HL 2nd Edition
HL 2nd Edition
HL 2nd Edition
www.holylands.net
John 5:25
In Loving Memory
David R. Bassell; a true hero
1942 - 2003
With very special thanks to Paul, Scott, Chachi, Monte, and Gabe for their selfless enthusiasm and unmatchable
talent. And to Kerri for her willingness to take painstaking time to help make a perfect product.
Moreover, special thanks to all the play-testers who gave of their time and talent to help: John, Clint, Kenny, Jacob,
Rein, Mike, Joe, Jared, Carol, Meagan, Eli, Dominic, Bryan, Ryan, Myles, Alex, Chris, Dusty, Kyle, Trevor, Tommy,
Kevin, Scott, Thomas, Andrew, Brandon, Ruben, James, Dan the boy, Heath, Cloud and the many others. And to Mike
Cagley at Sylvan Oaks Christian Church for his faithful trust and support.
John 9:35
“Come over here, child; that I may give you something. It is called wisdom, and not many lads and lasses have it
at your age. I know a lot about these lands and they are not so holy. You say that you must journey, that there is
adventure out there for you. Well, I know at your age you are hard of hearing, but try to listen up. I have seen the
Druids gather around Stonehenge and conjure up their demons. My life was taken there by the Devil, you know. I
learned there at Stonehenge that demons do not take kindly to Saints. God saw it differently and allowed my soul back
to be among the living. I have battled the mages of Norway in duels of supernatural forces; a contest of the wickedest
magic against the divine forces of God. Only my faith allowed my mortal body to survive. The Arts are deadly, my
child; deadly. I have seen the scimitars of Arabia rage through Jerusalem. I have seen ruthless battles in Spain against
the Moors. I have seen much blood spilled for the cause of peace. I have seen kingdoms overthrown by kingdoms only
to be overthrown by another kingdom. People say they find nothing holy about war, but if the truth be known, war
finds nothing holy about people. Protect yourself, my child, and trust in God. Though war may rage against you, you
must trust in the One that can Save your soul. You may fight to protect your Christian land, or you may fight to
restore it. You may fight to destroy the evil Lands, but never forget Satan, the one who can destroy your soul for
eternity. For God will judge you, never forget that, and God will make you accountable in the end. Every word you say
and every reason you choose to swing your sword will come into judgment. Trust Him and fight true. Your life, and
more importantly your soul, may depend on it. Go on your journey, my child. Take your dagger and your gold. Buy
and sell your weapons and your herbs, but take with you that which can never be bought or sold, and that is your faith
in God. Hold on to the wisdom that I have shared with you and protect it in your heart better than you protect your
gold.”
-The Wise Saint
(low) indicates that the lower the roll, the better because the player
must roll under a target number
(high) indicates that the higher the roll, the better because the player
must roll over a target number
* denotes normal Saving Throws. Irregular Saving Throws use
Dice Attribute Rolls
Life points Personality Character) to have the Skill in order to use it.
Medical can be a relatively swift process but very limiting in
its L.p. restoration, which is typically under 10 L.p. It is
Life points are the measure of a character’s capacity also limiting in the fact that it is a one-time process per
to sustain Damage (for more information about Damage, wound, and, if that attempt fails, you can have no more
see page 25). Each character begins the game with a restorative Medical done to that character until Damage
certain number of Life points (Life points are otherwise wounds them again (For details on Medical, see page 141).
known as L.p.). These L.p. are directly related to a
maximum amount of Damage that a character can sustain One ‘sure-fire’ way to gain back lost L.p. is to drink
before dying. herbal drafts or cures. The trade-off for herbal drafts and
cures is that they are instantaneous in their healing yet
Your character’s Life points temporarily decrease each costly to buy as whole elixirs. For less or no gold, your
time they take Damage. Once the character’s Life points character can buy or find the herbs necessary to complete
reach zero, the character is either dead or in a coma. the drafts and cures, and then make the elixirs out of the
ingredients. However, making herbal drafts and cures
No matter how many Life points your character gains requires the Herbal Science Skill and successful use of it.
and loses, the maximum number of Life points can only (For more details, see page 212 for Herbs, Cures, and
increase as your character reaches a new level. Poisons, or page 133 for more information on the Herbal
Science Skill.)
Another nearly ‘sure-fire’ way to have Life restored is
Restoring Life points to have healing Miracles performed on your character.
This requires a PC or NPC, such as a Healer, to
If your character has lost Life points and, as long as successfully perform the Miracles on the Damaged
they are still alive, you can restore their Life points back up character. In addition, NPC’s who can heal, can also
to their maximum. A number of options for achieving Life charge a pretty penny for their services (For more details,
restoration are at your disposal, some very costly and/or see the Healing Miracles section of Chapter 2 starting on
time consuming. page 179).
The simplest yet most time-consuming way to have
your character heal is to sleep and rest. For each hour of
sleep or bedrest, your character restores 1 Life point, and
can do so continuously until the maximum is again
reached. You can see how much game-time would be
Rounds and Time
required for a character to restore 20 Life points, which A Round is the basic unit of time measurement used
means 20 hours of undisturbed bed rest. That can be very in situations throughout the Holy Lands game, including
hard to find in the middle of an adventure, especially when situations of Combat, Movement, Skills, and other
your companions are ‘ready to go’! actions.
Miracle-worker Classes
Standard Saving Throws
To successfully “Save versus” a normal affect, the
The Saint, which is able to perform both Clerical and player must roll a d20 equal to or over (not under) the
High Miracles corresponding Saving Throw number.
The Cleric and the Devil Hunter, both of which are
limited to the use of Clerical Miracles
The Healer, which is limited to but very proficient in the For Christians
use of Healing Miracles
On the Character Sheet, on the far-top right, is a list
The Bard, which is limited to the use of Holy Songs
of the Saving Throw conditions, which apply to all
For more details on Performing Miracles, see page Christian characters and Christian NPC’s. To the right of
175. those conditions, in parentheses, is the corresponding
number needed to beat the condition. Some Attributes
and Skills give the character a Bonus to some Saving
Throws. If received, you can add this Bonus to the
Saving Throws Natural roll in order to give the character a greater chance
of beating the Saving Throw number.
A Saving Throw is a random roll of the dice that The following is a list of Saving Throws that apply to
gives a character the chance to avoid a harmful thing, or all Christian characters and Christian NPC’s.
Save. When a character Saves against some negative affect
that would have normally harmed the character, it was just
not in God’s will for that to occur. Other belief systems Saving Throws: Christians
might say that mere chance or good fortune happened, the
stars and planets had aligned at the right time, the gods of Affect Save number
whatever the circumstance were smiling on the character, Use Magic (16)
or whatever. The fact is that a Saving Throw represents Curses (15)
God’s perfect yet non-understandable will because the Spells (14)
character has very little to do with the outcome. Rune Traps (13)
Magic Fumes (12)
For example, if a Spy failed to Pick Locks on a Magic Items (11)
trapped door, the trap sprung, and a poisoned needle Death (10)
pricked him. By all normal circumstances, the poison Poison (9)
should have been killing the Spy. However, the player Phobias (7)
rolled to Save vs. Poisons and was successful. Therefore, Miracles (5)
God had delivered the Spy from the unfortunate and Holy Items (4)
maybe fatal outcome of being poisoned.
There are two types of Saving Throws: standard
Saving Throws, and Irregular Saving Throws, both of
which apply to Christians, enemies, and non-Christians, For Non – Christians
and standard Saving Throws that apply to animals and The spiritual laws that govern Christians are not the
same spiritual laws that govern non-Christians. Therefore,
Holy Lands 17 The Dark Ages
God’s hand deals differently with them when it comes to
Saving Throws: Enemies
acts of defiance against His will, as well as protection from
the direct harm of evil. Although it can seem obscure to Affect Save number
humans, God sometimes prospers what we consider evil and Miracles (15)
seemingly punishes whom we consider good men and good Holy Items (14)
women. Nevertheless, Christians know that God’s will is Death (12)
sovereign and just, and in the end, He will have fulfilled it Poison (10)
perfectly – no matter how it turns out in our sight. Curses (6)
For this reason, the Saving Throws for unbelievers Spells (5)
allow them to enjoy some pleasures of evil without Rune Traps (4)
Magic Items (3)
immediate consequences, and therefore suffer some lack of
Magic Fumes (2)
rewards, such as escaping death. As stated above, the line
Phobias (1)
that separates the two sides is pretty obscure, but overall,
Use Magic (0)
the numbers are balanced.
The following is a list of Saving Throws that apply to
all non-Christian, non-Enemy, human NPC’s, which For Animals and Creatures
would be some average, everyday citizens of towns and
Animals and Creatures are soulless beasts, and
villages as well as other adventurers.
therefore God’s will does not rule them. They are simply
‘programmed’ to do what they do and so they cannot really
do wrong, per se. With that comes a lack of great blessings
Saving Throws: Non-Christians
yet freedom from divine punishment. Therefore, their lives
are quite average in terms of protection from harm. The
Affect Save number
Miracles (16) following Saving Throw list defines this further.
Holy Items (15)
Phobias (14)
Poison (13) Saving Throws: Animals and Creatures
Death (12)
Curses (11) Affect Save number
Spells (10) Miracles (11)
Rune Traps (9) Holy Items (11)
Magic Items (8) Phobias (11)
Magic Fumes (7) Poison (11)
Use Magic (4) Death (11)
Curses (11)
Spells (11)
For Enemies Rune Traps (11)
Magic Items (11)
In the Holy Lands, enemies are usually demons and Magic Fumes (11)
half-races of demons, called demi-races. However, enemies Use Magic N/A
are also humans bent on evil and lawlessness, such as
thieves, rogues, wizards, witches, and assassins. Those
grouped as enemies have a slightly different Saving Throw
list in which they follow. You will notice that they are
Saving Throw Descriptions
much more likely to not Save versus Holy powers and The following descriptions are of the individual
much more likely to Save versus the evil powers of magic. Saving Throws. The descriptions apply to any person,
This is due to their closeness to the dark powers, making animal, creature, demon, devil, or other being; however the
their tolerance of it very high, contrarily making their numbers needed to Save are found in the lists above.
tolerance to the forces of good very low.
The enemies Saving Throw list is as follows. Use Magic
The character or NPC must apply the Use Magic
Saving Throw whenever they attempt to use magic or a
magic item of any kind. This Saving Throw exists because
Death
When a character’s Life points reach zero, they must
roll to Save versus Death. This is their only chance of
continuing survival. Saving versus Death will put the
character or creature into a coma. See the Death, Comas,
and Resurrection section on page 21 for more details.
Magic Items
This Saving Throw applies when the character
attempts to avoid the affects of magic items, such as magic
wands, staves, and rings. It also applies to Saving versus
the affects of scrolls and magic weapons.
Magic Fumes
A character is able to avoid the affects of magical
gases by successfully Saving versus Magic Fumes. Some Irregular Saving Throws
Rune configurations and magic items emit noxious or
An irregular Saving Throw is a roll of the dice that,
deadly fumes. A roll to Save versus Magic Fumes must be
in most cases, must be under a certain target number, as
done for every Round the character is exposed to the gas.
opposed to a standard Saving Throw, which must be over a
target number.
Defend
Defending with Skills
A Defend is an attempt to block the motion of the
opponent’s weapon with a countering weapon or object. When an opponent Attacks with a normal Combat
Therefore, a character cannot use his or her Light Missiles, Attack, such as a weapon, the defender may use a Skill,
Longbows, or Thrown Weapon Skills to Defend. Instead, such as Weapons Evasion, Evade and Disarm, Grapple, or
the character must use a Weapon Skill Bonus that Blind Fight to Dodge, if he or she has such Skills to use.
corresponds to the weapon used to block the motion of an The attacker rolls a normal Attack Roll and adds any
Attack, such as a sword (W.S. Light Arms). Attack Bonuses. In response, the Defend Roll is a Skill,
and the character therefore rolls a d20 and adds any Skill
A Defend Roll is a normal Combat action, done with
Proficiency Bonuses. The better of the two rolls wins.
a d20, and must best the opponent’s Attack Roll. The
character adds any Combat Skills Bonuses they gain from Any ties go to the Defend Roll. Additionally, a
the weapon type they are using to Defend. Natural 20 Defend Roll with a Skill will always beat any
Attack, regardless of the Attack Roll.
Natural 20 Bonus
A Natural 20 to Defend always defends the oncoming
Attack, no matter what the circumstances. Even if the Dodge
Attack was a Natural 20 with a +15 Bonus and the Defend
When an enemy Attacks a character, that character
was a Natural 20 with zero Bonuses, in this case, the
may choose to Defend or Dodge. A Dodge is a character’s
Natural tie goes to the defender.
attempt to totally evade an Attack, which, like a Defend,
In addition, a Natural 20 on a Defend Roll allows the uses a d20 and must be above the opponent’s Attack Roll.
defender to immediately gain and return an Attack with a
Unlike a Defend, it is necessary to roll a Dodge with
+1 Bonus regardless of how many AtR they may have.
Bonuses from the Weapon Skill against which the
For example, if an enemy with 3 AtR is attacking a
Multi- Damage
Natural 1 Penalty
With exceptionally good Attacks, such as Natural 20
Contrary to the Natural 20 Dodge, a Natural 1 to Attacks, characters inflict Double Damage and sometimes
Dodge is never successful. In addition, the failed Dodge is Triple Damage to their opponent. See page 23 for more
so poor that the defender may cause Damage to their self details.
by his or her own weapon in the attempt. The defender
inflicts an additional d6 of Damage plus the appropriate
Dodge Bonus to himself or herself (where appropriate). Controlled Damage
For non-lethal Attacks, such as sparring or mock
fights, the characters should elect to inflict Controlled
Dodging with Skills
Damage to their opponent. To do so, the players must
When an opponent Attacks with a normal Combat declare Controlled Damage against the character. They
Attack, such as a weapon, the defender may use a Skill, engage in regular Combat Rolls, applying all Bonuses for
such as Bounding to Dodge, if he or she has such a Skill to Advantage, Attacks, Defends, Dodges, and even Damage.
use. The attacker first rolls a normal Attack Roll and adds However, Controlled Damage causes only 1d4 points of
any Attack Bonuses. In response, the Dodge Roll is a Skill, Damage regardless of the size or type of the weapon.
Attacker Opponent
Basic Combat
Sequence Attack
Defend
Players, whose characters have engaged in Combat,
roll dice in turns according to the characters’ actions. Attack
When one character or NPC rolls to Attack, the opponent
then, typically, rolls to Defend or Dodge. That is a concise Defend
version of the Combat scenario; however, many other
factors play into Combat. The following description of a
basic Combat sequence assumes that there are only two End of Round 1
Level 1 characters involved, both have only 1 AtR, and all
Round 1
Attacker Opponent
This first Round shows how both opponents
successfully Defend the others’ Attack and therefore are able
Attack to immediately return an Attack. The Round ends after
both opponents exhaust their 2 AtR.
Fails Defend
Loses Attack
Attack
Defend
End of Round 2
Attack
Defend
Round 3 Attack
This Round illustrates that the Opponent is able to Defend
return an Attack because he has successfully defended.
However, in this Round, the Attacker failed to Defend his Attack
Opponent’s return Attack and therefore takes Damage.
Defend
Attacker Opponent
End of Round 1
Attack
Defend
On the Attack
Attack
A good rule of thumb to remember about the Combat
Fails Defend sequence is if the character takes Damage, he or she
loses the ability to return that immediate Attack in which
Takes Damage they would normally be able.
Round 2
End of Round 3
In this next Round on the following page, the
Attacker and the Opponent started the Round well. The
Attack came from the Attacker, which was defended by the
2 AtR versus 2 AtR Opponent. Nevertheless, when the Attacker then Defended
and returned an Attack, the Opponent failed to Defend,
This subsection illustrates how the Combat sequence
took Damage, and therefore lost the opportunity to use his
can go if both opponents have 2 AtR. You can follow the
second AtR. Thus, the Round ends.
text and the illustration to the right.
Attack
Defend Attack
Defend
Attack
Fails Defend Attack
Fails Defend
Takes Damage
Takes Damage
Loses Attack
Loses Attack
Attack
End of Round 2
Defend
Defend
Round 3
In the third Round, the Attacker Attacks, and notice
that the Opponent failed his first Defend and consequently End of Round 4
took Damage. Therefore, the Opponent loses the ability to
return an Attack until he successfully Defends again later.
Attack No Attack
Defend Attack
Defend
No Attack
Attack No Attack
Defend
End of Round 2
No Attack
Attack
No Defend
Round 2
Contrary to Round 1, the following Round shows how Effort can put a new tunic
the Attacker with only 1 AtR can maintain a perfect battle
posture against an opponent with multiple AtR. By on a man – but faith puts a
winning the Advantage, he is able to Attack first. A
successful first Attack eliminates one of the Opponent’s new man in the tunic
AtR. Now the rest of the Round requires sustaining good
Defend or Dodge Rolls. In so doing, the Attacker can avoid
any Damage.
Attack Attack
Fails Defend
Defend
Takes Damage
Attack
Defend Loses Attack
Attack
Attack
Fails Defend
Defend
Takes Damage
No Attack
Attack
Attack
No Defend
No Defend
Takes Damage
Takes Damage
End of Round 4
End of Round 3
Round 4
This final Round can show how the Opponent with
less AtR can really fall victim to an advanced Attacker who
Defence of Armor
has won the Advantage. By failing to Defend the first Now that you have a good understanding of the
Attack, the Opponent takes Damage and therefore loses his Combat process, it is important to know the advantages of
only AtR. This also costs him an AtR for Defending, wearing armor and how it applies to the Combat process.
leaving him with only one left when the Attacker still has 2 The purpose of wearing armor is to protect the wearer’s
AtR left. Therefore, by failing a second Defend, he has body by preventing or absorbing Damage. Naturally, the
exhausted all of his options. He can no longer Attack or better the armor, the more protection the wearer will gain.
Defend, and will take Damage from the final Attack in that Defence is a term that refers to the level of protection a
Round. character’s clothes or armor offer against an Attack, or
more specifically Damage. In addition, Capacity, which we
shall discuss below, is a term that refers to the armor’s level
of structural integrity and directly relates to Defence.
A believer at war with his The armor’s Defence number, or DEF, directly relates
to an opponent’s Attack Roll, because the Attack Roll must
brother cannot be at peace exceed the DEF in order to cause Damage. All characters
by nature have a natural Defence of 1, and you add any
with his Father armor Defence number to this number to calculate the
character’s total DEF. For example, leather armor has a
DEF of +2. Therefore, any character wearing leather
Factors 4
5
12’ – 24’
25’ – 35’
2’
2.5’
8”
10”
14 - 19 lbs.
20 - 26 lbs.
6 36’ – 48’ 3’ 1’ 27 - 34 lbs.
Factors are the technical aspects of the rules that 7 49’ – 63’ 3.5’ 14” 35 - 43 lbs.
allow you regulate the fairness of character and NPC 8 64’ – 80’ 4’ 16” 44 - 53 lbs.
actions. It is fine to assume your character can do 9 81’ – 99’ 4.5’ 18” 54 - 64 lbs.
anything at any distance for any amount of time and 10 100’ – 120’ 5’ 20” 65 - 76 lbs.
with any amount of weight on his back, but fairness 11 121’ – 143’ 5.5’ 22” 77 - 89 lbs.
and game balance require the four main Factors. 12 144’ – 168’ 6’ 2’ 90 - 103 lbs.
Factors determine how close someone can sneak up to 13 169’ – 195’ 6.5’ 26” 104 - 128 lbs.
your character before giving away his presence, or they 14 196’ – 224’ 7’ 28” 129 - 144 lbs.
can demonstrate how a smaller object is more difficult 15 225’ – 255’ 7.5’ 30” 145 - 161 lbs.
to hit than a larger one in the same situation. 16 256’ – 288’ 8’ 32” 162 - 179 lbs.
17 289’ – 323’ 8.5’ 34” 180 - 198 lbs.
There are four main types of Factors that you 18 324’ – 360’ 9’ 3’ 199 - 218 lbs.
will use as a basis for all Factors in Holy Lands, which 19 361’ – 399’ 9.5’ 38” 219 - 239 lbs.
the table to the right lists. The four main Factors are 20 400’ – 440’ 10’ 40” 240 - 261 lbs.
Distance Factor, Height Factor, Face Factor, and 21 441’ – 483’ 10.5’ 42” 262 - 284 lbs.
Weight Factor. You may want to earmark this page 22 484’ – 528’ 11’ 44” 285 - 308 lbs.
because you may need to refer to the Factor Table 23 529’ – 575’ 11.5’ 46” 309 - 333 lbs.
quite frequently. Other Factors include Light Factor 24 576’ – 624’ 12’ 4’ 334 - 359 lbs.
and Noise Factor, which use the main four factors as 25 625’ – 675’ 12.5’ 50” 360 - 386 lbs.
a base. 26 676’ – 728’ 13’ 52” 387 - 414 lbs.
27 729’ – 783’ 13.5’ 54” 415 - 443 lbs.
28 784’ – 840’ 14’ 56” 444 - 473 lbs.
29 841’ – 899’ 14.5’ 58” 474 - 504 lbs.
Using the Factor Table 30 900’ – 960’ 15’ 5’ 505 – 536 lbs.
31 961’ – 1,023’ 15.5’ 62” 537 – 569 lbs.
The first column on the left of the Factor Table
32 1,024’ – 1,088’ 16’ 64” 570 – 603 lbs.
represents the Factor number that you will use to
33 1,089’ – 1,155’ 16.5’ 66” 604 – 638 lbs.
calculate whatever measurement the situation requires, 34 1,156’ – 1,224’ 17’ 68” 639 - 674 lbs.
such as distance, weight, etc. The corresponding 35 1,225’ – 1,295’ 17.5’ 70” 675 – 711 lbs.
columns reference the measurement that the Factor 36 1,296’ – 1,368’ 18’ 6’ 712 - 749 lbs.
number represents. 37 1,369’ – 1,443’ 18.5’ 74” 750 – 788 lbs.
38 1,444’ – 1,520’ 19’ 76” 789 – 828 lbs.
39 1,521’ – 1,599’ 19.5’ 78” 829 – 869 lbs.
40 1,600’ – 1,680’ 20’ 80” 870 – 911 lbs.
Holy Lands 33 The Dark Ages
Distance Factor Factoring Height
The measurements of the Distance column are all in The Height Factor number divided in half equals the
feet, not square feet, and they represent a straight and minimum height of the person in feet. One inch short of
direct distance between two points. the next Factor number divided in half equals the
maximum height of each Factor number. For example, if
Distance Factors are one of the easier Factors to a character has a Height Factor of 10, she is somewhere
figure out formulaically. In other words, you may not have within the height range of five feet to five-and-a-half feet.
to refer back to this table all the time when calculating Her Height Factor is 10, which equals five feet tall, and
Distance Factors. the next Height Factor is 11, which equals five-and-a-half
feet tall.
Factoring Distance The total range of a Height Factor may not be that
The Distance Factor number times itself equals the necessary to calculate, but at least knowing that the next
minimum range of the distance in feet. One foot short of Height Factor number divided in half is the minimum of
the next Factor number times itself equals the maximum the range and can give you an approximate of the
range of each Distance Factor number. For example, if a calculation.
character runs a Distance Factor of 20, she has ran
somewhere within the distance range of four hundred feet Using Height Factors
to four hundred forty feet. The Distance Factor is 20,
which equals four hundred feet, and the next Distance Height Factor primarily determines characters’
Factor is 21, which equals four hundred forty-one feet. height. However, you can use the base Height Factor for a
couple of other Factor calculations, such as:
The total range of a Distance Factor may not be that
necessary to calculate, but at least knowing that the
number times itself is the minimum of the range can put Face Factors (see the Face Factor subsection below for
you ‘in the ballpark’ of the calculation. details)
Climbing Speed (see the Movement section of this Chapter
for details)
Using Distance Factors
You can use the base of the Distance Factor for a
number of other Factor calculations, such as: Face Factor
The measurements of the Face column are all in
Movement and travel speeds (see the Movement section of either feet or inches, and they represent the target size of
this Chapter for details) the object. You base the target’s Face Factors formula
Noise Factors (see the Noise Factor subsection of this primarily on the object’s Height Factor.
section for details)
Light Factors (see the Light Factor subsection of this
section for details)
Factoring Face
Falling Damage (see the Damage section of Combat for You base the target’s Face Factors on the size of the
more details) circle that can fit within the target’s smallest visible plane,
height, length, or width, from the character’s perspective.
Height Factor
Face Factor of this sign
The measurements of the Height column are all in
(largest circle that fits
feet, and they typically represent the height of characters, within its shape)
NPC's, devils, animals, etc.
Height Factors, like Distance Factors, are also one of
the easier Factors to figure out formulaically. In other
words, you may not have to refer back to the Factor Table For humans, devils, animals, and other living beings,
all the time when calculating Height Factors. Face Factor is mostly unnecessary because you would use
Combat Accuracy instead. For more information on
hitting living and animate beings, see the Combat Accuracy
section on page 39.
For example, a person wearing chainmail with a The illustration on the following page shows a basic
Noise Factor of 6, according to the Distance Factor of the Combat scenario where three characters (the letters) have
Factor Table, can be heard by another character from a entered a room with three enemies (the circles). For
distance of 36 to 48 feet away. At that point, the clarification purposes, we will say that the Warrior is the
“W”, the Cleric the “C”, and the Bowman is the “B”. In
Holy Lands 35 The Dark Ages
addition, it should be understood that the enemies all have opponent in order for the Rac to consider the character “in
a Speed of 5. Combat.”
All Combat officially stops when the character and all
of his or her party that is within Combat range are no
longer engaged in Combat Rounds (assuming that the
discussed characters are mobile and otherwise able to assist
in the fighting). Once all Combat has officially stopped
after long durations, the characters must rest for a time
befitting the physical recovery of the battle.
Combat Duration
For a true long jump, a character can jump a The successful roll of the Skill of Bounding allows the
maximum distance equal twice their Strength Attribute character to run full Speed, jump their maximum distance
Rating. This assumes that the character is running full as a long jump, and still maintain a run. No Jump Roll is
Speed, as well as having achieved a successful Jump Roll. necessary if the character is using their Bounding Skill for
Moreover, this type of ‘power’ jump makes it impossible for this type of jump; you would make a Bounding Roll in its
the character to maintain a run after landing. In fact, if place.
the character jumps their maximum distance onto a hard
surface, such as a stone floor, even with a successful Jump
Roll, they will take 1d6+1 points of Damage from the Traveling Long Distances
impact. An unsuccessful Jump Rolls doubles the Damage
dice to 2d6+2. In addition, as with the high jump, a failed Determining how far a character can travel in large
Jump Roll of a Natural 1 earns the character triple Damage distances is simple. A character can travel a maximum
dice (3d6+3 points of Damage). number of miles equal to two times his or her Speed
Attribute in one hour. However, this speed of travel is very
taxing to the traveler and requires him or her to rest for a
Long Jump prolonged time after stopping. The character’s Endurance
Attribute Rating will tell you how many miles he or she will
Strength AR x 2 = maximum horizontal distance in feet make before becoming exhausted. The need to rest will be
Strength AR = maximum horizontal distance in feet of very strong at that point and will begin to fatigue the
an ordinary leap (at any Speed) character’s Skills and Combat. Each mile over the
character’s maximum Endurance causes a -1 to all Skill
and Combat Rolls. A simple hour rest can prevent the
penalties.
On the other hand, the character can travel a number
of miles equal to his or her Speed AR in one hour, and can
maintain this pace for hours without needing to rest. For
this pace of travel, the character's Endurance AR
determines the number of hours the character can
maintain this pace.
The pace calculations listed below apply to any
creature, including horses, demons, humans, etc.
Long-distance Travel
‡Indicates the Weight Factor of the object exceeds the use Use the illustration on the following page to continue
of W.S. Light Arms. Use a natural Attack Roll (no Bonuses with the example from the Movement section. Remember,
applied for the thrower) and W.S. Hand to Hand Roll for the Warrior is the “W”, the Cleric the “C”, and the
the Dodge. Bowman is the “B”.
First, the Warrior and the Cleric have met their
opponent (the circles) and each has engaged in Combat.
This diagram shows their maximum fighting range by the
radiuses of their white shades, which is about six feet for
Accuracy the Cleric and about eight feet for the Warrior due to his
longsword. But, remember that the Bowman would wait at
When a character attempts to hit a distant target with the door that she entered and take a shot at the opponent
a whip, thrown, or missile weapon, you must always take who was going to double-up on the Warrior.
into account the character’s Accuracy. A player deals with
this in two ways depending on the situation, Combat or
Targeting.
The simplest way to determine which kind of
Accuracy check the character will use is by how the
He who has the right to
opponent or target will respond to the shot. If the boast does not have to
opponent is able to and will Dodge, you base the Accuracy
on Combat Attack Rolls. If the target is an inanimate
Class 0 Materials
After figuring the Difficulty Factor, the player rolls Materials such as flesh, cloth, rope, parchment,
their Targeting Skill Roll. At this point, the character may leather, dirt, and mud cannot withstand much piercing
add any Bonuses to Attack he or she may have for the force applied to them and cause trivial Damage by
related Weapon Skill in use. For example, if the themselves.
character is shooting a longbow, he or she may add any
Attack Bonuses they have for W.S. Longbows.
Hit Damage to Diminish CAP: Class 0
Classes can only receive Damage unless used with great precision.
Even so, great precision can only cause minimal Damage.
Crafts
Light Sleep +1 For Weapon Skills as Gifts
Miracles - Clerical +1
W.S. Hand to Hand For each Weapon Skill listed in your character’s
Gifts, you may add +1 to any three Combat actions,
except AtR, listed on the corresponding line of the Combat
Skills. For example, if your character received W.S.
You can find a description of each Skill in the Skills Heavy Arms as a Gift, you can place a +1 next to any
section of the following Chapter. three of the Advantage, Attack, Defend, Dodge, Damage, or
Special actions of the Heavy Arms Weapon Skill. (Missile
and Thrown Weapon Skills do not allow for a Defend
Choosing Weapon Skills as Crafts action.)
Note: You cannot combine the Bonuses in order to
If you desire, you may choose a Weapon Skill in place
place more than a +1, such as a +2 or +3, within these
of a Craft. To do this, simply select the Weapon Skill for
Combat actions. Your character will receive more Bonuses
your character from the list of Weapon Skills on the
later based on his or her Attribute Ratings.
Character Class description. You may choose up to three,
which would replace all three Skills, only if there are three
to choose from on your Character Class Description list.
Weapon Skills as Crafts receive Bonuses that the next step
For Weapon Skills as Talents
will direct. For each Weapon Skill listed in your character’s
Talents, you may add +1 to any two Combat actions,
except AtR, listed on the corresponding line of the Combat
Character Sheet example: Step 7 Skills. For example, if your character received W.S.
Combat Skills
Advantage Attack Defend Dodge Damage AtR Special
Hand to Hand + + + + + 1 +
Heavy Arms + + 1 + 1 + + +
Light Arms + 1 + 1 + + + 1 +
Paired Weapons + + + + + +
Longbows + + [===] + + +
Light Missiles + + 1 [===] + 1 + 1 +
Thrown + + [===] + + +
Shield Play + + + + + +
Whips + + + + + +
Kick Attack + + + + + +
Special Note s
If your character receives W.S. Paired Weapons as a Faith points
Gift, Talent, or Craft, refer to page 168. There is a Special Faith points mainly apply to the five Character
Note on Paired Weapons. Classes that can perform Miracles. They are the Saint, the
If your character receives W.S. Kick Attack as a Gift, Cleric, the Healer, the Bard, and the Devil Hunter. All
Talent, or Craft, add +3 to the Damage for this Weapon other Character Classes receive only 1 F.p. per level in
Skill. This is automatic and is separate from the normal which they can contribute to group prayers. You may move
Bonuses applied above. However, it only applies at Level 1. on to the next step if your character only receives 1 F.p.
The five Character Classes that receive more than 1
F.p. all receive and progress Faith points differently, but all
Faith points are based on the character’s Faith Attribute.
Step 8: L.p. and F.p. To establish a character’s Faith points, use the following
guidelines based on your character’s Class.
Every character will have some amount of Life points
and Faith points. To determine how many of each your
character has, follow this step. The Saint
The Saint adds the number of his or her Faith
Attribute Rating to the sum of 2d8. This Character Class
Life points is the strongest with most types of Miracles. Saints can
perform all Clerical and High Miracles.
Life points reflect how many points of Damage your
character can sustain before dying. You determine your
character’s Life points by adding his or her Strength, The Cleric
Endurance, and Wisdom Attribute Ratings together and
The Cleric adds the number of his or her Faith
then rolling a pair of dice. You will add the dice roll to the
Attribute Rating to the roll of 2d6. This Character Class
sum of the three Attribute Ratings. Find your character’s
is limited to performing only Clerical Miracles.
Class from the list below to determine which pair of dice to
apply. The Dice column indicates the pair of dice you will
WF Weight
Character Height Factors 5 20 - 26 lbs.
6 27 - 34 lbs.
7 35 - 43 lbs.
HF Height Modifiers 8 44 - 53 lbs.
5 2.5’ +3 to Agility, -3 to Speed, +3 to Beauty, -3 to Strength 9 54 - 64 lbs.
6 3’ +2 to Agility, -2 to Speed, +2 to Beauty, -2 to Strength 10 65 - 76 lbs.
7 3.5’ +2 to Agility, -2 to Speed, +2 to Beauty, -2 to Strength 11 77 - 89 lbs.
8 4’ +1 to Agility, -1 to Speed, +1 to Beauty, -1 to Strength 12 90 - 103 lbs.
9 4.5’ No Modifiers; Average Human Range 13 104 - 128 lbs.
10 5’ No Modifiers; Average Human Range 14 129 - 144 lbs.
11 5.5’ No Modifiers; Average Human Range 15 145 - 161 lbs.
12 6’ No Modifiers; Average Human Range 16 162 - 179 lbs.
13 6.5’ No Modifiers; Average Human Range 17 180 - 198 lbs.
14 7’ +1 to Strength, -1 to Agility 18 199 - 218 lbs.
15 7.5’ -2 to Agility, -1 to Speed, -1 to Beauty, +2 to Strength 19 219 - 239 lbs.
16 8’ -3 to Agility, -2 to Speed, -2 to Beauty, +3 to Strength 20 240 - 261 lbs.
17 8.5’ -4 to Agility, -3 to Speed, -3 to Beauty, +4 to Strength 21 262 - 284 lbs.
22 285 - 308 lbs.
23 309 - 333 lbs.
Playing a small character has some advantages and 24 334 - 359 lbs.
disadvantages as does playing a large character (see pg 203). 25 360 - 386 lbs.
26 387 - 414 lbs.
Note: for a “dwarven” type character, choose the 27 415 - 443 lbs.
shorter heights but swap the Strength Penalty for the 28 444 - 473 lbs.
Agility Bonus. In other words, give the penalty to the 29 474 - 504 lbs.
Agility and the Bonus to the Strength. 30 505 – 536 lbs.
Well done, friend- you are almost finished creating Name Titles
your own Holy Lands character! In this last step, you will
apply the final additions to your character. These touches Be sure to use your character’s name title found on
make your character come alive with details. Use the their Character Description before their name. For
following guidelines to complete your character’s personal example, your character’s name is Hannah, but with the
and physical details and family history. name title, she becomes the Lady Hannah.
The most common name title for a male character is
‘Sir’ and for female characters, ‘Lady’. However, there are
Character Age others you may prefer, such as ‘Lord’, which was used for
nobility, and ‘Father’, ‘Brother’, ‘Sister’, or ‘Mother’ used
Your character’s age is one of those pieces of to identify Clergy.
information that can really help or hinder them at various
points in the game. It can often be important to know.
More than that, it can often be important to be a certain
age.
Land of Origin
This step allows you to find your character’s age based Next, you will want to determine your character’s
on his or her Attribute Ratings. All you do is add the three land of origin; in other words, where he or she was born. A
highest numbers of your characters Attribute Ratings character’s land of origin does not mean that the character
together. If you do not like the age of your character based is necessarily familiar with the geography, politics, and
on this information, simply choose the age you desire. culture of that land; it simply means that they are native to
Bear in mind that the mid-teens to the mid twenties often it by way of being born there. On the contrary, you may
work best for adventuring. want your character to be very familiar with the land, its
people, and its traditions. The choice is yours, but make
sure that the chosen native language of your character ties
Character Age into your character’s land of origin history well.
Your character can originate from several lands of the
Age = 3 highest Attribute Ratings added together medieval world. Many are Christian lands, yet others are
pagan, Jewish, Muslim, Buddhist, or some other religion.
It is not necessary to choose a land of origin based on
Character Gender anything other than your personal preference. However, it
The Holy Lands game does not favor characters of can be very important to choose one. Often in a game, the
either gender. Therefore, your character may be male or matter of the character’s history will come up and the more
female without restrictions to Character Classes. Simply details known the better.
choose the gender that you desire for your Character Class If it difficult for you to choose a land of origin for
and write it on your Character Sheet. your character or if you are unfamiliar with the lands, you
can use the list of random lands of the known world, which
is located on the following page. You may either roll a d20
Character Name to find one randomly, or simply select one that you are
comfortable having.
You get to create a name for your character that can
be anything you desire. You may want to name your
character after a historic hero you have. The name can be
real or fantastic, silly or serious, but the important thing is
to be creative and make sure you create a name that you
are happy having.
On page 56 are two long lists of names, one for male
characters, and one for female characters. If you do not
think you will be able to come up with a name for your
character you will be happy with, use the lists. Either you
Combat Skills
Advantage Attack Defend Dodge Damage AtR Special
Hand to Hand + + + + + 1 +
Heavy Arms + + 1 + 1 + + +
Light Arms + 1 + 1 + + + 1 +
Paired Weapons + + + + + +
Longbows + + [===] + + +
Light Missiles + + 1 [===] + 1 + 1 +
Thrown + + [===] + + +
Shield Play + + + + + +
Whips + + + + + +
Kick Attack + + + + + +
Total DEF 4
Experience points
Gold 10 Silver 13
Jewels Rations 8 Next Level 2,000
Attributes
Abilities
Character Classes
Skills
Weapon Skills
Sins
Miracles
Intellect Strength
Intellect is the character’s capacity to comprehend and This Attribute is a characters physical power. A
apprehend logical information that the character can learn character will directly relate the Strength Attribute to the
from a book. Examples of this information would be maximum pounds in Weight Factor that he or she can
mathematical formulas, words of a song or poem, push, pull, or press.
mechanical features, and other things that require reading
or studying in steps. A character’s Intellect pertains to
learning and knowing principles that are consistent and Strength Capabilities
straightforward, as opposed to understanding philosophy,
The character can carry into battle, without penalties,
values, and beliefs. For this reason, the character can
up to two times his or her Strength Attribute Rating in
consider their Intellect the “book smarts” of a person.
Weight Factor. For each additional WF above that, the
Most Intellect Rolls will be determining whether a character suffers a -1 to all Combat and Skill Rolls.
character can come up with an answer to a question in time Furthermore, he or she can press, push, or pull a WF equal
and the quality of that answer. Note: Players cannot use to three times his or her Strength Attribute Rating. For
Intellect Rolls in place of any Skill, including Logic, example, a character with a Strength AR of 6 can press,
Archeology, Demonology, or any of the sciences. pull, or push a maximum WF of 18, which is equivalent to
up to 218 pounds.
The Strength Attribute Roll is one of the most
Memory common Attribute Rolls that the characters will make. It
The Memory Attribute is simply the measure of the has many uses and you can find details in the following
character’s ability to remember details, pictures, events, sections: Movement, Combat, among others.
conversations, instructions, and the like.
Use the Attribute Difficulty Factor table on page 60 Virtue
for situations that require the character to remember things
after long periods. This Attribute is the measure of a character’s holiness
and integrity. It reflects a character’s moral and ethical
conditions, which are characteristics of godliness. A lack of
Patience Virtue is reflective of a more Sinful personality and thus,
the lower the Virtue of a character, the more Sins that
The Patience Attribute represents the character’s character acquires.
capability to endure mental and emotional stresses. It is
the measure of a character’s self-control and attention The Virtue Attribute is the only one of the twelve
span. Patience indicates whether a character has a short Attributes that can fall into the negatives. Once this
fuse and quick temper or if they remain composed even in occurs, obviously the character has lost the ability to use
unwelcoming environments. the Virtue Attribute Rolls for anything beneficial. The
higher the Virtue Attribute the more moral and righteous
the character, and conversely, the lower the Virtue AR, the
Saving Throw versus Intimidation more wicked and murderous the character.
Unless they have the Skill, the character will
primarily use the Patience Attribute Roll as an irregular Saving Throw versus Temptation
Saving Throw versus Intimidation. It will determine if the
character can stand strong and stay focused on the real Unless they have no Sins, the character will use the
issue rather than succumb to the opponent’s Intimidation. Virtue Attribute Roll as an Irregular Saving Throw versus
Temptation. It will determine if the character can
The Abilities Jump, which is your character’s Ability to jump high and
far, is a combination of your character’s Agility and
A character’s Ability measures his or her basic skill Speed Attributes.
level at accomplishing tasks that are common to most
people at some level. Abilities that all characters have at You use the Jump Ability when your character is
some level are listed below: attempting to jump over something within his or her high
jump and long jump capability. See pages 39-40 for
details on high and long jumps. See also the Bounding
Perception, which is your character’s Ability to perceive Skill on how to improve the Jump Ability.
otherwise discreet activity, is a combination of your
character’s Intellect and Wisdom Attributes.
Balance, which is your character’s Ability to maintain
You would use the Perception Ability anytime some standing on shifting or narrow surfaces; is a
obvious activity could go unseen, unheard, or otherwise combination of your character’s Patience and Agility
unnoticed by the characters, such as a fight starting in a Attributes.
tavern. Note: Heightened Perception is a Skill that
specializes in noticing things that are not obvious, but are Your character’s Balance Ability represents how well
important to the character. The character must use he or she can maintain stability and steadiness on unstable
Heightened Perception when the Perception Ability is not surfaces. Players should roll a Balance Roll for every 10
specialized enough and, likewise use the Perception Ability feet of distance the character moves on the unsteady
when dealing with the obvious. surface (where applicable) or for every Round of time the
character remains on the surface if the surface is in
motion.
Search, which is your character’s Ability to find hidden
objects and compartments, is a combination of your
character’s Patience and Wisdom Attributes. Hide, which is your character’s Ability to make himself
or herself unseen, is a combination of your
Characters use their Search Ability when they are character’s Speed and Wisdom Attributes.
looking for something hidden within a room or area.
Search does not directly relate to the Perception Ability, Hide is the Ability that applies to the character who
which recognizes activity. You can roll the Search Ability is attempting to find a spot that would put them out of
per the size of area searched or per some amount of time; view from others and it also represents their ability to get to
the choice is up to the Rac and is based on the situation. it quickly. A Hide Roll should be rolled for each event that
the character
Character Classes
The Classes
Progressing a Character
Playing an Additional Character Class
Character Class Descriptions
The Classes
A player may choose from 18 Character Classes. Each Character Class has different strengths and weaknesses that
you will find within their Skills and Attribute Requirements. The purpose of choosing a Character Class is for you to
determine how your character will serve God and the church. Will your character be male or female? Will he or she be
aggressive and combative, such as a Knight, Saisier, or Warrior? On the other hand, will he or she be sneaky and elusive
like a Spy or Scout? Maybe you envision your character being more passive and mysterious, such as a Scholar or Healer.
The choice is yours and should be what you desire, not what others think you should be. The reason being that your
character’s main Character Class is the one that he or she is stuck with, even if gaining a secondary class. In other words,
adding a secondary Character Class only broadens your character’s main class. It does not switch the character’s occupation.
Changing Over
Dual-Classing
When a character reaches a new level, the player may
Note to the Rac: If you can, work out a quick
scenario that illustrates how a character has just acquired add a new Character Class to the character if he or she
their second Character Class. It does not have to be desires. The Rac should incorporate a character gaining a
formal or even time consuming to the game, unless you are new Character Class into the storyline if possible. By doing
at a point in the adventure where it is not hindering the this, the Rac adds more realism and dimension to the
momentum. You can have the character be absent from character’s new type of livelihood. The following list
the party, learning the new occupation for a time while the describes the steps that you will take to add a second
others are resting or meandering around a town. If time Character Class to your current character.
does not permit this scenario, you may communicate that
the character had visited some guild a while ago to learn
the Skills and has been practicing ever since. The character Step 1: Increase the Current Character Class
has now reached a point in his or her life where the Skills
are now efficient. The opportunity is yours; but this may First, make sure that you have increased your character
be a significant piece of the character’s history, which you based on the following section entitled Progressing a
may be able to use as subplot for a future storyline. Character. After this progression, your character’s Life
points and other areas will remain unchanged until the next
level. In other words, adding a second Character Class does
One Character Class cannot Dual-Class at all and not affect some areas of a character until one of the Classes
some may only Dual-Class with specific other Character reaches a new level.
Classes. Use the following table to determine if your
character can Dual-Class and with which classes. Be sure Step 2: Dual-Class Limitations
you are aware of this information before you create your
character. Then, make sure your character can Dual-Class with
the desired Class. See the Dual-Class Limitations table above
for this information.
Advantages
Combat Special
The Archer’s Special Combat action is the ability to
perform a Skill Shot, which takes time to focus and aim
well. By carefully setting sights on a target and taking the
time, the Archer adds their Special Bonus to the Attack
and Damage Rolls for that shot. The time required is one
full Round, yet before the Round is over, the arrow is let
fly. In other words, the Archer can only have the one Skill
Shot in that Round and it must be the last action taken
within the Round. The Archer cannot Dodge or take
Damage in the same Round as they were to attempt the
Skill shot, or the shot will not be possible.
Limitations
Armor Restrictions
The Archer prefers the use of leather and heavy
leather armors unless trained in the Skill of Use Metal
Armor, in which case they are not limited.
Weapon Restrictions
The Archer prefers not to waste the time learning the
use of the Heavy Arms, Paired Weapons, Shield Play, or
Kick Attack Weapon Skills, as it would tie up too much
time to learn a hobby that ultimately takes the bow away.
Combat Special
The Bard’s Special Combat action is the ability to
perform a Critical Dodge, which allows the character to
add their Special Bonus to their Dodge Roll when forfeiting
the Advantage. This ability gives the Bard a significantly
higher chance to Dodge than the average character.
Limitations
Armor Restrictions
The Bard prefers the use of fine clothing or perhaps
decorative leatherwear. The Bard will not wear metal
armor or any armor that is more for function than it is for
appearance.
Weapon Restrictions
The Bard prefers not to pursue a career of fighting
but rather a career of social and economic influence.
Therefore, the Bard cares to learn only the Weapon Skills
that allow them to attack from a distance (W.S. Thrown
and Light Missiles) or offer protection (W.S. Shield Play).
Name Titles
“Sir…” for males
“Lady…” for females
Animal Science
Land Navigation Initial Equipment
Profile Area
Targeting Longbow and 12 Arrows (3d8 Damage each)
Track Leather Jerkin (AP: Chest; DEF: +2)
W.S. Longbows Cloth Breeches (AP: Legs; DEF: +1)
W.S. Light Missiles Boots (AP: Feet; DEF: N/A)
Sleeping blanket, small pack, candle
Pouch of 2d6 Gold, 2d12 Silver
Talents 2d6 Food Rations
Advantages
Combat Special
The Chancellor’s Special Combat action is the ability
to perform Critical Advantage, which allows the
Chancellor to apply their Special Bonus the Advantage
Roll. To achieve a Critical Advantage, the Chancellor
must Dodge or Defend all the Attacks of an opponent for
one full Round. By doing so, the Chancellor gains the
Bonus on the following Round’s Advantage Roll.
Limitations
Armor Restrictions
The Chancellor prefers the use of fine clothing or
perhaps decorative leatherwear. Like the Bard, the
Chancellor will not wear metal armor or any armor that is
more for function than it is for appearance.
Weapon Restrictions
Being a very “international” character, Chancellors
have encountered many weapon types. They are able to
learn the Whips Weapon Skill along with other common
ones. They prefer not using Heavy Arms because it is not
proper for a chancellor to encumber themselves with large
weapons.
Name Titles
“Lord…” for males
“Fair Maid…” for females
Advantages
Combat Special
The Chapman’s Special Combat action is the ability
to perform a Determined Advantage, which allows the
Chapman to apply their Special Bonus to the Advantage
automatically whenever he or she has forfeited the
Advantage against the same opponent previously.
Limitations
Armor Restrictions
A Chapman may wear any
armor he or she desires,
however, they are not skilled in
the use of wearing heavier armor
initially. Therefore, they may learn
the Skill (Use Heavy Armor) later if
they elect.
Weapon Restrictions
The Chapman prefers not to have heavier items
that they cannot sell bog them down. Therefore, they
tend to use lighter arms and sell the heavier arms.
Name Titles
“Sir…” for males
“Lady…” for females
Advantages
Combat Special
The Cleric gains the Critical Defend, which he or
she can use as the Special Combat action. Critical Defend
allows the Cleric to apply the Special Bonus to the normal
Defend Bonus for his or her first Defend in any Combat
Round.
Limitations
Armor Restrictions
The Cleric can acquire the Skill of Use Metal Armor,
however, until then, he or she prefers the use of leather
armor.
Weapon Restrictions
The Cleric will never use a weapon created for the
primary function of drawing blood. Therefore, he or she
can only wield or throw blunt weapons, such as the mace,
flail, or morningstar; or else they will lose all Miracle-
performing abilities for 1d4 days per Attack.
Name Titles
“Brother…” or “Father…” for males
“Sister…” or “Mother…” for females
Advantages
Combat Special
The Devil Hunter gains the Providence as the
Special Combat action. The player does not roll for this
Special, instead the Bonuses are automatically added to any
and all Combat actions the character engages in against a
demon or devil only.
Limitations
Armor Restrictions
Because the Devil Hunter does not want to sacrifice
his or her ability to sneak up on their prey, they prefer to
wear lighter armor, as opposed to any metal armor.
Weapon Restrictions
The Devil Hunter is not restricted from using and
therefore learning any Weapon Skill, although they are
limited to certain types at Level 1.
Name Titles
“Sir…” for males
“Lady…” for females
Cult Knowledge
Demonology Initial Equipment
Identify Holy Symbols
Read Runes Broadsword (2d10 Damage)
Speak Ancient Languages Leather jerkin (AP: Chest; DEF: +2)
W.S. Light Arms Cloth Breeches (AP: Legs; DEF: +1)
W.S. Light Missiles Boots (AP: Feet; DEF: N/A)
Pouch of 2d6 Gold, 2d12 Silver
Sleeping blanket, small pack, candle
Talents 2d6 Food Rations
Advantages
Combat Special
As their Special Combat action, the Healer gains the
Critical Dodge, which allows the Healer to apply the
Special Bonus to the normal Dodge Bonus for his or her
first Dodge in any Combat Round.
Limitations
Armor Restrictions
Due to the Healer’s devotion to opposing that which
takes life, he or she cannot ever wear anything that is
Combat-related, including any kind of armor. Therefore,
the Healer is limited to wearing only robes.
Weapon Restrictions
The Healer cannot ever use anything that has a
primary function of causing Damage, which limits them to
the use of a staff only.
Name Titles
“Brother…” for males
“Sister…” for females
Gifts
Initial Equipment
Biblical Studies
Diffuse Hostility Staff (1d12 Damage)
HP – Touch Heavy Robe (AP: Chest/Legs; DEF: +3)
Medical Sandals (AP: Feet; DEF: N/A)
Meditation Pouch of 2d6 Gold, 2d12 Silver
Miracles – Healing Sleeping blanket, small pack, candle
Preach 2d6 Food Rations
Talents
Choose 5 Talents at Level 1. You may select Skills
from the following list or Weapon Skills from the list to
the right: Progressing the Healer
Cooking
Demonology Experience points
Diffuse Violence
The following is a list of Experience points needed to
Edify
Empower Crucifix attain each new level.
Herbal Science 1. 0
Identify Holy Symbols 2. 2,000
Read Runes 3. 4,000
Read/Write 4. 7,600
Restoration 5. 12,040
6. 17,590
7. 24,250
Crafts 8. 32,020
Choose 3 Crafts at Level 1. You may select Skills 9. 40,900
from the following list or Weapon Skills from the list to 10. 50,890
the right: 11. 61,990
Archeology 12. 74,200
Speak Additional Language 13. 87,520
Creep 14. 101,950
Cult Knowledge 15. 117,490
Fishing
Heraldry
Land Navigation
At each level
Miracles – Clerical To increase your character at each new level, see the
Play Wind Instrument Progressing a Character section of this Chapter.
Poison Science
Singing
Storytelling
Advantages
Combat Special
As their Special Combat action, the Jester gains the
Critical Stumble, which allows them to apply the Bonus
of the Special to the first Dodge in their Combat
Round. This stumble is representative of them
using their clumsiness as a benefit.
Limitations
Armor Restrictions
Because the Jester desires to remain limber
and unencumbered, he or she will never wear
heavier armor, unless it is for a comedic
performance.
Weapon Restrictions
Rather than fight toe-to-toe, the Jester
prefers the use of lighter arms so he or she can
“dance” around the opponent in an acrobatic way;
thus, toying with them.
Name Titles
“Sir…” or “Herald…” for males
“Lady…” or “Lady Herald…” for females
Advantages
Combat Special
As their Special Combat action, the Knight gains
Judgment, which allows them to apply the Bonus of the
Special to all Attack Rolls after the first in their Combat
Round is successful.
Limitations
Armor Restrictions
There are no armor restrictions for the Knight.
Weapon Restrictions
The Knight will only engage in honorable Combat;
therefore, he or she will only use weapons of close range.
The Knight will not use missile or thrown weapons.
Name Titles
“Lord…” or “Sir…” for males
“Fair Lady…” or “Lady…” for females
Falconry
Heraldry Initial Equipment
Horsemanship
Use Metal Armor Broadsword (2d10 Damage)
Weaponry Small Shield (+3 Defend; 1d8 Damage)
W.S. Light Arms Chain Jerkin (AP: Chest; DEF: +4)
W.S. Shield Play Cloth Breeches (AP: Legs; DEF: +1)
Boots (AP: Feet; DEF: N/A)
Pouch of 2d6 Gold, 2d12 Silver
Talents Sleeping blanket, small pack, candle
2d6 Food Rations
Choose 5 Talents at Level 1. You may select Skills Riding Horse or Falcon (choose one)
from the following list or Weapon Skills from the list to
the right:
Biblical Studies
Light Sleep
Medical
Mounted Combat Progressing the Knight
Political Science
Presence Experience points
Profiling Tactics
The following is a list of Experience points needed to
Read/Write
Repair Armor attain each new level.
Siege Engines 1. 0
2. 2,050
3. 4,100
Crafts 4. 7,790
5. 12,230
Choose 3 Crafts at Level 1. You may select Skills
6. 17,780
from the following list or Weapon Skills from the list to
7. 24,440
the right:
8. 32,210
Archeology
Creep 9. 41,090
Dance 10. 51,080
Identify Holy Symbols 11. 62,180
Land Navigation 12. 74,390
Mechanics 13. 87,710
Profile Area 14. 102,140
Profile Character 15. 117,680
Public Speaking
Singing
Speak Additional Language
At each level
Storytelling To increase your character at each new level, see the
Progressing a Character section of this Chapter.
Advantages
Combat Special
As their Special Combat action, the Saint gains the
Critical Dodge, which allows the Saint to apply the
Special Bonus to the normal Dodge Bonus for his or her
first Dodge in any Combat Round.
Limitations
Armor Restrictions
Due to the Saint’s devotion to things above this
world, he or she would never wear anything that one would
wear as protection from physical harm, including any kind
of armor. Therefore, the Saint is limited to wearing robes.
Weapon Restrictions
The Saint cannot ever use anything that has a
primary function of causing Damage, which limits them to
the use of a staff only.
Name Titles
“Brother…” for males
“Sister…” for females
Advantages
Combat Special
As their Special Combat action, the Saisier gains the
Critical Advantage, which allows the Saisier to apply the
Special Bonus to the normal Advantage for his or her first
Advantage Roll in any Combat Round.
Limitations
Armor Restrictions
The Saisier will never wear armor heavier than leather
due to the weight and hindrance caused by metal armor.
They require more flexibility in order to perform the jump
kicks and other aerial maneuvers.
Weapon Restrictions
The Saisier prefers to use his or her hands and feet as
weapons, but is able to utilize light arms if elected.
Name Titles
“Sir…” for males
“Lady…” for females
Bounding
Creep Initial Equipment
Grapple
Roll with Blows Staff (1d12 Damage)
Tumbling Tunic (AP: Chest; DEF: +1)
W.S. Hand to Hand Cloth Breeches (AP: Legs; DEF: +1)
W.S. Kick Attack Boots (AP: Feet; DEF: N/A)
Pouch of 2d6 Gold, 2d12 Silver
Sleeping blanket, small pack, candle
Talents 2d6 Food Rations
Advantages
Combat Special
As their Special Combat action, the Scholar gains the
Increased Dodge, which allows the Scholar to apply the
Special Bonus to the second Dodge Roll in any Combat
Round after a first Dodge is successful. Furthermore, the
Scholar may apply the Increased Dodge to any Dodge
within the same Round after the first is successful.
Additional Advantages
Because their intellect leads them rather than faith,
the Scholar gains a +2 per level to Save versus Use Magic.
Limitations
Armor Restrictions
The Scholar prefers to wear clothes that are more
“becoming” than armor, although he or she may where any
type of armor once they gain the Skill of Use Metal Armor.
Weapon Restrictions
The Scholar prefers not to use heavy arms, but rather
may enjoy fencing, represented by the knowledge of W.S.
Light Arms.
Name Titles
“Sir…” for males
“Lady…” for females
Advantages
Combat Special
As their Special Combat action, the Scout gains the
Pointed Attack, which allows the Scout to apply the
Special Bonus to the any Attack Roll in which the Attack
falls below the opponent’s DEF. Therefore, if the Attack
Roll is not successful due to a low roll versus DEF, the
player can apply this Special to the roll in an attempt to
increase it above the DEF, thereby making it a successful
Attack.
Limitations
Armor Restrictions
The Scout prefers the use of leather armor and
padded leather armor due to the fact that it is lightweight
and flexible; therefore making it conducive to hunting.
Weapon Restrictions
The Scout will typically not use heavy arms, as they
are too heavy for hunting; therefore preferring the use of
light arms, missile weapons, and thrown weapons.
Name Titles
“Sir…” for males
“Lady…” for females
Animal Science
Horsemanship Initial Equipment
Land Navigation
Profile Area Short bow and 12 arrows (3d6 Damage each)
Skin Animal Tunic (AP: Chest; DEF: +1)
Track Cloak
W.S. Light Missiles or W.S. Thrown Cloth Breeches (AP: Legs; DEF: +1)
Boots (AP: Feet; DEF: N/A)
Pouch of 2d6 Gold, 2d12 Silver
Talents Sleeping blanket, small pack, candle
2d6 Food Rations
Choose 5 Talents at Level 1. You may select Skills 2 Throwing Daggers (2d6 each)
from the following list or Weapon Skills from the list to
the right:
Animal Handling
Creep
Earth Science
Fishing Progressing the Scout
Herbal Science
Nightvision Experience points
Poison Science
The following is a list of Experience points needed to
Shadow
Swimming attain each new level.
Targeting 1. 0
2. 1,950
3. 3,900
Crafts 4. 7,410
5. 11,850
Choose 3 Crafts at Level 1. You may select Skills
6. 17,400
from the following list or Weapon Skills from the list to
7. 24,060
the right:
8. 31,830
Biblical Studies
Juggling 9. 40,710
Heights 10. 50,700
Light Sleep 11. 61,800
Medical 12. 74,010
Mimic Animal Sounds 13. 87,330
Mounted Combat 14. 101,760
Play Wind Instrument 15. 117,300
Read/Write
Signaling
Speak Additional Language
At each level
Twirl Object To increase your character at each new level, see the
Progressing a Character section of this Chapter.
Advantages
Combat Special
As their Special Combat action, the Soldier gains the
Pointed Attack, which allows the Soldier to apply the
Special Bonus to the any Attack Roll in which the Attack
falls below the opponent’s DEF. Therefore, if the Attack
Roll is not successful due to a low roll versus DEF, the
player can apply this Special to the roll in an attempt to
increase it above the DEF, thereby making it a successful
Attack.
Limitations
Armor Restrictions
There are no armor restrictions for the Soldier.
Weapon Restrictions
The Soldier prefers the use of heavier arms, but is
trained in the use of light arms as well. The Soldier is able
to use any weapon they desire as long as they have the
Weapon Skill.
Name Titles
“Sir…” for males
“Lady…” for females
Blacksmith
Horsemanship Initial Equipment
Mechanics
Use Metal Armor Halberd (2d12 Damage)
Weaponry Chain Jerkin (AP: Chest; DEF: +4)
W.S. Light Arms Cloth Breeches (AP: Legs; DEF: +1)
W.S. Heavy Arms Boots (AP: Feet; DEF: N/A)
Pouch of 2d6 Gold, 2d12 Silver
Sleeping blanket, small pack, candle
Talents 2d6 Food Rations
Weapon Restrictions
Advantages
The Spy will typically not
use heavy arms, as they are too
Combat Special heavy and cumbersome;
therefore preferring the use of
As their Special Combat action, the light arms, missile weapons,
Spy gains the Evade, which allows the and thrown weapons.
Spy to use the Special Bonus as
additional Dodges or Defends
per Round in addition to the Name Titles
current number dictated
by the character’s AtR. “Sir…” for males
“Lady…” for females
Advantages
Combat Special
The Voyager’s Special Combat action is the ability to
perform a Determined Advantage, which allows the
Voyager to apply their Special Bonus to the Advantage
automatically whenever he or she has forfeited the
Advantage against the same opponent previously.
Limitations
Armor Restrictions
A Voyager may wear any armor he or she desire,
however, they are not skilled in the use of wearing heavier
armor initially. Therefore, they may learn the Skill (Use
Heavy Armor) later if they elect.
Weapon Restrictions
The Voyager prefers the use of the whip, and they
prefer not to have heavier items bog them down.
Therefore, they tend to use lighter arms and shields.
Name Titles
“Sir…” for males
“Lady…” for females
Advantages
As their Special Combat action, the Warrior gains the
Force Fight, which allows them to apply the Bonus of the
Special to all successful Attack Rolls after the first in their
Combat Round is successful.
Limitations
Armor Restrictions
The Warrior prefers the use of light or no armor in
order to gain maximum movement. However, the Warrior
may use any armor he or she prefers as long as they have
the Skill of Use Metal Armor.
Weapon Restrictions
The Warrior prefers the use of heavier arms, and
especially those weapons that cause the most Damage.
However, the Warrior can gain most any Weapon Skill,
even at Level 1.
Name Titles
“Sir…” for males
“Lady…” for females
Note: where the description lists more than one However, Default Progression can only take place
method of learning, know that any one line is required to after the character has successfully observed the Skill
learn the Skill, not all. However, if there is more than through Perception Learning unless it is not required.
one method of learning in one line item, all of them are For example, the Acting Skill uses the Active method of
required. For Example, the Acting Skill has two lines of learning but requires the Visual method first. Therefore,
Acting, which would give the Lift Object, which gives the Complimenting Skills are:
character the ability to write character the ability to snatch
an object undetected by human Food Preservation, which gives the
musical performances
eyes or magic traps character the ability to preserve
Dance, which the character needs to
Sleight of Hand, which the food for extended periods of
know dances of various lands
character needs to make a small time
and cultures
object “magically” disappear Skin Animal, which the character
Singing, which allows the character
from their hands needs to skin an animal once
to sing in key of the music
Detect Concealment, which allows hunted
the character to recognize that
someone is carrying a
Material Costs: concealed object
Compose Music
Prerequisite = Preach: +1
Learning = Instruction [5/8] Characters must learn this Skill
Visual/Lecture [6] and Active [10] from one who is experienced in both
eluding pursuit and teaching the
fundamentals of the Skill.
For the character to learn this
Skill, he or she must practice applying
their knowledge of the scriptures to Complimenting Skills are:
peoples' daily struggles and self-
Track, which gives the character the
esteem.
ability to follow tracks and
footprints of a person or animal
Shadow, which allows the character
Complimenting Skills are:
to follow someone without the
pursued noticing
Preach, which gives the character
Profile Area, which the character
the ability to win souls and
needs to notice where an
cease demonic activity
ambush may be set or where to
Biblical Studies, which allows the
set a proper ambush
character to know about biblical
events and scriptures
Empower Crucifix, which the
character needs to embed a
Miracle onto a crucifix for
someone else to use
Prerequisite = Crafting: +1
Complimenting Skills are:
A true farmer must teach this Learning = Instruction [7/7]
Skill to the character in order to get Visual/Lecture [9] and Active [11] Sea Fisher, which allows the
the basics of livestock care and crop character to catch large
cultivation. amounts of fish from large
bodies of water
Animal Science, which gives the
Complimenting Skills are: Complimenting Skills are: character the knowledge of
various common land animals
Livestock Herding, which the Craft Holy Item, which the Earth Science, which the character
character needs in order to character needs in order to needs to know and use the
move large numbers of animals create holy items and weapons earth and its elements
at a time successfully
Earth Science, which allows the Artistry, which the character needs
character to have knowledge of to create realistic paintings and
the earth and its elements sculptures
Animal Science, which gives the Bladesmith, which the character
character the knowledge of wild needs in order to create finely
animals crafted bladed weapons
Leather wraps (4 pcs.) 11s Grapple and Slam, which gives the
Salts (per ½ pound) 8s character the ability to lift the
Oils (per ½ pint) 5s grappled opponent and slam
him to the ground
Grapple and Break, which the
character needs to break an
opponent’s limbs while in a
submission hold
Prerequisite = Endurance: 7
Complimenting Skills are: Prerequisite = Trap Works: +1
Learning = Instruction [2/12] Learning = Instruction [4/7]
Visual/Lecture [3] and Active [14] Farming, which gives the character Visual/Lecture [5] and Active [10]
the ability to cultivate crops
Fishing, which allows the character
to create and use poles and
Learning this Skill requires the lures for fishing Learning this Skill requires the
character to practice with the Animal Science, which the character to attempt this Skill with
instructor a minimum of two character needs in order to several different types of locks and
consecutive nights and days. The identify and know the various traps; of course, the instructor need
instructor makes the suspicious types of wild and domestic not poison the mock, training traps.
sounds and the character attempts to animals
hear them, waking from their sleep.
Complimenting Skills are:
Prerequisite = Charisma: 7
Nets and Snares Learning = Instruction [5/9]
Learning this Skill requires the
character practice seeing things in Visual/Lecture [6] and Active [10]
Prerequisite = Trap Works: +1 †
Learning this Skill requires the Learning this Skill requires the
character to practice making musical character to practice making musical Poison Science
notes on various stringed instruments, notes on various wind instruments,
Prerequisite = Wisdom: 6
and then making full songs with other and then making full songs with other
Learning = Instruction [8/9]
people playing other types of people playing other types of
Visual/Lecture [9] and Active [10]
instruments together. instruments together.
Learning this Skill requires the
Complimenting Skills are: Complimenting Skills are: character to practice extracting and
applying various poisons to and from
Play Percussion Instrument, which Play Percussion Instrument, which vials under the direction of someone
gives the character the ability to gives the character the ability to experienced.
play drum and other rhythm play drum and other rhythm
instruments instruments
Play Wind Instrument, which Play Stringed Instrument, which Complimenting Skills are:
allows the character to play allows the character to play
wind instruments stringed instruments Animal Science, which gives the
Compose Music, which the Compose Music, which the character the ability to identify
character needs in order to character needs in order to various animals and their
write music for others to play write music for others to play habitats
Herbal Science, which allows the
character to use herbs for
drafts and cures
Material Costs: Play Material Costs: Play Wind Earth Science, which the character
Stringed Instrument Instrument needs in order to identify and
use the earth and its elements
Lute 1g Flute 10s
Lyre 2g Recorder 1g
Harp (small) 3g Clarinet 2g
Harp (large) 4g Piccolo 15s
Targeting, which gives the character Weapons Evasion, which gives the
the ability to hit inanimate character the ability to use his
objects with a thrown or missile or her bare hands to defend
weapon against weapons Material Costs: Rope Works
Critical Strike, which the character Evade and Disarm, which the
needs in order to impose character needs in order to
Rope (½ inch thick; per 10 feet) 10s
Double Damage on a target disarm an armed opponent
Rope (1 inch thick; per 10 feet) 1g
Double Shot, which allows the Blind Fight, which allows the
Rope (2 inch thick; per 10 feet) 3g
character to hit two targets with character to an opponent while
one shot blinded
Prerequisite = Wisdom: 6
Learning = Instruction [4/9] Learning this Skill requires the
Visual/Lecture [5] and Active [10] character to practice slapping away
various oncoming types of weapons.
You may apply a +1 to any one Combat action of Damage inflicted should always be Controlled Damage
that weapon Skill with the exception of AtR at each new when characters are learning from an instructor in a
level. sparring situation. See page 25 for details on Controlled
Damage.
For AtR: at every fifth level after receiving the
Weapon Skill, you must apply one of your character’s
Bonuses to the AtR of all Weapon Skills listed as a Gift.
Typically, this occurs at Levels 5, 10, and 15.
When learning a new
Weapon Skill, the character
attempts Natural Rolls with the
Learning Weapon Skills Weapon Skill they are learning
A character gains Weapon Skills at Level 1 by
choosing which ones he or she knows to begin with. The as if they have it without
player can put these into their character’s Talents or Crafts
section, or some Classes begin with Weapon Skills as Gifts.
Bonuses
A character is able to learn additional Weapon Skills as
long as he or she meets the Prerequisites; characters use the Upon learning, the player writes the new Weapon
requirement process as they do for gaining new Skills. Skill in his or her character’s Crafts and may apply a +1
However, with Weapon Skills, the character must use each Bonus to any one action (except AtR) for the
of the three main Combat actions successfully in order to corresponding Weapon Skill; the same as if they had
learn it effectively. Certain numbers, which would gained the Weapon Skill as a Craft at Level 1. In
represent the times required for methods of learning a addition, the character gains a weapon that he or she can
Skill, now represent the number of times the character use with that Weapon Skill (at the Rac’s discretion).
must successfully Attack, Dodge, and Defend a teaching
opponent who is using the Weapon Skill against the
character. Use the example below as an illustration.
Bitterness Control
Having this Sin means that the character so hates The character with this Sin must do things their own
someone that he or she cannot bring himself or herself to way- without help. They feel as though they are the only
work with this person in any way. They may or may not let one who can do something effectively, and having any
on that they are bitter towards anyone until the time comes assistance is a sign of weakness and self-inefficiency.
to work with the person.
Consequence: Indirect
Consequence: Direct
The Consequence to this Sin is that the character
The Consequence to this Sin is that the character must suffer gaining only half the benefit to those Miracles
must develop a hateful indifference towards another PC. that are helpful to him or her, including all healing
The sinful character will not be able to relate to the person Miracles.
they are bitter to in any way, including working with them
The controlling character may not Save versus
at all. This bitterness is often unfounded and unjust, but
Temptation against this Sin the first time the Miracle is
may also go unknown until it is time to work together.
performed on them. They may attempt to Save versus
The person to whom the character is bitter to may change
their Control for 1 Five-score of time after the character
each game if the player would like, which is representative
receives half of the blessing from the Miracle. After that,
of the Sin being the problem and not the person, or the
the character is back to their old, controlling self again.
same PC may be the “victim” of the bitterness each game.
The choice is up to the player with the character who has
the Bitterness Sin.
Cruelty
If two or more characters have the Bitterness Sin,
they must all be bitter towards each other, behaving Having this Sin means that the character must try to
juvenilely to each other at all times. assert their dominance over those who the character feels is
“less” than he or she is, including, animals, children,
The bitter character may Save versus Temptation only shorter people, or weaker people. If the character is male,
when the need is great for him or her to work with the he may feel like all women are weaker, etc.
person in which they are bitter.
Consequence: Indirect
The Consequence to this Sin is that the character
Cheating must suffer losing any Bonuses he or she may have to
The character with this Sin is into cheating and easy Attack. Though you cannot apply them while your
gain. They are not “into” doing things as they expect character has this Sin, it is recommended to continue to
others to do things. This character prefers the easy way, build your character’s Attack Bonuses so they may be used
constantly looking for loopholes and a “one up” on when the Sin is overcome. The thought behind this
someone who is doing things the right way. Consequence is that the character spends so much energy
trying to exert his or her greatness unnecessarily, but when
Consequence: Indirect it comes down to really needing to fight, the character is
not all he or she thinks they are. There is no Saving
The Consequence to this Sin is that the character
Throw to this Sin.
must suffer a -1 per level of their experience to all
Charisma rolls. This represents the fact that people see
through the character’s cheating personality. The character
also suffers a -1 per level to all Effort Rolls for Charisma- Doubt
related Skills, including Negotiation, Persuasion, and Having this Sin makes the character mistrust God
Intimidation. and instead trust him or herself more. In other words,
characters with this Sin place more faith in themselves and
their own abilities than they do in God.
Envy
Gossip
The character with this Sin is not able to see past the
The character with this Sin feels better about himself
thought of someone being more skilled than he or she is.
or herself when they speak lowly of someone behind the
They become jealous when the character feels that someone
person’s back. They will, at some point, gossip about their
has more “talent” than they have.
closest friends and dear relatives to those that are not even
Consequence: Direct close.
Consequence: Direct There is no Saving Throw for this Sin and must
affect every Memory Roll until the character overcomes the
The Consequence to this Sin is that the character Sin permanently.
must suffer a -1 per level of experience to all Wisdom Rolls
and therefore suffer a -1 per level to all Effort Rolls for
Wisdom-related Abilities, including Perception, Search, and Malice
Hide rolls. Wisdom Rolls also include Saving Throws
versus Persuasion and Negotiation, which represents the fact Having this Sin makes the character feel anger and
that the character’s greed hinders his or her ability to care disgust for another person without any real reason.
whether a person is making fair deal. Actually, unbeknownst to the character, it all stems from
the character’s hatred of him or herself. The character
The character may attempt to Save versus their greedy
inadvertently transfers this hatred to someone else or to a
Temptation in an effort to gain 1 Ten-round of time for
group of others in the form of argumentativeness and cruel
sane and rational rolls.
intentions, sometimes resulting in physical confrontations.
Consequence: Indirect
Laziness
The Consequence to this Sin is that the character
Having this Sin causes the character to do things must suffer losing any Bonuses he or she may have to
with less effort than is often needed to get a task done. Advantage. Though you cannot apply them while your
This character may have a tough time doing anything character has this Sin, it is recommended to continue to
constructive at all. In fact, all this character wants to do is build your character’s Advantage Bonuses so they may be
rest and relax. used when the Sin is overcome. The thought behind this
Consequence is that the character spends so much time in
Consequence: Direct angry thought against innocent people that when it comes
The Consequence to this Sin is that the character to true Combat, the character is less “ready to go” than he
must suffer a -1 per level of experience to all Effort Rolls or she had presumed.
for ALL Skills. This means that any time the lazy There is no Saving Throw to this Sin.
character wants to attempt to use one of his or her Skills as
a Gift, Talent, or Craft, they must reduce their Effort Roll
by -1 per level. Paganism
The lazy character may attempt to Save versus their
This Sin represents the character’s desire and
laziness as long as they roll to Save prior to rolling the
overwhelming curiosity to dabble with magic and other evil.
Skill attempt. If the Save is successful, the character has
He or she feels compelled to justify the evil nature of magic
overcome his or her laziness temporarily (for this attempt)
and possibly even possesses and uses items of magic.
and may now attempt the Skill with no Penalties.
Consequence: Indirect
Group Prayers
More about Performing Even though only certain Character Classes are able
Time
Time represents the Duration for most Miracles,
which Rounds, Ten-rounds, and Five-scores usually count
the occasion, although, some Durations are in minutes,
Hymn of Divine Sight Once the Miracle-worker has held the object and
performed the Miracle for at least 1 Round, the
(Holy Song) information becomes part of the Miracle-worker’s memory.
As the name implies, this Miracle allows Christian Range: Touch
Target: Other (object only)
characters to see that which they would normally not see.
Duration: 1 Round (to memory) and Permanent
One function of this Miracle creates a brilliant white,
F.p. Cost: 7
radiant light that has no apparent source (in other words,
Cost Modifiers: Range (per 10 feet)
you cannot see a bright light anywhere, just the affects of
the light). This light permeates from the Miracle-worker a
distance equal to the Range and for a time as long as he or
she plays the song (up to a Five-score).
Perceive Thoughts
The other function of the light is that it reveals any (Clerical)
invisible beings and objects within the Range for everyone This Miracle allows the Miracle-worker to read 1
to see. The invisible objects and beings are completely Round’s worth of the Target’s surface thoughts. He or she
silently “hears” the Target’s thoughts as a spoken
Undistributed Weight
Swim
(High: earth)
(High: water)
This Miracle shifts the weight of an object from its
This water Miracle allows the Miracle-worker to swim current balance from one end to another. Therefore, a
at a rate of speed equal to their Speed Attribute Rating. In balanced staff can become unbalanced like a sledgehammer
other words, they can move in water as fast as they can and, conversely, a sledgehammer can become balanced in
move on land when empowered by this Miracle. the middle like a staff. No Saving Throw is available.
Range: 50 feet (for Target: Other)
Target: Self or Other; 1 Target per level of experience Performing this Miracle on an opponent’s weapon
Duration: 1 Ten-round can have the following affects:
F.p. Cost: 5
Cost Modifiers: Range, Duration For short swords and daggers: gives opponent -2 to
Attack and Defend, 1 AtR, reduces Damage by
half
For long swords and axes: gives opponent -4 to Attack
Thrust Debris and Defend, 1 AtR, reduces Damage by half
(High: wind) For thrown and missile weapons: Range reduced by
half, -4 to Attack, Damage reduced by half
This offensive Miracle allows the Miracle-worker to For pole arms and lances: -5 to Attack and Defend,
create a burst of clutter or debris that explodes from the Damage reduced by half
ground toward the victim. This Miracle requires some
debris or clutter to be available to thrust at the victim in Range: 20 feet per level of experience
order to work. The debris causes 3d8 points of Damage Target: Other (object or weapon)
plus an additional +1 per Proficiency Bonus of the Skill. Duration: 1 Ten-round
F.p. Cost: 5
The Target opponent can attempt to take half
Cost Modifiers: Duration, Target (per additional object
Damage by Dodging the debris (vs. W.S. Thrown) by
or weapon)
making a Dodge Roll above the Miracle-worker’s Miracles-
High Skill Roll.
This water Miracle creates a burst of steaming, hot The snake remains aggressive against anyone who
water from any natural body of water. The burst can travel comes near it except the Miracle-worker for the Duration.
in any direction above the water level. It transfers any 10’ Range: 20 feet per level of experience
Target: Other (weapon only)
x 10’ x 10’ area of natural water in a geyser-like spout that
Duration: 1 Round
can shoot up to 30-feet away.
F.p. Cost: 11
The Water Burst Miracle always occurs when the Cost Modifiers: Duration, Target (per additional
Miracle-worker commands, but the burst only causes weapon)
Damage to the target if the Miracles-High Roll is
successful. Damage from the burst is 3d6+3 if it hits the
target. Wind Walk
Range: 30 feet
Target: Other (body of water) (High: wind)
Duration: 1 Round This Miracle is similar to the Water Walk Miracle
F.p. Cost: 7 except it takes place on the air of the winds. The Miracle
Cost Modifiers: Target (10’ x 10’ x 10’ area of water creates a slight breeze if there is not one, which the
required per target)
character can walk in any slightly angled direction
(maximum of 5 feet up per 10 feet over) on air as if it were
a hard surface. The more choppy the wind, however, the
Water Walk slower the walk may be. See the Water Walk Miracle for
(High: water) details about the limitations.
This Miracle allows the Miracle-worker to walk on The player must calculate the number of feet the
water as if it is a normal, hard surface. Still waters allow character can travel for the time provided by the Duration.
the character move and run normally, but choppy waters Range: 20 feet (for Target: Other)
Target: Self or Other
require the character to travel at a slow pace. For this kind
Duration: 1 Round (or maximum 100 feet of travel) per
of variable water, such as small ocean waves or windy sea
level of experience
waves, the character must remain traveling no faster than a
F.p. Cost: 7
Speed of 3. Faster Movement than that requires a Balance Cost Modifiers: Range, Target (per additional person)
Roll every Round, and a failed roll means the character falls
into the water and the Miracle is over.
Criminal Guilds
Guilds In addition to the common guilds described in this
section, you must know that other guilds in and around
Guilds are organizations where people of all types and Europe exist that are borne from corruption, crime, and
social classes come together to learn and share their magic activities. These include Thieves’ guilds, Assassins’
expertise about a specific trade or field with one another. guilds, and Mages’ guilds.
There are thousands of guilds throughout the known world
These underground groups are often very elusive to
in every country; some focus on a narrow field of expertise,
the public’s eye. However, the Skill of Subversive
such as one Skill or trade, and some focus on a broad range
Intelligence provides characters with some knowledge of local
of trades. In non-European countries and especially non-
criminal guilds and their activities depending on the
Christian countries, these places may operate very similarly
situation.
to a European guild but may have a different title, such as
a union, league, or some other group title.
Criminal Guilds
Guild Workers For the Rac: for information on how to create and
utilize criminal guilds in an adventure, see the Creating
A person who heads a guild generally resides there and Criminal Guilds section starting on page 310 of Chapter 5.
oversees all of the day-to-day operations of the guild. This
person is called the guildmaster. A person known as a secondary
guildmaster assists the guildmaster, and all other guild staff are
called guildhands. The secondary guildmaster is the person
Thieves’ Guilds
who will succeed the guildmaster in the event of death or Thieves’ Guilds operate in nearly every large city as a
absence. fencing organization for stolen and counterfeit
merchandise. They amass storehouses of valuable items
When a character joins a guild, he or she receives
with a favor towards magic, holy, and exquisitely crafted
some sort of identification of membership. Common
items and weapons; not to mention their love for
guilds offer the character a writ, which is a parchment
possessing valuable jewels. Thieves’ guilds account for
describing the terms of membership, signed by the
millions of gold pieces cities lose every year.
guildmaster or secondary guildmaster, and fastened with
the guild’s wax seal. Other guilds, especially more elite No city official (unless they, too, are involved in the
guilds and underground guilds, offer their members corruption) like having a Thieves’ Guild present in their
pendants, rings, or silk cloths that are intricately designed shire, especially an efficient Thieves’ guilds. They will
with the guild’s symbol. These articles are often regarded often pay handsomely for each member of these guilds who
as more sacred than the person’s life that carries it due to are brought to justice.
the importance of security.
Identifying guild symbols on membership articles for
elite or underground guilds requires the Skill of Subversive
Cost to join: nothing The roots of the Guild of Sevens reach further than
Cost to learn Skills: not available to non-members has been accurately recorded. It has a convoluted and
no cost to members confusing heritage that causes great controversy among
Membership Identification: Pendant, tattoo, ring, or scholars. Scholars of ancient history and archeology
sash having a distinct jester-head profile (extremely believe that its heritage was founded during the age in
rare and only worn when entering the guild) which Solomon’s temple was built; it was then believed to
Membership Requirements: Oath; guild secrecy or be known as the Company of
death Seven. This company
Basic Competency apparently had only
Training; requires all physical Attributes to be no lower seven members, no
than 10 and all mental Attributes to be no lower than 9 more, no less.
Must pass the Thief- According to
Catcher’s Run (see Joining a Guild for a description) the story, each
of the seven
members was a
powerful Miracle-
The Guild of Sevens worker who single-
handedly hunted and
The Guild of Sevens is to the demonic enemies of the destroyed hundreds of demons. When one of the members
land what the Guild of the High Courts is to the Thieves’ became incapacitated or killed, an apprentice would take his
guilds. The Guild of Sevens is a religious group bent on place. This continued for decades until their alleged
ridding the world of demons, devils, sorcerers, and other demise. Ancient writings have found that the Company of
cultic activities. They teach Skills pertinent to the Devil Seven became greedy, power-hungry, and corrupt;
Hunter, Cleric, and Saint Character Classes, including apparently, the group desired riches and lost focus of their
Miracle-working and magic knowledge. The guild’s symbol purpose. The suspicious thing about this information is
is a seven-stringed lyre as pictured on the right. that the writings that tell of this are from people who have
Guilds of Sevens often reside below monasteries in no record of existence or people who would never have
great dungeon-like catacombs. The numbers of members known such things, such as farmers from other lands and
are typically few; usually fewer than twenty members and political officials who never existed. In other words, as
the seven high leaders reside below and within a monastery. difficult as it may be for medieval historians to sort out,
One controversial ideal the guild has with its monastery is they have found inconclusive evidence of the true end to
that the members of the guild must swear NOT to protect the Company of Seven. In fact, they have uncovered
the monastery in the event of a raid or attack. This is a evidence of what may have been a secret society named the
royally ordered mandate to protect the anonymity of the Company of Sevens later in history.
guild. Their obligation in this event is to escape and find Storytellers have told tales of an “underground” group
help if possible. If not, they must remain hidden and known as the Company of Sevens since the sudden
unseen by the attackers and notify help afterward. disappearance of the Company of Seven. According to
Each group of members is led by a group of seven some medieval historians, the Company of Seven never
high leaders known as The Council, who are high-level became corrupt but rather were becoming weak by a
Saints, Clerics, or Devil Hunters. The members of The growing number of cults who were aware of the company’s
Council are the only ones who know about other Councils every move. The cults had a great advantage over the
and other “branches” of the Guild of Sevens. This guild, Company of Seven due to the cult’s secrecy and the
too, like the Guild of the High Courts, must put their company’s growing publicity. The only solution was for the
secrecy above their member’s very life. Like their sister company to go underground.
guild, a person could be killed justly for speaking the name Although they are virtually unaware of the Guild of
of the guild. In addition, they, too, seek and find their Sevens, medieval historians believe that the Company of
potential members, as they are mostly unknown to anyone Sevens still exists in one form or another. They believe
except their members. that they either truly became a heretical cult or that that
theory was a cover to further their good work in secrecy.
The truth is that the Company of Seven was losing
men fast due to their publicity; the cults were on to their
Monasteries
Within a monastery, there are many rules that one
Cost to join: lifetime service commitment within the
monastery must live by in order not to defile the sacred place.
Cost to learn Skills: 3d6 silver for church-related Skills Violation of these rules could mean consequences,
2d8 gold for others (50% chance anywhere from banishment from the monastery forever to
the Skill is known by someone at the monastery) death by execution at the crossroads. The following is a list
no cost to members of rules of most monasteries.
Membership Identification: Often just a pendant
Membership Requirements: Oath never to leave the
monastery except on a pilgrimage or monastery- Rules of a Monastery
related service; must always uphold chore
responsibilities No weapons allowed within the monastery walls
Woman and men must not fraternize together
No talking during times of prayer and worship
Nothing magical allowed
No gambling allowed
No selling/purchasing of non-monastery goods allowed
Prayer time in the main sanctuary every evening
Lights out after sundown
No animals allowed within the sacred buildings
Must clean up after one’s self
Must take on one chore of cleaning or farm help
Special Equipment
Lock picks (standard) Cost: 3g
Lock picks (good; +1 to Skill)
Lock picks (fine; +2 to Skill)
Cost: 5g
Cost: 9g Services
Grappling hook (small; 3 prong) Cost: 2g Lodging (per night)
Grappling hook (large; 3 prong) Cost: 3g Stables (per person) Cost: 5s
Grappling hook (small; 4 prong) Cost: 3g Guild (members only; per person) Cost: 10s
Grappling hook (large; 4 prong) Cost: 4g Inn (common; per person) Cost: 2g
Training bird (w/ twine; Falconry) Cost: 10s Inn (merchant class; per person) Cost: 8g
Bird whistle Cost: 11s Inn (noble class; per person) Cost: 20g
Manacles (restrains arms) Cost: 1g Inn (royal class; per room) Cost: 50g
Shackles (restrains feet) Cost: 1g Monastery (no weapons; per room) Cost: 9s
Chain (moderate weight; per foot) Cost: 9s
Chain (heavy; per foot) Cost: 15s Meals and Drink
Herbal alembic (makes drafts/cures) Cost: 2g Beef meal (beef chops, potatoes) Cost: 4s
Merchant’s scale Cost: 4g Lamb meal (leg of lamb, potatoes) Cost: 5s
Makeup creams (various shades) Cost: 7s Turkey meal (turkey leg, potatoes) Cost: 4s
Wig (various styles) Cost: 1g Chicken meal (chick. leg, potatoes) Cost: 3s
Pork meal (pork chops, potatoes) Cost: 4s
For Weaponry Corn soup and rolls Cost: 2s
Scabbard (for daggers) Cost: 3s Tankard of ale (small) Cost: 2s
Scabbard (for long daggers) Cost: 4s Tankard of ale (large) Cost: 5s
Scabbard (for short swords) Cost: 6s Cup of wine (small) Cost: 1s
Scabbard (for long swords) Cost: 8s Cup of wine (large) Cost: 3s
Quiver (for crossbow bolts) Cost: 7s Tankard of mead (small) Cost: 3s
Quiver (for short bow arrows) Cost: 9s Tankard of mead (large) Cost: 6s
Quiver (for longbow arrows) Cost: 12s
Additional Services
For Writing and Drawing Money changing (silver for gold) Cost: 15%
Quill (for writing) Cost: 1s Hired labor (per person; per day) Cost: 1g
Ink (per ounce) Cost: 1s Improve blade to +4 (Att. or Dam.) Cost: 5g/+1
Light Arms
Broadsword* Long Dagger*
The broadsword is the largest sword a character can
The long dagger is favored over smaller daggers for its
use as a light arm. It has a wide blade and the character
increased length, but this can also make it more difficult to
can use one hand or two to wield.
conceal if needed. This is a one-handed weapon.
Cost: 5g WF: 5
Cost: 3g WF: 2
Damage: 2d10 HF: 7
Damage: 2d8 HF: 4
Moon*
This weapon can be used to thrust or chop an
opponent; requires two hands to wield. *see Additional Services on pg. 199 for improved blades
Cost: 6g WF: 5
Damage: 2d12 HF: 12
Short bow (W.S. Light Missiles) Light Crossbow (W.S. Light Missiles)
This short bow is the most common archery weapon
Designed to pierce chainmail armor, this missile
and favored among the sportsmen of the woods for its size.
weapon is favored among the military archers of the castles.
Cost: 3g WF: 2
Cost: 5g WF: 2
Damage: - HF: 6
Damage: - HF: 5
Short Bow arrows Light Crossbow Bolts
Cost: 2g (per 12) Damage: 3d6
Cost: 1g (per 12) Damage: 3d4
Kilt
Cumbrance of Armor AP: Legs DEF: +1 Cost: 1g WF: 1
Armor
The following list shows the most common types of
Armor and Clothing armor found throughout the known world. You will notice
that metal armor may inhibit the character’s ability to use
his or her Creep Skill, in addition to normal movement.
*Scalemail armor
AP: Chest DEF: +5 Cost: 12g WF: 2 Leather horse armor
Creep penalty: -2 DEF: +5 Cost: 16g WF: 6
Herbs Fessel
Type: mushroom
A character can use certain herbs by themselves
Yield: 1d4 pinches per mushroom
without needing to create a draft or Cure to use its affect.
Affect: A Fessel mushroom looks
In other words, the character can eat or wrap in wound-
identical to a poisonous Fair Lady
bandages some herbs and their berries or roots to apply the mushroom except the spots are
affect that way. Yet, other herbs must be made into herbal more frequent and more of a
drafts and cures in order to use them. yellowish tint. Though they taste
Characters will typically buy and sell herbs based on awful, the Fessel mushroom can restore
the measurement called a pinch. A pinch is approximately 1d4+1 L.p. per Pinch and is typically
a heaping pile of the dried and finely chopped plant that found in a small patch of 1d4 other
Fessel mushrooms. No other uses
fits into the palm of an average person’s hand. Some
are known for this herb.
herbalists and herbal shop have a more standard cup for
A successful Herbal Science Roll is always required to
measuring the herbs, called a thrice-thimble, which is
positively identify the Fessel mushroom from the Fair
roughly the equivalent to three thimbles full of herbs. It Lady.
varies from plant to plant how many pinches the shrub will Value: 15s per mushroom
yield and it varies from draft to draft how many pinches the
character will need to create the elixir.
The following items list the most common herbs and
their uses. Characters with the Skill of Herbal Science can
Cure of Slumber
Holy Water/Purifying Water Type: cure
A clergy (Saint, Healer, and Cleric) are the only Ingredients: 3 pinches Willow Cane and holy water
Character Classes that can create Holy Water from regular Affect: This cure causes the drinker to fall into an
water. The process requires a five-minute prayer, some Faith unwakeable sleep for 2d8+2 hours. The character is
points, and at least one cup of water. The character can not able to wake up under any circumstances until the
create up to one cup of Holy Water per level per day, which duration of the cure has lapsed.
he or she can use to create herbal cures or drink alone. One Value: 5g
cup of Holy Water costs 3 F.p. and can restore 2d6+2 F.p. if
drank alone, or 1 cup can be used to create one herbal cure.
For water that is particularly dirty, poisoned, or
otherwise unhealthy to drink, or for other types of liquids,
the clergy must perform two prayers and must use two times
the normal F.p. cost per cup in order to turn it into Holy
Water. The first attempt only purifies the water to make it
consumable by humans, which you could consider a Purify
Water Miracle that does not require a Skill roll to use.
Poisons
Performing this Miracle allows the character to turn any Any character with the Skill of Poison Science can
liquid except blood, including foul water, ale, juice, wine, and extract poisons from their source, but most shires consider
other drinks into purified water.
poison use as unlawful. The laws of most civilized lands
consider those with many poisons found in their possession
to be assassins, and therefore the use of poisons is illegal.
Like lock-picks and other items that cater to the unlawful,
Cure of AntiPoison characters can usually only purchase true poisons on the
black-market. Nonetheless, evil NPC’s and others use
Type: cure
Ingredients: 3 pinches Silvermint and holy water poisons to trap locks and assassinate people quickly and
Affect: This cure can totally cease the affects of a thoroughly.
poison. Once ingested, this cure negates all poisons Since the blood of demons can be poisonous in itself,
within the character’s body. It will not restore Life points some demons, devils and some members of the advanced
or any other loss caused by the poison, but does alleviate Enemy Classes are immune to the effects of poisons.
any symptoms directly caused by the poison being Therefore, this fact further solidifies the laws against
present, such as paralyzation, nausea, or disorientation.
possessing poisons, and doing so means that the character
Value: 6g
is using the syrupy death for ill.
Note on poisons: each time a poison Damages a
Cure of AntiFume character equal to his or her Endurance AR, all rolls that
Type: cure character makes suffer a -1, including Combat, Skill,
Ingredients: 3 pinches Morroweed and holy water Ability, Attribute, and Saving Throw rolls.
Affect: This cure allows the drinker to become
Furthermore, poisons need not be fresh or wet to be
immune to the affects of any magical fumes for up to four
effective. On the contrary, something, an arrowhead for
hours after ingestion. This cure can also reverse the
affects of magic fumes and prevent future affects for example, may be soaked in poison until the poison is dried.
occurring within 1 Five-score of time. As long as that arrowhead remains dry, the poison does not
Value: 4g wash away for quite a while, often for years. It then
becomes used when it touches moisture, presumably when
penetrating flesh.
Holy Lands 214 The Dark Ages
The Poisons
Bellwillow
Affect: One dose of this poison causes a light-
headed dizziness in which the character suffers -1 to all
rolls for 1d8+3 Five-scores of time, at the end of which
the character falls asleep for 1d8 hours.
Value: 2g per dose
Crower’s Bane
Typical size of a dose of poison (left) as compared to a
Affect: One dose of this poison causes a light-headed standard arrowhead (right)
dizziness in which the character suffers -1 to all rolls for
2d6+3 Ten-rounds of time, at the end of which the
character is totally paralyzed for 1d6 hours. There is a
13% chance that the character becomes permanently Mad Lemon
paralyzed.
Value: 2g per dose Affect: One dose of this poison causes 1 point of
Damage per Round up to a total loss of 3d6+5 L.p.
Value: 3g per dose
Fair Lady
Warberries
Affect: This poison comes from a poisonous
mushroom that looks similar to a Fessel toadstool (see Affect: Hunters use the sap of these berries to coat
page 212 for more information on Fessel) but has a very the tips of their arrows. This ensures a kill of their prey.
opposite affect. One dose of this poison causes a This poison is particularly useful to hunters because,
potentially lethal amount of Damage over a relatively after the kill, cooking the meat slightly longer than usual
short amount of time. The victim suffers 2 points of neutralizes the harmful affects of the poison. One dose
Damage per Round up to a maximum of 20-80+8 L.p. of this poison causes 2d8+3 points of Damage divided
(2d4 x 10 + 8). Additionally, the Fair Lady poison over a Five-score of time 1d4+1 times before subsiding.
causes lightheadedness and nausea, which makes the Value: 3g per dose
character suffer a -1 per Five-score to all rolls until death
or until the poison ceases to cause further Damage.
Value: 6g per dose
Boots of Fleetness
Upon command, this pair of boots allows the
character to double his or her Speed Attribute for 1 Ten-
round per day.
Virtue Requirement: 6
Value: 30g (+15g per additional use per day)
Boots of Jumping
Upon command, this pair of boots allows the
character to leap high a number of feet equal to his or her
Height Factor and/or leap far a number of feet equal to 2
times his or her Height Factor one time per day. The
character need not be running to use these boots.
Virtue Requirement: 7
Value: 40g (+20g per additional use per day)
Boots of Stepping
Upon command, this pair of boots allows the
character to step up or down along a vertical surface as if
he or she is walking on invisible steps. It is as if the
invisible steps protrude parallel to the wall, tree, or other
Holy Lands 219 The Dark Ages
vertical surface, in an upward or downward, diagonal Pendant of Levitation
direction. These boots require the character to be within Upon command, this copper pendant allows the
three feet of the vertical surface in order to use them and character to float up or down in a vertical direction at a
lasts for 50 feet of vertical travel. At the lapse of the speed of up to 30 feet per Round. The maximum
duration, the character remains suspended until he or she distance the character can levitate is 100 feet, but he or
takes another step, at which time the character will fall. she must be moving at all times or the power ceases.
The character can use the boots one time per day. The character can move horizontally 5 feet per 10 feet of
Virtue Requirement: 8 vertical movement. The pendant allows for one use per
Value: 35g (+17g per additional use per day) day.
Virtue Requirement: 8
Boots of Tracklessness Value: 40g (+20g per additional use per day)
While wearing this pair of boots, the character is able
to walk on all surfaces, including snow, dirt, and grass, Pendant of Mental Message
without leaving any footprints. The character is able to Upon command, this silver pendant allows the
walk atop snow and thick mud as long as the surface is character to send a brief thought or phrase silently and
as much or more solid than it is liquid. instantly into the mind of someone within sight one time
Virtue Requirement: 9 per day. The message cannot be longer than 1 Round
Value: 45g long, but can be portrayed in any tone or “voice” the
character has heard before.
Cloak of Disguise Virtue Requirement: 8
Upon command, this cloak allows the character to Value: 30g (+15g per additional use per day)
take on the exact facial likeness and speech pattern of
some specific humanoid for 2 Five-score per day. The Pendant of Passwall
cloak does change the body shape or size, dress, and Upon command, this golden medallion allows the
some features of the character. Allows 3 uses per day. character to place his or hand on a solid wall no thicker
Virtue Requirement: 8 than 5 feet and, after 1 Round, become a spiritual entity
Value: 30g (+15g per additional use per day) that passes right through it. The character must continue
to move, and the power lapses after he or she passes
Cloak of Drifting through the wall. Allows for 3 uses per day.
Upon command, this cloak allows the character to Virtue Requirement: 8
drift as if gliding when he or she has fallen or jumped Value: 40g (+20g per additional use per day)
from a high place. The wearer drifts in an any horizontal
direction he or she wants but must descend a minimum Pendant of Reading
of 5 feet down per 20 feet drifted over (max horizontal Upon command, this bronze pendant allows the
distance is four times height jumped from). wearer to read any language he or she sees for 30
Virtue Requirement: 7 minutes per day. Allows for 3 uses per day.
Value: 35g (+17g per additional use per day) Virtue Requirement: 6
Value: 20g (+10g per additional use per day)
Pendant of Escape
Upon command, this silver pendant allows the wearer Pouch of Keeping
and all of his or her personal belongings to turn into a This pouch is able to hold an unlimited amount of
mist in which all things pass through, except wind and items without growing in size or weight. Slightly larger
fire, which may actually harm the character. The mist is than a normal money pouch, it can hold anything that fits
a nearly invisible moisture cloud approximately twice the into its mouth (6 inches in diameter). Once the items are
width and bulk of the wearer and must remain so. While in there, they make no sound. The holder must reach
as a mist, the wearer must continue to move in any into the pouch, pray for the items he or she wants to
direction, including up and down, but cannot move faster extract, and they appear in his or her hand. All forgotten
than a Speed of 3. He or she cannot pass through solid or unknown items are lost until known or described.
objects, such as wood, stone, or glass, but can condense Virtue Requirement: 5
to squeeze through tiny places. Further, the cloud can Value: 30g
temporarily swirl around large solid objects that push
through the cloud as long as the mist always remains in Rattles of Dancing
one connected piece. The wearer can remain as a mist When the user shakes this pair of rattles in unison,
for 1 Ten-round or for a maximum distance of 150 feet, their musical power make all who hear them (and do not
whichever comes first. Save versus Holy Items) have to dance a jig in step with the
Virtue Requirement: 9 beat. The hearers suffer a -5 to Attack and Defend, but
Value: 50g (+25g per additional use per day) gain a +3 to Dodge with all Weapon Skills while the
Ring of Healing
This silver ring grants the wearer the power to
restore Life points to herself or to an injured person.
The wearer must touch the person in order to heal them. Holy Weapons
This ring restores 4d8+8 L.p. one time per day.
Virtue Requirement: 9 Holy weapons include weapons or weapon-related
Value: 40g (+15g per additional use per day) items, such as scabbards and quivers. Unlike regular holy
items, holy weapons are items that the wielder uses in an
Ring of Magic Protection offensive manner, either against physical or spiritual forces.
This copper ring gives the wearer a constant +7 to
Save versus all magic attacks, including Curses, spells, Bow of Holy Fire
Rune traps, magic fumes, and magic items. This ring Upon command and at the full draw of an arrow, this
does not grant the wearer any Bonuses to Save versus otherwise normal-looking long- or short bow causes the
Use Magic. arrow’s tip to ignite with a white-and-blue flame. Though
Virtue Requirement: 6 the fire consumes no part of the arrow, the holy fire will
Value: 25g ignite any flammable surface it touches with a normal fire.
The flame causes 1d8+1 Damage in addition to the
Ring of the Templars Damage of the arrow. The wielder can use the bow in
Upon command, this golden ring allows the character this manner up three times daily.
to receive half Damage from any kind of attacks for 1 Virtue Requirement: 5
Ten-round per day. All Damage that the wearer would Value: 75g (+35g per additional 3 uses per day)
normally receive during the ring’s duration is halved
before being applied. Engraved upon it, the ring has the Everfull Quiver
distinct Templar cross, along with the other holy When equipped to the back of the wearer as a normal
symbols. quiver, this item always remains full of arrows. Only the
Virtue Requirement: 9 wielder can remove one of its arrows at a time, and no
Value: 60g (+30g per additional use per day) one can dump them out or otherwise remove them
except at the draw of the bow. The arrows that appear
Rope of Holding are “normal” longbow or short bow arrows or crossbow
Upon command, one end of this otherwise normal- bolts; that is they have no additional Bonuses.
looking rope bolts in any direction, including up, down, Virtue Requirement: 5
and horizontal, as specified by the wielder. The one end Value: 45g (+25g per +3 Bonus to Damage)
can stay in place in mid air for 1 Five-score of time. The
suspended end will not move until the wielder commands MagicShatter Axe
or the time has elapsed. This fireproof holy item can be The sole purpose of this two-headed battle-axe is to
cut in one place or will snap if more than 500 pounds is shatter magic items and rid the earth of them forever.
upon it at one time. However, by placing the two frayed This axe will shatter any magic weapon it successfully
ends together, the rope becomes whole again. The Defends against, as well as shatter any Rune traps or
length of the rope is 50 feet and can be used one time per other magic item hefted against.
day. Virtue Requirement: 9
Virtue Requirement: 5 Value: 60g
Rune Traps
Another form of Rune arrangement is a movement-
released configuration, which releases a spell when someone
or something comes near it. This arrangement is known as
a Rune trap. Spellcasters inscribe Rune traps on stone
ground because once they do, it is nearly impossible to
remove. This process uses a Skill known only to
spellcasters called Create Rune Traps.
Mastering spellcasting
Like a clergy with Miracles, master spellcasters must
devote their lives and ultimately their souls to the arts of
Holy Lands 229 The Dark Ages
magic. Regrettably, no spellcaster is limited in their use of
Casting Spells by Enemy Skill Levels
weapons as a clergy is, especially as Saints and Healers who
cannot use any weapon except a staff. On the contrary, Skill Level Spells/Day Spells/Round
spellcasters can use any type of weapon they desire, whether Lesser 5 1
they use swords or otherwise, and can become proficient Greater 10 2
with the weapon during their time of learning magic spells. Advanced 15 3
However, no master or even well-learned spellcaster will be
a master physical combatant. It takes half-again as much
time to learn the art of spellcasting as it does to learn the
The above table applies to all spells and all
art of tactical fighting. Therefore, the spellcaster must give
spellcasters, regardless of spell type and spellcaster Class.
up one or the other in order to master one of them. The
same holds true for anything the spellcaster desires to learn
outside the realm of spellcasting. For this reason, the
sorcerers, druids, and witches of the following section are in
a Class of their own.
Druidic Magic
Dual-Classing spellcasters
Obviously, druids practice druidic magic, which, like
Like Dual-Classing a character, members of one high Miracles, utilize and manipulate the earth and its
Enemy Class, such as a rogue, thief, or assassin, can “dual- elements. However, druidic magic takes it a step further
class” with a spellcasting Class, but there are limitations. and allows the spellcaster to control plants and animals.
Because of the time required to learn the skills, one will
never encounter a normal human advanced in spellcasting For details on druids, see pages 242-243.
and also advanced as a second Enemy Class. There is just
not enough time in a person’s life to master more than one
Class, especially when magic is one of them.
Druidic Spells
Note: from here on, the term Advanced refers to the Spells Magic Level Page
level of skill of an Enemy Class. There are three levels: Ball of Light Lesser 231
Lesser, Greater, and finally Advanced, which is the highest Commune with Animals Lesser 231
level of skill. The rules will cover these terms again in the Foul Water/Food Lesser 231
following section. Rot Wood Lesser 231
Summon Animal Lesser 232
In game terms, the specific rule is that an Advanced Animate Plant Greater 230
spellcaster Class (such as a sorcerer, witch, or druid) cannot Commune with Plants Greater 231
also be an Advanced non-spellcaster Class (such as a thief, Gain Familiar Greater 231
assassin, or rogue). In fact, if a spellcaster is Advanced, he Ruin Blade Greater 231
or she cannot even be a Greater anything else. The highest Thermal Vision Greater 232
level of a spellcaster Class is Lesser if his or her primary Commune with Stones Advanced 231
Enemy Class is Advanced. Likewise, the highest level of a Darkness Advanced 231
non-spellcaster Class is Lesser if his or her primary Shape Shift Advanced 232
spellcasting Class is Advanced. Summon Creature Advanced 232
Tree Bilk Advanced 232
Casting Spells
Spellcasters, like Miracle-workers, are limited as to
how many spells they can cast in a day and in a Round. Animate Plant
Where Miracle-workers use Faith points, which offer This spell allows the caster to animate multiple long
versatility in how many Miracles they can perform per day, plants that can grab and immobilize a character within 1
spellcasters use Spells per Day, which offers no versatility. Round. To avoid being tangled, the character must
Rather, they are limited to the number of spells they can notice the animated plants fast enough, which may
require a Perception Roll, and then a successful Agility
cast as determined by their level of skill (Lesser, Greater, or
Roll to move to freedom. In order to be tangled, the
Advanced). The following table illustrates their limitations
character must be within 5 feet of the animated plants. If
regarding per day and per Round spellcasting.
successfully tangled, the character must have a Strength
AR of 10 or higher in order to rip free of the
Summon Animal
Casting this spell allows the druid to summon a
nearby common animal of any kind he or she desires.
The animal is always of its own mind but feels a great
affinity toward the druid who summoned it. It will fight to
protect the druid or attack on command, but will very
rarely fight to the death for its summoner. In fact, the
animal will not even follow the druid for a great length,
but will rather come when the druid summons, and leave
when the “job” is finished.
Skill Level: Lesser
Saving Throw: N/A or vs. Spells (for animal)
Summon Creature
Casting this spell allows the druid to summon a beast
or creature of legend, such as a gryphon, unicorn, or
centaur. Like a summoned animal, the creature is always
of its own mind but feels a great affinity toward the druid
who summoned it. It may fight to protect the druid in
most cases, but will very rarely fight to the death for its
summoner. Typically, druids will summon a creature for
reasons other than fighting, such as for its swiftness, or
tracking abilities.
Skill Level: Advanced
Saving Throw: N/A or vs. Spells (for enemy)
Thermal Vision
Casting this spell allows the druid to see things of an
environment based on their temperature. This allows Tree Bilk (Greater Evil)
them to see warm bodies of life at any time of day and in L.p.: 67
any type of weather. The range of this vision spans as Height Factor: 30 (up to 15 feet tall)
far as the druid can see and can last up to 2 Five-score of Average Attribute Ratings: 6
time. Exceptional Attributes: Agility: 11; Speed: 10
Skill Level: Greater All AM: 6
Saving Throw: N/A Skills: physical Skills: +4
Weapon Skills: Hand to Hand (claws or bite)
Tree Bilk Combat Bonuses: +5 Attack and Damage;
This spell allows the druid to conjure the demonic +7 Dodge and Defend; +4 Advantage
Tree Bilk demons of the forest. Normally, Tree Bilk live AtR: 3 Spells per Round: N/A
as evil spirits among the trees. Once summoned, they Damage: claws: 3d6; teeth: 3d8
materialize as tall, slender trees with great claws, long DEF: 8 (naturally hard bark)
Illusionary Sound
Casting this Lesser spell allows the sorcerer to create
an illusionary sound anywhere within 200 feet of him or
her. The maximum duration of the sound is 1 Round but
can be nearly any sound. The sound can be the exact
copy of one of the characters’ voices. All within distance
hear the sound as if the source were nearby. Characters
who can hear the illusionary sound may attempt to Save
versus Spells in order to identify that the sound was an
illusion and that the source is not nearby.
Skill Level: Lesser
Saving Throw: vs. Spells (identifies as illusion)
Illusory Pain
This spell allows the spellcaster to cause 4d8+10
Create Portal
points of “imaginary” Damage, which the target victim
Casting this spell creates a 6-foot circular “doorway”
feels as real Damage in the form of strangulation. The
that, by stepping into it, teleports someone to another
spell immobilizes the character for 1 Round per point of
location up to 250 miles away. The portal remains open
Damage. A successful Saving Throw versus Spells
for up to a Ten-round of time, after which it disappears.
reduces the Damage by half. Should this Damage reduce
During that time, anyone or anything that passes through
the character’s L.p. below zero, the character dies from
the portal is transported to the new location.
shock. Otherwise, the character begins to regain the
Skill Level: Advanced
L.p. back at a rate of 1 L.p. per Round; he or she simply
Saving Throw: N/A
feels relief from the illusion. The target victim must be
within 30 feet of the spellcaster in order for the spell to
Electric Field affect him or her.
This devastating spell creates a field of powerful Skill Level: Advanced
electricity between the spellcaster’s hands that starts to Saving Throw: vs. Spells (Damage reduced by ½)
zap anyone within 30 feet of the spellcaster. It can
continue for up to a Ten-round or until ceased by the
Invisibility
spellcaster. The electricity causes 2d8 Damage per
Quite simply, this spell allows the sorcerer to become
Round to anyone caught by the electricity, and the
invisible to all normal sight for up to 30 minutes. All light
character being zapped cannot Attack, Defend, or Dodge
passes right through him or her and their immediate
anyone while taking Damage from the field.
belongings. However, if the spellcaster Attacks anything,
Furthermore, all of his or her Attributes are reduced to
he or she becomes visible temporarily for 1 full Round.
half, including Speed, and no Miracles can be performed.
Skill Level: Greater
The only way to avoid the electricity by the field is to
Saving Throw: N/A
leave the area. The character can attempt a Saving
Throw versus Spells, in which a successful roll reduces
the Damage for that Round in half. To achieve this, the Levitate
character must successfully Save for each Round zapped. Casting this spell allows the sorcerer to float through
Skill Level: Advanced the air in a vertical direction, either up or down. The
Saving Throw: vs. Spells (Damage reduced by ½)
Holy Lands 234 The Dark Ages
maximum distance the spellcaster can levitate is 150 feet, or weapon, from a state of rest into dangerously fast
and the maximum Speed he or she can levitate is 50 feet motion. For Lesser sorcerers, the object must be light
per Round. (maximum WF: 2), and will travel up to 40 feet. Typical
Skill Level: Greater Damage from this object is 2d8+2, but the target
Saving Throw: N/A character can attempt to Dodge. A Dodge versus Thrown
weapons must exceed 15 to be successful.
Greater and Advanced sorcerers can thrust heavier
Levitate Object
and larger objects that cause up to 4d8+4 points of
This spell allows the spellcaster to magically raise or
Damage and require a 19 or higher to Dodge.
lower any object without touching it that is equal to or
Skill Level: Lesser
less than half his or her weight. The object can be up to
Saving Throw: N/A
30 feet of distance away initially, but can be levitated up
to 100 feet away, either up or down.
Visual Illusion
Skill Level: Greater
Casting this spell allows the spellcaster to create a
Saving Throw: vs. Spells (for weapon = 15)
visual illusion of a single structure, such as a house or
small monastery, or of a small scene. The small scene is
Mystic Missile limited to a 100 x 100 x 100 foot area of landscape or
Once cast, this spell launches a burst of magical the same amount of area within a room or building. Any
energy from the spellcaster’s hands that immediately hits illusory scene is limited to mild motion effects, such as
the target character. The maximum distance the spell can still water movement or swaying grass or banners
reach is 30 feet from the spellcaster. The target consistent with mild winds.
character must first know that the missile is coming and The only way to utilizing a Saving Throw against this
then make a successful Dodge or Defend (with a shield spell is to believe that somehow the scene is an illusion
only) versus missile weapon (using W.S. Light Missiles before rolling. Otherwise, the scene looks real to the
or W.S. Longbows Dodge). The player must roll a 19 or average eye. However, if the scene is suspicious to a
higher to avoid the Damage of the missile. If hit, the character for whatever reason, he or she can attempt to
missile causes 2d8+2 Damage for lesser sorcerers, Save versus Spell to confirm the illusion.
4d8+4, for greater, and 6d8+6 for advanced. Skill Level: Greater
Skill Level: Lesser Saving Throw: vs. Spell (if suspicious of the scene)
Saving Throw: Dodge or Defend only
Potion of Invisibility
Magic Items Drinking this potion allows the user to have the
power of the Invisibility spell (see page 234).
Greater Assassin
Greater assassins tend to be less dangerous to the
general public as a whole than Lesser assassins, but more
effective at killing their target. By this level of skill, the
assassin is careful, efficient, and very deadly.
L.p.: 68
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Wisdom: 10
Average Ability Mark: 8
Exceptional Abilities: Hide: 4; Perception: 4
Exceptional Skills: Pick Locks: +9; Creep: +8;
Profile Area: +7; Light Sleep: +5
Weapon Skills: Light Arms; Paired Weapons; Kick
Attack; Hand to Hand
Combat Bonuses: +7 Advantage; +5 Attack;
+4 Dodge; +3 Defend; +3 Damage
AtR: 3 Spells per Round: N/A
Armor: No heavier than leather
DEF: 5 total max
Weapons: 1d4+1 long daggers (2d8+3 Damage
each)
Valuables: 4d6 gold, 1d6 x 10 silver; 57% chance
of having 1d8 poisons
Magic Abilities: None
Lesser Druid
Lesser druids find comfort in their “religion” and
enjoy the company of their animals. Most often Lesser Advanced Druid
druids will die before becoming hostile against anyone, as When a druid reaches this stage of power, their devils
this is the peace part of the belief. However, there are have so seduced him or her by the powers they possess that
some more evil Lesser druids that are in it to gain more they may never turn from it. Advanced druids are familiar
power of the druidic kind, and will gladly use it against with the devils who lead them and may have even glimpsed
others, especially Christians. them or spoke to them face-to-face. Nonetheless,
Advanced druids must often play their “congregation”
Holy Lands 242 The Dark Ages
about their “religion”, comforting the Lesser druids who
inquire about the spirits they worship and telling some
greater druids the truth. They explain that some, as Lesser
Rogues
druids, simply would not understand whom they
The rogue Enemy Class is by far the most prominent
worshipped, and that they could tell when they felt the
of the classes because it takes nothing to be a rogue except
druid was “worthy”.
drunkenness and a desire to be lawless. Therefore, every
would-be bad person either starts their evil career as a rogue
L.p.: 115
or ends up as a rogue when he or she fails at a more skillful
Average Attribute Rating: 7
Exceptional Attributes: Intellect: 12; Patience: 11 Enemy Class.
Average Ability Mark: 6 The rogues, like the Warrior counter-part, like to
Exceptional Abilities: Perception: 2 fight. Moreover, when they are not fighting, they like to
Exceptional Skills: Herbal Science: +12; Animal drink, cause trouble, and then fight some more about
Handling: +12; Earth Science: +8 something else. Concisely, the rogues are the belligerent,
Weapon Skills: Light Arms (staff typically) obnoxious bullies that cause mayhem and pain to otherwise
Combat Bonuses: +4 Dodge; +4 Defend;
civilized people. If you still have not yet gotten the idea of
+2 Advantage; +2 Attack; +2 Damage
a rogue, the historical Vikings were perfect examples.
AtR: 3 Spells per Round: 3
Vikings were drunken, pagan warriors who made quite a
Armor: No heavier than heavy robes
DEF: 4 total max living sacking monasteries, conquering cities, and
Weapons: staff (1d10 Damage) destroying quiet villages all in the name of power. By the
Valuables: 74% chance of having 1d8 herbs tip of their sword, they mercilessly slaughtered and raped
Magic Abilities: Advanced druidic spells (see countless innocent peasants, stole and killed village
pages 230-232 for details) livestock, and plundered the village for everything it had.
They were relentless, ruthless, and powerful.
Note to the Rac: The Vikings are a perfect force for
the characters to fight. Do some research on them and
include them in your campaigns. Make them ruthless and
unyielding. See page 293 for more ideas on the medieval
Vikings.
Encountering Rogues
For a normal citizen to encounter a rogue means a
fight or slaughter. Typically, rogues do not even come
around normal civilizations unless they are going to sack it,
and no rogue ever wanders far without at least a dozen
other drunken slobs to go with them. They tend to stay in
forests that normal people think are haunted, or they
survive on their ships, sailing form village to village
pillaging the innocent for goods.
A rogue will always be heavily armed and armored-
even when sleeping. As stated above, the rogue is
unyielding; their life depends on their fighting abilities.
Therefore, if a challenge is afoot, they will take it and fight
to the death. Granted, they will never fight fair, especially
if they can outnumber their opponent. On that note, if a
group of rogues is outnumbered, they will be the first to
turn tail and forsake their “friends” for safety.
L.p.: 165
Average Attribute Rating: 7
Exceptional Attributes: Strength: 12
Average Ability Mark: 6
Exceptional Abilities: Climb: 2
Exceptional Skills: Use Metal Armor: +12;
Tackle: +12; Grapple: +11; Profiling
Tactics: +4
Weapon Skills: Light Arms; Heavy Arms; Hand to
Hand; Shield Play; Kick Attack
Combat Bonuses: +6 Advantage; +9 Attack;
+6 Dodge; +7 Defend; +10 Damage
AtR: 4 Spells per Round: N/A
Armor: Up to full armor/no restrictions
DEF: 15 total max/12 typically
Weapons: Broadswords/battle axes (2d10
Damage), great sword (2d12 Damage), medium
shield (+4 Defend)
Valuables: 3d6 gold, 2d10 silver
Magic Abilities: None
L.p.: 140
Average Attribute Rating: 7
Exceptional Attributes: Agility: 12; Speed: 11
Average Ability Mark: 6
Exceptional Abilities: Hide: 2; Search: 2
Exceptional Skills: Pick Locks: +12; Creep: +12;
Lift Object: +8; Pick Pockets: +8
Weapon Skills: All
Combat Bonuses: +10 Advantage; +9 Attack;
+7 Dodge; +6 Defend; +6 Damage
AtR: 4 Spells per Round: 1
Armor: No heavier than improved leather
DEF: 6 total max
Weapons: 1d4+1 long daggers (2d8+3 Damage
each)
Valuables: 4d8 gold, 1d6 x 10 silver; 45% chance
of having 1d4 poisons
Magic Abilities: 38% chance of having lesser
sorcery spells
Witches
Greater Thief
Witches and warlocks are mostly solitary people who
By the time thieves have reached this level of skill, spend much time worshipping demons and gathering
they have become as cocky as they have proficient, for they specimens for spells. Because a warlock, who is a male
have stolen much of other people’s property and thus far witch, is so rare, the rules typically mention witches only,
avoided serious consequences. which are far more common. Nevertheless, know that a
warlock has all the same qualities as a witch except for
L.p.: 68 gender.
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Speed: 10 Witches may gather with other witches in a coven to
Average Ability Mark: 8 meet and engage in a group ritual, but for the most part,
Exceptional Abilities: Hide: 4; Search: 4 stay to themselves. Like sorcerers, witches become so bent
Exceptional Skills: Pick Locks: +9; Creep: +8; on evil that they cannot keep friends or even
Lift Object: +7; Pick Pockets: +5 acquaintances. Rather all people fear the witch, especially
Weapon Skills: Light Arms; Whips; Kick Attack; when they know what the witch practices.
Hand to Hand
Combat Bonuses: +7 Advantage; +5 Attack;
+4 Dodge; +3 Defend; +3 Damage
AtR: 2 Spells per Round: N/A
Encountering Witches
Armor: No heavier than leather Frankly, it should be an extremely rare case where the
DEF: 5 total max characters encounter a witch, but when the time comes, the
Weapons: 1d4+1 long daggers (2d8+3 Damage witch will behave very predictably. The witch will be very
each) scary in terms of her mannerisms that a conversation will
Valuables: 3d8 gold, 1d6 x 10 silver; 30% chance be impossible, and she will try to extract something from
of having 1d4 poisons
the characters, such as their blood for spells.
Magic Abilities: None
Advanced Witch
When the witch reaches this level of power, he or she
is hideous and grotesque in features. They are so powerful
that the witch serves no one, but rather may work with
another Greater sorcerer to achieve some evil. Advanced
witches often keep animals, such as black cats, goats, and
ravens as their familiars.
L.p.: 111
Average Attribute Rating: 7
Exceptional Attributes: Memory: 12; Patience: 11
Average Ability Mark: 6
Exceptional Abilities: Perception: 2
Exceptional Skills: Herbal Science: +12; Poison
Science: +12; Read Runes: +8
Weapon Skills: Light Arms
Combat Bonuses: +2 Dodge; +4 Defend;
+4 Advantage; +4 Attack; +2 Damage
AtR: 3 Spells per Round: 3
Armor: No heavier than heavy robes
DEF: 4 total max
Weapons: staff (1d10 Damage) and long dagger
(2d8 Damage)
Valuables: 74% chance of having 1d8 herbs
Magic Abilities: Advanced witchcraft spells (see
pages 236-238 for details)
Lesser Lesser
L.p.: 30 L.p.: 21
Average Attribute Rating: 5 Average Attribute Rating: 6
Exceptional Attributes: Agility: 7; Intellect: 7 Exceptional Attributes: Agility: 7; Intellect: 7
Average Ability Mark: 10 Average Ability Mark: 10
Exceptional Abilities: Perception: 8; Hide: 8 Exceptional Abilities: Perception: 8; Hide: 8
Exceptional Skills: Nightvision: +5; Heightened Exceptional Skills: Nightvision: +5; Heightened
Sight: +5; Profile Area: +3; Creep: +3 Sight: +5; Read Runes: +3
Weapon Skills: Light Arms; Longbows Weapon Skills: Light Arms
Combat Bonuses: +2 Advantage; +1 Attack; Combat Bonuses: +1 Attack; +1 Damage
+1 Dodge; +1 Defend; +1 Damage AtR: 1 Spells per Round: 2
AtR: 2 Spells per Round: N/A Armor: Robes DEF: 4 total max
Armor: leather DEF: 9 total max Weapons: staff (1d10 Damage)
Weapons: archer’s sword (2d10 Damage) or Valuables: 45% chance of having 1d4 gold
longbow (3d8 Damage) and 3d6 arrows Magic Abilities: lesser sorcery spells (pg. 231)
Valuables: 35% chance of having 1d4 gold
Magic Abilities: none Greater
L.p.: 52
Greater Average Attribute Rating: 7
L.p.: 72 Exceptional Attributes: Agility: 10; Intellect: 11
Average Attribute Rating: 6 Average Ability Mark: 8
Exceptional Attributes: Agility: 11; Intellect: 10 Exceptional Abilities: Perception: 4; Hide: 4
Average Ability Mark: 8 Exceptional Skills: Nightvision: +9; Heightened
Exceptional Abilities: Perception: 4; Hide: 4 Sight: +8; Read Runes: +6
Exceptional Skills: Nightvision: +9; Heightened Weapon Skills: Light Arms
Sight: +8; Profile Area: +7; Creep: +5 Combat Bonuses: +3 Advantage; +1 Attack;
Weapon Skills: Light Arms; Longbows +2 Dodge; +1 Defend; +1 Damage
Combat Bonuses: +7 Advantage; +4 Attack; AtR: 2 Spells per Round: 3
+5 Dodge; +3 Defend; +3 Damage Armor: Robes DEF: 4 total max
AtR: 3 Spells per Round: N/A Weapons: staff (1d10 Damage)
Armor: leather DEF: 9 total max Valuables: 83% chance of having 1d6 gold
Weapons: archer’s sword (2d10 Damage) or Magic Abilities: greater sorcery spells (pg. 231)
longbow (3d8 Damage) and 3d6 arrows
Valuables: 67% chance of having 1d6 gold
Magic Abilities: none Kinowyn King (advanced rogue)
Lesser Lesser
L.p.: 28 L.p.: 20
Average Attribute Rating: 5 Average Attribute Rating: 6
Exceptional Attributes: Agility: 7; Speed: 7 Exceptional Attributes: Agility: 7; Intellect: 7
Average Ability Mark: 10 Average Ability Mark: 10
Exceptional Abilities: Perception: 8; Climb: 8 Exceptional Abilities: Perception: 8; Climb: 8
Exceptional Skills: Swimming: +5; Scale Exceptional Skills: Nightvision: +5; Creep: +5;
Walls: +5; Nightvision: +3; Creep: +3 Read Runes: +3; Scale Walls: +3
Weapon Skills: Light Arms; Heavy Arms, Kick Weapon Skills: Light Arms
Attack (tail), Thrown Combat Bonuses: +1 Attack; +1 Damage
Combat Bonuses: +1 Advantage; +2 Attack; AtR: 1 Spells per Round: 1
+1 Dodge; +1 Defend; +1 Damage Armor: robes DEF: 4 total max
AtR: 2 Spells per Round: N/A Weapons: staff (1d10 Damage)
Armor: robes DEF: 4 total max Valuables: 45% chance of having 1d4 gold
Weapons: spear or halberd (2d12 Damage) Magic Abilities: lesser sorcery spells (pg. 231)
Valuables: 35% chance of having 1d4 gold
Magic Abilities: none Greater
L.p.: 51
Greater Average Attribute Rating: 7
L.p.: 67 Exceptional Attributes: Agility: 10; Intellect: 11
Average Attribute Rating: 6 Average Ability Mark: 8
Exceptional Attributes: Agility: 11; Speed: 10 Exceptional Abilities: Perception: 4; Climb: 4
Average Ability Mark: 8 Exceptional Skills: Nightvision: +9; Creep: +8;
Exceptional Abilities: Perception: 4; Climb: 4 Read Runes: +6; Scale Walls: +4
Exceptional Skills: Swimming: +9; Scale Weapon Skills: Light Arms
Walls: +8; Nightvision: +7; Creep: +5 Combat Bonuses: +1 Advantage; +2 Attack;
Weapon Skills: Light Arms; Heavy Arms, Kick +3 Dodge; +1 Defend; +1 Damage
Attack (tail), Thrown AtR: 2 Spells per Round: 2
Combat Bonuses: +5 Advantage; +7 Attack; Armor: Robes DEF: 4 total max
+4 Dodge; +3 Defend; +3 Damage Weapons: staff (1d10 Damage)
AtR: 4 Spells per Round: N/A Valuables: 83% chance of having 1d6 gold
Armor: robes DEF: 4 total max Magic Abilities: greater sorcery spells (pg. 231)
Weapons: spear or halberd (2d12 Damage)
Valuables: 67% chance of having 1d6 gold
Magic Abilities: none Skith King (advanced rogue)
Lesser Lesser
L.p.: 28 L.p.: 22
Average Attribute Rating: 5 Average Attribute Rating: 6
Exceptional Attributes: Strength: 7 Exceptional Attributes: Strength: 7
Average Ability Mark: 10 Average Ability Mark: 10
Exceptional Abilities: Perception: 8; Climb: 8 Exceptional Abilities: Perception: 8; Climb: 8
Exceptional Skills: Grapple: +5; Scale Walls: +5; Exceptional Skills: Nightvision: +5; Creep: +5;
Nightvision: +3; Creep: +3 Read Runes: +3; Scale Walls: +3
Weapon Skills: Light Arms; Heavy Arms Weapon Skills: Light Arms
Combat Bonuses: +1 Advantage; +1 Attack; Combat Bonuses: +1 Attack; +1 Damage
+1 Dodge; +1 Defend; +2 Damage AtR: 1 Spells per Round: 1
AtR: 1 Spells per Round: N/A Armor: robes DEF: 4 total max
Armor: any; but typically leather Weapons: staff (1d10 Damage)
DEF: 11 total max Valuables: 45% chance of having 1d4 gold
Weapons: Great Sword (2d12 Damage) Magic Abilities: lesser sorcery spells (pg. 231)
Valuables: 27% chance of having 1d4 gold
Magic Abilities: none Greater
L.p.: 56
Greater Average Attribute Rating: 7
L.p.: 72 Exceptional Attributes: Strength: 11
Average Attribute Rating: 6 Average Ability Mark: 8
Exceptional Attributes: Strength: 10 Exceptional Abilities: Perception: 4; Climb: 4
Average Ability Mark: 8 Exceptional Skills: Nightvision: +9; Creep: +8;
Exceptional Abilities: Perception: 4; Climb: 4 Read Runes: +6; Scale Walls: +4
Exceptional Skills: Grapple: +9; Scale Walls: +8; Weapon Skills: Light Arms
Nightvision: +7; Creep: +5 Combat Bonuses: +1 Advantage; +2 Attack;
Weapon Skills: Light Arms; Heavy Arms +3 Dodge; +1 Defend; +1 Damage
Combat Bonuses: +4 Advantage; +5 Attack; AtR: 2 Spells per Round: 2
+3 Dodge; +3 Defend; +7 Damage Armor: Robes DEF: 4 total max
AtR: 3 Spells per Round: N/A Weapons: staff (1d10 Damage)
Armor: any; but typically leather Valuables: 83% chance of having 1d6 gold
DEF: 13 total max Magic Abilities: greater sorcery spells (pg. 231)
Weapons: Great Sword (2d12 Damage)
Valuables: 55% chance of having 1d6 gold
Magic Abilities: none Troll King (advanced rogue)
Average Height Factor: 13 (5.5 feet tall) Average Village Size: 30-180 (3d6 x 10)
Average Weight Factor: 20 (150 pounds)
Spoken Language: Phrygian (primary)
Lesser Lesser
L.p.: 25 L.p.: 25
Average Attribute Rating: 5 Average Attribute Rating: 6
Exceptional Attributes: Intellect: 7; Strength: 7 Exceptional Attributes: Agility: 7; Intellect: 7
Average Ability Mark: 10 Average Ability Mark: 10
Exceptional Abilities: Perception: 8; Climb: 8 Exceptional Abilities: Perception: 8; Climb: 8
Exceptional Skills: Heightened Sense (all): +5; Exceptional Skills: Nightvision: +5; Creep: +5;
Track: +5; Nightvision: +3; Creep: +3 Read Runes: +3; Heightened Senses (all): +3
Weapon Skills: Light Arms; Paired Weapons Weapon Skills: Light Arms
Combat Bonuses: +1 Advantage; +1 Attack; Combat Bonuses: +1 Attack; +1 Damage
+1 Dodge; +1 Defend; +2 Damage AtR: 1 Spells per Round: 1
AtR: 2 Spells per Round: N/A Armor: robes DEF: 4 total max
Armor: any; but typically leather Weapons: staff (1d10 Damage)
DEF: 11 total max Valuables: 45% chance of having 1d4 gold
Weapons: 2 long daggers (2d8 Damage each) Magic Abilities: lesser sorcery spells (pg. 231)
Valuables: 35% chance of having 1d4 gold
Magic Abilities: none Greater
L.p.: 60
Greater Average Attribute Rating: 7
L.p.: 72 Exceptional Attributes: Agility: 10; Intellect: 11
Average Attribute Rating: 6 Average Ability Mark: 8
Exceptional Attributes: Intellect: 11; Speed: 10 Exceptional Abilities: Perception: 4; Climb: 4
Average Ability Mark: 8 Exceptional Skills: Nightvision: +9; Creep: +8;
Exceptional Abilities: Perception: 4; Climb: 4 Read Runes: +6; Heightened Senses (all): +4
Exceptional Skills: Heightened Senses (all): +9; Weapon Skills: Light Arms
Track: +8; Nightvision: +7; Creep: +5 Combat Bonuses: +1 Advantage; +2 Attack;
Weapon Skills: all +1 Dodge; +1 Defend; +3 Damage
Combat Bonuses: +4 Advantage; +5 Attack; AtR: 2 Spells per Round: 2
+3 Dodge; +3 Defend; +7 Damage Armor: Robes DEF: 4 total max
AtR: 3 Spells per Round: N/A Weapons: staff (1d10 Damage)
Armor: any; but typically leather Valuables: 83% chance of having 1d6 gold
DEF: 13 total max Magic Abilities: greater sorcery spells (pg. 231)
Weapons: 2 broadswords (2d10 Damage each)
Valuables: 62% chance of having 1d6 gold
Magic Abilities: none Wolfyn King (advanced rogue)
afterward, when the demons, but this one led to an underground dwelling. This
was no ordinary underground cave dwelling, however. This
cave led to a massive, cavernous underworld that spanned
sons of God came in to miles below and through the earth’s surface. Nevertheless,
this discovery caused a disturbance in the world beneath in
which the strange and dangerous creatures from below were
the daughters of men surfacing more frequently. The time was now for the team
to go- and so they did, two days before Christmas that year.
and they bore children. In the end, the team gave their life to construct the
bestiary. They had uncovered a vast underground world
that later became known as Sotofraas (pronounced soe-toe-
frass), which is translated to mean Shadow Earth. They
-Genesis 6:4 disappeared for years into the Sotofraas and Charlemagne
commissioned party after party to search and rescue them.
There was no luck. Nearly a decade later, a rescue team
Sir Cathorne the Good and his company was again sent and returned without the party; they had
however uncovered the company’s journal. The journal
In the year 788 A.D., strange and dangerous chronicled years of the companies survival, dramatic events,
creatures were beginning to surface to the known world at a and personal struggles. In the end, the original mission
noticeable rate, but a rate still undeserving of King was successful after all, for they had also documented many
Charlemagne turning his attention from the constant species of demons and beasts- including their strengths and
military threats to personally handle the situation. As a weaknesses.
result, Charlemagne called for the assembly of a small
expeditionary team for the sole purpose of creating a
definitive bestiary outlining every known unnatural creature The first journal entry of Sir Cathorne the Good
that haunted the earth. The hope of doing so was that the It be the year of our Lord seven hundred and
world would have a better understanding of what they were eighty-eight. ‘Tis a cold and bitter Winter that I take
up against. my journey thither, for my King and my God.
The team needed to be small, for the primary reason Though I sojourn among my company three; Brother
was to observe and document; the team needed to be Udalric, Sir Mortun, and myself, my heart is alone.
skilled, for the mission was obviously dangerous; and the For tomorrow be the greatest of the year’s feast-
team needed to be willing to die for the cause. days; the day of Yule. More than that, it be the
Charlemagne and his advisors called a tournament to find
Greater gargoyle
Typically found in groups of 1-4 (1d4)
L.p.: 72
Height Factor: 13 (up to 6.5 feet tall)
Weight Factor: 20 (up to 250 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11; Speed: 10
(x4 for flight)
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Heights: +9; Nightvision: +8;
Heightened Scent and Sight: +6
Weapon Skills: All
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Defend; +3 Dodge; +7 Damage
AtR: 3 (with claws or weapon) or 1 (with bite)
Armor: never DEF: 3 (naturally)
Weapons: claws/fist (3d6 Damage), bite (3d8
Damage) or weapon (typically heavy arms)
Valuables: Typically 1d4g and 2d8s
Magic Abilities: Lesser sorcery spells
Saving Throw Bonuses: +4 versus Holy Items
Greater ghoul
Typically found in groups of 2-7 (1d6+1)
L.p.: 70 (see Immunity above)
Height Factor: 13 (up to 6.5 feet tall)
Weight Factor: 20 (up to 250 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11; Speed: 10
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Heights: +9; Nightvision: +8;
Heightened Scent and Sight: +6
Weapon Skills: All
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Defend; +3 Dodge; +7 Damage
AtR: 3 (with claws or weapon) or 1 (with bite)
Armor: never
DEF: 2 (naturally)
Weapons: claws/fist (2d8 Damage plus Poison),
bite (3d6 Damage plus Poison)
Valuables: Typically 1d4g
Magic Abilities: Lesser sorcery spells
Saving Throw Bonuses: +3 versus Holy Items
Greater gremlin
Typically found in groups of 3-9 (2d4+1)
L.p.: 45
Height Factor: 6 (up to 3 feet tall)
Weight Factor: 4 (up to 19 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Speed: 10
Average Ability Mark: 8
Exceptional Abilities: Jump: 4; Climb: 4; Hide: 5
Exceptional Skills: Bounding: +8; Scale
Walls: +9; Nightvision: +5; Creep: +7
Weapon Skills: Hand to Hand, Thrown
Combat Bonuses: +3 Advantage; +4 Attack;
+3 Defend; +7 Dodge; +5 Damage
AtR: 3 (with claws) or 1 (with bite)
Armor: never
DEF: 3 (naturally)
Weapons: claws (2d8 Damage) and bite (3d6
Damage)
Valuables: typically none
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +4 versus Poisons
Greater grimwolf
Typically found in packs of 2-8 (2d4)
L.p.: 67
Height Factor: 6 (up to 3 feet tall at shoulders)
Weight Factor: 18 (up to 200 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 12; Speed: 18
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Nightvision: +9; Heightened
Senses (all): +8; Creep: +5
Weapon Skills: Hand to Hand (bite or claws)
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Dodge; +7 Damage
AtR: 1 (with bite) or 2 (with claws)
Armor: never
DEF: 4 (naturally thick fur)
Weapons: bite (3d6 Damage plus poison), claws
(2d10 Damage), or magic
Valuables: none
Magic Abilities: poison breath (5d6+5 Damage at
1 point of Damage per Round; Range: 6 ft; Save
vs. Magic Fumes)
Saving Throw Bonuses: +4 versus Holy Items
Greater imp
Typically found in groups of 3-9 (2d4+1)
L.p.: 55
Height Factor: 10 (5 feet tall)
Weight Factor: 12 (up to 100 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Speed: 10
Average Ability Mark: 8
Exceptional Abilities: Jump: 4; Climb: 4; Hide: 5
Exceptional Skills: Track: +8; Scale Walls: +9;
Nightvision: +5; Creep: +7; Shadow: +5
Weapon Skills: Hand to Hand; Light Arms
Combat Bonuses: +3 Advantage; +4 Attack;
+3 Defend; +7 Dodge; +5 Damage
AtR: 3 (with claws/weapon) or 1 (with bite)
Armor: never
DEF: 3 (naturally)
Weapons: claws (2d8 Damage), bite (3d6
Damage), or with light weapon
Valuables: typically none
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +4 versus Poisons
Greater manticore
Typically found alone or in groups of 1-4 (1d4)
L.p.: 72
Height Factor: 6 (up to 3 feet tall at shoulders)
Weight Factor: 18 (up to 200 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 12; Speed: 18
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Nightvision: +9; Heightened
Senses (all): +8; Creep: +5
Weapon Skills: Hand to Hand (bite, claws, or tail)
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Dodge; +7 Damage
AtR: 1 (with bite or tail) or 2 (with claws)
Armor: never
DEF: 4 (naturally thick fur)
Weapons: bite (3d6 Damage), claws (2d10
Damage) or tail (3d6 Damage plus poison)
Valuables: none
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +4 versus Miracles
Greater minotaur
Typically found alone or in groups of 1-4 (1d4)
L.p.: 74
Height Factor: 13 (up to 6.5 feet tall)
Weight Factor: 22 (up to 300 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Tackling: +9; Tackle and
Throw: +6; Nightvision: +8; Heightened Scent
and Sight: +6;
Weapon Skills: Heavy Arms; Hand to Hand;
Shield Play; Light Arms
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Defend; +3 Dodge; +7 Damage
AtR: 3
Armor: none DEF: 6 (naturally tough hide)
Weapons: medium shield (+4 Defend),
bardiche (2d12 Damage), fist (3d6 Damage)
Valuables: 59% chance of having 1d6g
Magic Abilities: none
Saving Throw Bonuses: +4 versus Poison
Greater ogre
Typically found alone or in groups of 1-4 (1d4)
L.p.: 74
Height Factor: 15 (up to 7.5 feet tall)
Weight Factor: 24 (up to 350 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11
Average Ability Mark: 8
Exceptional Abilities: Climb: 4
Exceptional Skills: Grapple: +9; Nightvision: +8;
Heightened Scent: +6; Grapple and Slam: +6
Weapon Skills: Heavy Arms; Hand to Hand;
Shield Play
Combat Bonuses: +3 Advantage; +5 Attack;
+4 Defend; +3 Dodge; +7 Damage
AtR: 2
Armor: typically none, but may wear leather
DEF: 3 (naturally), 8 (total max with leather)
Weapons: medium shield (+4 Defend), spiked war
club (2d12 Damage), or fist (2d10 Damage)
Valuables: 59% chance of having 1d4g
Magic Abilities: none
Saving Throw Bonuses: +4 versus Poison
Greater satyr
Typically found in groups of 2-8 (2d4)
L.p.: 72
Height Factor: 11 (up to 5.5 feet tall)
Weight Factor: 16 (up to 175 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Balance: 11
Average Ability Mark: 8
Exceptional Abilities: Perception: 4; Climb: 4
Exceptional Skills: Use Metal Armor: +8; Play
Wind Instrument: +9; Nightvision: +5
Weapon Skills: Heavy Arms; Shield Play
Combat Bonuses: +7 Advantage; +3 Attack;
+5 Defend; +3 Dodge; +4 Damage
AtR: 1 (with lance) or 2 (with great sword)
Armor: any (typically chain or less)
DEF: 12 total max (typically 8)
Weapons: great sword (2d12 Damage) and
medium shield (+4 Defend)
Valuables: 75% chance of having 1d6g
Magic Abilities: Lesser druidic spells and See the
Invisible (constant)
Saving Throw Bonuses: +4 versus Poisons
Greater skeleton
Typically found in 3’s (often mounted on darkhorses)
L.p.: 57
Height Factor: 12 (up to 6 feet tall)
Weight Factor: 10 (up to 75 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11
Average Ability Mark: 8
Exceptional Abilities: Perception: 4; Climb: 4
Exceptional Skills: Use Metal Armor: +8;
Mounted Combat: +9; Nightvision: +5
Weapon Skills: Heavy Arms; Shield Play
Combat Bonuses: +7 Advantage; +3 Attack;
+5 Defend; +3 Dodge; +4 Damage
AtR: 1 (with lance) or 2 (with great sword)
Armor: heavy
DEF: 15 total max (typically 12)
Weapons: tipped battle lance (2d12 Damage) and
great sword (2d12 Damage), medium shield
(+4 Defend)
Valuables: 75% chance of having 1d6g
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +4 versus Holy Items
Greater vampire
Typically found in groups of 1-4 (1d4)
L.p.: 70 (see Immunity above)
Height Factor: 10 (up to 5 feet tall)
Weight Factor: 16 (up to 170 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11; Speed: 10
Average Ability Mark: 8
Exceptional Abilities: Perception: 4; Jump: 4
Exceptional Skills: Heights: +9; Nightvision: +8;
Heightened Scent: +6; Grapple: +6;
Bounding; +6
Weapon Skills: All
Combat Bonuses: +4 Advantage; +7 Attack;
+3 Defend; +3 Dodge; +5 Damage
AtR: 3 (with claws or weapon) or 1 (with bite)
Armor: never
DEF: 4 total max
Weapons: claws/fist (2d8 Damage), bite (3d6
Damage) or weapon (typically light arms)
Valuables: 62% chance of having 1d6g
Magic Abilities: Shape Shift (bat or black cat)
Saving Throw Bonuses: +4 versus Holy Items
Greater wraith
Typically found alone or in pairs
L.p.: 75 (see Immunity above)
Height Factor: 13 (up to 6.5 feet tall)
Weight Factor: 18 (up to 200 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Strength: 10
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Nightvision: +8; Heightened
Sight: +6; Use Metal Armor: +4
Weapon Skills: Light Arms; Paired Weapons;
Heavy Arms; Kick Attack; Shield Play
Combat Bonuses: +3 Advantage; +3 Attack;
+4 Defend; +5 Dodge; +7 Damage
AtR: 3 (with weapon) or 4 (with paired weapons)
Armor: any DEF: 15 total max (typically 12)
Weapons: 2 long daggers (2d8 Damage each), or
halberd (2d12 Damage), broadsword (2d10
Damage), medium shield (+4 Defend)
Valuables: 52% chance of having 1d8g
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +3 versus Miracles
Greater wyvern
Typically found in groups of 1-4 (1d4)
L.p.: 78
Height Factor: 60 (up to 30 feet head to tail)
Weight Factor: 32 (up to 600 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Agility: 11; Speed: 10 (x4
for flight); Strength: 13
Average Ability Mark: 8
Exceptional Abilities: Perception: 4
Exceptional Skills: Heights: +9; Nightvision: +8;
Heightened Scent and Sight: +6
Weapon Skills: same as Lesser wyvern
Combat Bonuses: +4 Advantage; +5 Attack;
+3 Defend; +3 Dodge; +7 Damage
AtR: 3 (with claws) or 2 (with bite or tail)
Armor: never DEF: 6 (naturally)
Weapons: claws, tail, bite (3d6 Damage) or magic
Valuables: 45% chance of having 1d4g
Magic Abilities: Fire Breath (Range: 50 feet;
Damage: 5d6+6; Save: Dodge vs. missiles)
Saving Throw Bonuses: +4 versus Miracles
Greater zombie
Typically found in groups of 2-12 (2d6)
L.p.: 55 (see Immunity)
Height Factor: 12 (up to 6 feet tall)
Weight Factor: 10 (up to 75 pounds)
Average Attribute Rating: 6
Exceptional Attributes: Strength: 11
Average Ability Mark: 8
Exceptional Abilities: Perception: 4; Climb: 4
Exceptional Skills: Scale Walls: +9;
Nightvision: +5
Weapon Skills: Light Arms; Hand to Hand
Combat Bonuses: +4 Advantage; +3 Attack;
+5 Defend; +3 Dodge; +7 Damage
AtR: 2
Armor: tattered clothing
DEF: 7 total max
Weapons: broadsword (2d10 Damage) or long
dagger (1d8 Damage)
Valuables: 75% chance of having 1d4g
Magic Abilities: See the Invisible (constant)
Saving Throw Bonuses: +4 versus Holy Items
Riding Horses
Miniature Horses (Falabella)
L.p.: 60
AtR: 2 (with front legs); 1 (with rear legs) L.p.: 25
WF: 40 AtR: 2 (with front legs); 1 (with rear legs)
HF: 10 (up to 5 feet at shoulders) WF: 7
DEF: 2 HF: 4 (2 feet at shoulders)
Damage: 1d8 each (front legs); 3d6 (back kick) DEF: 1
Average Attribute: 8 Damage: 1d4 each (front legs); 1d10 (back kick)
Average Ability: 10 Average Attribute: 6
Exceptional Characteristics: Strength AR: 10; Speed Average Ability: 10
AR: 24; Perception AM: 6; Jump: 6 Exceptional Characteristics: Perception AM: 6
Skills: HP Hearing, Sight, Touch, and Smell: +10; Skills: HP Hearing, Sight, Touch, and Smell: +6;
Nightvision: +4; Swimming: +3; Profile Nightvision: +4; Swimming: +1
Character: +3 Combat Bonuses: Dodge +2; Damage +1
Combat Bonuses: Attack +2; Dodge +2; Damage: +4 Value: 20g (rare)
Value: 25g
Mules/Donkeys
Warhorses
L.p.: 30
L.p.: 85 AtR: 2 (with front legs); 1 (with rear legs)
AtR: 3 (with front legs); 1 (with rear legs) WF: 30
WF: 70 (2,660 pounds) HF: 8 (up to 4 feet at shoulders)
HF: 12 (up to 6 feet at shoulders) DEF: 1
DEF: 2 Damage: 1d6 each (front legs); 3d8 (back kick)
Damage: 2d6 each (front legs); 3d8 (back kick) Average Attribute: 6
Average Attribute: 8 Average Ability: 10
Average Ability: 10 Exceptional Characteristics: Perception AM: 6
Exceptional Characteristics: Strength AR: 16 (up to Skills: HP Hearing, Sight, Touch, and Smell: +6;
1,500 pounds); Speed AR: 20; Perception AM: 6; Nightvision: +4;
Jump: 6 Combat Bonuses: Damage: +3
Skills: HP Hearing, Sight, Touch, and Smell: +10; Value: 16g
Nightvision: +4; Swimming: +3; Profile
Character: +3
Combat Bonuses: Attack +4; Dodge +1; Damage: +8
Value: 40g
Pigs Cats
L.p.: 25 L.p.: 6
AtR: 1 AtR: 1
WF: 22 (up to 300 pounds) WF: 3 (up to 10 pounds)
HF: 6 (up to 3 feet at shoulders) HF: 2 (up to 1 foot at shoulders)
DEF: 1 DEF: 1
Damage: 2d6 (trample) Damage: 1d8 (bite or scratch)
Average Attribute: 5 Average Attribute: 5 (Agility: 12
Average Ability: 10 Average Ability: 10 (Climb: 3)
Skills: none Skills: Scale Walls: +10
Combat Bonuses: none Combat Bonuses: +4 Dodge; +2 Attack
Value: 15g for meat, 5g for hide Value: 4g as pet
Goats/sheep Turkey
L.p.: 20 L.p.: 8
AtR: 1 AtR: 1
WF: 15 (up to 150 pounds) WF: 6 (up to 30 pounds)
HF: 5 (up to 2.5 feet at shoulders) HF: 4 (up to 2 feet at shoulders)
DEF: 1 DEF: 1
Damage: 2d6 (trample) Damage: 1d6 (peck)
Average Attribute: 5 Average Attribute: 5
Average Ability: 10 Average Ability: 10
Skills: none Skills: none
Combat Bonuses: none Combat Bonuses: none
Value: 9g for meat, 3g for hide/wool Value: 6g for meat
Historic Notes
For the Rac
A Beginning Adventure
Gold, Salary, and the wages 6 days out of the week, often from sunup to
sundown. Christian lands require that their people take
Economy Sunday off from work and spend the day in prayer and
worship in honor of the Sabbath. The following list shows
some commonly needed jobs during worktime:
Gold and silver are the primary resources in which
Apprentice help (blacksmith, butcher, cobbler)
characters can buy and sell goods. The kingdoms mint the
Carpentry (helping repair and build shelter/wagons)
metals into coins that are virtually universal across all the
Cleaning shops (sweeping, mopping, scrubbing)
lands of the known world. In other words, one gold piece
Cleaning sleeping chambers (changing linens, etc.)
from one land will equal one gold piece from another land. Cleaning stables/shoeing horses
One gold piece is equivalent to ten silver pieces. Gathering/preparing food (mushrooms, turnips, etc.)
The cost of an item is designated by a ‘g’ for gold and Gathering lumber/chopping trees
an ‘s’ for silver. An example of an item that costs 7 gold Harvesting crops
pieces and 6 silver pieces would look like this: Making and laying bricks
Sea fishing help (pulling nets and cutting/preparing fish)
Longbow with arrows: 7g, 6s Sewing/washing clothes
Tavern help (serving patrons, cooking, washing dishes)
Tending to livestock (feeding, gathering wool and eggs)
Severe Crimes
Historic Events
Arson
Conspiring against royalty/nobility It would be impossible to mention each important
Intentional/unjustified murder event that defines the dark ages. Events like battles,
Punishments (roll percentile for each punishment) kingdom overthrows, church corruption, scholastic
89% chance fined 40-140g; roll (2d6+2 ) x 10g advancements, new inventions, plagues, and geological
75% chance sentenced 2d6-month imprisonment tragedies all had their place in shaping the middle ages as
22% chance sentenced to death by guillotine we know it. In fact, volumes have been written about
single important events alone. We encourage you to look
into some events of medieval history and incorporate them
High Crimes into your games. This subsection describes a couple of
recurring historical events that are ready to go into your
Breach of agreement (such as land or livestock) games right now.
Crimes against the courts
Purchasing or using magic items/sorcery
Heresy
Murder/cheating in tournaments
Faires
Mistreating an animal Faires are gatherings of merchants, patrons, and
Thievery (high value items) entertainers that meet in the streets of cities, towns, and
Punishment (roll percentile dice for each punishment) villages to buy and sell goods and watch performances.
89% chance fined 20-70g; roll (1d6+1) x 10g
Merchants set up tables, booths, wagons, and other
75% chance sentenced 1d6-month imprisonment
transportable shops in town squares, and allow all to come
and participate. People come from all the neighboring
Minor Crimes counties, even from other lands, to partake in a popular
faire. Likewise, travelers are usually pleased when they
Brawling/assault happen onto a shire with a faire of any size.
Lying/breach of agreement
The size of a shire determines the size of the faire. A
Possessing magic items
city can hold a faire as large as 2,000 – 12,000 (2d6 x
Thievery (low value item)
1,000) people, a town or small city faire can hold up to
Vandalism
Punishment (roll percentile for each punishment) 1,000 – 6,000 (1d6 x 1,000) people, and a village faire
89% chance fined 3d6g can bring in up to 100 – 800 (1d8 x 100) people. This
75% chance sentenced 1d4-week imprisonment means big business for the shire and especially the
merchants. Some merchants wander the lands seeking
High King/Emperor
L.p.: 100
Average Attribute Ratings: 10
Average Ability Marks: 2
Skills: Grapple: +10; Political Science: +8;
Negotiation: +9; Evade and Disarm: +8; Weapons
Evasion: +9; Stunning Strike: +8
Weapon Skills: All (typically Heavy Arms)
AtR: 4
Combat Skills Bonuses: +9 Advantage; +10 Attack;
+7 Damage; +6 Dodge and Defend
Weapons and Armor: heavy arms and armor
DEF: 15 total max (13 typically)
Historic Places
Like our modern society, most of the lands of the
dark ages were ruled hierarchally; that is: one larger region
rules over the smaller regions within it, which all rule over
Castles and Sieges
the smaller regions they have within them. To compare, Castles were an integral part of medieval life. They
the United State’s federal government is the ultimate were strongholds where the royal family and their subjects
authority over all the states within it, and all the states resided. However, some castles were built for the royal
govern all the counties within them. Similarly, the family to stay in when they traveled abroad, which means
following table lists the hierarchal structure of a typical they only resided there for some part of the year. Although
medieval kingdom and the people or person commonly each castle is different, many characteristics remain
responsible for the region. consistent from castle to castle, even to castles from other
lands.
Kingdom Regions The primary part of a castle is the keep. The keep is
where the royal family and their subjects live, eat, sleep,
Kingdom Ruled by king/queen and work. It holds the main living areas; including the
Duchy Large regions of a kingdom -duke/duchess feast hall, the private bed chambers, the armory, the throne
County Regions of a duchy –count/countess room, and the meeting rooms. Keeps of the known world
Shire Village region of a county –baron/baroness range from plain, drab, and simple, to elaborate, ornate,
City Populated/developed region –baron/baroness and gaudy and everywhere in between. In addition, as the
Monastery Religious capitol of a shire or city –abbot characters travel to the different castles, they will see that
Town More-industrialized than a village –magistrate many castles in smaller kingdoms only consist of a single
Village Under-developed community –magistrate keep.
Second, if a character does something blatantly evil The formula you will see in all of the following aspects
you always have the option and the authority to remove a allows you to include what fantasy you like by rooting the
point of their Virtue Attribute Rating. If you can, tell the element in either a godly or a demonic likeness. The
player of your intentions before the act is committed. If important thing to remember when you create an element
they continue anyway, you can remove the point of Virtue of fantasy for your setting is to hold the element’s traits to
as well as add an appropriate Sin. If they already have the the characteristics of its origin.
Sin or there is not an appropriate Sin to add based on the The following lists some ideas that will help you break
situation, make a random roll for a new one. out of the historic world to allow a more of a fantasy feel to
Finally, the laws of the lands allow punishment to your adventures.
follow. It can happen right away, as if the shire militia
where nearby or, if that is not possible, someone may be Using Other Races
hidden watching the event and go back to call the shire
militia to find the criminal. For example, a player is in a As stated above, God created the human race, and
shire and says they want to pick a lock to someone’s house none other, in His own image to have dominion over the
for whatever reason. In this case, picking the lock for any earth. This includes people of all colors, shapes, sizes, and
1) Boots of Levitation
2) Crystal Ball
Random Holy Weapons 3) Mimic Ring
4) Pendant of Impervious to Fire
Use this table sparingly, but when you know want the 5) Potion of absorb Miracle
characters to find a holy weapon. 6) Potion of Great Strength
7) Potion of Invisibility
8) Ring of Invisibility
Random Holy Weapons (d12) 9) Ring of Teleportation
10) Voodoo Doll
1) Bow of Holy Fire
2) Everfull Quiver
3) MagicShatter Axe
4) Singing Dagger
5) Staff of Healing
6) Staff of Lightning
Creating Criminal Guilds
7) Staff of Magnetism There are several things to take into consideration
8) Sword of Blessed Defense when a criminal guild is present in a town. This subsection
9) Sword of Blinding Defense will help you address those considerations as you create
10) Sword of Fire your criminal guild.
11) Sword of Ice
12) Sword of Power A criminal guild can be a pivotal and intricate part of
a campaign. For example, you may have a thieves’ guild
controlling an entire town through extortion and political
corruption. The guild may have everyone so scared for
their lives that they will not talk about anything to the
characters, making it difficult to help rid them of their own
problem.
A Beginning Adventure
We have designed this adventure using the guidelines
found the previous chapters to allow the Raconteur and the Lito of Helderon
beginning players to get started. This adventure requires at
least 1 PC and as many as 6. The following text is for the Lito (pronounced lee-toe) seems to be a fairly shy
Rac’s eyes only. individual. He stands about 5 feet, 9 inches tall and wears
a modest outfit of browns and greens; including a cloak, a
For player characters: the Rac will give you all the shirt, pants, and boots. It appears that Lito has a long
information to you as needed. Please put this section away dagger or short sword under his cloak and a pouch of
for now and enjoy the Rac’s adventure. money.
Raconteurs: make sure you read the entire adventure Additional information: Lito Karamar is a shy man
before beginning because some of the story’s twists and of Arab descent. He came from Arabia with his family to
turns require some preparation. Helderon when he was only 2 years old. They were
escaping Christian persecution from the Arab Muslims that
continues to the current day. Lito’s parents, being
Christians still reside in a separate farming house, where
Preparation Lito occasionally works. He is a Christian and will quickly
profess it. He has a +1 to all Combat Skills and 1 AtR.
To prepare for this adventure, you will need to use a Equipment: Lito is carrying a long dagger (2d8+1
copy of the shire map on page 317. This shire, called Damage) and a hidden boot dagger (2d6 Damage). He also
Helderon, will be the setting for the story. Next, you will has a pouch of 6 Gold Pieces and 15 Silver Pieces.
want to assign places of living for each of the NPC’s listed
below. Obreon’s houses will need to be approximately 100
feet away from Malich’s shop. The other’s houses can be as Malich, the tanner
close or apart as you like and make sure you use a pencil so
Malich (pronounced mal-eek) appears to be a jovial
you can change the locations as you read further. If it is
man in his early twenties. He is dark skinned, tall, slender,
helpful, use the map of the German Empire on page 301
and very handsome. He wears a long grey robe, grey cloak,
to place the towns where you feel they should be. In
and grey boots. Malich will tell the characters in a thick
addition, you may want to pre-assign a couple random
accent, “Well met, travelers. I am the local tanner here in
inns, taverns, and equipment and weapon shops that the
Helderon and the best for miles around, if I may say so
characters may visit.
myself. From the looks of it, weary travelers, you could use
a good tanner. I have the finest leather goods in Helderon.
If you will, come visit my store.”
The NPC’s
Additional Information: Malich Suandar is also of
The following NPC’s will be introduced to the players Arab descent. He is 23, well built with excellent fighting
as the story unfolds. As much information about them will skills. If asked, Malich will say he is Christian although he
be supplied to you as is necessary, however, it is important tends to avoid the corporal Sunday worship of the Church.
to explain this information to the players only as they He has a +3 to all Combat Skills and 2 AtR.
uncover it for themselves. This allows them to draw their
Equipment: Malich carries 2 concealed long daggers
own conclusions. The first paragraph following the NPC’s
name can be read to the players as they meet them, but (2d8+1 Damage each) and a pouch of 5 Gold Pieces.
make sure the section called additional information is
revealed as the players ask the NPC or investigate further.
W.S.
W.S.
Combat Skills
Advantage Attack Defend Dodge Damage AtR Special
Hand to Hand + + + + + +
Heavy Arms + + + + + +
Light Arms + + + + + +
Paired Weapons + + + + + +
Longbows + + [===] + + +
Light Missiles + + [===] + + +
Thrown + + [===] + + +
Shield Play + + + + + +
Whips + + + + + +
Kick Attack + + + + + +
Total DEF
Experience points
Gold Silver
Jewels Rations Next Level
Copyright © 2003, Quests of Faith, All Rights Reserved. Permission to duplicate for Holy Lands use only.
Family History Notes
Mother’s Name
Mother’s Occupation
Father’s Name
Father’s Occupation
Parents’ Homeland
Brothers Sisters
Family Heirloom
Family Notes
Notes Notes
Copyright © 2003, Quests of Faith, All Rights Reserved. Permission to duplicate for Holy Lands use only.