KA1 Core Rules
KA1 Core Rules
KA1 Core Rules
Copyright 2023 Castle Grief Permission granted to copy for personal use.
KAL-ARATH
Table of Contents
Rules 4
Skills 5
Combat 7
Magic 10
Spells 13
Equipment 17
Weapons and Armor 18
Gameplay 20
Oracle 21
Overland Travel 23
POINTS OF INTEREST 27
ENCOUNTERS 29
SETTLEMENTS/NPCS 32
Dungeons 37
Item/Treasure 42
Bestiary 47
KAL-ARATH
Arathi civilization centers around the stony plateau city of Kar’eld, heart of the
Khanate of Akkai, the demon lord of Kal-Arath.
Across these untamed vistas, the battle-barges of countless warlords sail a sea
of grass and stone, crews hungry for the favor of squabbling demon rulers both
demanding and cruel.
To survive in Kal-Arath is to dance with death, yet the rewards for the bold are
riches and renown beyond imagination.
Here are monks and mystics drunk on the rotting blood of human sacrifice,
practicing arts considered inhuman by those foreign to this place. Their bodies
are hardened by fighting arts taught them by their dark masters, and their minds
are fixed on nighted voids beyond mortal understanding.
In the sky, beneath the blinding sun, one can sometimes see the riders of the
fearsome flying lizards called teradun, doing battle with flashing lances or dark
magics. These riders are sometimes favored champions of spiteful demonic
nobility, or mercenary captains, or perhaps even the scouts or messengers of
some wealthy merchant king.
For Kal-Arath is not truly ruled by any — the city of Kar’eld may be the
seat of the power of Akkai, but his lordship is contested at every turn by
mortal and demon alike.
This is a land where even a lowly pit-fighter may earn the love of the crowd and
become king.
Where rich traders and clever merchants hold more power than gods…
and he who learns the secrets of decaying scrolls and forgotten codexes might
set himself up as opposition even to the demons who rule this land from their
blood-soaked temples.
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KAL-ARATH
This is Kal-Arath.
A QUICK NOTE:
Kal-Arath is the first installment in what will be a series of booklets, each one
made to play solo or with friends with no preparation, allowing your story to
emerge from the dice and your own imagination.
The rules included are what I use for my own solo play, which I enjoy a great
deal. I like just having to use d6’s because they’re easy and minimalist. The games
this ruleset was inspired by were Barbaric!, Mork Borg (which is the ruleset these
adventures started out using), and Black Sword Hack (which I’ve read several
times but not run a game of yet at the time of this writing).
You can use whatever rules you like with this game — as always, the rules
matter a lot less than the fun you have at the table, and there is no perfect
ruleset. Anything here you don’t like, or feel I’ve left out — just plug in
something else from your favorite ruleset. I included my own for a sense of
completeness, so that if someone wanted to, they could run the whole game
from this booklet alone.
In my mind, Kal-Arath is a heady mix, with its forbidden cities and prayer flags
flapping everywhere to the local demon lord. Monks practice martial arts and
bizarre meditations under the watchful eye of demon tutors and lamas, forging
their bodies and minds into killing machines.
Warlords stake out territory and engage in savage conflict with each other for
resources, horses, and the favor of dark powers - who grow and lessen in power
based entirely on how many are sacrificed and killed in their name. Great
war-machines called battle-barges, made of once plentiful but now extinct
forests, roll tirelessly under the command of mercenary captains, or have been
repurposed by powerful traders and merchants.
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“Dragons” here are pteranodons and the tall grasses of some areas are hunted
viciously by raptor lizards capable of disemboweling the strongest warriors with
ease and speed. The flying ones are sometimes tamed from an egg stolen on the
highest cliffs, and ridden by various servants or champions of extremely wealthy
or powerful factions.
The pit fights of Kar’eld are one of the highest forms of entertainment, and
fighters train and kill in smaller versions of the tournaments all over Kal-Arath,
hoping one day to make it there to slaughter the best in the world and earn a
name and staggering fortune.
From this, you get a feel for what this place feels like to me, and in my games
— for you…take what you like. Change the rest. Mix it up. Have fun. I hope
your adventures in Kal-Arath are exciting, entertaining, and that you avoid the
sacrificial rites of the Sons of Akkai.
You may notice there is little here that concerns itself with “balance” or worrying
about power levels and so on — due to the nature of the game, I’ve seen a group of
level one characters take out a teradun in one round, and had a total party kill from
a seemingly insignificant couple enemies rolling critical hits with exploding dice.
Luckily, character
generation is
quick, and there’s
a great big world
to keep exploring!
- Castle Grief
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RULES
Stats are determined by putting 4 points into the 5 stats:
CHARACTER
IMPROVEMENT
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Additionally:
At 3rd, 5th and 9th level (max level attainable), they may select from the skill list
again, while forfeiting their other chosen advancements.
These skills stack if taken more than once. Skills marked with an * may only be
taken once.
SKILLS
WARRIOR
*You may make an additional attack per round at a disadvantage.
(Roll 3d6, take 2 lowest)
Roll attack and damage with a specific weapon type at a +1
(longsword, bow, spear, etc.)
Gain an additional point of damage reduction from wearing armor
Gain 1 point of damage reduction, but only when unarmored
*Add d6 rage/bloodlust damage until rage ends in d6 rounds. After rage
ends, roll d6. On 1-3 you make all rolls at disadvantage until long rest.
After a long rest you may rage again.
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ROGUE
*You are at an advantage (roll 3d6 and take the best two) when hiding or sneaking.
*Advantage when thieving (locks, pockets, etc)
*You roll vs. triggering traps at an advantage (See Dungeon section)
Add a +1 to your initiative roll
When you strike from being hidden, you may add a d6 to your damage
MYSTIC
Gain +1 to INT checks when casting spells
Gain a +2 to casting a specific spell
Make a demonic pact (see chart)
*Roll INT at advantage when crafting with Herbs or Chemicals
Gain additional Fate Point
EXPLORER
*Roll Forage at advantage
*May choose to roll overland Encounter Check at advantage or disadvantage.
*Discover POI on 4-6
*Advantage on Getting Lost rolls
*Makes INT rolls for tracking/outdoor lore at advantage
All characters also receive one Fate Point, which can be used once per session by a
player to re-roll any one of their own dice rolls.
Two 6’s is always a critical success, and two 1’s is always a critical failure.
This means a PC with 0 in a stat has only a 41% chance of standard success, a +1 will
succeed nearly 60% of the time, while a PC with +2 in a stat has a 72% chance of
success. +3 stats grant 83% chance of success, and the maximum, +5, is a master with a
97% chance of success, only failing on a natural 2.
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Conceivably, a player could forgo all HP increases and skills to max an ability by
level 4, however, they would certainly be at a severe disadvantage still in other areas.
COMBAT
Players start a combat by rolling d6+AGI for Initiative. On a 4+ they go first,
otherwise enemies do. Natural 1 always loses initiative. In cases of group combat, you
can do one initiative roll per side, allowing an entire group to act, then allowing their
opponents to act, or you can choose to allow one side to activate one unit at a time -
the choice is completely up to you. I prefer side initiative for fast and streamlined play,
and to encourage character co-operation and team-ups, but your mileage may vary.
In a round, you can move and attack, drink something, throw something, etc…
anything you can reasonably do in a few seconds. Further combat and weapon
options may be added to future supplements, or, use your own from systems you
like. If playing solo, I keep things honest by allowing a short move and attack,
standing from prone, etc. all counting as my action.
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Success means rolling weapon damage, subtracting any modifiers for armor or
other equipment, and dealing that much damage to the opponent’s HP. Critical
success doubles damage dice. Critical failure means some setback has occurred
— a broken bowstring, a lost weapon, a fall to prone etc.
Grappling means the opponent cannot attack with anything other than Light
weapons or brawling attacks. If grappled or grappling, the player must roll STR
check to break free or maintain the hold each round.
On the opponent’s turn, the player rolls 2d6+AGI to dodge. Failure means he
takes damage in the same way. Critical failure means the enemy doubles their
damage dice. Critical success with some weapons can result in a bonus action.
OPTIONAL: Modify rolls by one for every level difference between opponents. Ex:
A L4 and L2 character fight. The L4 adds +2 to their attack and Dodge rolls to show
their skill and experience discrepancy. This can be used for powerful non-monster
opponents in the normal game, as well. Ex: L3 character is fighting an L5 enemy
fighter — the player subtracts 2 from their attack and dodge rolls.
Damage dice explode. This means 6’s are rerolled *only once*, and the additional
number added to the total. If a second 6 is rolled, it is counted “as is.”
Rolls are made at a cumulative -2 for each time an individual at 0 HP takes damage.
Anything below an adjusted roll of 7-8 indicates the character is “out of the
action,” and can no longer fight in this engagement. They will still recover HP at
the end of battle as normal, but further status adjustments might make another
combat before they can rest ill-advised.
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Characters also recover d6+TOU with a full rest. Night time encounters and other
interruptions cancel out this healing process, as does a lack of rations/supplies.
MORALE
Roll 2d6 - higher than their morale flees or surrenders; equal or lower,
continues fighting.
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MAGIC
Magic is handled by rolling INT check vs. Spell Difficulty. Success indicates
normal casting and results. Critical success doubles the effect of the spell.
Players who wish to run magic-using characters must choose “Make a Demonic
Pact” either at creation or later in your character’s career through gameplay.
Almost all magic in Kal-Arath is the result of Pacts with demons lesser and greater,
who represent certain ideals or archetypes reflected in the powers they grant their
supplicants — and these powers must be paid in return for their knowledge.
There are currently 5 spells in each pact — more spells and pacts will be added in
supplements.
A cursory glance will show the awesome and awful power of sorcery in
Kal-Arath. Spells like “Liberation From All Earthly Choice,” and “Void of
the Black Lotus” have major game-changing effects. Go with it, and have
fun. The drawbacks and penalties of sorcery are also extreme, and it is
incredibly dangerous and corruptive to work with. Over a long enough time
frame, all sorcerers will be brought low by their own power and hubris.
This is a feature, not a bug!
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The caster must not use metal weapons or armor. Violation breaks their
1
pact and they lose all spells and powers.
Each new moon, the caster must sacrifice something of great value
2 (monetarily or otherwise, up to and including human sacrifices). Failure to
do so may result in a curse or the loss of powers.
The caster must speak the names and prayers of his demon master out loud
3 when casting. He is unable to cast spells if he is silenced through mundane or
magical means, and his casting is loud, attracting attention of any in earshot.
At the behest of his demon, the caster must travel to a desolate place of
4 powerful significance to his master and spend d6 days and nights there in
prayer and meditation.
The caster must create all their spells on scrolls written in blood that cost
1 HP permanently to keep that spell “active” and ready to cast. Destroying
5
a scroll gives the lost HP back, but then he cannot use that particular spell
until he makes another scroll (1 full night of work).
The caster may not speak for an amount of hours equal to the level of spell
6 they have cast last. Breaking the silence before time is up could mean the
loss of that spell’s use, or some other wrath from their patron.
Each of the five spells listed in each Pact are available to the caster immediately
depending on his INT — but casting them requires a base 8 difficulty, which
increases by one for each tier of the spell.
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Casting Failure results in 1 damage to the caster, and the inability to cast spells
again until a rest.
A lesser demon takes hold of the caster’s body, seeking to use it for
2 its own dark purposes. The caster’s soul is trapped and tormented,
becoming totally enslaved to the demon. Your adventure is at an end!
A part of the caster’s soul is torn away, leaving them hollow. -1 INT
5 and PRE stats and they suffer from horror, despair, and overwhelming
feelings of emptiness.
The spell’s sigils burn into the caster’s flesh, leaving permanent,
8 painful scars. -1 PRESENCE and they suffer from chronic pain,
making STR checks at a disadvantage.
The magic lashes back at the caster, causing burns and injuries.
9
-1 permanent HP.
The caster is left with a psychic echo of the failed spell, causing
10
headaches and nightmares. -1 INTELLIGENCE for d6 sessions.
The spell fails, but the caster only suffers minor effects from a small
12
psychic backlash.
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SPELLS
PACT OF BLOOD
I. C
rimson Palm Scripture — Drains d6 HP from anyone touched (does not require
attack roll), caster gains equal amount — HP over caster’s maximum are kept
until next rest or depleted as normal to a maximum of double normal HP.
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PACT OF DESTRUCTION
II. Way of the Sundering Fist — All your unarmed blows roll damage at advantage.
III. Temple’s Demolishing Breath — Force wave of damage around the caster, d6
damage to all in melee range, knocking them back 10’.
IV. Cleansing By Fire — Produces an exploding ball of flame that can be sent up
to 50’ from the caster. Causes 3d6 damage to all within a 20’ radius.
V. E
nlightenment Through Ruin — Caster produces meteor-like storms for d6
rounds plus one per level, capable of destroying a small village or a whole
battalion. Everyone within a 100x100’ square area takes 2D6 damage per round.
PACT OF DOMINATION
I. Diamond Mind Shatters — The caster causes uncontrollable confusion and fear
in d6 targets for d6 rounds.
II. Doctrine of the Subservient Path — Target individual obeys the caster within
reasonable boundaries of friendship for 1 day.
III. Life Is Only A Mirage — Caster can create a believable illusion up to the size
of a large temple. To maintain it, he must maintain total concentration and
can take no other action beyond a slow walk over open ground.
IV. Heavenly Edict of Obedience — Complete mental domination and control over
an individual. Spell must be recast each day at an advantage to maintain.
V.Liberation From All Earthly Choice — Vast radius of command. The caster is able
to gain temporary control of d6x10 individuals for d6 rounds plus caster’s level.
PACT OF ILLUMINATION
I. Flame of Insight — Success means the caster can force a re-roll of any one roll
each time he casts this spell.
II. Lantern of the Revealing Path — Shows the location of any object known
to the caster.
III. E cstatic Meditation on Death — For one day, gain advantage on all
attack and dodge rolls.
V. Golden Final Enlightenment — Any roll made in the game is subject to one
re-roll at the casters choice. Effect lasts the entire session.
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PACT OF SHADOW
II. Veil of the Hidden Monastery — Creates a mobile globe of shadow and
darkness around the caster for 20’. He can see out, none can see in. Lasts
d6 rounds plus 1 per level.
III. Silent Passage Through The Realm of the Master — May teleport from one
shadow to another that the caster can see, no matter how far.
IV. Blessed Guardian of Night’s Temple — Summon a lesser demon of the shadow
realm to do your bidding for d6 rounds plus one per level.
V. Void of the Black Lotus — Caster kills one individual with a mantra. Roll d6.
On a 6, gain a level.
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PACT OF CORRUPTION
I. Decay is the Way of All Things — Animate one recently deceased body to serve
you for d6 hours, with whatever gear/equipment it had in life. Only one
undead servant may be animated at a time. After d6 hours, it returns to death.
II. Clouds Descend To The Earth — A thick fog 30’ around the caster causes d6
damage per round to all inside it except the caster for d6 rounds.
III. Withering Mandala — Necrotic rot for d6 damage on d6 targets. If they die
from this attack, they animate as ghouls under the caster’s control. They last
d6 days or until destroyed by other means.
IV. Soldiers Of the 10,000 Strong Army — Summon 3d6 ghouls in a thick fog that
follows them. Caster must maintain total concentration or lose control of them.
V. Forbidden Temple of the 7th Sigil — Causes a major plague outbreak in any
populated area. The plague lasts d6 days. Each day, anyone entering the affected
area or interacting with those infected has a 1–4 in 6 chance of contracting. Caster
is daily joined by 2d6 plague victims now under his control as Plague Ghouls.
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EQUIPMENT
PCs can carry STR+8 items. More
than that and all physical rolls are
made at disadvantage. At twice the
number, they cannot move.
(All prices are in silver; most commerce in Kal-Arath is done by trading items or
services of comparable value. Take the following as guidelines and use your excellent
judgment for the rest!)
D6S
Meal (Day of rations)
Lodging (Poor)
Rough Clothes
Rope
Simple tool
D6X10S
Light armor
Simple Weapons
Poor to Average Horse
Lodging (Fine)
Healing Herbs
Bundle of Torches/Lamp and Oil (5)
Tent
D6X100
Medium Armor
Large, Fine, Metal Weapons
Good Horse
Wagon
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Two weapons can be used simultaneously, roll both weapon damage, take the
best. Heavy Weapons cannot be used except two handed, and dual-wielding can
only be done with a Medium and Light or two Light weapons.
All weapons in a size category deal the same damage, but their abilities vary, allowing
for more customization and strategy than a simple “attack and dodge” combat round.
Magical weapons often come with one or more powerful abilities and are
extremely rare: roll attack or damage with advantage, damage explodes on a 5 or
6, or some other granted ability. Be creative, or anything but boring!
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MISSILE WEAPONS
Sling (d6/d) On 6 damage, instead of exploding, enemy stunned 1 rd
Javelin (d6) On a hit, may forgo damage to destroy enemy shield
Shortbow (d6) May move, attack, and move again
(d6) May spend up to three rounds aiming for +1 attack and
Longbow
damage each round spent
ARMOR
Heavy armor should be nearly as rare as magical items — reserved for the most
powerful champions and warlords.
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GAMEPLAY
WHAT FATE BROUGHT YOU HERE?
The following table can be rolled on or chosen from to determine your starting
adventure/main story quest.
You may add other quests and adventures as you play, but this starting table can
help you determine your character’s motivation when you begin play.
Slavers came to your village and burned it down, taking some of your people
2
with them. Find them, rescue your people, and exact a terrible vengeance.
You seek the legendary ruin of T’elku Lhar, said to be somewhere
out in the vast steppes of Kal-Arath. Every time you roll a dungeon
3
encounter, roll a 2d6. On 11–12, you’ve discovered T’elku Lhar. Add a
+1 to your roll for every other dungeon you’ve explored or discovered.
You are here to make a pact of allegiance with the mighty Demon Lord
4 Akkai in Q’arzh — But to do so requires overcoming 3 challenges that
kill nearly every applicant…or worse.
Legend has it an ancient text known as the Nagha Scrolls are lost to time
9 somewhere in a hidden monastery far from civilization — these scrolls are
filled with arcane knowledge that many would do anything to obtain!
You desire more than anything to become a champion within the
Black Legion, the dread force that serves Akkai and enforces his awful
10
will across the steppes of Kal-Arath. You’ll have to prove yourself by
winning the Grand Tournament at the fighting pits.
Establish a thriving trading or smuggling ring by setting up routes and
11 caravans across and through the Heart of the World…but bandits,
reavers, thieves, beasts, and even giants stand in the way.
Somewhere in Kal-Arath lies the means to make the 10,000 coins you
need to buy the services of the mercenary legion that will march with
12
you back to your homeland and retake the kingdom that is rightfully
yours from the bastard usurper who holds it now!
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ORACLE
“For yes/no questions, simply roll a d6.
1. No, and
2. No
3. No, but
4. Yes, but
5. Yes
6. Yes, and
For a “likely” question, roll 2d6 and take the highest. For “unlikely,” roll 2d6 and
take the worst. For “extremely likely/unlikely” use 3d6.
For insight questions, roll 1-3 times on the following tables and ascertain a
meaning from the words generated.
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This book provides tables for adventuring in the land of Kal-Arath, the massive
steppe at the center of all the other realms.
This region is called “Heart of the World,” “The Sea of Grass and Stone,” and many
other names besides.
The setting is largely implied in the tables, and left for you to discover and
determine the rest as you see fit — this adventure belongs to you!
Other lands, realms, and additional tables for gameplay will be created in
the near future.
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OVERLAND TRAVEL
It is recommended you use a blank hex map
to record your journeys in Kal-Arath. “Hex”
is just a term — you can use squares, circles,
dodecahedrons…whatever you like, as long as
you understand that each one of these shapes
represents roughly the same area of land.
Weather is determined by season, using the following tables, with low rolls being
milder weather, and high rolls representing more extreme variants for that time
of year. These can have an impact on travel times, foraging rolls and potentially
other aspects of play.
SPRING WEATHER
+1 Getting Lost
1. Clear Skies: The sun shines warmly, perfect for travel. +1 Foraging
2. Partly Cloudy: A gentle breeze carries the scent of grass
+1 Getting Lost
and blooming wildflowers.
3. Light Rain: Showers help the flowers bloom, but make
the ground muddy.
4. Unexpected Chill: A sudden drop in temperature brings
-1 to Foraging
unseasonal harsh frost.
5. Heavy Rain: Spring showers turn into a downpour. -2 to Foraging
Roads may flood.1/2 travel speed -1 to Getting Lost
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SUMMER WEATHER
+1 Getting Lost
1. Clear Skies: The sun blazes in the sky. +1 Foraging
2. P
artly Cloudy: Occasional clouds offer respite from the heat. +1 Getting Lost
AUTUMN WEATHER
+1 Getting Lost
1. Clear Skies: A crisp, clear day perfect for travel. +1 Foraging
2. Partly Cloudy: Cooler temperatures and a light breeze. +1 Getting Lost
WINTER WEATHER
1. Light Snow: Gentle snow falls, covering the ground +1 Foraging
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Roll after the weather, prior to foraging to see whether or not you are lost. 1–2
on a D6 means you are lost and do not leave the current hex for this day, and
must make full travel through it tomorrow — characters can still forage with
regular weather adjustments to success.
Once lost, rolls to Get Lost are made at a disadvantage unless a skill mitigates
this, and results of 1–2 imply the character is still lost and makes no progress.
III. FORAGE
If the party chooses or needs to forage for food and water, or other resources,
make a roll to determine the success of their efforts.
FORAGING RESULTS
1. Scarcity: The land is barren today, you find nothing edible.
2. Hard Luck: Your search yields very little.
3. Adequate Forage: You find enough for a basic meal. Gain 1 ration
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HERBS
Crushed and applied to wounds, this herb Restores d6 HP.
1. Zhar’um
accelerates the body’s natural healing process. (20s)
When brewed into a tea, this root sharpens the +1 to AGI for 1
2. Gruul
senses and reflexes. day. (15s)
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Roll to see if the party comes across a point of interest. 1–4 nothing. 5–6, roll:
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V. ROLL FOR ENCOUNTER
Determine if the party has an encounter during their travels. On a 5–6, use the
encounter chart below. All Encounters then use a Reaction Check to determine
disposition, although this can be done using advantage/disadvantage depending
on circumstances or what type of creature is encountered:
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At the end of the day’s travel, the party makes camp. They will need to expend a
ration and can attempt to heal any wounds or conditions. Check for night-time
encounter (1–2 on d6)
2 Giant
3 Eukarya
4 Giant Owl
5 Poor Travelers
6 Black Legion
7 Nomads
8 Sons of Akkai
9 Wolves
10 Skeleton Warriors
11 Dark Sorcerer/Mystic
12 Demon Emissary
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SETTLEMENTS
Any time a settlement is encountered, the following procedure can be used to
ascertain information about the place and its inhabitants.
Roll a d6 to determine the size and general type of the settlement. Any hex
within 10 hexes of a city treats 5–6 as “Village”
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3. IMPORTANT NPCS:
Roll on the following d66 tables for important NPCs, to determine role,
motivation, trait.
ROLE
11: Shaman 41: Innkeeper
12: Warlord 42: Storyteller
13: Nomad Leader 43: Craftsman
14: Smith 44: Falconer
15: Trader 45: Smuggler
16: Scout 46: Guard
21: Hermit 51: Herdsman
22: Hunter 52: Nomad
23: Elder 53: Refugee
24: Soothsayer 54: Sorceress
25: Healer 55: Beastmaster
26: Warrior 56: Youth
31: Pit Fighter 61: Beggar
32: Thief 62: Mercenary
33. Prostitute 63: Farmer
34: Forager 64: Emissary
35: Outcast 65: Captive
36: Mystic 66: Demon
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MOTIVATION
11: Seek Wealth 41: Secure Safety
12: Gain Power 42: Find Home
13: Find Love 43: Escape Past
14: Achieve Peace 44: Heal Wounds
15: Obtain Knowledge 45: Resolve Conflict
16: Attain Freedom 46: Pursue Passion
21: Seek Revenge 51: Overcome Addiction
22: Establish Legacy 52: Break Curse
23: Prove Worth 53: Find Truth
24: Protect Family 54: Achieve Greatness
25: Overcome Fear 55: Restore Honor
26: Fulfill Duty 56: Forge Alliance
31: Attain Enlightenment 61: Conquer Challenges
32: Explore Unknown 62: Solve Mystery
33: Make Amends 63: Prevent Disaster
34: Find Purpose 64: Attain Wisdom
35: Achieve Victory 65: Uncover Secrets
36: Gain Respect 66: Master Skill
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TRAITS
11: Brash 41: Grim
12: Sneaky 42: Odd
13: Fierce 43: Sharp
14: Guarded 44: Distrusting
15: Moody 45: Loyal
16: Obstinate 46: Untamed
21: Violent 51: Strong
22: Cautious 52: Shrewd
23: Rough 53: Silent
24: Enigmatic 54: Severe
25: Crafty 55: Zealous
26: Cold 56: Bold
31: Vindictive 61: Fearless
32: Stoic 62: Wild
33: Slow 63: Stern
34: Secretive 64: Solemn
35: Tough 65: Steadfast
36: Thoughtful 66: Remote
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Roll a d6 to determine if there are any special features or events currently taking place.
1 Religious Festival or Ritual
2 Market Day or Trade Fair
3 Tournament or Contest
4 Local Celebration or Holiday
5 Recent Incident or Crisis
6 No special events; a typical day in the settlement
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DUNGEONS
Upon discovery of “Dungeon,” roll on the following tables to proceed:
*Note*: Adjust the sizes as per the desired challenge and game pacing.
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Based on the size, create a dice pool of d6’s, one for each area.
For example, for a Large location, you would have 7d6. These areas don’t
necessarily represent individual rooms - an area could be a floor, a room, a large
cavern, a section of corridors - it’s up to you. Each area will be defined by a
certain number which will indicate the tables to roll on for contents.
Roll all the dice at once and let them fall where they may on a flat surface or
sheet of paper.
- The position of the dice relative to each other represents the layout of the areas.
Closer dice are directly connected, while farther dice may require passages/stairs
or additional areas to connect - for these major gaps, you can roll another die if
you like on the Passages table, or simply opt to roleplay it. Swimming through an
underwater tunnel, going to another section of a ruined city, and the like.
- The number on each die represents the type of area or room, determined by a
separate table.
Important note for solo play: Draw around the dice on your initial throw to
determine areas shape and how many passages/connections you’ll have to go
through.
When actually exploring it, reroll each die as you enter the area to determine its
contents, this way you get to actually explore and be surprised at what’s there
instead of seeing it all ahead of time.
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BOSS ROOMS
When a 6 is present, this indicates a boss area. If more than 1 is rolled, keep the
6 that is “furthest in” to the dungeon, and “downgrade” any other 6’s by re-rolling
them until another number comes up.
Area Type
1 Empty
2 Hazard/Obstacle/Trap
3 Foe/Monster/Combat
4 NPC
5 Item/Treasure Room
6 Special Room/Boss
HAZARD/OBSTACLE/TRAP
(Traps are set off on a 1-3 on d6 when entering/passing through their area.)
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FOE
This is a very basic dungeon encounter chart. You can replace any of the
monsters on it with ones that make more sense for what you’ve rolled or what
narrative you’re following or have generated.
A full bestiary is forthcoming, but you can quite easily use any OSR monster by
following this rule of thumb:
• Convert HD to d6.
• Convert heavier damage to a number of d6’s that make sense. 2d6 is quite
heavy damage in this game, and something like 5d6 is going to kill *most*
things in a single hit, especially is 6’s are rolled.
• Descending Armor Class of 7-9 is Light (1); 4-6 is Medium (2), 0-3 or
better is Heavy.
All you need to make your own monsters is HP, Attack/Dmg, Armor, Morale,
and any special attacks or strategies they might have. It’s pretty dang simple.
For human foes, just use the same abilities as players have access to and decide
on a level/HD.
Enjoy!
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NPC
1 Treasure Seeker
2 Monk/Mystic
3 Scavenger
4 Soldier/Mercenary
5 Historian
6 Guide/Scout/Expert
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ITEM/TREASURE
First roll d6. On 1-2 it is guarded by a Foe.
11 Ancient Coins 3d6 10s
12 Furs 2d6 5s
13 Engraved Silverware 15s
14 Iron Ingots d6 5s each
15 Tarnished Jewelry 5s
16 Fine Cloth d6 yards 10s/yard
21 Carved Ivory Idol 25s
22 Fine Bronze Neckpiece 30s
23 Leather Armor 30s
24 Iron Sword d6 15s
25 Herbal Remedies d6 doses nullifies poison 15s/dose
26 Waterskin 8s
31 Traveler’s Pack 20s
32 Masterwork Steel Dagger 70s
33 Grain Sack 10s
34 Rope 50ft 5s
35 Silver Mirror 30s
36 Adventurer’s Bones
41 Wooden Trinkets 2s each
42 Fine Embroidered Cloak 25s
43 Soldier’s Helmet (Dented) 20s
44 Whetstone 2s
45 Quality Boots 25s
46 Animal Pelts d6 3s each
51 Finely Made Bow 80s
52 Enchanted Amulet +1 Armor 200s
53 Brass Lantern 12s
54 Healing Salve d6 applications, each heals d6 HP 10s each
55 Masterwork Steel Sword 150s
56 Elaborately Carved Scroll Case Empty 30s
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20–100s
61 Alchemical Elixirs d6 vials / Random effect
each
62 Gold Necklace 60s
63 Rare Spices d6 packs 20s each
64 Exquisite Wine 1–2 Spoiled / 3+ Good 5s/50s
65 Masterwork Chainmail 200s
Rolls all attacks and damage Priceless,
66 Rune Blade at advantage, on killing enemy, or
regain d6 HP 10,000s
2. Round chamber, the center of which contains a raised stone obelisk atop of which
sits a heart-like organ of unknown origin, pulsating with a sickly green light. The
organ manifests Foes at random, 1 each round, until it is destroyed. (30HP)
Room also holds many corpses of various men and beasts, in various stages of decay.
An iron mace that stuns enemies for 1 round on any damage roll of natural 5.
A horse sculpture with a word on the bottom that when spoken summons a
massive, powerful and swift horse for d6 hours a day when out of doors. When
the time ends, the horse stops dead for a few moments, then will throw any rider
and gallop to the horizon. Any attempt to imprison or stop him will result in a
stampede of wild horses (5d6) attacking the area within d6 minutes.
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Temple Guardians
HP: 15/18
Damage: d6 with advantage (spiked polearms)
Armor: 3 (ancient plate armor)
Special: eaping Strike. At beginning of combat, both will
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attempt a leaping strike, which covers distance between
them and their target, and if it hits, acts as a critical,
dealing double damage dice. In two rounds, they will
do it again, and so on.
A noxious green powder in a bag (6 uses) that can be consumed in a tea and
grants the user an advantage on casting a spell.
A brass chest plate inscribed with a primitive sun that can be worn and acts
as Armor 2.
4. An ancient burial room contains a warlord from days long gone by, and d6 of
his retainers, clothes in tatters, mail rusted to stains, but still holding weapons
in their skeletal fingers.
They attack!
Warlord
HP: 5d6 (20)
Armor: Ancient Plate (1)
Attack: Rune-carved Sword d6 (2x-rd)
Special: n a critical hit, sword forced automatic roll on Death
O
and Wounding Table
Retainer
HP: 2d6 (8)
Attack: Bronze Axe d6
The room contains an ornate box (60s) with d6 different powdered herbs with d6
uses each.
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The warlord’s Runecarved Blade (on a critical hit, there is a 2-6 chance of
automatically killing any opponent)
Tentacled Horror
HP: 28
Damage: d6, attacks 4x-rd
Armor: 1
Special: rapple instead of damage — if successful, no further
G
attack roll is required next round to deal d6 crushing
damage. Escape requires Strength check against 8+.
In the room is a bronze crown/circlet that allows its wearer to cast “Diamond
Mind Shatters” (Domination, Tier 1) 1x-day.
A copper dagger that allows the user to take 2 attacks each round.
Tyrant Lizard
HP: 32
Damage: 2d6 bite, d6 tail
(ignores armor, knocks anyone struck d6x5 feet away.)
Armor: 2 (hide)
Special: Awful Roar — When it roars, opponents must make a
Presence check against a difficulty of 8 or be terrified, losing
next action as if stunned. Tyrant Lizard will perform its roar
at the beginning of combat, then roll d6 and count the die
down each round — when it reaches 0, Tyrant Lizard will
perform its roar again.
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Among the bones are an obsidian battle axe that grants its bearer advantage on
all initiative rolls.
For each passage or corridor, roll a d6 when traversing. On a 1, you encounter a Foe
1 Straight, unremarkable corridor
2 Winding, narrow passage
3 Staircase up/down
4 Hidden/Secret passage
5 Blocked/Impassable without effort
6 Special feature (trap, mural, etc.)
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BESTIARY
Ash’Hassim
HP: 2d6
Armor: Leather 1
Attack: Dagger (d6/d)
Morale: Average (8)
Special: Stealth (INT check 8+ to detect)
Backstab (add d6 on unaware targets)
Beastmen
HP: d6
Armor: None (0)
Attack: Claws or Club (d6/d or d6)
Morale: Cowardly (6)
Special: Pack Tactics (PCs at -2 Dodge when outnumbered by Beastmen
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Duelist/Pit Fighter
HP: 3d6
Armor: Leather and Shield (2) / Just Leather (1)
Attack: Sword (d6) x2-rd
Morale: 8
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Ghoul
HP: 2d6
Armor: Rotting Mail or Leather (1)
Attack: Claws (d6)
Morale: N/A
Special: Paralyzing Touch (TOU check 8+ or target is paralyzed
for d6 rounds)
Giant (Humanoid)
HP: 6d6
Armor: Hide (1)
Attack: Club (2d6)
Morale: 11
Special: Throw Boulder (ranged attack 2d6, single target)
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Giant Owl
HP: 3d6
Armor: 0
Attack: Talons (d6)
Morale: 10
Special: Swoop — Successful talon attack may carry human or small
animal (sheep etc) d6x10 feet into the air and drop for that
many d6 damage, ignoring armor
Giant Snake
HP: 4d6
Armor: 0
Attack: Bite d6+poison (TOU check 8+ or take additional d6
damage next turn)
Morale: 8
Special: Constrict — on successful attack, grapples one opponent.
Grappled target takes d6 constriction and automatic bite
damage each round. STR check at disadvantage to break free
Giant Spider
HP: 3d6
Armor: Chitin (1)
Attack: Bite d6+poison (TOU check 8+ or paralyzed for d6 rounds)
Morale: 6
Special: Webbing (AGI check 8+ or target is immobilized until a
STR check)
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Lion
HP: 4d6
Armor: 0
Attack: Claw (d6)
Bite (d6 / two attacks per round)
Morale: 9
Special: Leaping Attack — if more than 10’ from opponent and
succeeds with Claw attack, knocks enemy prone and
automatically succeeds with bite
Mercenary/Bodyguard
HP: d6
Armor: Leather and Shield (2)
Attack: Sword (d6)
Morale: 7
Nomad (Scout)
HP: d6
Armor: 0
Attack: Shortbow (d6)
Morale: 7
Nomad (Warrior)
HP: 2d6
Armor: Leather and Shield (2)
Attack: Spear (d6)
Sword (d6)
Morale: 8
Special: Mounted — Makes attacks at advantage while on horseback
Raptor Lizard
HP: 5d6
Armor: Tough Scales (1)
Attack: Claws (d6)
Bite (2d6 / two attacks per round)
Morale: 10
Special: Clever Girl — Attacks at advantage when fighting
alongside another Raptor Lizard
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Skeleton Warrior
HP: 2d6
Armor: Leather (1)
Attack: Sword (d6)
Morale: N/A
Special: Immune to fear and mind-affecting spells, all slashing and
piercing damage done at disadvantage
Sorcerer
HP: 2d6
Armor: None
Attack: Staff (d6)
Morale: 6
Special: Spells — can cast up to Tier 3 of random Pact at INT+3
Steppe Jackal
HP: d6
Armor: 0
Attack: Bite (d6)
Morale: 6
Special: Pack Tactics
Teradun (Pteranodon)
HP: 4d6
Armor: Tough Hide (1)
Attack: Beak (d6)
Morale: 6
Special: Swoop
Wolves
HP: 2d6
Armor: 0
Attack: Bite (d6 / two attacks per round)
Morale: 8
Special: Pack Tactics
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