1
Leveling & Economy 10 N/A 10d6
Encounter Scaling. As a GM, it’s important
Long-Term Consistency. The goal of this
to know how many coins to reward your
overhauled leveling and economy system is
players with based on the relative difficulty
for long term internal consistency. Buying
of their tasks.
and managing equipment should be a
consistent challenge that players need to Each encounter should be rewarding. Each
plan for. encounter should gain the party around 10c
multiplied by the sum of the party’s levels.
As players level up, they will gain
(Inspiration from Shadowdark)
opportunities to spend their abundant
wealth. However, no purchase should remove Example: A level 7, level 2, and level 5 are all
the challenge of management. adventuring together. They defeat a group of
bandits and are rewarded with recovering
For example, players may amass enough
their loot. The party should find (7+2+5) times
wealth to buy a house with additional
10c worth of loot. In this example, they find
inventory slots. The downside, of course, is that
140c. When they return to a settlement, this is
the house is a fixed location and the player
still split evenly amongst them (I usually
cannot access these cached resources when
round up to play nice). They return with 47 XP.
they may need them.
Item Slots. With this adjusted coin rate, the
Leveling Up. The process of gaining XP,
amount of coins a player can hold has been
splitting it, and leveling up itself is
reduced to 200 per slot.
unchanged. However, the scale and rate at
which players level up has changed. All other Reasoning. Through this modified encounter
rules remain. and level up system, players should be able to
gain levels consistently. Players should be
Level XP Needed HP able to level up every 20 encounters
1 200c 1d6 (depending on the party’s total level). It also
should smooth out the entry of lower leveled
2 400c 2d6 characters.
3 600c 3d6
4 800c 4d6
Downtime
Carousing. All Carousing rules remain the
5 1,000c 5d6 same, except for the relative costs.
6 1,200c 6d6
Carousing Costs
7 1,400c 7d6
VILLAGE D6 x 10c
8 1,600c 8d6
TOWN D6 x 20c
9 1,800c 9d6
2
CITY D6 x 40c Renting a private room 2c N/A
Humble Cottage 200c +5
Gambling. Remains unchanged.
Career Training. Learning careers act great Respectable House 500c +10
narratively, but practically they were too
Manor / Small Keep 3000c +15
expensive to be appealing. That’s why the
Buildings Have Item Slots. In my pricings
costs and details have changed. Unless
table, I included the ability for buildings to
otherwise written, all other rules remain the
have their own item slots. These item slots
same.
are a stationary way for players to keep items
Career Types safe.
COMMON: Requires 1 month, and 200c
Equipment
UNCOMMON: Requires 6 months, and 800c Adjusted Costs. The next page has a full list
RARE: Requires 1 year, and 2000c of tables for possible items (and amount of
item slots they fill) which players may
Recruiting. An average day of unskilled purchase. As a GM, fill in the gaps as needed.
labor costs 2c per day. Unless listed, the
default rules and stats for recruitment apply Item Cost Slots
here.
Arrows / Ammo (x10) 1c 1/20
Recruitment Costs Candles / Oil (x5) 1c 1/10
HIRELING: 60c per month (3 slots) Forgeables / Materials 1c 1/3
Will avoid all dangers. Silver ore, flowers, etc.
MERCENARY: 120c per month (3 item Rations 2c 1/3
slots)
Will not enter dungeons. Common Items 3c 1
Rope, torch, saw, etc.
EXPERT: 120c per month (3 item slots)
Will not fight or risk themselves. Uncommon Items 5c 1
Lantern, bear trap, etc.
Buildings Rare Items
Sextant, hourglass, etc.
10c 1
Buying Buildings. For the most part,
building rules remain unchanged. It’s a
Weapons Cost Slots
mechanic I usually don’t gravitate towards.
However, you can use this table as your own Melee (one hand) 15c 1
blueprint. Sword, mace, etc.
Melee (two hand) 20c 2
Buildings Cost Slots
3
Claymore, war axe, etc. Royal 1k
Ranged (one hand) 15c 1 Transport. When buying transport, there are
Slings, darts, etc. always important factors to keep track of. No
Ranged (two hand) 20c 2 method of transport should be 100% without
Bow, crossbow, etc. downside. That is why each item of transport
now has a “tag” which will modify the way
it’s treated in the game world.
Armor Cost Slots
Startles. Animals such as mules, and
Shield / Gambeson / Helm 15c 1
horses may become spooked due to loud
Mail Shirt 50c 1 noises, or physical danger. When an animal
is startled they will run away if not actively
Plate (Breast / Arm/ Leg) 100c 1 stopped by players.
Animals Cost Slots Large. Even some of the strongest would
not be able to carry this method of
Poultry 10c N/A transport for extended periods of time. In
Dogs, Pigs, Goats 30c N/A order to use this transport, players must
“hitch” a strong enough animal to pull the
Cows, Oxen 60c N/A transportation.
Falcons 200c N/A Slow. While reliable, this method of
transportation is slower than usual travel.
Clothing Cost Slots This will affect the distance at which
Poor 10c N/A players travel per day.
Humble 30c N/A Crew. Some methods of transportation
require crewmembers. The transport
Respectable 60c N/A cannot be used unless crew members are
paid for.
Wealthy / Noble 150c N/A
Transport Cost Slots
Cost of Living (per
month) Mule (startles) 50c +3
Destitute 30c Riding Horse (startles) 100c +6
Poor 60c War Horse (slow) 300c +6
Humble 100c Cart (large or slow) 100c +6
Respectable 150c Carriage (large) 300c +9
Wealthy / Noble 400c Wagon (large) 500c +12
4
Rowboat (slow) 50c +0 Breaking Weapons. Rather than a weapon
immediately breaking on a natural 1 attack
Fishing Boat (2 crew) 100c +3 roll, it instead gains “broken”. While “broken”,
Sloop (10 crew) 500c +6 is still usable without any negative modifier.
However, if another natural 1 is rolled, the
Caravel (50 crew) 1k +9 weapon is now broken beyond repair and the
item is removed.
Galleon (200 crew) 3k +12
● Repairing a weapon costs 10c
Advanced Weaponry Upgrading Weapons. While in a settlement,
Unique Attributes. To prevent weapons players may upgrade their weapons by
from feeling the exact same, unique visiting the relevant specialists. (Blacksmiths,
attributes are available that the GM can give etc.)
to differentiate weapons from one another. ● Upgrading a weapon costs 20c
The list of attributes is shown below. Each
weapon is limited to only one attribute. When a weapon is upgraded they gain “+1”
Attributes are not required, and should be respectively, up to a maximum of “+3”. After a
reserved for special items. successful roll, an upgraded weapon will deal
extra damage equal to its upgrade value
Finesse. Before attacking, you may roll a (capped at the max. of the weapon’s dice.)
DEX check. Success: gain +5 advantage.
Failure: -5 disadvantage. However, upgraded weapons are more fragile
in their strength.
Enchanted. Before attacking, you may roll
an INT check. Success: gain +5 advantage. ● +0 weapon breaks on a roll of 1
Failure: -5 disadvantage. ● +1 weapon breaks on a roll of 1-2
● +2 weapon breaks on a roll of 1-3
Blessed. Before attacking, you may roll a ● +3 weapon breaks on a roll of 1-4
CHA check. Success: gain +5 advantage.
Failure: -5 disadvantage. Example: The Ranger, Draco, has a Compound
Bow (D6, +1, Heavy). He goes to shoot an
Heavy. Before attacking, you may roll a CON Owlbear. He decides to use his strong
check. Success: gain +5 advantage. Failure: composure and the “Heavy” tag to make a CON
-5 disadvantage. check. The GM sets the check difficulty to be
Loading. An action must be spent to 13. He rolls 11 and fails. He continues with his
prepare the weapon in order to use it again. attack roll with -5 disadvantage. The AC is 15
and he rolls a 2. Because of his weapon
Reach. Can attack targets from a greater
upgrade, his compound bow gains “broken”.
distance. Gain approximately 5-10’.
Reasoning. Weaponry can often feel lacking
Piercing. Reduces the target’s AP by 2.
in terms of personality. The addition of these
Reminder: AC can’t go below 11.
5
mechanics is to increase personal attachment
to these fictional items.
Attributes are a way of encouraging multiple
playstyles, while still preserving the
necessity of STR and WIS.
Repairing adds another dimension to your
weapons, as they can be saved and repaired if
the player decides to act cautiously.
Upgrading is meant to be a way to push your
weapon with a risk vs. reward opportunity.
6
Travel Hazard. Modifying the original table,
Hazard Dice this new table is meant to provide a
Time. To reduce the amount of rolling on the challenging, but less punishing experience.
hazard table, time has been abstracted to 4
watches: Morning, Noon, Afternoon, and D6 Travel Hazard Result
Night. Each watch can have 1 major action. 1 Encounter: The party encounters an
Navigation. There are no longer any rolls adversary or event.
determining if players randomly move to an 2 Sign: The party finds a sign, or clue.
adjacent hex. Investigating will reveal an encounter
and reward.
Weather. Any time the party rests/sleeps,
roll a D6. On a 5, or 6, roll on the weather 3 Hazard: The party comes across a
table. hazard which must either be crossed,
or detour at the expense of 1 watch.
Sleeping. All rules for sleep deprivation are
the same. Players must choose when to 4 Fatigue: The party must either rest
rest/sleep during their actions. Sleeping and consume 1 ration, or take 1
damage from exhaustion.
takes only 1 watch.
5 Travel Shift: The weather changes,
Consuming Rations. Each day, players must
or a local event begins.
consume at least 1 ration. If, by the time they
rest, they have not eaten a ration: they must 6 Free: No effect.
suffer 1 damage.
Reasoning. There are two primary reasons
Travel Actions. Below is a list of actions for these changes. The first is to provide each
which players can take during travel. Each travel hazard with choices. Players may get
action takes 1 watch. the choice between revealing an encounter-
● Pathfind. Leader makes an INT or in exchange for a reward, or to take damage
CHA check. On a success, “encounters” or consume rations. These give players
become “signs” choice while still limiting their resources.
● Persevere. Leader makes a CON or The second reason is to provide meaningful
STR check. On a success, move twice actions which can circumvent, or alleviate
the distance you were going to. On a options from the hazard rolls. Foraging
failure, take 1 damage. alleviates ration resource management.
● Forage. Every player makes a WIS or Pathfinding reduces encounters, and allows
DEX check. On a success, gain 1 ration, them to become more rewarding. Persevere
or 1 raw material. is a risk vs. reward between speed and
stamina. Finally, explore gives players
● Explore. Search for landmarks. Find a reasons to go off the beaten path.
distant structure (p.11)
7
Delve Actions. Below is a list of actions
which players can take during a delve. Each Settlements
action takes 1 turn. When entering a new settlement for the
first time, roll to determine its size.
● Delve. Leader makes a CHA or CON
check. On a success, the party D6 SETTLEMENT SIZE
surprises the adversaries.
1-3 Village 2 buildings
● Secure. Leader makes a WIS or INT
check. On a success, create a trap or 4-5 Town 3 buildings
hazard that will alert the party if
6 City 4 factions
disturbed.
1. Tavern. Generate a tavern name (p.48).
● Rummage. Every player makes a DEX Taverns always have places to quest, eat,
or STR check. On a success, they gain and sleep.
low-value treasures or materials.
2. General Store. Generate a general store
(limit once per room)
by rolling a name (p. 54), and adding “-’s
● Search. Reveal any clues to traps, or Goods” or any other derivative.
hidden information.
3. Buildings. Generate buildings (p.47)
Dungeon Hazard. Following the same ethos based on the settlement size.
as the travel table, this new table is meant to
Settlement Actions. Below is a list of actions
provide a challenging, but less punishing
which players can take while in a settlement.
experience.
Each action takes 1 watch. There are also no
D6 Dungeon Hazard Result hazards in a settlement.
● Explore. Roll a street detail (p.47) or
1 Encounter: The party encounters an
adversary or event. city event (p.46).
2 Sign: The party finds a sign, or clue. ● Ask Directions. Leader makes a WIS
Investigating will reveal an encounter or CHA check. On a success, they find
and reward. someone who leads them to what
they’re looking for (inside the town).
3 Burn: Each player chooses to let their
On a failure, an NPC will offer their
torch burnout, or consume 1 ration.
help in exchange for a cost.
4 Fatigue: The party must either rest
and consume 1 ration, or take 1 ● Carouse. The party takes time to relax
damage from exhaustion. and resolve any downtime actions.
5 Delve Shift: The dungeon shifts and ● Quest. Through official or illicit
the environment is altered. means, the party gains a mission (p.51),
with a reward (p.51).
6 Free: No effect.
8
Creating Patrons PATRON NAMES
Realizing and developing patrons can be 01 Aeloria 51 Lysandra
02 Aerisiel 52 Maelis
difficult. The rulebook describes them as 03 Aethon 53 Maraniel
petty gods, or spirits. To the right is a d100 04 Ailindra 54 Meliora
table for patron names. Below is a step by 05 Althara 55 Melisan
06 Amariel 56 Merindor
step guide to creating a patron. 07 Arandor 57 Mithriel
08 Aurelia 58 Myriel
1. Name. Generate your patron’s name 09 Auriel 59 Neritha
(right). 10 Azura 60 Nymeria
11 Bellara 61 Oberith
2. Domains. Generate where this patron 12 Branwyn 62 Orinthiel
holds their power by rolling a domain 13 Brielle 63 Orlaith
14 Brighara 64 Perithia
(p.33). 15 Bryndor 65 Quilara
16 Byrial 66 Raviel
3. Full Title. Generate the full title of the 17 Caelith 67 Rhiannon
patron by rolling the patron formulae 18 Caladwen 68 Rhord
(below). 19 Celestia 69 Sariel
20 Cynara 70 Selene
4. Symbols. Generate what symbols 21 Darion 71 Seraphiel
22 Dathiel 72 Shaelith
(p.33) are associated with your patron. 23 Delyra 73 Sianor
24 Doranelle 74 Silaria
D12 PATRON FORMULAE 25 Drevis 75 Sylara
26 Elarian 76 Sylphiel
1 [Patron’s name], Saint of [Domain] 27 Elowen 77 Tarian
28 Elysia 78 Thalindra
2 [Patron’s name], Patron of [Domain] 29 Emberlyn 79 Thalion
30 Erethia 80 Thessara
3 [Patron’s name], Spirit of [Domain] 31 Faeloria 81 Tylara
32 Faerith 82 Umara
4 [Patron’s name], Lord of [Domain] 33 Faylen 83 Valandor
34 Firiel 84 Valoria
5 [Patron’s name], Guardian of [Domain] 35 Freywyn 85 Velindra
36 Galadriel 86 Velyn
6 [Patron’s name], Champion of [Domain]
37 Glyndor 87 Veridia
38 Halindra 88 Vesperia
7 [Patron’s name], of the [Domain]
39 Heliora 89 Wynoria
8 [Patron’s name], Savior of [Domain] 40 Hyandriel 90 Xalith
41 Ilarion 91 Xandor
9 [Patron’s name], Protector of [Domain] 42 Illyndra 92 Xylaria
43 Isalor 93 Yelindra
10 [Patron’s name], Seer of the [Domain] 44 Isilwane 94 Yloria
45 Joriel 95 Yrathor
11 [Patron’s name], God of [Domain] 46 Kaeloria 96 Zandriel
47 Kalindra 97 Zariel
12 [Patron’s name], Hand of [Domain] 48 Latharia 98 Zarindor
49 Liriel 99 Zephyra
50 Lorien 00 Zylith