heavily armored. To
mercenaries, and foreign raiders. stand a fighting chance in the long
term, your warband will need heavy
Those threats are at least expected,
weapons such as bastard swords and
something that can be faced in daylight
warhammers.
with steel and courage. But when the
evening fog creeps across the land, clouds ” The campaign rules assume that,
obscure the moon, or the shadows in at times, you will face enemies that
the woods move of their own accord, the are too difficult for your current
peasants huddle and the powerful stay warband to face. Balancing the loss
behind their ramparts. of rewards from retreating against
the risk of losing experienced
Things lurk in the shadows. Monstrosities
characters is part of the campaign
that should not live. Ancient enemies
game. Read the Running Away
rising to reclaim domains long lost. The
chapter carefully (p.51). Only fanatics
swirling mists of the deep forest hide fey
and madmen fight to the death, and
legions, while the insane scream at the
they usually have short careers.
whispers of dark gods.
” As your warband acquires more
Can sword, torch, and iron will drive back
options, don’t be afraid to have
the darkness, or are the shadows destined
characters swap weapons and
to drown us all?
equipment to be more effective.
” A quick archer with a keen eye is
worth their weight in silver!

10
Introduction

The Stars of the Story I don’t think that’s how the story went…
When rolling on any type of random
You’re playing a somewhat unusual
events table, roll twice and pick the result
game, one using procedural (random)
you like best. If you dislike both results,
generation of content, with the risk of
you may choose to have nothing happen.
a crazy streak of luck – whether good
or bad. Sometimes, your adventuring
Did I ever tell you how I learned to
career turns out to be a complete walk in
do this?
the park, while other times you may get
Automatically succeed at a proficiency
obliterated on the spot.
test, and if a skill is applicable, add the
Each player will differ in their approach: skill to the character permanently.
Some prefer to let the dice fall, relishing
a near-impossible challenge. Others want
to see their characters prosper, and feel Trackable Resources
discouraged if they lost just because of As you create your warband and play the
the dice. Most of the time, things should game, you will accumulate a number of
be fine, but we offer the options below to different resources. These are:
soften the blow of fate a little.
Story points: A meta-game resource that
Each of these options below can be used both helps you tweak the game world a
once during a campaign. We suggest little in your favor, as well as guide the
writing each of them on an index card story. These are tracked for the warband
and ripping it up when you’ve used the as a whole.
option. No, I mean it: Tear it to shreds.
Adventure points: These represent the
It’s gone!
efforts of your warband in exploring and
uncovering the secrets of the land and will
Better part of valor
help you progress in various ways. These
The entire warband immediately escapes
are tracked for the warband as a whole.
from the battle and does not have to roll
on the Flight in the Dark table. Experience points: As your heroes
adventure they will become more capable.
A lucky break! We represent this through the use of
A character may ignore a roll they just Experience points. These are tracked for
made on the post-game Injury Table or each individual character.
Flight in the Dark Table.
Gold marks: The currency used in the
borderlands. Money can’t buy happiness
What about old friends?
but it can buy a new sword. These are
At the beginning of a battle round, roll
tracked for the warband as a whole.
up a new Hero character and place them
within 6" of any battlefield edge. They
join your warband in the battle, and
may act immediately. After the game,
the character will remain as part of your
warband, if desired.

11
Introduction

Inspirations Company series by Glen Cook helped


solidify this vision further, as did the video
A huge array of influences inspired the
game Demon’s Souls (From Software).
vision this game emerged from. The
selection below is just a fraction of those. The campaign game is the latest evolution
of my own campaign approach but has
The mood and feel are heavily based on
been influenced by earlier campaign
fantasy media that has been meaningful
games like Necromunda (Games
to me, with the two most foundational
Workshop), 5150 (2 Hour Wargames) and
sources being David Eddings “Elenium”
Platoon Forward (Too Fat Lardies).
series of novels and the Lone Wolf
gamebook series by Joe Dever. The Black While the combat rules are derived
primarily from those developed for Five
Parsecs from Home, the melee combat
“I just don’t know,” Alene said.
system takes additional influence from
“What? You think the villagers were lying? two particular sources to create a more
This is the place, no question.” dynamic and exciting experience: The
Swedish roleplaying game Eon (Helmgast)
“But doesn’t it seem like an obvious trap?
and the narrative miniatures game
Why would a group of fanatics have
Inquisitor (Games Workshop), now sadly
a hideout with only one entrance? An
out of print. It’s also hard to imagine that
unguarded one, at that”.
my fantasy gaming is not influenced by
Siyon shrugged, then gripped his sword untold hours spent with the venerable
tighter. board game Hero Quest (Milton Bradley)
from all those years ago.
“How would I know? They’re fanatics,
right? All that praying must have messed No Nordic Weasel Games title would be
up their faculties”. complete without a musical play list to get
you in the mood. My recommendations
Jorn stretched and yawned loudly.
to appreciate the bleak, snow-covered
“If there is another entrance, I’m sure your landscapes haunted by evil is:
blathering will have caused half these
loons to run away already”. Summoning Minas Morgul
Stormruler  Under the Burning
He hefted his axe, and looked towards the
Eclipse
wooden door.
Ereb Altor Nattramn
“Way I see it, if it’s an ambush, it just Manilla Road Open the Gates
means we won’t have to go searching for Isole Silent Ruins
them, right?” Battlelore Last Alliance
Emyn Muil Afar Angathfark
Alene sighed and pressed a shoulder
Eldamar  The Force of the
against the door.
Ancient Land
It budged slightly, but the old, worn Falconer  Chapters from a Vale
entrance would not be breached without Forlorn
making a racket. Gnoll  Lone Wolf ep 1. Flight
from the Dark 
“Here we go...”.
 – Ivan Sorensen

12
INDEX

characters

• Character Creation •
To play the game, you need a group of If playing cooperatively with friends,
characters, forming your warband of 6 simply assign characters to each player.
figures. During battle, you each control your
own figures.
The typical warband consists of 4 Heroes,
with an additional 2 Followers.
Larger Games
If you prefer a bigger warband, you may
opt to start with a size of 7 or 8 figures. You
can also increase the size of the warband
during the campaign, if you wish. Simply
generate 1 or 2 additional Followers when
you create your warband.
If you opt for a larger game, enemy
encounters are adjusted to compensate.

13
characters

• Character Types •
Broadly speaking, characters you interact Friends
with fall into the following groups: Friends do not take the battlefield except
in rare circumstances, depending on
Heroes scenario instructions. Instead, they are
Heroes are the cornerstone of your people you have come to know, and
warband. They have increased survival who can occasionally be called upon for
chances, can use any weapons you find, aid. Friends are sometimes described
and will improve their abilities quickly as as being of a particular type, such as a
you play the campaign game. As the name ‘merchant friend’ or ‘noble friend’. In
suggests, they are your heroes (though some circumstances the type of friend
they may well be rogues and scoundrels). may be relevant to a specific situation, but
is mainly included for flavor.
The Avatar
The Avatar is a stand-in for you as a Enemies
player. This figure acts as a Hero, but with If they are out to kill you, they are an
additional benefits applied. enemy. Enemies are always controlled
by the game system, and obey specific
Mystics rules for movement and combat. Enemy
A Mystic is a spell-casting character. They leaders are given ranks for simplicity,
are always Heroes. even though they may well be animals
or mindless monsters. These ranks are
Followers Sergeant, Lieutenant, and Captain.
Assorted hired hands, henchmen, and
minions, Followers can fight bravely
and can progress in the game, but they are To help you track the progress of your
assumed to have less initiative and less warband, Heroes, Mystics, and Followers,
skill. As such, they tend to be use the sheets found at the back of this book.
less permanent, coming
and going as you play. Hidden Locations
• Campaign tracking sheet
• Quest and Contract Notes

Adventure Points
Friends Known

• WARBAND ROSTER Sheet • Equipment Stash

Threat Levels
Region Gold Mark

Warband Name Current Location Story Points

Name _______________________ Origin ________________ Name _______________________ Origin ________________


Agility _______ Speed __________________ Combat ______ Agility _______ Speed __________________ Combat ______
Tough. _______ Luck ______ Will _______ Casting ______ Tough. _______ Luck ______ Will _______ Casting ______
Proficiencies & Spells __________________________________ Proficiencies & Spells __________________________________
_____________________________________________________ _____________________________________________________ Player Notes
Equipment ___________________________________________ Equipment ___________________________________________
_____________________________________________________ Delve Notes
_____________________________________________________
___________________________ XP ____ Level ___________ ___________________________ XP ____ Level ___________

Name _______________________ Origin ________________ Name _______________________ Origin ________________


Agility _______ Speed __________________ Combat ______ Agility _______ Speed __________________ Combat ______
Tough. _______ Luck ______ Will _______ Casting ______ Tough. _______ Luck ______ Will _______ Casting ______
Proficiencies & Spells __________________________________ Proficiencies & Spells __________________________________
_____________________________________________________ _____________________________________________________
Equipment ___________________________________________ Backpack
Equipment ___________________________________________
_____________________________________________________ _____________________________________________________
___________________________ XP ____ Level ___________ ___________________________ XP ____ Level ___________

Name _______________________ Origin ________________ Name _______________________ Origin ________________


Agility _______ Speed __________________ Combat ______ Agility _______ Speed __________________ Combat ______
Tough. _______ Luck ______ Will _______ Casting ______ Tough. _______ Luck ______ Will _______ Casting ______
Proficiencies & Spells __________________________________ Proficiencies & Spells __________________________________
_____________________________________________________ _____________________________________________________
Equipment ___________________________________________ Equipment ___________________________________________
_____________________________________________________ _____________________________________________________
___________________________ XP ____ Level ___________ ___________________________ XP ____ Level ___________

14
characters

Ability Scores Skills


Each figure in your warband is rated in Characters start out with skills based on
the following abilities: their character origin and background
(explained below), but can pick up an
Agility determines when the character
array of skills as they adventure. Various
acts during the round.
activities and events in the game will
Speed has two values: The first is their require making a proficiency test (see
base movement (in tabletop inches). The p.52). Having the correct skill will grant a
second is the additional distance that can +2 bonus to such a roll.
be gained using the Dash Non-Combat
Action. Modifiers to movement are
expressed in the same way. Simply add Character Origins
them together. A Hero may be of Human origin or they
may have non-Human origins: Fey-blood,
Combat Skill is the character’s fighting
Dusklings, Feral, Halflings, or Preen. They
ability. It is added to a D6 roll.
will also have a character background (see
Toughness is the character’s resilience p.19), the options for which are limited by
to harm. When struck in combat, rolling their origin.
greater than Toughness indicates an
You may choose any origin you like for
incapacitating injury.
your characters, in any combination,
A typical character has the following whether to suit the miniatures you would
profile: like to use or an idea you have for a
particular warband (all-Preen war-flock,
Ability Score Score Halfling expedition, etc.)
Agility 1 There is no origin restriction to Mystic
Speed 4" / +3" characters, as all origins have some
tradition of mystical arts, though varying
Combat Skill +0
in nature. A Duskling priest will go about
Toughness 3 their craft in a different way to a Human
alchemist, for example.
Players of Five Parsecs from Home may
If you prefer randomizing a character’s
note that Agility serves the same purpose
origin, you can use the table below:
as Reactions does in that game.
The enemies you fight do not have an Character Origin Table
Agility score, but will have an Armor
D100 result Character Origin
rating that determines how well-protected
they are from weapon strikes. 01-40 Human
41-50 Fey-blood
Mystics
If you wish to have a spell-caster in your 51-60 Duskling
warband, select one of your Heroes to be 61-75 Preen
a Mystic. They will have the same base
profile as above, but with an additional 76-90 Halfling
ability score, Casting, starting at +0. 91-100 Feral
15
characters

Fey-blood
The faeries and elves that make up the
Ice-heart Court occasionally venture
among Humanity. Making a deal with
the fey can grant wishes, but the price is
often a child with an eerie ancestry.

Background options
Fey-blood Heroes must select the Outsider
background (see p.22).

Skill expertise
Fey-blood add +1 to all [Wits] tests.

Foresight
All Fey-blood have a bit of “the Sight”,
Human letting them guess the future with some
Humans are the default population of precision. If you assign a Fey-blood an
much of the world, though adventurers initiative die that is above their Agility,
tend to be anything but average. you may reroll the die. The new roll must
Human fiefdoms, settlements, and petty remain assigned to that character.
kingdoms extend everywhere livable, and
a few places that are not. Aura of Winter
All Fey-blood are children of the
Background options Unending Winter and, when angered,
Human Heroes may select from the this ancestry manifests. Melee opponents
Townsfolk, Noble, Frontier, or Zealot cannot gain a Combat Bonus for allies.
backgrounds (see pp.21-23)..
Cursed
Skill expertise The Fey-blood are burdened by fate to
Humans add +1 to all [Speech] tests. lead short, unhappy lives. Fey-blood
cannot ever attain Luck points. Treat any
Driven Luck increase as a skill instead.
As a rule, Humans are fiercely motivated
to attain great things. Humans are the
only characters that can ever attain more
than one point of Will (see p.53). Will
represents the determination and grit of
the character, allowing them to push past
common limits in battle. Additionally, if
a Human Hero obtains a Will increase
when earning an Advancement, they
immediately gain 2 experience points
(see p.193).

16
characters

Distrust
Dusklings have an intense distrust of
anything mystical. Dusklings cannot have
spells cast on them by other members of
the warband, as they will never allow it.
Additionally, they may carry only a single
magical item at any given time. If they find
an item during a tabletop battle, they may
pick it up normally, but must reorganize
their equipment after the encounter.

Preen
A species of bird-like humanoids, the
Preen seem to lack a homeland of their
own. Instead, they tend to live scattered
Duskling
around the world, pursuing lives in
Creatures of the shadows, rather than
remote villages. While given to a life of
creatures of the sun, Dusklings are
trade and craft, they are also possessed
stalwart warriors who place great
by infamously foul tempers.
emphasis on individual glory. They
are commonly seen in human lands as
Background options
invaders, raiders, or adventurers.
Preen Heroes must select the Townsfolk
background (see p.23)..
Background options
Duskling Heroes must select the Outsider
Skill expertise
background (see p.22).
Preen add +1 to all [Crafting] tests.
Skill expertise
Outburst
Dusklings add +1 to all [Traveling] tests.
Whether due to some inherent quirk of
their creation, perhaps the same that
Brute charge
gifted them their ungainly stature,
A popular Duskling tactic is to charge,
hitting the enemy with built-up rage. When
moving into melee combat, the following
rules apply to Duskling characters:
” They cannot Parry.
” They may choose to reroll their die
in the first exchange.

Oath of life
Despite, or perhaps because of, their
warlike ways, the Dusklings are infused
with a furious hatred of all things
that will not stay dead. In melee against
undead opponents, Dusklings receive the
Counter Attack ability.
17
characters

Preen are prone to loud and angry


outbursts in stressful situations. Preen
become Angry if any of the following
happen:
” An ally within 6" becomes a casualty
due to enemy actions.
” They are Hit by a ranged attack or
targeted by a spell (even if friendly).
If a Preen is Angry when selected to act,
they must move at their full Speed +
Dash bonus directly towards the nearest
enemy, and engage in melee combat if
they make contact. This is an exception
to the normal restriction on Dashing into
melee. If their normal weapon is -1 / +0 or
+0 / +0 damage, treat it as +0 / +1 for the Lucky shot
duration of the melee. Whether because of Halfings’ good
eyesight or the general petty luck that
The Preen ceases being Angry at the end
seems to bless them, their foes learn to
of their activation.
fear Halfling archers and slingers. When
shooting, Halflings Hit a target that is
Swift-footed
concealed or in Cover on a 5+.
Despite their occasionally awkward gait,
Preen can run quickly when pressed.
Slip away
Preen increase Speed by +0" / +1".
Halflings are especially well-suited to
escape a battle that has gone poorly.
Slight
Halflings never have to roll on the Flight
Their limited stature prevents them
in the Dark Table after a battle.
from taking advantage of many combat
positions. Preen cannot use higher ground
Lacking strength
to Counter Attack.
Some heavy weapons are simply too
unwieldy for a Halfling to use in battle.
Halfling
They cannot use warhammers, bastard
Short and stout, Halflings have lived
swords, or long bows.
among or near Humanity as long as
either can remember, and are often
Feral
among the most stubborn protectors of
Whether from ancient curses or
its institutions and domains.
experiments of the old gods, Feral
resemble hybrids of animals and
Background options
Humans, typically with the characteristics
Halfling Heroes must select the Frontier
of a wolf or great cat. They are
background (see p.21).
often valued by both military
forces and adventuring parties
Skill expertise
for their talents.
Halflings add +1 to all [Wilderness] tests.

18
characters

Background options Generating Heroes


Feral Heroes must select the Outsider
We define a Hero character as someone
background (see p.22)..
with some experience already under
their belt, whether from ability score
Skill expertise
improvements, skills, or other resources.
Feral add +1 to all [Scouting] tests.
Backgrounds
Hunting instincts
To create a Human Hero, select one of the
Feral have keen senses that make them
allowed background options, then roll
popular as both scouts and sentries.
D20 for each of the relevant subtables
During the Enemy Infiltration step of a
(pp.21-23), applying the results as you go.
Defensive Battle, you may add +1 to the
roll. During the Sneak Up step of a Raid, Non-Human characters must select a
you may subtract -1 from roll for the specific background, as listed in their
enemy spotting the character Sneaking description, above.
Up, if the character is Feral.
Mystics must select the Mystic
background regardless of origins. For
Loping run
example, a Preen Mystic would take the
When running, Feral can drop down
Mystic background, even though Preen
to all fours to get a burst of increased
are normally Townsfolk.
speed. Feral may move up to a full move
and still make ranged attacks (half move The entries on the tables grant additional
if the weapon would normally prohibit items or benefits as explained below.
movement, such as a crossbow).
Capabilities
Alien These are increases to the base character
While Feral can interact with regular profile, exactly as if the character had
society, they don’t quite understand how leveled up through experience. Raise
it works. When making proficiency tests, the ability score by +1 for Combat Skill,
Feral receive only a +1 bonus from the Agility, Toughness, or Casting, or +2 / +0
Leadership, Speech, and Scholar skills. to Speed, as indicated.

Mentality
A result here grants the character points
in the Will or Luck characteristics. Note
that some characters have not had the
life experiences (or the favor of the gods)
to begin with increases. They will instead
begin with a bonus Experience Point.

Non-humans and Will


If a non human character would receive
2 Will, count as 1 Will and 3 XP.

19
characters

Possessions Basic weapon: Select one from self bow*,


Any Gold Marks generated for your sling*, standard weapon, staff.
characters are added into a single
Fine basic weapon: Select one from staff,
pool. Items and weapons rolled can be
standard weapon, self bow*, sling*. This
given to any character you like. You do
weapon will have the Fine weapon trait.
not have to give them to the Hero that
rolled them. Full armor: A set of full armor.
Quality weapon: Select one from bastard Item: Select one from bandages (3),
sword, crossbow*, fencing sword, rangers cloak, silvertree leaf (2), tonics (2),
longbow*, throwing knives*, warhammer, torches (3). The number in parentheses is
war spear. the number of individual uses.
* Ranged weapons.
Selecting Items
All weapon rules begin on p.60. Mystic Item
All armor rules begin on p.62. Select one from Congealed Strands (2)
All items, mystic or otherwise, begin on or Mystic trinket (3). The number in
p.63. parentheses is the number of individual
uses. (See page 64.)

20
characters

Frontier background Mystic background


This background is available to Human This background must be selected by
characters and must be selected by Mystic characters, regardless of origin.
Halflings. They tend to be resourceful They are determined, but hampered by
and skilled. the intense focus on magic.

Frontier Background Tables Mystic Background Tables


D20 Capabilities D20 Capabilities
1-4 Agility increase 01-05 Agility increase
5-8 Combat Skill increase 06-13 Casting increase
9-12 Speed increase 14-17 Speed increase
13-16 Toughness increase 18-20 Toughness increase
17-18 Agility and Combat Skill
increase D20 Mentality
19-20 Combat Skill and Toughness 01-05 +2 Will
increase 06-09 +1 Will

D20 Mentality 10-20 +1 XP

1 +2 Will
D20 Possessions
2-3 +1 Will
01-04 1 Gold Mark
4-16 +1 XP
05-14 Mystic Item
17-18 +1 Luck
15-20 Item
19-20 +1 Will and +1 Luck
D20 Training
D20 Possessions
01-05 Alchemy skill
1-4 1 Gold Mark
06-11 1 skill
5-8 2 Gold Marks
12-20 +1 XP
9-11 Quality weapon
12-15 Fine basic weapon
16-20 Item
Life is Hard
Not every character will have had the
opportunity to develop valuable talents.
D20 Training Life is hard and unfair, after all.
1-12 1 skill
13-15 2 skills
16-20 +1 XP

21
characters

Noble background Outsider background


This background is only available to This background must be selected by
Human characters. They often come Feral, Duskling, and Fey-blood characters.
well-equipped. They tend to be survivors, relying on their
own talents over any advantages of birth.
Noble Background Tables
Outsider Background Tables
D20 Capabilities
D20 Capabilities
1-4 Agility increase
1-4 Agility increase
5-9 Combat Skill increase
5-9 Combat Skill increase
10-13 Speed increase
10-13 Speed increase
14-16 Toughness increase
14-16 Toughness increase
17-18 Agility and Combat Skill
increase 17-18 Agility and Combat Skill
19-20 Speed and Combat Skill increase
increase 19-20 Speed and Combat Skill
increase
D20 Mentality
D20 Mentality
1 +2 Will
1-2 +1 Will
2 +1 Will
3-16 +1 XP
3-16 +1 XP
17-18 +1 Luck
17-18 +1 Luck
19 +2 Luck
19 +2 Luck
20 +1 Will & +1 Luck
20 +1 Will & +1 Luck

D20 Possessions
D20 Possessions
1-6 1 Gold Mark
1-4 2 Gold Marks
7-8 2 Gold Marks
5-6 3 Gold Marks
9-11 Quality weapon
7-11 Quality weapon
12-15 Fine basic weapon
12-14 Fine basic weapon
16-20 Item
15-17 Full Armor
18-20 Item
D20 Training
1-6 1 skill
D20 Training
7 2 skills
1-6 1 skill
8-20 +1 XP
7 2 skills
8-20 +1 XP

22
characters

Townsfolk background Zealot background


This background is available to Human This background is only available to
characters and must be selected by Preen. Human characters. They are often lucky,
They tend to have deep pockets. as if someone is watching over them.

Townsfolk Background Tables Zealot Background Tables


D20 Capabilities D20 Capabilities
1-3 Agility increase 1-4 Agility increase
4-7 Combat Skill increase 5-7 Combat Skill increase
8-11 Speed increase 8-11 Speed increase
12-14 Toughness increase 12-16 Toughness increase
15-17 Speed and Combat Skill 17-18 Combat Skill and Toughness
increase increase
18-20 Agility and Speed increase 19-20 Speed and Toughness increase

D20 Mentality D20 Mentality


1 +2 Will 1-2 +2 Will
2-3 +1 Will 3-4 +1 Will
4-16 +1 XP 5-12 +1 XP
17-18 +1 Luck 13-16 +1 Luck
19 +2 Luck 17-18 +2 Luck
20 +1 Will & +1 Luck 19-20 +1 Will & +1 Luck

D20 Possessions D20 Possessions


1-5 2 Gold Marks 1-6 1 Gold Mark
6-11 3 Gold Marks 7-10 Basic weapon
12-14 Quality weapon 11-12 Quality weapon
15-17 Fine basic weapon 13-20 Item
18-20 Item
D20 Training
D20 Training 1-10 1 skill
1-7 1 skill 11-12 2 skills
8-10 2 skills 13-20 +1 XP
11-20 +1 XP

23
characters

Skills Table
D100 result Skill Uses
01-07 Battlewise Achieving some battlefield objectives; Seizing the Initiative.
08-16 Crafting Repairs, manual labor, and related haggling.
17-23 Devotion Obtaining blessings; enacting rituals; resisting hostile spells.
24-33 Expertise Dexterity and discretion while avoiding hazards.
34-41 Leadership Inspiring action and trust; recruiting warband members.
42-49 Pathwise Navigate and avoid obstacles, especially while traveling.
50-56 Scholar Valuable in situations requiring obscure knowledge.
57-65 Scouting Awareness of enemy attackers and the surrounding terrain.
66-75 Speech Negotiation, persuasion, and understanding motivations.
76-85 Traveling Overcoming hazards and challenges in the wilderness.
86-94 Wilderness Hunting and foraging for useful herbs.
95-100 Wits Deception and guile, risk-taking, and some trap evasion.

Selecting Skills Weapons


For each skill acquired in the Training roll Select two quality weapons and two basic
on the character’s background table, roll weapons, and assign them to your Heroes.
once on the Skills Table above. Rolling
Quality weapons: Bastard sword,
a skill you already possess allows you to
crossbow*, fencing sword, longbow*,
choose any skill of choice from the table.
throwing knives*, warhammer, war spear.
Skills grant a +2 bonus when taking a
Basic weapons: Self bow*, sling*, standard
relevant proficiency test (see p.52).
weapon, staff.
Not all new characters have had a chance
No more than two Heroes may be given a
to receive valuable training. They will
ranged weapon (marked with * above). A
instead begin with a bonus Experience
Hero with a ranged weapon automatically
Point, as indicated by the relevant
receives a Light Weapon as well.
background table. This doesn’t prevent
them from acquiring skills later on, as If the character creation tables already
Experience Points can lead to character gave you two or more ranged weapons,
advancements, including new skills. you may keep them, but cannot select
any more at this stage. This restriction
Selecting Hero Equipment only applies during character creation.
In addition to any equipment generated
by the tables above, the warband receives Armor
the following items (described in more Distribute the following among your
detail on pages 60-62). Heroes:
Note: There are no equipment restrictions ” 2 suits of partial armor
for Mystics, and many appreciate a bit of ” 2 suits of light armor
armor in a hostile world. ” 1 helmet
” 1 shield.
24
characters

Optionally, you may take 1 full armor, Follower Equipment


1 partial armor, 1 light armor instead.
Weapons:
Each Follower may be armed with either a
Generating Followers standard weapon or staff.
Your warband is accompanied by If you do not have 2 ranged weapon-
2 Followers – generic soldiers, scoundrels equipped Heroes, one Follower may opt to
or mercenaries, that agreed to help you out take a self bow and Light Weapon instead.
of loyalty, ambition, or the promise of coin.
Armor:
Followers have the same basic profile as One Follower will wear light armor. The
Heroes, but do not begin the campaign rest will wear no armor.
with any ability score improvements. It
is possible for a Follower to eventually
become a fully-fledged Hero. Initial Warband Resources
Followers must be Human. You begin the campaign with 3 Gold
Marks plus any money generated by
To determine the nature of your Followers,
rolling on the character creation tables.
roll on the Follower Table, below. You may
opt to roll once for both of your Followers You have two doses of silvertree leaf
or generate each individually. in addition to anything provided by the
character creation process.
Follower Table
D100 Follower Spell Selection
result
If you opted to take a Mystic character,
01-05 Aspiring scholar you may select any 2 spells from the main
06-13 Brave villager spell list. Then roll 3 times on the spell list
to see what other spells are known. Reroll
14-18 Deranged wretch
any duplicates.
19-25 Faithful servant
Spells and their effects are listed on
26-33 Former soldier
pages 47-50.
34-40 Hired guide
41-45 Hopeful youth
Finishing Touches
46-51 Militia man
Write down that you have 3 Story Points.
52-58 Outcast drifter
Then select one of your existing Heroes to
59-64 Quiet forester
be your Avatar. The Avatar gains 1 point
65-71 Roving traveler each of Will and Luck, added to any they
72-77 Stout yeoman may already have. See the “The Avatar in
the Campaign” (p.27) for more details.
78-81 Street urchin
82-87 Studious apprentice Roll D100 on the Avatar History Table
(see next page). This details an event or
88-93 Wandering monk
note from your Avatar’s past, as well as
94-100 Wily rogue the game effect it will have.

25
characters

Avatar History Table


D100 Event Effect
result
01-08 You’ve always had a feeling you were Add 1 Story Point to your starting
meant for something greater. total.
09-17 Old war tales… and the scars to Begin the campaign with +3 XP.
remind you.
18-22 At your side hangs a fine sword, Begin the game with your choice of a
passed down by your family. Fine standard weapon.
23-28 It’s just a strange ring that you found Begin the game with a mystical ring.
in a blood-filled puddle of rainwater.
You’ve kept it around for some reason.
29-34 A life of exploring sounds like a nice Begin the game with a map making
change from all the blood and misery, kit.
actually.
35-40 The only reminder of your time as a Begin the game with a scout’s cloak.
mercenary is an old, tattered cloak.
41-49 It’s a grim world. Having made a Add an adventurer Friend to your
friend during an old quest makes the warband roster sheet.
struggle a little easier to bear.
50-58 A person of some import asked you When you create your campaign
to deliver a letter. You are to be paid map, randomly select a settlement.
handsomely by the recipient. When you first arrive there, receive
3 Gold Marks.
59-66 An organization you used to belong to The first time you receive a Quest,
is willing to help you one last time. you may immediately roll for a Quest
Find on the Quest Finds Table.
67-71 A lengthy hunt for an old foe feels like Begin the campaign with 3
it will reach a conclusion soon. Adventure Points.
72-78 Your companion has traveled with you Select one of your Followers and
for quite some time. note that they are Loyal.
79-85 You came across an old map, but you When creating the campaign map,
have still to decipher it. add a Delve to the campaign. It
begins the game Hidden.
86-89 As a reward, you were given a small Begin the game with a Potion of
flask said to bring good fortunes in Fortune.
dark times.
90-95 An old drunkard told you to travel Add an Unexplored Location to the
here and visit the strange rock. Wilderness of the regional map.
96-100 This odd little trinket has always Begin the game with a Talisman.
brought you luck.

26
characters

The Avatar in the Campaign New Recruits


Your Avatar represents ‘you’ in the When new characters are recruited into
campaign – equivalent to a point-of-view the warband during the campaign, the
character within the narrative. This has following rules are used. The event that
a number of implications, though you adds the character will specify whether
may opt to ignore these while you are still they bring any equipment.
learning the ropes or if you prefer a more
If nothing is listed, they will come with a
challenging game experience.
light weapon and no other items.
” When creating the character, you
When recruiting, you may always select
may begin with 1 point each of Luck
a Human. Alternatively, you may select
and Will in addition to any points
any non-Human origin that you do not
you rolled on the character creation
currently have in the warband. If you
tables.
prefer to roll randomly, use the table in
” Since the Avatar represents your the character creation chapter.
point-of-view character, there is
never any chance of the character Adding Heroes
leaving the warband involuntarily. New Heroes enter the campaign
If a random event would dictate so, with only the base profile and any
ignore it. origin adjustments. Do not roll on the
background table for them.
” In the event your Avatar dies, you
are not able to create a new Avatar
Adding Followers
until you begin a new campaign. At
Followers should roll on the Follower
that time, roll 2D6: On a score of 9+,
Table as normal.
your existing Avatar escaped
a horrible fate after all, and
will return to rejoin their old
Battle Practice
comrades again.
After creating your warband, consider
playing through the Starter Scenario (p.54)
with them.
This is optional, but it will give you a chance
to get used to the equipment and abilities
of your character before facing your first
life-or-death encounter. Completing the
scenario with your warband grants you
1 additional Story Point.

27
characters

Creativity and Your Likewise, you should feel welcome to


Miniatures change the type of weapon when you
acquire items. If you find an enchanted
Sometimes the story and your miniatures
bastard sword but the miniature for
don’t quite match. It may be an individual
your hero has a hammer, it might be a
miniature that just doesn’t quite seem to
particularly damaging hammer instead,
fit, or perhaps your view of fantasy differs
using the rules for a bastard sword.
from what the book offers. Either way, you
have some options:
Cosmetic Characters
Players are likely to have (or want to
Weapons and Items
acquire) all manner of cool miniatures
When it comes to weaponry on your
that don’t perfectly fit the game rules,
figures, what matters is the game effect
whether for a hero or villain. What
rather than the specific visuals. For
matter within this game system are the
example, we don’t have a rule for a chain-
ability scores and rules that apply to a
type weapon like a flail.
particular character type. Feel free to use
In such a case, find whatever weapon any miniature you like, simply adapting
type you feel is closest in game-terms, flavor text to fit as required. Want to fight
and use that. ninjas? Orcs? Tiny war-hamsters? There’s
no reason you can’t. Just use the encounter
You can use the style the character fights
that has the most appropriate scores.
with as a guide, too. If your character has
a big sword, the obvious choice might be That can go for leaders as well.
to use the bastard sword option, but what Roleplayers tend to collect all manner
if your character fights in a style based of unique villain and monster figures:
around lunges and long strikes? If so, the A bandit gang led by a knight might
war spear might fit better, regardless of turn into a pack of kobolds led by a tiny
the miniature representing them. dragon. Be creative!

28
INDEX

GAME RULES

• The Battle Round •


In Five Leagues, you play battles as a different character. The result determines
series of battle rounds, each of which which phase the character will act in:
consists of the five following phases:
” Any character assigned a die result
equal or below their Agility will act
1. The Initiative Roll
in the Quick Actions Phase.
2. Quick Actions Phase
” All enemies will act in the Enemy
3. Enemy Actions Phase Actions Phase.
4. Slow Actions Phase ” Any character assigned a die above
their Agility will act in the Slow
5. Tracking Phase
Actions Phase.
Note that every character gets to act in
The Initiative Roll every round. The roll simply determines
To begin each battle round, roll for which phase they act in.
Initiative. You only do this for the
You can put the dice next to the miniature
warband and its allies, not the AI-
or next to their entry on the warband
controlled enemies.
roster sheet. To avoid confusion, we
Count the number of warband characters recommend turning the dice to show a 1
and allies on the table and roll that for characters acting in the Quick Actions
many D6, then assign each die result to a Phase and a 6 for characters acting in the
29
game rules

Slow Actions Phase. It may also help to A figure can skip a Move Action, Combat
have separately sized or colored dice that Action, or Non-Combat Action, but
are used only for initiative. cannot change the sequence to take
their Move last.
Round Sequence Example
I am facing 5 Skeletons. At the start of the Tracking Phase
battle round, I have 4 warband figures
During this part of the battle round,
on the table with Agility scores of 1, 2, 2,
any “end of round” activities take place,
and 3. I roll four D6 – one for each of my
including enemy Morale checks. Many
warband characters – and get results of
scenarios will require a roll to be made
1, 2, 4, and 6. Since the 4 and 6 are higher
at this point to determine reinforcements
than any Agility score, any character I
or other factors. If multiple activities
assign those to will go in the Slow Actions
take place at the end of the battle round,
Phase. I really need the character with
resolve effects in the following steps:
Agility 1 to reach Cover, so I assign the
dice result of 1 to that character; because 1. All features caused by or affecting
that is equal to their Agility, they will warband members
activate in the Quick Actions Phase,
2. All features caused by or affecting
before the Enemy Actions Phase. I can
enemies
then assign the die result of 2 to any
remaining character, who will also 3. All features caused by scenario or
activate in the Quick Actions Phase. event rules
4. Anything else.

Actions Within each step, things can be done in


any order the player prefers.
During a given phase, player characters
activate in any order the player desires.
Timing
During the Enemy Actions Phase, the
All things happen as they are rolled up.
enemy will always activate figures with
When you proceed to resolve the next
ranged attacks first, before activating
game mechanic, action, or activity, the last
melee troops.
one resolved has already taken place, and
When you activate a figure, it may take a is in effect on the table.
Move Action, and then perform either a
Combat Action or a Non-Combat Action. Example:
I have three things happening during
Combat Actions include:
a Tracking Phase: A Morale check for
” engaging an enemy in melee the enemy, the Regeneration ability of
combat, or an enemy figure, and reinforcements
that are scheduled to arrive. The
” making a ranged attack.
Morale check and regeneration are
There is a wide array of Non-Combat both resolved in Step 2 (since they
Actions, and these are discussed on are enemy-related). I can do them
page 38. Enemies typically do not in either order, depending on my
have Non-Combat Actions, the notable preference. Afterwards, in Step 3,
exception being Dash (see p.31). the reinforcements arrive.
30
game rules

• Movement •
Figures have a movement allowance equal
to their Speed (in tabletop inches). Movement Modifiers
Modifiers to movement rates are
When moving within terrain features
expressed in the same manner as the base
marked as Difficult, each inch moved
ability score. For example +2" / +0" would
consumes two inches of your movement
be a +2" increase to base movement only,
allowance (see “Terrain Types”, p.35).
while +0" / -1" would be a 1" reduction in
Opening a door or window costs 1" of Dash movement.
movement. Climbing through a window
or opening is the same as climbing an
Example:
obstacle of equal height.
A figure with Speed 4" / +3" will move
Figures can never move through another 4" normally, and can move a total of
figure at any time, unless a rule or ability 7" when Dashing.
explicitly permits it.
Moving into Base Contact
Moving and Shooting If a figure moves into base contact with
Characters intending to make any ranged
an opposing figure, they engage in melee
attack cannot move above half their
combat. Resolve the combat immediately.
movement Speed, because they need time
to aim their shot and reload. Characters Typically, figures are considered to be in
intending to shoot a crossbow must contact when their bases are touching,
remain stationary. though if you have figures that are in very
dramatic poses, this may be impossible.
If so, they are considered in contact when
Dash they are within half an inch of each other.
A character may Dash as a Non-Combat
Figures that Dash have their guard down
Action. This allows moving an additional
and cannot enter melee.
distance equal to the Dash portion
of their Speed. Note that a
figure cannot enter melee
combat by Dashing.
Enemy figures will Dash Normal Move
if they are in the open
and attempting to reach
Cover, or advancing on a
foe. Undead, Monster, and
Normal Move + additional Dash
Aberration enemy types
cannot Dash.

Normal Move
into melee combat

31
game rules

Moving Vertically Using Dungeon Floor Tiles


Vertical obstacles, such as a wall, can be If playing on dungeon floor tiles,
traversed by simply paying the vertical gameplay works as normal. Any
height in inches. For example, crossing individual dungeon debris (such as sacks,
a wall that is 2" high would use up 2" of crates, etc.), even if only printed on a tile,
movement allowance. Figures cannot end will cost 1" of movement to cross. Fields of
a move part-way up (or down) a surface rubble or water are Difficult terrain.
or wall.
Any height difference on the tiles costs
A drop of 1" or less can be performed for 1" to climb up but no cost or damage to
free. Any drop longer than this requires drop down.
the figure to either climb down (as
Note that when playing on tiles, you
described above) or jump.
should still measure out movements
A character jumping or falling down normally. Ignore any grid for gameplay.
more than 1" cannot take any more
Actions this round and may take damage
as indicated below: Taking Damage while
Moving
Distance Fallen Table It is possible for a character to take
damage while moving, for example when
Distance Damage of Hit Suffered
falling down or when triggering a trap in
Fallen
some scenarios. The rules for resolving
Up to 3" +1 / +0 damage are explained on pages 43-44.
Up to 5" +2 / +1
Up to 8" +3 / +2
Over 8" Automatic casualty

Characters can leap a gap up to 2" wide,


counting it as part of their standard
movement.

Scale Note
Jumping, climbing, and leaping can
look a little dramatic if you are playing
with 6mm or even 10mm figures. Feel
free to halve the horizontal distances
given if you find these more reasonable.
Alternatively, leave the rules as they are
and chalk up the outrageous moves to
timely use of ropes or using a spear for a
bit of pole vaulting!

32
game rules

• Enemy Movements •
The way the enemy moves on the field targets within range and sight, doing so to
requires the player to inject a modest the least extent required to re-establish a
amount of “artificial intelligence” into good shot.
proceedings. Many solo gamers are used
Ranged troops will not leave Cover if
to simply taking whichever actions make
that would put them in sight of opposing
the most sense for a given figure. This is
ranged troops, and will not willingly
a completely valid way to play, but the
move into a position that would prevent
following guidelines form a series of
them from shooting, such as into a water
conditions the AI will attempt to satisfy,
terrain feature.
including making the move that satisfies
these as well as possible. Ranged troops that run out of
ammunition are considered to be melee
troops from that point onwards.
Order of Activation
The enemy will always act with ranged
troops before melee troops. Within each
type, start with the figure closest to the Sensible Foes
player’s battlefield edge and then work There is a fair amount of judgement
your way backwards until every enemy involved in enemy movements. In
figure has acted (see diagram, below). particular, the player should bear in mind
that enemies, while often short-sighted
Ranged Troops and aggressive, are not keen to die.
Enemies with ranged weapons will try Obviously suicidal moves, such as moving
to move to a position of Cover (see p.36) into sight of three crossbow-armed
where they can shoot at their opposition. sharpshooters, should not be taken.
They will only advance if they must keep

Enemy Activation Order


2 Ranged troops
3
1
WARBAND BATTLEFIELD EDGE

6
Ranged troops act before melee troops. +
As this is the closest ranged figure, Melee troops 7
it acts first. 5

If two enemy figures


4 of the same weapon type
(ranged/melee) are of
approximate equal distance
This is the closest melee figure to the warband from the warband battlefield
battlefield edge. Once all ranged figures have edge, you may choose
acted, this becomes the next enemy to act. which activates first.

33
game rules

Melee Troops Unknown Enemy Markers


Any enemy equipped only for melee will
In some battles, an Unknown Enemy
advance towards the nearest opponents,
Marker must be placed on the table to
attempting to remain in Cover from any
represent an approaching enemy group of
ranged attacks as they do so. Note that the
unknown strength. Any token or marker
best route that provides Cover may not be
you like can be used for this, as long as it is
the most direct.
roughly the size of a figure base.
If they are unable to advance further
Unknown Enemy Markers move in the
without leaving Cover, they will do so with
Enemy Actions Phase at a rate of 5" per
the fastest and most direct path possible.
round and will move towards the center
Note that in complex terrain (for example, point of the battlefield. Upon reaching the
when playing on dungeon floor tiles) an center, they will then move in a random
enemy may be unable to move towards direction every battle round.
the nearest opponents at all. If so, they
The enemy group represented by the
should attempt to target the closest
Unknown Enemy Marker is spotted
opponent that is reachable, based on the
immediately the moment a warband
route they would have to take.
figure is within the distance listed below
(i.e. even mid-move):
Leaders
If given a choice, an opposing Leader Position of marker Spotting
(Sergeant, Lieutenant, Captain, or Unique distance
Foe) will always opt to attack a Hero over
In sight but partially 6"
a Follower.
obscured by terrain
Monsters and Undead In unobscured Line of Sight 9"
The horrors of the night will ignore any
When the group is spotted, roll D6 and
tactical concerns and simply advance as
consult the table below to determine the
quickly as possible towards the closest
number of foes encountered. Revealed
opponent to them. Note that this may be
enemies are always melee troops.
a figure they cannot see at the beginning
of the move. If there is dangerous terrain
Unknown Enemy Numbers Table
on the table, like a toxic pool, they will not
move into it. D6 result Number of enemies
1 1
Game Mastering 2 2
If a player is acting as the GM, rather than 3-4 3
the AI controlling enemy figures, the GM
may move enemy figures as they see fit. 5 4
They cannot take Actions not normally 6 5
permitted to enemies, but do not have to
obey the AI rules above. Place one enemy figure on the marker
itself, and place the rest within 1" of the
first figure placed, if possible. Figures
should be placed in or behind Cover, if at
all possible.
34
game rules

• Terrain •
Terrain Types Block
A terrain piece that can be climbed or
Gaming terrain can take several forms,
otherwise interacted with, but which
each of which affects the actions of your
figures cannot enter into.
figures in different ways. A quick glance
at any terrain piece in your collection Examples: Large boulders or locked-up
should tell you how it fits into the rules buildings.
definitions below.
Interior
You are of course encouraged to create
An enclosed terrain piece that figures can
unusual or imaginative terrain types for
enter into.
your specific gaming situation.
Examples: Buildings, tunnels, and caves.
Linear
Any long feature that a miniature cannot Interaction
generally be placed on top of. Block, Linear, and Interior features can
typically be climbed.
Examples: Hedgerows, fences, walls,
and similar. Area and Field features can typically
be entered.
Area
The Movement rules chapter discusses
Features that cover a space on the
how this influences movement.
table and can have miniatures placed
within them.
Area features may be designated as Lines of Sight
Difficult (see p.31). The rules generally use true Line of
Sight: If a line can be drawn between
Examples: Forest, bushes, and rubble.
two figures without crossing a Block or
Individual feature that would prevent
Field
spotting, a Line of Sight exists. If it is
Similar to an Area feature, but at
unclear, a piece of string or laser tool
ground level.
can be used. Alternatively, you can lean
Field features may be designated as down to get a look from behind the
Difficult or Impassable. spotting miniature.
Examples: Mud, water, or lava pools. In some cases, Line of Sight can be broken
by a game rule, even if the target is
Individual otherwise visible:
A single piece of terrain that a figure
cannot climb.
Examples: Barrels, individual trees,
and statues.

35
game rules

Line of Sight and Cover Forest (Area terrain)


NOT TO SCALE
B
Enemy A is hiding in a forest within 3" of the A
edge of the Area terrain. The red archer and
[[ DIAGRAM 3 ]]
Enemy A share Line of Sight. Enemy A also
has Cover because they are within an Area 3"
feature, but the red archer does not.
Enemy B is more than 3"
from the edge, so is not Enemy C and the red archer
visible. Enemy B and are both beyond 3" of a low
the red archer share wall that lies between them.
no Line of Sight. No Line of Sight exists unless
Low wall
one of them moves within 1"
(Linear terrain)
of the wall.
3"
Enemy D is within 1" of the
C wall, and so share Line of
Sight with the red archer.
D Enemy D has Cover because
Line of Sight this Line of Sight crosses the
No Line of Sight 1" terrain feature.

Area Features Cover


Line of Sight can pass through up to 3" of
A figure is considered to be in Cover for
Area terrain only, whether shooting into,
combat purposes if any of the following
out of, or through such terrain.
are true:
Linear Features ” Line of sight crosses any terrain
Line of Sight is blocked 3" beyond any feature more than 1" from the
Linear feature, unless either the shooter shooter
or target is within 1" of the point where
” The target is positioned within an
Line of Sight crosses the feature.
Area feature
” The target is in contact with the
When in Doubt about Line of corner of Block terrain.
Sight and Cover
As we assume some mobility and survival
Often it can be tricky to determine if a
instinct on behalf of our characters, a
figure is visible or whether they are in
figure meeting these conditions is in
Cover or not. Here are two guidelines to
Cover, even if the figure can otherwise be
assist in resolving Cover issues:
seen clearly.
” If in doubt about visibility, allow the
shot to be taken.
” If in doubt about Cover, count the
shot as being in Cover.

36
game rules

Location and Item Markers ” Markers do not block Line of Sight,


provide Cover, or interfere with
During scenarios, a number of things
ranged attacks.
may be represented on the table using
markers. These can represent captives ” Enemies do not interact with
waiting to be rescued, locations to be markers, target them, or prioritize
investigated, and more. Regardless of them in any way.
what they represent, markers are subject
” Markers cannot be the target of
to the following rules unless clearly
spells, items, effects, or similar.
stated otherwise:

Optional Terrain Notes Water features


You may prefer more detailed rules for ” During a battle round where a figure
particular forms of scenery, in which case entered, moved through, or exited
this section offers additional notes. a water feature, they cannot Dash,
make ranged attacks, or claim any
Fences bonus movement from equipment.
” Fences are Linear obstacles, and
” Enemy archers will not enter water
are climbed like any other obstacle.
features willingly, instead moving
The height of the fence is the cost in
around the feature if possible.
inches to climb it.
” Figures wading through water are
” Fences provide Cover to figures
considered in Difficult terrain.
behind it.
” Rail fences and other open fences do Thorns
not block Line of Sight. Thorny bushes and hedgerows are
Difficult terrain, and cannot be entered
Wet ground or crossed by a character with an Armor
” Wet, marshy, or swampy ground rating of 0.
prevents characters from Dashing
if they entered, moved through, or Ruined interiors
exited such a feature at any point of A character attempting to Dash within a
their move. ruined building must roll D6. The total
distance moved cannot exceed the die
” Many wet ground features will be
roll in inches, due to the difficulty in
Difficult terrain.
moving around.

37
game rules

• Non-Combat Actions •
After performing any desired movement, allowed by the character in the same
a character that does not perform a battle round.
Combat Action may perform a Non-
Note: Enemies do not take Non-Combat
Combat Action. The most common
Actions unless specifically stated by a
Non-Combat Actions are listed below.
game rule.
Each Action lists the maximum movement

Non-Combat Actions Table


Action Movement Description and Notes
Dash Full move The character moves an additional distance equal to
the Dash portion of their Speed ability score.
Note: Enemies may use this option.
Use Full move Many items you find will require an Action to use.
Only one such item can be used per Action.
Ready Weapon Full move This action can be used to retrieve a Backpack item
such as a weapon so it can be used, or to return an item
to the Backpack.
Casting Full move Allows a Mystic to cast a spell. See p.45 for details.
Interact Half move A special scenario may have Actions tied to scenario
objectives, terrain features, or similar. Typically one
Action is enough, but a complex situation could
require multiple Actions. This might be used to cut a
rope, pick a lock, search a bookshelf or anything else a
custom scenario might present you.
Keep Down! 1" The character receives Cover from all ranged attacks
originating over 6" away. This lasts until the character
activates next.
Anticipate 1" Put a marker next to the character. Next battle round,
roll one die less when determining which character
acts in which phase. This character will automatically
act in the Quick Actions Phase, without having a die
assigned to them.

38
game rules

• Combat •
Characters engage in two types of combat: 1. The enemy will shoot at the closest
Ranged attack and melee combat. To target within 8" of the shooter.
perform either type of combat requires
2. If no targets are within 8", they
a Combat Action, meaning the character
target the nearest opponent with a
cannot perform a Non-Combat Action
ranged weapon.
(including Dash) this round.
3. If no ranged weapon-equipped
Ranged attack: This represents a few bolts
opponents are visible, they will
or arrows shot towards the target, and
select the closest target.
requires a single D6 per shot (typically
one per figure). If the attacker did not
To score a Hit:
move, add Combat Skill. To perform a
Roll D6, and try to reach the target
ranged attack, the character must have
number or higher:
a ranged weapon and must not have run
out of ammunition.
Within 6" and in the open 3+
Melee combat is a series of 3 exchanges Within weapon range and in 5+
– representing the cut-and-thrust of close the open
combat – each of which is an opposed roll
between the two combatants. Each side Within weapon range and 6+
rolls a die and adds their Combat Skill. concealed or behind Cover
The side with the higher result wins and
” If the shooter is stationary, add their
strikes their opponent. On a draw, the
Combat Skill to the roll.
combat ends with the defender retreating.
” A roll of natural 1 is always a miss.
Both of these are described in greater
detail below. ” A missed shot goes nowhere, and has
no effect on the game.

Ranged Attacks
To begin, select the target to shoot at. Movement restrictions
The target must be visible, and within Characters intending to make any ranged
range of the weapon. See “Weapons” attack cannot move above half their
(pp.60-61) for the tabletop range movement Speed, because they need time
in inches for each weapon. Player- to aim and reload. Characters intending to
controlled figures may select any target, shoot a crossbow must remain stationary.
unless visible opponents are within 3",
in which case they must shoot at the
nearest visible opponent. Limited Ammunition
If a weapon is indicated as having Limited
Enemies use the following ranged
Ammunition, a roll to Hit of a natural 1
targeting priorities:
means that it is out of ammunition, unless
this is the first shot with it in the current
battle. (Note: some ranged weapons only
receive a single shot per game.)
39
game rules

Melee Combat Step 1: Select Weapon


(1st exchange only)
Melee combat takes place as a series of
The player-controlled character must
exchanges, as the combatants try to get
select one available melee weapon they
the upper hand.
carry, and use it for all exchanges during
When two characters enter melee range this melee.
of each other (base contact or as close as
the pose of the miniatures will allow), Step 2: Select Tactic (optional)
the character who initiates the combat If desired, the player-controlled character
has the initiative, and takes the role of may select one of the three tactics below,
the attacker in the opening exchange, which is then used for all exchanges
while their opponent takes the role of during this melee. The default is to simply
the defender. Depending on the outcome fight. The enemy will not use tactics.
of this initial exchange, the initiative
can change between the characters and Fight defensively:
reverse their roles. The character rolls twice and picks the
best roll. If they win, they inflict no Hits.
There are commonly 3 exchanges fought
This tactic negates all possible sources of
during a melee round, though some
the Counter Attack ability (see below).
outcomes may end the melee earlier.
If both characters are still up and about Fight evasively:
at that point, the melee ends. Characters
The character rolls normally. If they
never remain stuck in melee combat
win, they inflict no Hits but may move
over multiple rounds (although one of
2", ending the melee. This tactic negates
them can initiate a new melee combat
all possible sources of the Counter
the next round if they move back into
Attack ability.
base contact).
Each exchange has 5 steps: Fight furiously (attacker only):
The character rolls normally. If they
1. Select weapon
win, they may add +1 to either the
2. Select tactic (optional) Overcome Toughness OR Overcome
Armor rolls (this is the player’s choice
3. Resolve exchange
when selecting the tactic, and is
4. The push cumulative with any weapon bonus). If
they lose, they suffer a Hit.
5. Next exchange
This tactic is not selectable if the enemy
can Counter Attack.

40
game rules

Step 3: Resolve Exchange Jorn rolls a 4 , +0, for a total of 4. The


Roll D6 for each character, adding their bandit rolls a 5, +1, for a total of 6.
Combat Skill to the roll.
The bandit avoids the furious swings
” If the Attacker has the higher score, and will become the Attacker in the
they will strike a blow and remain second exchange.
as the Attacker in the following
exchange. Note, whether this blow
Counter Attack
counts as a Hit may depend on which
Sometimes, the terrain across which
tactic was chosen in Step 2.
figures are fighting is so uneven or
” If the Defender has the higher score, restricting that both combatants may find
they avoid harm and become the it difficult to make a lunge for the other
Attacker in the following exchange. without opening themselves to a counter
attack. In this game, “Counter Attack” is a
” On a draw, the Defender retreats
combat benefit triggered by a number of
1" backwards, with the Attacker
such conditions (listed below). Note that
remaining in place, and the melee
it is also the name of a trait that bestows
ends.
this benefit, regardless of terrain.
Example: A character with the Counter Attack
Jorn moves to attack a bandit. ability may strike a Hit (see pp.43-44) if
they win an exchange, even if they are
Each combatant rolls a D6 and adds
the Defender.
their Combat Skill: +0 for Jorn, +1 for
the bandit.
41
game rules

Characters may use the Counter Attack Step 4: The Push


benefit if: If the Defender lost the exchange, they
must now retreat 1" backwards, if
” They are on higher ground than their
possible. The Attacker may opt to remain
opponent, including stairs, or raised
in place, ending the melee, or they may
terrain on a dungeon tile.
choose to step up 1" to remain in melee.
” They are fighting across an obstacle, Enemies will always step up.
such as a wall or fence.
Back to the Wall
” Their opponent is standing in
If the defender is unable to retreat, they
Difficult ground or water.
remain in place, become Stunned, and
” They have a weapon, ability, or another exchange is fought, even if it
trait that grants the Counter Attack extends the number of exchanges this
benefit. melee round beyond three.

Parry Step 5: Next Exchange


Sometime, a figure has just the right item The winner of the Combat Skill exchange
and training to deflect blows. Parrying during Step 3 will have the Initiative
is a combat benefit only available to in the next exchange, making them the
characters with a weapon, item, or ability Attacker. If this was the third exchange
that grants it. Note that it is also the name in a row, the melee ends, and each
of a trait that bestows this benefit. combatant moves 1" backwards to
separate them.
If such a character rolls a natural 1 when
defending in melee combat, they deflect
Melee Combat Example
the blow, avoiding all effects of being Hit,
Ygtryg the Mostly Ready springs
such as damage, Stun, or other effects
into combat against a brigand.
such as Poison.
Ygtryg has Combat Skill +1, and
Multiple Parry sources have no is using a bastard sword. Ygtryg
additional effect. initiated the melee and is on higher
ground (uphill).
Combat Bonus
The brigand has a Combat Skill +0.
A character with a Combat Bonus adds +1
They both have Toughness 4 and
to their Combat Skill. Combat Bonus is
Armor 1.
awarded if either:
As Ygtryg only has one weapon,
” The opponent is Stunned (see p.44).
they must use it in every exchange
” The character has an ally within of this melee. If they had a spare,
1". If a character is in a confined they’d have to choose now which to
space, such as a narrow corridor, use. No optional tactics will be used
or defending a doorway, neither this time.
side can receive a Combat Bonus
from allies. Exchange 1:
Since Ygtryg started the melee, they
Only a single Combat Bonus can be
are also the Attacker in the first
earned by a character.
exchange.

42
game rules

Ygtryg rolls D6, rolling a 4 and Hits


adding their Combat Skill (+1) for a
Characters can suffer potential damage
total of 5.
from a number of sources: combat,
The brigand rolls a 6, adding their traps, falls, and more. Regardless of
Combat Skill (+0) for a total of 6. where it came from, we refer to it as a
Hit in game terms.
The brigand wins, gaining the
initiative and becoming the Attacker. Hits are always resolved in the same way:
Step 1: Roll to overcome the Armor of
Exchange 2:
the target.
The brigand rolls a 3. Ygtryg rolls
another 4 for a total of 5. Ygtryg If successful, then
will become the Attacker in the
Step 2: Roll to overcome the Toughness of
next exchange, but as they are on
the target.
higher ground, they also have the
Counter Attack benefit, allowing Some sources of harm are more dangerous
them to strike a Hit with their or better able to penetrate armor.
success this exchange.
A Hit or attack is always written as +x / +y.
To resolve the Hit, the player rolls
+x This is the bonus to Overcome
D6 to Overcome Armor. A roll of 3
Armor.
is better than the brigand’s Armor
Rating of 1, so the blow penetrates. +y This is the bonus to Overcome
Next, Ygtryg has to Overcome Toughness.
Toughness. A D6 roll of 2, with a
A Hit is +0 / +0 unless clearly listed
+1 for the bastard sword means a
otherwise. This bonus can be a negative
total of 3.
score, in which case subtract it from the
This is below the Toughness of the roll instead.
brigand, so they are Wounded and
Stunned (see p.44). Example:
An attack listed as +0 / +1 would add
Exchange 3: +0 to the Armor roll and +1 to the
Having won the last exchange, Toughness roll.
Ygtryg is now the Attacker again,
and can claim a Combat Bonus since
Step 1: Roll to Overcome Armor
their enemy is Stunned. The die rolls
If the target has an Armor rating of 0, you
a 4 , +1 for Combat Skill, and +1 for
can skip this step, even if the bonus to
Combat Bonus, for a total of 6. The
Overcome Armor is -1.
staggered brigand rolls a 2. No hope.
Roll D6 and add any Overcome Armor
The roll to Overcome Armor – a 4 – bonus the attack has.
succeeds, but the roll to Overcome
If the total is higher than the Armor
Toughness – 2 +1 = 3 – results in
rating of the target, proceed to Step 2.
another Wound. However, as a
character Wounded twice is removed If the total is equal to the Armor rating
as a casualty, the brigand falls, and of the target, they are Stunned (see p.44),
Ygtryg stands victorious! and the attack fails.
43
game rules

If the total is lower than the Armor rating Stunned


of the target, the attack fails. A Stunned combatant has been knocked
senseless or lost their balance.
Step 2: Roll to Overcome Toughness
If a Stunned character must fight a melee
Roll D6.
exchange, they automatically become the
If the roll is a natural 1, the target is Defender and their opponent gains a +1
Stunned. Combat Bonus.
If the roll is 2-6, add any Overcome They recover from the Stun after the
Toughness bonus the attack has. exchange is fought, unless they are
Stunned again. A character that is
If the total is higher than the Toughness
Stunned recovers automatically at the end
rating of the target, they become a
of the phase..
casualty and are removed from the table.
If the total is equal or below Toughness, Example:
they are Wounded and Stunned. A character is Stunned by a bow shot
in the Enemy Actions Phase. At the
end of that phase, if they are still
Less Brutal Wounds Stunned, they recover.
(optional rule)
If you find the regular system too brutal,
Wounded
you can adopt the following rule:
A Wounded character may continue to
A character can be Wounded multiple act normally, but if they are Wounded a
times. Place a token each time it happens. second time remove them from play as a
All strikes on a character that is Wounded casualty.
increases the damage by +0 / +1 for every
Usually, a casualty will mean that the
Wound token (cumulative with normal
character will need to roll on the Injury
attack damage).
Table during the Resolution Stage of the
Any effect that removes Wounded status campaign turn. However, some items and
will remove a single token. abilities can remove a Wound, in which
case, the Wound heals completely.
Note that this rule can result in battles
taking slightly longer to resolve. If you Wounds never carry over to future battles,
use this rule and find that time limits to and unless the figure was removed as a
Achieve Objectives are too tight, consider casualty, they do not have to roll for post-
raising time limits by 1-2 battle rounds. battle injuries.

44
game rules

• Spell Casting •
Mystics are those characters who have
mastered the art of spell-casting. While Enemy Spellcasters
their powers may derive from all manner While many foes can wield magic of their
of arcane paths, techniques, and sources, own, they always use the rules in their
the same rules are used for all of them. individual profile description, and are not
subject to casting rolls or other mechanics
from this chapter. The rules in this
Spell Nature section only apply to player-controlled
All spells are designed for use during spellcasters.
battle encounters only.
Every spell has an Incantation score. The the method employed by Mystics is to use
higher this number, the more difficult it is Strands of magical energy.
to cast. A high score may indicate a spell
Strands can be woven out of a variety of
that is difficult to remember, is written in
energy sources, depending on the spell in
an alien (or extinct) language, or requires
question: Slivers of sunlight, congealed
precise hand movements.
shadow, the essence of a river, or the ghost
of an animal. Strands can be prepared in
Strands advance but, once collected, they are only
usable for a few days. Most Mystics busy
Casting spells requires energy to fuel
themselves collecting Strands whenever
them. While followers of the dark entities
they have some time to themselves.
can obtain this energy from a patron,

45
game rules

A Mystic always begins each battle with Spell List


3 Strands. Any unused Strands evaporate
A list of spells, their conditions and effects
at the end of the battle. Mystics may
is contained in the Spell Table.
also find or acquire Congealed Strands
(see p.64), which can be saved until you Unless stated otherwise, spells may be
use them. cast at any eligible target in Line of Sight
of the Mystic, subject to any scenario
limitations on visibility. A Mystic may
Casting Spells always target themselves with a spell.
Casting a spell requires the Casting
Non-Combat Action to be taken. Even if Target Types
a character is permitted to take multiple Ally: Any warband figure or ally. Can be
Actions during a battle round, they can the Mystic themselves.
only attempt to cast a single spell each
Personal: Affects only the Mystic
round. Unless the description for a spell
themselves.
says otherwise, the target must be in sight
of the Mystic. Enemy: Any enemy figure
Roll 2D6, and add the Casting ability Ground: Any point on the ground.
score of the Mystic.
None: No target is selected.
” If the roll is a natural 2, the spell
fails. 1 Strand is expended. Spell Durations
Immediate: The spell takes effect when it
” If the result is below the
is cast, but lacks a lasting effect.
Incantation score for the spell, it
fails. No Strands are expended. Activation: Lasts until the spell-caster has
finished their next activation
” If the result is equal to or above the
Incantation score for the spell, the Full Round: Lasts until the Tracking Phase
spell succeeds. 1 Strand is expended of the following battle round.
unless the spell is listed as “Simple”.
Battle: Lasts for the rest of the battle.
” If the roll is a natural 12, the spell
Some spells may have unique target or
succeeds. No Strands are expended.
duration factors.

Simple and Taxing spells


Desperation Casting Additionally, some spells have special
If a casting roll fails, the Mystic may spend
conditions noted after the spell name:
1 point of Will to bolster the spell. If this is
used, a +2 is added to the roll retroactively. * Simple: The spell does not cost Strands
to cast, though a natural 2 will still
Ether Burn expend 1 Strand.
If a Mystic is required to spend a Strand,
† Taxing: This spell is particularly
and has none available, the Mystic is
draining to cast, and can only be cast once
Wounded instead.
per battle.

46
game rules

Spell Table
D100 Spell Incant. Target Effects Duration
result
01-03 Antidote 7+ 1 ally Target is unaffected by Poison Battle
or Venom traits.
04-06 Barrier 6+ Ground Place a line of fire 4" long and Full round
0.5" wide without touching
any characters. This spell
prevents all movement across
it, except by figures with the
Flying trait. It may be shot
across, but provides Cover.
07-09 Bind 8+ Up to 3 Each targeted figure rolls D6, Activation
enemies adding any Monster Point
within 1" of total to the roll, breaking free
each other on a roll of a 6+. If failing to
break free, the figure cannot
move, but may fight and
shoot normally.
10-12 Bleed 8+ 1 enemy The target loses the Battle
Regeneration trait if they
have it. If Wounded, roll D6
in each Tracking Phase. On a
6, they die.
13-15 Compel* 7+ 1 enemy When the target next Activation
activates, they must move
directly towards the Mystic as
fast as possible. They will not
move in any way that would
risk taking damage from
dangerous terrain.
16-18 Confuse 7+ 1 enemy Target loses the Parry and Full round
Counter Attack traits.
19-21 Darts † 6+ 1 ally Target a character that Immediate
is out of ranged weapon
ammunition. They
immediately restock their
ammunition. This does not
work on single-use weapons.
22-24 Distract 7+ 1 enemy The target will remain in Activation
Ranged place and will not shoot.
Trooper
25-27 Escape 6+ 1 ally Remove the target character Immediate
from the battle. No roll for
“Flight in the Dark” is needed.

47
game rules

D100 Spell Incant. Target Effects Duration


result
28-30 Explore † 7+ 1 marker Select an Unknown Enemy Immediate
Marker, Exploration Marker,
Unusual Location Marker,
or similar marker, and roll to
resolve what it is. This spell
does not require Line of Sight.
31-33 Fog 6+ Ground Place a fog cloud circle Full round
3" across. Figures can move
into, out of, and through it,
but it blocks all Lines of Sight.
34-36 Foresee † 7+ - If a time limit applies to Immediate
Achieving the Objective,
increase the limit by
1 battle round.
37-39 Fortune* 5+ Personal The Mystic may choose to Full round
reroll all of the following
if they occur: A ranged roll
to Hit, melee roll to Hit, a
proficiency test, and may
force an enemy to reroll a
successful Overcome Armor
roll against them.
40-42 Frighten 7+ - If the enemy took any Next
casualties this turn, they must Tracking
roll 1 additional Morale die. Phase
No Line of Sight is required.
43-45 Guidance 7+ 1 ally The Ally may select one of the Full round
following rolls to reroll and
may do so after the dice have
been rolled: a single shooting
roll to Hit, melee roll to Hit,
proficiency test, or force an
enemy to reroll a successful
Overcome Armor roll. No Line
of Sight is required and, once
cast, the reroll may be used by
any ally at any point.
46-48 Heal † 6+ 1 ally Remove a Wound. Immediate
49-51 Illuminate* 6+ Personal All characters, features, and Battle
items within 12" of the Mystic
are visible from any distance.
52-54 Infuse 6+ 1 ally that As long as the target remains Until
is not un-Wounded, they receive the Wounded
Wounded Counter Attack ability.

48
game rules

D100 Spell Incant. Target Effects Duration


result
55-57 Manipulate* 6+ 1 item An item on the ground, in Immediate
the Mystic’s possession, or
in the possession of an ally
may be moved up to 8". If
moved into contact with a
character, they may pick up
the item immediately without
requiring an Action or roll.
The entire move must happen
within Line of Sight.
58-60 Mark 7+ 1 enemy All ranged attacks on the Full round
selected target receives a
+1 bonus to Hit.
61-63 Meekness 7+ 1 enemy Enemy melee attacks do Full round
+0 / +0 damage.
64-66 Mobility 7+ 1 ally The character ignores all Battle
movement reductions due to
Difficult terrain.
67-69 Premonition 7+ - When rolling for Initiative, 2 Next
dice may rerolled. Initiative
Roll
70-72 Repel 7+ 1 enemy The enemy is pushed directly Immediate
away D6+1". Aberrations
subtract their current
Monster Points from the roll.
Can be used to push a figure
into danger.
73-75 Shadows 6+ 1 ally Target may immediately Immediate
move to any location within
4" of their current position.
Can be used to move through
Impassable obstacles or walls,
but both the original and new
positions must be visible to
the Mystic.
76-78 Shield 6+ 1 ally All ranged attacks aimed Full round
at the spell’s target or a
character within 3" of them
will Hit only on a natural 6.
79-81 Slow 8+ Up to 3 Reduce the enemy Speed by Full round
enemies -2" and Dashing becomes
within 1" of impossible for them. Negates
each other. Flying and Slippery traits.
82-84 Spellbreak † 7+ 1 enemy The enemy is unable to cast Full round
any spells.
49
game rules

D100 Spell Incant. Target Effects Duration


result
85-87 Steelbreak † 7+ 1 enemy Enemy counts as Armor 0. Full round
88-90 Summon † 7+ Ground A magical creature or Battle
construct of choice is
summoned in base contact
with the Mystic. The animal
has:
Agility 2
Speed 6" / +0"
Combat +0
Toughness 4
Armor 0
It attacks for +0 / +0 damage
and cannot use any
equipment.
The creature can act
immediately in the phase in
which it is summoned
This spell is only usable if
you have less than 6 warband
members and allies on the
table.
91-93 Tinker 6+ 1 ally Add +2 to any proficiency test. Full round
94-96 Torment 8+ 1 enemy If the enemy is engaged Battle
in melee while Wounded,
their opponent receives a
Combat Bonus.
97-98 Waylay 8+ 1 enemy The patrol does not move Full round
patrol (see this round. When next
Site Battle activated, they will begin
scenario, moving towards a random
p.142) Exploration Marker.
The spell has no effect on
Aware figures.
99-100 Weaken 8+ 1 enemy Negates the Tough trait. Battle

50
game rules

• Running Away •
Our groups of adventurers are brave, Enemy Morale
heroic individuals (or have nothing to
In the Tracking Phase, tally up the number
lose), but the scoundrels and vermin they
of enemy figures that were removed as
fight often are not. Even so, if a situation
casualties this battle round.
is getting out of hand, it may be time for
your warband to head for the hills! Roll D6 per figure removed, and tally up
the number of natural 1s and natural 2s.
These are Morale Failures.
Character Morale
For every Morale Failure, removed one
Player-controlled forces do not test to
enemy figure from play. Remove the
see if they run away. We assume your
figures closest to the enemy edge of the
characters will stick it out for the sake of
battlefield first.
fame, glory, or loyalty to their brothers.
Enemy Leaders will not run unless
If a moving character comes within 1”
there are fewer than 4 enemy figures
of the battlefield edge, they may opt to
remaining.
retreat from the battle as part of their
move. Remove the figure from the Aberrations and Undead are generally too
table; it cannot return to the battle in dumb or too alien to register fear, and will
progress. Note that depending on the fight to the death.
scenario played, you may have to roll
Unknown Enemy markers in any scenario
on the Flight in the Dark Table after
and any Unaware enemies in a Site Battle
the battle when doing this, to see what
scenario are not affected by Morale.
consequence may arise.
If a fight is going against you, consider
retreating before every figure becomes Realism and Morale
a casualty, even if it means giving up on Realistically, we might expect that the
Achieving the Objective (see p.130). death of leader figures or big critters
affect morale more severely than the
death of a grunt. However, as players can
focus attacks to a degree their opponents
cannot, this tends to lead to enemy morale
crumbling too quickly after soaking up
every arrow, throwing knife, and potted
plant the heroes hurl at them. Rather
than adding rules for targeting priorities,
assume that, in the hurly-burly of battle,
the enemy is more aware of dwindling
numbers around them than the status of
individual comrades.

51
game rules

• Proficiency Tests •
Various situations in the game will Some equipment can benefit particular
require a 2D6 proficiency test. This types of proficiency test, either by
serves as a simple, consistent way to allowing a reroll or a bonus to the roll.
resolve situations in the game world, A test can only benefit from one
and can account for luck, raw talent, or equipment bonus. If the equipment is
training in a particular topic. single-use, you must decide whether it
will be used before rolling, and it is used
Proficiency tests are always indicated
up by doing so.
by a target number preceding the skill
name, which is shown within
brackets. If an eligible Who, How, and
character has that skill, When
add +2 to the dice roll.
When choosing campaign
A result equal to or
activities during the
above the target number
Preparation Stage of
is a success.
the campaign turn, any
In some cases, a proficiency character in the warband
test could list more than one skill. may be selected to perform a given
In that case, any of them will work, test, but a character can only assist one
but only one bonus can be applied. campaign activity per campaign turn.
If asked to take a test while traveling
Example:
or during random events, any
“Make an 8+ [Crafting] test” means
character can be selected to perform
the character needs a result of 8+ on
the test. However, if the rules state
2D6. They may add +2 if they have
a specific character must take a test,
the Crafting skill.
only the skills of that character can
be applied. During combat, tests are
You may have other character or
always done by a specific character
situational bonuses. These are added
using their own skills.
to the roll normally, stacking with the
skill bonus.
Example:
During a battle, my warband finds
a trap that needs to be disarmed
Lack of Training
using the Expertise skill. To get the
Dedication to the magical arts is complex
skill bonus, the character attempting
and time consuming, and even former
the task must be the one with the
expertise wanes by comparison. When
skill. If we’d found a trap during a
taking a proficiency test, except for
campaign event, I could nominate
Alchemy, Mystics only add +1 when
any character to attempt the task.
possessing a requisite skill, instead of the
normal +2 bonus.

52
game rules

Game Mastering bonus and is pretty achievable without


one, while a 10+ task without any bonuses
If you are creating a custom scenario,
is unlikely to result in success.
or acting as the gamemaster for an
adventure, players may provoke all Listing more than one skill will tend to
manner of proficiency tests, from lock- make the test easier, because there’s a
picking to fast-talking town guards to bigger chance any given warband will
researching ancient spells. You can design have access to it.
a proficiency test easily as follows:
Step 3: Determine the consequences
Step 1: Decide on a target number. You of failure. Typically, you do tests either
can assign this as you see fit, but try to avoid a bad thing happening (such
keeping the range from 5+ at the easiest to as rolling to jump over a chasm), or
10+ at the most difficult. If in doubt, start to achieve something the character
with an 8+ test. wants (such as finding a secret room).
Consequences should be reasonable:
Step 2: Decide which skill is applicable, if
Try to avoid permanent destruction of
any. Remember to factor the typical bonus
equipment or loss of ability scores.
into the target number above. An 8+ task
will generally succeed with a +2 skill

• Will points •
A strong mind can change the world. On ” To remove a Stunned status and
our tiny battlefields, it won’t do quite gain the initiative at the end of a
that much, but those with uncommon melee exchange.
determination can still make a mark.
” To add +2 to a proficiency test
Some Hero characters may have a Will (declare this use before you roll the
score. A Human character may have 1 or dice). This is cumulative with all
more points of Will. Non-humans can other bonuses to the test a character
have only 1 point of Will. may have.
Will can only be used during tabletop
battles, and is regained at the conclusion
Luck
of an encounter. You may spend 1 point
If things have gone badly for a character
of Will to do any of the following at the
during battle (even if you used Will points
specified times:
to try and change your fortune), you’ve
another option to avoid injury in the
” To move an additional 4" after
aftermath. Characters with Luck points
making a normal move.
apply these when rolling for post-game
” To activate in the Quick Actions injuries. Each Luck point will save you
Phase regardless of the die assigned from a grim fate... once! See p.188.
during the Initiative roll.

53
game rules

• Starter Scenario •
Before you throw yourself and your Your Forces
newly-created warband into a full-scale
Pick out four suitably cool-looking
campaign, you may wish to practice with
miniatures. One should have a bow or
the combat rules a little. You can also play
similar ranged weapon, and the other
this with the warband below, if you want
three should have melee combat weapons.
to get right to the action.
If you are not using a newly-created
First, familiarize yourself with how the warband, use the character profiles and
battle round sequence works (pp.29-30), armaments in the table below.
and how your figures move (pp.31-32).
No special character rules apply to
Make sure you have glanced over the
anybody.
combat system (pp.39-44), although you
can cover that in-depth once you get to
that point of the scenario. The Enemy
Pick out four enemies to fight – any
figures that you like (or have on hand) will
do. Again, one should have a bow and the
rest should have hand-to-hand weapons.
Use the following profiles for the enemies:

Pre-generated Characters
Character Agility Speed Combat Skill Toughness Equipment
Blixt 2 4" / +3 +0 3 Self bow, light weapon,
light armor.
Perrin 2 4" / +3 +1 3 Standard weapon, light
armor.
Stafford 2 4" / +3 +0 4 Standard weapon, light
armor.
Sundelin 2 4" / +3 +0 3 Standard weapon, partial
armor.

Pre-generated Enemies
Character Speed Combat Skill Damage Toughness Armor Notes
Grokk 4" / +3 +0 +0 / +0 4 0 Self bow
Grub 4" / +3 +0 +0 / +0 4 0 -
Grig 4" / +3 +0 +0 / +0 4 1 -
Gryn 4" / +3 +0 +0 / +1 4 1 -

54
game rules

Setting Up Victory
You will need a few pieces of terrain for The battle is fought to the bitter end. Once
your first outing. If you are still building only one side has figures remaining, it is
your collection, you can cut out paper or the winner. For your first battle, do not
card to put on the table. make Morale checks for the enemy.
” Use a table that is 2 x 2 feet.
” Place a hill, ruin, forest, or other Coming Back
piece of terrain 4-6" across near the When you have rolled up your first
center of the table, then scatter some warband, go ahead and play through this
single trees, big rocks, statues, or battle again with the following changes:
other such items around the table.
” Use the warband you rolled instead
” Next, place the villains in a rough of the one provided.
line with 2" between each figure,
” The Morale rules are in use.
making sure each figure is in or
behind a piece of terrain for Cover. ” Add three additional foes: Grodd
(identical to Grokk, above), Grun and
” Then set up your warband, placing
Grug (identical to Grub, above).
them at least 12" from the enemy.
This training battle does not affect your
You are now ready to begin the first
warband: You earn no experience points,
battle round.
nobody gets hurt, and no special activities
are needed. However, if you complete the
training battle, you may add 1 Story Point
to your starting total.

55
game rules

• Story Points •
Five Leagues from the Borderlands While these options are usually applied
is a story-driven experience. We use during the campaign and not during
Story Points to help players improve battle, some battlefield uses could include
the narrative or just smooth over the an enemy leader agreeing to fight one
vagaries of fate. While they are primarily of your characters in single combat, or
a campaign resource, they can also be something similar.
used to tip the balance in combat. You
These types of changes can be open-
will begin with some Story Points and can
ended, and it is up to the player to decide
earn more as the game progresses.
what they consider to be “too much”. As
Typically, these are used in two different a general rule, a Story Point should not
ways – narrative and mechanical – and outright award magical items.
you may find that you like one way more
than another, or you may take advantage Mechanical Use: Specific Effects
of both. If you prefer a more mechanical approach
where the game is less malleable, Story
Narrative Use: Making Points can be used as a source of good
Something Happen fortune instead. Simply pick one of the
You can pay 1 Story Point to make options below:
something happen in the campaign, if it
” If a character was just struck by
fits with your ongoing story. This might
any attack or spell in combat, they
mean fighting a specific type of enemy
avoid it.
because that’d make the most sense right
now, having an old friend show up to help ” Roll again for any die roll you just
with a tough battle, or adding a specific made. You can use either of the two
type of location to the game map. results but cannot roll a third time.

Making Life Harder


You may want to add something to a
scenario because it’d fit your story, but
it has the effect of making things more
difficult. If this is the case, you do not have
to pay Story Points to do so. For example,
you might give the bandits you are fighting PICTURE 14?
a Troll ally, because it’d look awesome.

56
game rules

• Unusual Situations •
Sometimes, all the variables of a game can Finding Items
produce oddball situations. You can often In some scenarios, it may be possible to
solve such situations on your own, but find an item or treasure on the battlefield.
this chapter provides some suggestions Armor, Backpack, and Worn items are
for handling this. placed in the Backpack automatically.
Found weapons may be stored in a
Interpreting Rules Backpack or can immediately be equipped
In most cases, the game rules are written to the character finding them; if this would
to be interpreted in a literal manner. exceed the normal carrying limit, another
If a rule says you may do something, weapon must be added to the Backpack.
it is optional, while if the rules say you Add campaign items and gold to the
must or will do something, it cannot be warband roster sheet as normal.
avoided. If a case simply does not make
Note that backpack limits can be exceeded
sense, pick the answer that seems to make
during the battle, as experienced
for the most reasonable (or fun) outcome.
adventurers always leave an empty
satchel for any Loot acquired.
Contradictory Rules
If two rule effects seem to contradict each Campaign items and the ‘Backpack’
other, use the following hierachy: are discussed fully on pages 63 and 59
respectively.
  Event table result >
   Scenario rule >
Crashing into Things
    Magic item rule >
Some events can force a character to move
    Character ability >
(or be moved) randomly. If a character
     Standard game rule
is forced to move in this way until they
reach a terrain feature they cannot pass
Bonus Overlap
through, they will halt upon reaching it.
In some cases, multiple items of
If they move into contact with another
equipment may grant a bonus to the
character, they will halt 0.5" before
same roll. Unless specifically stated to
making contact.
be compatible by the rules, only one
equipment benefit (bonus to the roll, If an Aberration moves randomly, any
reroll, or otherwise) may be applied to a character it collides with is pushed 2"
specific die roll. in a random direction, and the creature
continues moving.
Bonuses from other sources are
generally cumulative.
Arriving in Melee
Characters arriving on the battlefield after
an encounter has started should always be
placed so they are no closer than 1" from
an enemy figure. If the indicated location
is occupied, place them 1" away.

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game rules

Equal Distance Whenever a rule, Action, or effect is


If you need to know which of two equally carried out, assume all figures are in the
distant objects or characters are closest, exact position they occupy at that specific
simply pick at random: A D6 result of 1-3 moment. For example, there is no ability
represents one possibility, 4-6 the other. to shoot at a moving figure in a position it
occupied during its move, because when
Cover is Made of People! the next figure becomes active to shoot,
Characters may not attempt a shot if the the moving figure is considered to have
Line of Sight is obscured by a friendly reached their final position.
character.
Any exceptions to these conditions will be
If a foe is partially obscured by another clearly stated.
foe, the shot must be taken against the
obscuring figure unless the more distant Rational Actors
figure is an Aberration, in which case it Characters controlled by a player will
can be targeted normally. never take an intentional Action to
harm members of their own warband.
Saving Throws For example, you cannot attack your
Many functions in the rules permit a own characters, even if some strange
“saving throw” of sorts: Rolling to prevent advantage could be obtained by doing
something from happening. If a character so. If a character is under some sort of
has multiple such saves available, they mental control, they may be attacked
should be combined into a single save freely, of course.
instead of rolling individually. Use the
When forced to make a roll for anything,
most favorable individual save and
a character will always do their best,
add +1 to the roll (regardless of how
including using all applicable skills and
many additional saves would have
bonuses they are entitled to.
been permitted).
The use of consumable, disposable, or
Example: otherwise limited-use items are always up
A character with two magical items, to the player to decide.
granting them a 6+ and a 5+ saving
throws against spells would not roll Mind Control
twice. Instead, they would receive a If a scenario dictates that a character
single 4+ saving throw.” falls under enemy control (for example,
through a hypnosis spell), they will
attempt to act as effectively as possible as
Timing Questions
per the “Rational Actors” guideline above.
Resolve each Action in turn, applying all
outcomes before moving on to the next Characters who are under enemy control
Action: This is the chronological sequence cannot access Backpack items, and cannot
in which events occur. This can result, use any single-use or limited-use items
for example, in the Actions of one figure they would otherwise have had available.
making a planned Action more difficult They will use ranged weapons normally
or impossible (such as attacks forcing an unless they are out of ammunition.
enemy out of range).

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game rules

• Equipment •
Equipment Storage The Stash
The warband may well own more than
In addition to the weapons, armor,
is in their Backpack. Settlements on the
and some other equipment that your
map can house the warband’s permanent
characters wear, your warband has a pool
Stash. This is a collection of any items and
of items that they are either carrying
equipment you decide to leave there. You
with them collectively, or that they have
can move items between your Stash and
in reserve back at the settlements they
your Backpack when you are outfitting
frequent. The additional items they
your warband.
choose to bring with them when they
leave their settlement is referred to as There is no limit to how many items can
the ‘Backpack’, while the reserve store is be kept in your Stash. For simplicity,
referred to as the warband’s ‘Stash’. track a single Stash, which is reachable
in any settlement, but if you want a more
The Backpack realistic experience, keep a separate Stash
The ‘Backpack’ is a term for the store for each location.
of items not specifically strapped to a
character and ready to use. However, it
represents items kept with the warband Equipment Damage
as a whole, rather than that carried by a Weapons, armor, and equipment may be
specific character. At any given time, any Damaged or broken during play. While
character in the warband can access the Damaged, an item cannot be used. If you
Backpack through the Use or Ready Non- possess a repair kit, it may be used to
Combat Actions, as appropriate. repair an item. Alternatively, Damaged
weapons and armor can be repaired by a
The Backpack can hold 8 items in total.
blacksmith in town, and the rules for this
As your warband would always have can be found on page 82.
a few pouches empty for loot, items
Weapons and armor of Fine quality are
found during or after a battle can
resilient, and ignore the first time they
exceed the Backpack’s carry limits, but
would become Damaged. However, they
you must reorganize things after you
are no longer considered to be Fine after
get back to town.
that point.
Note that characters fighting alongside
the warband temporarily, through a
random event or scenario rule,
cannot use any Backpack items.

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game rules

Weapons Weapon Types


Each weapon listed below details the
Weapons are divided into basic and
Type (melee or ranged), Range (if ranged),
quality weapons for game purposes.
and its Overcome Armor / Overcome
Toughness scores.
Encumbrance Limits
A character may carry the following:
Improvised Weapons
Two weapons of any type, plus either a
Nobody wants to be in this situation.
shield or a third light weapon.
A character may wear one suit of armor Unarmed Melee -1 / -1
as well as a helmet. Use this for characters using an
improvised weapon such as a rock, stick,
Weapons and armor pieces that are not
chair leg, saucepan, or simply kicking and
currently wielded or Worn by a character
punching.
can be carried as Backpack items.
A character with a ranged weapon may Basic Weapons
have special ammunition types available. Basic weapons encompass the majority of
Each time a character shoots, they may fighting implements.
select one such type to use. Once a ranged
They are the only weapons a Follower can
weapon runs out of ammunition, it is out
utilize properly.
of all available ammunition types for the
rest of the battle. Light weapon Melee -1 / +0
A dagger, cudgel, working tool, or similar.
Common Weapon Traits
Common Weapon Traits Table Self bow Ranged 18” +0 / +0
A light bow often used for hunting.
Trait Effect
Notes: Bulky; Limited Ammunition
Parry The item allows the use
of the Parry rule (p.42). Sling Ranged 10” -1 / +0
Ranged X” A character with this A cheap weapon popular with rebels and
weapon can make skirmish infantry, slings can be deadly,
ranged attacks up to the but are not very effective against armor.
distance indicated.
Notes: As slings can use simple rocks,
Bulky The character cannot
characters do not run out of ammunition.
use a shield.
Limited The weapon is Staff Melee -1 / +0
Ammunition subject to the Limited A walking stick that doubles as a
Ammunition rule (p.39). defensive implement.
Notes: Parry

Standard weapon Melee +0 / +0


A typical short sword, mace, hunting
spear, or hatchet, easily wielded with one
hand and requiring only modest skill.

60
game rules

Quality Weapons War spear Melee +0 / +0


Quality weapons require additional
A long spear or other pole arm or long-
training to be used effectively in battle.
hafted weapon, often suitable for slashing
Only Hero characters can benefit from
as well as stabbing.
the quality weapon rules given below.
If a game situation results in a Follower Notes: The wielder may always Counter
ending up with a quality weapon for some Attack in melee combat.
reason, they can swing it around enough
to count as a standard weapon (+0 / +0) in Superior Weapons
melee but cannot use a ranged weapon. Weapons can often be of superior build or
material. A weapon can have only one of
Bastard sword Melee +0 / +1 the improvement traits below.
A heavy sword suitable for use single- or
Fine Any weapon
double-handed. This profile can also be
used for large war axes. Notes: If the weapon would be Damaged,
ignore the damage, but the weapon is no
Crossbow Ranged 24" +1 / +0 longer Fine.
A mechanical weapon capable of
Balanced Melee only
launching a bolt at great velocity.
Notes: The enemy cannot gain a Counter
Notes: Bulky; Limited Ammunition. The
Attack for any reason.
character cannot move and shoot in the
same Action. Quick Melee only

Fencing sword Melee +0 / +0 Notes: The enemy cannot use the Parry
ability.
A quick blade typically intended for
single-handed thrusting attacks. Fey Steel Standard weapon, fencing
sword, or bastard sword only.
Notes: Parry
Notes: This weapon cannot be Damaged
Longbow Ranged 24" +0 / +0 or broken.
A powerful bow, requiring a great deal of
strength and training to use.
Realism and Weaponry
Notes: Bulky; Limited Ammunition
While these rules were compiled with
Throwing knives Ranged 9" -1 / +0 respect for the realism of how these
weapons perform in real life players with
Specially-balanced knives for throwing.
a keen interest in the accurate portrayal of
Notes: Characters may add their Combat medieval weaponry may find the rules fall
Skill, even if they moved. short. These rules are first and foremost
written with game-function and available
Single-use, but recovered after the battle
miniatures in mind. As such, we hope
if you Hold the Field.
military historians will forgive us!
Warhammer Melee +1 / +0
A spiked hammer, capable of punching
through steel plate. This profile can also
be used for heavy, thrusting swords.
61
game rules

Armor
A character can only wear one type of
body armor. If a character would have
more than one source of Armor rating
due to magic, special rules, or character
abilities, they receive the benefit of the
single highest Armor rating +1.

Body Armor
Unarmored
The character has an Armor rating of 0.

Light armor Shield


The character receives an Armor rating Characters with a shield receive +1 to
of 1. Armor against ranged attacks, and may
Parry against melee strikes.
Partial armor
The character receives an Armor rating Improved Armor
of 2. Armor may have any of the following
improvements:
Movement is reduced by -0" / -1".
Fine Any
Full armor
If Damaged, ignore the damage, but the
The character receives an Armor rating
armor is no longer Fine.
of 3.
Fey Steel Partial or full armor only.
Movement is reduced by -0" / -2".
The armor cannot be Damaged.
Knight armor
The character receives an Armor rating of Enemy Armaments
3, but cannot Dash. To speed up play, enemy armaments are
not usually detailed. If nothing else is
Enemies cannot benefit from any bonus to
stated, enemies are armed with standard
the Overcome Armor roll.
weapons, while archers carry a self bow
and light weapon. An enemy may be listed
Additional Armor
as carrying a specific type of weapon,
These items may be worn in addition to
in which case they receive the normal
any regular type of armor.
bonuses associated with it. Some foes may
Helmet also receive inherent bonuses in combat
that are not weapon-specific.
If a character wearing a helmet rolls a
double on the post-game Injury Table Enemies with an Armor rating are
(11, 22, 33, etc.), they are simply knocked assumed to have any armor (or natural
out. The Injury does not take effect, but protections such as scales or fur) that
the helmet is Damaged (see p.59). This fits your miniature. They always move
applies even if the Injury roll would have according to the normal rules, with no
resulted in no negative effects. adjustments for armor worn (or not).
62
game rules

Assorted Items Camp gear(B)


Characters have restrictions about where The well-prepared traveler frequently
assorted items can be stored: finds themselves grateful for such
preparations. When in camp, add +1 to all
Items marked with a B must be stowed in
proficiency tests required by campaign
your Backpack to be used.
activities or camp events.
Items marked with a C are Campaign
items. Campaign items may be used even Coil of rope (S, B)
if they are Stashed. You never know when a good length of
rope ends up coming in handy.
Items marked with a W are Worn, but
must be assigned to a specific character, When making a [Wilderness] test, you
who cannot wear two of the same general may use the rope to reroll one or both
type (i.e. two cloaks). dice.
Discard Single-use items (S) after use. Crafting materials (S, C)
Bandages (S, B) Fine oils and fragments of black iron to
improve the quality of a weapon. A skilled
An assortment of bandages, ointments,
smith treats some of these materials as
and other medical supplies.
semi-mystical.
Take a Use Action during battle to negate
Give any one weapon or armor piece the
the effects of 1 Wound.
Fine quality.
If you have to fight two battles in one
campaign turn, using bandages will allow Delvers kit (S, B)
a character to take the field even if they A supply of odd pieces of kit such as
have to recover from injuries. If they wooden poles, marbles, and small
are injured in the second battle, add the mirrors. Experienced delvers insist you’ll
recovery times together. (This rule cannot find a use for all this stuff.
be used under any other circumstances.)
Automatically pass a failed [Wits] or
Brave mule (C) [Expertise] test during a Site Battle.
A loyal animal, strong and stout, if slightly Fine wine (S, C)
stubborn.
The difference between this and the local
The warband can carry 1 additional swill is that this won’t make you wish you
backpack item for a total of 9 items (you had died the next morning. Also the price.
cannot use multiple mules – you are an
Give to a Disgruntled character to remove
adventuring warband, not a caravan!)
the status, or sell for D3 Gold Marks.
Bottle of Red Duck (S, B)
Fine Arrows/Bolts (W)
Potent booze of foreign make.
Paying special attention to the
Gives the drinker 1 point of Will, usable ammunition can make all the difference
any time during a battle. If the character for a sharpshooter.
already has Will, add it to their current
The carrier may increase the range of a
pool. When the battle ends, the extra point
self bow, longbow, or crossbow by +3".
is lost.
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game rules

Congealed Strands (S, C) A character that became a casualty due


to a Poison attack or similar recovers
The spell flinger says it is a chunk of
without needing to roll on the post-battle
“cosmic vibration under considerable
Injury Table. The Herb has no effect
static entropy, allowing its facilitation in
mid-battle.
dweomer and arcana”. Whatever.
Used to cast spells, a Congealed Strand Mystic trinket (S, B)
can be used in place of a normal Strand at Mystics tend to be loaded down with all
any time, but does not expire until used. manner of talismans, bones, potions, and
other miscellanea.
Holy water (S, B)
A Mystic may use this to cast a second
Both the old gods and the new abhor
spell in the same battle round.
those that transgress against reality.
Requires a Use Action. Only usable against Mystical ring (W)
Fey or Undead. The user may select a target Some old rings were made by the gods,
within 6" to be struck by the vial of holy and only show their true nature to the
water. The attack Hits automatically with worthy. Others are just old rings.
+3 / +1 to Overcome Armor/Toughness.
The ring must be worn by a Hero to have
Icon  (W) any effect. Each time the Hero gains an
experience advancement roll, roll 2D6.
An engraved icon of one of the gods. A
On a roll of 11 or 12, you receive a vision
sign of devotion and dedication.
granting you a Quest. On any other score,
Add +1 to [Devotion] tests. nothing happens.

Large quiver (W) Once worn by a Hero, the ring will


have no effect if given away, traded or
Nobody ever ended a battle wishing they’d
otherwise used by another character.
carried fewer arrows.
A character who would have run out of Potion of fortune (S, B)
ranged weapon ammunition may make A bubbling, purple brew that smells a
one additional shot during the battle if little bit like berries.
they have a large quiver.
The first time the character suffers any
Map-making kit (S, C) ill effect from a combat Hit, trap, fall, or
other source of harm (Stun, Wound, or
As few maps exist (let alone reliable ones),
casualty), ignore it completely. The potion
travelers often draw their own.
has no effect on magical attacks, only
After traveling from one Map Area to physical damage.
another, use the kit to chart a secure route
between them. When traveling between Ironshield root (S, C)
those two locations in either direction, A slightly bitter root that dulls the ability
you may opt not to make a Travel roll. to feel pain and weariness.

Misty water-flower  (S, C) Use before an encounter to give a


character a +1 Toughness bonus (to a
The petal of the misty water-flower can be
maximum of 6) for the duration of
boiled into a remedial tea.
the battle.
64
game rules

Old dusty manual (S, C) When playing a Defensive Battle, you may
add +1 to every spotting roll made during
Scholars often feel compelled to leave
the Enemy Infiltration step.
behind their expertise in written form.
This manual describes the finer details of Silvertree leaf (S, C)
a particular skill (selected randomly from Warriors always keep a few leaves from
the table on p.24). If a character studies the silvertree on hand.
the manual, they receive a +1 bonus to
One dose allows you to reroll the result of
any proficiency test using that skill. The
post-game Injuries. If the character would
character does not need to have the skill
originally have died, increase recovery
to benefit, but the bonus is cumulative
time by +D3 campaign turns.
with the normal +2 skill bonus. The bonus
is permanent. The book falls apart after They have no effect on rolls on the Flight
someone reads it. in the Dark Tables.

Ranger’s cloak (W) Spell-breaker herb (S, C)


A sturdy green cloak originally worn by an An acrid-smelling herb. Crushing it will
old military order from the North. dilute magical energies in the vicinity.
Grants a +1 bonus to [Wilderness] and When targeted by a spell, you may use
[Scouting] tests. If the character has either these herbs to nullify the effect. The
or both skills, the bonus is not cumulative, character avoids all effects of the spell. If
and only the skill bonus applies. a spell would affect multiple characters,
other targets are affected normally.
Rations (S, C)
Reserve nutrition for uncertain moments. Springwind berries  (S, C)
While they are usually used for baked
When rolling for Upkeep Costs (p.81), you
goods, consuming a handful of these
may consume rations to reduce the cost
berries raw boosts vitality and energy.
by 3 Gold marks. Only one set of rations
can be eaten each time. Use before an encounter. The character
increases Speed by +1" / +1" for the
Repair kit (S, C) duration of the encounter.
Basic tools and spare bits of wood, metal,
and leather. Strange map (S, B)
It’s not clear who drew this, but it marks
Us this to fix any one Damaged item.
an area you have missed in your travels.
Scout’s cloak (W) Add an Unexplored Location to the
A dark, hooded cloak for clandestine work. Wilderness of your campaign map.
When moving during the Sneak Up step of Talisman (S, W)
a Raid scenario, rolls to spot this character
“Good luck is guaranteed with this,” said
are at a -2 modifier.
the merchant.
Set of alarm traps (S, B) If a roll on the post-battle Injury or Flight
Nothing says professional assassin like in the Dark Table would result in the
stepping on a string attached to a jar full character dying, roll D6. On a 5-6, they
of rocks. miraculously survive by the grace of the
65
game rules

old gods. On any other roll, they perish as limitations (from darkness, fog, or during
normal. In either case, the talisman is lost. site battles).

Thief tools (W) Vital information (S, C)


A belt loaded with various long pieces of You have found a cache of documents that
metal, tiny blades and other clandestine may prove of considerable help. Roll D6:
implements.
D6 Outcome
Grants +1 bonus to all [Expertise] tests. Result
This is cumulative with a skill bonus.
1 You may immediately reveal
Tonic (S, C) and place a single Hidden
location.
A surprisingly pleasant-tasting mixture of
herbs, designed to improve recovery and 2 Add D6+1 Adventure Points.
prevent infections. 3 The next time you undertake
Use this at any time to reduce the recovery a Quest, you may roll on the
time of a character by 1 campaign turn, Quest Find Table immediately.
though a character can only benefit from This may be used immediately,
one tonic per campaign turn. if acquired while on a Quest.
4 You may negate the next
Torch (S, B) Enemy Plans Table result in
It’s really just a stick with cloth soaked the campaign.
in sticky, flammable material. But why 5 Add a Map Area with a Delve
overcomplicate something like this? to the Wilderness.
During battle, a warband member who 6 The information may be sold
is not using a shield or a Bulky weapon off. Treat it as a valuable from
may carry a torch. This creates visibility the Loot Table worth D6+1
within 6", allowing shots to be taken at Gold Marks.
illuminated figures despite visibility

… 27, 28, 29…” the spear got in the way. By the time I’d
gutted him, there was no sign of the boss.”
G’hen counted off the silver coins,
occasionally stopping to wipe one off. “30, 31… 32. Plus 3 rusty swords and some
plants. Not exactly the haul of a lifetime.”
Sal grimaced as Jorn treated the wound
The tall Easterner finished the tally of
to her arm. It had gone deep, but better in
their goods.
pain than in the grave, as her father had
always said. Jorn spit on the ground.
From beside the camp fire, Krarl broke his “Guess it’s a good thing we killed these
near-perpetual silence: “Did any of you guys for a good cause then, huh?”
see where the big guy went?”
Krarl laughed, the hacking, rasping
Jorn shook his head with a frown. sound echoing through the ruins.”
“I was going after him, but the one with “Yeah, a good cause.”

66
INDEX

Part 2:
THE CAMPAIGN
Starting the campaign 68
PREPARATION 75
adventures 91
Encounters 113
THE ENEMY 151
RESOLUTION 187

67
67
the CAMPAIGN

• Starting the Campaign •


This chapter will walk you through setting Step 2: Establish Settlements
up a campaign. Think of the campaign as
The next step is to determine how many
a framework for your gaming experience:
settlements are in the area, and how
The same characters might participate in
large they are. Roll D100, and consult the
multiple campaigns over time, with each
Settement Population Table, below. This
campaign acting as a chapter in their story.
will give you the number of settlements of
each size: hamlet, village, and town.
Step 1: Set Up the Region The game is more immersive with named
The first step is to create the region of the settlements. If you are short on ideas,
world you will be playing in. As there’s not adapt placenames from where you live,
much adventure to be had in a safe and giving them a fantasy-sounding twist.
civilized lands (usually!), we can assume
that it’s some distance into the backwater. Settlements
Next, roll on the Settlement Type Table
Pick a suitable name for the region you
for each settlement, adjusting the roll
are going to adventure in. It is tempting
by -10 for a hamlet, and +10 for a town.
to use stereotypically ominous, “dark”
The result tells you about the nature of
sounding fantasy names like Fellwater or
the settlement, which could be a noble’s
The Grim Mountains (or worse), but bear
in mind that the place could have been
named by people wanting to live there. Quick Play >>
Make the first settlement a Town (Market
Town), the second a Hamlet (Monastery),
the third a Hamlet (Manor), and the fourth
a Village (Market Town).

68
the CAMPAIGN

manor house and surrounding cottages, Settlement Population Table


a monastery and adjoining lands, tribal
D100 Hamlet Village Town
camp grounds, or anything else you find
result
appropriate to your game world.
01-10 0 1 1
While some combinations may seem
counter-intuitive, let your imagination 11-30 1 1 1
connect the dots: For example, a ‘village’ 31-45 2 0 1
may be a ‘Market Town’ on market day,
46-60 0 2 1
yet have a meager resident population the
rest of the time, while a seasonal ‘town’ 61-75 1 2 1
may gather itself around a ‘Nomadic
76-90 2 1 1
Camp’ celebrated for its music and fare.
91-100 2 2 1

Settlement Type Table


D100 result Location is Effects
10 or lower Scattered Farming Community Upkeep Costs will not exceed
Less of a village proper, and more of 2 Gold Marks per campaign
an extended network of closely linked turn while you are here.
farms.
11-20 Military Outpost Add +1 to the roll when
There are too few troops here to mount choosing the Recruit
any concerted action, but living behind campaign activity.
a sturdy palisade does feel reassuring.
21-30 Nomadic Camp You can choose the Hunting
One of many roaming cultures has set Expedition campaign
up a long-term camp here. They will be activity here.
gone by the next season, but for now,
they are happy to welcome you.
31-40 Monastery Add +1 to the roll when
A settlement has grown up around this choosing the Study campaign
place of prayer and contemplation. activity.
41-55 Manor If you visit the blacksmith
The community has gathered at the here, you may pay to repair
gates to the extensive manor of a 2 items.
local noble.
56-80 Market Town The first time you visit here
A established community of common during the campaign, add
folk, trying to live a peaceful existence +1 Adventure Point.
in a world that is anything but.
81 or above Trading Hub You may pay 1 Gold Mark
The town is built along an important to receive one additional
road or river, making it a natural Rare Goods roll once per
pause for merchants. campaign turn.
69
the CAMPAIGN

Step 3: Create Your Map Locations


Everything on the map that can be
You play the campaign on a map of the
interacted with is a Location. Except when
region your warband is in. You can borrow
Traveling, the warband is always at a
a map from an existing fantasy world or
Location, which might be a village to rest
create your own. The exact scale of the
in, an old ruin to explore, a cultist hide-
map isn’t important, and can be as simple
out, or any number of other things.
or as elaborate as you like. You could use
a notepad to keep track of locations, but When new Locations are added to the
exploring a cool map will make the game game, the rules will tell you if they are
far more appealing and exciting. added to an existing Map Area. If the rules
do not clarify, then the Location exists in
For now, mark each settlement on the
the Wilderness, and a new Map Area is
map, placing them some distance apart,
created for the new Location.
and leaving plenty of empty space for
Wilderness exploration later.
Example:
Then fill in 4-5 place names on the map, While traveling to a Location, I find
such as rivers, forests, mountain passes, a new Unexplored Location which I
swamps, etc. This is just for flavor, but it add to the Wilderness. When I draw
will make building the story much easier it in on my regional map, I can
when you begin playing. technically put it anywhere that isn’t
a Map Area already, but it’ll make
This is all you need to do with your map
the most sense to put it along the
until the campaign begins. As you play,
path I would have been traveling.
you will fill in the map with things you
find in the game world.
Hidden Locations
Some Locations may be Hidden. Hidden
Map Areas
Locations are not placed on the campaign
The map is divided up into Map Areas.
map. During the campaign turn sequence,
These are not a fixed size but large enough
you will have a chance to track them down.
that it’d take your warband several days to
travel through on horseback. Map Areas Once you locate a Hidden Location, place
can be any shape you like. If using a hex it on the campaign map. In some cases,
map or similar, just treat each hex as a a location may become Hidden. If so,
Map Area. If you are using a free hand remove it from the map. When the location
map, or drawing on a pre-existing one is rediscovered, roll for the location again,
that does not have hexes, you do not need using the normal mechanics for Hidden
to divide the whole map into Map Areas Locations (see p. 86).
in advance.
Unexplored Locations
These are places of interest that you have
Wilderness
been told about, but have not investigated.
The part of the world that has not yet
They remain mysterious until you choose
been explored is known as Wilderness.
to travel to them.
Wilderness does not take up specific space
on the map – there is as much Wilderness The campaign can generate quite a
as there needs to be. few of these. If you find you are getting
overwhelmed or prefer a tidier map, you
70
the CAMPAIGN

can cap their number at four. If you are Step 4: Determine Threats
at the cap, you may opt to ignore any new
Each region is under attack from dangers,
Unexplored Location unless it is tied to
seeking to overthrow and corrupt the land
the completion of a Contract or Quest.
for their own ends. We refer to these as
Threats. The Threats you select are the
Marking Your Position main foes of your campaign, and you will
You will need to mark your current do battle against these foes many times.
position in some way, such as placing a One of the goals of the campaign is to
token on your map or writing down your eliminate these from the region, to make
current location. A painted miniature on it safe for people to live and prosper there.
horseback is a visually pleasing way to go
There are two categories of Threats:
above and beyond.
Foes Within and Foes Without. Random
D100 rolls can be used to determine these,
Moving Around the Map if desired, but you are free to pick the foe
Moving to another Map Area always to fit a particular story idea, or match your
requires a Travel roll, which can result miniatures collection or which figures you
in additional drama (see p.111). Once you would like to paint up next.
arrive in the Map Area, you may arrive
at any Location of choice within the area.
Foes Within
Moving between Locations within the
These are Threats that lurk everywhere
same Map Area does not require Travel.
in the Human realms, undermining the
If you fight an encounter, and there is fabric of civilization and Humanity. Select
a settlement in your current Map Area, two of the following:
your warband may go there immediately
Foes Within Table
afterwards without a Travel roll.
01-25 The Ruin Within
Maps and the Battlefield Criminals and murderers, compelled
If your map has terrain on it, you should by a dark power.
use that to inform your tabletop terrain Choose this to fight bandits and brigands.
in battle: If you are fighting in a forested
region, set up the table with lots of trees 26-50 The Whispers from Beyond
and dense brush, and if you are in the A sickness lies upon the land, bringing
mountains, place plenty of rocks, and so the stench of unnatural sorceries.
forth. This is not a requirement, but it
Choose this to fight undead and cultists.
does greatly enhance the immersion.
51-75 The Gnawling Horde
Beast-like hordes that emerge from
underground to reclaim the world.
Choose this to fight animal-people.
76-100 The Ice-heart Court
Cruel elf-kind leading the armies of the
old forest.
Choose this to fight tree-folk and fey.
71
the CAMPAIGN

Foes Without Step 6: Place Additional


These are Threats that creep in from the Points of Interest
border regions, whether to infiltrate or
Pick a spot on the map that is away from
to invade. Select one of the following
settlements, and add a Delve to it. This
or, if you prefer, roll D100 to randomize
is an old ruin, underground complex, or
the Threat:
similar place to explore.
Foes Without Table
Pick a second spot and add an
01-25 Duskling Warbands Unexplored Location. To find out what it
Ruthless warlord-driven raiders. is, you will need to search it out.

Choose this to fight fierce warriors. Finally, for each of the three Threats,
place a Camp for every Threat. Place them
26-50 The Oldest Kin anywhere you like in the Wilderness.
Venerable reptilian armies from These are areas the enemy uses as
another time or world. temporary headquarters.
Choose this to fight lizard folk. These locations all exist in their own Map
51-75 The Curse of War Area and require travel to get there.

A brutal war becomes a curse upon the


land. Step 7: Note Down Hideouts
Choose this to fight ghouls and war Note on your warband roster sheet that
cultists. each Threat has a Hideout somewhere in
76-100 The Faceless Kingdom the region. These are Hidden, and must be
discovered before you can attack them. As
An invading army, advancing under such, do not place them on the map.
cruel beast-totems.
Hideouts represent rallying points for
Choose this to fight disciplined military the enemy, where their leaders supervise
forces. their actions, and gather weapons.

Step 5: Establish Threat Step 8: Select a Start Point


Levels
Finally, select a spot on the edge of the
You should now have three types of
map. This is where you start, and you will
Threat. Select one as the primary enemy
need to make a Travel roll (see p.111) to
and give it a Threat Level of 6. Give the
reach a location to begin adventuring.
other two Threats a Threat Level of 5.
Threat Levels are a measure of the power How Difficult Do You Want It?
the enemy wields in the area. The aim of You may want a campaign experience
your campaign is to reduce all Threats to that is easier, or has an increased level of
Threat Level 0 in the region. challenge to make the game more tense.
As these options are best employed with
If that happens, you have pacified the area
some experience under your belt, they are
and the campaign comes to a close.
provided in the Appendices (see p.219).
See the Victory and Defeat chapter (p.211) If you want to adjust the difficulty, apply
for what to do when that happens. these changes now.
72
the CAMPAIGN

• The Campaign Structure •


You play the campaign as a series of Each expedition or battle brings you closer
campaign turns, each of which consists of to unveiling the locations of your enemies,
four stages: A Preparation Stage where improves the support you can draw upon,
you can undertake various activities in and helps bring safety back to the people
town, the more dangerous Adventuring of the villages and valleys. You can think of
Stage and Encounter Stage when Adventure Points as being your campaign
patrolling, exploring, and clearing of progression. Most of the things you will
local Threats often results in battle, and need to accomplish will have a cost to
a Resolution Stage where you determine be paid, usually in Adventure Points.
the outcomes, such as injuries and Adventuring and exploring allows you to
experience. earn Adventure Points.
You always begin the campaign with 0
Adventure Points Adventure Points unless you were given
any points at character creation. During
As you adventure and explore the world,
the campaign, whenever Adventure Points
you will become better prepared to face
are awarded, add them to a common
the evils that lurk in the shadows. This
pool, and track them on your warband
may be reflected in experience, weapons,
roster sheet. Adventure Points are always
magical items, and more.
specific to the campaign’s region. Once
It is also represented by the accumulation you leave that region, the Adventure Point
of Adventure Points. pool resets to 0.

73
the CAMPAIGN

Earning Adventure Points Example:


You earn Adventure Points by doing any While fighting against a Threat, we
of the following activities: defeat a Captain as well. We roll a
D6 for defeating the Threat, being
Adventure Points Awards Table awarded 3 points. The Captain adds
an additional point as well, for a
Activity Adventure
total of 4 Adventure Points. If we
Points Gained
had lost, we would not get the D6
Victorious Enemy D6 points (as we were not victorious),
Threat Encounter but we’d still claim 1 point for
or Raid defeating the Captain.
Victorious Ride 1
Patrol
Adventure Milestones
Defeat an Aberration 1 per Aberration
There are several opportunities during
Defeat a Unique Foe 2 a campaign to spend Adventure Points
Defeat a Lieutenant 1 in an attempt to achieve an Adventure
or Captain Milestone. These Milestones are detailed
where the opportunities arise, but
Finish a Contract 1
include:
” Locating a Hidden Location.
” Gaining additional money.
The mace crashed against Jorn’s shield, ” Upgrading the local settlement.
scattering sparks in every direction.
” Reducing the Threat Level after a
He staggered under the impact, waves
victorious battle.
of pain echoing through his arm and
shoulder. Taking a half-step backwards, ” Promoting a Follower to become
he feinted, aiming a blow at the side of a Hero.
the hulking fiend. Any normal enemy
You can attempt multiple Milestones in
would have taken the bait, but not this
one campaign turn, but each specific type
behemoth.
can only be attempted once per turn.
The sword sliced open flesh and leathery
To attempt an Adventure Milestone, spend
skin, but the only response was a
1 to 6 Adventure Points from your pool.
repetition of the mad, whistling howl the
outcast always made. Another blow struck Next, roll D6: If the roll is equal to or
the shield, and a chunk of it clattered below the points spent, the Milestone is
along the stone floor. achieved. Otherwise, it fails. Regardless of
the outcome, the points are lost.
“Krarl, if you still have that holy water,
this would be a fantastic time to make
yourself useful!”

74
INDEX

preparation

• The Preparation Stage •


The focal point of each campaign turn associated with a location where it can
is usually a tabletop battle encounter, be performed. These are shown in the
though some turns may be more peaceful. campaign activity descriptions over the
following pages, and are usually either
While a campaign turn doesn’t have
Town only, Camp only, or Town/Camp
specific in-world duration, around a week
(where the activity can be performed in
can be seen as typical. Beginning a turn
either). Again, note that in this context,
with the Preparation Stage, the warband
‘Town only’ can mean in any settlement.
will be either ‘In Town’ or ‘In Camp’:
” You are “In Town” if you are
currently in the same Map Area as Your First Campaign Turn
any settlement, whether hamlet, In the first turn of the campaign, you are
village, or actual town (see pp.68-69). arriving in the region and therefore do not
begin the game In Camp or In Town. Skip
” You are “In Camp” if you are in a
all of the Preparation Stage and go to the
Map Area that has no settlement, or
Adventuring Stage to make a Travel roll
you are in the Wilderness.
(p.111). Usually you will want to head to a
East step of the campaign turn allows town in the first turn.
a number of campaign activities, each
75
PREPARATION

Step 1: Local Events 27-31 Damaged equipment


Roll D100 on the Town Events Table (if While working with your gear, an item
‘In Town’), or Camp Events Table (if ‘In broke.
Camp’), and apply the result immediately.
Select a random warband member.
A random item they are carrying or
Quick Play >> wearing becomes Damaged.

For Quick Play, ignore this step. 32-34 Just drunks and yokels
It’s slim pickings for potential recruits.
If this is a hamlet or village, you cannot
Town Events Table
Recruit this campaign turn. If it is a
1-7 And so the story went town, you can only recruit Followers,
not Heroes.
The warband spends an evening
musing on their travels so far, and 35-39 Wandering healer
where they might end up. A medical doctor is traveling through
Add +1 Story Point to your total. town and offers his services.
8-13 Supportive locals Select an injured character, and mark
one turn off their recovery time. If this
You meet some friendly townsfolk who
heals them completely, they can act
offer you a helping hand.
normally this campaign turn, including
You may take one additional campaign joining you in battle.
activity this campaign turn.
40-42 Villagers aid you in patrolling
14-17 Useful tales
Rumors of enemies nearby motivate
One of the town elders tells you a tale the townsfolk to form a militia.
of old times. Something about it stands
You will receive 1 extra Adventure
out to you.
point if Patrolling this campaign turn,
Add +1 Adventure Point. during the Adventuring Stage.
18-22 Offerings of food and shelter 43-46 Town crier
Friendly townsfolk give you a place to At the town square, a messenger tells of
sleep and a bit to eat. a potential job.
You do not have to pay Upkeep this Generate a Contract this campaign
campaign turn. turn. If you opt to take the job, it pays
23-26 The law cracks down +1 Gold Mark.
Some of the town elders have been 47-50 Renowned scholar
speaking out against the rampant A scholar is passing through town with
gambling going on. his retinue.
No Gambling campaign activities can If you take a Study campaign activity
be taken this campaign turn. this campaign turn, you may add +2 to
the roll.

76
PREPARATION

51-54 Gambling craze 68-71 Market day


Everyone has decided to pick up All sorts of goods are being traded
games of chance, and a lot of money is today, many of them of little interest
changing hands. but you never know.
If you take a Gamble campaign activity If this is a village or town, you may
this campaign turn, after rolling, you generate one additional Rare Goods
may choose to make a second roll. If you item this campaign turn.
do, apply both results.
If you are in a hamlet, you spend the
55-60 Field work needs doing day talking to the locals as they peddle
A community like this always has various trivial goods. Roll D6, and add a
much that needs doing. merchant Friend on a 5-6.

You may spend any of your campaign 72-75 Pickpockets!


activities helping with the fields. Someone with long fingers helped
You receive 1 Gold Mark for the first themselves to your money.
activity, and 2 more for the second. In
If you have any coin, you now have a bit
a hamlet, if you spend two activities
less. Lose -1 Gold Mark in a hamlet, -2
doing this, they will also pay your
in a village and -3 in a town. If you don’t
Upkeep Costs for the campaign turn.
have enough, they take what you had.
61-64 Got in a fight
76-79 The tavern owner shows off
Someone in the warband got in a fight
One of the locals feels that being seen
with one of the locals. They flattened
giving you free food and shelter will
the yokel, but now the family wants
help his business. You are happy to
recompense.
oblige them.
If you have a Friend, you can call on
You do not have to pay normal Upkeep
them to speak for you. Roll D6: A result
this campaign turn, and if this is a
of 5-6 means they are available and
village or town, you can choose to stay
can convince the locals. Otherwise,
for another campaign turn without
you must either pay D3 Gold Marks
having to pay the normal upkeep.
or forfeit all campaign activities this
campaign turn. 80-83 A gift
65-67 Youthful volunteer The town smith has been working on
something for you.
A promising young person offers to
join you on your adventures. The local smith gives you a Fine
Standard Weapon.
You may add a Follower to your
warband, and immediately roll on
the Flash of Insight Table (p.195). If
you turn them down, you may claim 1
Adventure Point instead.

77
PREPARATION

84-87 Weapons shortage Camp Events Table


Lack of raw materials has made it 1-7 And so the story went
hard to find what you need. The warband spends an evening
You cannot purchase any weapons or musing on their travels so far and
armor this campaign turn if you are where they might end up.
in a hamlet or village. Treat any result Add +1 Story Point to your total.
on the Rare Goods Table indicating
weapons or armor as no item. Towns 8-13 Camped in a good location
keep stockpiles around. You cannot The area you are in seems to be
purchase any non-rare items, but if particularly bountiful.
you roll a weapon or armor item on the Add +2 to any Hunting Expedition or
Rare Goods Table, it can be purchased Forage for Herbs campaign activity this
if you pay +2 Gold Marks. campaign turn.
All Blacksmith repair costs are 14-17 The lay of the land
increased by +1 Gold Mark this turn.
You have time to do a bit of scouting
88-92 Something for the road from some high ground.
A kindly old person packs you lunch. Add +2 Adventure Points.
The locals give you one pack of rations. 18-22 Roots and berries
93-95 Aggravated wounds You’re able to find a supply of simple,
A wound is taking longer to heal edible things easily.
than expected. You only pay 1 Gold Mark in Upkeep
A random injured character does not Costs this campaign turn.
recover naturally this campaign turn, 23-26 Poor hunting grounds
and must increase their recovery by 1 The forest is strangely quiet. No sign of
turn instead. Items and activities that anything larger than a mole.
reduce recovery time are still effective
normally. If nobody is injured, a random You cannot choose the Hunting
character wakes up with a sore shoulder Expedition campaign activity this turn.
and moans about it all day long. 27-31 Damaged equipment
96-100 Swindled While working with your gear, an item
broke.
The scoundrels!
Select a random warband member.
Roll D6. If you roll a 1-5, you lose -2
A random item they are carrying or
Gold marks. If you roll a 6, you lose -6
wearing becomes Damaged.
Gold Marks (or all your money if you
don’t have that much). You may add 32-34 Stormy weather
a revealed Enemy Camp to the same It is all you can do to set up your tents,
Map Area you are in. The enemy will let alone do anything in the driving
automatically be Sneaky Thieves from rain.
the Ruin Within Enemy Table. You
You receive one less campaign activity
do not gain any Adventure Points for
this turn.
attacking them, but will get your money
back if you Hold the Field.
78
PREPARATION

35-39 Wandering healer 47-50 Friendly ranger


A wandering healer sees your campfire. One of the tough folk that patrol the
In return for a bit of food, they offer to forests shares your camp fire.
have a look.
Add a ranger Friend.
Select an injured character who can 51-54 Rust and wear
mark one turn off their recovery time.
Constant exposure to the elements is
If this heals them completely, they can
doing a number on your gear.
act normally this campaign turn.
40-42 We should give this a look Select a random warband member
tomorrow wearing any items of armor. A random
armor piece becomes Damaged.
While collecting firewood, you see
something that draws your attention. 55-60 Saw a choice animal
One of the warband members can’t
Add an Unexplored Location to the
stop talking about the beast they
current Map Area.
spotted.
43-46 Planning for tomorrow
If you choose the Hunting Expedition
You are able to get the lay of the land,
campaign activity and succeed, you may
which should make the next day’s
roll twice on the Rewards Table and
journey much faster.
keep both results.
You may select a location that you can
reach in the Adventuring Stage without
making a Travel roll.

79
PREPARATION

61-64 Injured while foraging 84-87 This life is wearing on you


While looking for firewood, a member Sleeping in the wilderness is making
of the warband got hurt. you feel your age.
A random uninjured warband member A random injured character does not
becomes injured and must recover for 1 recover naturally this campaign turn.
campaign turn. Items and actions that reduce recovery
65-67 Hard going out here time are still effective normally. If
nobody is injured, this has no effect, but
Your food supplies are almost depleted
the oldest character gripes all day.
and there’s little to be found here.
88-92 A roaming visitor
If you have any rations, you can eat
While you are sitting around, you have
them now. If not, you are going to go
a visitor.
hungry. You’ll be fine now, but the
first time you are in town and have Conduct a normal Traveler Encounter
money, you must spend 2 Gold Marks to see what they are up to (see p.114). If
restocking your supplies. the result suggests a battle encounter,
68-71 A star-lit night where the your warband is merely involved in a
faeries sing tense standoff instead. Whatever the
result, the warband must complete
They say on nights like these, the faerie
their Preparation Stage steps.
folk select who they will protect.
93-95 Infected wounds
A random character receives the
A wound has become infected.
benefits of being Blessed (see ‘Pray’,
p.84) next time they engage in battle. A random injured character becomes
72-75 Attacked! ill. You can expend a dose of misty
water-flower to cure the infection.
A wild beast attacks you in the night.
Otherwise, make a 9+ [Scholar] test for
You fight it off, but not before it causes
the character selected to help them. If it
considerable damage.
fails, and they are a Follower, they die. If
Select a random warband member and it fails and they are a Hero, add 3 turns
make an 8+ [Wits] test. If they fail, they to their recovery time and they cannot
are injured for 1 turn, and a random recover from any source, natural or
item they carry is Damaged. otherwise, this campaign turn.
76-79 Rain gets into everything If no characters are injured, a random
The constant damp has damaged some character has the sniffles and spends a
of your sensitive equipment. few days feeling sorry for themselves.
Select a random character with a bow 96-100 The enemy is tracking you
or crossbow (any type). It becomes You feel like you are being observed all
Damaged. night long.
80-83 Time on your own You are unable to attempt any
Occasionally, it’s nice to have time to Adventure Milestones this campaign
think. turn. However, if you fight a Threat
battle this turn, you receive +2
A random Hero gains +1 XP.
Adventuring Points.
80
PREPARATION

Step 2: Hard Times Healing


During this step, you manage the finances If any characters are Injured, they will
of your warband as well as track the need to recover for a certain number of
recovery of those injured in battle. Both campaign turns before they can adventure
the Upkeep Costs and Healing campaign and fight again. While recovering, the
activities must be performed. character cannot use any skills.
If you paid your Upkeep Costs, all
Upkeep Costs (Town / Camp)
recovering characters may reduce their
A warband has many associated costs to
recovery time by 1 campaign turn. If you
keep functioning: Food, ale, replenishing
did not pay, only a single character can
arrows, ale, paying for accommodation,
reduce their recovery time.
repairing clothes, and ale.
If you have any tonics available, you
Unless this is the first turn of the
can have a character drink it to cut
campaign, you must pay Gold Marks to
1 campaign turn off their healing time.
cover your upkeep costs. The costs are
based on the number of members in the
Step 3: Campaign Activities
warband. Temporary allies, captives, and
In addition to the Upkeep Costs and
similar characters traveling with you do
Healing campaign activities in Step 2, the
not count towards Upkeep Costs.
warband can take 2 campaign activities
from the following during Step 3:
Upkeep Costs Table
Warband size Upkeep Blacksmith Settlement only

1-6 D3 Forage for Herbs Camp only


Gamble Settlement only
7-8 D3+1
Hard Work Settlement only
9-10 D6
Help the Town Guard Settlement only
11+ D6+1
Hunting Expedition Camp only
Live off the Land Camp only
If you do not have enough coin to pay,
randomly select a warband member. Meet the Locals Settlement only

” If the selected character is Loyal, Mystic Expedition Camp only


they lose the status. Pray Settlement/Camp
” If the selected character is Recruit Settlement only
Disgruntled, they abandon the Scout Camp only
warband. Study Settlement/Camp
” If the character has neither status, Train Settlement/Camp
they become Disgruntled.
Visit the Town Healer Settlement only
You may use the Help the Town Guard /
Live off the Land campaign activities to Some activities require a proficiency test.
avoid paying this cost (see pp.83, 84). If A character can only contribute to one
so, you pay nothing but must choose the campaign activity proficiency test per
appropriate activity this campaign turn. campaign turn.
You will count as having paid your costs.
81
PREPARATION

Blacksmith Table
Item is Hamlet cost Village cost Town cost
Light Armor 1 1 1
Partial Armor 3 3 2
Full or Knight’s Armor Unavailable Unavailable 3
Any other armor pieces 1 1 1
Basic Weapon 1 1 1
Quality Weapon 3 2 2
Any other item 1 1 1

Blacksmith (Settlement only) Gamble (Settlement only)


Adventuring is rough on your equipment, Surely these yokels can’t be that good at
even before you factor in someone trying playing cards.
to kill you with a mace yesterday.
Wager 2, 4 or 6 Marks (but no more than
If you have Damaged items, you may visit you have available), and roll D6.
the blacksmith to have them repaired. The
smithy can repair one item per campaign Gambling Table
turn. The cost is shown on the table above.
D6 result Gambling Result
If a character passes a 9+ [Crafting] test,
1 Make a 10+ [Wits] test. If
you can repair a second item during the
you pass, you lose half your
same activity. The cost must be paid for
wager, if you fail, you lose
both repairs normally, but you only need
the entire wager.
pay if the roll succeeds.
2 You lose half your wager.
Forage for Herbs (Settlement only) 3-4 You do not win or lose any
The treasures of nature are there for the money.
taking, if you know where to look.
5-6 You win 1 Mark for every 2
Make an 8+ [Wilderness] test. Success that you wagered.
locates 1 dose of herbs. A final result of
11+ finds 2 doses. Roll D6 on the table Hard Work (Settlement only)
below for each dose. See pp.64 and 65 for There’s always things that need to be
details on each type. done. Carrying sacks of turnips and
repairing fences isn’t much work, but it
Foraging for Herbs Table pays the odd coin.
D6 roll Herbs Earn 1 Gold Mark in pay. Take an 8+
[Crafting] test to receive 1 additional
1-2 Springwind berries
Gold Mark.
3-4 Silvertree leaf
5-6 Ironshield root

82
PREPARATION

Help the Town Guard Hunting Expedition (Camp only)


(Settlement only) You set your sights on a particularly
A night of breaking up drunken brawls fine beast.
and watching for wolves trying to take a
Make an 8+ [Wilderness] test. If you
chicken, but it’s honest work.
succeed, roll on the table below to see
This option is not available in a Hamlet. what you got out of it.
Your Upkeep Costs are offset this
campaign turn, in return for patrolling
the streets at night.

Hunting Expedition Table


D6 Hunting result
result
1-2 You obtain food equal to D3+1 rations.
3-4 You obtain animal pelts worth D3+1 Gold Marks.
5 You have no luck, but you find something that warrants further investigation.
Add an Unexplored Location to the same Map Area you are in.
6 You find suspicious tracks that suggest enemy activity. Add +1 Adventure Point.
83
PREPARATION

Meet the Locals Table


Hamlet Village Town Motives Notes
01-20 01-35 01-45 A brief chat You talk for a little while before you
each move on.
21-55 36-55 46-55 Establish useful The locals are on your side. Add +1
contacts Adventure Point.
56-85 56-75 56-65 Spend time It is nice to take a moment to relax.
having a drink Add +1 Story Point.
86-100 76-100 66-100 Contract offer You discover the town has a problem.
Roll up a Contract (p.100) and decide
if you want to take it or not.

Live off the Land (Camp only) Pray (Settlement / Camp)


Subsistence level hunting and foraging Whether you venerate the old gods or the
isn’t glamorous, but it is free. new, putting in a good word can’t hurt.
As you hunt for food and some pelts to Select a character. They are Blessed: If
barter for new bow strings, your Upkeep they are injured during this campaign
Costs are off-set this turn. turn, you may add +5 to the D100 roll on
the post-battle Injury Table or Flight in
Meet the Locals (Settlement only) the Dark Tables.
You spend time talking to the good folk.
The character may make a 9+ [Devotion]
Roll D100 on the Meet the Locals Table test to have the blessing last until they
above to see how it goes. Make sure to use need to roll on either table. If the test fails,
the right column for the settlement size. the blessing only lasts this campaign turn.

Mystic Expedition (Camp only) Recruit (Settlement only)


You set out to find natural sources of There are always travelers and
magical energy to harness and preserve. mercenaries looking for a job.
Make a 9+ [Alchemy] test. If you succeed, Cost: 1 Gold Mark
you find 1 Congealed Strand.
Make a 7+ [Leadership] test. The roll is
-1 in a hamlet, +1 in a town. If you succeed,
Choices, choices you may add a new warband character.
Once your warband has begun play, new
” If you currently have three or more
recruits don’t have to be Human. Human
Heroes, the new recruit is a Follower.
remains an option, but you can choose an
origin that you do not currently have in ” If you currently have only one or two
your warband. Similarly, a recruited Hero Heroes, you may recruit a Follower,
may be a Mystic if you warband does not or pay 2 additional Gold Marks to
currently have one (costing a total of of 5 recruit a Hero.
Gold Marks: 1 for recruiting, +2 for a Hero,
A failed roll means the money is lost on
and an additional +2 for a Mystic).
buying drinks for the local townsfolk.

84
PREPARATION

Scout (Camp only) Step 4: Trade (Settlement only)


Spending time preparing for a journey is During this step you can buy and sell
never time wasted. equipment in any order you like. You can
buy anything listed on the Common Goods
Make a 9+ [Scouting] test. If you succeed,
Table (see p.88), but only one of each item
you may select a location that you can
can be bought per campaign turn.
reach in the Adventuring Stage , and make
it there without making a Travel roll. Additionally, if you are in a village, you
may roll once on the Rare Goods Table
Study (Settlement / Camp) (see p.89). If you are in a town, you may
Time reflecting on your experiences can roll twice. If you like, you can buy either
lead to unexpected developments. or both items for the cost listed. Hamlets
do not receive Rare Goods unless an event
Make a 9+ [Scholar] test. If you succeed,
grants extra rolls, in which case they can
roll up a random skill on the Skills
be taken as normal.
Table (see p.24). You may assign it to
any character that does not have any Items can be sold for 1 Gold Mark per
skill currently. item. If in a Town (only) enchanted items
can be sold for 1D6 Gold Marks. This
Train (Settlement / Camp) may be far below their actual value, but
If you have time to sit around, you have between wear-and-tear and no average
time to practice. peasant needing a two-handed fire demon-
sword of slaying, it’s the best you can do.
Select a Hero. They receive 1 Experience
Point. If you have found valuables as Loot, you
may sell them for their Gold Marks value.
Visit the Town Healer In a hamlet or village, you can sell one per
(Settlement only) campaign turn, while in a Town you can
Healing poultices and some herbal tea sell any number.
is just what is needed when you have a
You can also attempt two Adventure
broken rib and multiple stab wounds.
Milestones during this step (see below).
Cost: 1 Gold Mark
Select a single injured character and ADVENTURE MILESTONES
reduce their recovery time by 1 turn. You
may select a character that just had their Gather Money
final turn of recovery time. If so, they can You may attempt to call in extra resources
join you in battle this campaign turn. from the community. Make an Adventure
Milestone roll (see p.74). If it is achieved,
earn Gold Marks equal to the die roll.

Invest in the Community


If you are in a hamlet, you may attempt to
encourage more people to move in. Make
an Adventure Milestone roll (see p.74).
If it is achieved, upgrade the hamlet to a
village for the rest of the campaign.

85
PREPARATION

Step 5: Research Connections Table


You may wish to do some preparatory
D100 Connection
work for the adventures ahead. During
result
this step, you may carry out a roll for
connections, or you may attempt to track 01-40 No result
down a Camp or Hideout. 41-55 If you have a Friend on your
warband roster sheet, one of
Roll for connections them decides to send you aid.
(Settlement / Camp)
Every character has contacts: People they Roll D6:
have met, people they used to travel with, 1-2: +1 Adventure Point.
old war buddies, and so forth. You may 3-4: +2 Gold Marks.
roll D100 to see if you hear from one of 5-6: +1 Story Point.
these contacts. The roll is optional if your
56-65 If you are in the same Map Area
plate is already full of things to do.
as a Town, you may take the
offer of a Contract (see p.100).
ADVENTURE MILESTONE Otherwise, treat this as no
result.
Discover Hidden Location 66-90 You may take the offer of a
Specify which location you are searching Contract (see p.100).
for, and then attempt an Adventure
91-100 You may undertake a Quest
Milestone (see p.74). If it is achieved, you
(see p.105).
have identified the location in question:
Roll D6 to determine the placement of the
location, and mark it on your map.

Hidden Location Table


D6 result Placement
1-3 Same Map Area as a random
settlement
4-5 In the Wilderness.
6 If there is an Unexplored
Location on your map,
randomly pick one, and
place the Camp or Hideout
in the same Map Area. If not,
place it in the Wilderness.

Once a location has been found, you may


visit it at any time using the normal rules,
without seeking its location. Some events
can cause a location to become Hidden
again. If so, it must be located anew, and a
new roll for placement is required.

86
PREPARATION

Discover hidden locations When you have decided which of these


(Settlement / Camp) options to pursue, complete Step 7,
Some locations in the region – such as below, before proceeding with the
most enemy Hideouts – will be Hidden, Adventuring Stage.
and must be tracked down before you can
travel there. This is accomplished through Step 7: Outfit for Adventure
use of the Adventure Milestone on the Once you know where you are going,
previous page. select which equipment you will need
going on your belts and in your packs.
Step 6: Decide Your Adventure
The warband may bring up to 8 items in
Choose what you would like to do this
their collective Backpack. These are the
campaign turn. The following options
items you can utilize during an Encounter
(detailed fully in the Adventures section,
this campaign turn. Note that, for
p.91) include:
simplicity, Backpack items are not carried
” Explore a location by a specific character. Anyone can use
them if the need arises.
” Battle an enemy Threat
Anything not packed is Stashed
” Ride Patrol
somewhere safely in town or on your
” Carry out a Contract draft horse, and can be retrieved when
you return.
” Rest up
” Quest (if applicable)

87
PREPARATION

Each character can carry their weapons Common Goods Table


and armor without counting them as an
Common Goods Cost Availability
item. Any spare weapons must be in the
Backpack if you want access to them. Standard weapon 1 Any
After Step 7 of the Preparation Stage, Standard weapon 3 Village/Town
you are ready to progress to the (Fine)
Adventuring Stage. Light weapon 1 Any
Staff 2 Any
Trade Tables Sling 2 Any
Common Goods Self bow 5 Any
Any item on this list can be purchased Bastard sword 8 Village/Town
for Gold Marks. Due to limited stocks,
you can only buy one of any given item Warhammer 8 Village/Town
during a campaign turn, but you may buy War spear 8 Village/Town
multiple different items.
Fencing sword 6 Village/Town
Some items can only be purchased in
Longbow 10 Town
a settlement of a certain size or above:
Where availability is shown in the Crossbow 10 Town
Common Goods Table below as “Any”, Light armor 2 Any
that item can be purchased in any size of
settlement. “Village/Town” means the item Light armor (Fine) 4 Village/Town
can be purchased only in a village or town. Partial armor 6 Village/Town
“Town” means it can only be purchased in
Partial armor (Fine) 10 Town
an actual town.
Helmet 3 Any
Item Types Shield 4 Any
Any character can use weapons from the
basic weapon list (standard weapon, sling, Bandages* 2 Any
light weapon, staff, self bow), while only Brave mule 12 Any
Heroes can use quality weapons. Armor
and equipment are not restricted. Camp gear 5 Any
Coil of rope* 4 Any
Congealed Strand* 6 Town
Realism and Costs
Costs and availability are based entirely Misty water-flower* 6 Any
around keeping the game interesting and Rations* 3 Any
challenging. They should not be taken as
indicative of a pre-industrial economic Silvertree leaf* 6 Any
system might work, and closer scrutiny Tonic* 4 Any
would soon yield the relative costs as
unrealistic. However, remember that this Torch* 1 Any
is a game of adventure, not economics! * Single-use

88
PREPARATION

Rare Goods D100 Rare Goods Cost


When rolling for Rare Goods items, roll result
D100 on the table below. Items are only 70-71 Ranger’s cloak 6
available in the campaign turn they were
rolled, and only one of each item can be 72-74 Scout’s cloak 6
purchased. Unlike common items, there 75-78 Set of alarm traps 4
is no settlement-size requirement. All
79-82 Spell-breaker herb 4
single-use items remain single-use, even
when of a more rare variety. 83-88 Strange map 5
89-93 Talisman 5
Rare Goods Table
94-97 Thief’s tools 8
D100 Rare Goods Cost 98-100 Item of choice +2
result
Select any item from
01-05 Weapon of choice (Fine) +5
the Rare Goods Table,
Select any weapon on but pay the normal
the Common Goods list. cost +2.
Add +5 to the cost. It
has the Fine trait.
06-09 Throwing knife 5
10-13 Full armor 15 This looked like trouble.
14-15 Full armor (Fine) 25 From outside it might seem like any other
16-19 Shield (Fine) 8 heap of old rubble, but if you knew what to
look for, it looked like trouble.
20-22 Bottle of Red Duck 5
23-26 Ironshield root 4 Gresh sniffed in disdain. If the letter had
been right, the cult used this place as a
27-31 Repair kit 6 meeting ground. There were signs of burnt
32-35 Springwind berries 4 material scattered in the bushes nearby. Odd
stains in the sand. Things you shouldn’t look
36-39 Crafting materials 8
at too closely.
40-44 Delver’s kit 5
Where did all these people come from
45-49 Fine wine 4 anyway? They could be at home, minding
50-52 Fletched arrows / bolts 8 their farms and herding sheep. Instead
(Fine) they spent their evenings chanting to
forbidden gods.
53-56 Holy water 5
Gresh scoffed, and drew the long knife at his
57-60 Icon 8
belt. Tonight, the chants of the cult would be
61-63 Large quiver 10 rewarded, but not exactly in the manner they
64-67 Map-making kit 5 had expected.

68-69 Mystic trinket 4 Hopefully, they’d have some silver in their


pockets, at least.
D3 available. Pay for
each.
89
PREPARATION

• MANY ROADs TO ADVENTURE •


Preparation Stage p.75
Explore a Location* p.92
Step 1: Local Events Choose between:
Step 2: Hard Times • Settlement or other location*
Step 3: Campaign Activities • Enemy Camp*
Step 4: Trade (Town only) • Enemy Hideouts*
• Delve*
Step 5: Research
• Monster Lair*
Step 6: Decide your Adventure • Unexplored Location*
Step 7: Outfit for Adventure Each of these will define a scenario type
and foe for the main Battle Encounter.

adventuring stage p.91 Enemy Threat* p.97


Step 6 of the Adventuring Stage • Choose Threat
offered 4 options (or 5-6, if your •R oll for Location, Activity,
warband has accepted a Quest or and End Goal
Contract): see related paths.
Contract* p.100 / Quest* p.105
While choices and results during
this stage can define the scenario If Quest, roll for
type and foe for the Encounter Location, Task, and Foe
Stage, some choices and results
require *Travel, which may tempt or
distract the warband away from their
intended destination. Travel (If applicable) p.111
Possible Travel Events outcomes include:
• Traveler Encounter
Rest Up Ride Patrol p.99 • Defensive Battle
p.75 • Unexplored Location (which may be
Depending on roll: investigated immediately)
• Traveler Encounter
n.b. Some outcomes may force the warband
• Meeting Engagement
to Camp without reaching their intended
• Enemy Plans
destination.
• Unexplored Location

ENCOUNTER stage p.113


It is possible for two Battle Encounters to
occur in the same campaign turn.
Resolution stage p.187
Traveler Encounters are resolved first,
Step 1. Collect Adventure Points including any Battle Encounter that arises
from the Traveler Encounter.
Step 2. Check for Injuries
Step 3. Check for Advancement Any Battle Encounter resulting from
the choices made during Step 6 of the
Step 4. Roll for Loot
Preparation Stage is then resolved.
Step 5. Roll for Unusual Finds Enemy numbers are now determined...
Step 6. Settle In and battle joined!
Step 7. News Travels
90
INDEX

ADVENTURES

• The Adventuring Stage •


The second stage of the campaign turn is Note that locations that are still Hidden
the Adventuring Stage. During this stage, cannot be traveled to, as they are not yet
you embark on the adventure you chose placed on the region map.
for this campaign turn during the Decide
Your Adventure step of the Preparation Rest Up
Stage (see p.87). This will have been one of The safe option if you have multiple
the following: injured characters and need to recover.
You must be in a settlement to use this
Explore a Location
option. No Travel is required. Proceed to
You explore or deal with anything that
the Resting Up chapter (see p.96).
has been added to your map.
Select a location on your region map that Battle the Enemy Threat
you wish to visit. This can be a Delve, You focus on earning Adventure Points.
Settlement, Hideout, Camp, Monster Lair,
Tracking and facing down the enemies
Unexplored Location, or anything else you
that lurk is the primary duty of an
have marked. These locations and how to
adventurer.
explore them are detailed on pages 93-96.
Select the Threat you would like to fight,
This option requires Travel first if you are
and proceed to the Enemy Threat chapter
not in the same Map Area (see p.111).
of this section (see p.97) first. Facing a
Threat may then require Travel (see p.111).
91
adventures

Ride Patrol Encounter Locations


Your option for a lower-risk mission.
This involves patrolling the local area and
Enemy Camps
You have tracked an encampment of your
looking out for bandits and trouble.
foes. As you sneak closer, it is time to
Proceed to the Patrol chapter of this destroy them.
section (see p.99) without a Travel roll.
The enemy uses Camps as staging grounds
for launching attacks, as well as rallying
Carry Out a Contract
points. Every Camp is part of a specific
Select this option if you want to get paid.
enemy Threat.
This option is only available if a Contract
Most Camps are known, but random
has been offered to you. Proceed to the
events can cause them to become
Contracts chapter of this section (see
Hidden. Do not place a Hidden Camp on
p.100). This may require Travel (see p.111).
the map or explore it until you achieve
a Adventure Milestone to reveal it. If a
known Camp becomes Hidden, remove
Two Battles in One Turn
it from the map; it may show up in a new
If you have a battle while traveling, you
location, once you have detected it again.
may find yourself facing two combat
encounters in the same campaign turn. If When exploring a detected Camp, proceed
this is the case, the following rules apply: to the Encounters section (see p.113), and
set up Scenario C: Camp Raid (p.137).
” Complete the Resolution Stage
normally to determine injuries,
Enemy Hideouts
experience points, etc. You may issue
You have located a Hideout used by your
any found items to your characters.
foes. You must eliminate their leadership
” You may use any relevant healing to drive them from the region.
items you have available before
Hideouts are used by the enemy to
engaging in the second battle.
coordinate their efforts, store supplies,
” You may select 1 injured character, and conduct nefarious deeds. Every
and reduce their recovery time by Hideout is part of a specific enemy Threat.
1 turn. If this reduces their recovery
Hideouts may be Hidden or known. Place
time to 0, they may join you in the
known camps on the region map. Do not
second battle.
place a Hidden Hideouts on the map or
” You must complete all encounters explore it until you achieve an Adventure
for this turn before proceeding to the Milestone to reveal it. If a known Hideout
next campaign turn. becomes Hidden again, remove it
from the map; it may show up in a new
” When rolling up the enemy force,
location, once you have detected it again.
reduce the enemy numbers by
1 figure for the second battle. When exploring a detected Hideout,
proceed to the Encounter section (see
If an unusual sequence of rolls suggests
p.113) and set up Scenario D: Hideout
a second battle during a turn while still
Raid (see p.139).
traveling, ignore the second encounter.

92
Adventures

Delves ” Apply Enemy adjustments to


You have discovered an old ruin or the number of enemy figures
underground complex filled with generated. All additional forces are
dangers and the promise of treasure. Melee Troopers.
A Delve requires multiple battles to be ” Leader adjustments are leadership
fully explored. Each time you visit a figures in addition to those that
Delve, set up a battle using Scenario E: would normally be present.
Site Battle (see p.142). Unless the event
” Exploration Markers indicates
that placed the Delve on the map stated
how many extra markers should be
otherwise, you will use the Lurking
placed on the table.
Foes Enemy Table (p.180) to determine
your foes. ” Loot rolls indicates how many
additional rolls you may make if you
Delves consist of multiple areas, each
Hold the Field.
of which will require a tabletop battle
to explore. We refer to these as Depths,
Progressing in a Delve
though they may be levels of a dungeon
You always begin a Delve at Depth 1.
or cave complex, areas of a ruined keep,
When you complete the objective, you
or anything else you can think of. Number
have finished a Depth. You cannot explore
the Depths: The first Depth is always 1, the
a previously cleared Depth a second time,
second is 2, and so forth.
but you may return to a new Depth of the
same Delve. You cannot undertake two
Depth Completion
Depths in the same campaign turn as your
Each time you complete a Depth, roll a
warband will be too exhausted.
D6. If the roll is below the Depth number
you just completed, you have reached the Retreating from a Depth before Achieving
end of the Delve and completely cleared your Objective causes it to be generated
it out. If the roll is equal to or above the from scratch the next time. You may
current Depth number completed, there is choose to use the same map layout, or a
another Depth to explore. brand new one as you prefer.
Once you have finished every Depth in
Depth Danger
the Delve, it is fully explored; it can be
Delves get more dangerous the deeper
removed from your map, although you
they go. As you play, make adjustments
may prefer marking it with a little flag or
to the Site Battle according to the Delve
similar, to celebrate your triumph. It has
Depth Table, below:
no further function in game play.

Delve Depth Table


Current Enemy Leader adjustments Exploration Markers Loot rolls
Depth adjustments
1-2 - - - -
3-4 +1 - +1 -
5 +2 +1 Captain +1 +1
6-7 +3 +1 Unique Foe +2 +1
93
adventures

Monster Lairs Unexplored Locations


You have discovered the lair of a
At various points in the game, you will
dangerous monster, and must prepare
be instructed to add an Unexplored
an assault to destroy it. No doubt the fact
Location to your map. If the text
that such lairs are usually full of treasure
specifies that it is near a known location
never crossed your mind.
(typically a settlement), add it to the
Lairs are often difficult to find a way into. same Map Area. Otherwise, place it in
When the warband arrives at a Lair, the its own Map Area, out in the Wilderness.
entrance must be located. Take an 8+ If the rules do not dictate the location is
[Scouting] test to breach the Lair. If you near an existing point, always place it in
are here because of a Quest, Contract, or the Wilderness.
other mission, add +1 to the roll.
When reaching the location, roll D100
If the attempt succeeds, you can assault on the following table to determine what
the Lair immediately or during any you find. The reveal may result in a map
future turn. Mark the Lair with an feature being added. If so, place it where
asterisk on your map. Once breached, it the Unexplored Location was on your map.
remains so for the rest of the campaign.
If the reveal leads to a location that can
If the attempt fails, you must Camp, and
result in a battle (such as a Delve) you
try again in a future campaign turn. You
may explore it immediately, or choose to
receive a +1 bonus (non-cumulative) to
wait. If a battle takes place, proceed to the
any future attempts.
Encounters section (see p.113).
Once the assault is made, proceed to play
Make sure to update your map with any
Scenario F: Monster Lair (see p.148).
revelations and finds.

94
Adventures

Unexplored Locations Table


D100 Location Notes
result
01-05 Trouble brewing You find clear signs of enemy troop movements. Make
an Enemy Plans roll immediately (see p.207). There is
nothing else of note here.
06-15 Old ruin A wanderer tells you of an old ruin, crawling with fiends.
Resolve a Traveler Encounter (see p.114), and add a Delve
to your map.
16-25 Wilderness Just untamed wilderness. Nothing to do here… but it’s
very inspiring.
26-35 Suspected Something left tracks here. Make an 8+ [Pathwise] test
monster haunt to follow them. If you succeed, mark a Monster Lair on
your map.
36-43 Tunnel complex Deep underground vaults untouched by the light. Add a
Delve to your map.
44-50 Small Add a hamlet to your map.
community
51-58 Monster lair Mark a Monster Lair on your map.
59-63 Enemy camp Add an Enemy Camp to the current Map Area.
Randomly select which Threat it represents. This Camp
is not Hidden.
64-70 Natural You find natural resources that the folks back in town
resources can collect and put to use. +3 Gold Marks.
71-75 Fey woods Nobody knows what they might find within the faerie-
haunted woodlands. If you want to investigate, fight a
Site Battle against an enemy from the Ice-heart Court
Threat Table (even if this Threat is not present in your
campaign region).
This battle does not award any Adventure Points. If you
Hold the Field, claim an additional Loot roll (p.196),
and roll on the Unexplored Locations Table again
immediately to see what you find in the woods. If you
roll ‘Fey woods’ again, treat the result as ‘Old ruin’.
76-83 Tracks leading You have found signs of something dangerous. If you
to a lair want to follow them, fight a Site Battle against an enemy
from the Roadside Enemy Table (p.177). If you Hold the
Field, gain +2 Adventure Points.

95
adventures

D100 Location Notes


result
84-89 Haunted site You find an old crumbling heap with an air of evil
hanging over it. If you opt to investigate, fight a Site
Battle against an enemy chosen from the Whispers
from Beyond Enemy Table (p.157), even if they are not
otherwise present in your campaign. If you Hold the
Field, claim 1 Story Point as the restless spirits find
peace. You also uncover something in the rubble: receive
one additional Loot roll. This battle does not award any
Adventure Points.
90-94 Isolated Add a hamlet to the Map Area. They offer you a place
community to stay. Begin the next campaign turn In Town. You may
roll up a Contract to see what they need help with. If you
complete this job, add a villager Friend.
95-100 Treasure site You have found signs of treasure. If you want to search
for it, fight a Site Battle rolled from the Lurking Foes
Enemy Table (p.180). If you Hold the Field, you gain three
additional rolls on the Loot Table afterwards.

• Resting Up •
Every hero needs a bit of time to rest Note: If your warband Rests Up during
and recuperate. a campaign turn, don’t forget to count
this non-adventuring turn against any
If you begin the campaign turn in a
countdown during a Contract or when
settlement, you may opt to Rest Up
Enemy Plans are already in motion.
instead of adventuring. If you do this,
you do not fight a battle or Travel
during this campaign turn. You earn
no Experience Points or rewards.
This option is most useful when
multiple characters are
injured and need to
recover.

96
Adventures

• ENEMY THREAT •
News has reached you of enemy schemes Enemy Threat Location Table
being carried out, and you must race to This table determines where on the
block them. campaign map the threat is located.
To fight a battle against a Threat, you will If the enemy is not in the same Map Area
need to establish the context around the as you, you must Travel before you can
battle: Where the Threat is, what they are fight them.
doing, and what their end goal is. This is
done by rolling on the three Enemy Threat
tables below. To speed things up, you can Quick Play >>
simply roll three D6 simultaneously, and
For Quick Play, use only the Enemy
assign the die that fell furthest to the left
Threat Location Table. Unless an event
to the first table, the middle die to the
has informed you otherwise, you will play
second table, and the die furthest to the
Scenario A: Meeting engagement.
right to the third table.
Note that some results will modify the
encounter. If a roll would add a trait to an
Enemies won’t wait forever
enemy that already has it, no additional
You will fight normally if you reach the
changes occur.
enemy this campaign turn. If it takes you
After rolling on all three tables, proceed a further turn to reach them (next turn),
to the Battle Encounter section of the you must increase the enemy encounter
rules (see p.120) to build your encounter, size by +1 figure. If you are unable to reach
applying any modifiers and adjustments them during the following turn, their ploy
from the Enemy Threat Activity Table. succeeds, and you are treated as having
lost the mission.
Enemy Threat Location Table
D6 Location of the enemy Notes
result
1-3 Current Map Area The enemy is in the same Map Area you are
currently in.
4 Near the largest The enemy is in the same Area as the largest
settlement in the settlement in the region. If two are of equal size,
region determine randomly.
5 Near a randomly Randomly select a settlement. The enemy is in that
selected settlement Map Area.
6 Wilderness location Add a new location to the map in the Wilderness.
The enemy will be in this location, and you must
make a Travel roll to reach them (see p.111).

97
adventures

Enemy Threat Activity Table


This table determines what the enemies
are currently doing.

D6 The enemy is.. Notes


result
1 …preparing to attack Add +1 Adventure Point, if you Hold the Field.
villagers
2 …waiting in ambush All enemies gain the Awareness trait (see p.152).
3 …returning from a raid If the scenario allows a roll to Seize the Initiative,
the warband adds +1 to the roll.
4 …passing through The enemy will use the Unknown Enemy rule
when you play the encounter (see p.122).
5 …counting their pillage Add +1 Gold Mark, if you Hold the Field.
6 …hunting your warband All enemy Ranged Troopers receive the Poison
trait if they do not have it already.

Enemy Threat End Goal Table Objective Failure


This provides an insight into the long If you fail to Achieve your Objective in
term goals of the enemy forces and how the battle (see p.130), or you fail to reach
that will affect you in the overall story. the Threat in the following campaign
The specific Objectives to be achieved turn, remove them from the map, and the
during the tabletop battle are determined consequence listed in the Enemy Threat
by the scenario played. End Goal Table is applied.

D6 Overarching goal is If you fail to Achieve your Objective in the battle…


result to…
1 …establish a larger Roll D6: On a 4-6, they will construct a Camp in
presence in the region the Map Area where they were located. If a Camp is
already present in the Map Area, they will upgrade it
to a Hideout. The location is not Hidden.
2 …undermine your Next campaign turn, you are unable to attempt any
progress Adventure Milestones.
3 …cause chaos and Lose -3 Adventure Points.
carnage
4 …carry out part of the Roll on the Enemy Plans Table (see p.207).
overall enemy scheme
5 …gather information Next time you fight this Enemy Threat, add +1 to the
number of enemies encountered.
6 …entrench themselves Roll D6. If the roll is higher than the level of the
further Threat you faced, increase it by 1 point.

98
Adventures

• Ride Patrol •
You mount a quick patrol around the way. Patrols are often less risk and can
area, looking for troublemakers and be a good option for a weaker party or a
signs of banditry. party that is recovering from injuries.
When undertaking a Patrol for the Roll D100 on the Patrol Encounter Table
town watch, you are on the look-out for below to see what you find.
anything you might run into along the

Patrol Encounter Table


D100 You encounter Notes
result
01-15 A traveler Roll up a Traveler Encounter (see p.114).
16-65 Unsavory types Set up a Meeting Engagement battle (see p.130) using
the Roadside Enemies Table (see p.177). They will use
the Unknown Enemy rule in the encounter.
66-80 All kinds of folk Roll up a Traveler Encounter (see p.114). If this
encounter does not result in a battle, Contract, or
Quest, set up a Meeting Engagement battle using the
Roadside Enemies Table (see p.177)
81-90 Signs of danger Randomly select a Threat that remains in the region.
You may choose to fight a Meeting Engagement battle
against them. They will use the Unknown Enemy rule
in the encounter.
If you opt not to fight, roll on the Enemy Plans Table
(see p.207). If no Threats remain, enjoy the day off!
91-100 A wanderer who Add an Unexplored Location to the current Map Area.
says they have seen You may explore it immediately, if you wish.
something odd
99
adventures

• Contracts •
Someone needs a job done and is willing Some events require knowing the “closest
to pay you in coin, gratitude, or both. settlement”. Determine this simply by
looking at your map. If needed, make a die
If a Contract is offered to you, generate
roll to randomly select a settlement.
the details using the tables below. You
can generate all details of each Contract
Contract Type Table
before deciding if you want to accept
one. If multiple Contracts are offered at D100 result Contract Type
the same time, you can accept only one,
01-09 Chase off group
however you may have multiple Contracts
you are working on if they were offered at 10-19 Locate item
different times, or from different sources. 20-28 Deliver goods
You need to roll D100 twice. The first roll 29-38 Retrieve item
determines the source of the Contract.
You can roll up any rewards in advance to 39-46 Aid community
see the exact amount. All rewards are paid 47-56 Rescue individual
out if you complete the job successfully.
57-65 Escort individual
Failing a Contract has no consequences
unless it was given by a Friend. If so, 66-75 Negotiate deal
the Friend becomes unavailable for the 76-83 Gather information
remainder of the campaign, as they are
forced to deal with the issue themselves. 84-92 Explore area

The second D100 roll is made on the 93-100 Slay beast


Contract Type Table below to determines
what the job in question actually is. Each
contract type is detailed hereafter.
Contract Source Table
D100 Source of the Contract Reward for completion
result
01-14 Individual 1 Gold Mark and add a villager Friend to your
warband roster sheet.
15-25 Friend or Individual D3 Gold Marks. If you have any Friends on your
warband roster sheet, the request comes from one
of them, and you add +1 Story Point for completion.
26-45 Townsfolk D3+1 Gold Marks.
46-70 Town council D6 Gold Marks.
71-80 Secretive group +3 Adventure Points.
81-90 Local noble D6+2 Gold Marks.
91-100 Local clergy D6 Gold Marks. +1 Adventure Point.
100
Adventures

Contract Types
Secondary Characters
Chase Off Group
Some contracts may result in a temporary
Your job is to confront a dangerous
character joining the warband. They
group, and drive them off.
are always Followers, and come with no
Location: The group is in the current equipment, though they may be outfitted
Map Area. Add a Camp to the region map, with any of the warband’s spare items
populated by enemies from the Roadside you like. If they are slain, or the job is
Enemies Table (see p.177). over (whether it was a success or failure),
you may reclaim your items. Temporary
Activity: Drive them off during a normal
characters do not count towards Upkeep,
Camp Raid scenario (see p.137).
but are considered part of the warband for
Success condition: To complete the job all other purposes, and must be deployed
you must Hold the Field (see p.150). in battle.
Time limit: You must complete the job They have a profile of Agility 1, Speed 4" /
within 3 campaign turns. +2, Combat Skill +0, Toughness 3.

Locate Item
Deliver Goods
A trinket of great sentimental value has
An item must be picked up and then
gone missing. It could have been taken
delivered safely to a recipient.
anywhere now.
Location: Randomly determine two
Location: Various (see below)
different settlements on the map.
Activity: Various (see below)
Activity: You must travel to the first
Success condition: Every time you settlement (which may be the current
complete one of the activities below, one) to pick up the item, then travel to the
you may roll D6 to see if you have second to deliver it.
located the item:
Success condition: Goods delivered.
Location is Item Time limit: The package must be
found on delivered within 4 campaign turns.
Achieve your Objective at a 4+
Delve Depth Retrieve Item
Raid a Camp or Hideout and 5+ A trinket was lost out in the middle of
complete your objective nowhere, and needs to be brought back
safely.
Defeat a Unique Foe in 5+
melee combat Location: Add an Unexplored Location in
the Wilderness.
Arrive at an Unexplored 6+
Location Activity: Explore the location. If a
battle or potential encounter results,
Once the item has been located, return
the item will be placed in the center of
to the location where you received the
the battlefield and must be retrieved by
Contract to get your reward.
Holding the Field, or moving a character
Time limit: None. into contact with the item during the fight,
and taking an Interact Action.
101
adventures

If the location is a Delve, the item is Rescue Individual


always found on Depth 1. Someone has gone missing. Whether they
were lost or captured, you need to get
Success condition: The item must
them back.
then be brought to the location where
you obtained the Contract. If you Location: Add an Unexplored Location
do not retrieve the item during the to the same Map Area as the closest
first battle, it is lost, and the Contract settlement.
cannot be completed. If the location
Activity: When you visit the location,
does not present a battle, the item is
determine what you find normally. If
permanently lost, and the Contract
you find a battle or a location that would
cannot be completed.
create a battle (such as a Delve), you will
Time limit: You must travel to the have to rescue the person during the
location within 3 campaign turns. Once battle. During a Delve, they are always
the item is in your possession it must found at Depth 1.
be returned to the location where you
Place the captive in the center of the
obtained the Contract within 2 further
table. Until they are freed, they can take
campaign turns.
no Actions and are ignored by the enemy.
A warband member in contact may free
Aid Community
the captive as an Interact Action. From
The community is increasingly worried
the following battle round onwards, the
about dangers prowling the fields and
captive acts according to the Secondary
valleys nearby.
Character rules (see p.101). During this
Location: The nearest settlement. rescue scenario, they can be retreated off
the battlefield safely, and no characters
Activity: The settlement requires 3 Ride
will have to roll on the Flight in the Dark
Patrols to be carried out.
Tables. They will test normally if forced
Time limit: You have 5 campaign turns to to retreat from future battles. If you Hold
finish the job. the Field, you may rescue them at your

102
Adventures

leisure. If you are forced to retreat from Activity: You must attempt to negotiate
the battle without freeing the captive, the a deal with a local representative in each
Contract fails. location (treat each randomly generated
location as a separate negotiation, even
Success condition: Once rescued, you
if they are in the same geographical
must return to the location where you
location). This is done at the same time
obtained the Contract. If no opportunity
as your campaign activities but does not
for battle presents itself, then there is no
count against your campaign activity
trace of the missing person, and all you
limit. The character undertaking the
can do is bring back the sad news, and the
Negotiation cannot add their skills to any
Contract cannot be completed.
other campaign activity that turn. Make
Time limit: You must visit the location an 8+ [Speech] test. If you have a Friend in
within 2 campaign turns, or the the region, you may draw on them to help.
Contract fails. They will add a +1, but on a failed test,
they become unavailable for the rest of
Escort Individual the campaign, as they are bogged down in
Someone needs to carry out a vital social conflicts.
errand, and needs armed protection
Success condition: If you succeed at least
while doing so.
two of the negotiations, you complete the
Location: Randomly select a settlement job. Otherwise, it fails.
you are not currently in.
Time limit: You have 5 campaign turns to
Activity: You must travel to the settlement complete all negotiations.
to pick up the “cargo”, then travel to a
different randomly selected settlement. Gather Information
The character follows the Secondary You are needed to gather some suspicious
Character rules (see p.101). information from around town.
Success condition: If the character you Location: The closest settlement to your
are protecting is killed or suffers an current position.
injury requiring 3+ turns of recovery
Activity: While carrying out your normal
time, the Contract expires. Otherwise, you
campaign activities, you can attempt each
complete the job when you deliver them
of the tasks below. They do not count
to the second settlement selected above.
against your campaign activity limit,
Time limit: You must pick up the cargo but each task must be carried out by a
within 3 campaign turns. Once they are different warband member, and those
with your warband, no time limit applies. warband members cannot contribute
their skills to any campaign activities.
Negotiate Deal
Three proficiency tests are needed:
A complex local situation requires a bit
of smooth talking. 7+ [Expertise] to acquire important
documents.
Location: Randomly select three
settlements on the map. The same can be 8+ [Wits] to shadow a suspect.
selected more than once and the current
8+ [Speech] to gain information
settlement can be selected.
from people.

103
adventures

Success condition: To complete the job, Time limit: You have 5 campaign turns
you must succeed at least two of the within which to travel to all the locations.
tests. If two tests fail, the Contract cannot
be fulfilled. Slay Beast
Rumors of a fierce monster have made
Time limit: You must complete the job
people worried, as well as ready to own
within the next 2 campaign turns.
the coin purse.
Explore Area Location: see below
An interested party wants their maps of
Acitivity: Roll on the Aberration Table
the region to be upgraded.
(see p.184) to determine what type of
Location: Add an Unexplored Location beast is upsetting the locals. If you decide
to the Wilderness, then randomly select to take the job, place a Monster Lair. If
any existing Map Area that you are not you are in, or by a settlement, place it
currently in. in the same Map Area; otherwise place
it in the same Map Area as a random
Activity: Travel to and determine what
settlement. When investigated, it will
is at the new Unexplored Location, then
always feature the monster you rolled
travel to any location in the randomly
above.
selected Map Area, and, finally, return
to the location where you received the If you opt not to take the Contract, don’t
Contract. You must take a set of Maps put the Monster Lair on the map. Some
with you, which take up one Backpack slot righteous knight will slay the monster
and must be carried to each of the above soon enough.
locations. As this is a mapping exercise,
Success condition: Slay the beast!
you are not required to undertake any
other activities at each location. Time limit: You have 5 campaign turns to
complete the job before a righteous knight
Success condition: Travel to the three
does so instead (in which case, removed
locations, finding out what is at the
the Monster Lair from your map).
Unexplored Location.
104
Adventures

• Quests •
Occasionally, your warband will meet the Step 1: Generate a Quest Task
opportunity to begin a Quest. Pursuing
To generate a task to be completed,
a Quest will send you all over the map,
including the first one, roll on each of the
carrying out the tasks that complete
tables below in turn.
the adventure, before obtaining unique
rewards at the end of it all. While most
Quest Location
encounters you will face are stand-alone
The quest location will never be in the
battles, resolved within one campaign
Map Area you are currently located in.
turn, a Quest consists of multiple
The first D100 roll is to determine where
encounters that are connected.
you will have to go to complete the task:

Quest Structure Quest (Location) Table


The Quest consists of a series of tasks D100 Quest location
that must be accomplished, each of which result
represents a step in the ongoing story. 01-20 Randomly select an existing
These are generated randomly, and you Map Area. The Quest location
may need to complete the same type of is at a random location in that
task more than once. Map Area.
Each task is an obstacle that must be 21-40 Place a new location in a
overcome for the Quest to be successful. random existing Map Area.
As your warband completes the tasks,
41-70 Place a new location in the
it is assumed to be gathering resources,
Wilderness.
information, and items needed to
progress. This may include information 71-100 Place an Unexplored Location
on how to access an ancient temple, in the Wilderness. Once you
circumvent magical wards, or simply how have explored it, add the Quest
to find where you need to go. location to the same Map Area.
If you find a Delve, you only
Quests are not time sensitive. You need to clear one Depth to
may complete one task, then carry out progress.
different activities for several campaign
turns, before returning to the next
Quest task.
Everyone Needs Something!
After completing each step of a Quest, You cannot undertake two Quests at the
roll D6: If the roll is below the number of same time. If you are offered a Quest while
tasks you have completed successfully, currently undertaking one, the second
you are ready to move to the Quest Finale would-be Quest-giver recognizes your
(see below). existing quest as the higher calling, and
assists you in some way: Make a roll on the
When beginning a new Quest, simply
Quest Find Table (p.108).
generate the first task using the
following steps.
105
adventures

Quest Task Make sure to track each type of task that


The second roll determines the type of you complete. If you have completed a
task you will be completing. Note that each given task twice already, you may select
task still carries the normal objectives for any other task instead.
the scenario type, and completing these
will award you with Loot as normal. Quick Play >>
D100 Quest task For Quick Play, take the first task on
result this table that you’ve not yet attempted.
01-20 Locate an artifact.
At the location, fight a Site Battle scenario. Every time you uncover an
Exploration Marker, roll 1D6. If the roll is equal to or below the number of
markers you have uncovered so far, you have located the artifact. If the last
marker on the table does not reveal the artifact, randomly select an enemy
Leader that carries it. If all enemy Leaders are already slain, select any
remaining enemy. A fleeing enemy will drop the artifact.
Once you have acquired the artifact, you may retreat safely at any time.
21-35 Rescue the prisoner.
Someone who is key to solving the Quest has been captured. At the location,
fight a Raid (Camp) scenario. Place the individual in the center of the table.
Moving into contact frees the prisoner. The enemy will ignore the prisoner
until they take an Action, at which point they are considered part of the
warband and can be attacked normally. Rescuing the prisoner gives you the
information you need to complete the Quest task. They will fight alongside
you as a Follower with a base profile and no weapons. If they do not become
a casualty, they will offer to join your warband and will be Loyal.
Once you have the information, you may retreat safely at any time.
36-55 Decipher ancient writing.
You need to explore the area to find the ancient writings you need. At the
location, fight a Site Battle scenario. Put 6 additional markers around the
table, spread evenly, to represent the ancient writings. When moving into
contact with a marker, roll D6. If the roll is equal or below the number
of markers you have uncovered so far, you have located the writings. To
decipher them requires an Action and a 9+ [Scholar] test. Alternatively, if
you Hold the Field, you can decipher them at your leisure.
Once the writings are deciphered, you may retreat safely at any time.
56-65 Vanquish the foe.
An enemy holds an important Quest item. At the location, fight a Meeting
Engagement scenario. The enemy is automatically led by a Captain. You can
obtain the item by either slaying the Captain in melee combat, or by slaying
them by other means and then moving to the location where they fell.
Once you have acquired the item, you may retreat safely at any time.
106
Adventures

D100 Quest task


result
66-75 Ingredient hunt.
You must hunt and destroy a fierce monster to obtain a rare magical
ingredient. At the location, fight a Monster Lair scenario.
Once the beast is slain, you have completed the task successfully.
76-85 Perform the ritual.
A mystical ritual that must be conducted in the right location to proceed. At
the location, fight a Meeting Engagement scenario. The enemy will receive
one additional Melee Trooper from a random battlefield edge point during
the Tracking Phase of every even-numbered battle round (2, 4, 6, etc.) To
complete the ritual, one character must be in the center of the table and pass
a 9+ [Devotion] test. Only one attempt per battle round is possible.
Once completed, you may retreat safely at any time.
86-100 Information costs.
You need to get help from a wise individual who has the information you
need. But nothing is free. At the location, you must generate and carry out a
Contract. You receive no pay for this.
Once the Contract has been completed, you may then return to the location
to complete the task.

Step 2: Quest Foes The Foes Gather


As a Quest progresses, the foes will
Once you arrive at the location, you roll to
intensify. Consult the table below to
determine what foe awaits you.
determine any increases in opposition.
Quest enemies are always chosen from
the Threat tables unused by the campaign Quest task Additional Opposition
region. Write down the five Threats that number
were not selected when setting up your 1-2 No changes
campaign, and randomly select one that
3 Add 1 additional Ranged
you have not yet faced during the Quest. If
Trooper to the enemy
you have already encountered each Threat
count. If the type of foe
once, the remaining Tasks will be against
does not normally have
foes from the Site Battle Table.
ranged weapons, add
Note that Quest scenarios cannot also 1 Melee Trooper instead.
be counted as Threat scenarios for the 4 As 3 above, plus 1 Melee
purpose of earning Adventure Points. You Trooper and 1 Sergeant.
do not generate Threat-specific goals, and
5 As 4 above, plus 1 Melee
do not receive the normal award of D6
Trooper and 1 Lieutenant.
Adventure Points for fighting them as part
of a Quest. 6+ As 5 above, plus 1 Unique
Foe
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adventures

Step 3: Failures Step 4: Quest Finds


If a battle ends in a failure, you can still After successfully completing tasks 2, 4,
progress the Quest but must tally down and 6 (if the Quest goes on that long), you
a Quest Failure. Roll up a new task may roll on the Quest Find Table below to
which may be of the same type you just determine what you have obtained.
attempted, though it will take place in a
new location. If you accumulate 3 Quest
Failures, the Quest comes to an end.

D100 Quest Find


result
01-20 You feel emboldened by your progress. Select one of your Heroes and
increase either their Will or Luck by +1. This bonus only lasts for the
duration of this Quest and only applies during Quest battles.
21-35 You have gained an item of great value during this task. Roll up an
Enchanted Item on the Loot subtables. The item is usable only during this
Quest and cannot be used in any non-Quest related encounters.
36-60 An ally offers to aid your quest. They are a Hero with the starting profile, and
they carry a Quality weapon of your choice, plus Partial Armor. Roll twice for
their Experience advances. They will accompany you for the duration of your
Quest, and will then take their leave but become a Friend on your warband
roster sheet.
61-75 An ally that is sympathetic to your cause offers you a token of support.
Roll twice on the Loot Table, and claim both items.
76-100 An ally who wishes to see your Quest find success offers you a respite,
sheltered from the troubles of the world.
All injured warband members may rest, removing 2 turns of recovery time.
All Heroes may add +1 XP to their total.
You may add 5 Gold Marks to your inventory.
108
Adventures

Step 5: The Quest Finale Step 6: Quest Rewards


When you are ready to tackle the Quest Once the Quest has been completed
Finale, it will always be located in the successfully, you may claim the
Wilderness. Set this up as a Site Battle following rewards:
scenario. The enemy is selected randomly
from among the Threats currently present Loot
in the campaign. You do not roll for the Roll three times on the Loot Table. This
number of foes; instead the number is in addition to any rolls acquired in the
encountered is always 6 + the number Quest Finale (and as part of the Quest
indicated in the Enemy Tables (see p.151), so far).
plus one of each Leader type (Sergeant,
Lieutenant, Captain, Unique Foe). Do not Experience Points
apply any modifications to this. All Heroes in the warband receive +2 XP.
To Achieve the Objective, you must do
Boon of the gods
one of the following (replacing the normal
The gods may smile upon your warband.
objective in a Site Battle):
Roll D6:
Defeat both the Captain and Unique Foe.
On a 1-3, the Old Gods took notice. Select
OR a Hero and give them +1 Luck.
Reach the center of the table and carry On a 4-6, the New Gods took notice. Select
out a ritual. This takes an Action and a 9+ a Hero and give them +1 Will.
[Devotion] test.
This increase is subject to all normal
Once either has been achieved, you may limits.
retreat safely.
Quest Talent
You can attempt this encounter twice.
Finally, roll D100 on the table below. The
If the first attempt fails, all enemies
indicated talent may be granted to any
are recovered or replaced when you try
member of your warband.
again. A second failure results in the
Quest being a failure.
109
adventures

D100 Talent Effects


result
01-10 Experienced fighter The character has Counter Attack in all melee
exchanges.
11-20 Seasoned adventurer The character adds +1 to all proficiency tests.
21-30 Rugged survivor When injured, reduce initial recovery time by 1 turn.
31-40 Mobile archer The character can take a full move and still shoot. If
using a crossbow, the character can take a half move
and still shoot.
41-50 Capable leader When rolling for initiative, if this character is on the
table, roll one additional D6 and then discard one
die of your choice.
51-60 Agile runner All ranged attacks against the character require a
natural 6 to Hit.
61-70 Dedicated expert Gain a skill of choice. Then choose any one skill at
which to become an expert. When using the expert
skill, add +4 to proficiency tests instead of the
usual +2.
71-80 Fast sprinter The character’s Dash move bonus is always equal to
their base speed.
81-90 Cautious scout The character never has to roll on the Flight in the
Dark Tables.
91-100 Skilled haggler Once per campaign turn, you may reduce the cost
of any one item you buy by -1 Gold Mark (but not
below 2 Marks).

110
Adventures

• Travel •
When you want to go somewhere in the Note: A single Travel roll always allows
campaign world, you will need to Travel you to reach any location on the map.
to get there. This might mean tagging When playing on a hex map, you do not
along with a trade caravan, following have to move hex by hex.
winding paths through the countryside, or
After resolving the Travel roll, if you have
trying to find your destination with only
arrived at your destination, you may then
an old, worn map, lodestone, and your
proceed to investigate any one location
adventurers’ intuition.
you choose in the Map Area. Proceed to
The game world exists as a series of Map the relevant part of the Encounter section.
Areas (see p.70). For the sake of playability,
If you are arriving in a Map Area with
specific distances are not tracked. If the
a settlement, you may opt to just lay
location you wish to go to is not in the
low. If so, you do not go through the
Map Area where you are currently located,
normal post-battle sequence for Injuries,
you must Travel there: Roll on the Travel
Experience Points, Loot, etc. Roll for
Events Table, below. This will always be
“News Travels” (p.191), and then begin
the case in your first campaign turn.
the next campaign turn.
Travel Events Table
D100 Event Notes
result
01-30 Uneventful travels Absolutely nothing happens.
31-50 Meet someone Roll up a Traveler Encounter (see p.114) to see who
you met.
51-65 See something in Add an Unexplored Location to your regional map. You
the distance may opt to go there now, or continue to your original
destination.
66-75 Waylaid by foes You are attacked while traveling. Generate a Defensive
Battle (see p.135) using the Roadside Enemies Table
(see p.177). Afterwards, you may continue to your
destination, or set up Camp.
76-85 Miserable weather The weather is terrible and slows your travels. Make
a 9+ [Traveling] test. If you pass, you arrive at your
destination as expected. If you fail, you cannot travel
any further this campaign turn and are forced to Camp;
next campaign turn, you must make a new Travel roll.
86-95 An obstacle bars Roll on the Obstacle Table (see p.112).
your way
96-100 Was it left at the You are completely lost, but have a Traveler Encounter
second tree?? (see p.114). Set up Camp, and then roll to Travel again
next campaign turn.
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adventures

Local Trips Travel Events


If the Map Area you are in has multiple
To Travel anywhere, roll D100 on the
locations, you may visit any one of them
Travel Table above and apply the results.
in a campaign turn without requiring a
If an event directs you to Camp, the
Travel roll.
campaign turn ends, and you will be In
If you explore a location in a Map Area Camp when you begin the next turn.
with a settlement, your warband may
return to the settlement after exploring, Arriving in Town with
or they may opt to Camp. Nothing to Do
If you arrive at a settlement without
If you explore a location in a Map Area
having fought a tabletop battle that
without a settlement, you will Camp
campaign turn, you may carry out the
afterwards.
Trade step, if desired (see p.85), before
ending the campaign turn.
Obstacle Table
D100 Obstacle Notes
result
01-20 River crossing As you cross, you must make an 8+ [Traveling] test. If failed,
the warband loses a random Backpack item to the river.
21-35 Marsh lands As you wade through, you must make a 9+ [Scouting] test.
If you fail, a random character is almost sucked under: List
all non-magic weapons and shields specifically carried by
the character, then select one at random that is lost.
36-50 Broken ground Striding through difficult terrain is exhausting. You arrive
in the Map Area you were traveling to, but cannot take any
further actions this campaign turn. If a settlement is in
the Map Area you arrive in, make an 8+ [Traveling] test to
reach it this turn. Otherwise, you must Camp.
51-65 Toll post You must either pass a 9+ [Speech] test, pay 2 Gold Marks,
or make another roll on the Travel Table as you try to go
around.
66-90 Deep woods The deeper you get, the more it feels like the woods will
swallow you whole. Make an 8+ [Pathwise] test. If you fail,
you are hopelessly lost, in which case, you must Camp, and
then roll to Travel again in the following campaign turn.
91-100 Unnatural While traversing ancient lands, you are attacked by those
terrain that lurk there. Fight a Meeting Engagement battle using
the Lurking Foes Enemy Table (see p.180). The foe will use
the Unknown Enemy rule in the battle.
You do not earn any Loot or Adventure Points for this
battle. Afterwards, you will arrive in the Map Area you were
traveling to but must Camp, even if a settlement is present.
You cannot take any other actions this campaign turn.
112
INDEX

encounters

• The Encounter Stage •


An encounter is anyone you meet in Traveler encounters offer chances to
your travels and explorations. They may make Friends, earn Story Points or
be foes requiring battle, or they may receive new tasks such as Contracts or
be simple travelers who, like you, are even Quests.
headed somewhere important to them.
It is not unusual to have both types
This section will discuss how to set up
of encounter happen in the same
encounters, and provide everything
campaign turn.
needed to build your tabletop battle
scenario if a battle is about to take place. This section provides all the tools
needed to set up each type of encounter
An encounter means you have met
as well as the rules for each of the
someone you must interact with, either
relevant scenarios. As you adventure,
in a Traveler encounter or a Battle.
your encounters will help build up a
Battle encounters mean a fight with
rich story that expands the game world
enemy forces which can take place in
at every step.
a number of different scenarios, while
113
ENCOUNTERS

• Traveler Encounters •
During your travels, you may meet
somebody of interest. Whenever the rules Encounter Variation
indicate a Traveler Encounter, roll D100 (optional rule)
on the table below to determine who If you prefer to have as much variety
you met. Encounters marked with * are as possible, you may keep note of
general meetings, while those without it unique meetings. If you roll one
are unique meetings. you’ve had before, simply take the
prior encounter instead, moving up
Unique meetings do not roll for reactions.
the table until you find one you have
Instead, read the appropriate entry, and
not yet had.
apply any results and decisions now.

Traveler Encounter Table

D100 Encounter D100 Encounter D100 Encounter


result result result
01-04 Beggar* 67 Chatty herder 84 Military patrol
05-08 Crafter* 68 Confusing 85 Mirthful traveler
trickster
09-12 Entertainer* 86 Mysterious
69 Despairing roamer
13-15 Herder*
villager
87 Old friend
16-18 Hunter* 70 Destitute
88 Outcast wretch
19-21 Knight* merchant
71 Eager merchant 89 Secret agent
22-25 Merchant*
72 Elderly nun 90 Sneaky thief
26-29 Messenger*
73 Elfin scouts 91 Strange old fellow
30-33 Monk*
74 Forgetful scholar 92 Suspicious
34-36 Noble* patrolman
37-40 Peasant* 75 Generous noble
93 Traveling bard
41-43 Physician* 76-77 Grouchy farmer
94 Treasure hunter
44-47 Pilgrim* 78 Hopeful
95-96 Unfriendly locals
champion
48-51 Priest* 97 Venerable
79 Humble priest
52-54 Scholar* huntsman
80 Jolly monk
55-58 Soldier* 98-99 Well-traveled
81 Keen-eyed peddler
59-62 Traveler* shepherd
100 Young runaway
63-66 Villager* 82-83 Loud drunkard

114
ENCOUNTERS

General Meetings Unfriendly


There may be a reason why they are
To determine how the encounter goes, roll
behaving that way. Roll D100 again on the
D100 on the table below, rerolling on the
Unfriendly Meeting Subtable below.
appropriate subtable where indicated.
Disinterested
D100 Interaction They are not interested in having a
result conversation. You nod to each other and
01-15 Unfriendly: Roll on subtable move on.
16-30 Disinterested Sociable
You exchange a few words of pleasantry.
31-70 Sociable: Roll on subtable
Roll D100 again on the Sociable Meeting
71-85 Friendly Subtable below to see if anything more
86-100 Special: Roll on subtable comes of it:

Unfriendly Meeting Subtable


D100 Motives Notes
result
01-45 Just some fool Send them on their way and move along.
46-60 Loose lips They can’t stop running their mouth to anyone they
meet. Next time you have a battle against a Threat,
add 1 to the number of enemies you encounter.
61-70 You are being set up They seemed like a decent enough sort, but shortly
after they leave, attackers descend on your camp. Fight
a Defensive Battle using the Roadside Enemies Table.
71-85 Conspirator They are a secret agent for your foes. Take a 9+ [Wits]
test to avoid unwittingly giving away secrets. If you fail,
roll on the Enemy Plans Table (see p.207) immediately.
86-100 Thieving git Turns out they had long fingers. You lose -D3 Gold
Marks.

Sociable Meeting Subtable


D100 Motives Notes
result
01-55 A brief chat You talk for a little, and then you each move on.
56-70 Make a friend They seem like a decent sort. You can add the
character as a Friend.
71-85 Profound life advice You never really thought about it that way.
Add +1 Story Point.
86-100 Contract offer They have an urgent task they need help with. Roll up
a Contract offer (see p.100). You may opt to pursue it
immediately.
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Friendly Special
You get along well. Add the character as It turns out you have met someone
a Friend. particularly interesting. Roll D100 on the
table below to see what they have in mind.
Special Meeting Subtable
D100 Event Notes
result
01-15 Generosity Add the character as a Friend. They give you some
food (add one ration)
16-25 Clue They point you in the direction of a strange site that
catches your interest. Add an Unexplored Location
to the current Map Area. You may explore it this
campaign turn, if desired.
26-35 Useful information They have a good grasp on what is happening in the
world. Add +2 Adventure Points.
36-55 Request for aid They report that they were being chased by a
group of wrong-doers. To set the matter straight,
generate a Meeting Engagement using the Roadside
Enemies Table. If you Hold the Field, you may add +1
Adventure Point and a Friend. You may opt to ignore
the encounter.
56-65 Comrade The character offers to join you. If you currently have
less than 3 Heroes, they are a Hero. Otherwise, they
are a Follower. They will have the basic profile, and
are armed with a standard weapon and light armor.
66-85 Favor The character offers you a Quest to pursue. You may
undertake this at any time.
86-100 Warning They warn you of dire portents for the future. Add the
character as a Friend and add +2 Adventure Points.

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Unique Meetings Eager merchant


Chatty herder What do they have in that mystery sack?
You suppose it gets pretty lonely out Pay 5 Gold Marks, and roll on the Loot
there. Table (p.196). If the result is not worth
that, the merchant is long gone by the
If you take your time and talk to them,
time you find out.
add them as a Friend. If you’d prefer
to just move on, roll for a new Traveler Elderly nun
Encounter, as this is an oft-traveled area.
A kind old soul.
Confusing trickster If any warband member is injured, strike
They said they were a fortune teller, but 1 turn off their Recovery time.
you feel like something is awry.
Elfin scouts
Raise every Threat that has a value of 1 or
The fey folk fill the night with mystic tales.
2 by one point.
Reduced every Threat that has a value of 6 Add +2 Story Points to your total. If you
or more by one point. have a battle this campaign turn, you
automatically Seize the Initiative.
Despairing villager
Someone is bothering the poor townsfolk. Forgetful scholar
They had something important to say. If
If you want to help, fight a Meeting
only they had written it down.
Engagement battle using the Roadside
Enemies Table. Still, you manage to make some sense of
what they are trying to tell you. Add D3+1
If you win, claim +2 Adventure Points,
Adventure Points.
and a sack of turnips that you can sell for
1 Gold Mark later. Generous noble
Destitute merchant Once in a great while, one of the high and
mighty finds that they have an obligation
Down on their luck and struggling to
to their charges.
make it.
Add a Fine quality fencing sword.
You can choose to lend them up to 6 Gold
Marks. Next time you visit the largest Grouchy farmers
settlement in the region, make a 10+
Quick to opine on how lazy and shabbily
[Crafting] test, adding the amount you
dressed adventurers are these days, they
gave them. If you succeed, they have made
still insist on giving you packed lunches.
it big, and will pay you back the money
you lent them, plus D6 Gold Marks extra Add a ration, and hurry up out of earshot.
(if the roll would exceed the amount of
the loan, treat it as equal to the loan). If Hopeful champion
the roll fails, the investment didn’t pay off. A strapping warrior eager to prove
themselves, they have sought you out.
If desired, add a Hero to your warband.
They are Loyal, and come equipped with a
standard weapon and light armor.
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Humble priest Keen-eyed shepherd


A man of the people, willing to put in a These young folk tend to have a good idea
good word for you of any suspicious goings-on.
Add them as a Friend, and in your next If there are any Hidden locations in the
battle you may select two characters that region, pick one that is now revealed, or
are Blessed, as if they had taken the Pray locate the entrance to a Monster Lair.
campaign activity (see p.84). You may take
a 10+ [Devotion] test to also receive +1 Loud drunkard
Adventure Point. Rather obnoxious, really. How did they
manage to wander this far?
Jolly monk
If you want, you can escort them back
Very friendly, but smells suspiciously like
home. Randomly determine what
wine.
settlement they live in and Travel there
Add a Friend. Next time you are going if needed. When you arrive, a grateful
into battle with less than a full warband family offers you a bit to eat. You may skip
(6 members, normally), you may ask them Upkeep Costs next campaign turn.
to help. They are a Follower armed with
a staff and 1 point of Luck. They only join Military patrol
you for the duration of this battle. If they Local gendarmery on the prowl for
are slain, or suffer 4+ turns of recovery bandits.
time, they are removed as a Friend.
Select a Hidden Camp or Hideout
location, which is now revealed.

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Mirthful traveler
Well-met, Old Friend!
Thoroughly good company, really.
If you meet a character of the same type
Claim them as a Friend. as an existing Friend, read that as your
old friend seeking out your help. Roll up
Mysterious roamer a Contract offer which you may accept
A strange figure speaks what sounds like or decline (see p.100). If you accept and
a spell, but before you can interfere, they complete it successfully, you receive 1
have vanished in the sudden mist. additional Story Point for completing it.
If you refuse to help, your Friend will be
Roll on the Enemy Plans Table, (see p.207)
disillusioned, and must be removed from
and apply the result immediately.
your warband roster sheet.
Old friend If you have Friends that are not of a
An acquaintance from the old days. specific type, you may choose any type you
like from the table above.
Add a Friend. They have an urgent
request for you.. Begin a Quest.
Sneaky thief
Outcast wretch
The scoundrel attempts to pilfer your
They are said to be cursed and were cast
pockets while smooth-talking you.
out by their community.
Make a 9+ [Wits] test. If you fail, you lose
The wretch offers to join you. If you
-D3+1 Gold Marks.
accept, add a Loyal Follower. They bring
no equipment with them, but you may roll Strange old fellow
on the Skills Table once (see p.24). If they
An odd sort, smelling of pipe tobacco,
die while in your service, they must have
and talking incessantly about esoteric
been cursed after all: Lose -1 Story Point.
things.
If the wretch becomes a Hero, the curse is
lost, and +1 Story Point is gained instead. Roll D6. On a 1-4, it all amounts to a fine
story and little else. Add +1 Story Point
Secret agent as you spend a pleasant lunch speaking
A sinister minion of the forces that of the good old days. On a 5-6, there’s
oppose you. something they say that catches your
attention. Add a Quest immediately.
Make a 7+ [Wits] test to see through their
ploy. If you succeed, you will have to fight Suspicious Patrol
their minions. Fight a Defensive Battle
A zealous enforcer of the law who thinks
using the Roadside Enemies Table (p.177).
there are entirely too many suspicious,
Do not roll for Leadership, as they are
heavily armed groups on the roads
automatically accompanied by an Agent
these days.
from the Unique Foe Table (p.124). If you
defeat the Agent in the battle, you may roll To convince them, you can either
once on the Loot Table afterwards. If you namedrop any clergy, noble, or knightly
fail to defeat the Agent or fail to detect Friend, pay 1 Gold Mark, or make an
them, roll on the Enemy Plans Table 8+ [Speech] test. If you attempt the test
immediately. and fail, you get dragged in for further
questioning (to the largest town in the
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region, if you are in the Wilderness). You Well-traveled peddler


are unable to take any campaign activities
They have a few interesting trinkets you
next campaign turn, but you don’t have to
would like to take a look at.
pay for Upkeep.
Roll once on the Rare Goods Table (see
Traveling bard p.89). You may buy the item, if you like.
Maybe one day they will sing of your
exploits too. Young runaway
They’re too young to be out here alone.
Claim +1 Story Point. If you make an 8+
[Speech] test, the Bard becomes a Friend. You have four choices:

Treasure hunter 1. You can wish them the best of luck


and send them on their way. If so,
They say they know the way to an old
keep a note that you did. Next time
buried hoard.
you attack an enemy Camp, roll D6.
If you allow them to join you, begin a On a 1-2, add an Agent from the
Quest immediately. The treasure hunter Unique Foe list to the encounter
is a Hero, and may roll once for an as the enemy took the kid in and
experience advance. They are equipped raised them.
with a standard weapon and light
2. You can give them either one ration
armor. The treasure hunter is Loyal
of food or 2 Gold Marks to help
during any campaign turn where you
them out. This has no further effect,
pursue their Quest.
but you did the right thing.
If you complete the Quest while they are
3. If you have a Friend that would be
still alive and in the warband, you receive
powerful, rich, or religious (such as
a bonus of +D6 Gold Marks, and a roll on
a merchant, priest, or noble) in your
the Loot Table (see p.196).
estimation, you may send the youth
The treasure hunter rolls normally for there. Add +1 Story Point.
injuries and experience, but will leave
4. You can let them travel with you.
you once the Quest ends, or if you do not
When you eliminate a Threat next,
pursue the Quest for three consecutive
they will join you as a Follower. They
campaign turns.
will be Loyal and may roll on the
Unfriendly locals Flash of Insight Table immediately
(p.195).
Sneering ingrates. Nothing to be
gained here.

Venerable huntsman
The hunter is too old to fight alongside
you, but wants to aid your brave journey.
Gain a set of Fine Arrows.

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• Battle Encounters •
If you are going to fight a battle this Battle Encounters 1:
campaign turn, start with Battle The Foe
Encounters 1: The Foe to determine who
It is time to determine the composition
and how many enemies you will fight.
of the enemy. Simply work through each
There are six scenario types: step, in order.
Meeting Engagement: The most common
Step 1: Determine the Foe
scenario type. You fight a group of
The circumstances of the battle should
enemies for control of the area.
inform you which enemy table to use.
Defensive Battle: This type of battle takes Each of the ten enemy tables features
place when a foe attacks you. Fight to different kinds of opposition, all with
repel the attack. their own quirks and abilities.
Raid: There are two types of Raid, The foe can be determined in two ways
depending whether you are attacking a depending on how you like to play:
Camp or Hideout.
” If you prefer a campaign where the
Site Battle: If you are exploring a Delve, difficulty escalates with time, select
you play a Site Battle. the first entry from the encounter
table that you have not yet faced
Monster Lair: Into the belly of the beast
in battle. They are listed roughly
(hopefully not literally) – a Raid where
in order of power and danger and,
the enemy roams.

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by doing this, the enemies will get Comparable Enemy Numbers


tougher and stronger as you play. If, after all adjustments, you would
outnumber the enemy by more than one,
” If you prefer a campaign that is more
increase their number until you only
random and unpredictable, roll
outnumber them by one. This is always
D100 and select the enemy indicated
based on the actual number of combatants
by the die roll. Each enemy table
you are bringing to the fight, not counting
features a number array for this
any who are in town, healing up.
purpose. Also use this method if you
have faced every entry already. Example: If you have 6 characters in the
battle and the enemy would have 4, you
Step 2: Determine Enemy will face 5 enemies.
Numbers
The enemy profile will indicate how
Roll two D6 and pick the highest die. Add
many Ranged Troopers they will have.
the “Numbers” modifier from the enemy
Determine this now, and note down the
tables. The result is the number of foes
number. The remaining enemies are all
you will be fighting against. For example,
Melee Troopers.
if the enemy Number is +2 and you roll a
3 and a 5, you would face a total of 5 +2 =
Unknown Enemy
7 enemies.
When facing an Unknown Enemy, you
If you have opted to play with 7 or might be in for an easier or much tougher
8 figures in your warband, add +1 fight than you initially expected. Remove
additional enemy to the number. 3 figures from the enemy count and add 1
Unknown Enemy marker (see p.34). If the
If any campaign events or similar factors
enemy has 3 or more Ranged Troopers,
would modify the number, apply these
one of the removed figures should be a
changes now.
Ranged Trooper. Otherwise, all removed
If you are fighting a Defensive Battle, figures should be Melee Troopers.
increase the enemy number by +1.
Step 3: Enemy Armaments
If you are conducting a Raid on a Camp,
Ranged troops carry the listed weapon
increase the enemy number by +1.
and a light weapon, if armed with any
If you are conducting a Raid on a Hideout, bow or crossbow. They carry a standard
increase the enemy number by +2. weapon, if armed with a throwing
weapon. Melee enemies carry a standard
weapon. If a specific entry lists different
Quick Play >> equipment, apply the rules as normal.
The enemy always brings 5 figures + any Note that enemies do not wear specific
modifiers + the Numbers column of types of armor in the same way as
their profile. warband members do. Their Armor rating
is an average factor accounting for their
They are always led by a Lieutenant.
general resilience whether from armor
worn, natural durability, etc. Enemy
figures never modify their movement
abilities based on armor.

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Enemy Leadership Table


Leader Profile modifications Special rules
Sergeant +1 Toughness (max 5) Parry
Lieutenant +1 Combat Skill Parry, Tough
+1 Toughness (max 5)
Captain +1 Combat Skill Parry, Tough, Regeneration.
+1 Toughness (max 6) Counter Attack
+1 Armor (max 4)

Step 4: Determine Enemy Enemy Leadership Type Table


Leadership
D100 Leadership
An enemy force is typically led by more
result
powerful individuals who direct their
activities and bolster the ranks. In battle, 01-25 No leadership
they can be formidable foes. 26-45 Sergeant
Roll D100 on the Leadership Type Table 46-60 Lieutenant
to determine the type of leadership is
61-75 Captain
present. If any is present, such Leaders are
always additional enemy figures, on top 76-100 Unique Foe
of the normal amount.
” If you are playing with a warband Quick Play >>
size of 8 figures, add a Sergeant, in
addition to the roll below. For Quick Play, treat results of Unique Foe
as a Captain.
” If you are playing a Defensive Battle,
add a Sergeant, in addition to the
roll below. Profile modifications for leader types are
detailed in the Leader Profile Table at the
” If you are playing a Raid scenario
top of the page.
against an enemy Camp, add a
Lieutenant, in addition to the roll
Step 5: Unique Foes
below.
These represent special or noteworthy
” If you are playing a Raid scenario individuals encountered as part of the
against an enemy Hideout, add a enemy force. Roll D100 on the Unique
Captain, in addition to the roll below. Foes Table below to determine their
identity and then a second D100 roll on
For non-intelligent foes like animals or
the Motivation Table to determine why
undead, ranks are meaningless, but they
they are here. You can roll both at the
may still have individuals with superior
same time to speed things up.
strength and prowess among them,
created using the same rules. All listed traits are found under
‘Universal Enemy Traits’ (see p.152).

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Unique Foe Table


D100 Unique Foe Speed Combat Damage Toughness Armor
result Skill
01-05 Grim Knight 5" / +0" +2 +1 / +0 4 3
A heavily armored champion of ruin.
Melee opponents cannot gain a combat bonus for allies.
Traits: Parry.
06-11 Corrupt Sorcerer 5" / +3" +1 +0 / +0 4 1
A student of the night arts, the sorcerer throws enchanted bones on the
ground, and skeletal warriors spring to life.
When the sorcerer is selected to act, if the warband currently equals or
outnumbers the enemy force, roll 1D6. If the roll is equal to or below the battle
round number, the Sorcerer conjures a Skeleton, which is placed between the
sorcerer and the nearest warband member, its base touching the sorcerer.
Traits: Awareness, Hang Back.
(Skeletons: Speed 4" / +0", Combat Skill +0, Toughness 4, Armor 1, Undead.)
12-17 Cunning Infiltrator 6" / +3" +1 +0 / +0 4 1
An enemy agent trained in spying and infiltration, to cause chaos and
disruption.
If the battle ends without the infiltrator being slain, you must roll on the
Enemy Plans Table after the battle. If playing a Defensive Battle scenario,
all spotting rolls are at -1 against all foes. If you slay an Infiltrator in melee,
gain +1 Adventure Point.
Traits: Counter Attack, Slippery.
18-23 Unreasoning Brute 5" / +3" +2 +0 / +1 5 2
A hulking beast of a foe, relying on excessive force to overcome any problem.
On a melee draw, both characters inflict a strike on each other. This
overrides any other ability that applies to or modifies a melee draw.
Traits: Tough, Regeneration, Relentless.
24-30 Charismatic Leader 5" / +3" +1 +0 / +0 4 2
A foe with a talent for organization and command. You will have to be
careful or you will get overwhelmed.
In each Tracking Phase, roll 2D6. If the roll is equal to or below the round
number just played, a new enemy Melee Trooper arrives at the center of the
enemy battlefield edge. If the roll is an 11 or 12, no more reinforcements can
arrive in this battle.
Traits: Parry, Tough.

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D100 Unique Foe Speed Combat Damage Toughness Armor


result Skill
31-37 Ruthless Killer 5" / +4" +2 +0 / +1 5 2
A vile murderer fighting with a brutal efficiency.
Traits: Gruesome, Tough.
38-44 Mighty Warrior 5" / +3" +2 +1 / +0 5 2
Warriors of great skill wander the land seeking a cause for which to fight,
even if that cause is simply coin.
Traits: Tough, Counter Attack.
45-50 Deranged Cultist 5" / +3" +1 +0 / +0 4 1
A madman with a spell book rarely bodes well for anyone around them.
In each Tracking Phase, roll three D6. Note down any 6s rolled. When
a cumulative total of three 6s have been rolled, a randomly selected
Aberration will arrive at the start of the following battle round. It arrives
from a random point on the edge of the battlefield. Upon arrival, choose
a character and make a 11+ [Devotion] test. If the testing character has
Line of Sight to the Cultist, add +1 to the roll. On a success, you disrupt the
ritual, and the Aberration will treat both sides as foes, moving towards
and attacking the closest target each battle round. If the test fails, treat the
Aberration as part of the enemy force.
Traits: Hang back, Tough.
51-56 Scheming Heretic 5" / +3" +1 +0 / +0 4 1
Forbidden books can teach ways to enthrall your foes, at least for a short
while.
When activated, the closest warband member in sight must make a 7+
[Devotion] test. If failed, the warband member becomes Charmed and will
immediately act as if they were a member of the enemy. If they have not
acted this battle round, they lose their ability to do so later. The charm lasts
only for the current phase. A Charmed character will not use any single-use
items available to them. Grant Brave to all enemies unless already Fearless.
Traits: Tough.
57-61 Ravening Beast-form 6" / +4" +2 +1 / +1 5 1
Some say that when a life-prolonging spell goes wrong, this is the outcome:
A snarling horror driven mad by bloodlust and agony.
If a melee opponent of the beast-form is removed as a casualty, the beast-
form immediately takes an additional activation, moving and attacking again.
Traits: Gruesome, Regenerate, Counter Attack.

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D100 Unique Foe Speed Combat Damage Toughness Armor


result Skill
62-65 Infernal Spawn 6" / +3" +3 +1 / +1 4 2
Occasionally, the barriers between worlds break down and something that
should not exist slithers in. Such crawling terrors can lurk a long while, but
when animated by the blood of its foes, it will quickly expire in a frenzy of
destruction.
Each Tracking Phase, the Spawn rolls D6. If the roll is equal to or below the
battle round just completed, it mutates. Heal any Wound, then add +1" / +0"
to Speed, and +1 to Toughness. If Toughness exceeds 6, the Spawn will act
twice in the next battle round (once when activated normally, and once at
the end of the Enemy Actions Phase), and then die.
66-71 Feral Mercenary 6" / +4" +2 +0 / +0 5 2
The beast-folk often hire out as mercenaries and sell-swords, earning coin
for fighting. Many see no problem taking the coin of unsavory factions.
Traits: Tough, Relentless.
72-77 Duskling Champion 5" / +3" +2 +0 / +1 6 2
Covered in scars and gruesome trophies, a lone Duskling fighter is often a
match for multiple lesser combatants.
Receives a Combat Bonus against Mystics, and any character wielding an
enchanted weapon.
Traits: Counter Attack, Tough.
78-82 Fey Reaver 7" / +3" +2 +3 / +0 4 3
Rogues among the fey folk, these outcasts wander the land pursuing their
whims.
The Reaver is cloaked in winter mist and cannot be targeted from beyond
6" range.
Traits: Counter Attack, Parry.
83-89 Enemy Marshall 5" / +3" +1 +0 / +1 4 2
A war leader of great skill can be the difference between victory and defeat.
All foes within 4" of the Marshall receive a Combat Bonus.
Traits: Parry, Tough.
90-95 Master Thief 5" / +4" +1 +0 / +0 4 1
A sly scoundrel with no morality except what can be seized and taken.
Grants Outflank to the enemy force, if the scenario permits the use. Carries
an unlimited supply of throwing knives.
Traits: Counter Attack, Slippery.

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D100 Unique Foe Speed Combat Damage Toughness Armor


result Skill
96-100 Craven Hex-chanter 5" / +3" +0 +0 / +0 5 1
The art of cursing chants brings ill luck to those it targets. Hex-chanters
slowly lose their Human form, changing shape into something altogether
more grotesque, though few practitioners will survive the conclusion of their
transformation.
When activated, the closest non-Hexed warband member within 15" is
targeted, even if they are not in Line of Sight of the Hex-chanter. They must
succeed on a 10+ [Devotion] test, or become Hexed. On a roll of a natural 12,
the Hex-chanter is immediately transformed to Ravening Beast-form (from
this encounter table), and recovers from any Wounds suffered.
While Hexed, all attacks against the character are counted as +1 / +1 damage,
in place of their normal damage value. Attacks from Aberrations are not
affected.
The hex lasts until the end of the battle or until the Hex-chanter is slain.
A Blessed character does not become Hexed, but the effect of the blessing
is canceled.
Traits: Parry, Tough.

Unique Foe (Motivation) Table


D100 Motivation
result
01-20 They are the leader of the warband. While they are present, the enemy has
the Brave trait, unless they are already Fearless.
21-40 They were hired, recruited, or summoned as additional muscle.
No special rules.
41-55 They are an agent of the dark powers that lurk at the edges of reality. If they
are defeated, add +2 Adventure Points.
56-70 The goals of the individual and the group coincide, and they are traveling
with them for as long as it takes. If they are slain in melee, you can search the
body for information, and add an Unexplored Location to your map.
71-85 They are a regular member of the group, whether naturally, or because they
are bound by some curse or magical geas. No special rules.
86-100 They are here specifically to hunt your warband. You will be unable to Seize
the Initiative during encounter set-up, and their attacks have Poison.

To determine the scenario being fought,


proceed through the steps of Battle
Encounters 2: The Scenario.

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Battle Encounters 2: Step 1: Setting Up Terrain


Terrain and Set-up Dungeons
Once you know who you are fighting and Site Battle scenarios lend themselves
why, it is time to create your encounter. well to a dungeon environment. If you
Think of this as building the scenario you have suitable floor tiles or board game
will be playing. While the process looks pieces, you can use them to play on. If so,
complicated, simply go through each step, assemble a big dungeon with as many
in order. rooms as possible. Dungeon rooms will
look better if you add scatter terrain
Make sure to use the right scenario type
inside them, such as furniture, pebbles,
from pages 130-150.
sacks of stuff, and other debris.
Dungeon floors will need entry points
marked. If using floor tiles, these must
be corridors that connect to the edge of
Optional Rule: Terrain Theme
the battlefield. If not using floor tiles, any
If you are not sure what you would like
edge of the battlefield that isn’t blocked
the battlefield to look like, you can use the
by a wall or similar is an entry point.
table below to create a theme: It will give
Your particular terrain may suggest an
you a keyword to be interpreted as you
entry point in the middle of the table, for
see fit. Often, rolling twice and picking the
example on a set of stairs, or similar. This
most fitting result will work the best.
is fine as well.
D100 Terrain theme If using a dungeon set, try to apply the
result following guidelines, if possible:
01-06 Along the river
” Consider playing on at least a 3x3
07-17 Along the road foot gaming area for a dungeon.
18-22 Cave complex ” There should be at least 6 rooms in
23-26 Deep forest the dungeon.

27-35 Edge of the woods ” Include at least two entry points


along the edge of the table. Ideally,
36-40 Foothills exits will lead off some of the other
41-44 Graveyard battlefield edges as well.
45-50 Marshlands ” Avoid having too many rooms with
only one entrance. One or two such
51-62 Meadows and fields
dead-end rooms are usually plenty.
63-72 Near a farmhouse
73-76 Old church Terrain Features
You can set up terrain any way you like,
77-86 Overgrown ruins but the following system will help ensure
87-93 Ruined tower a balanced table that both looks good,
and is fun to play on. There is a tendency
94-100 Settlement outskirts
for fantasy miniature games tables to be
sparse and flat. Resist this!

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Depending on your table size, we ” At least one feature that is natural


recommend the following terrain pieces. but raised ground, such as a hill.
If your table does not match one of the
” At least one feature that can be
sizes below exactly, use the closest.
entered such as forests or a cluster
Type 2x2 feet 3x3 feet of rubble.

Large features 3 4 Placing Your Features


Small features 5 10 Start by spreading your large and small
features fairly evenly around the table.
Linear features 3 5
Any particularly cool features should be
placed towards the center of the table,
Large features: These might be hills,
where the action is likely to take place. For
farm houses, forested areas, or a cluster of
example, if you have built an impressive
items such as standing stones, bushes, a
ruined temple, don’t put it in one corner
small orchard, etc. A large feature should
where it may be ignored all battle.
be big enough to interfere with the game
in some fashion: Figures might climb Linear features will usually look best
it, fight around it, or enter it. Typically a when placed in relation to the larger
large feature will be 4-8" across. features, so that they look natural, such as
fencing outside a building. You can also
Small features: These might be boulders,
use them to give the impression of fields
statues, rubble, a small hut, etc. A small
or gardens.
feature is mainly useful for Cover from
archery. Typically, a small feature will be
Place Scatter
2-4" across.
Finally, it is time for scatter terrain.
Linear features: Might be fences, stone Scatter is any small, individual pieces that
walls, hedgerows, etc. These tend to can be placed anywhere. For example, a
provide Cover from archery, and to small rock, a single tree or bush, etc. Look
obstruct movement in some fashion. at any big gaps on the table, and place at
Typically, a linear feature will be 4-8" least one item of scatter there to break
long. It may consist of two pieces forming it up a little bit. Scatter is primarily for
an L-shaped section. visual appeal. If you are setting up a Site
Battle and not using dungeon tiles, you
Selecting Your Features should place a lot of Scatter items.
When you are just starting out, you will
often make do with what you have, but as Step 2: Determine
your collection grows, try to establish a Battlefield Edge
theme to your gaming tables. A few houses Once you have set up your terrain, and
surrounded by fencing will resemble a are happy with how it looks, randomly
farm, while a table full of boulders and pick a battlefield edge that will be yours.
trees will feel like being deep in the wilds. The enemy force always sets up from the
opposite battlefield edge.
When selecting features, try to have:
Once your terrain is all in place, proceed
” At least one feature that a figure
to the scenario type below which will
could climb on top of, such as a big
explain how to set up and what your
rock or a roof top.
objectives are.
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• Scenario Types •
The following scenario types offer the
circumstances and victory conditions Quick Play >>
your warband must accomplish to declare
For Quick Play, your objective is
the encounter a success. In some cases, a
Eliminate the enemy.
random event or other campaign factor
may dictate an objective different from
the scenario’s default. If so, the non- Time limits: Many objectives have a time
standard objective takes precedent. constraint. If you are playing on a 2x2 foot
table, these will be a bit easier to achieve
Unless the rules have stated otherwise,
and you may wish to reduce the time by -1
fight a Meeting Engagement.
battle round.
Random terrain features: Any randomly
Scenario A: Meeting selected feature must be within the
Engagement neutral ground, as defined in Steps 3-4
Blades flash in the rain, and cloth- (see p.134).
wrapped feet brace themselves
in the mud. You prepare to stand Fetch Something
your ground one more time. These You’ve become aware of something of
engagements can turn on you quick. note in the area. If you can find it, it is no
Better to focus on the job at hand, and doubt worth a few pennies.
live to see another one.
Randomly select a terrain feature
currently on the table. Within the first
Step 1: Establish the Objective
6 battle rounds, a member of the
You may have been instructed by the
warband must move into the feature
encounter type to use a specific objective.
(if possible) or adjacent (otherwise).
If so, simply consult the descriptions
Retrieving the item requires an Interact
below. Otherwise, roll D100 on the table
Action, but no die roll. After Round 6, the
below to find out what you need to do.
item is lost and cannot be acquired.
Scenario Objective Table Once the item is picked up, the character
must either leave the battlefield, or hold
D100 result Objective
on to it at the end of the battle to complete
01-15 Fetch something the objective. If the carrier becomes a
16-30 Search for something casualty, the item can be retrieved from
their position as an Interact Action. If
31-50 Scout the area the battle ends while the item is on the
51-60 Investigate area ground, it is lost.

61-75 Eliminate the enemy The table below can be used to add detail.
Roll D6 for each column as you see fit.
76-85 Hunt the enemy
86-100 Secure the area

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Scenario Objective (Item) Table


D6 Who told you? What is the How do you get the rewards?
item?
1 A villager Wooden box The person who told you pays
you to retrieve the item, or you
can sell it on the open market.
2 An old book Small chest It contains directions to
concealed valuables that
you locate afterwards. If you
receive any valuables after this
battle, add +1 to the gold value
of each item found.
3 Tavern rumor Letter You trade the find for the
reward.
4 Old, wise person Figurine A third party offers to pay
with secret you for the find. If you opt not
compartment to do this, you do not claim
the reward, but may add +1
Adventure Point instead.
5 A Friend. Add +1 Story Small bag You remember knowing
Point if you find the item. someone who would pay for
If no Friends are available, what is contained within
treat as an ‘Interested the item.
party’ (see below) instead.
6 Interested party. They will Small box It has no material value, but as
pay 1 Gold Mark as an with secret you search the battlefield, you
additional reward. compartment find something else.
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Search for Something Scout the Area


The enemy is known for their tendency With recent enemy incursions in the
to create traps and lures. One area looks area, you need to get the lay of the land.
particularly suspicious, and you decide
Randomly select two terrain features.
to search carefully.
Before Round 6, a member of the
Select a random terrain feature. During warband must have moved into the
Rounds 1-5, a member of the warband feature (if possible) or adjacent to it
must have moved into the feature (if (otherwise). Once both features have been
possible) or adjacent to it (otherwise), contacted in this fashion, the objective is
and taken an Interact Action and a completed. If the objective is completed,
7+ [Battlewise] test. Once this succeeds, roll D6: On a 5-6, add an Unexplored
the objective is completed. Location to your region map in your
current location.
Scenario Objective (Search ) Table
Investigate Area
D6 What did you find?
While taking the fight to the enemy, you
result
are going to take the chance to have a
1 Evidence of enemy look around.
preparations. If you fail to
Hold the Field, the enemy Before Round 6, a member of the
receives a roll on the Enemy warband must reach the center of the
Plans Table. battlefield. Once they do, roll D6: On a
roll of 1-4, you have completed your
2 Evidence of victims. Add +1 objective. On a roll of 5-6, generate a
Adventure Point. Search for Something objective as noted
3 Evidence of the enemy being above. There is no time limit for this
interested in a remote location. new objective.
Add an Unexplored Location
If the battle would end before Round 6,
to your region map.
you may continue playing to complete
4 Evidence of buried goods. Add the objective.
a Delve to your region map. If
you were fighting a Threat in Eliminate the Enemy
this battle, roll D6. On a 4-6, The primary goal is to inflict as many
all battles in the Delve will losses as possible, in order to shock the
use the Enemy Threat Table, enemy into submission.
although these battles do NOT
count as Threat battles. If you have slain at least 4 enemies in the
first 6 battle rounds, you have completed
5 Evidence of enemies passing
the objective.
through. Your next encounter
against the same Threat A Captain or Unique Foe counts as 2
type adds +1 to the number figures. Successfully completing the
encountered. objective earns +1 Adventure Point.
6 Evidence of the enemy plans.
Add +2 Adventure Points.

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Hunt the Enemy If you Hold the Field, you have completed
To strike a telling blow, you will need to your objective. There is no time limit.
take out the enemy leadership.
If you receive any valuables after this
If a Unique Foe is present, you must defeat battle, add +1 to the gold value of the first
them. Otherwise, the highest-ranking item found.
enemy leader is the target. If no leadership
is present, select a random opposing Step 2: Determine Outflanking
figure and add +1 to their Toughness. You Some enemies are noted as being capable
have no time limit, but the target must be of Outflanking. If this is the case, roll
defeated in melee combat to complete the 2D6. The enemy will deploy that number
objective. Successfully doing this earns of figures on the table, with any excess
+1 Adventure Point. figures set aside for now. If the battle is
using the Unknown Enemy rule (see
Secure the Area p.122), the roll is based on the figures
Laying claim to the battle area should remaining at this point, ignoring the
allow you to go about your business Unknown Enemy Marker.
in peace.

NEUTRAL BATTLEFIELD EDGE


Meeting Engagement Marker Marker The enemy is set up
NOT TO SCALE in three groups
on the right

1"

2D6 + 8" wide neutral ground: 4"


WARBAND BATTLEFIELD EDGE

No figures may be set up here


ENEMY BATTLEFIELD EDGE

6" between
groups

The warband is set up Unknown Enemy Marker is ?


on the left as the player placed 1D6" from the side
sees fit of the table 1D6"

NEUTRAL BATTLEFIELD EDGE 133


ENCOUNTERS

” The figures that are selected for or behind Cover where possible. The
Outflanking should be melee troops. overall enemy formation should resemble
a loose skirmish line.
” Ranged troops will never Outflank,
regardless of the roll. If an Unknown Enemy Marker is present,
place it D6" from either of the neutral
” If any Leader is present and 3+
battlefield edges (selected at random), as
figures Outflank, select the Leader as
part of the enemy line.
one of the Outflanking figures.
” If the roll is equal to or above the Step 4: Deploy the Warband
total number of enemy figures Set up your warband anywhere on your
present, Outflanking does not occur. side of the table, behind the deployment
marker. You may position figures as you
If Outflanked, in each Tracking Phase
see fit, whether in groups, or spread out.
roll D6. If the roll is equal to or below
You may not deploy more than 6 figures,
the battle round number you are about
even if your warband is larger. If you have
to play, the removed figures plus one
more than 6 characters, you may pick any
additional basic Melee Trooper arrive.
6 to use. Assume the rest are patrolling
Randomly select either neutral battlefield
the rear or guarding the horses.
edge, and place the figures within 2" of
the center of that battlefield edge.
Step 5: Roll to Seize the Initiative
You may be able to get the upper hand
and surprise the enemy. Select a character
Larger Warbands
you deployed and have them make a 9+
If you have opted to play with a warband
[Battlewise] test. If they succeed, you
base size of 7 or 8 figures, you may use
have Seized the Initiative, and every
that many during a Meeting Engagement.
character in your warband may do one of
the following in any order:
Step 3: Deploy Enemies ” Take a standard move in any
Roll 2D6+8, and place a marker on direction.
each side of the table with that many
” Make a ranged attack, if so equipped.
inches between them, leaving roughly
equal space between each marker and ” Take a Non-Combat Action.
the battlefield edges of each side. These
markers represent the most forward point Step 6: Fight Your Battle
on each side where any figure can be set Now it’s time to get fighting.
up. All the space between the two markers
You may abandon the fight by retreating
is the neutral ground, and no figures may
over any edge of the battlefield. Doing so
be set up there.
without having Achieved your Objective
The enemy force should be divided into forces a randomly selected character that
three roughly equal-size groups. Figures retreated to roll on the Flight in the Dark
within a group should set up 1" apart from Table after the battle (see p.188).
each other, while each group should be
about 6" from the next group. The enemy
will set up 1-4" behind the deployment
marker on their side of the table, within
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Scenario B: Defensive Battle


Larger Warbands
A sound in the cold air, a movement
If you have opted to play with a warband
in the shadows. Enemies are on the
base size of 7 or 8 figures, you may use
prowl, and you must scramble to defend
that many during a Defensive Battle.
yourself when they are upon you.
In a Defensive Battle you will be fighting
to fend off an attack by enemy forces. Step 2: Determine Outflanking
Some enemies are capable of Outflanking.
Step 1: Deploy the Warband If so, roll D6+2 (note: this roll is different
Set up your warband anywhere within from that used in a Meeting Engagement).
6" of their battlefield edge. You may not The enemy deploys that number of figures
deploy more than 6 figures, even if your on the table, with any excess set aside for
warband is larger (in which case, pick any now. If the battle is using the Unknown
6 to use). Excess characters are away from Enemy rule (see p.122), the roll is based
the battlefield, ensuring that the enemy is on the figures remaining at this point,
not sneaking up on you from behind. ignoring the Unknown Enemy Marker.

NEUTRAL BATTLEFIELD EDGE


Defensive Battle Marker The enemy is set up
NOT TO SCALE in two groups
on the right

1"

The enemy sets up 2D6 + 12" from 1-2"


WARBAND BATTLEFIELD EDGE

the warband battlefield edge. 1" Leader


ENEMY BATTLEFIELD EDGE

6" between groups

The warband is set up as Neutral ground:


the player sees fit within No figures may be set up here
6" of the warband’s
battlefield edge

NEUTRAL BATTLEFIELD EDGE 135


ENCOUNTERS

If Outflanked, roll D6 in each Tracking remaining in Cover. Terrain penalties


Phase. If the roll is equal to or below apply as normal. Then select a member of
the battle round number you are about the warband and roll 2D6:
to play, the removed figures plus one
” Add +2 if the selected figure has the
additional basic Melee Trooper arrive.
Scouting skill.
Randomly select either neutral battlefield
edge, and place the figures within 2" of ” Modify by -1 if the moving figure is
the center of that battlefield edge. partially obscured by terrain.
” The figures that are selected for ” Modify by -2 if the moving figure is
Outflanking should be melee troops. not within sight.
” Ranged troops will never Outflank If the final result is above the distance
regardless of the roll. in inches from the selected figure to the
figure that moved, the moving figure has
” If any Leader is present and 3+
been spotted. A double 6 automatically
figures Outflank, the Leader will be
reveals the infiltrators, regardless of
selected as one of the Outflanking
distance or position. If the moving figure
figures.
is not spotted, select another enemy
” If the roll is equal to or above the figure that has not taken an Infiltration
total number of enemy figures move yet, and repeat the process. Once all
present, Outflanking does not occur. enemies have completed an Infiltration
move, start over from the left-most figure.
Step 3: Deploy Enemies
Once an infiltrator has been spotted, this
Roll 2D6+12, and put a marker that many
step ends immediately, and you are ready
inches from your own battlefield edge.
to begin the first battle round.
This is the most forward point the enemy
may deploy. On a small gaming table, if
Step 5: The Objective
the die roll would indicate the enemy sets
When fighting defensively, the objective
up off the battlefield edge, they instead set
is to fight off the attackers. Your have
up within 1" of the battlefield edge.
Achieved the Objective once half the
The enemy force that is not Outflanking enemy force (rounded up) has been slain
should be divided into two roughly equal- or driven off due to Morale Failures. At
size groups. Figures within a group should that point, you may continue fighting until
set up 1" apart from each other, with the you Hold the Field or begin retreating
two groups set up roughly 6" apart. The over the edge of the battle field.
enemy will deploy in a rough line with
any Leaders placed 1-2" behind. Enemies Step 6: Fight Your Battle
should set up out of sight, if possible. Now it’s time to get fighting.
You may abandon the fight by retreating
Step 4: Enemy Infiltration
over any edge of the battlefield. All figures
The enemy will try to close the
that retreat before you have Achieved the
distance before being detected, and
Objective must roll on the Flight in the
launch their attack.
Dark Table after the battle (see p.188).
Select the left-most enemy figure and
move it 4" forward, trying to get as
close as possible to the warband while
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Scenario C: Camp Raid Step 1: Deploy Enemy


Split the enemy force into two roughly
Slowly approaching, making the most of
equal-size groups. Place a small terrain
cover behind the rocks and trees. If you
piece to represent a camp fire, stash of
can get into position, you will be able to
equipment, or similar in the center of
strike before they know what hit them.
the table and deploy one group with each
You are attacking an enemy camp site to figure within 2" of the feature.
strike a decisive blow and scatter them to
the winds.
Unknown Enemy
For enemies that would not typically
If the enemy would have the Unknown
create a camp such as undead or beasts,
Enemy rule, remove 1 figure from the
it may be a temporary lair, a site they are
center group and 2 figures from the sentry
drawn to through the magic animating
group. The Unknown Enemy Marker
them, or whatever seems appropriate.
should be placed in the middle of the half
of the table with the sentries.

NEUTRAL BATTLEFIELD EDGE


Camp Raid Sentries scattered
NOT TO SCALE 5" apart across one half
of the table

The warband sets up as


the player sees fit
no closer than
2D6 + 12" from the
5" between
WARBAND BATTLEFIELD EDGE

closest enemy position.


ENEMY BATTLEFIELD EDGE

sentries

Center
2" 5"

5"

Neutral ground:
No figures may be set up here

NEUTRAL BATTLEFIELD EDGE 137


ENCOUNTERS

Randomly select one half of the table, and Step 4: The Objective
scatter the other enemy group as evenly as The objective in a Raid is to scatter the
possible throughout this part. They are the enemies and defeat them. If you Hold the
sentries. No figure should be within 5" of Field, you achieve your objective.
the center group.
Step 5: Fight Your Battle
The enemy cannot Outflank, even if their
Once the battle begins, set one of your
profile indicates they normally would.
Initiative dice to a 1, then roll the rest
normally. From Round 2 onwards,
Step 2: Deploy Warband
roll normally.
Set up the warband on the half of the table
that was not selected above. Roll 2D6+12. If a warband figure makes contact with
No warband figure may be closer to an the center terrain feature within Rounds
enemy that this distance, but otherwise 1-4, you may roll on the Loot Table
place your warband as you see fit. On a immediately, and claim whatever you
small gaming table, if the forward point rolled. The item can be used right away, if
would be off the table, place it 1" from the it is usable in battle. If you need to attack
far battlefield edge. the same camp multiple times, you can
only receive this bonus once.
Step 3: Sneak Up
You may retreat over the edge of the
Select any figure in your warband and
battlefield with no consequences during
move it 4" in any direction, regardless
a Raid. If you fail to clear the battlefield
of movement speed. Terrain penalties
of foes, the Camp has not been destroyed.
apply as normal. Once that figure has
The next time you attack it, you will face
finished moving, the closest enemy figure
the same type of enemy, but their strength
will attempt to detect the figure that just
and composition must be rolled again.
moved. Roll 2D6:
” Modify by -1 if the moving figure is Rewards
partially obscured by Cover. If you complete your objective, you
receive the Vital Information item, plus
” Modify by -2 if the moving figure is
D6 Gold Marks.
not visible to the spotter at all.
” Modify by -2 if moving figure has
Expertise skill.
If the final result is above the distance
between the two figures, the moving
figure was detected, this step ends
immediately, and you are ready to begin
the first battle round. Otherwise, you may
now select a figure to move, and repeat
the process. You can move the same figure
multiple times as you see fit. Unlike the
AI, the player is free to select the same
figure again, if desired.

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Scenario D: Hideout Raid Step 1: Deploy Enemy


The enemy force should be split up into
The weight of responsibility lies heavy on
two groups. The first should consist of
your shoulders. If you prevail here, you’ll
any Leader figures plus regular figures,
be able to strike a decisive blow against
adding up to about a third of the total
the enemy and permanently weaken them
force. The second group consists of all
in the region. It won’t be easy, however.
remaining figures.
You have found a Hideout used by the
enemy to send out agents and gather their
troops. (If the Hideout is populated by Unknown Enemy
animal type enemies, it is a major lair.) If the enemy would have the Unknown
Enemy rule, remove 1 figure from the
Note that while Hideout Raids are very
center group and 2 figures from the sentry
similar to Camp Raids, there are some
group. The Unknown Enemy Marker
important differences.
should be placed at the center of the
enemy battlefield edge.

NEUTRAL BATTLEFIELD EDGE


Hideout Raid
Sentries scattered at least 5"
NOT TO SCALE from the Leader’s group
and at least 9" from the
warband's battlefield edge

Leader and 2 sentries


clustered at the midpoint between
the center of the battlefield and the
WARBAND BATTLEFIELD EDGE

middle of the enemy battlefield edge


ENEMY BATTLEFIELD EDGE

9"
5"
Center Leader

The warband is set up


along this battlefield edge,
at least 2D6+12" from
enemy figures.

NEUTRAL BATTLEFIELD EDGE 139


ENCOUNTERS

Place the group with the Leaders at the Step 3: Sneak Up


mid-point between the center of the table Select any figure in your warband and
and a randomly selected battlefield edge. move it 4" in any direction, regardless
Then take the larger group, and scatter of movement speed. Terrain penalties
them as evenly as possible around the apply as normal. Once that figure has
table as sentries. None of them may be finished moving, the closest enemy figure
within 5" of the center group, or within will attempt to detect the figure that just
9" of the opposite battlefield edge of that moved. Roll 2D6:
selected above.
” Modify by -1 if the moving figure is
The enemy cannot Outflank, even if their partially obscured by Cover.
profile indicates they normally would.
” Modify by -2 if the moving figure is
not visible to the spotter at all.
Step 2: Deploy Warband
Set up the warband near the opposite of ” Modify by -2 if moving figure has
the enemy battlefield edge. Roll 2D6+12 to Expertise skill.
determine how many inches you must set
If the final result is above the distance
up from the enemy. Place your warband
between the two figures, the moving
as you see fit, provided no figure is closer
figure was detected, this step ends
to an enemy than the indicated distance.
immediately, and you are ready to begin
On a small gaming table, if the forward
the first battle round. Otherwise, you may
point would be off the table, place it 1"
now select a figure to move, and repeat
from the battlefield edge.
the process. You can move the same figure
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If you Achieve your Objective, you may


roll an additional time on the Loot Table
after the battle.
Additionally, if you Hold the Field, you
may roll twice on the Unusual Finds Table
after the battle.
You may retreat over the edge of the
battlefield with no consequences during
a Raid. If you fail to clear the battlefield of
foes, the Hideout has not been destroyed.

Returning
If you fail to Achieve your Objective, you
may return to the Hideout again at a
future point.
Unlike a Camp, the Hideout enemy
composition should be noted down.
Removed any casualties from the enemy
forces. After each failed Raid, 2 additional
enemy Melee Troopers arrive, which can
compensate for losses or increase the
forces present.
multiple times as you see fit. Unlike the
AI, the player is free to select the same Victory
figure again, if desired. If you Achieve your Objective, you
have weakened the Threat the Hideout
Step 4: The Objective belonged to. This status lasts for the rest of
You must defeat all enemy Leader figures the campaign and is not cumulative, even
to Achieve your Objective. if it happens multiple times. While the
foe is unable to support as many troops in
Step 5: Fight Your Battle the area, the leadership will need to take
Once the battle begins, set one of your an active hand in running things. When
Initiative dice to a 1, then roll the rest fighting a subsequent Enemy Threat
normally. against the Threat in question, apply the
following modifications:
From Round 2 onwards, you will roll
normally. ” When rolling for the number of foes
encountered, roll D6.
In each Tracking Phase, if there are any
Leader figures on the table, roll 2D6. If ” When rolling for enemy leadership,
the roll is equal to or below the battle roll twice and pick the highest
round number just completed, place an result.
Unknown Enemy Marker at a random
If you destroy a Hideout for a Threat
point along the battlefield edges. This can
that has already been weakened, add
occur only once during the battle.
+2 Adventure Points instead.

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Scenario E: Site Battle warband should be split up between two


or three such entry points, in any way you
Damp corridors and dusty chambers,
see fit. If there is only one usable entry
these places are filled with horrors.
point, the whole warband sets up there.
Today, sword in hand, you intend to
strike fear into their hearts.
Step 2: Place Exploration
You are investigating a location and Markers
dealing with any hazards that present A Site may contain any number of things
themselves. Sometimes, the place itself waiting to be found. Place one Exploration
may be as much of a danger as the Marker on the table for every warband
enemies. While most Sites are dungeons, member you are fielding. For a Delve, the
cave networks, ruined castles, or similar, Depth may add a modifier to this amount.
they can be anything you imagine fits a Each marker should be numbered so you
monster-infested, cramped environment. will be able to select from them at random
with an appropriate die roll. Try to spread
Note that Site Battles use several new
them out as evenly as possible. Each
mechanics that are not found in regular
marker should be placed at some visually
encounters.
interesting point, such as near a terrain
feature, obvious crossroads, or similar. If
Step 1: Deploy the Warband
you are playing on dungeon tiles, rooms
Deployment will depend on your table
and corridor intersections are great points.
setup, especially if using a board or tiles.
An Exploration Marker should not be
Place the warband first, anywhere along
placed within sight or within 9" of an entry
one of the battlefield edges. If you have
point your warband will be using.
more than one entry point into the site
along the edge of the battlefield, your

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ENCOUNTERS

Step 3: The First Move and consult the table below to see what
One of the warband members should be the reaction is.
selected to scout ahead and get the lay of
Any foes added through this roll are
the land. Before regular gameplay begins,
Unaware and act as Sentries.
select a warband member and move them
a single normal move. Then roll D100,

Site Reaction Table


D100 Site Reaction
result
01-15 Just another day on the job
The place smells of danger, but then everything tends to. No special
adjustments take place.
16-30 As silent as a grave
This is a tomb… and a guarded one at that. Place 2 additional Exploration
Markers in the center of the table, and place 3 additional Skeletons within
1" of the markers.
(Skeletons: Speed 4", Combat Skill +1, Toughness 4, Armor 1, Undead.)
They begin the game Unaware.
31-50 Undiscovered depths
This place has rested silent and forgotten for a long time. Place 3 additional
Exploration Markers on the table, near the three largest terrain features
or rooms.
51-65 Suspicious tracks
Signs of the enemy compel you into the dark. Place a marker in the center of
the table. Once a warband member moves within 8" and Line of Sight, roll
up a Unique Foe and place them here. If you defeat them, you may claim
+2 Adventure Points. If they remain undetected, or are on the table when
the battle ends, roll on the Enemy Plans Table (p.207).
66-80 A passage through
It turns out there’s a passage that leads away from this place. Add an
Unexplored Location to the Map Area you are in.
81-90 The foe lurks
You can feel their presence in the gloom. Place an additional Unknown
Enemy Marker at the center of the table during Step 4.
91-100 A quiet entrance
You have found an entry point that should be fairly safe. After placing all of
the enemies during Step 4, you may take one group of 3 enemies and move
them to the center of the table.

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ENCOUNTERS

Step 4: Deploy the Enemy Awareness


Now place the enemy on the table. Divide If an Unaware figure finds themselves
the enemy into groups of 3 figures each, in any of the following situations at
with any leftover figures forming their any point of the battle round, they
own smaller group. For each group, place immediately become Aware:
them by a random Exploration Marker.
” If within 8" and Line of Sight of
These foes are all Unaware and act as
warband figures.
Patrols. Unaware figures within 1" of
each other are one group, which will ” If within 2" of Aware figures in sight.
move together while they are Unaware. If
” If within 6" of a melee (regardless
groups end up in the same location, try to
of sight)
separate them by 4".
” If within 2" of an Exploration Marker
Any Unknown Enemy Markers should
that has already been explored and
be placed at or near a randomly selected
revealed by the warband
entry point (or random point along the
edge of the battlefield), but should not be Once an enemy becomes Aware, they
within 9" of warband figures. remain so for the rest of the battle and
will not revert to Patrolling or standing
Step 5: The Objective Sentry. Aware figures will move and fight
The objective in a Site battle is simply to normally.
explore the location. The warband counts
Unaware enemies are either Patrols
as Achieving their Objective if they clear
or Sentries. The enemy groups that are
at least 3 Exploration Markers, and may
placed initially are all Patrols, as are
then retreat off the table at any time. Each
any Unknown Enemy Markers (this
character that retreats from the table
supersedes the normal movement rules
before the warband clears 3 Exploration
for Unknown Enemy).
Markers must roll on the Flight in the
Dark Table after the battle. At the start of the first Enemy Actions
Phase, each Patrol Group randomly selects
Step 6: Fight Your Battle an Exploration Marker, and will move
by the shortest route towards the marker
Cramped conditions
indicated by the roll. Once a destination
Site battles are fought in tight conditions,
is determined, they will not deviate from
where foes could lurk behind any corner.
that path, unless they become Aware of
All base movement rates are reduced by
the warband, and cease Patrolling.
1" except for enemies with the Crawling
trait. Warband figures cannot Dash during Upon reaching their destination, the
Site Battles. Enemies can Dash only if they Patrol Group will select a new
have the Crawling trait. destination randomly in the following
battle round (unless that destination
No ranged attack can be made at a
was already explored, in which case they
distance exceeding 8".
become Aware).
Any enemy figures placed due to
Exploration are Sentries. They will
remain in place until they become Aware
of the warband.
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ENCOUNTERS

Retreat After the initial reveal, the enemy will


Warband members may retreat off the not move into the area, while warband
edge of the battlefield (any entry point if members must make an 8+ [Expertise]
playing on dungeon tiles or floor plans). If test to move through without taking
the objective has not been achieved at that damage. A successful test allows a
point, the retreater must roll on the Flight character to move into the area without
in the Dark Table after the battle. risk, though if they do not leave the area
on the following battle round, they must
Exploration Markers test again.
The enemy does not interact with
Any character affected takes a +1 / +0 Hit.
Exploration Markers, other than for
setting Patrol destinations, as explained Obstacle
above. A warband character that
Some type of obstacle such as webs,
moves within 3" and Line of Sight of
unsafe floors, or swampy ground.
an Exploration Marker will reveal the
marker. Roll on the table below to see The obstacle extends 2" in every direction
what they find. Explanations for each find from the marker, and counts as Difficult
are given below the table. terrain to both sides. A character adjacent
to the obstacle and taking an Interact
Site Finds Table Action may attempt to create a path
through the obstacle by succeeding on an
D100 Warband find
8+ [Pathwise] test. A success allows the
result
warband to move through the obstacle
01-10 Environmental hazard without penalty for the rest of the battle.
11-20 Obstacle
Item
21-35 Item An item just happens to be lying on the
36-60 Something hidden ground. Dropped by an adventurer or a
careless foe maybe? Odd. What’s next?
61-75 Trap!
Finding magical swords in a random
76-85 Guarded stash troll cave?
86-90 Ambush! Make a Loot roll.
91-100 Footsteps
Something hidden
There’s markings here that suggest
Environmental hazard something has been buried or stashed
Whether it’s a pool of toxic liquid, away out of sight.
carnivorous plant life or a cave-in, this
A warband member taking an Interact
area is dangerous to move through.
Action may make an 8+ [Scouting] test to
The hazard extends 3" in every direction search. A success locates a hidden stash,
from the marker. The character that in which case make a Loot roll. A failure
revealed the marker must make a 9+ means they are unable to find anything.
[Wits] test to avoid being affected. If they A double 1 on the roll results in setting
pass, move them backwards 1". If they fail, off a trap, as per the Trap entry on the
they suffer the effects of the hazard. table above. The searching character and
everyone within 1" of them must test to
145
ENCOUNTERS

avoid it. Each warband member can only Guarded Stash


attempt the test once.
You see something glinting in the dark.
Trap! You have found valuables, but they are
also well defended.
This may have been put here by the
inhabitants, or predate them, but either Place a marker at the most distant point
way it’s likely to hurt. on the table the character can draw a Line
of Sight to. Then place 3 enemy Melee
The character springing the trap must
Troopers within 2" of the marker as
succeed on a 10+ [Expertise] test or
Unaware Sentries. A character moving
be struck, in which case roll D100 and
into contact with the marker may claim 3
consult the table below to determine the
rolls on the Loot Table (see p.196).
effects of a sprung trap. Once sprung, a
trap has no further effect.

Site Trap Table


D100 Trap is
result
01-20 Lethal trap
The character is struck by a dart, falls in a pit, or is struck by a blade
swinging from the ceiling. Inflicts a +1 / +0 Hit.
21-40 Alarm trap
The trap sets off a loud noise, alerting enemies to your position. All enemies
within 12" become Aware. This has no effect on enemies placed within the
area later in the same battle round, as they are assumed to be busy with pre-
existing tasks. Take an 8+ [Expertise] test. If it fails, place 2 enemy Melee
Troopers at the center of the battlefield edge opposite your entry point. They
enter the battlefield Aware.
41-60 Pinning trap
The trap captures the character and holds them in place. When activating
next, the character must succeed on an 9+ [Wits] test to break free of the
trap. One adjacent ally per battle round can take a Use Action to attempt
the test on their behalf. Until successfully freed, the character cannot move,
is automatically on the defensive in any melee exchange (even if they win
the prior exchange), and cannot use any ranged attack other than throwing
knives. They may cast spells or use equipment normally.
61-75 Brutal trap
A particularly unpleasant trap intended to maim, rather than kill. The
character is automatically Wounded.
76-100 Treasure trap
Roll again on this table, treating a roll of 76-100 as 01-20.
Once the trap has been sprung, a character that reaches the marker may
make a Loot roll immediately.
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ENCOUNTERS

Ambush! Footsteps
You’ve stumbled across a foe that was You can hear enemies sneaking around,
waiting to pounce on somebody. just out of sight.
Place 1 enemy Melee Trooper behind Randomly place 1 enemy Melee Trooper
and in contact with the character, and 9" away in a random direction. The newly
resolve a melee immediately. They count placed enemy cannot be within 4" of a
as the attacker. warband member. If so, continue moving
the figure in the direction randomly
selected until they can be placed. The new
figure is an Unaware Patrol.

147
ENCOUNTERS

Scenario F: Monster Lair Place 3 Curious Location Markers


around the table, in visually appropriate
The air is thick with malice and barely
locations. If playing on dungeon tiles,
contained sorcery. For a moment, you
each marker must be in a different room
hear a monstrous heartbeat echoing
or cave. Each must be at least 12" from
along the cavern walls, but surely it must
the scout.
be your imagination. No creature could
be that large.
Step 2: Scouting
You are raiding a Monster Lair and will Scouting the Lair takes place in a series of
need to progress cautiously as the beast moves. Each move, the scout may move up
may well be lurking inside, ready to to their normal movement speed in any
attack. Having the entire warband charge direction. At the end of each move, roll
in will no doubt alert the monster, so you 2D6: If any Unusual Locations are within
have decided to send in a scout. Line of Sight and closer in inches than
the die roll, the closest such location has
Step 1: Scout Deployment been scouted. Roll D100 on the Curious
Select which member of the warband will Location Table below to determine
scout ahead, and place them within 6" what was found. If the roll is equal to or
of an entry point to the battlefield. Put a greater than the distance to the nearest
token at the entry point. This is where the location in inches, or no location is in
rest of the warband will arrive from when sight, nothing happens.
the battle begins.

148
ENCOUNTERS

If the total on the dice is a 2 or 3, the scout The Monster is Roaming


has alerted the monster! Replace the It is possible none of the locations reveal
closest Unusual Location as per the “The the monster. If so, it is roaming the land,
beast, aware” result on the table below, and you may lay an ambush. Set up your
and remove any remaining markers. warband anywhere you want on the table,
and proceed to Step 3 (p.150).
Curious Location Table
D100 Curious Location
result
01-10 Nothing at all
There was nothing here. Keep searching. If this was the last marker, go to the
“The monster is roaming”, below.
11-25 Monster tracks
If this was the first or second marker, the next marker you investigate
will treat any result of “Nothing at all” or “Monster tracks” as “The beast,
unaware” instead. If this was the last marker, go to the “The monster is
roaming”, at the top this page.
26-40 Captive
You have discovered a captive, unconscious adventurer, or survivor of
an attack. They sneak to the exit and join your warband there. They are a
Follower, with the starting character profile, and begin the game Wounded.
They have no equipment, though they can be outfitted with any spare
equipment you have.
If they do not become a casualty, you may have them join you. If so, they
become Loyal. If you do not take them along, add them as an adventurer
Friend instead.
41-50 Monster hoard
You have found some of the beast’s stash. If you move into contact with the
token, you may immediately roll on the Loot Table (see p.196) and claim
the item.
51-85 The beast, unaware
The beast is here, but is Unaware of your presence. You may continue
scouting or proceed to Step 3, below. Ignore any results of “Monster tracks”
or “The beast, unaware.” If you roll “The beast, aware” at a different
location, the beast becomes Aware of you, but will be located where you
already found it.
86-100 The beast, aware
The beast is here and is ready to pounce. Place the monster figure on the
location, and then immediately move it a normal move directly towards the
scout. Proceed to Step 3 (p.150).

149
ENCOUNTERS

Step 3: Battle Surprise


The fight begins. All remaining Curious If the monster was roaming or Unaware,
Locations are removed from the table. it is surprised in the first round of
the battle: It will act normally but all
How to set up depends on the situation:
warband members receive a Combat
” The monster was roaming: Bonus in melee combat, or a +1 bonus
Place the monster at an entry point to Hit when shooting. This applies only
of your choice, and move it one during Round 1.
normal move towards the center of
the table. If a warband member is Step 4: Victory and Defeat
now in sight of the monster, begin Your objective is to defeat the monster.
the normal battle with the Round 1 You may retreat over the edge of the
initiative roll. If not, you may move battlefield (or an entry point, if playing on
each warband member up to a tiles). Retreating characters do not roll on
normal move, then roll for initiative. the Flight in the Dark Table.
” The monster was Unaware and you If you slay the monster, you acquire the
have decided to start the battle: normal rewards indicated in the Loot
You may place each warband chapter. If it remains alive, you may
member up to three moves from the return here in the future. The monster
entry point. The scout may take a will regain 1 Monster Point at the end of
single move. Then roll for initiative. every campaign turn until fully healed.
You will have to track this.
” The monster is Aware:
Place each warband member within
one move of the entry point. The
scout may take a single move. Then
roll for initiative.

• EnDING A SCENARIO •
A scenario ends when one of the following ” The objective: Note that completing
circumstances has been reached: or failing to complete your objective
may happen whether your warband
” The enemy has no figures left on the
or the enemy figures have left the
table: If this occurs, the battle ends
field: You may have Held the Field
unless the scenario rules specifically
without Achieving your Objective, or
state otherwise. In this case, you are
you may complete it and then retreat
said to Hold the Field.
off the table.
” The warband has no figures left
on the table: This happens if every
member has either retreated or
become a casualty. You do not Hold
the Field.

150
INDEX

the enemy

• Enemy Tables •
This section presents the many enemy The escalating difficulty method provides
tables, which offer the profiles and special a gentle increase in enemy power and
rules for each type of enemy you may fight. capability. This is the best option if you
The encounter rules will have directed you want a more gradual difficulty curve, or
to which specific table to use for a battle. if you prefer to know in advance what to
There are two methods you can use to paint up.
determine the exact types you encounter:
the escalating difficulty method, and the Random Encounter Method
random encounter method. Roll D100 and consult the appropriate
table. Generally, a higher roll will indicate
Escalating Difficulty Method a more difficult opponent. This method
The first time you have an encounter from does not distinguish between stronger
a specific enemy table, you will encounter or weaker warbands: You may meet a
the first entry that is listed. Each powerful enemy on your first outing, or
subsequent time you have an encounter you may face an easy fight.
from a given table, select the next entry
This is the best option for players who
on the table that you have not already
want the feel of a living world, or who
encountered, moving down the table as
prefer a more unpredictable game.
you play. Once you have worked through
the entire table, begin using the random
encounter method instead.

151
THE ENEMY

The Enemy Profile Counter Attack: If the enemy wins a


melee exchange, they will inflict a Hit
Each of the enemy profile tables includes
even if they were the defender.
the following column headings:
Crawling: The enemy may Dash during
Enemy The name of the enemy type.
Site Battles.
Num. When rolling for the number
Fearless: The enemy does not take Morale
of enemies you will face, add
checks.
this number to the die roll.
Fey: When targeted by a spell, the enemy
Speed Enemy movement speed,
may roll D6. The spell is canceled on a 4-6.
given as base movement /
If a spell would affect multiple figures,
Dash bonus. All distances are
roll individually for each figure: The spell
in tabletop inches.
is canceled if any roll succeeds.
Combat Enemy Combat Skill.
Flying: The enemy ignores all terrain
Damage T he bonus added to penalties and may move across obstacles,
Overcome Armor / Overcome even if they would be otherwise
Toughness rolls, for melee Impassable. Flying figures are assumed
combat only. Ranged attacks to land or be hovering just over ground
always use the standard for level at the end of their move, and can
the weapon instead. be engaged normally in melee. Foes do
Tough. 
The enemy’s Toughness rating. not receive a Combat Bonus from higher
ground against Flying characters.
Armor The enemy Armor rating.
Gruesome: A character who is removed
Ranged The number of enemies that as a casualty from battle must make a
carry ranged weapons, and modification of -5 when rolling for post-
which weapons they carry. game injuries. This does not affect rolls on
the Flight in the Dark Table.
Universal Enemy Traits
Hang Back: An enemy with Hang Back
Enemies can exhibit all manner of
should always be set up in or behind
abilities and talents on the battlefield.
a terrain feature. They will not move
While some are unique to a particular
from that feature, except to engage foes
creature or type of enemy, the most
within one move. If targeted by ranged
universal traits are listed below.
weapons, they will move to get out of
Note that some weapons, items, and sight, if possible.
abilities confer effects equivalent to traits
Monster: They cannot Dash and always
from this list.
move as directly as possible towards
Awareness: You cannot attempt to Seize their foes.
the Initiative against this enemy, even if
Outflank: When deploying, the enemy
the scenario would allow the attempt.
may roll to Outflank, if the scenario
Brave: The enemy only fails Morale permits it. See individual scenario types
checks when rolling a 1, instead of the for more on Outflanking.
customary 1-2.
Parry: The enemy may Parry in melee
combat (see p.42).
152
THE ENEMY

Poison: A natural 6 on a ranged attack Tough: The enemy cannot be Stunned.


or a natural 6 as the attacker in a melee
Undead: The enemy cannot Dash.
exchange will automatically remove the
Undead are always Tough and Fearless
target as a casualty, unless the blow fails
as well.
to penetrate Armor.
Unknown Enemies: The enemy always
Poor Shot: This enemy does not add their
uses the rules for Unknown Enemy
Combat Skill to ranged attacks.
markers unless the scenario would not
Regeneration: Each Tracking Phase, permit it.
any enemy with a Wound will heal. Two
Wounds during the same battle round will
kill them, as normal. The Ruin Within
The land crawls with those who would
Relentless: Warband members cannot
bring destruction and death for a few
use or gain the Parry and Counter Attack
blood-stained coins or to sate the whims
abilities in melee against this enemy.
of their madness. As the Ruin takes
Slippery: The enemy does not suffer hold, it spreads across the towns and
movement reductions due to difficult communities like an invisible sickness,
terrain, may move through water tainting all that it touches.
features at normal speed, and may ignore
Adventurers and agents of the law notice
obstacles up to 1" tall when moving.
that many outlaws often come to believe
Skirmisher: The enemy may make in the supernatural patron known
ranged attacks even if they moved a full as the Mistress of the Mist. Adherents
move. Weapons that normally allow no believe she guides their steps and hides
movement (such as crossbows) will allow them from prying eyes, but she is said to
a half move instead. demand payment in coin and blood for
her services.
Terrifying: The enemy has Counter
Attack when fighting Followers (but not
Heroes)

153
THE ENEMY

Bloodstained Shillings Payment for the Mistress


Foes from this encounter table are often If you are in over your head, you may buy
known to the local nobility, who is eager your way out of a battle in the Tracking
to have wandering adventurers rid them Phase. Pay 1 Gold Mark per enemy figure
of the pests. You may claim 1 Gold Mark still on the table, and end the battle
for any Leader figure slain when fighting immediately. This does not count as
foes from this encounter list. defeating the Threat, but at least you are
able to walk away alive.
Ruin Within Enemy Table
D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-08 Desperate +3 4" / +2" +0 +0 / +0 3 0 2 slingers
mob
A cruel world took everything they had and driven to madness by desperation,
they are preying on travelers for resources.
Break point: The mob does not roll Morale dice normally. In the Tracking Phase, if
casualties exceed half the initial number, they flee, and the battle ends.
09-18 Sneaky +1 6" / +2" +0 +0 / +0 3 0 2 self bows
thieves
Scoundrels looking to fill their purses through thievery and robbery.
Sneak attack: A thief that begins the Enemy Actions Phase in or immediately behind
a terrain feature receives a Combat Bonus in melee that phase.
Looted loot: Each Loot roll that awards Valuables also grants 1 Gold Mark worth of
petty coin.
19-24 Slave raiders +2 4" / +3" +0 +0 / +0 4 1 2 slingers
Whether they are looking to press their victims into naval service, draft them to
fight some war, or sell them for coin, these people are the lowest of the low.
Craven: If the Leader is slain, roll 2 additional Morale dice.
Just in time: If you Hold the Field, you rescue a local villager (forester, if in the
Wilderness). Add a Friend.
25-31 Grim-faced +1 5" / +2" +1 +0 / +0 4 2 2 self bows
rebels
The world is full of pretenders to titles and thrones. To fund their wars, they often
extort peaceful folk “for the cause”.
Uprising: If you have a noble Friend, or are carrying out a Contract for a noble, they
become Brave.
32-43 Outlaw gang +2 5" / +3" +1 +0 / +0 4 1 2 slingers
Not all outlaws are romantic fighters against oppression. These folk are simply
mean and violent.
Traits: Outflank.

154
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
44-53 Deserter +3 4" / +2" +0 +0 / +0 4 2 2 self bows
squad
Whatever army these came from is irrelevant. They’ve figured out that pillaging
the countryside is more profitable than fighting in the field.
Hardened fighters: After determining if any Leaders are present, swap 1 basic
Melee Trooper for a Sergeant.
54-61 Blood-stained +1 5" / +2" +1 +0 / +0 4 1 2 self bows
renegades
Bandits, deserters, and other low-lifes who burn and loot for the heck of it. Often
outcasts so unpleasant even the outlaw gangs and slavers won’t deal with them.
Traits: Brave. Sergeants are also Tough.
62-73 Well-armed +2 5" / +2" +1 +0 / +0 4 2 2 self bows
brigands
Some outlaw groups begin to stock up on weapons and armor, allowing them to
go toe-to-toe with soldiers and guards.
Lie in wait: At the start of the first Enemy Actions Phase in the game, each brigand
archer will shoot at a visible target before any Actions are carried out. This shot does
not prevent them from acting normally during this Enemy Actions Phase.
74-81 Hired +1 5" / +2" +1 +0 / +1 4 2 3 throwing
murderers knives
Your deeds have attracted the attention of someone who wants you dead and is
willing to pay well for the privilege.
Traits: Outflank, Slippery.
82-88 Murder +2 5" / +3" +1 +1 / +0 5 1 3 throwing
cultists knives
In a violent world, some become obsessed with the act of violence itself and seek to
perpetuate it in ever more arcane and intricate ways.
Traits: Brave, Counter Attack.
89-94 Penitent +3 4" / +3" +1 +0 / +0 5 1 None
zealots
Roaming groups that believe the world will be reborn, once it has been drowned in
the blood of the innocent and guilty alike.
Battle Zeal: The zealot currently closest to the player’s battlefield edge receives a
Combat Bonus in melee.
Traits: Fearless.
95-100 Order of the +1 6" / +3" +2 +0 / +0 5 2 3 throwing
snake knives
A secretive society of assassins identified by a snake tattoo on the underside of
their wrists. Their goals and agenda are unknown, but they never kill for coin.
Traits: Brave, Poison, Crawling, Counter Attack.
155
THE ENEMY

The Whispers from Beyond Patterns Unseen


Whether it is securing scraps of
The dead and the sinful have always
documents from practitioners of the dark
roamed the lands by moonlight, as do
arts, or simply ridding the land of Threats,
those who seek to wrest control over life
fighting the Whispers can only further the
and death from ancient tomes. With
cause of the light.
every sinner that attempts to break open
the barriers between this life and the next In any battle where you defeat 5+ figures
world, the veil grows thinner, and the from this encounter list, you may add +1
shadows begin to move. Adventure Point.
Many scholars believe that a malign
The Fog that Shrouds the Land
power rules over these denizens of the
When fighting the Whispers, visibility
gloom, directing them for some ulterior
for warband members is limited to 9". If
motive inimical to the survival of
another game rule or event would restrict
day-dwellers. Cultists speak of a voice
visibility, use the lower score. Note that
that whispers in their fevered dreams,
enemies from this list are not themselves
declaring the insignificance of their
affected by the 9" limitation, nor are any
mortal lives.
Unique Foes accompanying them.

156
THE ENEMY

Whispers from Beyond Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-08 The taken +3 4" / 0" +0 +0 / +0 4 0 None
The remains of people lured into dark rituals or forbidden pacts. Only husks
remain, driven by a malevolent force.
Traits: Fearless, Monsters.
09-17 Broken +1 4" / +3" +0 +0 / +0 4 0 1 crossbow
fanatics
When you listen to the whispers for too long, your sanity is unlikely to remain.
Driven to fury: Fanatics receive a Combat Bonus when Wounded.
Traits: Fearless.
18-26 Roaming +4 3" / 0" +0 +0 / +0 5 0 None
dead
On a moonless night, the dead may rise to vent their hatred of those who still walk
in the light.
Swarming: Every time a warband member becomes a casualty, place another
Roaming Dead on a random battlefield edge.
Traits: Undead, Unknown Enemy.
27-34 The outcast +2 5" / +3" +0 +0 / +0 3 0 2 slings
In a harsh winter, it is said a village may turn to Human flesh for survival. The
guilty are exiled and the taint takes what Humanity remained.
Bounty on their heads: Roll a D6 for every Leader slain. On a 6, you are awarded 1
Gold Mark after the battle in bounties.
Traits: Outflanking.
35-46 Cultist +3 5" / +3" +0 +0 / +0 3 0 1 self bow
whisperers
Shady, cloaked worshippers hoping to bring forth He Who Whispers.
Traits: All Leaders have Poison, Outflank, Brave.
47-53 Coven of the +2 4" / +3" +1 +0 / +0 4 1 None
half-dead
A secretive cult looking to bridge the gap between life and death, achieving a form
of immortality in the process.
Pained ascension: During the Tracking Phase, roll D6 for any Wounded Coven
member, including Leaders and Unique Foes. On a 5-6, they are transformed to a
Maddened Revenant (see the next entry on this table). This is a spell ability.
Traits: Brave.

157
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
54-59 Maddened +2 4" / 0" +1 +0 / +0 5 1 None
revenants
When a summoning ritual goes wrong, the earth itself will revolt, and those who
have died there will rise to exact vengeance above.
Traits: Undead, Gruesome.
60-68 Collector +4 4" / +3" +1 +0 / +0 4 1 3 slings
mob
Macabre scavengers who roam the land searching for trinkets and Human
remains to stockpile in their caves and pits.
Morbid pack: When rolling Morale dice, a roll of 1-2 removes a Collector as
normal. However, a roll of a 6 causes 1 additional Melee Trooper Collector to be
placed on the table in or by the terrain feature closest to the center of the table.
Traits: Outflank.
69-77 The Corrupt +3 4" / 0" +1 +0 / +0 5 2 None
Mutated wretches that roam the outskirts of civilization. The whispers tormented
their physical form and shaped their minds towards evil.
Twisting forms: Warband members do not gain Combat Bonuses from allies
against the Corrupt.
Traits: Monsters.
78-85 Fog Born +2 5" / +2" +1 +0 / +0 4 2 None
When the fog is so thick you can feel it on your skin, the Fog Born creep from the
mist. Vaguely humanoid creatures with metallic claws, they are said to have once
been men who committed crimes so terrible that even the old gods took notice.
Fog bound: All ranged attacks against the Fog Born will Hit only on a natural 6.
Servants of the Mistress: Slaying a Fog Born Leader grants +1 Adventure Point.
Traits: Gruesome, Brave.
86-93 Grave +2 4" / 0" +2 +1 / +0 5 2 None
Walkers
The skeletal remains of knights and champions slain through betrayal or treason.
They yearn for destruction against a worthy adversary.
Traits: Undead.
94-100 Night Folk +1 5" / +3" +2 +0 / +0 4 2 2 throwing
knives
A strange, insular breed, the Night Folk are shrouded in swirling fog. They
never communicate with outsiders, but raise blood-soaked battle sacrifices to
the Whispers.
Traits: Poison, Outflank, Fey.

158
THE ENEMY

The Gnawling Horde Driven by Hatred


When taking Morale checks for
Stories say that when settlers arrived in
Gnawlings, a 6 on the Morale dice causes
this region, it was empty of life, but those
a figure to rush forward. The Gnawling
settlers were not the first to live here. In
furthest from your battlefield edge
the old times, a great war was fought
immediately takes a full move directly
over these lands, between what scholars
towards the nearest warband member.
call the ‘Morning People’, and a far more
They will stop 1" away from making
ancient force that resided here.
contact.
The war ended with the Morning People
being cursed and banished from the Mob Tactics
surface world, dwelling underground as Gnawlings are practiced in fighting while
the curse ate away at their sanity and densely packed together. When fighting
their very form. Now, their bestial forms a Gnawling that has an ally within 1" of
have returned to reclaim the surface itself, you cannot claim a Combat Bonus
world, by blade and by spell. from your allies in melee combat.

159
THE ENEMY

Gnawling Horde Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-09 Skirmisher +4 7" / +3" +0 +0 / +0 3 0 4 slings
pack
Lightly equipped Gnawlings that range ahead of the horde during war. They often
function as scouts and spies.
Traits: Skirmisher, Crawling.
10-19 Gibbering +6 6" / +3" +0 +0 / +0 3 0 None
horde
As age takes them, the curse claims their minds. Their comrades push them
forward in a final battle as their senses begin to fail.
Ignore Wounds: In the Tracking Phase, the Wounded Horde figure closest to your
battlefield edge recovers from being Wounded.
Traits: Unknown Enemy.
20-28 Gnawling +5 6" / +3" +0 +0 / +0 3 0 3 slings
raiders
The Gnawlings often supplement their weaponry and supplies with the products of
surface raids.
Traits: Skirmisher, Crawling.
29-35 Curse- +4 5" / +2" +0 +0 / +0 4 1 None
Bound
Some the curse deforms even more, their limbs ending in grotesque claws fit only
for rending.
Traits: Gruesome.
36-45 Gnawling +4 6" / +3" +0 +0 / +0 4 1 2 crossbows
warriors
A war party of Gnawlings, prowling the surface world for a fight.
Traits: Skirmisher, Counter Attack.
46-53 Knife- +5 6" / +3" +0 +0 / +0 3 0 None
breakers
Knife-breakers specialize in snapping blades, to deny the enemy the ability to
scavenge.
Break the knife: Any character that becomes a casualty must make an
8+ [Crafting] test or have a random weapon Damaged.
Traits: Outflank.
54-63 Tunnel +4 6" / +3" +1 +1 / +0 4 2 2 crossbows
fighters
Gnawling fighters are battle-hardened veterans from years of fighting their foes
underground.
Traits: Slippery.

160
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
64-72 Seething +5 7" / +3" +0 +0 / +0 4 1 3 slings
infiltrators
Infiltrators rely on swarm tactics and sling shots imbued with foul magics to
disable their foes.
Traits: Outflank, Unknown Enemy, Poison, Crawling.
73-80 The Silenced +4 6" / +4" +1 +0 / +0 4 1 None
A secretive cult of assassination experts among the Gnawlings.
Traits: Silenced receive the Poison trait and increase damage to +2/+0 when fighting
a warband member that has no allies within 3".
81-87 Shield- +4 5" / +2" +1 +0 / +0 4 2 2 crossbows
bearers
Common in siege fighting, the shield-bearers use sharp, angled shields for close
combat, while their ranged troops use them for protection.
Carries Shields (+1 to armor vs ranged)
Traits: Parry.
Return shots: Shield-bearer ranged troops will immediately shoot back if they are
Hit by a ranged attack that is saved by their Armor.
88-94 Hate-sworn +4 6" / +3" +1 +0 / +0 5 1 2 crossbows
Gnawlings that are unable to resist the madness that engulfs their people may
swear themselves to die in battle. The intensity of the oath drives them to furious
attacks.
Death Frenzy: When slain, the Hate-sworn enter a death frenzy. They immediately
make a standard move if not in base contact with a foe, then enter melee combat
as normal. Ignore all Wounds on the Hate-sworn while they are in a death frenzy.
They die immediately if “slain’ a second time, or when the 3rd exchange has been
resolved.
Traits: Counter Attack.
95-100 The +3 6" / +3" +2 +0 / +0 5 1 None
Ascended
The Gnawlings constantly experiment with sorcery to break their curse. For some,
infusions of fey magic promise a path to great power.
Bolts of energy: At the start of each Enemy Actions Phase, select the Ascended
furthest from your battlefield edge. Ignore figures that have no Line of Sight to
any members of the warband. The Ascended will then begin chanting a spell.
Place a marker by the figure to remind you. If the figure becomes Wounded or
Stunned before the start of the next Enemy Actions Phase, the spell is disrupted. If
not, when the figure activates next, they will unleash the spell against the closest
warband member they can see at that point (the spell fizzling if none are visible).
The target must make a 10+ [Devotion] test or be thrown D6" directly backwards
and Wounded.
Traits: Fey.

161
THE ENEMY

The Ice-heart Court Entrancing Lights


When rolling for Initiative at the start of
It is believed that in the primordial times,
the battle round, you must roll one die
the ancient Fey Courts held wind and
less than the number of characters you
sun in their power. With a word, a Fey
have on the table (though you may always
queen could ravage a land with storms,
roll at least one die). The character not
or scorch it with sun. However, as the old
assigned a die has been Entranced, and
gods emerged, the Fey had to relinquish
must act in the Slow Actions Phase.
more and more of their power, driving
them back into the deep forests and the
Elfin Trickery
snow-capped mountains.
When Outflanking, the Court will roll
Across the land, the Ice-heart Court seeks 2D6-1 instead of 2D6 to determine the
to reclaim their ancient rights. Their initial, non-flanking force. When playing a
terrible queen seeks to plunge the world Defensive Battle, roll 2D6+9 to determine
into a perpetual winter where she would setup distance instead of 2D6+12.
become powerful enough to challenge the
gods themselves.

162
THE ENEMY

Ice-heart Court Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-11 Goblin +5 5" / +3" +0 +0 / +0 3 0 None
raiders
Small, long-limbed fiends that lurk in forest caves. They are said to be former fey
that succumbed to their cruel impulses.
Goblin cruelty: If multiple targets are in range for melee or ranged attacks, they will
always prioritize Wounded foes as targets.
Traits: Outflank, Fey.
12-23 Forest folk +2 5" / +2" +0 +0 / +0 4 0 2 self bows
A number of people live in the fey-woods, fighting for their otherworldly lords.
Forest fighting: Forest and bush features do not provide Cover against Forest Folk
archery.
24-32 Elfin hounds +4 6" / +4" +0 +0 / +0 4 0 None
Sleek and fierce, these hunting dogs have an unnatural cunning, and a thirst for
war.
Unpredictable movements: Ranged attacks against Elfin hounds do not add Combat
Skill to the attack roll.
Traits: Awareness, Outflank, Fey.
33-40 Spider- +3 5" / +3" +0 +0 / +0 3 1 2 self bows
touched
An old sect that worships the great spiders of the forest. They swear personal oaths
of fealty to the Fey Queen herself.
Traits: Poison, Outflank, Brave.
41-49 Time-lost +2 4" / +2" +1 +0 / +0 4 2 2 crossbows
warriors
The fey have little use for the constraints of time, and some of their allies are
warrior clans long consigned to forgotten history.
Traits: Brave.
50-57 War dryads +3 6" / +2" +0 +0 / +0 4 2 None
Dryads are known to pull hapless wanderers into the fey realm. The results are
often fatal.
Painful Lure: A character Wounded by a Dryad must make a 7+ [Devotion] test.
Failure causes them to be removed from the table.
Forest whispers: All characters removed from the table due to Painful Lure or as
casualties must roll on the Flight in the Dark Table, instead of the Injury Table.
Traits: Counter Attack, Fey.

163
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
58-63 Tree +2 5" / +2" +1 +0 / +1 5 2 None
wardens
The fey grant sentience to young, small trees, imbuing them with mobility and a
fierce hatred for outsiders.
Traits: Tough, Regeneration, Fey.
64-71 Fey spirits +3 6" / +3" +1 +0 / +0 5 1 3 self bows
Faerie-kind that linger too long in the otherworld tend to lose their grip on reality,
as well as sanity. When they take to the field, it is as howling, half-ethereal forms,
lingering for just one more battle.
Traits: Terrifying, Flying, Fey.
72-81 Fey soldiers +3 6" / +3" +1 +1 / +0 4 3 3 crossbows
The ranks of the Faerie Court armies are a sight to behold, clad in armor of Elven
silver.
Traits: Skirmisher, Fey.
82-89 Winter +3 6" / +2" +1 +0 / +0 5 3 3 crossbows
Legion
Part of the Queen’s armies have been tasked with finding ways to weaken the hold
of the gods on the mortal realms. Frozen winds envelop them in battle.
Winter Mist: Ranged attacks against the Winter Legion do not add Combat Skill to
the Hit roll.
Traits: Brave, Fey.
90-95 Fey knights +2 6" / +2" +2 +1 / +0 4 3 None
While they often fight dismounted (faerie horses persisting only briefly in the
mortal realms), Fey knights are a terrifying force on the battlefield.
Traits: Fearless, Tough, Fey.
96-100 Queen’s own +2 6" / +2" +2 +1 / +1 4 3 3 crossbows
The hand-picked guard of the Eternal Queen.
A worthy struggle: Add +1 Story Point and +1 Adventure Point if you Hold the Field.
Traits: Parry, Counter Attack, Fey.

164
THE ENEMY

Duskling Warbands Pain-fury


Dusklings receive the Counter Attack trait
The far reaches nominally ruled by the
while Wounded.
Dusklings are notoriously inaccessible
to travelers, but groups setting out
Hatred of Magic
as raiders, mercenaries, or simply
Dusklings have a particular hatred of Fey-
adventurers are a common sight around
blood and spell-casting characters. When
the lands.
choosing ranged attack targets, they will
A war-like culture, Dusklings worship always target such characters, if visible
animalistic gods that are said to predate and in range. If within two moves of such
even the Old Gods, yet refuse any call a character, a Duskling will advance as
from an outsider that has not undergone fast as possible towards the character
the “Ritual of Strife and Scar”. to engage them in melee (regardless of
armaments, personal safety, or other
The Dusklings themselves rarely speak
considerations).
of their origins, placing little value
in it, but feel a strong affinity for the
night. Duskling priests emphasize the
The Long Walk
role of their people in maintaining the
If a Duskling warband is accompanied
balance between the physical world
by a spell-casting Unique Foe, they are
and the fey realms.
assumed to have taken the “Long Walk”
and abandoned Duskling ways. The enemy
is NOT subject to the Hatred of Magic rule
listed above.

165
THE ENEMY

Duskling Warband Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-09 Unforgiven +3 5" / +3" +0 +0 / +0 3 0 2 self bows
warband
A band of wretched Dusklings that have fallen into disgrace and been cast out.
Traits: Unknown Enemy.
10-20 Aspiring +1 5" / +3" +0 +0 / +0 3 1 2 self bows
war party
Young raiders hoping to gain status by slaying a particularly worthy opponent in
battle.
Aspire to glory: The Aspiring receive a Combat Bonus in melee against foes with a
Combat Skill of +1 or greater.
Traits: Brave.
21-30 Warband +2 5" / +3" +0 +0 / +0 4 1 1 self bow
remnants
The stragglers of a failed raid, limping away with the meager spoils they have
acquired. Scattering these bands before they can regroup will help your long-term
prospects.
Gather the spoils: Holding the Field awards +1 Adventure Point and +1 Gold Mark
in petty coin.
31-39 Hunting +1 6" / +3" +1 +1 / +0 4 1 3 self bows
band
Duskling hunters are relentless and talented, often acting both as hunters,
foragers and raiding forces.
Hunters: If you Hold the Field, you may add 1 ration.
Traits: Slippery.
40-48 Blood- +3 5" / +4" +0 +0 / +1 4 1 2 self bows
streaked
band
Some warbands believe that warpaint made from the blood of their comrades
grants them resilience to strikes in battle.
Traits: Tough.
49-57 Maddened +4 6" / +2" +0 +0 / +1 4 1 None
wave
Consumed by some mania, the attack has lost all cohesion. The Dusklings simply
hurl themselves at you, eager to sate their blood-mad ambitions.
Status through glory: Whenever a non-Leader figure knocks out a foe in melee
combat, roll D6. On a roll of a 1, immediately promote them to a Sergeant. Increase
their Toughness to 5 and grant the Parry trait.

166
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
58-65 Mist-clad +1 6" / +3" +1 +0 / +0 4 0 2 self bows
warband
A warband worshipping a canine predator of their homelands known for hunting
in the morning fog. The members often decorate themselves with pelts and animal
fangs.
Hard to spot: In Defensive battles, modify spotting rolls against them
by -1.
Traits: Poor shots, Unknown Enemy.
66-75 Prowling +2 5" / +3" +1 +0 / +1 4 1 2 self bows
renegades
A warband that has transgressed against a war leader and struck out on their
own, until they can return in blood-soaked glory.
Traits: Skirmisher, Brave, Poor Shots, Crawling.
76-82 Death- +2 5" / +3" +1 +1 / +1 4 2 None
sworn
warriors
Whether from a great disgrace or a boast gone out of hand, the Death-sworn don
heavy coats of mail, and hurl themselves at the strongest foes they can find.
Traits: Parry, Terrifying.
83-87 Winding +2 6" / +4" +1 +0 / +1 5 1 2 self bows
Path
warband
A secretive cult distrusted by their comrades for their adherence to the Old Gods
instead of the Duskling ways.
Bitter determination: If at the start of the Tracking Phase, a Winding Path member
is within 6" of a warband member, they all become Fearless.
Traits: Poisoned, Poor Shots, Crawling.
88-94 Notched +1 5" / +4" +2 +1 / +0 5 1 None
blades
Highly skilled warriors that disdain a ranged attack, preferring to engage their
foes up close.
Traits: Parry, Relentless.
95-100 Skull-taker +1 6" / +3" +2 +1 / +1 4 2 2 self bows
warband
The elite of the Duskling forces, they have forsaken any semblance of individuality
to pursue the ways of war. Even other Dusklings view them with fear.
Traits: Poor Shots, Gruesome, Relentless, Terrifying. Leaders receive Regeneration.

167
THE ENEMY

The Oldest Kin Now, their eyes turn to the lands of the
warm-blooded, to conquer, and rebuild a
The priests of the reptilian Oldest Kin
realm in which to compose their rituals,
tell of once raising their clawed hands
and claim final revenge.
to stars that no longer exist, beseeching
forgotten gods for great power. The gods
Slow-moving Blood
responded terribly, destroying the Oldest
All Old Kin have the Brave trait. They are
Kin empire with fire, and scattering the
immune to any form of poison, regardless
survivors throughout time.
of the source.

Clad in Scales and Silver


Old Kin Javelins The Old Kin place great emphasis on fine
Javelins are ranged weapons, 9" range,
things. If you obtain Valuables from the
-1 / +0 damage. The thrower may move
Loot Table, increase the value of each
and add their Combat Skill to the attack
such item by 1 Gold Mark.
roll. Moving over half speed prevents
ranged attacks, as normal.

168
THE ENEMY

Oldest Kin Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-11 Spawned +1 4" / +2" +0 +0 / +0 4 1 2 javelins
brood
Those who have never witnessed battle before attack eagerly, though they lack
much of the toughness and brute strength of their more battle-hardened cousins.
Traits: Skirmisher.
12-24 Kin-blooded +1 5" / +2" +0 +0 / +0 4 1 2 self bows
While appearing Human in form and physique, their unblinking eyes and scaly
skin suggests an ancient connection to the Oldest Kin.
Thin blood: Kin-Blooded are not subject to the Old Kin special rules. Traits:
Unknown Enemy.
25-35 Warrior +2 5" / +2" +0 +0 / +0 4 1 2 javelins
brood
The rank and file of the Kin armies, wielding weapons of bone, with leather
harnesses strapped over their scaly hides.
Silver jewelry: Collect 1 Gold Mark for every Leader slain.
36-40 Relict brood +2 5" / +2" +0 +0 / +1 5 1 None
A brood reeking of sorcery, their crude humanoid forms were conjured from times
long past.
Traits: Regeneration.
41-47 Needle Fang +4 5" / +3" +1 +0 / +0 4 2 None
pack
Long-limbed lizards with a mouth full of fangs, they seem to share a primitive
pack intelligence.
Traits: Awareness.
48-55 Raider +2 4" / +2" +0 +0 / +0 4 1 3 javelins
brood
Skulking foes that hurl venom-tipped darts at their foes, they are at their most
dangerous in cramped conditions and close quarters.
Traits: Crawling. Ranged attacks have Poison.
56-65 Ravager +1 5" / +2" +1 +0 / +0 5 2 2 javelins
brood
These broods are employed specifically to harry and hunt. Their scales have an
iron-like sheen that is like a coat of steel maille.
Traits: Awareness.

169
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
66-73 Hunter +4 5" / +3" +1 +0 / +0 4 1 None
beast pack
These ferocious war-beasts share the reptilian ancestry of their masters. They are
unrelenting hunters used to harass and demoralize foes before a raid.
Jungle tactics: Hunter Beasts receive a Combat Bonus in melee if they or their
opponent is within 1" of a terrain feature.
Traits: Slippery.
74-82 War-strong +2 4" / +2" +1 +1 / +0 5 2 None
brood
Battle-hardened veterans of many campaigns, the War-strong have grown to
monstrous bulk and power.
Traits: Relentless.
83-88 Deep coven +2 4" / +2 +1 +0 / +1 5 1 None
Advancing with chants of the old oceans, the Covens are wreathed in the heavy
stench of salt and magic.
Call the kindred: In each Tracking Phase, roll D6 for every coven member within
8" of a warband member. For every roll of 6, place a Kin-Blooded figure (from the
above entry on this table) adjacent to the coven-member in question. This ability is a
spell, cast by all coven figures in range.
Traits: Terrifying, Poison.
89-94 Cold +2 4" / +2" +2 +0 / +0 5 2 2 sorcerous
blooded bolts
priest band (equal to
crossbows)
The war-priests of the Kin have gazed into worlds beyond. As such, the mortal
realms hold no terrors to cow their cold hearts.
Traits: Tough, Fearless, Skirmisher.
95-100 Battle +2 5" / +2" +2 +1 / +1 5 2 2 javelins
champion
band
The most scarred and battle-worn of the Old Kin, these warriors have seen all and
slain most of those the warm-blooded can muster.
Traits: Relentless, Fearless.

170
THE ENEMY

The Curse of War While the curse descends upon the land,
those caught in the whirlwind of conflict
Warfare scorching the land is hardly
try to eke out an existence as they
unusual, leaving desolation and
always have.
smoldering ruins in its wake. When a
war has been going on for too long, it
The Slow Grind of War
starts to acquire a sinister presence, as
If an objective has a time limit, it is
if the war itself has become sentient and
increased by +1 battle round.
malign. Strange things crawl around
the battlefields after night falls, and the
Tattered Banners, Bloody Flags
fighting troops begin to lose any sense
If at the beginning of a battle round,
of why they were fighting. Empty-eyed
two or more enemies have fled the
patrols stagger around the blood-soaked
battlefield, the rest become Fearless for
land, perpetuating the war for its own
the remainder of the battle.
sake, long-lost to the world of the living…
or the sane.

171
THE ENEMY

Curse of War Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-09 Craven +3 4" / +2" +0 +0 / +0 3 0 2 slings
deserters
Wayward soldiers who have forsaken the war and resorted to looting travelers.
Not dying today: Morale dice fail on a 1-3.
10-19 Opportunistic +3 5" / +2" +0 +0 / +0 3 1 2 slings
pillagers
Foragers for one of the warring armies. They seem more concerned with acquiring
loot than any military purpose.
Pillagers: If you Hold the Field, roll 2D6. For each of the dice showing a 5 or 6, you
receive looted foodstuffs worth 1 ration.
Traits: Slippery.
20-28 Cruel +3 4" / +2" +0 +0 / +0 3 1 2 self bows
deserters
In a few more weeks, the war will take their minds too, but for now, they cling to
the few shreds of base Human emotion they can still muster.
Traits: Skirmisher, Gruesome.
29-35 Torch +3 5" / +2" +0 +0 / +0 4 1 3 slings
bearers
A frantic cult devoted to the purifying torch. Rarely good news near settlements.
The tip of the spear: If accompanied by a Unique Foe, a roll on the Enemy Plans
Table (p.207) is triggered after the battle, unless you slay the Unique Foe.
Traits: Outflank.
36-45 Gibbering +4 5" / +3" +1 +0 / +0 4 0 None
corpse-
crawlers
It is hard to tell what is worse: Their manic laughter, or how they swarm at the
smell of fresh blood.
Drawn by blood: Every time a warband member is knocked out, place 2 more
Corpse-Crawlers randomly along the edge of the battlefield.
46-53 Soot-stained +2 6" / +2" +1 +0 / +1 4 2 None
fiends
With blackened wings, these imp-like devils descend on the dying.
Dampening aura: Each Tracking Phase, roll 2D6. If the roll is equal to or below the
battle round number just finished, any Mystic becomes unable to cast spells for the
rest of the battle.
Traits: Fly.

172
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
54-64 Forsaken +3 4" / +2" +0 +1 / +0 4 1 2 crossbows
infantry
While they still resemble the people they once were, the war has taken their minds.
They remember nothing but the slaughter.
Traits: Tough, Gruesome.
65-70 War-mad +3 4" / +3" +1 +0 / +0 4 2 3 self bows
roamers
Animalistic in mind, these war-taken cling to life so they might hunt the prey of
those who have not yet seen their light.
Hunted in the gloom: Characters forced to roll on the Flight in the Dark Table
cannot reroll or negate the result in any way.
Traits: Awareness.
71-80 Battlefield +3 6" / +3" +1 +0 / +0 4 2 None
stalkers
Hunched over, these semi-intelligent creatures prowl the battlefields for flesh to
consume. They reek with filth.
Dark blood: Any Wounds sustained by the warband cannot be healed or removed
during the battle, regardless of methods.
81-87 War cultists +3 4" / +2" +1 +1 / +0 5 2 None
Drenched in the death-stained soil, their keening wails call to the war-beasts of
the fog.
Calling the sons of the earth: In the Tracking Phase, roll 2D6. If the roll is equal to
or below the number of the battle round just finishing, their chanting summons
a Minotaur (from the Aberration Table, p.182). Place the monster in the center of
the table. This can happen only once per battle. While this is a spell-like ability,
the spell was cast prior to the battle, and cannot be prevented except by killing
every cultist.
Traits: Brave.
88-93 Torn flags +2 5" / +2" +2 +1 / +0 4 2 None
The Torn Flags have renounced all allegiance except to the war itself. They leave no
survivors.
Traits: Parry, Counter Attack.
94-100 Forsaken +2 5" / +2" +2 +0 / +1 5 2 2
elite crossbows
Beneath their steel helmets, unblinking eyes stare from pale faces. Before the war
took their minds, they were the brightly clad elite of an army.
Traits: Relentless, Tough, Gruesome.

173
THE ENEMY

The Faceless Kingdom For the Beast Totems


Faceless Kingdom figures that initiate a
A great and terrible kingdom is
melee will receive the Counter Attack
preparing to unleash its armies across
trait for the duration of the melee.
the land. Wearing closed-face helmets,
the grim legions advance under flags
Iron Discipline
devoted to their animal totems. Their
Whenever a figure is removed due to
warriors are relentless and devoted,
Morale Failure, the enemy figure furthest
believing that their bestial war-gods
from the players’ battlefield edge takes a
will reward the valiant and condemn
full move as directly forward as possible.
the craven.
This rule does not apply in a dungeon
This relentless invasion will only lead environment.
to enslavement and subjugation if
the initial advance guard cannot be
defeated, but the petty nobility ruling the
border regions are too divided to make a
coherent defense.

174
THE ENEMY

Faceless Kingdom Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-12 Unmarked +3 6" / +2" +0 +0 / +0 4 0 2 slings
legion
The Unmarked legion consists of soldiers who have not yet been admitted into any
of the beast legions. They will go to great lengths to earn their admittance in battle.
Traits: Brave.
13-22 Legion of +3 6" / +2" +0 +0 / +0 3 1 2 slings
the Weasel
A legion selected for speed and agility, its soldiers are often shorter than their
counterparts.
Traits: Slippery.
23-29 Legion of +2 5" / +2" +0 +0 / +0 4 1 2 crossbows
the Owl
The legion is deployed to act as sentries and guards, intercepting threats before
they can strike at vital points.
Traits: Awareness.
30-36 Legion of +2 5" / +2" +0 +0 / +0 4 1 3 crossbows
the Raven
A sinister legion specializing in hit-and-run tactics.
Hit and run: Legionaries that survive losing a melee exchange will immediately
withdraw a full move directly away from the winner. This ends the melee
engagement.
37-46 Legion of +2 4" / +2" +1 +0 / +1 4 1 2 crossbows
the Swine
A tough legion that prides itself on violent tactics and self-determination.
We stand alone: Crossbow legionaries cannot provide a Combat Bonus to melee
troops.
47-53 Legion of +2 4" / +2" +1 +0 / +0 4 2 2 crossbows
the Ox
The Legion of the Ox accompanies the vanguard, focusing on a flexible fighting
style combined with staying power.
Traits: Outflank.

175
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
54-67 Legion of +3 4" / +2" +1 +0 / +0 4 2 2 crossbows
the Lion
One of the primary legions, the lions are stout, front-line troops emphasizing a
steady advance on the enemy position. Their great chain of victories is marked on
their banners.
Traits: Parry.
68-75 Legion of +2 4" / +2" +1 +0 / +0 4 2 3 crossbows
the Viper
Clad in coats of scale armor, the vipers rely on mobile firepower to back up the
infantry attack.
Traits: Skirmisher.
76-83 Legion of the +2 4" / +2" +1 +0 / +0 4 2 3 crossbows
Wolverine
Snarling like their totems, the legionaries hurl themselves forward in battle-lust.
Traits: Awareness, Counter Attack.
84-89 Legion of +2 4" / +2" +1 +0 / +0 4 2 4 crossbows
the Mole
Renowned for its stubbornness and defensive fighting, the Legion of the Mole is
obstinate in the extreme.
Combined arms: Each Melee Trooper must remain within 1" of a Ranged Trooper if
possible, and will only move to attack foes within one move.
Traits: Brave.
90-95 Legion of +2 5" / +2" +2 +1 / +0 4 2 2 crossbows
the Eagle
The most valorous of the legions, the Eagles carry the finest weapons in the
kingdom.
Traits: Brave.
96-100 Legion of +2 4" / +2" +2 +0 / +0 5 3 3 crossbows
Iron
The only legion not carrying an animal totem. To join the guard, a legionary must
put loyalty above even the spirits.
Belt purse: Defeating a Leader figure accompanying the Guard always awards +1
Gold Mark above and beyond any normal rewards.
Traits: Relentless, Brave.

176
THE ENEMY

Roadside Encounters Poor Prospects


Any valuables generated from the Loot
Without strong central authorities
Tables are worth 1 Gold Mark less
to maintain the peace, travel can
than normal (to a minimum of 1 Mark
be hazardous, with robbers, bands
per item)
of villains, and more sinister things
roaming the land, look for coin or easy
Not Worth the Risk
prey. Travelers are encouraged to travel
If, during the Tracking Phase, the enemy
with armed company, banding together
force is reduced to only one or two
for protection.
remaining figures after Morale checks,
the remaining foes will flee the battlefield.
This rule does not trigger while an
Unknown Enemy marker is present.
This rule does not apply to Undead.
Roadside Enemy Table
D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-08 Dust +3 6" / +3" +0 +0 / +0 3 0 None
Hounds
Fierce and highly aggressive canines, packs of Dust Hounds prowl the land,
looking for prey. While normally they would not attack a group of Humans, it
seems the dark whispers in the foggy forests affect them too.
Traits: Awareness.
09-16 Petty +3 4" / +2" +0 +0 / +0 3 0 2 slings
robbers
When armies prey on the common folk, the common folk prey on each other.
Untrained rabble: Morale dice will fail on a 1-3.
17-23 Roving +4 4" / +2" +0 +0 / +0 3 2 None
fiends
Flocks of humanoid beasts with rudimentary intelligence, they live off carcasses
and what they can kill with their clawed hands.
Traits: Regenerate.
24-31 Rag-tag +4 5" / +2" +0 +0 / +0 3 1 1 self bow
brigands
More successful bands of brigands often have a reward on their heads.
The duke pays a bounty: Roll D6 for every Leader or Unique Foe slain. On a 5-6,
receive 1 Gold Mark extra.
32-41 Goblin war +3 5" / +3" +0 +0 / +0 3 1 3 slings
party
The twisted goblins are a common sight near deep forests, hunting for anything
that will give them sport.
Traits: Skirmisher, Fey.

177
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
42-53 Stumbling +4 4" / 0" 0 +0 / +0 4 1 None
dead
The villagers say that they resent those who did not yet perish.
They rarely come alone: Set aside three D6, and roll them in every Tracking Phase.
Every 6 causes another Stumbling Dead to appear at a random battlefield edge
point. Every 1 causes that die to be removed from the pool for the rest of the battle.
If the battlefield is clear of enemies at the end of a Tracking Phase, the battle ends.
Traits: Undead.
54-61 Organized +3 5" / +2" +1 +0 / +0 3 1 2 self bows
robbers
More ambitious criminals can often become quite adept at skirmish tactics.
Crime does pay a little: If you Hold the Field, you find 1 Gold Mark in petty coin.
Traits: Skirmisher.
62-69 Northern +2 6" / +3" +1 +0 / +1 4 1 None
wolves
Unlike normal wolves, the wolves of the North are malign and aggressive creatures
driven by a cruel cunning. In recent years, packs have escaped South, driven from
their lands by some unknown horror.
Traits: Awareness, Outflank.
70-79 Robber +2 4" / +3" +1 +0 / +0 4 2 2 crossbows
baron patrol
A petty noble has decided to do a bit of tax collection by shaking down whoever
can’t resist.
Tax the taxman: If you Hold the Field, you find 1 Gold Mark in petty coin.
80-86 Strange +2 5" / +2" +1 +0 / +0 4 2 2 self bows
troops
Unknown soldiers with strange markings on their equipment. They attack as soon
as you hail them, and do not seem to speak a language you have ever heard before.
Traits: Brave, Parry.
87-94 Infamous +1 5" / +3" +1 +0 / +0 4 1 2 self bows
marauders
Brutal raiders from a far-away land, their reputation precedes them.
Raiders: If playing a defensive battle scenario, all rolls to spot infiltrators are at a -1
penalty, and the enemy strength is increased by 1 melee figure.
Traits: Counter Attack.
95-100 Half-Fey +1 6" / +3" +1 +0 / +0 4 1 3 longbows
raiders
The fey madness occasionally strikes those of half-fey heritage.
Such bands will roam the land, howling, and laughing as they search for blood.
Traits: Fey, Parry.
178
THE ENEMY

Lurking Foes Some scholars even say such places


are saturated with ill magic, attracting
The land is dotted with withered ruins,
monsters to lurk among the rubble.
reeking swamps, and crumbling keeps,
many of which were used as Hideouts,
The Lure of Magic
Lairs, or Camps by entities in the past.
During the Tracking Phase, roll D6 if any
While this makes them popular with
warband member cast a spell during that
treasure hunters and explorers, they are
battle round. On a 6, place an additional
almost always inhabited by an array of
enemy at a random entry point or point
dangerous and unpleasant creatures.
on the edge of the battlefield.
Whether encountering vermin cursed to
unusual size, the magical wards of past
rulers, or threats from beyond our reality,
those who delve at these locations often
meet shrieking horrors in the gloom.

179
THE ENEMY

Lurking Foes Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-14 Giant rats +5 6" / +4" +0 +0 / +0 3 0 None
It’s disputed whether they even really exist.
Traits: Slippery, Crawling.
15-24 Giant bugs +4 6" / +3" +0 +0 / +0 3 1 None
Too many legs and too many mandibles, these beasts express little fear of death.
Traits: Brave, Crawling.
25-31 Winged +3 5" / 0" +0 +0 / +0 4 2 None
Imps
Minions of a powerful Aberration struggling to enter our realms, these sniveling
beings rejoice in inflicting injury and pain.
Traits: Flying, Monster.
32-44 Skeletal +4 4" / 0" +0 +0 / +0 4 1 None
defenders
While the curses and injustices of the world are quite capable of animating the
undead, these defenders seem to have been created specifically for the purpose.
Traits: Undead.
45-50 Decrepit +3 4" / +3" +1 +0 / +0 3 1 None
worshippers
Blood-soaked followers of some minor Aberration. They huddle in filth and
gibberish while chanting insane oaths in the gloom.
Soaked in blood: A worshipper that knocks out a warband member raises their
Combat Skill and Toughness by +1 each for the rest of the battle. This can only apply
once per figure.
Traits: Crawling.
51-61 Goblin +5 5" / +3" +0 +0 / +0 3 1 None
infestation
Twisted cousins of the Ice-Court, it is said that they were cursed to bear a visage
that matches their vile hearts.
Gremlin aura: Any character assigned a 1 on the initiative dice cannot use any
enchanted item or cast any spells for the duration of the battle round.
Traits: Fey, Gruesome, Crawling.
62-69 Cave +3 7" / +2" +1 +0 / +0 4 2 None
Runners
Large and dangerous beasts, clad in thick, mottled hides and rushing to the attack.
Charge: Cave runners moving at least 4" in a straight line before entering melee
combat do +0 / +1 damage in the first exchange.
Traits: Brave, Crawling.

180
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
70-75 Gargoyle +2 4" / +4" +1 +0 / +1 4 2 None
sentries
A sorcerer of old conjured these demon-like beings and bound them as guards.
Over the decades, they slowly turn more stone-like until they lose their final form
and memories. As such they are fearless in battle, preferring death to decay.
Traits: Fearless, Tough, Crawling.
76-81 Tomb +2 5" / 0" +1 +1 / +0 4 2 None
shades
Ghostlike visages that cling to the last places of the living world. Their attacks are
accompanied by bone-chilling howls.
Traits: Undead, Regeneration, Terrifying.
82-90 Delve +2 6" / +3" +1 +0 / +0 4 2 None
crawlers
A horror often only whispered about, these multi-legged hell creatures attack by
trap and by poisoned fang.
Webbed: When a moving warband member enters Line of Sight of one or more
Delve crawlers they could not see at the start of their move, roll D6. If the roll
exceeds the Agility score of the warband figure, they are encumbered by webs, and
must halt moving immediately. The webs have no further effect.
Traits: Poison, Slippery, Crawling.
91-94 Crystal +1 4" / +2" +2 +1 / +0 5 2 None
wards
The greatest of wizards are said to have been able to bind sentience and life-force
inside statues of hard, rock-like crystal.
Hardened shells: If the roll to Overcome Toughness in melee combat against a
Crystal ward is a natural 1, the weapon becomes Damaged.
Traits: Relentless, Fearless, Crawling.
95-100 Eternal +2 4" / 0" +2 +0 / +1 4 2 None
Guard
A grim-faced oath of eternal service to a long-forgotten master still echoes when
these fell warriors challenge an intruder.
Guardian legion: Every time a warband member becomes a casualty for any reason,
place a Tomb Shade (from earlier on this table) in the place they fell. The shade
cannot act this battle round.
Traits: Undead, Counter Attack.

181
THE ENEMY

• Creatures Most Vile •


Once the world was whole, but now it Aberrations ignore any effect that would
is torn. cause a Wound directly. They cannot be
Stunned by any source.
Among the shadows, in the pits and
below the fog-shrouded pines, creatures
roam and lurk that have crept in from Engaging in Combat
mirror worlds of our own. Sorcerers say
Aberrations fight normally in melee
they are dreams given form, but many
combat, but with the following
dreams are nightmares.
modifications:
We call these creatures Aberrations.
” Due to their ferocity and alien
Aberration serves as a catch-all for any nature, they cannot receive a Combat
creature so powerful it transcends the Bonus from allied creatures in melee
normal game rules. Unless otherwise combat, though their opponents are
listed, all Aberrations obey the following still able to.
additional rules:
” All Aberrations may Counter Attack
” They use Monster Points to track in melee combat.
damage.
” The profile lists the damage values
” They have restrictions on their used in melee.
Actions and movement.

Aberration Actions
Monster Points The following rules are applicable:
Aberrations can ignore wounds that
” They cannot Dash, but will otherwise
would lay low any ordinary fighter. This
move as fast as possible, by the most
is quantified by giving them a pool of
direct route possible, towards the
Monster Points (MP).
closest target to them, measured by
When striking an Aberration, Armor the route available. Note that this is
works as normal, but the Overcome not always the same as the closest
Toughness roll is modified: target they can see.
Natural 1 or below Toughness = ” A moving Aberration will push aside
the blow has no effect. Human-sized allies as it moves.
Equal to Toughness = Modify MP by -1. ” Aberrations are completely
unaffected by Morale.
Above Toughness =
Modify MP by -1 if currently
3 or less. Slayer’s Rewards
Modify MP by -2 if currently
Fighting a giant beast is usually
4 or more.
undertaken for the prospect of rich
An Aberration is destroyed when reduced rewards (…though the warband tough
to 0 MP. enough to slay such a creature is unlikely
182
THE ENEMY

to need further reward). Every Aberration The Bestiary


has a Reward Rating in the profile table.
If you slay multiple Aberrations in the Unique Creatures
same encounter, use the single highest Aberrations are often unique, and it is
Reward Rating +1 per additional creature. rare to encounter several of the same type,
You receive the following rewards: though such night-spawned monstrosities
do exist. During a campaign, each entry
” Gold Marks equal to the Reward
below can be encountered only once when
Rating.
encountered as a random monster. Mark
” Earn bonus XP equal to the Reward them off as you play. If you roll a creature
Rating. Distribute these among you have encountered before, you will
any surviving Heroes as evenly as instead encounter the first creature on the
possible, with the player making any list you have not battled yet. However, if
final choices for odd points. an event specifies a particular creature,
that creature can be encountered
” Loot rolls equal to Reward Rating.
repeatedly through that event.
In addition, you receive the following
The list resets at the end of a campaign,
rewards per Aberration slain (regardless
though you may optionally prefer
of Reward Rating):
carrying the list forward until you have
” 1 Story Point per Aberration. fought one of everything.
” 1 Adventure Point per Aberration.

183
THE ENEMY

Aberration Table
Roll Aberration Speed Combat Melee Armor Tough. MP Reward
Rating
1-8 Ogre 5" +2 +1 / +1 2 5 3 2
Traits: None
9-15 Troll 5" +1 +1 / +1 1 4 5 2
Traits: Difficult to Kill
16-18 Minotaur 5" +2 +2 / +2 1 5 5 3
Traits: Knock Back, Magic Resistant
19-25 Werewolf 7" +3 +1 / +1 1 5 4 3
Traits: Cruel Wounds, Difficult to Kill, Charge
26-29 Golem 3" +1 +3 / +2 4 6 3 2
Traits: Knock Back
30-36 Giant lizard 6" +2 +1 / +1 2 6 3 2
Traits: None
37-42 Spitting lizard 4" +1 +0 / +1 2 2 3 2
Traits: Area Attack (9", Damage +0/+1), Venom (melee and range)
43-47 Manticore 5" +2 +2 / +1 1 4 4 3
Traits: Ranged Attack (9", Damage +1/+0), Lash

Scaling Difficulty
While this list is not in strict
difficulty order, the later encounters
tend to be more difficult. If you want
your campaign to scale over time,
play the encounters in order.

184
THE ENEMY

Roll Aberration Speed Combat Melee Armor Tough. MP Reward


Rating
48-53 Griffon 9" +2 +1 / +1 1 5 3 2
Traits: Wings, Charge
54-57 Giant 8" +1 +2 / +3 1 5 6 3
Traits: Size, Knock Back
58-63 Wraith 5" +1 +1 / +0 0 3 3 2
Traits: Ethereal, Terror, Undead
64-68 Wight 5" +2 +1 / +0 1 4 4 3
Traits: Cruel Wounds, Ethereal, Fell Touch, Terror, Undead
69-72 Death knight 5" +3 +1 / +1 4 5 4 3
Traits: Terror, Magic Resistant, Undead
73-76 Fiend 6" +3 +0 / +1 3 6 6 3
Traits: Cruel Wounds, Magic Resistant, Terror, Size
77-79 Undead construct 5" +2 +1 / +2 2 5 7 4
Traits: Difficult to Kill, Terror, Size, Undead
80-82 Elemental 5" +1 +2 / +2 4 6 3 2
Traits: Fell Touch
83-87 Giant spider 6" +2 +0 / +1 2 4 4 2
Traits: Size, Terror, Venom
88-91 Wyvern 6" +2 +1 / +1 1 5 5 3
Traits: Size, Venom, Wings
92-94 Hydra 5" +2 +1 / +0 1 5 8 3
Traits: Lash, Size, Difficult to Kill
95-97 Monster lizard 6" +3 +2 / +2 2 6 8 4
Traits: Size, Terror, Charge
98-100 Drake 8" +4 +3 / +3 4 6 10 5
Traits: Area Attack (12", Damage +1/+2), Size, Terror, Wings

Aberration Traits
member in range. The target is Hit on a
Any Aberration may have any of the
D6 roll of 4+. Any character within 2" of
following traits, which grant them special
the target point is struck on a D6 roll of
abilities or attacks.
5+. Cover and protections against ranged
Area Attack: After the creature moves, attacks have no effect on an Area Attack
if it did not enter melee, it will conduct a and the attack can strike allies of the
ranged attack against the closest warband Aberration as well as foes.
185
THE ENEMY

Charge: If the creature moves into can take no Actions the following battle
melee, it receives a Combat Bonus in the round. If engaged in melee combat, they
first exchange. will fight normally.
Cruel Wounds: A character knocked out Venom: A natural 6 on a combat roll will
by this creature must add 1 turn to any knock the target out, bypassing Armor.
recovery time required by the Injury Table
Wings: The creature ignores all terrain
after the battle.
penalties and may move across obstacles,
Difficult to Kill: Each Tracking Phase, even if they would be otherwise
if the Aberration did not fight in melee Impassable. When using Wings, figures
combat, roll D6. On a 5-6, it regains 1 MP are assumed to land or be hovering just
if any have been lost. over ground level at the end of their move,
and can be engaged normally in melee.
Ethereal: The creature does not lose more
than 1 MP to a strike, even if rolling above Undying: The creature counts as being
its Toughness. Undead for the purpose of items and
spells with special effects against Undead.
Fell Touch: Blows from the creature
always penetrate non-enchanted Armor.
Creating New Monsters
Lash: Whenever the creature loses Any list of monsters must of course leave
MP, it lashes out, pushing all melee out a great number of beasts. We have
opponents back 3", and ending the melee opted to focus on types for which it is
immediately. easier to find suitable miniatures, but if
you need more creatures for a scenario,
Knock Back: A character suffering a
you have a few options:
melee strike from the creature is flung
D6" directly backwards. If they collide ” You may use an existing profile and
with another character, they stop in place. simply rename it. A griffon makes
This ends the melee. a perfectly usable hippogriff for
example.
Magic Resistant: The creature is
unaffected by any spells, and enchanted ” You can change out one of the
weapons provide no advantage against traits for something that fits your
it. Effects that specifically affect the creature better.
character fighting the creature apply
” You can, of course, create a new
as normal.
monster completely from scratch.
Ranged Attack: If the creature is not
To determine the Reward level of a
in melee by the end of a normal move,
creature, add up the following:
it will conduct a ranged attack just like
an archer. These attacks have their own +1 per MP
damage score and cannot run out of
+1 per point of Combat Skill and the
ammunition.
highest melee damage bonus.
Size: All ranged attacks against the
+1 per trait (other than Size).
creature receive a +1 bonus to Hit.
Divide the total by 4 and round up.
Terror: A Follower that loses a melee
exchange to the creature will flee a full
move directly away, if they survive, and
186
INDEX

resolution

• The Resolution Stage •


During the Resolution Stage you will
check for Injuries and post-battle effects,
ADVENTURE MILESTONE
collect Adventure Points and Experience
Reduce Threats
Points, as well as roll for Loot. If you did
If you fought against a Threat and
not have a battle this campaign turn, skip
Achieved your Objective, you may now
this stage and start the next campaign
attempt an Adventure Milestone to
turn with a new Preparation Stage (p.75).
reduce it. If the Milestone is achieved, the
Threat score is reduced by 1 point.Once
Step 1: Collect Adventure Points
reduced to 0 and all Hideouts have been
Depending on the battle you just fought,
destroyed, a Threat has been eliminated
you now receive any Adventure Points to
and is no longer present in your campaign
which you are entitled. Add together any
region, and it cannot be restored.
of the following activities that occurred
However, any Camps on the map remain,
during this turn’s Encounter.
representing groups of stragglers.

Activity Adventure Points Gained


Victorious Enemy Threat Encounter or Raid D6
Victorious Ride Patrol 1
Defeat an Aberration 1 per Aberration
Defeat a Unique Foe 2
Defeat a Lieutenant or Captain 1
Finish a Contract 1
187
RESOLUTION

Step 2: Check for Injuries / Injuries Table (Followers)


Flight in the Dark
D100 Follower injury Recovery
Characters may suffer consequences from
Result time
what happened in the battle. If a character
was removed from the table as a casualty, 01-30 Dead Sorry
they must roll D100 on the Injury Table 31-60 Moderate D6
below. There are different tables for
Heroes and Followers. 61-75 Item damage –
76-100 Knocked out 0
Retreating from a battle may force certain
characters to make a D100 roll on the
Flight in the Dark Table (Heroes)
Flight in the Dark Table below. This is
tailored to the scenario type. D100 Hero Injury Recovery
Result time
Injury types are detailed on the following
page. Recovery time is the number of 01-05 Slain while Sorry
campaign turns the character must miss. fleeing
06-20 Injured while D6
Injuries Table (Heroes) fleeing
D100 Hero Injury Recovery time 21-35 Lost equipment -
Result 36-50 Item damage -
01-20 Dead Sorry… but add
51-100 Escaped -
1 Story Point
unscathed
21-30 Serious Roll 2D6,
and pick the Flight in the Dark Table (Followers)
highest result D100 Follower injury Recovery
31-40 Moderate D6 Result time
41-60 Light D3 01-10 Slain while Sorry
fleeing
61-75 Item damage -
11-30 Injured while D6
76-100 Knocked out 0
fleeing
31-45 Lost equipment -
Lucky Characters 46-60 Item damage -
Characters with Luck points may ignore 61-100 Escaped -
a result from the Injury or Flight in the unscathed
Dark Table by spending a point of Luck.
This expenditure is permanent.
Dead: The character perishes. The
warband recovers their items, but a
Silvertree Leaf randomly selected weapon or piece of
After rolling on the Injury Table (but not
armor is Damaged. If it is of Fine make,
the Flight in the Dark Table), you may use
ignore the damage, but the item is no
a dose of silvertree leaf to reroll, but the
longer Fine. If a Hero is slain in this
new result must count, even if worse.
fashion, add +1 Story Point.

188
RESOLUTION

Slain while fleeing: The character is lost Step 5: Roll for Unusual Finds
with all of their carried items. If you Held the Field in the scenario,
roll D100 on the Unusual Finds Table
Serious / Moderate / Light / Injured
(see p.190) using the column appropriate
while fleeing: The character has been
to the scenario type. To see if you find
injured, and needs to recover before they
anything unexpected. Each of the listed
can fight again. Make the indicated die
Finds are detailed below.
roll to determine how many turns are
needed to recover. Nothing of interest: You sweep the area,
but other than broken weapons and
Lost equipment: Randomly select an item
blood-stained rags, you find nothing of
from among the weapons, shield, and
any value.
helmet carried by the character. They lose
the indicated item. Battered weapons: You find 2 weapons in
the muck. Roll a D6 twice:
Item damage: Randomly select an item
from among the weapons and armor D6 Result Weapon
carried by the character. It becomes
1-2 Standard Weapon
Damaged. If it is of Fine make, ignore the
damage, but the item is no longer Fine. 3 Self bow

Knocked out / Escaped unscathed: The 4 War spear


character suffers no lasting effects. 5 Bastard sword
6 Warhammer
Step 3: Check for Advancement
During the campaign turn, your Heroes Both weapons are Damaged, and need
will have acquired some XP if they repairing before they can be used.
survived an encounter, slain an Aberration
Handful of coins: Kicking over a body,
or enemy Leader, or Held the Field or
you uncover coins worth D3 Gold Marks.
Achieved an Objective during a battle.
During this step, if any of your Heroes has Remains of a victim: Whoever this was,
reached a new XP threshold, they make they left behind a letter and a bit of cheap
an advancement roll which can result jewelry. Randomly select a settlement on
in improved ability scores or new skill the region map. If the warband takes the
proficiencies. Followers may even become letter and jewelry there, roll D6 to see
Heroes. See the Experience Points what reward they get:
chapter (p.193).
D6 Result Reward
Step 4: Roll for Loot 1-2 A few grateful coins.
If you Achieved your Objective in the +1 Gold Mark.
battle, you may roll once on the Loot
3-4 They tell you about things
Table (see p.196) to obtain Loot. Some
they have seen recently.
events may grant you additional rolls,
+1 Adventure Point.
particularly during a Delve. You may
take any Loot, even if it would make 5-6 They will be forever in your
you exceed your Backpack limit. Certain debt. +1 Story Point.
battles may grant additional rewards. If
so, they are also received now.

189
RESOLUTION

Captive: Whether they were injured in an Valuable goods: You have a keen eye for
attack and fell unconscious, or they were treasure, and something catches your
captured for some purpose, they are quite eye almost immediately. Roll once on the
grateful when they come to. If you escort Loot: Valuables Subtable (see p.196).
them home (select a random settlement)
Tracks leading away: You find clear signs
you can skip Upkeep next campaign turn,
that this group was interacting with your
and add a villager Friend to your warband
foes. All you just need to follow them.
roster sheet. They are too injured to
Place an Enemy Camp in the same Map
participate in any battles.
Area you are in. It will belong to the same
Excellent weapon: Among the blood- type of foe you just battled.
stained debris, you find a weapon in
Strange sack: Over in a corner, leaning
perfectly good condition. Roll D6:
against a corpse, there’s a sack which no
D6 Result Weapon doubt holds riches. Who left it there? Roll
on the Loot Table to see what you find.
1-2 Fine standard weapon
3 Long bow Personal item: This was obviously
valuable to somebody, but ended up in
4 War spear this decrepit place.
5 Bastard sword
Each time you arrive at a settlement, roll
6 Warhammer D6. On a 5-6, you finally find the owner.
Add +1 Story Point and a villager Friend.

Unusual Finds Table


Scenario Type
Meeting Engagement Defensive Battle Raid Site Battle Find
01-10 01-15 - - Nothing of interest
11-20 16-30 01-05 01-15 Battered weapons
21-30 31-40 06-10 16-30 Handful of coins
31-35 - - 31-40 Remains of a victim
36-40 - 11-20 - Captive
41-50 41-50 21-30 41-50 Excellent weapon
51-60 51-60 31-45 51-65 Valuable goods
61-65 61-70 - - Tracks leading away
66-70 71-75 46-55 66-80 Strange sack
71-75 76-80 56-60 81-85 Personal item
76-80 81-90 61-75 - Key individual slain
81-90 91-95 76-85 86-95 Lead to a location
91-95 - 86-90 96-100 Grateful volunteer
96-100 96-100 91-100 - Evidence of a plot
190
RESOLUTION

Key Individual Slain: One of the enemies Evidence of a plot: You find a letter,
you slew was someone of note. If a Leader barely legible, in the mud. You are not
or Unique Foe was slain in the battle, sure if it was dropped by one of your
add +2 Adventure Points, and if a roll foes, or someone fleeing them, but the
on the Enemy Plans Table is triggered information within is something that
later in this or the following campaign clearly warrants your attention.
turn, ignore the first such roll. If you did Begin a Quest.
not slay either, merely add +1 Adventure
Point for rattling the enemy’s nerves! Step 6: Settle In
If you are in the same Map Area as
Lead to a location: You find evidence
a settlement, you can begin the next
directing you to a place nearby, but there’s
campaign turn In Town or In Camp as you
no indication what may be there, or why it
prefer. If you are anywhere else, you will
might be significant. Add an Unexplored
begin the next campaign turn In Camp.
Location to the current Map Area.
Grateful volunteer: While you are Step 7: News Travels
searching, a stranger introduces Roll D100 on the News Table below, to see
themselves. They were hiding from the what news reaches you from other lands.
villains and were so impressed by the Apply any results immediately.
battle that they would like to join you.
If you wish, add a Loyal Follower to your Quick Play >>
warband. They have a Light Weapon, and
no other equipment. For Quick Play, skip this step.

News Table
D100 News reaches you that..
result
01-09 Nothing of note is happening.
10-16 Travelers have seen something odd in the forests and hills. Add an
Unexplored Location to the Wilderness of your map.
17-21 A community is in need of supplies. Randomly select a settlement you are
not currently in. If you travel to it within the next two campaign turns, you
can skip your next upkeep costs and gain 2 Adventure Points.
22-27 A monster has been spotted in the fog. Add a Hidden Monster Lair to
your region.
28-32 An old friend sends you a letter.
If you have any Friends on your warband roster sheet, add +1 Story Point.
If you have no Friends in this region, add an adventurer Friend to your
warband roster sheet.
33-37 The enemy is acting against you. Roll on the Enemy Plans Table (see p.207).
38-44 Someone important needs adventurers. Place a location in the Wilderness.
There are no features or scenarios here, but if you travel here within the next
two campaign turns, you receive a Quest.
191
RESOLUTION

D100 News reaches you that..


result
45-49 The weather is worsening, and your foes are laying low. You take the chance
to rest and recover your wits a bit. All injured characters may reduce their
recovery time by 1 turn.
50-53 Outriders of the local army have been patrolling the region. Next campaign
turn, you do not have to roll on the Travel Table when journeying
somewhere.
54-59 A letter needs delivering. Roll randomly to determine what settlement it is
in, and a second settlement it needs delivering to (this obviously must be
a different settlement). You can pick the letter up any time you visit town.
Once you deliver it, gain 1 Gold Mark and 1 Adventure Point. The job has no
time limit.
60-63 The rangers have been scouting the area. Add +2 Adventure Points.
64-67 The Duke’s forces have raided the enemy. Select a Threat of 5+ and reduce it
by 1 point. If all Threats are lower than a 5, gain +1 Adventure Point instead.
68-72 A caravan is arriving in town. Select a random settlement. If you visit here
within the next two campaign turns, you may roll two additional times on
the Rare Goods Table (see p.89).
73-78 An old ruin has become home to strange creatures. Randomly select a
settlement and place a Delve in the same Map Area.
79-84 A friend needs your help. If you have a Friend in the region, randomly select
one that needs you to carry out a Contract. You will receive 1 additional
Story Point for helping. If you have no Friends on your warband roster sheet,
you can visit the nearest settlement next campaign turn to receive the offer
of a Contract with no additional rewards.
85-89 A stranger is visiting. Select a random settlement. If you visit there within
the next two campaign turns and want to meet them, roll a Traveler
Encounter (see p.114).
90-94 A virulent disease has spread. Randomly select a settlement. You cannot
visit it next campaign turn. If you are currently in the settlement, you must
Camp instead.
95-100 Enemy patrols are roaming. Select a Threat type that isn’t used in the
campaign currently. Add a new location in the Wilderness where they are
roaming. To defeat them, you must travel there, fight a Meeting Engagement,
and Hold the Field. While they remain on the region map, all battles that
would award Adventure Points will award 1 fewer.

192
RESOLUTION

• Experience Points •
Hero Advancement *You can gain either Held the Field or
After each Encounter, each Hero earns Achieved Objective award for a single
Experience Points (XP) as follows: encounter, but not both.
Survived the encounter After Heroes reach certain Experience
+1 XP awarded to all participants. Point thresholds, they qualify for
advancement rolls. The Advancement
Enemy Leader slain
Table below indicates at what XP totals
+1 XP awarded to the Hero
a Hero will receive a new advancement
delivering the killing blow.
roll, and the total number of advancement
Heroic slayer rolls a Hero would have received at that
Distribute XP equal to the Reward point. For example, at 15 XP, a Hero would
rating of the Aberration slain. receive their third advancement.
Held the Field* or Achieved Objective* Whenever an advancement roll is
+1 XP awarded to all Heroes left on awarded, roll D100 on the appropriate
the table. Advancement subtable below (Mystics
use their own subtable), and check the
detailed key to results below the tables.
Advancement Table
XP Total Notes
Advancement
Rolls
4 1 –
9 2 –
15 3 –
22 4 –
30 5 The character becomes Loyal, even if previously Disgruntled.
39 6 –
50 7 –
65 8 Roll on the Enemy Plans Table at the end of this campaign turn.
80 9 –
95 10 The warband obtains a Quest.
110 11 –
125 12 The character may add +1 to Recruit attempts in town.
140 13 –
+15 +1 –
193
RESOLUTION

Advancement Subtable (non-Mystic) Agility increase


D100 Non-Mystic character First: Raise Agility to 2
result Second: Raise Agility to 3
01-30 Select Speed increase or Third: Raise Agility to 4
skill selection Toughness increase
31-50 Select Agility increase or First: Raise Toughness to 4
Toughness increase Second: Raise Toughness to 5
51-85 Combat Skill increase Third: Raise Toughness to 6
86-100 Select Luck increase or Combat Skill increase
Will increase
First: Raise Combat Skill to +1
Second: Raise Combat Skill to +2
Advancement Subtable (Mystic)
Third: Select melee combat or ranged
D100 Mystic character attack. Character counts as
result Combat Skill +3 when engaged
01-20 Skill selection in the selected type of combat.

21-40 Select Agility increase or Casting increase


Speed increase First: Raise Casting to +1
41-55 Select Casting increase or Second: Raise Casting to +2
Will increase Third: Raise Casting to +3
56-80 Casting increase Luck increase
81-100 Spell improvement Each increase grants 1 point of Luck. Note
that unlike other increases, Luck can be
Bonuses may vary depending on how lost again.
many times a given improvement has
been selected. If one ability has been Will increase
taken the maximum number of times First: Raise Will to 1
it can be selected, the player must pick Second: Raise Will to 2 (not available to
the other option. Any increases gained non-Human characters)
during character creation are counted as Third: Raise Will to 3 (not available to
previous increases on the tables below. non-Human characters)
If neither option is available, the character Spell improvement
receives a skill of choice instead.
First: Gain a new random spell.
Skill selection Second: Select a known spell.
Incantation number reduced
Select any skill of choice (see p.195).
by 2.
Speed increase Third: Begin every battle with
4 Strands.
First: Raise Speed to 6" / +3
Fourth: Gain a new random spell.
Second: Raise Speed to 6" / +4
Third: Raise Speed to 7" / +4

194
RESOLUTION

Follower Advancement Skills may be selected from the list below.


Followers do not make rolls on the
Advancement Table, but from their Skill
proximity to the action, have a chance to Alchemy (Note this skill is only of value
acquire new talents, and perhaps adopt to Mystic characters)
the heroic mantle for themselves. For each
Battlewise
Follower who remains on the table at the
end of the battle, roll D100 and consult Crafting
the Flash of Insight Table below: Devotion
D100 Flash of Insight Expertise
result Leadership
01-55 Nothing gained
Pathwise
56-70 Skill gained if the character
Scholar
currently has none.
71-85 Skill gained. Select a skill of Scouting
your choice. Speech
86-95 Moment of insight. The Traveling
character becomes a Hero.
Wilderness
No other changes are made to
their profile. Wits
96-100 Moment of inspiration. The
character becomes a Hero and
rolls once on the Advancement ADVENTURE MILESTONE
Table (see p.193).
Promotion
Characters promoted to Hero with the After making your Flash of Insight rolls,
above table become Loyal. you may attempt to promote a single
Follower through an Adventure Milestone
roll (see p.74). If it succeeds, they become
a Hero. Heroes promoted this way do
not become Loyal, but are otherwise
considered to be a Hero for all intents and
purposes going forward.

195
RESOLUTION

• Loot •
Treasure, valuable equipment, useful tools Valuables Subtable
to ensure your survival… In short, Loot!
Roll D100 to determine the item type,
After a victorious battle, you have a then roll to establish the value of each
chance of obtaining something for your item. Items are sold in town during the
troubles. normal Trade step (See p.85). If you roll
more than once on this subtable, after the
second and each subsequent roll, increase
Loot Tables the value of the most expensive item so
If you defeated an Aberration, you receive far by 1 Gold Mark.
Loot rolls equal to the monster’s Reward
Rating. D100 Valuable Gold Mark
result Value
Otherwise, you receive one Loot roll if
01-07 Art objects D6
you Achieved your Objective. Note that
Holding the Field does not award a Loot 08-14 Bag of coins D6
roll in itself: You need to have Achieved
15-24 Bag of foreign D3+1
the Objectives of the scenario.
coins
Some scenarios, enemies, and situations 25-36 Bag of tools D3
may result in additional Loot rolls. If so,
award these now, provided you met the 37-46 Furs D3+1
conditions of the scenario or event. 47-52 Gem stones D6+1
For each Loot Table roll allowed, roll D100 53-64 Jars of spices D3+1
once on the main table, then proceed to 65-70 Jewelry D6+2
the relevant subtables.
71-80 Precious metals D6+1
Loot Table 81-93 Sacks of grain 1
D100 Loot subtable 94-100 Tapestries D6
result
01-15 Valuables
16-35 Weapons
36-55 Armor
56-70 Tools
71-90 Consumables
91-100 Enchanted item

196
RESOLUTION

Weapons Subtable
Roll D100 to determine the weapon type,
and any qualities it has. You receive a
single weapon.

D100 Weapon D100 Weapon


result result
01-05 Improved light weapon. 42-47 Warhammer
Roll D6:
48-51 Fine warhammer
1-2 Fine 52-58 War spear
3 Balanced
4-6 Quick 59-63 Improved war spear.
06-15 Improved standard weapon. Roll D6:
Roll D6: 1-3 Balanced
4-6 Quick
1-2 Fine
3-4 Balanced 64-69 Fencing sword
5 Quick 70-73 Improved fencing sword.
6 Fey Steel
Roll D6:
16-21 Improved staff. Roll D6: 1 Fine
1-4 Balanced 2 Balanced
5-6 Quick 3-5 Quick
22-29 Fine self bow 6 Fey Steel.
74-80 Longbow
30-36 Bastard sword
81-84 Fine longbow
37-41 Improved bastard sword.
Roll D6: 85-91 Crossbow
1-3 Fine 82-95 Fine crossbow
3-5 Balanced 96-100 Throwing knives
6 Fey Steel
197
RESOLUTION

Armor Subtable Consumables Subtable


Roll D100 to determine the armor piece Roll D100 to determine what item you
found. You receive only one of the item. find. The number in parentheses is the
number of uses you have.
D100 Armor
result D100 Consumable
01-07 Light armor and helmet result
01-06 Bandages (2)
08-14 Light armor and shield
07-10 Bottle of Red Duck (1)
15-24 Fine light armor
11-16 Coil of rope (1)
25-36 Partial armor
17-22 Crafting materials (1)
37-45 Partial armor and helmet
23-27 Delver’s kit (1)
46-54 Partial armor and shield
28-32 Fine wine (1)
55-63 Fine partial armor
33-36 Map making kit (1)
64-66 Fey steel partial armor
37-42 Misty water-flower (2)
67-72 Full armor
43-45 Potion of fortune (1)
73-76 Fine full armor
46-49 Ironshield root (2)
77-78 Fey steel full armor
50-52 Old dusty manual (1)
79-82 Knight’s armor
53-58 Rations (2)
83-92 Fine helmet
59-63 Repair kit (1)
93-100 Fine shield
64-67 Set of alarm traps (1)
Tools Subtable
68-72 Silvertree leaf (2)
Roll D100 to determine the item type. You 73-75 Spell-breaker herb (1)
receive only one of the item.
76-80 Springwind berries (2)
D100 Tools 81-84 Talisman (1)
result
85-90 Tonic (2)
01-13 Camp gear
91-96 Torch (2)
14-19 Fine arrows / bolts
97-100 Vital information (1)
20-31 Icon
32-37 Large quiver
38-45 Mystical ring
46-58 Ranger’s cloak
59-69 Scout’s cloak
70-87 Strange map
88-100 Thief’s tools

198
RESOLUTION

Enchanted Items Enchanted Weapons


Roll D100 to determine the category of Any character can use an Enchanted
item, then roll on the appropriate subtable. weapon regardless of whether they are a
Follower or Hero. Magical weapons Hit
Enchanted Items Table with +0 / +0, unless listed otherwise.
Magical ranged weapons are subject to
D100 Enchanted Item Category
ammunition rules as normal.
result
01-15 Weapon Individual enchanted weapon types can
be discovered applied to any weapon
16-35 Potion form, from a dagger to a mighty hammer.
36-50 Clothing Regardless of the physical form, the
weapon only grants the benefits described
51-65 Armor
below the following table. Enchanted
66-80 Jewelry weapons never receive the normal effects
of any weapon type.
81-95 Magical Apparatus
96-100 Unique Items Enchanted Weapon Subtable
D100 Enchanted weapon
General Factors
result
Enchanted Items cannot be Damaged. If
a random item belonging to a character 01-07 Battering Storm
suffers damage, roll normally. If the item 08-15 Champion’s Will
is enchanted, ignore the damage. This rule
does not affect items that are consumed as 16-23 Finding Knife
part of their usage, such as potions. 24-31 Fury Biter
Enchanted Items can be sold for D6 Gold 32-36 Fury of Life
Marks in a town only. This is hardly
37-43 Gleaming Friend
their true value, but good luck finding
a merchant who will believe that “We 44-50 Hate Strike
happened to find this magical sword in an 51-58 Heart Seeker
old cave”.
59-65 Mountain’s Bane
Enchanted Items can be used by any
66-71 Penetrating Dart
character, whether Hero or Follower.
72-78 Ruin Edge
In the item below, the following
abbreviations apply: 79-83 Shadow Flight
(S) Single-use 84-90 Soul Render
(R) Ranged weapon 91-95 Swift Eagle
(M) Melee weapon
(DB) May only be used during battle 96-100 Venom Fang
(OC) May only be out of combat or
during battle Battering Storm (M)
(W) Worn item
The wielder loses melee on a draw. All
(B) Backpack item
Hits are +1 / +2.
(C) Campaign item
199
RESOLUTION

Champion’s Will  (M) Shadow Flight (R)


Enemies cannot gain a Combat Bonus Range 24". The target is always counted as
from allies against this weapon’s wielder. being in the open, and may shoot through
forest, bushes, and similar terrain. Targets
Finding Knife (M) that are completely behind solid obstacles
May be used in melee normally. It may be cannot be shot at.
thrown (Range 9", -1 / +0), returning to
the wielder afterwards. Soul Render  (M)
All Hits are +1 / +1
Fury Biter (M)
The wielder ignores Stun results in melee Swift Eagle (R)
combat. If the character would be forced Unlimited range. +1 bonus to Hit when
to roll on the Flight in the Dark Table, they shooting.
must roll on the Injury Table instead.
Venom Fang (M)
Fury of Life (M) If the wielder Wounds an opponent in
When fighting Undead, the wielder gains melee combat, the target is slain unless
Parry and Counter Attack. they are Fey or Undead.

Gleaming Friend (M) Enchanted Armor


In melee, any exchange that would end in Enchanted armor does not affect
a draw is instead won by the wielder. movement or the ability to Dash. A
character can only wear one suit of armor.
Hate Strike (M) Enchanted armor may be combined with
Any time the wielder loses a melee a helmet and/or shield.
exchange, they inflict a Hit on the enemy
simultaneous with the enemy Hit on Enchanted Armor Subtable
them.
D100 Enchanted Armor
Heart Seeker (M) result
If the wielder rolls a natural 6 in 01-12 Bird Maille
melee combat as the Attacker, the blow 13-22 Bright Maille
automatically bypasses Armor.
23-30 Curative Harness
Mountain’s Bane (M) 31-43 Harness of Vengeance
A blow that fails to penetrate Armor
44-50 Impervious Plate
leaves the target Stunned.
51-62 Maille of Shadows
Penetrating Dart (R)
63-69 Plate of Never-ending Dreams
Range 24". If the target is slain,
automatically Hit another target within 4". 70-80 Radiant Chest-Plate
Only one additional target can be struck. 81-92 Stout Defender
Ruin Edge (M) 93-100 Traitor’s Harness
If the wielder reduces the MP total of an
Aberration, one additional MP is lost.
200
RESOLUTION

Bird Maille (W) Stout Defender (W)


Armor 2. The wielder may Dash an Armor 3. The wearer can Parry in melee
additional +2", and suffers no movement combat.
reductions due to bad terrain. The wielder
never needs to roll on the Flight in the Traitor’s Harness (W)
Dark Table when retreating from battle. This resembles a full suit of steel plate
but provides no Armor value. When the
Bright Maille wearer is struck, roll D6. On a 6, the blow
Armor 3. Wearer is +1 to melee rolls penetrates the armor, and the character
when fighting Undead, but -1 when is immediately removed as a casualty.
fighting Fey. The armor becomes a non-magical suit of
partial armor.
Curative Harness (W)
On a 1-5, the blow is deflected. Attacks
Armor 2. In the Tracking Phase of a battle
that gain bonuses to penetrate armor
round, where the wearer did not fight in
do not apply them against the Traitors
melee combat, any Wound they have heals.
Harness, but attacks that ignore Armor
Harness of Vengeance (W) outright will take effect normally.
Armor 2. If the wearer is Wounded or
Potions
removed as a casualty due to a melee
All potions are single-use. Notes for each
strike, the enemy inflicting the strike
potion detail when it can be used. Potions
suffers the same fate (Wound or casualty).
used outside combat can be consumed
Note that injuries avoided due to an item,
at any time, provided you are ‘In Town’,
rule, or ability do not trigger this effect.
or have it in your Backpack. Potions used
Impervious Plate (W) during battle can be consumed before
the battle starts, or as a Use Non-Combat
Armor 3. Hits cannot apply any bonus to
Action, but must be in the Backpack.
the Overcome Armor roll, regardless of
source.
Potions Subtable
Maille of Shadows (W) D100 Potion
Armor 2. Enemy ranged troops will ignore result
the wearer as a target unless within 9". 01-13 Bear Draught
If the wearer makes a ranged attack, the
spell is nullified for the rest of the battle. 14-25 Ferret’s Drink
26-33 Fiery Wine
Plate of Never-Ending Dreams (W)
34-45 Potion of Valley Mist
Armor 3. The wearer cannot be Stunned
and enemies cannot receive a Combat 46-51 Serpent Water
Bonus in melee. 52-58 Shadowy Ale
Radiant Chest-plate (W) 59-74 Spring Vial
Armor 2. Ranged attacks against the 75-83 Wasp Mead
wearer, or a figure within 2" of the 84-89 Winter Flask
wearer, will only Hit on an attack roll of
90-100 Wolf Potion
a natural 6.
201
RESOLUTION

Bear Draught (S, DB) roll for all post-battle injuries for a battle
before deciding to use the potion.
For one battle, the character recovers from
a single Wound each Tracking Phase, and Wasp Mead (S, DB)
cannot be Stunned. They cannot Dash. All
For the duration of one battle, all melee
effects cease at the end of the battle.
and ranged attacks by the character
Ferret’s Drink (S, DB) have the Poison trait: Any natural 6 to
Hit knocks the target out automatically,
For the duration of one battle, the
unless saved by Armor.
character adds +3" / 0" to their Speed
and suffers no reductions due to terrain Winter Flask (S, OC)
effects. The drinker does not need to roll
The essence of winter may slay the
on the Flight in the Dark Table if they
unworthy but will harden those who
retreat from the battle.
can endure it. The character must
Fiery Wine (S, DB) immediately roll on the post-battle Injury
Table. If they survive, they receive 2D6
For the duration of one battle, the
XP. Only usable by a Hero.
character can spew fire. This acts as a
ranged attack with range 9" and does not Wolf Potion (S, DB)
run low on ammunition. The fire Hits with
For the duration of one battle, all Hits in
+1 / +0 (+1 / +1 vs Undead).
melee are +1 / +1. This replaces the normal
Potion of Valley Mist (S, OC) weapon ratings.
An injured character may reduce their
Enchanted Jewelry
recovery time by 3 turns.
Enchanted jewelry is always a Worn item.
Serpent Water (S, OC) The jewelry can take any form (ring,
necklace, etc.). Regardless of the form,
The character becomes permanently
a character can only wear one item of
immune to all forms of venom. The Poison
enchanted jewelry at a time.
enemy trait grants no benefits against this
character.
Enchanted Jewelry Subtable
Shadowy Ale (S, DB) D100 Enchanted Jewelry
The character becomes incorporeal for result
the current and the next two battle 01-12 Curing Ward
rounds. They cannot attack or interact
with any items and cannot be attacked. 13-25 Evasive Silver
They suffer no terrain penalties, and can 26-32 Eyes of the Rat
move through solid obstacles and walls. 33-42 Gentle Illumination
If the character leaves the table while
43-54 Nullification Token
incorporeal, they do not have to roll on
the Flight in the Dark Table. 55-61 Old King’s Dominion
62-72 Spell Breaker’s Seal
Spring Vial  (S, OC)
73-80 Token of Sacrifice
Any result on the Injury Table can be
healed, including death. It may be 81-91 Uncontested Fury
administered by a companion. You may 92-100 Wolf’s Fury
202
RESOLUTION

Curing Ward (W) Old King’s Dominion (W)


In the Tracking Phase, if the character was Any characters fighting alongside the
Wounded, the Wound is healed. warband, such as temporary allies,
freed captives, etc. gain +1 Agility and +1
Evasive Silver (W) Toughness, to a maximum of 6.
Enemy ranged attacks against the wearer
will Hit only on the roll of a natural 6, Spell Breaker’s Seal (W)
however the effect ends for the rest of the The wearer is immune to any form of
battle if the wearer makes a ranged attack magic, sorcery, or other spell-casting
themselves. effect, whether friendly or hostile.

Eyes of the Rat (W) The Seal can be returned to the Backpack
as a Ready Weapon Action.
The wearer ignores all range limitations
or Hit penalties due to darkness, fog, or Token of Sacrifice (W)
smoke.
If an Injury or Flight in the Dark roll
Gentle Illumination (W) would result in the character’s death or
disappearance, they are saved from their
The item may be activated with a Use
fate, while the token breaks, destroyed
Action. Once done, all visibility limits and
permanently.
Hit penalties due to fog or darkness (but
not gas or smoke) are negated for both Uncontested Fury (W)
sides, for the duration of the battle.
When the wearer slays an enemy in
Nullification Token (W) melee, they must immediately make a full
move towards the nearest enemy. If they
The first spell to affect the character each
make contact, they will engage the enemy
battle is negated with no effects on any
in melee immediately. This effect can only
target of the spell.
trigger once per battle round.

203
RESOLUTION

Wolf’s Fury (W) Belt of the True Warrior (W)


The item may be activated with a The wearer receives +1 to melee combat
Use Action. The wielder immediately rolls if they have no ally within 3" of them.
transforms into a wolf. If they are
currently Wounded, they heal. For the Boots of Fey Dancing (W)
rest of the battle, they have the following If the wearer does not shoot or enter
profile: Agility 3, Speed 7" / +4, Combat melee as part of their Action, they may
Skill +1, Damage +0 / +1, Toughness 4, add +2" / +2" to their Speed.
Armor 1. They cannot take advantage of
any weapons or items while in wolf form. Boots of The Deep Woods (W)
At the end of the battle, they recover The character does not suffer movement
automatically. A character in wolf form reductions due to terrain, though they
will not have to roll on the Flight in the cannot move through Impassable terrain.
Dark Table if they retreat from battle.
Boots of the Thief (W)
Enchanted Clothing The boots may be activated as a Use
Enchanted clothing is always a Worn item. Action. The character immediately escapes
A character can only wear a single item of from battle unharmed. If the character
enchanted clothing at a time. Characters retreats (through any method), they never
cannot wear two of the same type of have to roll on the Flight in the Dark Table.
clothing (such as cloaks), even if one is not
enchanted. Cloak of Ancient Times (W)
Any injury recovery time suffered by the
Enchanted Clothing Subtable wearer is reduced by 1 turn.
D100 Enchanted Clothing Cloak of Mist (W)
result
The wearer is not set up normally at the
01-09 Belt of the Closed Mind start of the game. Instead, during the
10-16 Belt of the True Warrior Tracking Phase of Round 1, you may select
any warband member and place the
17-29 Boots of Fey Dancing wearer anywhere within D6" of them. The
30-40 Boots of the Deep Woods wearer may act normally upon arrival.
41-51 Boots of the Thief Cloak of Wasp Denial (W)
52-63 Cloak of Ancient Times The wearer receives +1 Armor against
64-73 Cloak of Mist ranged attacks, and ignores Poison on
enemy ranged attacks.
72-82 Cloak of Wasp Denial
83-91 Gauntlets of Iron Grip Gauntlets of Iron Grip (W)

92-100 Gauntlets of Unerring Flight In melee, opponents cannot Parry and


cannot negate any Parry ability the
wearer has. The wearer cannot Ready
Belt of the Closed Mind (W) a weapon during a battle, and cannot
The wearer receives 1 point of Will, usable use any weapons they find during the
in each battle. This is in addition to any encounter, though they may add them to
Will the character already has. the Backpack as normal.
204
RESOLUTION

Gauntlets of Unerring Flight (W) Magical Focus (W)


The wearer may add +1 to Hit when The Mystic receives a +1 bonus to all
stationary and making a ranged attack. Casting rolls.

Magical Apparatus Magical Tome (S, C)


Magical apparatus are used by Mystics to The tome may be read while In Camp
perform their spells. or In Town. Randomly roll up a spell
on the Spell Table (see pp.47-50). The
Magical Apparatus Subtable Mystic learns the spell in question. If
the spell is already known, the Mystic
D100 Magical apparatus
earns +3 XP instead.
result
01-15 Arcane Research Notes Unique Items
16-30 Arcane Scroll Unique items are considered Campaign
items. They are all single-use. If an item
31-50 Congealed Strands is marked as being “OC” (out of combat),
51-70 Essence Crystal it can be used at any point during the
campaign turn or used in battle, in
71-80 Magical Focus
which case a Use Action is required to
81-100 Magical Tome use the item. Battle items can be used
immediately before the battle if desired.
Arcane Research Notes  (S, C)
Magical Unique Items Subtable
The notes may be read while In Camp or
In Town. Select a known spell and reduce D100 Enchanted Unique Items
the Incantation score by -1 permanently. result

Arcane Scroll (S, B) 01-07 Bone Knife

Randomly determine a spell from the 08-19 Dragon’s Spite


Spell Table (see pp.47-50). The spell 20-30 Orb of Winter Fog
may be cast by a Mystic as if they knew
31-43 Seeds of Spring
it. Make the normal Casting roll. If the
Mystic already knows the spell, it may be 44-50 Soul Sphere
cast with a +2 bonus to the Casting roll. 51-62 Spider Whispers
Congealed Strands (S, C) 63-69 Talisman of the Oldest Mother
Roll D3+1 to determine how many 70-80 Teeth of the Stalker
Strands are found. A Congealed Strand
81-88 Thorn of Ice
can be used in place of a normal Strand at
any time, but does not expire until used. 89-100 Tiny Offering

Essence Crystal (S, B)


Bone Knife (S, C, DB)
The crystal may be used as a Use Action,
Used before a battle. Roll D6. That many
and allows a known spell to be cast
characters begin the battle Wounded.
without using a Strand, and without
If the roll is higher than the number of
requiring a Casting roll.
warband members, ignore the excess.
205
RESOLUTION

For every Wound taken, you receive Spider Whispers (S, C, DB)
1 Skeleton minion that will fight as
A Hero appears. They have a profile of
part of your force. Each Skeleton has a
Agility 1, Speed 4" / +3, Combat Skill +1,
profile of Speed 4" / 0", Combat Skill +0,
Toughness 4 and carry a bastard sword
Toughness 4, Armor 1. They cannot make
and partial armor. They are placed
Dash moves, do not become Stunned and
anywhere the player wishes, provided
ignore the enemy Poison and Terrifying
it is at least 9" from any other figures,
traits. They do not add extra dice to your
friend or foe. They will fight as part of the
initiative roll, but instead automatically
warband for the duration of the battle,
act in the Slow Actions Phase.
and will then leave mysteriously. Note:
Dragon’s Spite (S, C, DB) This item may be activated immediately
before the start of the battle.
Usable as a ranged attack. Select a target
point within 6". All characters (friend Talisman of the Oldest Mother (S, C, DB)
or foe) within 2" of the target are struck.
When used, roll on the Aberration
No roll to Hit is needed. Inflict a +1 / +1
Table (see p.184). In the Tracking Phase,
Hit. Any target that survives will flee
the creature arrives at the edge of the
D6" directly away from the impact point.
battlefield at the nearest point to the
Undead take a +1 / +2 Hit, but do not flee.
user. The Aberration will act in the Slow
Orb of Winter Fog (S, C, DB) Actions Phase, but is controlled by the
player.
When used, a thick fog falls over the
battlefield. You may immediately decide Teeth of the Stalker (S, C, DB)
to retreat any number of characters from
When used, the wielder may immediately
battle, without having to roll on the Flight
move 9", ignoring penalties for rough
in the Dark Table. If the battle continues,
terrain. The move may be used to enter
all visibility is limited to 6" for the rest of
melee combat. If so, the attacker may roll
the battle.
twice and pick the best result in the first
Seeds of Spring (S, C, OC) exchange.
Used at the beginning of the campaign Thorn of Ice (S, C, DB)
turn. You obtain the following benefits:
When used, select a point within 9" and
” When rolling for a Camp event only, Line of Sight of the wielder. Any Wounded
you may choose to treat an event as character within 3" of the selected point is
“Nothing happens” after rolling. removed as a casualty.
” All characters recovering from Tiny Offering (S, C, DB)
injuries may reduce the duration by
Used before a battle. Every Follower in
1 turn.
the warband adds +1 Combat Skill and +1
” No Upkeep need be paid this turn. Toughness for the duration of the battle.

Soul Sphere (S, C, OC)


When used, this item will revive any
single character slain during the current
campaign turn.

206
RESOLUTION

• Enemy Plans •
At various points during gameplay, you Rolls marked with * require selecting a
may be directed to the Enemy Plans random Threat that exists in the region,
Table below. This means the enemy is and will apply to that Threat only.
in position to take action. If you are in
a region where all Threats have been
eliminated, you may ignore any result that At Their Mercy
would refer you here. After all, there are This is the only table in the book that
no more enemies to move against you. cannot be affected by Story Points. What
you roll here must come to pass.
D100 Enemy Plans
result
01-07* The enemy is gathering weapons.
The selected Threat constructs a new Camp in the region. Randomly select
a settlement, and place the camp in the same Map Area. Until you have
eliminated it, a random melee fighter in each encounter with that Threat
increases their melee damage by +1 / +0. When you storm the camp, you may
roll one extra time on the Loot Table.
08-15 The enemy is sowing discord and confusion.
Two Friends become unavailable for the rest of the current campaign. If you
have no Friends in the region currently, treat as result 53-57, below.
16-22* The enemy is gathering adherents to their cause.
Add +1 to the number of enemies encountered when fighting the selected
Threat. Once you have Held the Field against them twice, they will have had
enough, and lose the bonus.
23-29* The enemy is sponsoring caravan raids.
You must complete 3 Ride Patrols to secure the area. Until then, you do not
receive any Rare Goods rolls in town.
30-34* Enemy agents have burrowed deep into the ground to find something.
Select a Delve on the map. If none exists, add a Delve in the Wilderness. On
Depth 3 and below, use the selected Threat table for enemies. Until you have
cleared the Delve, the Threat in question adds +1 to the number of enemies
encountered in any battle.
35-37* The enemy is building up their forces.
Raise the selected Threat Level (see p.72) by +1.
38-40 Enemy agents tempt the weak of heart.
If any warband members are Disgruntled, randomly select one such character.
They will leave the warband, taking with them any items they were carrying.

207
RESOLUTION

D100 Enemy Plans


result
41-43 The enemy is patrolling in strength.
The next time you encounter any Threat, add +1 basic enemy to the number
encountered. If you fail to Hold the Field, that Threat establishes a new Camp
in the region, in the same Map Area as the nearest settlement.
44-48 The enemy is fortifying their position.
Replace a random Camp with a Hideout. It remains known. If no Camps are
in the region, add a Hidden Camp to random Threat.
49-52* The enemy is convening in a strange location.
Add an Unexplored Location to the Wilderness of your map. When you
travel there, you must fight an encounter against the selected Threat. You
cannot explore the location until you have Held the Field there. You receive
no Adventure Points for the Threat battle, but will gain D6 Gold Marks if you
Hold the Field.
53-57 The enemy is subverting your reputation with the locals.
Next campaign turn, you cannot take any campaign activities.
58-64* The enemy plans to murder one of your allies.
Select a random Friend. You must travel to a randomly selected settlement,
and then fight a Defensive battle against the selected Threat. In addition to
any regular leadership, they will be accompanied by a “Ruthless Killer” from
the Unique Foe Table (p.124).
If this result is generated during the Resolution Stage of the turn, or this
Defensive Battle would cause you to fight a third battle in a single turn, you
are aware of the enemy plan, but this Defensive Battle instead becomes the
urgent ‘Battle an Enemy Threat’ option for the next campaign turn.
If you fail to Hold the Field against this enemy, or fail to travel there next
campaign turn, your Friend is slain. If you don’t have any Friends in the
region, treat as result 75-80, below.
65-69* The enemy is bolstering their leadership.
Add 1 Sergeant to all current Camp and Hideout encounters of the selected
Threat. If additional Camps or Hideouts are added, they do not receive the
bonus. If the Threat has no Camps or Hideouts, the bonus does not apply, but
instead add a Hidden Camp to the map.
70-73* The enemy assaults a community.
Select a random settlement. You must travel there next campaign turn, or it
is destroyed and permanently removed from the region map. If you arrive
there, you must fight a Defensive Battle against the selected Threat. Add
+3 regular enemies and +1 Sergeant to the force. To save the town from
destruction, you must either Hold the Field or Achieve your Objective.
208
RESOLUTION

D100 Enemy Plans


result
74-78 The enemy is scheming against you.
Subtract -D6 Adventure Points.
79-84* The enemy is hunting you.
Immediately fight a Defensive battle against the selected Threat.
Add 1 Lieutenant and 1 Sergeant to the force.
If this result is generated during this turn’s Resolution Stage, you are aware
of being hunted, but will fight this Defensive Battle the next time you Travel,
instead of any other Travel/Travel Encounter result.
85-89 The enemy has summoned an aberration.
Place a Monster Lair on the map near a random settlement. Select a random
settlement at the conclusion of each future campaign turn, and roll D6. On a
1-2, reduce the selected settlement in size by one step, from town to village,
village to hamlet, and a hamlet to abandoned and removed from the map.
Once the monster has attacked a town, it is satisfied, and will not attack
again, though the Monster Lair remains on the map.
90-95 The enemy is obscuring their tracks.
Select a random Camp or discovered Hideout. It becomes Hidden. When
rediscovered, roll for location. If there are no discovered Hideouts or Camps,
add a Hidden Camp to the region.
96-100 The enemy is beginning a dark ritual.
Begin a Quest immediately. Until it is completed, no characters can use their
Luck.
209
RESOLUTION

• Victory and Defeat •


All of this fighting hopefully leads you to Clearing the Region
victory in your pursuits. If all the Threats in this region have been
cleared, you have won the campaign.
There are three degrees of victory
possible, each of which is discussed below. Claim the rewards above, plus the
following benefits:
Clearing a Threat
” Add +1D6 Story Points.
To clear a Threat, you must have reduced
it to 0 and destroyed all Hideouts (Camps ” Add +2D6 Gold Marks.
do not have to be destroyed). This typically
does not end the campaign, but does Player Victory
permit a moment of celebration. As the player, you can declare the
campaign a victory at any point. Maybe
” Roll once on the Loot Table and
you feel this campaign has run its course,
receive whatever item you roll. This
your warband is too battle-worn to
may be something you find in the
continue, or you feel you have a killer
rubble or a gift from the grateful
warband that can’t really be defeated any
villagers.
longer. Maybe you set yourself a goal that
” Add +1 Story Point. you would play for 10 campaign turns, or

210
RESOLUTION

The inn was packed. Alene sighed and


took a gulp of the ale. Not as good as the
southern stuff they had last time, but
it’d do.
Jorn was regaling the villagers with
every night for a week. Whatever the case
tales of their encounter. Somehow, one
is, congratulations! You just made it.
squabble with five toothless thieves had
Whichever Victory condition is reached, turned into a heroic struggle against a
if you choose to continue your warband’s horde of hell’s own minions, but that’s how
story, work through “The Next those things go.
Campaign” steps below.
In the corner, G’hen the Easterner was
arm-wrestling some local yokel. It was
Player Defeat
unlikely to end well, Alene noted to
It is possible your campaign comes to a
herself as she made sure her knife was
gruesome end. This can typically happen
still in her boot.
in one of two ways:
Krarl? He’d not have liked this scene,
First, the entire warband may simply be
she thought. He’d always shunned other
dead. Your warband’s story ends here,
people. Jorn had joked that Krarl was
but at least you attempted to stand for
becoming one of the Taken, but after what
the light.
happened in that monastery, she wasn’t
Second, the enemy may have destroyed sure if it was only half-way a joke.
all of the settlements in the region.
She shrugged and finished the mug of
Your warband leaves the cursed lands
ale. Maybe if she had another, she’d be
and ventures on. Go through “The Next
able to sleep.
Campaign” steps below.

211
RESOLUTION

• The Next Campaign •


Before starting a sequel campaign, the Step 5: Your Friends
following steps are consulted. Roll D6 for every Friend. On a 1-3, they
move on or retire, and are removed from
Step 1: To the Victor, the Spoils the game. On a 4-6, they remain available
Carry over all Gold Marks, equipment, to you in the new region you visit.
and Story Points into the new campaign.
Step 6: Under-strength?
Any Adventure Points are set back to 0.
If you have less than 6 members of
your warband at this point, you may fill
Step 2: Your Avatar
available slots with either of the following
Your Avatar may rejoin you. If your Avatar
options:
“died” during the campaign, roll 2D6. On a
9+, they manage to return from whatever ” Past characters that have settled
dark pit they ended up in, and will now be down, regardless of which campaign
available to the new warband. Whatever they were from.
the result, remove their Avatar status.
” A newly generated Follower.
Step 3: Your Heroes Step 7: Appoint position
Roll D6 for every Hero except your former
Select any one character to become the
Avatar. Subtract -1 if Disgruntled. On a
new Avatar. This may be a former Avatar,
result of 0-2, they opt to retire, and are
if you like.
removed from the game. On a 3-6, they
are available and may settle down or join
Step 8: Create a New Region
you again.
Create a new region to play in, just as if
you were starting a new campaign (see
Step 4: Your Followers
p.68). You have the option of changing
Roll D6 for every Follower. Subtract -1 if
Threat types.
Disgruntled. On a result of 0-3, they opt
to retire, and are removed from the game.
On a 4-6 they are available, and may settle
down or join you again.

Loyal Characters
A character that is Loyal
does not roll in steps 3
and 4, as they will not
retire in this manner.

212
INDEX

APPENDICES

Collecting and Selecting


• Miniatures •
As many people coming into the game Selecting a Scale
will be new to miniatures gaming, this
The first step is to choose what scale of
chapter seeks to offer some advice to get
miniatures you want to use. This is gamer-
you started in the hobby. Think of it as
talk for how tall a normal Human figure
a crash course. While there are tons of
is. 15mm scale means that the typical
advice online, much of it relies on you
Human is about 15mm tall to the eye-
already knowing at least the basics. The
level. There is still considerable variation
advice below doesn’t presume you own
between companies in both height and
miniatures already.
bulk but generally, figures of the same
I have opted not to recommend specific scale will work fine together.
manufacturers here, since miniatures
Note that you can mix scales in some
ranges (and companies) can stop
cases: For example, a small creature in
production. Likewise, international
28mm will make a nice big beast in 15mm.
shipping costs can be a challenge for many
people. For these reasons, we’ve kept this While there are tons of scales, all with
advice more general. If you need advice their supporters and detractors, the two
on specific ranges, visit the Nordic Weasel recommend options for Five Leagues are
Games Discord server, and ask for help. 15mm and 28mm.
213
APPENDICES

28mm (sometimes called 32mm or “heroic fantasy creatures to fight. Remember, you
28” for reasons that are outside the scope can always change the surface details if
of this appendix) is the typical type of you need. If you find a fantastic range of
figure you see for many mainstream fish-people miniatures, go ahead and use
miniatures games. Most RPG figures are at them as the Old Kin instead of having
this scale as well. These figures are usually them be lizard-people like in the book.
highly detailed, and often quite beautiful.
Don’t neglect companies that sell
They also tend to be expensive, and take
historical miniatures. Dark age and
up a fair a of storage space.
medieval miniatures ranges have tons of
28mm is a well-established scale for figures that are perfect for Five Leagues.
skirmish gaming, meaning there is a You could even add flavor to your game
wide range of options available. 15mm is by using specific styles of troops, such as
an intermediate scale bridging the gap Japanese, Vikings, or Russians.
between the large 28mm figures and the
6mm and 10mm figures often used for
massed warfare games. Fans view this as Start Collecting
an ideal compromise, as you get figures When you start playing, you can match
that are quite cheap and which paint up your first purchases to the enemy you
quickly, while still being easy to identify want to face in the campaign, or tailor the
on the table. Many modern ranges do look campaign to models you buy.
very good, but the smaller size of course
Try to pick out 3 “types” of enemy figures
precludes some of the heavy detailing that
(for example, soldiers, undead, and non-
you would find in larger figures. 15mm
Humans), and get 8-10 figures of each. You
is also extremely well supported, with a
will want a few spare figures to represent
huge array of figures on the market.
various personalities as well. Don’t worry
Other scales are available with their about trying to get everything, it is very
own advantages, but for a combination common to “proxy” miniatures by using
of choices and suitability for skirmish a spare figure to stand in for something
gaming, the best starting point will be you don’t have. For example, if you need
15mm or 28mm, in the author’s opinion. 8 lizard minis but only own 6, you can
grab a couple of random minis to fill the
missing spots. When someone gets killed,
Selecting a Manufacturer just swap out the proxies with proper
The next step is to decide where to figures.
source your miniatures. While most
For your warband, you need 6 figures, but
manufacturers producing the same scale
as characters tend to come and go you will
are roughly compatible, there will be
eventually want more.
differences in height, bulk, and style. Most
gamers use a variety of figures, but it is Don’t neglect picking up some bases
helpful to start with a supplier that has a as well. These are thin pieces of wood,
good range of options so that you can get plastic, or metal that the figure is
everything you need to start. mounted on for stability and ease of
handling. Many figures don’t come with
One thing to look for is whether you can
them included (or have very small cast-on
get a good variety of figures suitable for
bases that are frequently unstable).
character models, as well as assorted
214
APPENDICES

If you are on a budget, consider checking and gardens can be created with carpet
for second-hand figures and terrain, samples or cut up welcome mats. The
either at the local store, online sites, or on opportunities are pretty much endless.
forums. There is almost always somebody
There is a huge array of terrain readily
offloading old miniatures, and you can
available to purchase as well, particularly
often get a pile of random stuff for cheap.
in MDF (laser cut wood). A search online
for your figure scale of choice and
Gathering Terrain “terrain” or “MDF terrain” will start you
in the right direction. Model trees can be
You will also need terrain to fight around.
obtained from hobby and model builder
Everyone starting out has made terrain by
shops for a bit of natural feel. The pet
cutting out colored cardboard, paper, or
store aquarium section will often have
felt (green for woods, brown for hills, blue
a wide array of bizarre-looking plastic
for lakes, etc.), or by grabbing cardboard
plants and rock formations that can really
boxes and packaging material from
drive home the fantastical vibe.
around the house.
If you have access to a printer, paper
When you are ready to upgrade your
terrain is readily available for sale (and
table, the two options are to either build it
occasionally even for free). These kits
yourself or purchase ready-made terrain,
are printed out and folded, and produce
with many gamers combining the two
very economic (and often very attractive)
methods. The seasoned gamer is always
terrain features.
on the lookout for oddly shaped packaging
that can be turned over and spray-painted Once you have planned out and acquired
to become temple buildings or similar, a handful of large pieces, consider
while a trip to the back yard will furnish investing in some “scatter”: This can be
any number of oddly shaped rocks that any small terrain bits that can be strewn
can be scattered around the table. Fields about to break up large empty spaces.

215
APPENDICES

Spend some time imagining how it Paints and Tools


all goes together on the table. Having
Miniatures gaming represents multiple
multiple pieces that seem right together
hobbies in one, with painting being
can work wonders for making your
something some people come to enjoy
table feel cohesive, and helps tell a story.
more than the actual game!
Terrain is probably the most overlooked
aspect of gaming, and a little effort here Paints for miniatures are usually acrylic-
will absolutely transform your gaming based. These paints are easy to work with,
experience. clean off with water easily, and are quite
safe to handle. While you can find acrylic
When you are ready to go dungeon
paints in craft stores, many companies
exploring, you can find a wide array
produce paints specifically formulated
of RPG-game dungeon floor tiles for
for use with miniatures, and they tend to
purchase, as well as printable versions
offer a much wider range of colors to pick
you can buy in electronic form, and then
from. The different brands are generally
simply print out as many copies as you
compatible with each other, allowing you
need. If you are a board gamer, you may
to mix and match.
already have options available on your
shelf. To get started, it is often easiest to buy a
starter set from one of the manufacturers.
Don’t neglect the simplest trick of all: A
This will give you an array of commonly
simple brown, grey, or green tablecloth
used colors, and often comes with a
underneath all of your gaming terrain.
brush. Pick up a couple of extra cheap
You can also get very nice custom-made
brushes from the hobby store or craft
gaming mats that you can roll out, but a
store, grab a few extra pots of paint to
simple cloth provides a lot of effect for
bulk out your choices (if you are unsure,
very little cost.
buy more brown and grey colors) and you
will have a solid start.
216
APPENDICES

There are many fantastic tutorials more grimy and “real”. You can make
online teaching every step of miniatures your own, but when starting out, I highly
painting, but if you are just starting out, recommend buying a few different types.
you can get great “table-quality” results Washes exist in a variety of colors from
by following these simple steps: browns to blacks to metal colors.
1: Prime the figure. Priming means 6: Do the base. At the very least, paint the
applying a basic layer of thin paint that base an even green or brown. Leaving the
allows the rst of the paint to adhere base unpainted will make your hard work
properly. You can buy primers from any appear unfinished. The simplest way to
paint manufacturer. Whether you prefer get pleasing bases is to spread a thin layer
to use a spray can or brush is up to you. of pva glue (the white glue common in
White primer will give brighter colors, schools) over the base, and then spread
black will give more muted colors. A pale flock or static grass over it. You can get
grey is a nice middle ground. ready-made flock in a range of colors, and
they can often be mixed for more variety.
2: Paint all the basic things: Clothes,
If you are budget conscious, spread sand
uniform, armor, weapons, hands, etc.
over the base, and when it has dried
Paint each in the color you’ve chosen,
completely, paint over it in green, then
making sure to thin down your paint a
dry-brush with yellow. This method
little bit. It’s fine to apply a second coat to
was common in gaming magazines of
cover properly.
the 1990s and may bring a few smiles to
3: Once it’s dry, go back and catch any people who notice. Finally, you can buy
mistakes and missed spots. ready-made modeling products that will
dry looking like dirt and mud.
4: Apply highlights. You can do this by
taking a slightly lighter color, or a bit of
white or grey. Dip the brush, then wipe Alternatives to Miniatures
off almost all the paint until only traces
Of course, you may not be interested in
remain. Then run the brush over the mini
miniatures, or you may be desperate to
so the raised areas will pick up the paint.
play while waiting for your figures to be
This is called “dry-brushing”, and is a
delivered. If so, alternatives might include
simple way to brighten up raised areas,
printing out character faces as board-
though it is by no means the only way.
game style tokens, “paper minis” (which
Any paint can be used for this purpose, are flat stands with often impressive
but purpose-made “dry paints” are character art), raiding some old board
available too. This method also does games for figures, or cutting out paper
wonders for heavily textured surfaces, squares and writing “Mystic” on them.
such as fur or maille armor. Practice a
If you are digitally inclined, “virtual
little on a few bits of plastic sprue to get
tabletops” have exploded in both
the technique down.
popularity and usability in recent years.
5: Wash or shade. Washes (sometimes These allow you to set up and play
called “shades”) are watery, very rich with tabletop games on the computer without
pigments, and will pool in the recesses needing to clutter up the entire kitchen
of a figure to add definition, as well with little orcs and elves. The downside is
as provide a bit of shading in general. that they can require a fair bit of work to
They also tend to make things look a bit get set up.
217
APPENDICES

• Converting Old Characters •


If you have characters from prior versions or triggering Enemy Plans) but will
of the rules, they can be converted using earn them normally, going forward.
the following process:
Items
Status ” All weapons, armor, equipment, and
” Follower, Hero, and Avatar status all enchanted items adopt the rules
remain the same in the new system. from this 3rd edition rulebook. Note
that some items, particularly herbs,
” Hangers On have been converted
have been renamed.
into Followers. Retainers lose their
status. ” Items that no longer exist can
be retained, if the rules are still
” Rulebook characters are considered
compatible, or can be replaced for
Human.
the closest current equivalent.
” Non-Human characters retain any
current special rules (see “Traits”, Skills
below) but do not receive any new or Characters with skills should swap
additional rules. existing skills for the closest current
equivalent.
Ability Scores
Skills that have combat benefits
All ability scores are retained, even in
(particularly those obtained from
cases where a score exceeds the current
scenarios) can be retained as is, as a
allowed amount.
legacy reward, or replaced as above.
Experience
Traits
” Tally up the total number of
Characters with special rules or unique
advances obtained. The character
abilities (collectively “traits”), retain them.
is assumed to have the lowest
Apply any house rules needed to address
XP amount that would grant this
rules differences.
number of advances.
” Converted characters do not Other Factors
receive any special functions Gold, Story Points, and other non-
for advancement rolls already character factors are transferred over
obtained (such as becoming Loyal directly.

218
APPENDICES

• Game Adjustments •
Five Leagues from the Borderlands is Difficulty Increases (+1 each)
aimed at a particular curve of difficulty Rare courage
as you play through the game. However,
You begin the campaign with 1 Hero and
as you get a bit of practice, you may wish
5 Followers.
to tweak the level of challenge the game
provides, either upwards or downwards. More enemies
This section offers adjustments that can
Increase the final size of all encounters by
be made to gameplay.
1 figure.
Feel free to apply any of the following
options, which are broken into difficulty Scaling foes
decreases and difficulty increases. Increase the final size of all encounters by
Assigning these -1 and +1 values 1 figure per warband member with a +2
respectively, you can add up these scores Combat Skill.
to gauge the overall difficulty of the
adventure you are embarking upon. You Rain of arrows
can use this as a challenge to see how Enemy figures do not run out of
difficult a campaign you can finish. ammunition for ranged weapons.
A completely unmodified campaign would Lonely quests
be a final difficulty value of 0 of course.
Once a Quest has started, you cannot
Using these options, the highest difficulty recruit new warband members until it
rating is 17 (good luck!), and the easiest is completed. This does not affect new
possible game is -4. characters who were gained due to
campaign events.
Difficulty Decreases (-1 each)
Final quest
Shorter campaign
When you have cleared every Threat from
When creating your campaign region,
the region, you automatically receive a
make the initial Threat Levels 5, 4, 3
Quest. This must be completed to finish
instead of 6, 5, 5.
the campaign. Once the Quest is received,
Fewer enemies increase the final size of all encounters by
1 figure.
Reduce the final size of all encounters by
1 figure. Under siege
Easy living If you encounter a Unique Foe in battle
and do not slay them, you must roll on the
When rolling for Upkeep Costs, reduce the
Enemy Plans Table afterwards.
final score by 1.
Enemy champions
Storied heroes
Whenever an enemy knocks out a
Begin the campaign with 3 additional
warband member in melee combat,
Story Points.
roll D6:

219
APPENDICES

D6 Increase Slower progression


Result
The “Enemy leader slain” and “Heroic
1 Increase Speed by +1 / +1. slayer” XP awards are not available.
2-3 Increase Toughness by +1.
Progression cap
4-5 Increase Combat Skill by +1.
No character may gain more than 6
6 Increase Armor by +1. advancement rolls.

A given enemy figure can only obtain a Death calls


single increase during a battle. An unmodified roll of 01-10 on the Injury
Table or Flight in the Dark Table results
Blood rites in the character dying, and no items can
Whenever a warband member is knocked be used to reroll, revive, or otherwise save
out, the closest Wounded enemy is them.
immediately healed.
Deny the dark arts
Money is tight You may not employ a Mystic at any time.
You receive only 1 campaign activity per
campaign turn. You must pay 1 Gold Mark A tale forgotten
to receive a second campaign activity You begin the game with only 1 Story
during the campaign turn. Point.

The chosen few Gritty world


Your warband can never have more than You receive only a single “Stars of the
6 members. Secondary characters that Story” option: One use of “What about old
travel with you for the purpose of a job do friends?”
not count towards the limit.

220
APPENDICES

• Designer Notes •
The road to the 3rd edition of Five this approach. I hope you’ll agree that the
Leagues from the Borderlands has map in particular will change the way in
been hard, bloody, and grim. Well, okay, which your game comes alive.
it wasn’t – it was a lot of fun to do, but it
What stood out after the Five Parsecs
was still a lot of work. The intention was
launch was how much people got into
always that Five Leagues would be both
sharing their solo games. Solo miniatures
similar to Five Parsecs, and distinct from
gaming has absolutely come of age and
it. One of the advantages this time was
“social solo” is a great way to both play
that I had both the experience from the
games on your own time, and have the
two prior editions of the Five Leagues
involvement of other people. Whether it is
rules, and the much wider launch of Five
people linking their campaigns together,
Parsecs from Home 3rd edition.
or just posting their write-ups and stories,
Players coming from Five Parsecs will, of solo games are no longer a solitary
course, find much they recognize: After experience.
all, the two games do run on the same
I hope you enjoy this new edition of the
game engine, and characters are even
game, whether it is your first, or you are
compatible to a large extent.
an old veteran of the dark woods and
Hand to hand combat is a much more the grim marshlands. Remember, if your
involved process as befits a fantasy game: first encounter is with the Torn Flags, it’s
After all, if most combat takes place usually time to run.
with sword in hand, then it should feel
 – Ivan Sorensen
exciting.
Much has been written online about
“tight” versus “swingy” combat systems
and dice types. The choice of a D6 has
remained intentional to provide a fairly
small range of random values, while And so here we found
character skill (for a seasoned character) ourselves, surrounded by the shadows
is a major factor. The two key features that lurk in the night, with sword in hand
of combat (characters moving around and the light of a flickering torch.
during combat, and the “exchange”
Maybe it was always meant to end here.
system) have precedent in other games
After all, not every story can end well,
(the Inquisitor miniatures game for the
right?
former, and the Swedish roleplaying game
Eon in the latter, for example) but they It seemed they were getting ready to
add a cinematic flavor to proceedings. charge again. This was it. The gate would
hold once more, choked with the bodies of
With the new edition, the big focus was
the slain.
to give more of a feeling of adventure, of
traveling around and being part of a big,
breathing world. New mechanics like the
Quest system and the map revolve around
221
INDEX

• Index •
A Noble ����������������� 22
Outsider���������������� 22
Hunting Expedition ���� 83
Live off the Land ������� 84
Aberrations �������� 58, 182 Townsfolk ������������� 23 Meet the Locals ������� 84
Aberration Actions ��� 182 Zealot ����������������� 23 Mystic Expedition����� 84
Aberration traits������ 185 base contact ������������� 31 Pray ������������������� 84
bestiary��������������� 183 battle encounters Recruit ���������������� 84
unique creatures������ 183 ��������� See encounters Scout������������������� 85
ability scores ������������� 15 battlefield ���������������� 71 Study������������������� 85
Actions ������������������� 30 battlefield edge ��������� 129 Train������������������� 85
Combat Action �����30, 39 battle round ���������� 9, 29 Visit the Town Healer � 85
Move Action ���������� 30 Battle the Enemy Threat�� 91 casting spells ����� See Spells
Non-combat Action �30, 38 Battlewise ���������������� 24 Casting (ability score) ���� 15
activation, order of ������� 33 Blessed (status) ���������� 84 characters ���������������� 13
advancement ������� 189, 193 bonus overlap������������� 57 advancement ���� 189, 193
Adventure Milestones ���� 74 Brave (trait) ������������ 152 character creation ���� 13
See also Milestones Brute charge (trait) ������� 17 character origins������� 15
Adventure Points Bulky (trait)�������������� 60 converting old characters …
������������11, 73, 74, 187 ��������������������� 218
Adventuring Stage ���� 73, 91
Agility ������������������� 15
C Charge (trait) ������������ 186
combat ������������������� 39
Alien (trait)���������������� 19 camp���������������������� 75 exchanges ���������� 9, 40
Area Attack (trait) ������ 185 Camp Raid�������������137 Combat Action �����30, 39
armor��������������15, 24, 62 In Camp���������������� 75 Combat Bonus���������� 42
additional armor������� 62 enemy camps ���������� 92 Combat Skill ������� 15, 39
Armor (rating) �������� 15 campaign �����������������6 common goods ���������� 88
body armor������������ 62 campaign structure ���� 73 Contracts ���������������100
enemy armaments 62, 122 campaign turn �� 9, 73, 75 Carry Out a Contract � 92
improved armor … … … 62 first campaign Turn � 75 Contract types�����101-104
Overcome Armor����40, 43 campaign difficulty 72, 219 Aid Community���� 102
arriving in Melee���������� 57 campaign stages ������� 73 Chase Off Group ����101
attacker������������������� 40 Adventuring Stage���� 91 Deliver Goods �������101
Aura of Winter (trait) ���� 16 Encounter Stage ����113 Escort Individual ��� 103
Avatar �������� 14, 25, 27, 212 Preparation Stage���� 75 Explore Area������� 104
Aware (status)������� 144, 150 Resolution Stage … 187 Gather Information 103
Awareness (trait)��������� 152 starting the campaign � 68 Locate Item ����������101
the next campaign ��� 212 Negotiate Deal ������ 103

B campaign activities ���� 75, 81


Blacksmith������������� 82
Rescue Individual��� 102
Retrieve Item �������101
Backpack ������������� 59, 87 Forage for Herbs ������� 82 Slay Beast���������� 104
backgrounds ���������� 19-23 Gamble ���������������� 82 Counter Attack����������� 41
Frontier���������������� 21 Hard Work������������� 82 Counter Attack (trait) ��� 152
Mystic ���������������� 21 Help the Town Guard � 83 Cover�������������������36, 58
222
INDEX

Crafting������������������� 24
cramped conditions������ 144
Enemy movements ���� 33
Enemy numbers ������ 122
F
Crawling (trait) �������� 152 Enemy Plans ���������207 Fearless (trait)����������� 152
Cruel Wounds (trait) ���� 186 Enemy ranks ������ 14, 123 Fell Touch (trait) ��������� 186
Cursed (trait) ������������� 16 See also Leader Feral ���������������������� 18
Captain ��������� 14, 123 Fey (trait) ��������������� 152

D Lieutenant ������ 14, 123


Sergeant ��������� 14, 123
Fey-blood ���������������� 16
Fighting Tactics ���������� 40
Dash ���������� See movement Enemy Tables ����� 151-181 fight defensively ������� 40
defeat��������������������211 Enemy Threats See Threats fight evasively���������� 40
defender����������������� 40 Enemy traits ��������� 152 fight furiously���������� 40
Defensive Battle ��������� 135 See also Traits Five Parsecs from Home � 6
Delves ������������������� 93 Enemy troops … … … 33, 34 Flying (trait) ������������ 152
progressing in a Delve � 93 ranged troops ������� 33
Depths ���������������� 93 melee troops�������� 34 Followers ������������� 14, 25
designer notes ���������� 221 Enemy spellcasters ���� 45 Follower equipment���� 25
Devotion����������������� 24 Foes Within ����������� 71 generating Followers�� 25
dice ���������������������� 8 Foes Without ������� 71, 72 Foresight (trait) ���������� 16
Difficult to Kill (trait) ��� 186 sensible foes ���������� 33 Friends ������������������� 14
Difficulty (game) Unique Foes ���� 123-127 Old Friends������������119
� See game adjustments Unknown Enemy� 122, 137
Disgruntled (status)������� 81
Distrust (trait)������������� 17
Unknown Enemy
Markers ������������� 34
G
Driven (trait) ������������� 16 Enemy Actions Phase ���� 29 game adjustments ���� 9, 219
dungeons ��������������� 128 Entranced (status) ������ 162 game mastering ������� 34, 53
Duskling ���������������� 17 entry points������������� 128 games, larger ������������� 13
Duskling warbands ��� 165 equal distance������������� 58 Gold Marks �������������� 11
equipment���������������� 59 goods������� See Trade Tables

E assorted items���������� 63
Backpack ���������� 59, 86
Gruesome (trait)��������� 152

Ethereal (trait) ���������� 186


encounters����������������113
Campaign items ������� 63
Damaged ���������� 59, 82
H
Battle Encounters 121-129 encumbrance limits���� 60 Halfling������������������� 18
encounter locations ���� 92 finding items ���������� 57 hamlet ������������������� 68
Roadside Encounters �177 Follower equipment���� 25 See also Settlements
Traveler Encounters ��114 repairing ������������� 82 Hang Back (trait) ������� 152
general meetings 114, 115 restrictions for Mystics� 24 healing ������������������� 81
unique meetings 114, 117 selecting Hero equipment … Visit the Town Healer � 85
two battles in one turn � 92 ���������������������� 24 helmet ������������������� 62
Encounter Stage ������ 73, 113 Single-use items ������� 63 Heroes ���������������� 14, 19
Enemy ����������������14, 121 Stash … … … … … … 59, 86 generating Heroes ���� 19
determining Enemy����121 Storage ���������������� 59 ranged Heroes���������� 24
Eliminate the Enemy 132 Worn items������������� 63 Hexed (status) �����������127
Enemy armaments 62, 122 exchanges ������������� 9, 40 Hideout������������������� 92
Enemy Camps���������� 92 Experience Points�����11, 193 Hideout Raid ��������� 139
Enemy Hideouts ������� 92 Expertise ���������������� 24 Hits ����������������39, 43-44
223
INDEX

less brutal wounds ���� 44


Hold the Field������������ 150
M moving vertically ���� 32
scale note ������������� 32
Human ������������������� 16 Magic Resistant (trait) ��� 186 Mystics ������������� 14, 15, 45
Hunting instincts (trait) � 19 map ���������������������� 70
Map Areas ����������70, 111
N
I map region������������� 68
clearing the region 210 narrative gaming�����������9
Incantation���������������� 45 markers������������������� 37 new recruits ������������� 27
Initiative����������������� 29 Meeting Engagement ��� 130 News����������������������191
Seizing the Initiative� �� 134 meeting, general ����� 114, 115 Non-combat Action ������� 38
injuries, checking for ���188 meeting, unique ����� 114, 117 Non-Humans ���������� 17-19
See also Wounded melee combat … … … … 39, 40 nothing to do �������������112
inspirations�������������� 12 arriving in melee������� 57
items����������See equipment combat example ������� 42
melee troops ������������� 34
O
K Milestones������������� 6, 74
Discover Hidden Location
Oath of life (trait)���������� 17
Objective �����������98, 130
Knock Back (trait) ������ 186 �������������������86, 87 Eliminate the Enemy 132
Gather Money … … … 85 Fetch Something ������ 130

L Invest in the Community


… … … … … … … … 85
Hunt the Enemy ������ 133
Investigate Area ������ 132
Lacking strength (trait)���� 18 Reduce Threats … … 187 Scout the Area ������� 132
Lash (trait)��������������� 186 Promotion ������������ 195 Search for Something 132
Leader ������������������� 34 mind control ������������� 58 Secure the Area ������ 133
Determine Enemy miniatures����������� 28, 213 origins ������������������� 15
Leadership ��������� 123 alternatives to... … … …217 Outburst (trait) ���������� 17
Leadership (skill)���������� 24 selecting a scale ������ 213 Outfit for Adventure������� 87
Limited Ammunition (trait) Monster (trait)����������� 152 Outflank (trait) �������� 152
������������������������39, 60 monsters ���������������� 34 Outflanking ������� 133, 135
Line of Sight ������ 35, 36, 58 See also Aberrations See also Traits, Enemy …
Local Events ������������� 76 creating new monsters 186 traits, Outflank������ 152
Locations ���������������� 70 Monster Lair ����� 94, 148
Explore a Location ���� 91
Hidden Location � 70, 86, 87
Monster Points������� 182
Morale ������������������� 30
P
Discover Hidden … … … character morale������� 51 Parry (combat benefit)���� 42
Location �������86, 87 Enemy morale �������� 51 Parry (weapon trait)������� 60
Unexplored Location 70, 94 Morale failure���������� 51 Parry (Enemy trait) ������ 152
Loot ���������������� 189, 196 movement ������������� 31-32 Pathwise ����������������� 24
Loot Tables������� 196-206 Crashing into things���� 57 phases ���� See battle round
Loping run (trait)��������� 19 damage while moving � 32 Poison (trait)) ������������ 153
Loyal (status) ���������81, 212 Dash ������������������� 31 Poor Shot (trait) ��������� 152
Luck … … … … … … … … 53 Enemy movements ���� 33 Preen��������������������� 17
lucky characters ���������188 Move Action ���������� 30 Preparation�������������� 75
Lucky shot (trait)���������� 18 movement modifiers�� 31 Preparation Stage �������� 75
Lurking Foes �������������179 movement restrictions � 39 proficiency test ���������� 52
moving and shooting � 31 lack of training�������� 52
224
INDEX

push ���������������������� 42 morale ���������������� 51 Meeting Engagement


weaponry ������������� 61 ��������������������� 130

Q character actions������� 58
Regeneration (trait)����� 152
Defensive Battle ��� 135
Camp Raid ����������137
Quests ��������������105-110 Relentless (trait) �������� 152 Hideout Raid ������ 139
Quest failure ���������108 Research����������������� 86 Site Battle���������� 142
Quest finale ���� 105, 109 roll for connections ���� 86 Monster Lair������� 148
Quest finds ����������108 Discover Hidden Location ending a scenario������ 150
Quest foes ������������ 107 … … … … … … …86, 87 starter scenario ������� 54
Quest location�������� 105 Resolution Stage ������73, 187 secondary characters ����101
Quest rewards��������� 109 resolve exchange���������� 41 Scholar ������������������� 24
Quest structure ������ 105 Resting Up ������������� 91, 96 Scouting������������������� 24
Quest talent���������� 109 retreat ����See running away settlements���������������� 68
Quest task ������� 105, 106 Reward Rating ���������� 183 shield �������������������� 62
Quick Actions Phase������� 29 Ride Patrol�������������92, 99 silvertree leaf ������������188
Quick Play ���������������� 8 Roadside Encounters ����177 Site Battle ��������������� 142
round����� See Battleround Size (trait) ��������������� 186

R rules, contradictory������� 57
rules, interpreting ������� 57
skills������������������� 15, 24
See also proficiency tests
Ranged Attack (trait) ��� 186 running away ������������� 51 promotion ������������ 195
ranged attacks������������� 39 See also Morale selecting skills���������� 24
ranged troops������������� 33 Skirmisher (trait)�������� 152
Ranged X" (trait)���������� 60
rare goods ���������������� 89
S Slayer’s Rewards ��������� 182
Slight (trait)�������������� 18
realism and... saving throws������������� 58 Slip away (trait) ���������� 18
costs ������������������� 88 scenario������������������ 130 Slippery (trait) ���������� 152
enemies������������� 33, 97 Scenario types��������� 130 Slow Actions Phase ������� 29

225
INDEX

Speech ������������������� 24 water features ������� 37 U


Speed ����������������� 15, 31 wet ground ���������� 37
Unaware (status)���� 144, 150
See also Movement setting up terrain������ 128
Undead �������34, 152, 153, 157
spells terrain theme ������� 128
Undead (trait)������������ 153
Casting ability���������� 46 terrain types ���������� 35
Undying (trait) ���������186
Desperation Casting���� 46 Terrifying (trait) �������� 152
unique creatures
Ether Burn������������� 46 Terror (trait) ������������186
������� See Aberrations
Incantation������������� 45 Threat ������� 71-72, 91, 97-98
Unique Foes ������� 123-127
Simple spells ���������� 46 clearing a Threat ������ 210
Unknown Enemy���� 122, 137
spell casting�������� 45-46 end goal���������������� 98
Unknown Enemy Markers
spell durations�������� 46 Enemy Threats ��������151
���������������������� 34
spell list �������������� 46 Enemy profile ������ 152
Unknown Enemies (trait) 153
spell selection���������� 25 Curse of War�������� 171
Unusual Finds������������ 189
Taxing spells ���������� 46 Faceless Kingdom����174
unusual situations ������� 57
Spellcasters, enemy ������� 45 Gnawling Horde ��� 159
Upkeep Costs ������������� 81
Stages��� see campaign turn Ice-heart Court������ 162
Stars of the Story���������� 11 Oldest Kin ���������168
Stash … … … … … … … … … Ruin Within��������� 153 V
59, 86 Whispers from Beyond …
Venom (trait) ������������186
Story Points�������� 9, 11, 56 ��������������������� 156
victory ������������������ 210
mechanical use ������� 56 reducing Threats������ 187
village ������������������� 68
narrative use ���������� 56 Threat levels ���������� 72
See also settlements
Strands ���������������� 45, 46 timing ����������������30, 58
Congealed Strands 46, 205 Tough (trait) ����������� 152
Stunned (status) ���������� 44 Toughness ���������������� 15 W
surviving ������������� 10, 11 Overcome Toughness
warband ������������� 6, 27
Swift-footed (trait) ������� 18 ��������������� 40, 43, 44
adding Followers ����� 27
town ���������������������� 68
adding Heroes �������� 27
T See also settlements
In Town ���������������� 75
larger warbands 13, 134, 135
warband resources ���� 25
target types���������������� 46 Townsfolk background���� 21
weapons���������������24, 60
terminology�������������� 7 trackable resources ������� 11
basic weapons���������� 60
terrain ����������� 35-37, 128 Tracking Phase ���������� 30
improvised weapons �� 60
Area features ������� 35, 36 Trade���������������������� 85
quality weapons ������� 61
Block features���������� 35 trade tables ��������88-89
superior weapons ����� 61
Difficult terrain ������� 31 traits
weapon traits ���������� 60
dungeon floor tiles ���� 32 Aberration traits������ 185
weapon types ���������� 60
Field features ���������� 35 weapon traits ���������� 60
Wilderness (location) ���� 70
Linear Features ���� 35, 36 Enemy traits ��������� 152
Wilderness (skill)���������� 24
Individual features ���� 35 origin traits �������� 16-19
Will points���������������� 53
Interaction with terrain 35 travel������������������� 71, 111
Wings (trait) ������������186
Interior features ������� 35 Traveler Encounters����114
Wits ���������������������� 24
Optional terrain ������� 37 Travel Events ����������112
Wounded ���������������� 44
fences���������������� 37 Traveling (skill) ���������� 24
less brutal wounds ���� 44
ruined interiors����� 37 turn �����������������������9
thorns���������������� 37
226
INDEX

Tables Index
Aberration Table … … … … … … … 184-185 Hidden Location Table … … … … … … … 86
Advancement Tables … … … … … … 193-194 Hunting Expedition Table … … … … … … 83
Adventure Points Awards Table … … … 74, 187 Injury Tables … … … … … … … … … … 188
Armor Table ���������������������������� 233 Loot Tables … … … … … … … … 196-205
Avatar History Table … … … … … … … … 26 Armor Subtable … … … … … … … … 198
Blacksmith Table … … … … … … … … … 82 Consumables Subtable … … … … … … 198
Camp Events Table … … … … … … … 78-80 Enchanted Armor Subtable … … … …200
Character Background Tables … … … … 21-23 Enchanted Clothing Subtable … … … 204
Frontier Background Table … … … … 21 Enchanted Items Table … … … … … … 199
Mystic Background Table … … … … … 21 Enchanted Jewelry Subtable … … … … 202
Noble Background Table … … … … … 22 Enchanted Weapon Subtable … … … … 199
Outsider Background Table … … … … 22 Magical Apparatus Subtable … … … … 205
Townsfolk Background Table … … … … 23 Magical Unique Items Subtable … … … 205
Zealot Background Table … … … … … 23 Potions Subtable … … … … … … … … 201
Character Origin Table … … … … … … … 15 Tools Subtable … … … … … … … … 198
Common Goods Table … … … … … … … 88 Valuables Subtable … … … … … … … 196
Common Weapon Traits Table … … … … 60 Weapons Subtable … … … … … … … 197
Connections Table … … … … … … … … 86 Meet the Locals Table … … … … … … … 84
Contract (Locate Item) Table … … … … … 101 News Table … … … … … … … … 191-192
Contract Source Table … … … … … … … 100 Non-Combat Actions Table … … … … … 38
Contract Type Table … … … … … … … … 100 Obstacle Table … … … … … … … … … … 112
Curious Location Table … … … … … … … 149 Patrol Encounter Table … … … … … … … 99
Delve Depth Table … … … … … … … … 93 Quest Additional Opposition Table … … 107
Distance Fallen Table … … … … … … … 32 Quest Finds Table … … … … … … … 108
Encounter Interaction Tables … … … … … 115 Quest Location Table … … … … … … 105
Enemy Leadership Table … … … … … … 123 Quest Talent Table … … … … … … … 110
Enemy Leadership Type Table … … … … 123 Quest Task Table … … … … … … 106-107
Enemy Plans Table … … … … … … 207-209 Rare Goods Table … … … … … … … … … 89
Enemy Tables … … … … … … … … 154-181 Scenario Objective (Item) Table … … … … 131
Curse of War Enemy Table … … … 172-173 Scenario Objective (Search) Table … … … 132
Duskling Warband Enemy Table … 166-167 Scenario Objective Table … … … … … … 130
Faceless Kingdom Enemy Table … 175-176 Settlement Population Table … … … … … 69
Gnawling Horde Enemy Table … … 160-161 Settlement Type Table … … … … … … … 69
Ice-Heart Court Enemy Table … … 163-164 Site Finds Table … … … … … … … … … 145
Lurking Foes Enemy Table … … … 180-181 Site Reaction Table … … … … … … … … 143
Oldest Kin Enemy Table … … … 169-170 Site Trap Table … … … … … … … … … … 146
Roadside Enemy Table … … … … …177-178 Skills Table … … … … … … … … … … 24
Ruin Within Enemy Table … … … 154-155 Spell Table … … … … … … … … … 47-50
Whispers from Beyond Enemy Table Terrain Features (Number) Table … … … 129
�����������������������������������157-158 Terrain Theme Table … … … … … … … … 128
Enemy Threat Activity Table … … … … … 98 Town Events Table … … … … … … … 76-78
Enemy Threat End Goal Table … … … … … 98 Travel Events Table … … … … … … … … 111
Enemy Threat Locations Table … … … … 97 Traveler Encounter Table … … … … …114-116
Flash of Insight Table … … … … … … … 195 Unexplored Location Table … … … … 95-96
Flight in the Dark Tables … … … … … … 188 Unique Foe (Motivation) Table … … … … 127
Foes Within Table … … … … … … … … 71 Unique Foe Table … … … … … … … 124-127
Foes Without Table … … … … … … … … 72 Unknown Enemy Numbers Table … … … 34
Follower Table … … … … … … … … … … 25 Unusual Finds Table … … … … … … … … 190
Foraging for Herbs Table … … … … … … 82 Upkeep Costs Table … … … … … … … … 81
Gambling Table … … … … … … … … … 82 Weapons Table �������������������������� 233

227
Hidden Locations Quest and Contract Notes
• Campaign tracking sheet •
Adventure Points Friends Known

Threat Levels

Player Notes Delve Notes


• WARBAND ROSTER Sheet • Equipment Stash

Region Gold Mark

Warband Name Current Location Story Points

Name________________________ Origin���������������� Name________________________ Origin����������������


Agility________ Speed___________________ Combat_______ Agility________ Speed___________________ Combat_______
Tough.________ Luck_______ Will ________ Casting _______ Tough.________ Luck_______ Will ________ Casting _______
Proficiencies & Spells���������������������������������� Proficiencies & Spells����������������������������������
���������������������������������������������������� ����������������������������������������������������
Equipment������������������������������������������� Equipment�������������������������������������������
���������������������������������������������������� ����������������������������������������������������
___________________________ XP_____ Level����������� ___________________________ XP_____ Level�����������

Name________________________ Origin���������������� Name________________________ Origin����������������


Agility________ Speed___________________ Combat_______ Agility________ Speed___________________ Combat_______
Tough.________ Luck_______ Will ________ Casting _______ Tough.________ Luck_______ Will ________ Casting _______
Proficiencies & Spells���������������������������������� Proficiencies & Spells����������������������������������
���������������������������������������������������� ����������������������������������������������������
Equipment������������������������������������������� Equipment������������������������������������������� Backpack
���������������������������������������������������� ����������������������������������������������������
___________________________ XP_____ Level����������� ___________________________ XP_____ Level�����������

Name________________________ Origin���������������� Name________________________ Origin����������������


Agility________ Speed___________________ Combat_______ Agility________ Speed___________________ Combat_______
Tough.________ Luck_______ Will ________ Casting _______ Tough.________ Luck_______ Will ________ Casting _______
Proficiencies & Spells���������������������������������� Proficiencies & Spells����������������������������������
���������������������������������������������������� ����������������������������������������������������
Equipment������������������������������������������� Equipment�������������������������������������������
���������������������������������������������������� ����������������������������������������������������
___________________________ XP_____ Level����������� ___________________________ XP_____ Level�����������
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quick reference

• Quick Reference •
Proficiency Tests (p.52) If Attacker has higher score, Combat Bonus (p.42)
Roll 2D6. Proficiency tests are they strike a blow and remain A Combat Bonus adds +1 to
indicated by a target number the Attacker in the following Combat Skill. It is awarded if
preceding a skill name shown exchange. Note: whether this the opponent is Stunned or
in brackets. If an eligible blow counts as a Hit may has an ally within 1".
character has that skill, add +2 depend on chosen tactic.
to the dice roll (+1 for Mystics). If Defender has higher score, Ranged Attack (p.39)
A result equal to or above the they avoid harm and become Make a single D6 attack per
target number is a success. the Attacker in the following shot. If the attacker did not
exchange. move, add the attacker’s
Battle Round Sequence Combat Skill.
(pp.29-30) On a draw, Defender retreats
Count number of warband 1”, Attacker remaining in Movement restrictions
characters and allies on the place, and the melee ends. Characters intending to make
table; Roll that many D6, then a ranged attack cannot move
Tactics (optional) (p.40) above half their movement
assign each die result to a Fight defensively: Roll twice
different character. Speed. Characters intending
and pick best roll; Inflicts no to shoot a crossbow must
Those assigned a die result Hits; Negates Counter Attack. remain stationary.
equal or below Agility act in Fight evasively: Roll normally;
the Quick Actions Phase. Enemy Activation Order
Inflicts no Hits; May move 2",
Enemy ranged troops act
All enemies will act in the Negates Counter Attack.
before enemy melee troops.
Enemy Actions Phase. Fight furiously: Not selectable Within each type, start with
Those assigned a die above if enemy has Counter Attack); the figure closest to the
Agility act in the Slow Roll normally: player’s battlefield edge and
Actions Phase. Win = +1 to Overcome Armor work backwards until every
OR Overcome Toughness; enemy figure has acted.
Actions (p.30) Lose = suffer Hit.
Enemies use the following
A figure may take a Move ranged targeting priorities:
Action, then perform either:
Counter Attack (p.41)
Counter Attack = strike a Hit 1. Closest target within 8"
(a) A Non-Combat Actions: when winning an exchange, of the shooter.
(see p.38): Dash, Use, Ready even when Defending. 2. Nearest opponent with
Weapon, Interact, Keep ranged weapon.
Characters may Counter
Down!, or Anticipate. 3. Closest target.
Attack if: on higher ground
(b) Melee combat: See below. than opponent; if fighting
To score a Hit:
across obstacle; if opponent is
(c) Ranged attack: See below. Roll D6, and try to reach or
standing in Difficult ground
beat the target number:
or water; or with weapon,
Melee Combat (p.40) ability, or trait granting
The character who initiates Within 6" and in the open3+
Counter Attack.
the combat has the initiative, Within weapon range
and is the attacker in the Parry (p.42) and in the open 5+
opening exchange. There If a character with Parry rolls Within weapon range and
are commonly 3 exchanges a natural 1 when defending concealed or behind Cover 6+
fought during a melee round. melee, they deflect the blow.
Roll D6 for each character, A stationary shooter adds
adding their Combat Skill. their Combat Skill to the roll.
A natural 1 always misses.
232
quick reference

Resolving Hits (p.43) Enemy Morale Checks (p.51)


A Hit is +0 / +0 unless clearly Roll D6 per enemy figure removed and tally number of natural
listed otherwise. 1s and natural 2s. These are Morale Failures. For every Morale
Failure, removed one enemy figure from play. Remove figures
Overcome Armor closest to the enemy battlefield edge first.
Roll D6 and add any
Overcome Armor bonus. Enemy Leaders will not run unless there are fewer than 4 enemy
figures remaining. Aberrations and Undead never check Morale.
If the total equals the target’s
Armor rating, they are Weapons (p.60)
Stunned, and the attack fails.
Weapon Type Overcome Armor/Tough.
If the total is higher than the
target’s Armor rating, roll D6 Improvised weapon Melee -1 / -1
to Overcome Toughness: Also use for unarmed attacks.
Overcome Toughness Light weapon Melee -1 / +0
If the D6 roll is a natural 1, A dagger, cudgel, working tool, or similar.
the target is Stunned.
Self bow Ranged 18" +0 / +0
If the roll is 2-6, add any
Overcome Toughness bonus. Bulky; Limited Ammunition.

If the total is higher than the Sling Ranged 10" -1 / +0


target’s Toughness rating, Never runs out of ammunition.
they become a casualty and
are removed from the table. Staff Melee -1 / +0

If the total is equal to or Parry


below Toughness, they are Standard weapon Melee +0 / +0
Wounded and Stunned.
Requiring only modest skill; Easily wielded in one hand.
Armor (p.62) Bastard sword Melee +0 / +1*
Armor Armor Rating This profile can also be used for large war axes.
None 0 Crossbow Ranged 24" +1 / +0*
Light 1 Bulky; Limited Ammunition.
Partial 2 The character cannot move and shoot in the same Action.
Movement slowed by -0" / -1" Fencing sword Melee +0 / +0*

Full 3 Parry

Movement slowed by -0" /-2" Longbow Ranged 24" +0 / +0*

Knight 3 Bulky; Limited Ammunition.

Cannot Dash. Throwing knives Ranged 9" -1 / +0*


Enemies cannot use any Characters may add their Combat Skill, even if they moved.
Overcome Armor bonus. Single-use, but recovered after the battle if you Hold the Field.
Shield +1 Armor vs Warhammer Melee +1 / +0*
ranged attacks
Profile also suits heavy, thrusting swords.
May Parry vs melee strikes
War spear Melee +0 / +0*
Helmet –
The wielder may always Counter Attack in melee combat.
Rolling a doubles on the Any long spear, pole arm or long-hafted weapon.
Injury Table = knocked out
*Treat as +0 / +0 for Followers.
233
Five Leagues from the Borderlands
• 3rd Edition •

The last tomb was crawling with Grave Walkers, the Tower held a fey sorcerer, we
lost Tring there, blasted by eldritch fire, while Artum fell as we ran from the trolls
of the deep woods. But for now, the village is safe. Tonight, we’ll restock the gear
and recruit any travelers from the inn who fancy a share of the coin. Tomorrow
we’ll take the woods, then bring down that cursed tower for good. Maybe then we
can rest, but there are already worrying rumors from the next valley…
Five Leagues from the Borderlands is a solo adventure wargame where you take the role of
a warband of heroes and adventurers, and explore a grim world full of monsters, enemies,
creeping malice, and exciting quests.
The whole campaign is generated procedurally, with each battle created from over 100
different enemy types, 17 unique foes, and 6 scenario types that can play out in a wide
number of ways. As you play, you will explore the game world, discover new locations, and
take on quests and jobs. Your warband will gain in experience and power and find wondrous
loot... or die gruesomely in brutal combat.
The game is playable with any miniatures you may own and can be played on a 2x2 foot or
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gaming or for whom this is their first miniatures game. All you need is 6 figures for your
heroes and a handful of suitable enemies to fight.

” Fast-moving miniatures-agnostic rules, developed specifically for solo and co-op


adventure wargaming, with a procedurally generating campaign world. All you need is
a handful of six-sided dice, a pair of percentile dice, some paper and pens.
” Create a warband of hard-as-nails adventurers, whether human or one of 5 other
origins, and follow their story! Develop their skills, gain spells and magical weapons!
” Explore and map out the game world, meet people on the road, discover ancient ruins,
fearful villages, and brooding lairs, all the while engaging in desperate battles.
” Undertake epic quests, face off against fearsome monsters, and foil enemies plans as
they are revealed to you.
” A host of random tables and systems provide unexpected challenges, and seeds for
new adventures in a living, breathing world that unfolds before your eyes.
” Includes several options to tailor the game difficulty to your tastes, as well as
mechanics to add your own narrative elements.

MUH095V001

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