Doomsong Kickstarter
Doomsong Kickstarter
Doomsong Kickstarter
GETTING STARTED
Last Rite
The Conversation
Most of Doomsong is played through the
What is dead is dead,
conversation. If you are familiar with
What was said is said,
TTRPGs, this conversation will be one
you have had many times. As GM, you
will lay out the scene and ask the players Our hopes not yet drowned, we now must remember our last rite,
what their characters will be doing. In In darkness our purpose found, stood fast in the fallen’s flight,
the majority of cases, no rolling of dice is Embers to ashes, our duty bound through the endless night,
required. Players will make decisions and
With grace our instruments at hand, we gravediggers embrace our command,
you decide the outcome of their actions.
However, there will be times in which We will end this world’s blight, guided by the immortal light,
the conversation isn’t enough: it won’t Never will we lose sight, we f ind solace in our last rite,
be obvious whether a character can leap a Our own hope must burn bright, to survive the eternal f ight,
chasm, smite a foe or charm the merchant From the dirt will rise another, as we rise from the ashes of our brothers,
into giving them what they want. In these
situations, players will have to roll the dice
On our hearts the pain will weigh, in sombre tones we now pray,
to determine the outcome.
With not a moments delay, tools in hand we join the fray,
We have explained the process of rolling The debt they will not repay, we will survive this last day,
dice and making checks on page 40. For Valiantly we take our guard, sacrif icing our lives for every yard,
now, though, it’s important to remember Rulings not Rules
that the conversation is your most powerful The rules of Doomsong cover all manner This forsaken place, we muster our remaining power,
tool. As long as people are talking and of situations, but there will always be the
With a bloodied face, we will stand tall, never to cower,
having fun, you’re doing it right. occasional outlier that goes beyond what
Spared by Death’s embrace, we witness the world’s f inal hour,
we have written here. Instead of trying
to come up with strict rules for every Our mere guild ascends to a corps, we are tasked to f ight this great war,
possibility, we urge you, as the GM, to (As the immortal creates no more)
make decisions based on your instincts,
using this book as a set of guidelines and A weight has now cast over us, we must not fear our fate,
inspiration.
(In unison)
This isn’t to say you should be making
With grace our instruments at hand, us gravediggers embrace our command,
things up as you go along—consistent
and fair rulings will help your players feel From the dirt will rise another, as we rise from the ashes of our brothers,
they can make decisions that matter— Valiantly we take our guard, sacrif icing our lives for every yard,
but neither do you have to stress about Our mere guild ascends to a corps, we are tasked to f ight this great war.
getting every little thing right. An off-
the-cuff ruling that preserves the flow of
the game’s conversation can go a long way
8 9
toward ensuring the players are having a
good time.
by Caetano Capurro 9
9
GETTING STARTED
The Gravediggers' Guild
W h o w e re y ou b e fore y ou d ar k e n ed t h e do or
of t h e G rav edig g e rs’ G uil d? W h a t w e re
y ou seek ing wit hin our w all s? Adv e n t ure ?
Pur p o se ? O r ju s t a h ot meal an d dr y pl ace t o
res t y our h ea d? We can offe r all t h o se t hings.
Come in, let’s g et y ou somet hing t o ea t an d
t h e n w e’ ll h ear y our s t or y.
T he Character Sheet
In Doomsong, each player needs a character sheet before making their PC. To prepare Action Block. The actions available to Conditions. See page 68.
the sheet for use, tear it from the character pad (not available in demo) or download and a PC during combat.
print a double-sided copy here Next, fold along the central line as shown. After folding, Standard Table. The effect table used
the ‘Stowed Gear’ and ‘Ready Gear’ grid segments should line up to form a single gear Attack and Recover Table. Effect when making a standard check. See
grid. Character sheets contain the following elements: tables used when making an [attack] or page 43.
[recover] check. See pages 46-47 and 50.
Character Details. Birth name, Check Reference. A reminder of the
player name, heresy and any costs Combat Stats. See page 55. steps in a standard check. See page 41.
related to that heresy. The other side
continues with a character’s chosen Gear. See pages 62-67. Notes. Everything from important
name and their goals. names to various marginalia.
Abilities. See page 72-83.
12 13
Combat Reference. A reminder of the Contract. This is signed during
steps in a combat round. See page 56. Traits. See page 68. character creation. It is utterly binding.
accepts anyone. Prosperous business owner, hardened criminal, desperate heretic: all are Table. To generate a result, roll 1D6
welcomed here. All players will need a character before they can play Doomsong. and resolve the text in the matching The dice icon below means roll 1D6 on the table
table entry. If an entry presents a path,
A character is made by resolving a series of paths, starting on page 16 with their ‘Origin’ which is always followed by a page
Event 1.
1 For instance, you are given a choice of
and finishing on page 34 with a ‘Gravedigger’. The page opposite explains this process number, and the player chooses it, 1 two traits, tr ait c and tr ait d. Immediately
more fully, breaking down the elements of a path. The first time a player creates a immediately turn to the indicated page write down the one you choose.
character, we suggest that the GM runs them through the process, but it can also be and resolve that path. Otherwise, once Event 2. 2 For instance, you may become a
2 Poacher (p. 24). To do so, turn to page 24 and
completed solo by finding this character creation section here. you have finished resolving the rolled resolve the Poacher path found there.
table entry, continue down the page. Event 3.3 For instance, you must bookmark this
path and resolve an Injury (p. 28). To do this,
3
Updating Your Sheet Path Options. If you reach the bottom
place the bookmark ribbon in this page and turn
to page 28.
As a player’s character progresses through Abilities. These names are always followed of the page, the player chooses one of Event 4.4 Table entries with a dash cannot be
their history, the player will have to record by the word ‘ability’. When a player gains the options in this box. Turn to the - rolled. They are not available in the demo.
some things on their character sheet. an ability, they write it on their character page number indicated. If the page Event 5. 5 Table entries with a range of numbers
sheet under ‘Abilities’. Then write the number indicated is ‘Bookmark’, you 4-5 are resolved if any of those numbers are rolled
(in this case a 4, 5 or 6).
Traits. These are always in this font. number 1 under ‘Level’. If an ability is return to the last path you bookmarked
Event 6. 6 For instance, you gain an ability
When a player gains a trait, they write it gained twice, update it to level 2. At the and choose one of the path options on 6 or piece of gear. Immediately write down the
on their character sheet under ‘Traits’. If a end of character creation, look up and that page instead. selected option under abilities or ‘Stowed Gear’.
When a player adds gear, they write it on a second heresy is gained, the player may during the demo. At the moment these
Return...............................
Return ............................... Bookmark
their character sheet under ‘Stowed Gear’. choose whether to replace or keep the are teasers only, intended to whet your
14 Return to last path and choose an option there. 15
More information on gear is provided at original heresy. appetite for the process of gravedigger
the end of character creation. character creation.
Growing up beyond the bordercastles brought as much peculiar freedom as it did danger. Concepts like
Welcome, stranger. The Gravediggers’ Guild takes anyone seeking sanctuary within its walls. We law and ownership were foreign to you, and folk expect you to be uncultured and unpredictable.
have highborn and low, the scum of the earth and those who would turn their backs on the clawing
existence of daily life. Whatever has brought you here will not surprise us. Tell us, what was the defining moment of your childhood?
Wild Thing.
Thing You were born in the Weald, the untamed wilderness beyond civilisation. Your early years were A Childhood Injury.
Injury The Weald is no place for a child who refuses to learn, and you were taught a brutal
1-2 spent eking out an existence in harsh lands that despise humanity. Choose your birth name* and record it on 1 lesson early in life. Bookmark this path and resolve an Injury (p. 28). Record any traits you gain there and then
your character sheet. Add borderborn as a trait and resolve the Borderborn path on page 17. return to this page to pick a path below.
Guttersnipe You were just another drop in the effluent flow that is the slums of Assartum. Only the quick,
Guttersnipe. A Cult Brand.
Brand Your parents worshipped one of the heretical gods who strangled the Immortal. You inherited
3-4 the clever and the brutal survive there, and even they need luck. Choose your birth name* and record it on your - these beliefs and cannot bring yourself to submit to the teachings of the Ecclesiarchy. Branded by a cult and
character sheet. Add slumcaste as a trait and resolve the Slumcaste path on page 18. shunned by polite society, your life began in the shadows. Not available in this demo.
Farming Family.
Family You were born to work the dry ground and surly woods of the Heartlands. Honest toil and a A Secret Route.
Route During a childhood game, you discovered a covert way past the bordercastles. This provided
- healthy dose of suspicion kept you safe. Choose your birth name* and record it on your character sheet. Add 2-3 endless entertainment in your youth, but when you became an adult it offered new prospects. You may become
countryfolk as a trait and resolve the Countryfolk path. Not available in this demo. a Smuggler (by turning to the path on page 26) or gain the honest trait.
Middle Class.
Class You were wedged comfortably between the unfortunates below and the landed families above. A Life Debt.
Debt You saved the life of a passing Reeve, offering them shelter in a time of need. As thanks for your
-
5-6 While you had to work to survive, it was not backbreaking toil. Choose your birth name* and record it on your aid, they promised you a position if ever you needed work. Not available in this demo.
character sheet. Add menalty as a trait and resolve the Menalty path on page 19. A Silky Whisper.
Whisper You heard what others could not: promises of power offered up by beings who, in exchange,
Wealthy Elite.
Elite You were born with more than most, including expectations to fulfil and a name to uphold. 4-6 wanted only your loyalty. Their world was one of beauty, danger and granted wishes. The price of entry was your
- However, those at the top have the furthest to fall. Choose your birth name* and record it on your character soul. You may become a Wycce (by turning to the path on page 31) or gain the haunted trait.
sheet. Add landed as a trait and resolve the Landed path. Not available in this demo.
Star-Crossed Babe.
Babe Heretical beings took note of your birth. Perhaps you were born to inherit a border
-
kingdom, or perhaps you were shadowed by odd forces. You would be hard-pressed to say whether your existence
has been cursed or blessed. Choose your birth name* and record it on your character sheet. Add unusual as a Paths
trait and resolve the Unusual path. Not available in this demo.
Waif...................................................
aif................................................... 27 Poacher.............................................. 24
Poacher
The capital city of Assartum offered prospects The Heartlands were rich pickings, protected
*Choosing A Birth Name. This is the name you were given by those present at your birth. After you
you could not hope to match at home. only by laws you didn’t care to understand.
have completed the character creation process, you will choose a name for day-to-day use. In the full game,
advice on various birth names for different origins will be available.
Scavenger...................................... N/A
Scavenger Bandit..........................................
Bandit.......................................... N/A
The debris left by others contains treasures The Weald provided the perfect place from
16 17
aplenty for those who care to look. which to conduct raids.
liter ate
They say the streets of Assartum are paved in gold. Having slept on those streets, you know that is a lie.
Your existence was desperate and clawing, and folk expect you to be untrustworthy and cruel. The life of the middle class is precarious at best and perilous at worst. Your life came with more
opportunities than most, and folk expect you to be shrewd and adaptable.
A Guilty Verdict.
Verdict You felt the vice-like grip of a guard’s hand about your scrawny arm, then you were bundled
- off to St. Repentance. The judge’s vacant expression and her cursory sentencing left no room for your pleas of A Silver Coin.
Coin The recruiter offered her listeners a life of adventure and independence. Then she held up the
innocence. Not available in this demo. 1-2 silver coin all soldiers receive when they sign up, casually glossing over the mud, the tedium and the horror of
A Grim Acceptance.
Acceptance You had no one to guide you through the perils of city life, and your existence trod the battle. You may become a Foot Soldier (by turning to the path on page 22) or gain the fearful trait.
1 narrow line between danger and insignificance. One day, you slipped. You may become a Waif (by turning to A Family Name.
Name Your parents were artisans with a hard-earned reputation for durable craftsmanship and
the path on page 27) or bookmark this page and resolve an Injury on page 28. 3-4 tasteful wares. It was always expected that you would follow in their footsteps. If you choose the Apprentice path
A Skilful Display.
Display Your earliest memories were of begging from strangers. Then you realised that a well- below, you may roll twice on that path table and take whichever result you prefer.
2-3 timed grovel and a performance that catered to their neverending thirst for entertainment was more profitable. A R apt Audience.
Audience You always felt a spark of joy at making others laugh. After an improvisational bout of song
You may become a Performer (by turning to the path on page 24) or gain the proud trait. 5-6 with a wandering minstrel, you wondered if the life of an entertainer was for you. You may become a Performer
A Thousand Deaths.
Deaths You don’t remember joining the ratcatchers, but a small frame made you invaluable to (by turning to the path on page 24) or gain the ambitious trait.
- their work. Your forearms are covered with scars from vermin that died by your hand. Not available in this demo. An Inky Stain.
Stain Your quick mind and fastidious quillmanship won you a job as messenger running notes for the
- Ecclesiarch’s own scholars. Then you were offered a scribe’s position. Not available in this demo.
A Well-Timed Tip.
Tip Informing to the city watch is a risky business, but either conscience or greed pushed you
4-5 through their doors. As you grew older, it became clearer where your bread was buttered. You may become a An Artistic Bent.
Bent Your early years were spent mixing dyes for the artists of the Ecclesiarchy. When disaster
Watchman (by turning to the path on page 27) or gain the suspicious trait. - struck and an artist fell ill, you had learned all you needed to step into his shoes. Not available in this demo.
A Lucky Streak.
Streak The clack of dice in your palms, the feel of cards in your hand, the rush of winning. For a A Hedonistic Streak.
Streak You were young when you heard the call of the dice, felt the quiet pull of the cards and
6 time, you had everyone beat. As your pockets filled, resentments grew in equal measure. You may become a - found solace and elation in the racing of scythounds. Your parents’ meagre wealth bought you a seat in these
Young Gravedigger (by turning to page 32). If you do, you may roll twice on each table in that path. places. Not available in this demo.
Paths Paths
Cutpurse...........................................
Cutpurse ........................................... 21 Foot Soldier....................................
Soldier....................................22
22 Apprentice........................................
Apprentice ........................................20
20 Watchman.........................................
atchman......................................... 27
With so much wealth so near to hand, you The recruiter offered you a silver coin, and Your hands were skilled and clever, and so you Keeping the peace in Assartum’s treacherous
would have been a fool not to take it. war couldn’t be worse than the gutters. turned to a life of craftsmanship. streets requires constant vigilance.
Sailor............................................. N/A
Sailor Labourer.....................................
Labourer..................................... N/A Groom............................................ N/A
Groom Servant.......................................... N/A
Servant
The seas promised adventure, profit and, if There’s always work to be found at the docks, The stables of the wealthy pay those who can All you required was a crisp uniform, a
18 19
you were lucky, fame. for those who don’t mind blood and sweat. withstand the smell. pleasing demeanour and a suppression of pride.
With ash and mercury, you battled disease and Gain one of the following traits: There is always work for those who can Pickpockets don't last long without fast fingers,
moral weakness. blacksmith, carpenter, tailor, extract all but the squeal. and yours snatched something special.
jeweller, baker or pick another
type of trade.
barber surgeon cook quick-fingered
alchemist burly light-footed
Tell us, what did you discover? Tell us, what do you remember of your training? Tell us, why did you stop? Tell us, what did you steal?
You left Assartum a pariah, unable to return Service in the Ecclesiarch's army involved long Buy from the wasteful and sell to the desperate. Fighting and killing made you hard but
until they’d forgotten your face. marches, bad meals and terrible violence. Your life became one of gold and power. growing old can change a person.
Tell us, why did you return? Tell us, what did you learn from the battlefield? Tell us, how did your life crumble around you? Tell us, why did you finally leave?
Paths
Paths Old Hand.
Hand......................................... 23 Paths Paths
You became a veteran of war. Gravedigger......................................34
Gravedigger ................................... 34
Gravedigger......................................34
Gravedigger ................................... 34 Gravedigger......................................34
Gravedigger ................................... 34
Wealth gone, you were forced to the Guild. Life as a civilian was hard. It was time.
It is noble to protect that which has spurned you. Young Gravedigger ....................... 32
22 The Guild is always in need of warriors. 23
The people of Painyme are always in need of The law made hunting a dangerous prospect, The bars were thick and daily life introduced
distraction from their woes. but you thought yourself above such concerns. new meaning to the word ‘brutality’.
Tell us, what did you inspire in others? Tell us, what was your greatest trophy? Tell us, how did you leave that place?
Paths Paths
Minstrel.....................................
Minstrel .....................................N/A
N/A Butcher.............................................. 21
Butcher Paths
You furthered the skills you gained in song. A safer, more profitable alternative.
Gravedigger......................................34
Gravedigger ................................... 34
The Guild’s ranks are filled with criminals.
Young Gravedigger.......................
Gravedigger....................... 32 Woodsman..................................... N/A
Woodsman
24 The Guild needs levity as much as any. Your knowledge of the Weald is valuable. 25
There will always be a need for the covert Those who sell secrets dangle between dignity The gutters of Assartum were a gaping maw, You chose to become first line of defence
movement of goods past tollroads and bordercastles. and a knife in the back. waiting to drag you down. against Assartum’s own people.
Tell us, what made you stop? Tell us, what did you escape with? Tell us, how did you survive? Tell us, why did you abandon your post?
Your life was interrupted by a flash of blinding pain. For some, these moments are a terrifying
Relics of power are rare and forbidden. Each is tied to a Sublime or Dread, claiming a part of their
reminder of their own mortality; for others, a reminder that they’re alive.
essential nature and tethering it to mortal hands.
1 2 4 5-6
Legs The injury affected
Legs. Arms The injury affected
Arms. Torso.
orso The injury affected Head The injury affected
Head.
one of your legs. Decide one of your arms. Decide a location on your torso. a location on your head,
which one, unless you only which one, unless you only neck or face.
have one left. have one left.
Paths Paths
Return...............................
Return ............................... Bookmark Gravedigger......................................34
Gravedigger ................................... 34 Return...............................
Return ............................... Bookmark Gravedigger......................................34
Gravedigger ................................... 34
28 29
You refused to be broken. They were the only ones who would take you. Relic safely stashed, you continued your life. The Guild will overlook your new possession.
*not a condition. Traits on this page are not gained as conditions because they have already healed as best they can.
They are traits because they are the permanent after-effects of injury, rather than still-weeping wounds.
Wycce
The Traitor Gods rarely bestow power on mortals. When they do, they secure the loyalty of their
wycces with binding pacts, overseen by watchful familiars.
Familiar. Gain the Familiar ability. You can choose the form your familiar
takes at the end of character creation.
Paths
Young Gravedigger........................
Gravedigger........................ 32 Exile...................................................22
Exile ................................................ 22
30 31
Your past heresies would be absolved. You fled to the Weald, where few cared.
Young Gravedigger Aged Gravedigger
The gravediggers will not refuse those who wish to throw their lives away, as long as they are old Clutch at the sands of time, it will do no good. You know much of the ways of the world, having seen
enough to wield a spade. The young invigorate the Guild; their recklessness can be put to good use. many examples of its brutal precariousness. The Guild can put your experience to good use.
Tell us, what were your gifts? Tell us, what were your insights?
1 Small. Your stature allows you to slip unseen between the cracks. Gain the small trait.
Small 1 Knowledgeable. Gain either the navigator, beastwise, liter ate or mathematical trait.
Knowledgeable
2 Spry. Your thin frame allows nimbleness at the cost of brute force. Gain the spry trait.
Spry 2 Fixed. You are set in your ways. Gain the meticulous or righteous trait.
Fixed
3 Twitchy. Always the first to act, even when action isn’t warranted. Gain the twitchy trait.
Twitchy 3 Growth. Choose one trait you have and lose it. You cannot choose any Injuries you have resolved.
4 Sharp-eyed. Very little escapes your notice. Gain the sharp-eyed trait.
Sharp-eyed 4 Instincts. You have spent a lot of time with people. Gain the suspicious or charming trait.
Instincts
5 Iron Stomach.
Stomach Illness takes hold in others, but not you. Gain the iron stomach trait. 5 Hobby. You picked up some skills later in life. Gain either the carpenter, tailor or cook trait.
Hobby
6 Eye-catching. Being memorable is a blessing and a curse. Gain the eye-catching trait. 6 Stubborn. You understand that this, too, will likely pass. Gain the hardy trait.
Stubborn
And how was this gift wasted? And what did this knowledge cost you?
1 Naive. Believing the best of others comes naturally to you. Gain the naive trait.
Naive 1 Decrepitude. Roll twice more on this table, ignoring any further results of 1.
Decrepitude
2 Reckless. You have yet to understand the sting of loss. Gain the reckless trait.
Reckless 2 Weak. Lose either the spry or burly trait. If you do not have either, gain the weak trait.
Weak
3 Fearful. Choose what you fear most or pick general cowardice. Gain the fearful trait.
Fearful 3 Half-blind. You cannot see well. Gain half-blind. If you roll this twice, it is a defining trait.
Half-blind
4 Proud. To those at life’s pinnacle, down is all that remains. Gain the proud trait.
Proud 4 Half-deaf. You cannot hear well. Gain half-deaf. If you roll this twice, it is a defining trait.
Half-deaf
5 Simple. It takes you longer to pick up on things happening around you. Gain the simple trait.
Simple 5 Frail. Your body needs no excuse to fail. Gain fr ail. If you roll this twice, it is a defining trait.
Frail
6 Compassionate. You have yet to harden your heart. Gain the compassionate trait.
Compassionate
6
Sickly Your stomach grows fussier with each passing year. Gain sickly. If you roll this result twice, your PC has
Sickly.
a single year left to live. It is up to you if they know this, but it cannot be prevented except by miraculous means.
Paths Paths
Gravedigger......................................34
Gravedigger ................................... 34 Gravedigger......................................34
Gravedigger ................................... 34
32 33
You did not wait for the inevitable outcome. You put it off as long as you were able.
You stood at the threshold of the Gravediggers' Guild, throwing the rest of your life away to the vagaries
of fate. Whether you felt relief or dread when they accepted you, we do not know. Items of Office. You gain a badge marking you as a member of the Gravediggers’ Guild as well
as a long-handled, serviceable spade.
Defining Trait. Reflect upon the life you have lived. Choose one of your traits and underline it
to mark it as a defining trait. This will give you a bonus on checks involving this trait.
Choose whether they taught you to fight or filled you with knowledge.
Fighting would keep your team alive. Knowledge is our greatest weapon.
Roll twice and choose either result. Roll twice and choose either result.
Your days will soon be filled with travel and toil: digging
graves for the dead, and ensuring the dead go to their
Brawling You gain the Underhanded Strike
Brawling. Medicine You gain the Bonesetting ability.
Medicine. graves. You aid in small ways those who fall on the
1 ability. Add 3 dirks to your gear.
1-2 Add a bonesaw, needle and thread to gear.
peripheries of the Ecclesiarch’s notice .
Warfare.
arfare You gain the Measured Strike ability. Folklore You gain the Fable ability. Add a
Folklore.
2 Add a mace and hard leather to your gear.
3 lantern, rope, and walking stick to gear.
You won’t be forced to bear this life alone, however.
Duelling You gain the Flowing Strike ability.
Duelling. Studying If you have the liter ate trait, gain the
Studying.
3 Gravediggers work in teams; it is time you met yours.
Add a rapier to your gear. 4 Study ability. Otherwise, gain the liter ate trait.
Add a diary, quill, and inks to your gear. Whatever you think of your allies, you understand there
Positioning You gain the Burst of Speed ability.
Positioning.
4 Add a sling and linen armour to your gear. Tracking You gain the Discovery ability. Add a
Tracking. is a good chance that the rest of your life will be spent in
5-6 spyglass, flint and tinder to your gear.
Protection You gain the Protect ability. Add
Protection. their company.
5 scale armour, a short spear and shield to gear. Leadership You gain the Leader ability. If you
Leadership.
Marksmanship You gain the Precise Aim ability.
Marksmanship.
- are the only player with this ability, you are in
6 Add a bow and soft leather armour to gear.
charge. Add a light coinpurse to your gear.
STOP!
Unless the last player has created their character, begin character creation with the next player. Continue
until all players have reached this point. If all players have created a gravedigger, continue together.
Chosen Name. Many years ago, your parents gave you a name. It is likely you now go by something
34 else. Choose a name for your character and write it under ‘Name’ on your character sheet. 35
Look up Abilities. Your character also has a list of abilities that give them special rules. A list of abilities and their
effects can be found on pages 72-83.
Look up Heresies. If you committed heresy during character creation, you will have filled in ‘Heresy’ on your
character sheet. Find your Traitor God on pages 76-83. Record the relevant cost under ‘Cost’ on your character sheet;
this is a rule you must follow if you wish to keep using any of your occult abilities. Breaking this rule means you cannot
Are you starting a new party or joining an existing one? access occult abilities until your god has been appeased (as decided by the GM).
New Party
Existing Party The Guild welcomes you with open arms.
Many pass through these doors looking for an honest trade;
Roll on the table below to create a goal. Each goal
Choose a result or roll on the table below to decide as long as you work hard, the opportunities are endless.
connects your PC to another character (X) in the
how you met the party. If more than one player is There is one last thing you must do before we can call you family,
party. For these, you may decide whether your
making a character at the same time, it can be a and, truly, it is just a small matter of formality.
characters knew one another before joining the
good idea to choose the same result.
Guild or if the connection is more recent. You see, we need your signature on this contract...
2. Modifiers.
-Trait.
-Helpful. +1
-Perfect. +2
-Defining and Perfect. +3
-Gear.
-Helpful. +1
-Perfect. +2
Checks are at the heart of the Doomsong system. Players will perform them both in -Helpful Allies. +1 per ally.
and out of combat. They provide a way to infuse a scene with interesting twists and -Hindering Trait. -1 or, if defining, -2.
turns, even if there are no physical dangers to overcome. When you need to resolve -Conditions. -1 per condition.
the outcome of a task, use the standard check summarised on the page opposite and
explained fully overleaf. 3. Roll.
Focused Check. Roll 2D6, use highest.
Never ask a player to roll a die if the task is either impossible or completely without risk. Hasty Check. Roll 2D6, use lowest.
If one of these is the case, the matter should be resolved with a simple ‘You succeed due Standard Check. Roll 1D6.
to the...’ or ‘You fail because...’
4. Apply Modifiers. Apply modifiers determined in step 2.
Impossible Tasks Risk-Free Tasks 5. Result. Compare the total to the difficulty set in step 1.
Certain tasks, such as drinking the Certain tasks will not incur risk if they -Under. Failure with cost.
Euxinean Sea, are not possible for humans are failed. Instead of asking players to roll, -Equal. Success with cost.
to do. Perhaps they can change their you can either have the character succeed -Over. Success.
situation to make such feats feasible, but or introduce some form of risk to make
don’t be afraid to set sensible limits on failure interesting. 6. Doom. Decide whether to flip the Doomcoin.
your world.
Eunice wants to open a locked reliquary. The 7. Effect. Resolve the outcome of your actions.
Grenth wants to pull down a statue of the GM knows that she has a set of burglar’s keys
Ecclesiarch with his bare hands. The GM and the knowledge of how to use them. If the
says this is impossible unless Grenth finds a party is camped, the GM might allow her to
useful tool or gets help from allies. open the reliquary without making a roll. On
the other hand, if she wants to open the lock These steps are outlined in more detail on the next page.
during a heist, the risk of discovery is now
40 41
very real. Failure has become interesting, so 41
41
For example, you could use the standard check to resolve a player trying to discern Remember: If the special check has 3. Roll.
whether an NPC is lying to them. Alternatively, you can have the player [judge] the a fixed modifier, like [attack, +3], Focused. Roll 2D6, use highest.
NPC’s words using the special check found on page 49. The process is exactly the same; you can skip this! Hasty. Roll 2D6, use lowest.
certain steps are modified or predefined so as to speed things up. Standard. Roll 1D6.
ect 7
eff
4. Apply Modifiers. Apply modifiers
Identifying Special Checks Resolving a Special Check The most important part of a determined in step 2.
The presence of square brackets, such as Follow all the steps for a standard check, as special check is the result table.
[judge] in the paragraph above, indicates shown to the right, but make the adjustments These work in the same way as the 5. Result. Compare the total to the
that a named special check should be made. specified by the description of the special standard check table on page 43, difficulty established in step 1.
check. The difficulty, modifiers and effects but the effects of rolling over, equal -Under. Failure with cost.
can all differ from those of a standard check. or under can be quite different. -Equal. Success with cost.
Fixed Values -Over. Success.
When a special check is identified in text,
the name of the check may be accompanied 6. Doom. Decide whether you will to
by either a fixed difficulty or modifier (but flip the Doomcoin.
never both) within the square brackets.
Therefore a special check could appear as 7. Effect. Resolve the outcome of
[resist fear, difficulty 7] or [attack, +3]. your actions, as shown on the table.
44 45
These indicate the GM doesn’t need to 45
45
equal Flinch. Lower your own defence by 1. The target loses 1 toughness.
Flinch
An [attack] check is made whenever a character tries to harm another character with a 2 over Scratch. Target loses 2 toughness.
Scratch
weapon or unarmed strike. Usually this occurs during an Act in the combat round (p. 56) 3 over Deep Wound.
Wound Target gains the major injury ‘scar’.
4 over Face. Target gains the major injury ‘missing ear’, ‘missing eye’, or ‘missing nose’, at GM’s choice.
Face
dif
ficult y 1
5 over Leg. Target gains the injury ‘injured leg’. They cannot stand without a crutch until this injury is treated.
Leg
Equals the total of the defender’s current toughness and protection. The defender’s
6 over Arm. Target drops something they are holding and gains the injury ‘injured arm’.
Arm
protection is doubled if the attack is light. The defender may choose to dodge or
block, if able, to increase the difficulty further. 7 over Shattered. Target gains major injury ‘missing arm’, ‘missing hand’, or ‘missing foot’ at GM’s choice.
Shattered
Dodge. Must be standing, able to move freely, and spend at least one defence. 8 over Incapacitated. The target gains major injury ‘missing leg’ or ‘broken spine’, at GM’s choice.
Incapacitated
-Spend Defence. Increase the difficulty by +1 for each defence spent. Bleeding Out.
Out Target gains the injury ‘open wounds’. Until this injury is treated, all attempts to [resist
9 over
-Helpful Trait. Increase the difficulty by +1 if the defender has a helpful trait death] are hasty.
(fearful, twitchy), and +2 if they have a perfect trait (spry, small). 10 over Death. The blow hits a vital mark. The target dies instantly.
Death
-Duck! Increase the difficulty by +1 if the defender chooses to fall prone.
-Heavy Attack. Heavy attacks are easier to dodge. If the attack is heavy, all above
bonuses to the attacks difficulty are doubled.
Block. Must have something to block the attack with, such as a weapon or shield,
and spend at least one defence. The Attack Ef fect Table
-Spend Defence. Increase the difficulty by +1 for each defence spent. The table above works like any other effect table (see page 43). However, you should
-Helpful Trait. Increase the difficulty by +1 if the defender has a helpful trait keep track of how much ‘over’ the difficulty a player rolls. For example, rolling 8 on
(fearful, hardy), and +2 if they have a perfect trait (burly, melee fighter). a difficulty 4 check means that you should resolve the ‘4 over’ result on the effect
-Shield. Increase the difficulty by +1 if the defender has a shield. table above.
The Doomcoin. If an ‘over’ result is Damage. Anything that rolls ‘over’ the
ifiers 2
mod rolled on this table and the Doomcoin is target difficulty is considered to have
Traits. spry, melee fighter, marksman, burly then flipped, the result is treated as one caused ‘damage’. This has no extra
better or worse, as normal. For example, effect, but some abilities and rules
Gear. Most weapons are helpful (+1). Also, they may receive other modifiers in the previous section a crest would be require an [attack] to have caused
depending on their properties (see Weapons on page 64). treated as ‘5 over’ and a skull as ‘3 over’. damage in order to apply.
NPCs do not use traits or gear during their attacks. These bonuses have already
46 been worked into the action block. If this is a free attack (see page 58) use any NPC 47
47
47
action that involves an attack.
[Commune] is used when a character [First aid] is used when a character wants [Judge] is used when a player tries to [Knockback] is used when a character
seeks knowledge from creatures not of the to stop another from dying or restore determine the motives of another creature. attempts to push a foe using brute force,
natural world: the unquiet dead, Traitor toughness. This check can be made during Note that this check does not inform the oftentimes from a high ledge or into some
Gods or stranger beings still. combat, though one adjacent enemy may player of whether a target is deceiving other hazard.
make a free [attack] against either the them unless they get the ‘Truth’ result.
character or their patient.
ficult y 1 diff
icult y 1
dif
ficult y 1
Set by GM or ability. dif The toughness of the target, ignoring
ficult y 1
dif Increased by 2 if the target has a protection. This check can be dodged or
Increased by 2 if the target is of a helpful trait, like liar or conniving. blocked as if it were an [attack].
different species to the healer. Decreased by 2 if the target has a
ifiers 2
mod hindering trait, like simple or honest.
ifiers 2
Traits. charming, br ave, haunted,
mod
ifiers 2
mod
meticulous
Traits. burly, melee fighter
Traits. barber surgeon, tailor, quick- ifiers 2
Gear Ritual candles, god’s idol or
Gear. mod Gear. Heavy armour, shield, heavy
fingered, compassionate
charm
Traits. compassionate, suspicious weapon, two-handed weapon
Gear. Bandages, rags, medicine
ect 7
eff ect ect 7
Haunted. If you do not have the
Haunted
ect eff 7 eff
haunted trait, gain it. Otherwise, choose eff 7 Misunderstanding You misjudge the
Misunderstanding. Trip The target dodges and you fall
Trip.
hard. You lose 2 defence and 1 toughness.
a non-physical trait and lose it. If you have Error in Judgement.
Judgement If the patient target in the worst possible way.
no traits to lose, you die. is dying, they die in your arms. It was your
Bias You project your own worldview on to
Bias. under Off Balance.
Balance You lose 2 defence.
fault. Otherwise, they lose 2 toughness.
Harrowed The whispers just won’t stop.
Harrowed. the target’s intentions. For example, if you Shove Lose 2 defence, then push the
Shove.
under All checks you make are hasty until you get Fumble You make matters worse. The
Fumble. under used suspicious in the check, you suspect
equal target a short distance.
a full night’s rest. patient loses 2 toughness. They cannot the target of lying; whereas if you used
under gain toughness until they rest and receive compassionate, you believe they mean well. over
Knockback You push the target a short
Knockback.
Harrowing Reply.
Reply You receive an answer distance.
more [first aid].
to your question, though it is cryptic. All Inkling You correctly judge whether the
Inkling.
equal checks you make are hasty until you get a Stabilise If the patient is dying, they stop
Stabilise.
equal target has any hidden motives.
Critical Hit.
Hit The target is pushed a short
[Knockdown] is used when a character [Recover] is used when a character takes [Resist death] is used when a character [Resist fear] is used when a character faces
attempts to floor a foe by wrestling or the Recover action (see page 56). takes an injury or does something foolish. an otherworldly horror or insurmountable
tripping them. Going from prone to odds, often as a result of an enemy ability.
standing in combat costs an action. ficult y 1
dif ficult y 1
dif
Equal to twice the current defence of ficult y 1
dif
ficult y 1 Equal to thrice the number of injuries a dif
the character making this check.
character has. Set by GM or ability.
The toughness of the target, ignoring
protection. This check can be dodged or
blocked as if it were an [attack]. ifiers 2
mod ifiers 2 ifiers 2
mod mod
Traits. melee fighter, twitchy,
Traits. burly, righteous, hardy, Traits. Righteous, proud, br ave,
spry, fearful, small, burly
barber surgeon vengeful
ifiers 2
mod Gear. Swords and other hilted weapons
Gear. A holy symbol, bandages, the Gear. A holy symbol, a weapon or item
Traits. burly, melee fighter, spry, are helpful (+1) for recovering defence,
Gravediggers’ Guild badge of office that can harm the source of fear
conniving whereas shields are perfect (+2).
[Retreat] is used when characters are [Sneak] is used when a character wants [Struggle] is used when a character resists [Surgery] is used when a character wants to
trying to flee. If multiple characters are to hide some action from a watcher, such an enemy’s physical action, typically an treat a patient for an injury. This check can
fleeing at the same time, choose a leader as thieving a coinpurse. There must be attempt to push or pull that character only be made once per day per injury.
and roll once on the check. darkness, distance, cover or distraction. If somewhere they don’t want to be.
multiple characters wish to sneak, choose a ficult y 1
leader and roll once on the check. dif
ficult y 1
dif dif
ficult y 1 Increase by 1 per injury the patient has.
Increase by 1 for each dangerous Set by the GM or ability.
ficult y 1
opponent within short range of a dif
retreating character. Decrease by 2 if Increase by 2 if the watcher has a useful ifiers
mod 2
there is a way to break the enemy’s line trait, such as sharp-eyed or suspicious.
ifiers 2
of sight during the retreat. Decrease by 2 if the watcher has a mod Traits. barber surgeon, meticulous,
hindering trait, such as half-blind tailor, cook
Traits. spry, burly, twitchy, melee
or deaf. Increase by 1 for each extra fighter
difiers 2 character involved in the check. Gear. Bandages, cleaver, needle and
mo thread, medicine, alchemical reagents
Traits. light-footed, fearful Gear. Heavy armour, a light weapon,
ifiers or a shield
mod 2
ct 7
Traits. spry, light-footed, small effe
ect 7
eff ect 7 Slipped Blade.
Blade You make matters
Cut Off.
Off As below, except every eff worse. The target gains the major injury
Slip You suffer the effects of
Slip.
enemy can move and make a free action. ‘missing X’, where X is the location you
ect 7
eff
the creature’s action and lose 2 defence. At
were treating.
Costly Escape.
Escape One enemy in the combat the GM’s discretion, you may instead
Spotted You are spotted at the worst
Spotted.
can move and make a free action. If, as part suffer some other heightened effect. Costly Recovery.
Recovery Reduce the patient’s
possible moment of your endeavour.
of this action, a fleeing character suffers
Failure You suffer the effects of the
Failure.
under maximum toughness by 1, then resolve
under an injury or becomes unable to move, they Impossible Surveying the task, you
Impossible. under the ‘On the Mend’ result below
creature’s action.
cannot retreat. All other fleeing characters determine it too great a risk. This check is
can choose whether to escape successfully
under impossible until circumstances change or One Step.
Step You shrug off the effects of the
Complications Reduce the patient’s
Complications.
equal maximum defence by 1, then resolve the
(see page 57) or stay for another round. you flip the Doomcoin. equal creature’s action but any further checks
‘On the Mend’ result below
you make this round are hasty.
Rout The characters make their escape in
Rout. Noticed You successfully perform the
Noticed.
On the Mend.
Mend If the injury is already
a disorderly fashion. If they enter combat equal hidden action but leave some trace that is
over
Immovable You shrug off the effects of
Immovable.
equal again during the next minute, they are soon noticed. the creature’s action. over
on the mend, resolve the result below.
Otherwise, mark the injury as “on the
surprised (see page 55).
over Silent. You perform the hidden task.
Silent Indomitable. If the enemy is adjacent to mend” on the patient’s character sheet.
Withdraw The characters escape with
Withdraw. you, make a free [attack] against them.
over grace and speed.
Into the Shadows. You successfully Healed. The injury is treated successfully;
perform the hidden task and may remove it from the character’s list of
52 53
Feint. The characters successfully retreat immediately perform a second without conditions. If it was a major injury, 53
53
and also shake off any pursuers. requiring a check. it becomes a trait of the same name
(see page 59).
RULES: COMBAT
The Combat Round
The combat round is made up Retreat
of the following stages: Start Here The GM decides if any NPCs are going
Round Begins to [retreat] or surrender. If all NPCs do,
Set Action Dice the combat immediately ends.
Acts 1-6
End of Round
Round Begins Then, any or all PCs may [retreat] or
surrender. If all PCs do, combat ends.
Each PC gains 2 action dice (see page
Retreat Pretending to surrender should be
58). The GM gains 1 action die for
resolved as an open action instead of
each NPC involved in the combat.
using this step.
RULES: COMBAT
N PCs
3
Laceworker 7
spry, wallclimber, silent
Climb. The beast flows up the nearest Traits. The creature’s traits. These
Running NPCs tall object, attempting to get out of sight
of any enemies. If it does so, it regains 2
work just like PC traits.
For much of the game, NPCs do not defence. It does not need to make a check
require rules. Their actions and the to climb vertical surfaces. Unique Rules. Many NPCs have
difficulties of any check involving them Bite. With sickening speed, the creature unique abilities or weaknesses that are
are decided by the GM and simply folded lunges forward in an [attack, +3], sinking unavailable to PCs.
its fangs into a foe. If this attack causes
into the conversation (see page 8). NPCs damage, the target gains the ‘laceworker
have their own wants and fears; they poison’ condition. In D6 rounds, the Toughness. NPC toughness works
target becomes paralysed for ten minutes.
should be thought of as characters in their the same as a PC’s (see page 55). If
own right. The PCs believe themselves the Rear Up. The laceworker rears onto its multiple NPCs are using the same
heroes of their own story, but Painyme’s back legs, ready to lunge forward at a statblock, their toughness values are
moment’s notice. Ready this die. The
NPCs feel otherwise. laceworker may spend this die to leap and tracked individually.
[attack, +2] an enemy that moves within a
short distance of it.
Max Defence. NPC defence works
NPC Checks NPCs in Combat Pull. The laceworker tries to pull an the same as a PC’s (see page 55). If
adjacent enemy a short distance, onto an
When an NPC attempts a check, follow Each NPC has a unique action block, multiple NPCs are using the same
available web or out of their allies’ reach.
the same rules a PC would use (page 40). found on their page. This means their The target may [struggle, difficulty 5] to statblock, their defence values are
However, NPCs cannot flip the Doomcoin options are different from those available prevent this. tracked individually.
unless they are making a check that directly to PCs; they may do something the Lacework. With delicate movements,
affects a doomed PC, usually an [attack]. players don’t expect. When running an the laceworker creates a web that spans Action Block. Note that while an
a small area. Any creature that touches
After flipping the Doomcoin, the GM places NPC in combat, keep their goal in mind. the web loses 3 defence and cannot move
NPC has access to different actions
60 61
it in front of themselves and the player who Remember, retreat is always an option! until they break free as an open action from a PC, the action block otherwise 61
61
[struggle, difficulty 7].
originally had it is no longer doomed. works the same.
RULES: NPCS
G ear Trade
Painyme’s currency is measured in obol,
but it is not expected that players will
collect and count their coin with any great
accuracy. When PCs gain any worthwhile
quantity of wealth, they should record one
of the following types of gear:
RULES: GEAR
W eapons Properties Example Weapons
When adding a weapon to their character Find below a list of example weapons. This
sheet, the GM chooses which (if any) of is not an exhaustive list of weapons found
the following properties it has. throughout the world, but rather a guide
to give you an idea of how to apply weapon
Heavy. This weapon is perfect (+2) for heavy properties. When in doubt, you can choose
attacks but cannot make light attacks. the closest weapon from this list.
Dirk P Light
Unarmed. If you roll under a target’s Shortspear P
difficulty and they did not dodge, you lose Warpick P Heavy
1 toughness. Rapier P Castle-forged (+1)
Razor S Light
Reach. This weapon is perfect (+2) for Sabre S
attacks at the end of its reach but incidental Battleaxe S Heavy
(+0) for attacks against adjacent targets. Club B Improvised (-1)
particular weapon is perfect (+2) for a action to load between each [attack]. Maul B Heavy, two-handed (+1)
property denoting it so, as discussed on Castle-Forged. This weapon applies +1 Sling B Ranged, light
the opposite page. Damage to all attacks but is expensive or rare. Hunting
Bow
P
Improvised (-1), ranged,
two-handed (+1)
As standard, weapons can have one of three
Bow P Ranged, two-handed (+1)
damage types: slashing, bludgeoning or
Ranged, heavy,
piercing. For the purposes of this demo, Longbow P
two-handed (+1)
damage types only change the flavour of Light Castle-forged (+1), ranged,
P
combat. To record the damage type of a Crossbow reload
64 65
weapon, the player should write S, B, or P Crossbow P
Castle-forged (+1), ranged, 65
65
two-handed (+1), reload
under ‘D’ next to the weapon name on their
character sheet.
RULES: WEAPONS
A rmour Properties
When a player adds armour to their
character sheet, the GM should choose
which (if any) of the following properties
the armour should have:
Castle-Forged. +1 protection.
The main benefit of armour is its The main downside to armour is its bulk, armour that can be found throughout the +4 2 Decayed
Chain
protection, which contributes to a PC’s which is deducted from a PC’s maximum world, but rather a guide for how to apply Brigandine +6 2 Heavy
toughness against an [attack], as shown defence and may, at the GM’s discretion, armour properties. When in doubt, you Full Plate +7 2 Heavy, castle-forged
on page 46. The standard protection for hinder physical checks the character can simply choose the closest armour set Scavenged Heavy, piecemeal,
+6 2
armour is 4, which may be modified by makes (swimming, climbing, etc). A high from this list. Plate ill-fitting
properties the armour has. bulk value is bad. The standard bulk for
armour is 1.
An armour’s total protection should
be recorded under ‘Protection’, next to An armour’s bulk should be recorded under
66 67
‘Toughness’ on a player’s character sheet. ‘Bulk’, next to ‘Defence’ on a player’s 67
67
character sheet.
RULES: ARMOUR
T raits and Conditions
Traits and conditions are what make individual characters unique. They cover everything
from skills and personality to health and injuries. The main difference between traits
and conditions is permanence, with traits being the intrinsic elements of a character and
conditions being the fleeting needs and hurts of a character’s mortal frame.
Traits Conditions
Usually, a trait can only be added or Conditions are temporary effects that can
removed by spending XP (not available in be applied by the GM for failing a check
this demo) and is listed under ‘Traits’ on or making a poor choice. For example, a
a player’s character sheet. These modify PC missing a night’s sleep may gain the
checks in a negative or positive way, as condition ‘exhausted’. This is recorded on
discussed on page 42, and a list of example their character sheet, to be removed when
traits is provided on the following page. the PC gets a full night’s rest. Conditions
act as negative modifiers on checks, as
Traits also have a less mechanical effect on described on page 42.
the game’s conversation. When deciding
the outcome of a PC’s action, the GM may The most common conditions are injuries,
decide not to make a player roll for a check as described on page 59.
because of a certain trait. Likewise, they
might consider certain things impossible.
For example, a player with the liter ate
trait wouldn’t be asked to roll a check in
order to read a sign. Nor would a player
with the half-blind trait, though the
68 69
outcome would be very different. 69
69
Burly. Lifting, pushing, arm wrestling. influenced by ordinary beauty. Navigator. Tracking, camp-making, maps Weak. Hinders checks based on strength.
If you flip a crest, you remember a story Level 3. You can clean leeches using
with a useful piece of information about alchemical reagents, which are lost during
the creature, as decided by the GM. this process. Cleaned leeches may be
reused once but then die.
If you flip a skull, you learn something
useful but are doomed for the rest of
the session (even after you have lost the Measured Strike
Abilities are special talents that PCs can gain during character creation or through Doomcoin). You may not use this ability Level 1. When making a non-heavy
training (not available in this demo). Abilities change how characters interact with the again during the session. [attack], you may choose to gain +1 to
game and range from martial techniques to dark gifts from the Traitor Gods (see occult the check. If you do, you can only get a
abilities on page 76). maximum of 3 over the target’s difficulty.
A player with an ability gains access to the rules listed in this section. If an ability Level 2. When making a non-heavy
contradicts another rule in the book, the ability takes precedence. [attack], you may choose to gain +2 to
the check. If you do, you can only get a
maximum of 2 over the target’s difficulty.
Levels
Whenever a PC gains an ability, their player should add it to their character sheet under
‘Abilities’ and mark it as level 1 under ‘Level’. If they would gain an ability but already
have it, instead update the ability to level 2 (keeping any level 1 effects). If the ability is Flowing Strike
gained a third time, it is updated to level 3. In the demo, abilities cannot go above level 3. Level 1. When an enemy chooses to
dodge a light melee [attack] of yours,
move the target a short distance. This
Bonesetting Burst of Speed movement cannot force the target into a Phlegethary
After you perform [surgery] on a patient, Level 1. After taking the Dash action, location that is inherently dangerous, such As an open action, if you have alchemical
you may choose an injury that is ‘on the you may roll the spent action die and place as over a cliff. reagents to hand, you coat a weapon or
mend’ and immediately heal it. it back into your action block. piece of ammunition with flame. The next
Level 2. When using Flowing Strike, [attack] made with the weapon ignores
72 73
Level 2. Instead of rolling the spent die, you you may now force your opponent into an protection and deals fire damage (fire 73
73
may now turn it to a side of your choosing. inherently dangerous location. damage is not part of this demo).
RULES: ABILITIES
Plague Chemystry Underhanded Strike
Level 1. As an open action, if you have Level 1. When making a free [attack]
alchemical reagents to hand, you may soak with a light weapon, gain +2 to the check.
a handkerchief in incense. Any creature
holding this handkerchief to their face, Level 2. After an enemy rolls ‘under’ your
usually with a spare hand or plague mask, difficulty with an [attack], you may force
cannot catch a disease. The incense stays them to flip the Doomcoin. This follows
potent for 10 minutes. normal rules for flipping the Doomcoin: a
skull will push the result to ‘fumble’ and a
Level 2. As an open action, if you have crest to ‘flinch’.
alchemical reagents and a free hand, you
may fill a censer with your concoction and
swing it to spread protective vapours. No
creature within a short distance can catch
a disease until you stop. Continuing to
swing the censer does not require another
action, but does require a free hand.
Precise Aim
Level 1. At the start of a combat round,
you may ready a die and announce a target.
You may spend this die during an [attack]
against your target to gain +1 bonus to the
check. If you move before spending the
die, discard it instead. Note: Spending
this die gives a bonus to an [attack]; it does
not initiate the [attack].
Study
Level 2. Increase the bonus of Precise Aim Level 1. When you have access to a library,
to +2. private study, or other collection of books,
you may take a miscellaneous book and add
it to your gear as ‘nameless book’. When
making a check involving knowledge, you
may use the book as a piece of perfect (+2)
Protect gear. When you do, name the book and
Level 1. After you [recover], you may update it in your gear. It can be used for
choose an adjacent ally to gain the other checks in the future but its contents
recovered defence instead of you. are now fixed.
74 75
Level 2. Gain +1 defence yourself when Level 2. You can now have two ‘nameless 75
75
you use this ability. books’ in your gear at the same time.
RULES: ABILITIES
O ccult Abilities Familiar
Level 1. You have an animal companion
that acts as the conduit for your occult
power. Choose your familiar’s form but
not its colouration, which is decided by
your Traitor God: it is either albino (white)
or melano (black). Suggestions for familiar
forms can be found on the following pages.
Gaining Occult Abilities Cost Level 3. Your familiar may sink into
PCs cannot gain abilities from more If a wycce—as that PC has just become by your skin, becoming safe from
than one Traitor God. When they gain gaining favour with a Traitor God—does harm. When it does this, a
their first occult ability, they must write not fulfil the cost imposed by that god, tattoo of your familiar
down the cost associated with that god. they lose access to their occult abilities. Any appears upon your flesh
For example, a player whose PC gains the effects caused by an occult ability remain in a location of your
‘Blood Rage’ ability on page 79 must write in place, but the PC cannot use the ability choosing.
‘Frenzy’ under ‘Heresy’ on their character again until they appease their god. These
sheet. Then they must write ‘Give rules are intentionally vague. The Traitor
defeated enemies no quarter’ under ‘Cost’. Gods are inscrutable and the GM is their
There are 12 Traitor Gods included in this conduit into sessions of Doomsong.
demo: Chance, Feast, Frenzy, Honour,
76 77
Hope, Justice, Languor, Oblivion, Panic, 77
77
Albino Familiars. Snake, deer, raven. Melano Familiars. Wulf, jackal, dog. Albino Familiars.
Familiars. Cat, cow, bear cub. Melano Familiars. Hyena, snail, albatross.
Cost. Answer the pleas of those in mortal Cost. The guilty must die, no matter the Cost.. Do not cause undue suffering and
Cost Cost. Accept any loss, reject all wealth.
peril. price paid by the innocent. end the suffering of others.
Oblivion's Grasp
Vivomancy Fated Beast Silent Song Level 1. As an open action, you can
Level 1. When you successfully perform Level 1. Your familiar takes on the Level 1.
1. By touching a treasured item, you remove an inanimate object you are
[surgery] on an ally with a missing body statistics of a wulf (not available in demo) may speak to its owner if they died more touching from the universe. The object
part, remove the missing x trait if you and can now harm non-familiar creatures. than 7 days ago. Ask a single question, must be smaller than yourself and out of
have a suitable replacement part. then [commune, difficulty 5]. view of all other sapient creatures.
Level 2. When your familiar makes an
Level 2. The replacement part you use [attack] against a target adjacent to you, it Level 2.2. As an open action, you may Level 2. When you use this ability, all
does not need to be from the same type is focused. speak to a human that died within the last living creatures except you forget the
of creature as the ally you are treating. A combat round, before their seft begins its object ever existed.
missing leg could be replaced with a dog’s, Level 3. When your familiar would die, it journey to Heall. Ask a single question,
a hand with cruel talons, etc. The exact is instead reborn as a pup that burrows its then [commune, difficulty 4]. Level 3. You may now use this ability on
effect of this is up to the GM. way out of the old familiar’s ribcage. It takes objects that can be seen by others, as long
a full day to grow to adulthood; if it dies Level 3.3. When you [commune], you get as they fit in your hand.
Level 3. You can control and use the within this time, you both die as normal. a result two higher (rather than one) when
senses of any body parts you have replaced. flipping a crest on the Doomcoin.
Threshold Witness
Long Hunt Level 1. You can both touch and harm the
Meld M inds Level 1. Choose a creature whose blood Sleep of Ages incorporeal dead (see sefts, page 114).
Level 1. If you touch a sapient creature, your familiar has tasted to be your quarry. Level 1.
1. You can store sleep for later use;
you learn all of their traits. You always know its general direction. You for example, you can sleep for an extra 8 Level 2. If you damage the unquiet
may not select a new quarry until the first hours then go without the day after. dead with an [attack], that creature is
Level 2. If you touch a sapient creature, is dead. immediately destroyed.
you also learn their greatest hope. Level 2.2. If you sleep for a full day and
Level 2. Any [attack] you make against night, remove all non-major injuries. Level 3. The unquiet dead do not regard
Level 3. Once per target and as an open your quarry is focused. you as a foe unless compelled by another
action, you may remove a non-physical, Level 3.
3. If you sleep for a full week, entity.
80 81
non-defining trait from a sapient creature Level 3. You always know the exact remove all major injuries. 81
81
Albino Familiars. Squirrel, mouse, goat. Melano Familiars. Owl, fox, vulture. Familiar. None but the rot (see cost). Melano Familiars. Horse, sparrow, crab.
Cost. Let cowards flee, let the brave burn. Cost. Chase knowledge, no matter the cost. Cost. You have a white rot across your left Cost. You must finish every task you start.
hand, harmless but growing. Mark your
rot at 1 under ‘cost’. Each time you ‘suffer
Last Candle Augury rot’, update this value. If you gain 50 rot, Kincraf t
Level 1. When you light a candle, you Level 1. Each night you are visited by the rot covers your whole body and you die Level 1. You can whittle, smelt or bake
may choose for it to be bright enough to prophetic dreams. When you sleep, you at sunset of that day. knee-high creatures called mannekin. Each
clearly illuminate a large hall. may ask one question about the coming can perform one non-violent task that takes
day, then [commune, difficulty 5]. You no longer than a day. After completing its
Level 2. As an open action, you may cannot be woken until dawn. Spoil task, the mannekin goes limp and lifeless.
force a living creature that can see your lit Level 1. As an open action, you may
candle to [resist fear, difficulty 6]. Level 2. If you prepare ritual candles suffer D6 rot and touch plantmatter. This Level 2. Mannekin can be re-used and
before you [commune], you may ask any withers any connected amount within a perform tasks that last longer than a day.
Level 3. When your candle is snuffed, the question about the past. If the candles go short distance to nothing.
surrounding area is plunged into darkness out during your night of dreaming, you Level 3. Mannekin you make can be the
irrespective of other sources of light. automatically get the ‘haunted’ result. Level 2. When you damage a living size of a human and gain +1 to all checks.
creature with an unarmed [attack], you
Level 3. When you are sleeping, you may suffer D6 rot to kill it.
Wildfyre can see the mortal world as well as your Bonebreak
Level 1. As an open action, you can prophecies. You may speak but cannot act. Level 3. As an open action, you may Level 1. Your aching muscles are stronger
conjure a candle-sized flame anywhere you suffer D6 rot and touch metal. This rusts than the bones that anchor them. You may,
can see. any connected amount of it to nothing. after flipping the Doomcoin on a physical
Eye of Jet check, treat the result as one step higher.
Level 2. You can use this ability to ignite Level 1. Your left eye is now pitch black. It Then roll a free bludgeoning [attack, +0]
a creature wearing cloth or similar. This sees the world as it was exactly one day ago. Hollow Strength against yourself, ignoring protection.
flame is treated as a ranged weapon that Level 1. As an open action, gain D6
ignores protection. If you ‘fumble’ an Level 2. Your left eye is blurred by visions, rot. Then gain one: D6 toughness; Level 2. You may now treat the result
[attack] with this flame, you must then too many to make sense of. This ability is D6 defence; or heal an injury. as two steps higher if you make a free
make a free [attack] against yourself. rendered useless until level 3. bludgeoning [attack, +2] against yourself,
Level 2. Whenever you gain rot for any ignoring protection.
Level 3. As an open action, you can make Level 3. Your left eye can now see the reason, roll twice and gain the lower value.
82 83
any flame that you can see burn violet and world as it was at any time in the last 100 Level 3. To the horror of onlookers, 83
83
hot enough to melt steel. years. Level 3. You die at 100 rot rather than 50. broken bones no longer hinder your checks.
Castle Lethe
This location is the oldest in Father Plague’s realm, the seed from which the rest of the
plaguescape sprung (not available in demo). It was here that Princess Euthelia grew up
and here where she performed a heretical ritual to summon Father Plague into being.
The castle and its grounds are trapped in the exact moment the ritual was completed.
The PCs will know that Castle Lethe was once one of the five great bordercastles of
Painyme, and that it disappeared from the real world half a lifetime ago.
In Medias Res
To get things started for this demo, we have foregone the slow build-up of discovery and
exploration in favour of placing the party below Castle Lethe with a clear task before
them. When you and your players are ready to begin, read the following aloud:
You are gravediggers, charged with a serious task: to bury the dead, unquiet or otherwise. While
Before You Begin In-text References on this course, you uncovered one of the seven totems that bind Father Plague, a Lamentide of
This demo adventure assumes that your Lord Have Mercy Upon Us uses a layout great power, to this world.
players have created characters by going that makes it easy to run. On the left-
through the character creation process on hand page of each location, you will find The totem is an odd thing: the last meal of his consort, the Lice Mother. To cleanse it, you know
pages 16-37. It also assumes you’ve read a map, important points of interest, and it must be eaten by her true love. If you succeed in this task, Father Plague will be thrust one
the rules on pages 40-83. If you are not a description of the location as a whole. step closer to mortality and the Gravediggers’ Guild will inch toward the goal of burying a body
the GM, stop here! If you are the GM, Throughout the text, some words will that is centuries due for its grave.
you will find it useful to read the adventure be highlighted like this, which denotes
ahead of time in order to get a feel for the there is more information on the right- You awake in darkness, cold stone beneath your aching bones and the earthy smell of a well-
overall themes. hand page. stocked pantry around you. You remember not how you came to this place.
When you are ready, proceed to the next If a map location links directly to another The party begins (with their gear) in the root cellar of Castle Lethe
page to begin your adventure. Remember: map, the page number will always be given (p. 96). One PC has in their possession a dried sheep’s stomach filled
if you’re having fun, you’re doing it right! like this (p. xxx). with cheese, torn bread, strips of pork and wine. This is the totem the
party must cleanse in order to survive the castle. To cleanse it, they
must feed it to Troizel (p. 110), but the party should work this out for
94 95
95
themselves using clues scattered throughout the castle.
The musty smell of underground air assaults your nose. A torch gutters on the wall, revealing
laid stone that gives way to natural caverns. There are shelves of fresh-smelling food and drink
here. From the darkness beyond this room, you hear the echoes of your own stirring.
Cresseid
The monstrous bear-like creature known as Cresseid (p. 110) sleeps much of the time,
watching over her husband, Troizel. Before Castle Lethe was stolen from the world,
The PCs awaken in the root cellar, the dried ewe’s stomach in their possession. Cresseid was a human maid of little status. Though capable of intelligent thought, she
cannot speak. Cresseid isn’t necessarily hostile towards trespassers but will become so if
Root Cellar. Stockpiled vegetables Main Cavern. Large and open, once they attempt to harm Troizel, free him from his cage, or mention the name ‘Euthelia’.
and grains. A ladderless trapdoor in the used as a staging post for the buying
7ft ceiling leads to the bakehouse (p. 98). and selling of goods from Castle Lethe.
Troizel
Castle Cellars. This section of Troizel’s Cage. A 4x4x7 foot iron Troizel (p. 110) is a handsome blonde youth in a cage, maddened to the state of a mere
the cellars is in perfect condition and cage with troizel inside. The hinges beast. He gnaws raw meat from a bone, utterly transfixed by this task. If disturbed, he
stocked with fresh food. and padlock have rusted solid. Troizel will scream excitedly at any visitors, waking Cresseid. He does not remember his former
will scream incoherently at anyone he life, marrying Cresseid, or spurning Princess Euthelia.
Servant’s Stairwell. Leads to the sees, which will awaken cresseid.
first floor of Castle Lethe (p. 100).
Passage. Roughly 10 feet tall and 10 feet Fresh Food
Collapsed Cellars. Brick walls and wide. The floor has been worn smooth.
archways are visible amidst the rubble. Further down the passage, it can be 1 An untapped cask of red wine
seen that a cave-in blocks the way (the 2 Four burlap sacks of potatoes
Scaffolding. A rough-hewn wooden outside is not available in this demo). 3 Three covered bowls of butter
platform with stairs descending 20 feet 4 A barrel of apples
to the cavern floor. Underneath the Well Bottom. At the end of the cave, a
5 Four slabs of dried, salted pork
scaffolding is a dense, soft nest of leafy light can be seen above (p. 100). An old
96 6 A stack of fresh, uncut linen 97
97
branches, moss and wildgrass with a rope hanging down is strong enough to
sleeping cresseid inside. hold one person’s weight.
Flower Beds
Our-Lady-in-the-Shade. Low-growing plant
with small leaves. Produces medium-sized
flowers in rich shades of blue and purple. The
only known location of this plant is Castle Lethe.
Offering it to the Lice Mother (p. 108) will stay
her hand for up to an hour.
Gardeners
Gardeners (p. 112) roam the perfect hedgerows in groups of 6. Plants here do not grow
This area is trapped in the moment when Princess Euthelia became the Lice Mother or require pruning. This lack of work has driven the gardeners mad. They will violate
(p. 108). If the players try to leave the castle, politely inform them that the wider the personal space of intruders and follow them, violently defending the plants from
plaguescape is not available in this demo. anyone who is not wearing the Head Gardener’s shawl.
Gatehouse. 30 feet high. The metal Bakehouse. Empty and undisturbed. A Head Gardener. Bleddyn (p. 112) is never rational, believing it to be a normal day at
portcullis lies at an oblique angle. trapdoor leads to the root cellar (p. 96). Castle Lethe. To those who play along with his delusions, Bleddyn will share a great
deal of gossip about the castle. He knows Princess Euthelia (p. 108) and Troizel (p. 110)
Walls. 25 feet high. Exteriors are Kennels. Raised a foot off the ground used to meet behind the culverhouse. He also knows the princess will have to marry the
crumbling, interiors are smooth. The and surrounded by a tall fence. the prince of a neighbouring region, Cocytus, to solve border disputes.
towers are collapsing and bare. valravn roosts in the rafters.
If Bleddyn hears any slander against the princess, he will fly into a rage, rampaging
Stables. Empty and undisturbed. Shed. Contains gardener gear. through the gardens and tearing up everything in sight. Despite this, other gardeners
will not harm him due to the lacy shawl he wears, which was woven by Princess Euthelia.
Church. Contains religious gear. Barracks. Contains military gear.
4 Dark ink and quill Fine leather boots Hunting bow A small hatchet
Hedge Maze. 10-foot high hedges. Culverhouse. Stone building with
98 5 Sacramental wine An arming sword Coil of rope A shovel 99
99
Rectangular areas contain flower thatch roof. Pigeons roost inside. The
6 A skein of holy water A gambling I.O.U. A large wicker basket A pile of ash stakes
beds. gardeners roam the paths. head gardener is here.
Echo: Orders
The echo (p. 114) of a man wearing robes with a fur collar approaches an on-duty guard.
Steward: Alice reported seeing that dog-boy skulking around the kitchens again. Post a
guard to all three stairwells—make sure he doesn’t bother the princess.
Guard: Yes, sir. Immediately, sir.
Steward: And get a message to the houndmaster that I want to see him. We can’t have
boys-of-the-leash flouncing around the castle like they own the place.
A Scarred Cook
Castle Doors. Large stone steps lead Main Stairwell. Large stone steps In the castle kitchens, a scarred woman (Alice, p. 116) shambles from
out to the castle grounds (p. 98). leading to the second floor (p. 102). station to station, painstakingly checking on dishes that will never finish.
Her movements are laborious, often painful. She will stare in confusion
Entrance Hall. Grand architecture Kitchen. In disarray, as if only just at any intruders, responding with ‘My name is Alice’ to any question. The
with banners hanging from the walls. completing a feast. The fireplace is lit key to the locked door on the third floor is in her apron pocket; she will not
These display the royal family’s crest. and a scarred cook shambles around. stop anyone who attempts to take it.
She hates the castle echoes (p. 114) and will avoid them if possible, leaving the area
entirely if one is activated.
King’s Council Chamber. Richly Chapel. Alcoves line the walls, each Echo: Secret Tryst
furnished room containing a large table. containing the statue of a female The echo (p. 114) of a handsome youth with blonde hair steps out of the alcove in which
Carved chairs are drawn up around the saint. Upon entry, the room will echo: a secret stairwell is hidden. He approaches a young woman with dark hair.
table and plain chairs line the walls. secret tryst.
Troizel: Euthelia, we can’t keep doing this.
Solar. A room for personal visits with Secret Stairwell. Hidden from the Princess: I’m so glad you came, Troizel!
the royal family. Contains a fireplace, outside, a lever in the small of a statue’s Troizel: Your damn steward is going to report me to the houndmaster, and Alice
wall hangings depicting hunting back will open hidden stairs leading to reports me every time she sees me in the kitchens! Euthelia, we can’t meet
scenes, a table, and cushioned chairs. the first floor (p. 100). anymore. I’ll lose my position, or worse, be thrown into the dungeon!
Princess: They are caverns, not a dungeon... Fine, we’ll just meet in the gardens from
102 103
103
Servant’s Stairwell. Leads to the first Altar. Basin of water that reflects the now on, where you gave me that bouquet of Our-Lady-in-the-Shade.
floor (p. 100) and the third floor (p. 104). Ecclesia Virulentis (not in this demo). Troizel: Euthelia...
Doctor: So, my little butterfly, you finally decided to call me. Was it the marriage that
tipped it? Yours or his?
Princess: (tongueless gurgling)
Doctor: (deep, rich laughter) Never mind. Come, my sweet. For my part of the bargain,
Cresseid shall be transformed to monstrosity. Your Troizel will never love her
as he did you. Both will live out their days beneath your notice. For your part,
though, a change of attire is in order. You have a feast to attend, after all.
Father Plague helps her up. The princess’ torn and bloody nightdress turns into a gown.
White gloves appear on her arms and something solid replaces her left hand. Finally,
he plucks up a hedgehog mask and fixes it in place, then hands her the bloody bonesaw.
Echo: A Betrothal
Private Stairwell. Stone steps leading Servant’s Stairwell. Stone steps The king’s seft (p. 114) is seated in a chair. The echo (p. 114) of the princess enters the
to the second floor (p. 102). Unlit torches leading to the second floor. It is locked; room. She curtsies and approaches.
hang from sconces along the walls. Alice (p. 116) has the key.
King: Euthelia, thank you. I’m sure you’ve heard the news, and wished to avoid this.
Euthelia’s Boudoir. A room for King’s Solar. Well-kept study with a Princess: I am to marry.
receiving high-born ladies. It contains desk containing reports on border raids King: I’m afraid it is set. You will marry Theote Wallande.
a fireplace, wall hangings, and a well- and dwindling grain supplies. Upon Princess: And this will bring an end to the trouble with Cocytus?
drawn sketch of Troizel (p. 110). entry, the room will echo: a betrothal. King: I have been assured this union will foster a new closeness between our kingdoms.
Princess: (silence)
Euthelia’s Bedroom. Contains a King’s Bedroom. The corpse of King King: I’d hoped to give you more time. I know it hasn’t been easy seeing Troizel mar-
wardrobe, a large four-poster bed, and Adram (p. 114) lies on the bed. It is Princess: Nonsense. I know my duty. I will marry this prince and forge peace.
lots of blood. On her pillow lies a lock fresh and undecayed, as if he died only King: Your mother would be so proud. Come, we must plan some kind of celebration.
of perfect golden hair that matches last night. His face has been severely How about a feast? A masked ball, perhaps?
Troizel’s (p. 110). Upon entry, the pecked by the Valravn (p. 118). Upon
room will echo: a summoning. entry, this room will echo: a wedding.
Echo: A Wedding
Buttery. Contains wine racks and Servant’s Hallway. Stone passage The echo (p. 114) of Father Plague stands over the king, who has been flung backwards
shelves of fine brandy, port, and whisky. allowing discreet entry. Contains linen upon his bed. Euthelia watches from a doorway, wearing a gown and a hedgehog mask.
There is a table for preparing drinks. chests, wardrobes, and unused candles.
Doctor: Do you, Adram Lubentina, giveth your only daughter to me, Father Plague,
to have and to hold, to keep and to covet, in sickness and terror, forevermore?
104 105
105
King: No, no, I do not! Guards! Guards!
Doctor: (laughter) Unfortunately, permission for this union has already been given.
Their marriage vows have partly protected the couple since the castle was plunged into
occult infection; they share everything ‘in sickness and in health’. Therefore, Troizel
has suffered only the mental effects—he is a handsome youth without a shred of
sanity—and Cresseid only the physical.
Troizel Cresseid
Animalistic, wild, babbling, hungry, cursed Devoted, furred, strong, clawed, protective, cursed
Before the vanishing of Castle Lethe, Cresseid used to be a maid in Castle Lethe,
Troizel was a handsome young man who happy enough with her lot in life. She fell 4 10
took care of the royal hounds. He had a in love and married Troizel, thinking her
secret relationship with Princess Euthelia life a fairy tale for the short time before Troizel 1 Cresseid 2
(p. 108) but ended it so he could marry the region disappeared. starved eye-catching spry weak monstrous meticulous brawny
Cresseid, a maid much nearer his station.
Lover. If Troizel is killed, Cresseid’s Major. Cresseid gains two action dice
He loved Cresseid and their marriage Now, Cresseid has been transformed
attacks against his murderer become at the start of a combat round.
was a happy one, though cut short by the into a monstrous form larger than a bear.
focused for the rest of time.
princess’ ritual. She retains her mind but has no way to
communicate her thoughts, incapable Mighty Roar. Each adjacent enemy
Now Troizel is a broken wretch. Mind of speech (and illiterate even before her must [resist fear, difficulty 4].
wiped clean by Father Plague’s influence, transformation). The only thing left to (
Pin. An adjacent enemy must [struggle,
he now cares only that his base needs are this character is to protect her beloved and Babble. Troizel does nothing of use, difficulty 6] or they are pinned to the
met. He no longer recognises Cresseid. wait for the day Euthelia is destroyed. distracted by some fleeting interest. floor. A creature may [struggle, difficulty
5] as an open action to escape her claws or
Stumbling Dash. Troizel moves a short free an ally.
In combat, Troizel is little more than a In combat, Cresseid will use her massive distance. Any adjacent character may
spend an action die to trip him during Crush. The monstrous bear-like creature
liability, ignoring any danger that is not bulk to scare off intruders. She attacks all leans her entire weight against a breakable
this move.
currently causing him pain. who threaten her precious Troizel. object (such as scaffolding). The object is
Cower. Troizel readies this die. At the smashed utterly.
end of the round, if not adjacent to any
Wants: Food, to be freed from his cage Wants: To protect Troizel enemies, he spends it to regain all defence. Lumbering Charge. Cresseid bites in
Hates: Loud noises, being hungry Hates: Princess Euthelia a powerful [attack, +8]. This is a heavy
Needy Grab. Troizel clutches at the attack so bonuses from dodge are doubled.
nearest creature. They must [struggle,
difficulty 3] or be pinned by him. Wide Swipe. Cresseid swipes furiously
with her claws in a wide [attack, +4]. This
Ravenous. Troizel tries to grab the nearest attack can be made against two adjacent
and tastiest thing. If it is a character, he enemies.
bites into them with relish [attack, +0].
Pound. Cresseid rears up on hind legs.
Needy Whine. If Cresseid is within Ready this die but discard it if Cresseid
110
earshot, her next [attack] must be against moves. Spend this die when making an
the source of Troizel’s distress. [attack] to make it focused.
Wants: To protect Castle Lethe’s plants Haymaker Strike. The gardener lunges
forward to [attack, +2] with a gardening
Hates: The scent of chemicals, heavy boots implement. This is a heavy [attack] so
bonuses from dodge are doubled.
4
Adram Lubentina 1
seft royalty refined unfeeling
If a body goes unburied, the once-attached soul will become a member of the unquiet Ethereal. A seft can only be
dead. When a powerful soul returns without a corpse or prepared vessel to inhabit, it harmed by weapons that were forged
becomes a seft. These beings are incorporeal and show varying degrees of awareness, before their death. Additionally,
intelligence and regret. sefts can float through walls and
structures that did not exist when
Adram Lubentina Echo they were alive.
Unhappy, restless, bound, haggard, sorrowful, Emotional phantasms, residual images, trapped
kind, royal, duty-bound remnants, unknowing, memory loops
Distracted. The king repeats some
incident from his former life but
King Adram is a true seft, the bound soul Memories cling to Castle Lethe, forming otherwise remains unthreatening.
of a human that has been turned away at the echoes that act out conversations and
Sense of Purpose. Adram regains a
closed gates of Heall. His form is similar events from happier times. These echoes modicum of perception. During this
to that of the echoes but more substantial, do not interact with or acknowledge round he can be spoken to and reasoned
with.
falling just short of corporeality. The only intruders; they are not sentient in any way.
certain way to shake him into recognition These echoes are linked to the soul of King Wander. Adram wanders around. Each
living creature this seft passes through
and conversation is by mentioning his Adram, the royal heart of both the castle must [resist death, difficulty 7].
daughter, Princess Euthelia (p. 108). and the region. If his seft is destroyed,
each echo will wink out of existence in a Recognition. The seft slowly reaches
towards a target. The target may spend
Adram had a calm disposition in life but wisp of effervescent smoke, leaving the an action die to avoid him. If they don’t,
he is haunted by his own failure to protect castle in utter silence. they must [resist death, difficulty 7].
Euthelia from heretical forces. He will Wail. ‘Euthelia, Euthelia what have
attack those who openly demonstrate their If an echo touches a living creature, that you done!’ Each living creature within
earshot must [resist fear, difficulty 5].
allegiance to a Traitor God. creature must [resist death, difficulty 5].
Ancient Action. Adram performs an
114 open action with an object that existed
Wants: To be laid to rest Wants: Nothing
while he was alive.
Hates: Father Plague Hates: Nothing
soul can only feel when it is at rest in Heall lost when all three guests are killed. is injured, she will stare past her
or before death, in its living body. Now, attacker, tell them her name is Alice
both are out of reach for the unquiet dead. and then crumble into a grey powder.
Pained Howl. Any enemies surrounded
by three or more guests must [resist fear,
difficulty 4].
My name is Alice. The cook stares
Swarm. Each guest moves a short distance, forlornly, muttering the words, ‘My
attempting to end their movement adjacent name is Alice.’
to the same enemy.
My name is Alice. The cook raises her
cleaver limply. After a moment she lowers
Alice Guests Clumsy Blows. A guest strikes out to
[attack, +0] an adjacent enemy. This it again, stating, ‘My name is Alice.’
Grubby, broken, lurching, unfeeling, puzzled Ravenous, shambling, masked, jewelled attack gains +1 for each adjacent guest.
My name is Alice. The cook shouts
Clawing Hands. Ready this die. gruffly, ‘My name is Alice!’
Stooped, shuffling husk of a woman. Her Assembled for a betrothal feast on the While this die is readied, enemies must
[struggle, difficulty 5] to move away from My name is Alice. The cook lurches
mind is broken and she can only repeat night the Lice Mother (p. 108) summoned a guest. This die is discarded if a foe unpredictably to one side. ‘My name is
her name. Thick scars disfigure her entire Father Plague. They first appear as piles succeeds on this check. Alice,’ she intones at a bubbling stewpot.
body, obtained from the Lice Mother (p. of mouldering remains, then revive into My name is Alice. The cook says, ‘My
Sudden Rush. An adjacent target must
108) before her death as punishment for men and women wearing masquerade [struggle, difficulty 4] or be dragged a name is Alice,’ but her words seem more
short distance. of a question than a statement of fact.
snitching on Troizel (p. 110). masks of various animals.
Beatdown. A guest lashes out in an My name is Alice. The cook slowly
116 moves as if to leave the room. She mutters
Wants: To finish cooking Wants: To fulfil the bride’s wishes [attack, +1]. If the defender is adjacent to
three or more guests, they cannot dodge. something, but you cannot catch the words.
Hates: Nothing Hates: Rudeness, party crashers, peasants
Largest known length of 2 feet, largest its peers with a length of 3 feet and
Warning. The bird perches somewhere
known wingspan of 4 feet. wingspan of 5. It is capable of human high, keeping an eye out for hidden
reasoning and speech, though it speaks dangers. Ready this die. If the Valravn
hasn’t suffered an [attack] by the end of
Ravens are territorial, often establishing a with the voice of King Adram (p. 114). the round, spend it to regain all defence.
single nest and defending that area from
Steal. The Valravn swoops down to steal
perceived threats. Their most popular A Valravn is created when a normal a tiny item or creature. The target may
breeding site is at the Pillory Cliffs (not in raven feeds on the corpse of royalty. [struggle, difficulty 6] to prevent this.
this demo), though nests can be found all The one trapped in the plaguescape fed
Flurry. The Valravn makes an [attack,
over the plaguescape. on the corpse of King Adram. -1] with its beak. If the target is a little
creature, this attack is focused.
They will mimic spoken words to draw This animal will bargain, coerce and Peck. The Valravn makes an [attack,
people away from nests or toward danger. coax for Immortal flesh (in this case, +0] against a target’s eyes. This attack
is hasty but if it causes damage then
Father Plague). If it consumes this, it the target gains the injury ‘missing eye’
will gain immortality. instead of the usual result.
Cc Mm
Castle Lethe........................................ 96-105 Gg Major Injuries...................................... 47, 59 Tt
Character Sheet......................................12-13 Gardeners...................................................112 Modifiers..............................................42, 45 Toughness...............................................35, 55
Checks............................................................6 Gear.................................................14, 62-63 Movement....................................................59 Traitor Gods..........................................78-83
–Daunting and Trivial Checks.............. 42 –PC Gear Grid........................................62 Traits.................................................6, 14, 68
–Check Modifiers.............................42, 45 Getting Started........................................ 6-8 –Defining Traits........................ 14, 34, 42
–NPC Checks..........................................60 Guests.........................................................116 –Example Traits..................................70-71
–Opposed Checks................................... 42 Troizel.........................................................110
–Special Checks..................................44-53
–Standard Checks............................. 40-43 Hh Nn
Conditions.................................6, 42, 59, 68 Hasty Roll....................................................43 NPCs...........................................................60 Uu
Combat.................................................. 54-59 Heresy.................................................... 14, 31 –Example NPC Statblock...................... 61 Unquiet Dead: Lythe...............................116
–Combat Round................................. 56-57 Unquiet Dead: Sefts................................ 114
–Combat Stats.......................................... 55
[Commune]................................................ 48 Ii Oo
Creating Your Character......................14-37 Injuries.................................................. 47, 59 Occult Abilities......................................76-83 Ww
Cresseid.......................................................110 Introduction.................................................. 5 Open Actions..............................................58 Weapons.................................................64-65
120 121
Critical Results...........................................43 Out-of-Combat Attacks.............................54 –Weapon Properties................................ 65 121
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Doomsong:A Roleplay Macabre
Thank you for playing this Doomsong demo! We hope your time in the Gravediggers’
Guild has been as disquieting and dramatic as it was enjoyable. To learn more, go to this
page and click ‘Notify Me’ to get an email when the Kickstarter goes live in October.
Backers can look forward to:
Want to be part of the conversation? Want to share your experiences with character
creation, rules or combat? You can also join our Discord!
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Doomsong:Corebook
Foul beings stalk the land. Dire portents come thick and fast. Heresy festers and breeds
in steadfast hearts. Meanwhile, the Ecclesiarch remains shuttered in his grand cathedral,
the Sepulchre Reverentia, leaving his priests and beadsmen to keep the populace calm.
But you are gravediggers, tasked with burying the dead. You know better than most how
wrong the world has become. The recently deceased return from Heall, turned away from
gates that are closed against them. In spite of this, a gravedigger you remain...
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Doomsong:Lord Have Mercy Upon Us
If your gravediggers enjoyed their torment in Castle Lethe, there is much more to come.
More totems, more locations, more creatures hungering in the dark. Lord Have Mercy
Upon Us will contain 300+ pages set in the lost kingdom of Lethe, which has turned feral
and pestilential under the tender ministrations of Father Plague. Get notified when our
Kickstarter goes live! Be one of the first to taste the terrible things to come...
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