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Sacrifice - Digital

Sacrifice is a role-playing game based on the D20 system where players take on the role of a character known as a Branded, marked for demonic sacrifice but having escaped. The game emphasizes a single player versus the world dynamic, with a focus on character customization through skills and feats rather than traditional classes. Players navigate a dark fantasy world filled with challenges, combat, and the threat of demonic forces while gaining experience and advancing their characters.

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0% found this document useful (0 votes)
285 views88 pages

Sacrifice - Digital

Sacrifice is a role-playing game based on the D20 system where players take on the role of a character known as a Branded, marked for demonic sacrifice but having escaped. The game emphasizes a single player versus the world dynamic, with a focus on character customization through skills and feats rather than traditional classes. Players navigate a dark fantasy world filled with challenges, combat, and the threat of demonic forces while gaining experience and advancing their characters.

Uploaded by

r1q2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sacrifice

2
3
S��������
Designed and written by Alex T.
Text Copyright © 2022 Blackoath Entertainment

All illustrations created by Simone Tammetta - ORB


Cartograhpy by Glynn Seal
Layout by Alex T.

All rights reserved. No part of this book may be reproduced


or utilized in any form or by any means, electronic or
mechanical, without permission in writing from the
publisher.

S�������� was made possible thanks to the support of my


patrons. A million thanks!
www.patreon.com/blackoathgames

Creative Commons Attribution 4.0 International License: You are free


to share and adapt this material for any purpose as long as you give
attribution.

www.blackoathgames.com
blackoathentertainment@gmail.com
T ABLE OF C ONTENTS
THE BASICS - 7
Characters - 9
Abilities - 10
Skills, Feats & More - 11
Finishing Touches - 18
Gear - 22

RULES - 27
Combat - 28
Fatigue - 35
Travel Procedures - 36
Corruption - 41
Gaining Experience Points - 42

THE WORLD - 43
The Kingdom of Pavaria - 46
The Cadaennor Dominion - 47
The Church of the Burning Light - 48
The Threat of the Demonic - 51
The One Hundred Years War - 52
No Man’s Land - 53
Weekly Events - 63
Treasure & Rewards - 68

BESTIARY - 73
Apostles - 74
Beasts - 76
Humans - 70
Monsters - 83
The Basics
WHAT IS SACRIFICE? skill bonus, and compare it to a
Sacrifice is a Role-Playing Game Difficulty Class (DC) specified by
based on the D20 system. This the GM. The action is successful
means it’s compatible with most, if the roll equals or exceeds the
if not all, other D20 retro-clones DC. This is referred to as a skill
and published material, new and check.
old. In Sacrifice, you play as a
Branded, a character that has DIFFICULTY DC
been marked for demonic
sacrifice. Somehow, you escaped Very Easy 5
the sinister ritual alive, but you
are now chased both by demons Easy 10
and the all-powerful Inquisition. Moderate 15
As a Branded, you are no ordinary Hard 20
mortal. You have escaped certain
death, and while the forces of evil Very Hard 25
are powerful, as is the Holy Nearly
Church and its Inquisition, so is 30
Impossible
your will to live. Your
determination and resilience in
the face of certain death sets you ADVANTAGE/DISADVANTAGE
apart from the common man, Some situations, skills, gear or
nothing else. What some deem effects may influence your
supernatural abilities you know capabilities in a positive or
well is just a combination of negative manner. When for any
experience, determination, and reason you have Advantage, you
sometimes, pure luck. perform the check by rolling
2D20 and choosing the more
HOW DOES SACRIFICE PLAY? favorable of the two results. On
Sacrifice is best played with a the other hand, when you have
Game Master (GM) and a single Disadvantage you must roll 2D20
Player Character (PC). There is and choose the less favorable
nothing stopping you from result.
playing it with a bunch of friends,
but the game thrives when it’s CRITICAL FAILURE & SUCCESS
“me versus the world”, and this is Rolling a 1 on a D20 (a natural
best achieved when there’s a 1) during either type of check is
single PC. considered a Critical Failure: the
worst possible consequence takes
Whenever a PC tries to do place. On the other hand, rolling a
something and the result isn't 20 (a natural 20) grants a
evident, or there is something at Critical Success: the best possible
stake, the GM will inform the result takes place. Combat-specific
player to roll a D20, add a consequences are detailed on page
suitable ability modifier and/or 30, but on other occasions the

7
Sacrifice
GM decides on the most Assisting on a Skill Check
appropriate consequence. One character may help another
perform a skill check if they are
OPPOSED CHECKS in the position to do so. This
When two characters take actions requires both characters to be
that have opposing purposes (i.e. undistracted and able to see the
a character tries to sneak while same task simultaneously. When
another one tries to find them), these conditions are met, the
their dice are rolled against each character receives Advantage to
other. The PC with the highest any applicable check that does not
roll wins; ties are awarded to the involve combat. This is the same
highest ability score. regardless of the number of PCs
(or NPCs) assisting the character.

8
C HARACTERS
Warfare, pain and faith
In Aresta we stand
For the last rite of heaven,
The seventh sacrament.

Born of blood and fire


And blessed by Dawn's Hand
No sorrow I repent
No doubt enters my heart.
- Inquisitorial Oath

In Sacrifice, each player controls a starting gameplay style. You must


single Player Character (PC); also pick two weapon and one
these are differentiated from Non- armor proficiencies, and a Combat
Player Characters (NPC), which Maneuver.
are usually created and controlled
by the Game Master (GM). In - As a Branded, you start the
order to create a character, follow game at level 3. This reflects your
these simple steps: character’s years of experience
before their current ordeal.
- Begin by taking a new character
sheet. You can either scan the one - Last but not least, add the
in this book, download and print finishing touches: overall
one, or hand-reproduce it on a appearance, gender, age, quirks, a
sheet of paper. As a last resort, basic backstory, and any other
you can always simply use a piece thing you think can help you
of paper to write down all your understand who your character is.
character’s details. There are no alignment rules in
Sacrifice, only shades of gray.
- Roll 3D6 six times (once per
character ability) and then assign - As a new character, you start
each result to one of the abilities: with 100 silver pieces (sp) to
Strength (STR), Intelligence spend on any of the gear found
(INT), Wisdom (WIS), Dexterity on the equipment section in this
(DEX), Constitution (CON), and chapter.
Charisma (CHA).

- In Sacrifice, all characters are


human, so you do not need to
pick a race.
- There are no character classes
either; instead, you start by
choosing 3 Feats from all the
available ones. This allows you to
customize your character’s

9
Sacrifice

ABILITIES
Abilities are the foundation of - Dexterity (DEX): This
every character, and they only describes how nimble your
change under very specific character is—how good they are
circumstances. The initial ability at dodging, jumping, using
score is determined by rolling lockpicks and otherwise using
3D6 six times (once per character their hands.
ability) and then assigning each
result to one of the abilities. - Constitution (CON): This
When you're done, your character measures how physically resilient
will have a score in each of the your character is, including how
following abilities ranging from 3 well they fare against harmful
to 18. Each score has a bonus or effects such as poisons or diseases.
penalty attached to it, as shown in
the table below. - Charisma (CHA): This tells
how likable your character is—
ABILITY SCORE MODIFIER how easily they can get
information and gain advantages
3 -3 with NPCs.
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18+ +3

- Strength (STR): This


determines how strong your
character is—how capably they
perform feats of strength such as
lifting heavy objects or breaking
things.

- Intelligence (INT): This shows


how cunning and capable your
character is at mental tasks such
as solving puzzles and riddles, or
thinking things through before
acting.

- Wisdom (WIS): This defines


mental strength and ego, a
combination of intuition,
willpower and common sense.

10
Characters

SKILLS, FEATS & MORE


As we mentioned above, there are - I’m Not Done Yet!: When your
no character classes in Sacrifice. character reaches 0 HP, you can
Instead, what defines your perform a CON saving throw to
character is the collection of skills, avoid becoming unconscious. If
Feats, and other unique you pass it, you can sacrifice 1
capabilities they possess. CON to gain D4 HP and
miraculously stand up again. Can
As a Branded, you have survived only be done once per combat.
something that seemed impossible.
This is mostly thanks to a specific - Luck: Luck may be spent to
trait that sets you apart from your automatically pass a saving throw,
fellow humans. Choose one of the but it must be declared so before
following: rolling. Luck can also be used to
retreat from combat: if the whole
- Titanic Strength: +2 STR party wants to retreat from
- Lighting Reflexes: +2 DEX combat, they must each spend 1
- Unbreakable Will: +2 WIS Luck. This means that
- Boundless Vitality: +2 CON incapacitated allies can be dragged
away by surviving ones. Luck is
There are a few other details that recovered at a rate of 1 per
mark you as a special individual, a resting day. A character’s Luck is
veteran of a thousand horrors: equal to half their level (round
up).
-Branded: You bear the Mark of
Sacrifice, a terrible scar that has - Mastery Die: Each time your
marked both your flesh and soul. character is involved in combat
At first sight, it appears as a with opponents with a number of
recent firebrand, never truly Hit Dice (HD) lower than their
healing. When in the proximity of level, you can use the Mastery
demonic forces (within a radius Die. In your turn, you
of 30 feet), the Mark of Sacrifice automatically deal D4 damage to
burns as if it was just carved on any opponent within range. This
your skin anew, causing 1 HP represents passing blows and
damage. After focusing, you know lesser strikes that the character
the distance and direction towards deals to those around them
the demon or demons. without much of a thought, due to
their mastery of combat.
Sacrifice
CHARACTER ADVANCEMENT following table to know what
As your character progresses and benefits your character earns each
earns Experience Points (XP), time they reach a new level.
they will become better. Use the

EXPERIENCE EXPERIENCE POINTS ACCUMULATED OTHER BENEFITS


LEVEL HIT POINTS (HP)
1 0 8 Feat, +1 Skill Point
Feat, +1 Skill Point, New
2 2,000 D8+8 Combat Maneuver
3 4,000 2D8+8 Feat, +1 Skill Point
Feat, New Proficiency, +1
4 8,000 3D8+8 Skill Point, New Combat
Maneuver
Feat, +1 Ability Score, +1
5 16,000 4D8+8 Skill Point
Feat, +1 Skill Point, New
6 30,000 5D8+8 Combat Maneuver
Feat, Extra Attack, +1
7 60,000 6D8+8 Skill Point
Feat, New Proficiency, +1
8 120,000 7D8+8 Skill Point, New Combat
Maneuver
9 240,000 7D8+8 Feat, +1 Skill Point
Feat, +1 Ability Score, +1
10 500,000 9D8+8 Skill Point, New Combat
Maneuver
11 750,000 10D8+15 Feat, +1 Skill Point
Feat, New Proficiency, +1
12 1,000,000 10D8+20 Skill Point, New Combat
Maneuver

SKILLS or hold their balance on a


All characters possess a set of precarious ledge by passing an
skills that are modified by their Acrobatics check.
ability scores. As a new
character, you can increase - Animal Handling (WIS): This
three different skills by +1. skill allows a character to train or
control a domesticated animal,
- Acrobatics (DEX): A character ride a horse, or interact with a
can roll beneath a closing gate, wild beast.
swing across a chasm on a rope,

12
Characters
- Athletics (STR): To undertake either via a well-placed threat or
difficult feats of swimming, sprinting, sheer flattery.
climbing, or jumping, a character
must make an Athletics check. - Medicine (WIS): In order to
stabilize a dying person, treat or
- Culture (INT): A Culture diagnose a sickness or poison, or
check allows a character to learn establish the cause of death, a
about the customs, laws, regional character must make a Medicine
trade, and etiquette of cultures check.
other than their own (a character
is presumed to know about their - Nature (INT): The character's
own culture and background understanding of natural terrains,
without requiring an ability monsters, plants, and threats is
check). measured by the Nature skill.
Unlike Survival, this skill does not
- Deception (CHA): When a involve practical experience with
character lies, misleads, or hides the natural world.
the truth, whether orally or
otherwise, the Deception skill is - Perception (WIS): Perception
utilized. This ability check can be refers to a character's ability to
made against a DC determined by see, hear, or sense things.
the GM, or as an opposed test
against a target's Insight check. - Performance (CHA): With a
Performance check, a character
- Heretical Knowledge (INT): can sing, act, or otherwise amuse
There are things lurking in the an audience.
darkest, foulest corners of the
human world. This skill allows a - Religion (INT): The church is
character to identify and know the most powerful institution in
details concerning the Enemies of the world, more powerful than
Humanity: demons and other any kingdom or empire. Lacking
terrible creatures that corrupt and faith, or worse, lacking the ability
stain anything they touch. to prove one’s faith via direct
knowledge of the church’s edicts
- History (INT): The History and the Holy Book often means,
skill assesses a character's at the very least, a stern
understanding of historical events. punishment.

- Insight (WIS): A creature's - Sleight of Hand (DEX): To


objectives or motives can be conduct legerdemain, pickpocket,
deduced via an Insight check. hide an object on another person,
make a secret hand signal, or
- Investigation (INT): otherwise trick the eyes with feats
Investigation is used to actively of agility, a character makes a
seek for clues, acquiring Sleight of Hand check.
information, experimenting, and
conducting study. - Stealth (DEX): Stealth is used
to hide or avoid notice. A
- Manipulation (CHA): With character’s Stealth check is usually
this skill a character can influence opposed by a potential observer’s
an NPC’s opinion or actions, Perception check.

13
Sacrifice
- Survival (WIS): This skill - Colossal Wielder: Choose a
helps a character undertake tasks two-handed weapon. You carry an
such as hunting, tracking, enormous version of it that deals
avoiding natural hazards, and +2 damage and ignores 2 points
traveling without becoming lost in of AC. You must have STR 16+.
the woods. Talk to your GM to learn how
you found such a weapon.
PROFICIENCIES
A character that is proficient in a - Combat Prosthetic: After
skill has Advantage on checks losing a limb, you can replace it
involving that skill. When it with a combat prosthetic. One per
comes to weapons and armor, day you can unleash a blast attack
proficiency works a bit differently: with it that deals 3D10 damage.
a character without the correct You must spend 10 sp in
weapon proficiency has materials to recharge it after each
disadvantage when wielding it, use.
while a character without the
correct armor proficiency has - Corporeal Purity: When
disadvantage on all DEX and subject to the effects of poison or
Athletics checks while wearing it. disease, perform a WIS Ability
Newly created characters begin check to negate it after failing a
the game with two weapon saving throw.
proficiencies and one armor
proficiency. - Crossbow Mastery: You can
ignore the Slow trait in
FEATS crossbows, and you suffer no
A feat is a skill or field of Disadvantage from firing one at a
knowledge that grants a character distance of 5 feet or less.
extraordinary abilities. It
encapsulates education, - Dauntless: You are immune to
experience, and skill in one Fear.
specific area of expertise. At level
three, new characters start with - Demonslayer: +2 damage
3 Feats of their choosing. versus monsters, demons, and
Apostles.
- Akelian Wardancer: Add your
WIS modifier to your AC when - Disengage: You are no longer
unarmoured. subject to attacks of opportunity.

- Backstab: Double your attack - Dual Wielder: You no longer


damage when attacking an have Disadvantage when dual
unsuspecting target. wielding.

- Brawler: Your unarmed attacks - Frugal: You only require 1


deal D6 damage. ration each two days.

- Capable: Gain Proficiency with - Inquisitorial Fury: A human


a weapon, armor, or skill of your target is affected by fear if you
choosing. perform a successful Manipulation
check.

14
Characters
- Iron-Willed: The dead cannot - Savage: Increase your Mastery
take control over your body. Die damage to D6.

- Lucky Fall: When falling from a - Will of God: At the start of


height that would normally kill each day, lose D4 HP due to self
you, spend all current Luck to inflicted wounds. +2 STR and +2
avoid all harm. WIS modifier when fighting
monsters, demons, and Apostles.
- Marksman: You can choose to
roll a ranged attack with - Shield Expert: While carrying a
Disadvantage. If you do so and shield, you may perform a STR
the attack still hits, you deal the Ability check to completely avoid
maximum possible damage with a death blow once per combat.
your weapon. The shield is destroyed in the
process.
- Master Thief: You have
Advantage on all Stealth and - Signature Weapon: Choose one
Sleight of Hand checks. weapon type. +2 to attack rolls
when wielding your signature
- New Heights: +1 Ability score. weapon.
You can pick this Feat more than
once. - Skilled: Increase any skill by
+1. You can pick this Feat more
- Penitence: You can remove 1 than once.
Corruption at the cost of
receiving D4 damage as self- - Taunt: Perform a Manipulation
inflicted wounds. check with advantage. All human
opponents within hearing range
- Polearm Backstrike: When are forced to attack you next
wielding a polearm you can round.
perform a free attack every turn
that deals D4 damage. You must - Titanic Strength: You can
still roll to hit as usual. wield two-handed weapons with a
single hand. Requires STR 18+.
- Precision Warrior: When in
combat, you score a critical hit - Unbreakable: You become
with 19-20. resistant to bludgeoning damage
while in heavy armor.
- Quick Healer: Double your
Daily Healing Rate. - Unstoppable: After reducing an
opponent to 0 HP, you can
- Relentless: You can roll the immediately perform a free attack
weapon's damage dice a second against the nearest opponent.
time and use either total once per
round. - Vigorous: Your HD is increased
to D10.
- Resilient: Increase a saving
throw score by 1. You can pick - Watchful: +5 Initiative, you
this Feat more than once. cannot be surprised.

15
Sacrifice
COMBAT MANEUVERS a nearby ally can perform a free
As trained inquisitors and experts attack against the same target.
in all types of combat, characters
master several unique fighting - Deflecting Stance. Cost: 6.
techniques that set them apart After choosing the Defend action,
from other regular combatants in you can perform a free melee
Neia. These techniques are known attack against any opponent that
as Combat Maneuvers, and as missed their attacks against you.
level 3 characters, new PCs
begin the game knowing one, - Disarm. Cost: 2. You attempt to
chosen by them among the disarm your opponent. Perform a
available ones. DEX ability check.

In order to be able to use a - Disable Armor. Cost: 8.


Combat Maneuver, a character Perform a standard attack. If
must spend Stamina. At the you’re successful, you don’t deal
beginning of each combat, a damage but your opponent’s AC
character must roll D8+Level to is reduced by 2.
determine the amount of Stamina
they have available for that - Double Shot. Cost: 5. Perform
combat. Once the combat is over, a standard ranged attack. If the
all remaining Stamina is lost. attack hits the target you roll
twice for damage.
Only one Combat Maneuver can
be used per round. - Far Shot. Cost: 2. Your ranged
weapon attack has its range
- Combat Awareness. Cost: 4. increased by 30 feet.
Make a Perception check when a
creature makes an attack against - Feint. Cost: 2. Perform a
you, turning it into a miss if your standard melee attack. It has
result is higher than the attack Advantage.
roll. This does not count as an
action. - Forceful Attack. Cost: 4.
Perform a standard attack. If it
- Combat Thief. Cost: 4. After a hits, it deals damage as normal
human opponent misses their and you can push your opponent.
attack against you, you can pick The target must succeed at a Blast
their pockets if you pass a Sleight saving throw or be knocked
of Hand check (DC 12). This down, resulting in them being
does not count as an action. prone until they manage to get
back up again.
- Confusing Parry. Cost: 3. As a
reaction to an opponent’s attack, - Grapple. Cost: 3. In order to
you can perform a Sleight of grapple an opponent, you must
Hand check (DC 13). If you’re have at least one free hand and
successful, their attack misses. succeed at an Athletics check (DC
This does not count as an action. 14). Once grappled, your
opponent can attempt to escape
- Create Opening. Cost: 5. during their turn; in order to do
Perform a standard attack. If it so they must succeed at a
hits, it deals damage as usual, and Paralysis saving throw.

16
Characters
- Intimidating Blow. Cost: 5. - Warding Stance. Cost: 4. Until
Perform a standard attack. If it hits, the start of your next turn, your
it deals damage as normal and your AC is increased by 4. This can be
target has Disadvantage when comined with the Defend action.
attacking you for the next 2 rounds.
- Weak Spot. Cost: 6. Perform a
- Mounted Charge. Cost: 2. standard attack. If it hits your
Move up to your mount’s speed target, it’s a critical hit.
in a straight line. If at the end of
your movement there is a creature - Whirlwind Strike. Cost: 8.
within your reach, the first attack Make a melee weapon attack
you make against it as part of this against any number of creatures
maneuver has Advantage. within 5 feet of you, making a
separate attack roll for each
- Point Blank Shot. Cost: 2. target.
When attacking with a ranged
weapon, you suffer no penalty for - Wild Swing. Cost: 4. You can
shooting at 5 feet or less from attack once again after missing an
your target. attack while wielding a two-
handed weapon.
- Protect. Cost: 6. When an ally
within your movement reach is A WEAPON MARKED BY DARKNESS
hit by an attack, you can choose When the same weapon has been
to swap places and receive the used in countless battles against
damage in their stead. creatures from beyond the Realm
of Man, subtle spiritual energies
- Roll Out. Cost: 4. You can cling to it and slowly change it,
disengage from combat without improve it. Each time a weapon
consequences after an opponent’s has been used to kill an unnatural
failed attack. creature (i.e. not human or
beast), a fragment of its soul is
- Savage Attack. Cost: 5. Perform imbued within it. Once a weapon
a standard melee attack. If it hits, has absorbed 100 fragments, it
add D10 to its damage. grants +1 to all attacks and
damage done while wielding it.
- Threatening Glare. Cost: 3.
Choose a hostile NPC or Beast One of the character’s starting
you can see within 30 feet. They weapons starts with D20+10
must pass a Fear saving throw or fragments.
become frightened for D4 rounds.

- Trample. Cost: 8. While on a


mount, charge against a group of
enemies at half the mount’s speed.
Creatures in your path receive
2D8 bludgeoning damage and
become prone.

- Volley. Cost: 8. Perform a


ranged attack against a number of
creatures equal to your level.

17
Sacrifice
STARTING HIT POINTS their DEX modifier. Wearing
A first level character has 8 HP. armor changes the base number,
As level 3 characters, PCs begin but a character’s DEX modifier is
the game with 2D8+8 HP, plus always added.
their CON modifier.
INITIATIVE
ARMOR CLASS (AC) A character’s Initiative modifier is
A character’s base AC is 10, plus equal to their DEX modifier.

FINISHING TOUCHES
The only thing left now is to D10 CHARACTER FLAW
determine some basic personality 1 Arrogance
traits and other similar elements
that will help you better role-play 2 Drunkenness
your character: make sure you 3 Paranoia
pick an overall appearance, 4 Gluttony
gender, age, and anything else you 5 Sloth
want to add. As an inspiration,
feel free to roll on the following 6 Cruelty
tables to learn more about who 7 Cowardice
they are. A GM might also want 8 Wrath
to use the following tables to
quickly create some interesting 9 Greed
NPCs. 10 Lust

DESPERATE, BROKEN, HUNTED WHY DID YOU JOIN THE


Your character was once one of D8 INQUISITION?
the Church’s most holy agents, an
inquisitor. You were betrayed and 1 Recruited as an orphan
captured by cultists, or maybe it Your faith in God guided
was a close friend, who sold their 2 you down that path
soul and yours in exchange for A person you admired was a
demonhood. Somehow, you 3 member
escaped the sacrificial ritual with Your parents were burned at
your life, if not your mind. You 4 the stake. You wanted to
are now forever hunted not only understand why
by the foul, demonic creatures
beyond this world, but by those Their undeniable power
5
who fought by your side: holy attracted you
warriors, demon hunters, You wished to rid the world
6 of evil
mercenaries. You have no master
but yourself, and you travel the They seemed to live a good
war-torn land doing what you’ve 7 life
always done: hunt evil and its You wanted to destroy the
miasmic corruption, and take 8 organization from within
down those who work against
you.

18
Characters
WHAT BECAME YOUR GREATEST WHY IS THE INQUISITION
D8 D6
ACHIEVEMENT AS AN HUNTING YOU?
INQUISITOR? You leave a trail of
You eliminated a dangerous 1
1 destruction behind you
heretic cult Demons appear in your
You rescued a group of 2 wake, so you must also be a
2 children that were marked demonic fiend
for sacrifice
You bear a demonic brand
You burned the heretic and 3 that proves your diabolical
3 purged the unclean allegiance
You brought reason to a
4 witch hunt and avoided the You survived what no
death of an innocent human should have
4
You taught and trained the survived, which means
5 rabble to fight against the you’re inhuman
forces of evil You killed one of their
5
Participating in the Great agents
6 Burning of 320 AI You relinquished your
You were personally 6 duties as an inquisitor
7 commended for your service
by archbishop Enton
You never lost your faith,
8 despite it all

D8 WHO BETRAYED YOU?


1 Loved one
2 Colleague
3 Friend
4 Sibling
5 Parent
6 Stranger
7 Protégé
8 Superior

THE BRAND
As you began to understand the
depth of your despair, the sharp
pain of the Brand of Sacrifice
struck you. Its pain never really
disappeared since that day, only
faded, a throbbing wound that
constantly reminds you of the
terrors unleashed upon this world.
The demonic Brand of Sacrifice
marks you as prey for all that is
evil in the world, and as such you
are tormented and persecuted.

19
Sacrifice
The Brand also allows you to swarm around you, attempting to
walk the liminal space between take control of your body. Certain
worlds; this is precisely how you places, such as graveyards,
awaken the spirits: you are a forgotten battlefields, tombs, and
beacon of pulsating red light in other locations that have seen
their world of darkness. This many people die, can cause the
allows you to tap into a well of dead to swarm around you. When
energy that gives you almost you find yourself in such places,
superhuman abilities; after all, no you must perform a WIS Ability
normal human can fend off check. Failing means the dead
hordes of creatures all by take over your body for a number
themself. With the Brand, you of hours equal to 10 minus your
sense the supernatural, break WIS modifier. Once you regain
barriers and walk freely among control, things are usually not
the worlds of mankind, gods, and great.
demons.
D6 WHAT HAPPENED WHILE THE
WHERE IS YOUR BRAND DEAD TOOK OVER?
D10 PLACED? You went on a killing
1
1 Head rampage
2 Face You spent all your money in
2
3 Neck food and drink
3 You spent all your money at
4 Back the nearest brothel
5 Arm You practiced self-
6 Chest 4 mutilation. You lose D10
7 Torso HP
8 Buttocks You ran. You have no idea
5 where you are now
9 Leg
You’re not sure, but you
10 Foot 6 woke up in jail

The Brand never heals, nor does it WOUNDS & SCARS


go away. When in the proximity Your character did not escape
of demonic forces (within a unscathed from their ordeal. First
radius of 30 feet), the Mark of roll on the Wound table to learn
Sacrifice burns as if it was just the nature of your wound, and
carved on your skin anew, causing then roll on the Body Part table to
1 HP damage. It has its benefits, learn where the wound is. This is
too: After focusing for a few what your character lost in
moments, you know the distance exchange for their life.
and direction towards the demon
or demons. You can’t hide, but D10 WOUND
neither can they. 1-2 Missing
Perhaps the most dangerous side- 3-4 Paralyzed
effect of the Brand is its power to 5-6 Scarred
attract the spirits of the dead. 7-8 Deformed
Hungry to feel, feed, and live even 9-10 Weak
for just a brief moment, the dead

20
Characters
D8 BODY PART Common Pavarian Surnames
1 Groin Vogel, Herz, Jochutz, Lutzen,
Hoefer, Wirtz, Ohrsten,
2 Eye Dahmbach, Durrbein, Widmer,
3 Arm Kaltenback, Otzlowe, Becker,
4 Nose Tabbeck, Gaffwig, Nuhr, Schuster,
5 Ear Baumann, Stark, Konig.
6 Leg Common Cadaennorian Names
7 Chest Alixandre, Agnes, Regnault,
8 Bowels Hennequin, Michelet, Cecile,
Thyeph, Avelina, Plante, Sedilia,
NAME Nezot, Willeme, Adenin, Jourdain,
Your character will belong to Guiote, Hemmonet, Marguot,
either the Kingdom of Pavaria, or Adenin, Alberea, Verain.
the Cadaennor Dominion; it’s up
to you. As an ex-inquisitor, it is of Common Cadaennorian
little importance. The following Surames
are the most common names for Marc, des Essars, du Boys,
each nation. Regnault, Baillet, Saintraille,
l'Extrac, Montagu, Neufville,
Common Pavarian Names Roubres, Tirasse, Charetier,
Lena, Adhemar, Jehanne, Seiger, Caboche, Ternant, de Grinquos,
Haletha, Burgolf, Hannath, Pidoye, d’Espernon, Gajant, Sifflet,
Liebert, Anthea, Ulli, Hadred, Frallon.
Wilryn, Ermina, Meinhart,
Ingrund, Alaric, Ingwal, Helga,
Ragen, Elinor.
Sacrifice

GEAR
COINAGE - Normal items take up one slot.
Although gold coins exist, they are
usually reserved for the type of - Heavy items take up two slots.
transactions 99% of the
population doesn’t do; they are - Light items can be bundled up
the currency of the rich and to 10 items in one slot. These
noble. As such, standard prices are include torches, rations, small
usually given on Silver Pieces. vials, daggers, and ammo.
Sacrifice’s system of coinage is
organized as follows: - Coins and gems take up one
slot for every 100 pieces, rounded
1 Gold Crown (GC) = up.
1,000 Silver Pieces (sp)
1 Silver Piece (sp) = It is assumed that a character’s
10 Copper Pieces (cp) belongings are distributed among
1 Copper Piece (cp) = their different bags and sacks,
10 Brass Pieces (bp) except for things like armor or
weapons, which are usually worn.
Coinage varies from land to land, A character without a backpack
but the value of each individual can only carry a number of items
coin remains essentially the same. equal to their STR.
The Pavarian Silver Phoenix is
essentially the same as a USAGE DIE
Cadaennorian Silver Head, so for Things such as torches or ammo
simplicity’s sake, we make no are tracked via the Usage Die.
distinctions. When you first acquire an item
that utilizes the Usage Die, it
ENCUMBRANCE begins as a D8, and each time you
Characters can carry a number of use the item associated with it (at
items equal to STR+10 without the end of a combat when you
any penalty. A character carrying used your bow and you need to
more than that becomes check your ammo, for example),
encumbered, and has you must roll the Usage Die. If
Disadvantage on all physical rolls. the result is 1 or 2, the die goes
down one stage.
- Non-encumbering items
include anything tiny you can fit D12 => D10 => D8 => D6 => D4
in your palm, empty bags, items
with no listed weight such as You can purchase or acquire more
paper, as well as worn clothing of an item using the Usage Die, in
and jewelry. which case the die would increase
one stage.

22
Characters

MELEE WEAPONS

WEAPON COST WEIGHT DAMAGE PROPERTIES

Club 1 cp Normal D4 Bludgeoning Simple


Dagger 2 sp Light D4 Piercing Finesse
Light Hammer 2 sp Light D4 Bludgeoning –
Whip 3 sp Normal D4 Slashing Finesse
Handaxe 2 sp Normal D6 Slashing –
Mace 6 sp Normal D6 Bludgeoning –
Quarterstaff 3 sp Normal D6 Bludgeoning Two-handed
Shortsword 8 sp Normal D6 Slashing Finesse
Spear 1 sp Normal D6 Piercing Versatile (D8)
Bastard Sword 25 sp Normal D8 Slashing Versatile (D10)
Battle Axe 5 sp Normal D8 Slashing Versatile (D10)
Flail 10 sp Normal D8 Bludgeoning –
Greatclub 5 cp Normal D8 Bludgeoning Versatile (D10)
Longsword 16 sp Normal D8 Slashing –
Morningstar 5 sp Normal D8 Bludgeoning –
Rapier 20 sp Normal D8 Piercing Finesse
Saber 25 sp Normal D8 Slashing Finesse
Warhammer 10 sp Normal D8 Bludgeoning Versatile (D10)
War Pick 8 sp Normal D8 Piercing –
Glaive 6 sp Heavy D10 Slashing Two-handed
Halberd 10 sp Heavy D10 Slashing Two-handed
Pike 5 sp Heavy D10 Piercing –
Great Axe 25 sp Heavy D12 Slashing Two-handed
Great Sword 30 sp Heavy D12 Slashing Two-handed
Maul 25 sp Heavy D12 Bludgeoning Two-handed

23
Sacrifice
RANGED WEAPONS

WEAPON COST WEIGHT RANGE DAMAGE PROPERTIES


Throwing
1 sp Light 80 ft D4 Piercing –
Dagger
Javelin 1 sp Light 120 ft D6 Piercing –
Sling 1 cp Light 120 ft D4 Bludgeoning –
Hand 10 sp Normal 120 ft D6 Piercing Slow
Crossbow
Shortbow 15 sp Normal 320 ft D6 Piercing Two-handed
Composite 80 sp Heavy 600 ft D8 Piercing Two-handed
Bow
Light 15 sp Normal 320 ft D8 Piercing Slow, Two-handed
Crossbow
Longbow 60 sp Heavy 600 ft D8 Piercing Two-handed
Heavy 20 sp Heavy 400 ft D10 Piercing Slow, Two-handed
Crossbow

WEAPON PROPERTIES - Two-Handed: A weapon that


- Finesse: Characters wielding must be wielded using both hands,
this weapon can use their DEX usually due to its weight or size.
modifier, instead of STR.
- Versatile: This weapon can be
- Simple: Characters do not need wielded either with a single hand,
proficiency with this weapon in or both hands. Wielding a
order to wield it properly. Versatile weapon with two hands
increases its damage die.
- Slow: This weapon can only be
used once each two rounds.

AMMUNITION
AMMUNITION COST WEIGHT PROPERTIES
Increases the Usage Die
Arrow 1 sp Light by 1 stage
Increases the Usage Die
Bolt 1 sp Light by 1 stage

HELMETS
HELMET COST AC WEIGHT PROPERTIES
Helm 5 sp +1 Normal -1 Perception
Visored Helm 10 sp +1 Normal -2 Perception

24
Characters
ARMORS
ARMOR COST AC WEIGHT PROPERTIES
Padded Cloth 5 sp 11 Normal Light
Padded Leather 15 sp 12 Normal Light
Brigandine 15 sp 12 Normal Medium
Hide Armor 10 sp 13 Normal Medium
Chain Shirt 30 sp 13 Normal Medium
Medium, Requires STR 14+,
Scale Mail 45 sp 14 Normal Disadvantage on Stealth checks
Medium, Requires STR 11+,
Cuirass 60 sp 14 Normal Disadvantage on Stealth checks
Medium, Requires STR 13+,
Half Plate 80 sp 15 Heavy Disadvantage on Stealth checks
Hauberk 50 sp 16 Heavy Heavy, Requires STR 13+
Heavy, Requires STR 15+,
Full Plate 400 sp 18 Heavy Disadvantage on Stealth checks

SHIELDS
SHIELD COST BONUS TO AC WEIGHT
Light 10 sp +1 Normal
Medium 20 sp +2 Normal
Heavy 40 sp +3 Normal

25
Sacrifice
OTHER GEAR
GEAR COST WEIGHT PROPERTIES
Required in order to use the Medicine
Bandage 5 bp Light skill to treat wounds
2 sp Normal Required in order to carry gear above
Backpack one’s STR in slots
Candle 5 bp Light Illuminates in a 5 ft radius
Chain 5 sp Normal 10 feet
Crowbar 2 sp Normal –
Flask (empty) 1 cp Light –
Flint & Steel 5 cp Light –
Can be thrown for a number of feet
Grappling Hook 1 sp Light equal to STRx3
Lantern 10 sp Normal Illuminates in a 30 ft radius
A character hit by a net is restrained
until freed. A creature can use its
Net 2 sp Light action to make a STR Ability check,
freeing itself or another creature within
its reach on a success
Oil 2 cp Light Increases the Usage Die by 1 stage
Necessary to consume daily to avoid
Ration 5 bp Light starvation
Rope 2 cp Normal 25 feet
Sack 15 bp Light –
Objects viewed through a spyglass are
Spyglass 200 sp Light magnified to twice their size
Tent 5 sp Normal 1 Person
Thieve’s Tools 25 sp Normal Required to open locks and disable
traps
1 cp Light Illuminates in a 20 ft radius. Increases
Torch the Usage Die by 1 stage
Waterskin 5 bp Light –

26
Rules
SKILL CHECKS SAVING THROWS
The core mechanic in Sacrifice is To evade the full effects of certain
the Skill check. A skill check is attacks, all characters can make
performed by rolling a D20, saving throws. Each saving throw
adding the corresponding skill’s category has a number assigned,
modifier, and comparing the total and when a character or monster
with a number called the is afflicted by a spell or attack that
Difficulty Class (DC), which is needs a saving throw, the player
generally given by the GM. or GM will roll D20. A success is
defined as a result that is
greater than or equal to the
DIFFICULTY DC value specified for the saving
Very Easy 5 throw category. If the result is
lower than the specified number,
Easy 10 the roll is considered a failure.
Some successful saving throw
Moderate 15 rolls will totally nullify any effect,
Hard 20 while others will only cause half
the damage.
Very Hard 25
Nearly HUMAN SAVING THROWS
30 PCs add their level to their save
Impossible
throws. Minor NPCs or enemy
combatants add their HD to their
ABILITY CHECKS save throws. If it’s a developed
Occasionally, a character may NPC that the GM is treating as a
want to do something that is not character, they will instead add
covered by the available skills. In their level, as PCs do.
those circumstances, the GM may
ask the PC in question to perform BEAST SAVING THROWS
an Ability Check by rolling 3D6. Beasts add their HD to their save
If the result is equal or lower throws.
than the relevant ability score,
the attempt is successful. DEMONIC & MONSTER SAVING THROWS
Monsters add their HD to their
save throws.

HUMAN SAVING THROWS


PARALYSIS POISON/DEATH BLAST/BREATH FEAR/CHARM/SLEEP
15 14 16 15

27
Sacrifice
BEAST SAVING THROWS
PARALYSIS POISON/DEATH BLAST/BREATH FEAR/CHARM/SLEEP
14 12 16 16

DEMON & MONSTER SAVING THROWS


PARALYSIS POISON/DEATH BLAST/BREATH FEAR/CHARM/SLEEP
12 12 13 10

- Paralysis: A paralyzed creature - Charm: A charmed creature


is incapacitated and can’t move or cannot attack the charmer or use
speak. Attack rolls against the harmful abilities on the charmer.
creature have advantage. Any Any Ability check to interact
attack that hits the creature is a socially with the creature benefits
critical hit. the charmer.

- Fear: When the cause of a - Sleep: The creature immediately


character's fear is within line of falls prone, and any attack that
sight, the character in question hits the creature is a critical hit.
has disadvantage on Ability or
Skill checks and attack rolls. The
frightened character is unable to
approach the cause of their fear.

COMBAT
COMBAT STEP-BY-STEP
1. Determine surprise. The GM determines whether anyone involved in
the combat encounter is surprised.
2. Establish positions. The GM is in charge of placing all of the
characters and their opponents. The GM calculates the distance and
direction of the foes based on the adventurers' marching order or specified
places in the room or other location.
3. Roll initiative. Everyone involved in the combat encounter rolls
initiative, determining the order of combatants' turns.
4. Take turns. Each participant in the battle takes a turn in initiative
order.
5. Begin the next round. When everyone involved in the combat has had
a turn, the round ends. Repeat steps 3 and 4 until the fighting stops.

THE ATTACK ROLL to a DC, we use the target’s


Performing an attack works the Armor Class (AC). If the total
same as any other Skill check: you then equals or exceeds the target’s
roll a D20, and add the AC, you score a hit. Since NPCs
corresponding ability modifier (as or monsters don’t have modifiers,
a norm, this is STR for melee the GM must add their HD to the
weapons, DEX for ranged). attack roll and compare the total
Instead of comparing the final roll with the target’s AC, as usual.

28
Rules
TURNS & ROUNDS turn. A character or creature that
To understand combat you must rolls a natural 20 for initiative has
know the difference between a Advantage during their turn.
turn and a round. A turn is a
single combatant’s chance to act, THE COMBAT TURN
while a round is the sum of all On their turn, PCs can move a
combatants’ turns (both Player distance up to their speed (30 ft
and Non-Player Characters). walking, double if sprinting
When all combatants have taken outside of combat) and perform
one turn, that round ends and one action. Each PC gets to
another begins. choose whether they want to
move first or take an action first.
A turn lasts an average of 10 The most common actions are:
seconds.
- Standard attack: Perform an
SURPRISE attack with your melee or ranged
Who might be surprised is weapon to a target within range.
decided by the GM at the start of At level 7 a PC is capable of
combat. Each side will performing an extra attack in
immediately notice each other if their turn, and some opponents
neither side tries to be sneaky. can also attack more than once.
Otherwise, the GM compares
everyone’s hiding Stealth checks - Use a Combat Maneuver: PCs
to each creature on the opposing and some other characters have the
side's passive Perception score. ability to use Combat Maneuvers.
Any character or monster who When a character uses one it takes
fails to perceive a threat is caught up their whole turn (unless stated
off-guard at the start of the fight. otherwise in the maneuver’s
You can't move or do an action description), regardless of how
on your initial turn of combat if many attacks or actions they can
you're surprised, and you can't perform during their turn.
react until that round finishes.
- Use a Feat: Some Feats grant
Passive perception = active combat abilities, such as
10 + WIS modifier special attacks or other combat
moves. If a character can perform
INITIATIVE several attacks in their turn, using
During combat, initiative decides a Feat counts as one of them.
the order of turns. At the start of
each round, every player must - Defend: You focus on defensive
make an initiative check by maneuvers such as parrying or
rolling D20 + DEX modifier to dodging, granting you +2 AC until
determine their order of initiative. next round. No attacks can be
Each member of an enemy made when defending.
combatant or monster group acts
at the same time because the GM - Disengage: You attempt to
makes one roll for an entire group disengage from melee combat,
of identical creatures. performing a DEX Ability check.
If you fail, any opponent at melee
A character or creature that rolls a distance can perform a free attack
natural 1 for initiative loses their of opportunity.

29
Sacrifice
- Other: You can use any item handed weapons to perform an
you have on your person, interact extra attack per turn with
with something, assist an ally, Disadvantage.
move an extra 30 ft (generally
referred to as dashing), or swap - An unarmed character deals D4
weapons. damage.

Once it’s been determined that an - Ranged attacks at a distance of


attack hits, you must roll the 5 feet or less have Disadvantage.
weapon’s damage plus your STR
modifier for melee attacks, or - Characters or creatures
your DEX modifier for ranged attacking a prone target have
attacks. When a monster or NPC Advantage.
reaches 0 HP, they’re dead. When
a PC reaches 0 (or less) HP, they - Some creatures are either
become unconscious and must roll resistant against a type of damage
on the Injury table. (they receive half damage from
that source), or fully immune
Things to remember: (they receive no damage from
- Characters wielding a weapon that source). On the other side,
and not having the some creatures are vulnerable to
corresponding weapon certain types of damage, in which
proficiency perform their attacks case they receive double damage.
with Disadvantage.
CRITICAL HITS & FUMBLES
- Characters wearing armor When a character rolls a natural
without the corresponding 20 when rolling for attack, they
proficiency have Disadvantage to perform a Critical Hit. The
all physical checks, including attack’s damage is doubled, and
combat. they must roll on the appropriate
Critical Hit table (based on the
- Dual wielding: a character with attack’s damage type) to see the
DEX 15+ can equip two one- result of their action.

D10 CRITICAL HIT - BLUDGEONING


1 Cracked Skull: The target is stunned and cannot act for 3 rounds
2 Low Blow: The target is sickened and suffers -2 to all actions until
healed
3 Knockback: The target is pushed back D4x5 ft
4 Strike to the Leg: The target moves at half speed until healed
5 Dented Armor: The target’s AC is reduced by D4 until repaired
6 Strike to the Knee: The target falls prone
7 Wide Swing: The attacker can make an additional attack to the
nearest enemy
8 Split Open: The target bleeds, losing 1 HP/round
9 Failed Parry: The target drops the weapon they’re wielding. If not
wielding a weapon, they receive an extra D6 damage
10 Crushing Blow: The target dies

30
Rules

D10 CRITICAL HIT - BOMB/SPELL-LIKE EFFECT


1 Petrified: The target must pass a Paralysis saving throw or be
paralized for 10 min
2 Vulnerable: the target’s AC is reduced by 2 when targeted by this
same type of attack
3 Dazzled: The target is stunned and cannot act for D10 rounds
4 Knockback: The target is pushed back 20 ft
5 Cluster: Another target receives a normal attack
6 Forceful Blast: The target bleeds, losing 1 HP/Round
7 Concussive Blast: The target is launched upwards, falling down
moments later. Receives +1D6 damage, is stunned 1 round
8 Nerve Damage: The target receives triple damage
9 Savage Damage: the target must roll on the Permanent Wound
table
10 Disintegrated: The target dies

D10 CRITICAL HIT - SLASHING


1 Across the Eyes: the target is stunned and cannot act for 3 rounds
2 Parrying Strike: Gain +2 AC until your next turn
3 Flourished Taunt: The target can only perform standard attacks
towards you
4 Momentum: The attacker gains +2 to their next attack roll
5 Dented Armor: The target’s AC is reduced by D4 until repaired
6 Brutal Cleave: The target’s weapon is destroyed
7 Hack: The target receives an extra D6 damage
8 Chest Slice: The target loses D4 HP/round
9 Disembowel: The target must pass a Death saving throw or die
10 Decapitation: The target dies

31
Sacrifice

D10 CRITICAL HIT - PIERCING


1 Surprise Opening: The attacker receives an extra action this round

2 Two for One: The attacker deals normal damage to a second


nearby target
3 Nerve Damage: the target is stunned and cannot act for D6 rounds
4 Strike to the leg: The target moves at half speed until healed
5 Dented Armor: The target’s AC is reduced by D4 until repaired
6 Deep Wound: The target loses 1 HP/round
7 Forearm Piercing: The target drops the weapon they’re wielding. If
not wielding a weapon, they receive an extra D6 damage
8 Brutal Poke: The target is receives -2 to all actions
9 Impaled: Triple the damage instead of doubling it
10 Wound to the Neck: The target dies

When a character rolls a natural to learn what happens. Enemy


1 when rolling for attack, this is NPCs and monsters do not roll
considered a critical failure, or on the Fumble table.
fumble. Roll on the Fumble table

D10 FUMBLE
1 You drop your weapon and must spend your next turn recovering it
You hurl your weapon with such strength that it gets stuck very
2 deep on a wall or ground. You must perform a successful STR
ability check to retrieve it
You hurl your weapon with such strength that it smashes against a
3 stone, breaking in half
4 A random item falls from your bags
5 You hurl your weapon 15 ft away
You trip and fall, wasting this action. You are prone and must use
6 an action to stand next round
In the process of executing your attack you trip and move forward
7 5 ft and fall prone
If it is able to do so, your attack hits your closest ally to the
8 intended target
9 You manage to strike yourself with a normal attack
You somehow manage to hurt yourself badly with your own
10 weapon. You receive a critical hit

32
Rules
ENEMY MORALE
Although demonic creatures are D20 FAILED MORALE CHECK
not affected by fear and cannot 1-3 Organized fighting retreat
become demoralized, most human
combatants will. After all, very 4-6 General retreat
few people, and certainly almost
no normal beast, will fight to the 7-10 Retreat in disarray
bitter end and would rather flee 11-20 Surrender
for their lives.

A human NPC, either friendly or Beasts and some monsters must


unfriendly, must make a morale make a morale check when:
check when: - After losing 75% HP
- 25% of the friendly combatants - 50% of the friendly combatants
have been eliminated or have fled have been eliminated or have fled

- 50% of the friendly combatants To perform a Morale check, roll


have been eliminated or have fled a D20. A result of 10 or less
indicates that the check has failed.
- The leader is incapacitated, The NPC must then roll on the
slained, or has fled Failed Morale Check table to
determine how they react.

CONDITION ROLL MODIFIER


25% of the friendly combatants lost -1
Taking casualties without inflicting any -2
50% of the friendly combatants lost -3
Leader lost -4
Leader’s CHA Variable
Per level/Hit Dice +1
Inflicting casualties without taking any +2

HEALING & DEATH at twice their normal rate.


All characters recover Hit Points
through rest. A character recovers - When a character’s hit points
a number of HP equal to their drop to 0 or fewer, the character
Healing Rate after each full day is unconscious and possibly dead.
of complete rest under properly The character’s condition will
sanitary conditions. The character not be determined until an ally
will not heal that day if their rest treats its wounds, or if there’s
is disrupted. nobody around to check up on
them, when the combat is clearly
- If another character performs a over. When this occurs, the
successful Medicine check every unconscious character must roll
day, the recovering character heals on the Injury table.

33
Sacrifice

CURRENT MAX HP HEALING RATE (HR)


1-8 D4
9-15 D6
16-30 D8
31-40 D10
41-50 2D6
51-60 2D8
61-70 2D10
71+ 3D10, +D10 per 10 HP

D20 INJURY
-10-0 The character is dead
The character succumbs to their wounds, unless they somehow
1-5 recover 1 HP within the next minute
The character is severely wounded and must spend a month in
6-10 bed recovering from them
The character’s wounds force the character to spend a week
11-15 resting in bed
The character is in shock, but alive. They recover 1 HP, and must
16-20 spend a week in bed to fully recover
The character was simply knocked out. A simple’s night rest will
21-25 have them ready to fight
26+ The character recovers immediately, ready to fight
Injury Roll Modifiers:
+5 if the character has exactly 0 HP.
+5 if the character is treated by another character with the Medicine skill
immediately after becoming unconscious.
-5 if treated up to 1 hour later
-10 if treated up to a day later
The character’s CON modifier

If the Injury roll was between 1


and 15 and the character has
somehow survived, they must roll
on the Permanent Wound table.
This roll is modified by the
character’s CON modifier.

34
Rules

D10 PERMANENT WOUND


One of your legs is severed or crushed. Crutch or peg required,
1 movement reduced by 20 ft, you no longer add your DEX modifier
to your AC
One of your arms is severed or crushed. Cannot climb, use shields,
2 dual wield, or use two-handed weapons
One of your eyes is destroyed. Disadvantage to ranged attacks and
3 Perception
4 One of your ears is destroyed. Disadvantage to Perception
5 Pierced lung. -1 CON
6 Damaged tendons. -1 STR
7 Damaged nerves. -1 DEX
8 Brain damage. -1 INT
9 D6 teeth have been knocked off. -1 CHA
10 You lose D4 fingers

FATIGUE
Fatigue represents exhaustion, not consuming a ration daily), or
exposure, hunger, injuries, and not getting any rest for longer
other physical factors which than 24 hours. Environmental
gradually wear a character down. harshness, as mentioned above,
If a character goes for too long can also be a deciding factor.
without sleep or food, climbs a
frozen mountain without proper Each level of fatigue adds to the
equipment, or tries to cross an effects of the preceding levels,
endless desert without enough piling up in a way that can
water, they’re going to start become quite harmful very
accruing fatigue. quickly. Each time a character
suffering from fatigue gets a
The most common reasons for proper meal or night’s sleep, their
accruing fatigue are going without fatigue level is decreased by one.
food or water for 24 hours (i.e.

FATIGUE LEVEL EFFECT


1 Speed halved
Disadvantage on Strength, Dexterity, and Constitution
2 checks
Disadvantage on attack rolls and saving throws using
3 Strength, Dexterity, or
4 Constitution
5 Max HP reduced by half
Speed reduced to 5 ft and unable to maintain even a slow
6 travel pace
The character dies

35
Sacrifice

TRAVEL PROCEDURES
Keeping track of the PC’s journey
in Sacrifice is done with the help SETTING CAMP CONDITIONS DC
of a hex grid, with each hex Standard 12
representing six miles. Each day Forest 14
of exploring and traveling in the Rain/Snow 16
wild is roughly divided into three
phases of eight hours each. The Storm/Blizzard 18
length of the phases can vary
depending on the party's behavior, Failing the test means there’s been
but there are only three phases some sort of mishap. Roll on the
per day: morning, evening, and Setting Camp Mishaps table.
night. During each one of the
phases, the PCs must declare their - Explore Hex: The characters
actions for the phase, choosing look for prominent features and
one from the available options. intriguing spots within the
current hex. Characters must
WEATHER perform an Investigation check
To find what the typical weather (DC 14) in order to find
on any particular trip day is, use anything of interest in the hex.
the Weather table. Adjust the The party may try again in a
result to each season; a hot day in different phase in case of failure.
winter is not the same as a hot These important locations are to
day in the height of the summer, be defined by the GM.
and “rain” will probably mean
snow during winter. - Forage: While in the wild, a
character can forage for food,
2D6 WEATHER water, and other uncultivated
elements. Traveling makes it
2-3 Hot impossible to forage. When
4-6 Clear foraging, the party must remain in
7-9 Overcast the same hex. In order to forage, a
character must pass a Survival or
10 Light rain Nature check (DC 12). Success
11 Rain means the character finds enough
12 Storm food for a day (1 ration).
Multiple characters can attempt
this action at the same time
POSSIBLE ACTIONS during a phase.
- Camp: The PCs attempt to look
for an appropriate place to camp. - Hunt/Fish: In order to get food,
This includes setting up the tents, a character can go hunting or
searching for water, firewood, and fishing. When doing so, the party
building the campfire. In order to must remain within the same hex
do so, a character must perform a and cannot travel. Only hexes
Survival check. If more than one with access to a river or lake can
character has the Survival skill, be used for fishing. In order to
they can help the chosen hunt or fish, a character must pass
character, which grants them a Survival check (DC 12).
Advantage for the check. Success means the character finds

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Rules

D10 SETTING CAMP MISHAPS


You are too noisy while setting up camp, attracting some unwanted
1 attention. Roll on the appropriate encounters table
The campfire goes out when the firewood gets wet or runs out. In
order to stave off the effects of the cold, the party must perform a
2 CON ability check. With the proper cold weather equipment, the
characters can add +2 to their CON for the check. Failure results in
mild hypothermia and a -2 penalty for D4 days on all rolls
You set camp over a wet patch of land, without realizing it. You
wake up wet and uncomfortable, with damp clothes and gear. You
3 have Disadvantage on all CON-related checks for the next 24 hours,
as you feel tired and unrested
The chosen site is not ideal. Too much wind, exposure to the
elements, or some other similar problem means that the camp needs
4 to be moved to a different location. Nobody manages to sleep
during this phase, resulting in each character gaining 1 level of
Fatigue
5 Part of your rations seem to have spoiled. Remove D4 rations
Water brought by the party or found nearby the camp is
6 contaminated. This phase, the party must spend an additional ration
per person to account for it
A random character has lost a piece of gear and can’t find it no
7 matter how hard they look for it. Determine what has been lost
randomly
The party suffers from terrible nightmares the whole night. Each
8 character earns 1 Corruption
A poorly managed fire spreads out of control and starts neighboring
9 objects on fire. Each character loses a random item in their
possession that the fire burns and consumes
The group makes camp in a small cave. The cave's ceiling partially
caves in throughout the night, burying supplies, tents, and characters
10 alike. Each character loses one of the following (pick one): D4 HP,
2xRations, 1xRandom piece of gear. All characters gain 1 level of
Fatigue

enough food for a day (1 ration). Movement is reduced to two


Multiple characters can attempt hexes while in a forest or swamp,
this action at the same time and to a single hex in
during a phase. mountainous terrain. The party
may move an extra hex while on a
- Interact: The party stays at one road. The GM may apply other
location for at least one phase. bonuses or penalties depending on
This includes exploring ruins or the situation.
visiting a town. In order to avoid getting lost, a
character must perform a Survival
- Travel: The party moves up to check when undertaking the
three hexes when traveling. travel action.

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RANDOM EVENTS
ORIENTATION CHECK DC Once a day, the GM must check
With a Guide 10 to see if a random event takes
Standard 12 place. The following tables are
Off-Road 14 generic ones that can be used
either for No Man’s Land, or even
Mountain 16 the surrounding countries.
Forest 18 Tailored random event tables may
be included in important detailed
A lost party moves the declared hexes.
amount of hexes in a random
direction and must roll on the
Traveling Mishap table.

D10 TRAVELING MISHAPS


The party runs into some type of encounter. Roll on the appropriate
1 encounter table
A thick mist appears, reducing visibility to a distance of 15 feet.
2 Overland travel is cut by 1 hex, and by 2 hexes while across a forest
The path ahead is blocked in a way that makes sense for the biome:
rocks, downed trees, a flood, a landslide, etc. In order to proceed the
3 characters must overcome the obstacle or circle around the hex in
the next phase
The ground suddenly shifts under the character’s feet, causing them
4 to stumble and fall into the gap below. All characters must perform
an Acrobatics check or lose D6 HP due to the fall
A random party member trips and sprains their ankle. The affected
5 character must rest for the remainder of the day, and their speed is
reduced by half for D4 days
It appears the party has been walking in circles, making no progress
6 during this phase
The characters stumble upon an old hunting ground. Unfortunately
7 for them, the place is still covered in traps, forcing them to reduce
their pace to 1 hex in order to avoid them
A random character’s boots fall apart. They suffer 1 level of Fatigue
8 due to exposure
The path ahead is completely overgrown with thorny vines,
9 reducing the party’s pace to 2 hexes
The group stumbles into some swampy muck or quicksand. Each
character must make an Acrobatics check (DC 12) to avoid sinking
10 to their death in the quicksand. Failure requires an Athletics check
(DC 12 the first try, DC 14 the second try, DC 18 the third try).
Failure means death

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Rules
D10 ENCOUNTER
1-2 No event
3-4 Findings & Events
5-6 Creature encounter
7-9 NPC encounter
Creature and NPC
10 encounter

D20 FINDINGS & EVENTS


1 Empty animal lair
2 A forgotten shrine
3 A seemingly unexplored Krathic ruin
An abandoned camp. 1-in-6 chances of finding a random piece of
4 gear
5 A small common grave. It appears it’s been dug out from the inside
6 D10 corpses. Seems recent
An ambush, set up by a group of bandits. Passing a Perception (DC
7 16) allows the PCs to spot it on time
8 Wolf tracks, recent
A horseman in the distance, wearing a suit of armor that looks
9 made of bones. It disappears shortly after being spotted
10 D6 dead creatures (determine which randomly)
The remains of a pyre, what’s left of a person still tied to a post in
11 the middle of it
12 A shadow in the sky, too large to be a bird. It swiftly passes by
13 A cave. A bloody trail leads inside
14 An ancient battlefield, broken bones and gear sticking out from the
soil
Three dead women, their bodies brutalized. They have all been
15 branded with the inquisitorial seal
A large shadow, approaching fast. As it comes closer, everything
16 around turns dark. It hits you with a loud noise, and the world
returns to normal
17 A goat herd
18 An abandoned farmstead
19-20 A settlement

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D20 CREATURE D20 CREATURE
1 Black Bear 1 Akelian Warriors
3 Bonesnapper 3 Bandits
3 Buffalo 3 Beggar
4 Ghast Church official and their
4 retinue
5 Giant Boar
5 Cultists
6 Giant Centipede
6 Group of fleeing peasants
7 Giant Lizard
7 Group of hunters
8 Giant Rat
8 Group of Pilgrims
9 Giant Spider
9 Group of soldiers
10 Death Vine
10 Group of woodsmen
11 Ettin
11 Local farmers
12 Fire Snake
12 Lone inquisitor
13 Harpy
13 Lone, mysterious traveler
14 Land Lamprey
14 Mercenaries
15 Monstrous Frog
15 Merchant caravan
16 Risen
16 Noble and their retinue
17 Stag Strangely dressed
17
18 Troll foreigners
19 Wild Dogs 18 Tomb Robbers
20 Wolf 19 Torch-wielding mob
Troup of wandering
20
Note: Each time a Branded encounters troubadours
a regular beast, there’s a 3-in-6 chance
that it will be taken over by an evil Note: Each time a Branded encounters
spirit. See page 73 for more details. an NPC far from civilization, there’s a
1-in-6 chance that it will be taken over
by an evil spirit. See page 73 for more
details.
D20 NPC INITIAL DISPOSITION
1 or less Hostile
2-4 Unfriendly
5-16 Indifferent
17-19 Friendly
20+ Helpful
An NPC’s initial Disposition is
modified by the following:
- The character’s CHA modifier
- NPC is a merchant/wants
something: +2
- NPC is avoiding people/hiding
something: -2
- NPC is a loner: -4

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Rules

CORRUPTION
The world is an ugly place being an amount of Corruption above
strangled and suffocated by the their Threshold, they suffer the
polluting influence of demonic effects of a Mark of Corruption
beings, which manifests itself as and must roll on the table below.
Corruption. Normal, human evil A character’s Corruption
gives birth to the metaphysical evil Threshold is equal to their level
of Corruption: a lord that enjoys plus their WIS modifier
handing out punishments too (minimum of 1). Each time a
much, an inquisitor who revels in character earns a Mark of
the screams of the heretic, a father Corruption their Corruption score
abusing of his children; these are resets back to 0, unless they have
all portals for demonic influences earned any permanent corruption,
to seep into our world and those which cannot be cleansed.
that inhabit it.
A character performing altruistic
Certain creatures, places, and deeds will lose a number of
actions can cause a character to Corruption points determined by
gain Corruption; when they earn the GM.
D20 MARK OF CORRUPTION
1-2 You gain a point of permanent Corruption
3 Your teeth become unnaturally pointy and sharp
4 Your blood turns black
5 Your nails fall and never grow back
Once a day, you must feed on rotting flesh or gain one level of
6 Fatigue
7 The stench of decay clings to you
8 Your eyes shine in the dark as those of a predator
9 Your spine sticks out, almost as if were a crest of bones
10 You sweat blood
11 Your skin grows scaly, reptile-like patches
12 You are ice-cold to the touch
13 You do not scar
14 You look twenty years older than you actually are
15 You are pretty sure your heart and liver exchanged places
You shiver and salivate uncontrollably when in the presence of
16 suffering
You’ve developed a taste for fresh blood, and must consume a glass
17
of it daily or suffer one level of Fatigue
18 You laugh maniacally at random
19 Your tongue grows and stretches, sometimes of its own volition
20 An Apostle appears, offering you to ascend to demonhood

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GAINING EXPERIENCE POINTS


The most usual way of earning - A combat critical hit grants a
Experience Points (XP) is via number of XP equal to the
combat; each creature has a value damage dealt.
in XP that must be divided among
all party members. If the creature - A creature or NPC that flees
has been killed, or it has fled or combat due to poor morale is still
surrendered, the party still earns considered defeated and grants its
the full amount of XP. full amount of XP.

Things to remember: - The GM is encouraged to grant


- Characters earn 10 XP each XP to those players that help
time they successfully pass an move the story forward or have
ability or skill check outside of good ideas.
combat that was requested by the
GM.
The World
The continent of Neia has been a bleak reminder of the fury of
inhabited for as long as scholars men against what they don’t
can surmise from the ruins and understand.
few ancient texts found across the
land. Once fully under the grasp THE TIME OF MEN
of the mighty Krathic Empire, The different human tribes didn’t
their race and civilization was waste time to quickly claim the
wiped out by a series of revolts different Krathic regions, building
some 800 years ago which their own civilization from the
resulted in a fragmented political remains of the one they had
landscape that shapes the current destroyed. Although pockets of
state of affairs. savagery remain in the continent,
such as the Akelian tribes in the
THE KRATH north, or the strange men hiding
A noble race of enlightened in the jungles of the Asquanian
beings, the Krath came from Theocracy, kings and queens have
across the sea approximately ever since tried to emulate the
2,000 years ago. Thanks to their grace and civility that was innate
refined culture and superior to the Krath, with varying degrees
civilization, they quickly took of success.
over the barbaric cultures that
originally inhabited Neia, by Although war is a common thing
simply pushing them to the edges in Neia (with the current One
of the continent. They seem to Hundred Years War between the
have avoided bloodshed and brute Kingdom of Pavaria and the
force as often as they could, Cadaennor Dominion serving as
favoring swift and precise attacks the perfect example), the majority
to safeguard the integrity of their of countries have made trade their
borders. Their empire quickly main focus, and most of the
spread across the continent, continent’s capitals are connected
including most of the lands of by a network of relatively safe
what nowadays are the Kingdoms roads and riverways. Traveling
of Forso, Pavaria, Hapsa, Vildach, off-road is still a risky business
the Asquanian Theocracy, the though, with bandits and wild
Principality of Steilerwolia, the beasts (and rumors of even worse,
Cadaennor Dominion, and the fearsome things) swiftly
Abersochlian Empire. reminding travelers of their
mistake.
After a thousand years of constant
strife against the tribes of men,
the Krath Empire fell apart as it
slowly lost territories to the
invading forces, who brutally
exterminated the “Ebon Demons”
and their civilization. Krathic
ruins litter most of the continent,

43
The World

D20 ROAD ENCOUNTERS


A man that claims to be of noble birth, now dressed in rags and
1 asking for someone willing to help him reclaim his birthright
2 A caravan of soldiers escorting a white and gold carriage. The
inquisition’s emblem can be clearly seen atop the carriage
3 A group of soldiers, most of them wounded
A mercenary band, dozens of horsemen occupying the road and
4 brutally shoving aside anyone deemed too slow
5 A group of pilgrims traveling to Aresta
A person digging a grave at the road’s side, a shrouded body laying
6 beside them
A group of men attempting to remove a large tree that has fallen
7 across the road
The sound of fighting can be heard ahead, it seems a group of
8 bandits are attempting to rob some peasants
9 A family dragging their belongings in a cart. They say they’re fleeing
the plague
10 A desperate beggar asking for scraps to anyone they see
A figure wearing extremely exotic clothing, one you do not
11 recognize. They seem to keep to themself, head low and walking
steadily
A troop of guardsmen returning the body of their beloved countess
12 to her home country. The guardsmen suspect there was foul play
13 A traveling preacher, yelling about demons hiding among mankind
A black carriage pulled by a single horse. The crossed axes visible on
14 the flag atop of it mark it as a wandering executioner’s carriage
A blind man, stumbling while waving his walking stick in front of
15 him. He cries constantly about the count eating his eyes
A Disciple of Fire, torso naked and full of firebrand marks, is
16 offering absolution to all those who will accept the purifying pain of
the brand
A cloud of incense fills the air, as a caravan of some church officials
17 and their many servants slowly advances through the road, chanting
priests walking in front and behind it
A traveling troupe, instruments and colorful costumes hanging from
18 their bags
A man’s corpse in the middle of the road, his throat slit. Nobody
19 seems to pay much attention to it, with most opting to simply step
over it
A man screaming and running in opposite direction, claiming his
20 town has been destroyed by a group of monsters

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THE KINGDOM OF PAVARIA


Covering a large portion of the Osterfam Hills
continent’s central region, the - Mined for centuries for its
Kingdom of Pavaria has a strong silver, one of the Kingdom’s main
tradition of chivalry and court life. sources of wealth.
The country is now ruled by
Queen Aleidis Bercht the First - Rumors say some sections have
after the death of her husband been run over by the dead. It has
king Hanz Bercht the Third in the not been verified.
battle of Ghele, three years ago.
The court in Wetterau, the - Dozens of small mining
kingdom’s capital, has suffered settlements located across the hills.
essentially no effects from the war
due to the large distance between - The inquisition has been
the current conflict zone and the especially active lately in the
city (aside from the precious region, prosecuting some sort of
Cadaennorian silk garments, the cult of the dead.
finest in the world, being difficult
to acquire). The Dovrani
- Vast, mostly unexplored jungle
Characterized by its vast near the Asquanian Theocracy
farmlands and being the country border.
with the largest concentration of
ancient Krathic ruins, the most - Very dangerous due to the many
important moment in the large beasts that can be found
Kingdom’s history was there.
undoubtedly the creation of the
Church of the Burning Light. - Source of exotic woods, which
After the Second Crusade against drives many lumbering operations
the Kingdom of Hapsa, the within it despite the danger.
Kingdom of Pavaria established in
northern Hapsian territories what - Ystra is the only settlement on
is now the Holy See, the church’s the Pavarian side of the jungle,
seat of power and Most Holy situated right in its borders.
Land.
The Mouth of Esso
PLACES OF INTEREST - A large, active volcano.
Ruins of Sarrake
- One of the largest Krathic ruins, - It’s considered the most
once a bustling metropolis. dangerous place in the Kingdom,
people rarely return from it.
- Relatively safe place that is
mostly used by the homeless and - Exotic materials and substances
war refugees. attract some individuals wanting
to earn a quick buck.
- Some outlaws and deserters have
started to claim parts of it. CURRENT POLITICAL LANDSCAPE
- At war with the Cadaennor
- Vast network of aqueducts, still Dominion for the past one
perfectly functional. hundred years.

46
The World
- Strife and turmoil across the PAVARIAN SOCIETY
land due to what many suspect are - Lavish, considered decadent by
the ploys of foreign agents, who most standards.
whish to exploit the instability.
- Feudal-based, with strong
- Close historical ties with the inequality.
Kingdom of Forso, which has
taken in many refugees from the - Especially fond of memorializing
war. the past, with many national
festivities to celebrate heroes and
- Currently holding the title of rulers.
“Protector of the Faith”.

- Despite the initial reservations in


the court, queen Aleidis is proving
to be a very effective leader.

THE CADAENNOR DOMINION


Large, vast forests and high cathedral of Audant,
mountain peaks cover most of Cadaennorians feel they must
Cadaen and Ermi, the two make amends before the church
provinces that together form the and win the war against Pavaria
Cadaennor Dominion. Ruled by as swiftly as possible. Fortunately
Bastien Hanneq the Fifth after the for them, the recent treaty with
assassination of his father king the Kingdom of Vildach ensures
Galois Hanneq the Misericorde, they have a new ally against the
Bastien is but a stubborn child Pavarians. Some say their
that is clearly being pushed and intervention was crucial to crush
influenced by the many different the peasant rebellion in the city of
cabalas that vie for power in the Marsó.
Dominion. Since the ascension of
the Boy King, the House of PLACES OF INTEREST
Ministers is in disarray and many Avencon Forest
feel this essentially guarantees that - Light, seemingly pleasant forest.
the Cadaennor Dominion will
have to cede the captured - Major trade route going through
territories and ask for a truce it, which results in frequent
with the Kingdom of Pavaria. patrols.

Among the many disputes they - Was recently partially devastated


have with the Kingdom of by a large fire, destroying several
Pavaria, having lost the honor of nearby towns.
being Protectors of the Faith is
probably the hardest one to - Recent rumors of demonic
swallow for the faithful activity within it, people either
Cadaennorians. Coupled with the disappear or return changed after
loss of Saint Arna’s skull, a holy spending too long there.
relic that was once housed in the

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Rhodesian Mountains Pavaria for the past one hundred
- Has some of the highest peaks years.
in the whole continent.
- The crown’s power is unstable
- Sacred due to the presence of since the Boy King sits on the
the Temple of Rhode, which throne.
houses several holy relics.
- The House of Ministers’
- Home to strange, dangerous infighting threatens to spread and
beasts. become a civil war.

- One of the church’s holy sites - The populace is unhappy, asking


and as such attracts many justice for the assassination of
pilgrims. King Galois and the robbery of
Saint Arna’s skull, both blamed on
Hunter’s Forest the Pavarians.
- Situated near the Dominion’s
capital, Masse. CADAENNORIAN SOCIETY
- Strong sense of justice.
- Dense, home to many raiders.
- Feudal-based, with high
- Rich in truffles, mushrooms, and inequality.
valuable wood.
- Rulers have a long tradition of
- Remains unpopulated and building public infrastructure,
mostly untouched by royal decree. even though they often become
abandoned. The homeless and the
- Local lords use it as their destitute often bundle together in
hunting grounds. the large ego projects that are
sprinkled across the country, such
CURRENT POLITICAL LANDSCAPE as Thevenin’s Market, or
- At war with the Kingdom of Ysabeau’s Garden.

THE CHURCH OF THE BURNING LIGHT


“Nothing in our declaration of faith has ever been so plain or so firmly established
as the fact that the heretics, at the behest of the enemies of humanity, have tainted
God’s creation through the error of their ways, resulting in the magnitude of the
calamity of these times and their obstinate malice. For this reason, the holy
Inquisition has taken extra care to denounce the main heresies of our day while
delivering and teaching the Church’s true doctrine, just as It has denounced,
anathematized, and decreed.”
- Declaration of Inquisitorial Mandate, 569 AI

Founded 324 years ago in the favored Congregation of the True


Kingdom of Pavaria by Saint Prophet. After a war that ravaged
Konrad, the Church of the the country for a decade, the
Burning Light started its days as a Church was victorious, and the
heretical off-shoot of the then- heretical Congregates were either

48
The World
burned or expelled to what later - God forgives, but only after
would become the Asquanian showing true repentance.
Theocracy.
- Humanity is weak and must
The conversion of both King learn God’s Truth, either willingly
Fridebhat the Pious from Pavaria or by force. Too much is at stake.
and Queen Alagia the White from
Cadaennor a few decades later - Only fire can purify a corrupt
became the turning point for the soul.
Church. The First Crusade was
launched against the Kingdom of - Those who allow the heretic to
Hapsa, which held territories seen live share in the crime of their
as sacred by the Church, as it was existence.
the birthplace of Saint Konrad. A
mere months later King Ferganon - Denounce the sinner and be free
of Hapsa was forced to concede from their evil.
and give up the land claimed by
the Church, after the combined THE CHURCH’S STRUCTURE
Pavarian and Cadaennorian forces The Church’s clergy is tiered into
laid siege to the Hapsan capital. five distinct levels. Individuals
This land is now known as the work their way up the order, but
Holy See, with Aresta as its very few will ever reach the top
capital. The Holy See is nowadays of the hierarchy. In fact, the
protected by its own military majority of clergy members do
forces, as well as the Pavarian not move past the second level.
volunteers that form the
Protectors of the Faith army. - Deacon: These are individuals
that are in their last phase of
THE HOLY DOCTRINE OF training for priesthood. They
THE CHURCH OF THE BURNING LIGHT maintain this role for twelve
The Church teaches that there is months. Deacons can practice in
only one true God, and that He many similar ways to priests: they
rules over all creation. Only He can baptize, witness marriages,
has the power to defeat the forces and perform funerals.
of darkness, the corruption that
gnaws away at humanity’s soul. - Priest: After graduating from
Unlike the heretical Congregates, being a Deacon, individuals
the Church’s clergy doesn’t marry, become priests. To become a
and remains pure in the eyes of priest, one must undertake the
God, always vigilant against sin Rite of Ordination. Once a priest,
and corruption. individuals are able to lead
religious ceremonies, take
- There is only one God, the confession and perform Anointing
Burning Light of Truth. of the Sick. Priests are also able to
perform Holy Matrimony.
- The powers of Darkness vie for
humanity’s soul. - Bishop: Bishops are ministers
who hold the full sacrament of
- Only the Church and its agents holy orders. They are required to
can tell right from wrong. be at least thirty five years old and
have been ordained at least five

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years prior. They are believed to The Council of Princes
truly hold expertise in canon law This small body of councilors,
and sacred scripture. They personally elected by each Speaker
typically govern over local regions when he rises into power, are
known as dioceses. tasked with directly giving
counsel to the Speaker. The
- Archbishop: Archbishops are Council has ten seats, and its
particularly important bishops. members (known as “princes”)
They oversee large areas of are traditionally chosen among
churches called archdiocese. the College of Cardinals, although
Bishops report directly to them this is not always the case.
when in need of assistance or
guidance. The Inquisition
The most independent
- Cardinal: Cardinals are leading organization within the Church,
bishops and members of the the Inquisition is tasked with
College of Cardinals. Their persecuting heretics and any other
biggest duty is participating in the individual or organization deemed
Bright Conclave, that is, voting a threat against the Church or its
for the new Speaker. Most have teachings. They have authority
additional duties including over any other Church official and
positions within the governmental can commandeer the Church’s
body of the Holy See. forces simply by showing their
inquisitorial seal.
- Speaker: The highest honor a
member of the clergy can receive
is to be elected as the leader of
the Church. The Speaker is
elected by the cardinals, and can
only be male. There is no limit to
how many years a Speaker may
hold his office. The Speaker rules
the Church in a very similar way
to a king would a country, and he
is the head of state for Aresta and
the Holy See. Newly elected
Speakers choose their name in
reflection of a saint they feel a
strong connection to.
In order to become an inquisitor,
MAJOR ECCLESIASTICAL ORDERS an individual must first become
Aside from the clerical hierarchy, an ordained priest. They then go
the church has a few orders that through a special training that
answer either to the Speaker covers a wide variety of subjects,
directly, or the College of from public speaking, to warfare,
Cardinals. These perform a wide and hand-to-hand combat.
variety of duties, from ceremonial, Inquisitors are among the most
to espionage, and spiritual skilled fighters in all of Neia, since
warfare. The following ones are the church spares no expense in
the most recognizable and training its forefront warriors in
widespread across Neia. the war against evil. They are also

50
The World
given access to the secret CURRENT POLITICAL LANDSCAPE
inquisitorial archives that contain The Church leadership is trying to
information about the reality of start a new crusade against the
humanity’s enemies. It is said that Asquanian Theocracy.
what they learn there is what Granus III, the new Speaker, has
gives them the adamant swiftly solidified his authority
conviction that characterizes all over the Church’s leadership.
inquisitors. The Church remains neutral in
the One Hundred Year war, but
The Arthosian Order the new Speaker seems to have
The military arm of the Church, grown tired of the conflict and
most nobel families send their wants an end to it.
sons and daughters to form part With the recent uptick of demonic
of the Order for at least a period sightings, the Inquisition’s power
of five years. The body of the seems to have grown. The
Order is formed by commoners Speaker has granted them
that have been recruited and gone absolute immunity and
through a strict training process. jurisdiction within and without
Although small, the Arthosian the Holy See.
Order’s superior tactics and gear
allows it to fend off the attacks of
much larger armies.

THE THREAT OF THE DEMONIC


Although the vast majority of Regardless of what most people
citizens within the Kingdoms of believe, demons and other evil
Pavaria, Forso, Vildach and the spirits are an actual threat across
Cadaennor Dominion are pious Neia. They remain mostly
followers of the Church of the unknown due to their cunning,
Burning Light, very few actually choosing to possess corrupt
believe in anything other than leaders, or hiding in the shadows
spiritual, metaphysical evil. The of the night. Some individuals
Church teaches that the demonic choose to actively ascend to
forces are very real, but their demonhood though, making a
influence is limited to the spiritual pact with the forces of evil for
world; most stories regarding personal gain. These corrupt
sightings of actual, physical Apostles of the Night usually find
demons are, at least officially, themselves in positions of power,
dismissed as fairy tales and pure where they can give free rein to
peasant ignorance. While most their excessive impulses with
inquisitors know that actual complete impunity.
demonic activity on Neia is a very
real thing, the vast majority of THE SOURCE OF ALL EVIL
other church officials and nobles But what are these demonic
only see the threat of corruption forces, really? What do they want?
as a useful tool to control the Simply put, they want nothing.
peasant masses. This is often the They are the sum of all
source of their own demise. humanity’s rage, pain and sorrow,

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the collective spiritual energy of the whole thing up. The vast
millions of suffering souls majority of evil spirits that enter
coalesced into a vast sea of the physical world are little more
malignant self-awareness that than mindless beasts that hunger
occasionally gives birth to a for the warmth of human flesh;
single, terrifying entity capable of encounters with truly self-aware
entering the physical world. This demons usually mean that a pact
is why places that have seen great has been made and what it is
amounts of sorrow and pain, such being faced was once a human
as battlefields, torture chambers, being. That is the most terrifying
or even hospitals, are nests of thing to face: human evil that has
demonic activity, slowly building transcended the physical world
up until the right spark (usually a and enveloped it with darkness.
Branded) passes nearby and lights

THE ONE HUNDRED YEARS WAR


For the past one hundred and Regardless of the reasons, the
three years, the Kingdom of conflict has been a constant
Pavaria and the Cadaennor background for three generations
Dominion have been facing each now, with no real end in sight.
other in a continued series of Most of the once prosperous
conflicts that have received the towns in No Man’s Land are now
name of the One Hundred Years just smoking rubble, with the few
War. Although the spark that lit surviving ones being no more
the fire was a local territorial than lawless refuges for the
dispute among nobles, the reality destitute, deserters, and even
is that tensions had been building heretics. The two major town-
up decades prior to that. The fortresses in the region, Baetain in
stretch of land nowadays known the Cadaennorian side, and
as No Man’s Land is probably the Stengburg near the Pavarian
most fertile region in the whole border, are the last refuge for
continent, making for prime those seeking some remnant of
farmland that can produce civilization.
abundant harvests. This has made
it extremely valuable, and it has Traditionally, diplomats sent from
always been a point of contention both countries meet once a year
between the two countries. The to discuss concessions and a
loss of Cadaennor’s right to claim potential truce, but this is seen by
the title of Defenders of the Faith, most as a charade that has never
after king Emmnel refused to truly affected the outcome of the
assist the Church in their Third war in any significant way. Most
Crusade, was also a hard moment inhabitants of both countries,
for the pious Cadaennorians, who especially the low class, are
blame Queen Anla (originally resigned to live in a world of
from Pavaria, which has held the never ending conflict.
title for the past 110 years) for
influencing the king into avoiding MERCENARY BANDS
the crusade. Although both the Kingdom of

52
The World
Pavaria and the Cadaennor as long as they’re paid. There are
Dominion have strong armies many famous mercenary bands all
typical of feudal countries, the across the continent, since their
decades of war have eroded both use is not limited to the One
their capabilities to raise levies Hundred Years War (as a matter
and to train professional soldiers of fact, some smaller countries
fast enough. This has led to the depend completely on
increasingly frequent use of mercenaries for their defense),
mercenary bands, groups of but the Band of the Phoenix is
soldiers that will fight for a without a doubt the most
country regardless of their cause, recognized everywhere.

RANDOM MERCENARY BAND NAME (2D10)


D10 ADJECTVE NOUN
1 Venerated Bats
2 Wretched Wardens
3 Red Ghosts
4 Black Cloaks
5 White Boars
6 Yellow Wolves
7 Lost Hearts
8 Infinite Sisters
9 Courageous Brothers
10 Furious Skulls

NO MAN’S LAND
The large portion of territory that BAETAIN
once belonged either to the Situated near what originally was
Kingdom of Pavaria or the the Cadaennor border, Baetain
Cadaennor Dominion but is now has remained under Cadaennorian
disputed, is generally known as control, despite the many assaults
No Man’s Land. Larger even than launched by Pavaria over the last
some countries, this once-fertile decades. Originally nothing more
territory is now little more than a than a town, it has become a
pit of mud, dirt, disease and veritable fortress after decades of
blood. As a largely lawless place, continued fortification, making it
No Man’s Land attracts all sorts the center of operations for the
of nefarious individuals, as well as Cadaennorian army and as such it
those running away from an has a permanent military
unjust world and the brutal detachment there.
Inquisition. Raiders, heretics,
traitors, beggars, prostitutes, all The town has a population of
have a place here. around 20,000 souls, although it’s
usually hard to say how many of

53
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those are just coming and going, EOSKIA
since the surrounding lands can’t The only Krathic ruin left in the
sustain that amount of people any region, it is largely intact due to
longer. It is ruled by Governor most believing it to be a cursed
Accele, although most of the time place. Eoskia still attracts tomb
it is actually General Buonaff, who robbers and the like, hoping to
is in charge of the military forces find forgotten Krathic treasure,
present in the city, who makes the but most of those within and
day to day decisions. around the ruins are brigands and
deserters that use them as a
STENBURG refuge or base of operations.
A once thriving town thanks to
being situated on the shores of EXPLORING AND TRAVELING
Lake Efbung and surrounded by ACROSS NO MAN’S LAND
fertile land, Stenburg relies purely While for the most part traveling
on fishing and the constant string in No Man’s Land follows the
of supplies that provision the same procedures found on page
Pavarian troops present there 36, there are a few important
since the start of the war. In the exceptions. No Man’s Land is in a
third year of the war, Stenburg constant state of change, with
was swiftly taken by Pavarian and Cadaennorian forces
Cadaennorian forces and clashing, inquisitorial parties
remained under their control for organizing heretic-hunting
a couple of decades, serving as a expeditions, and outlaws taking
base of operations for their advantage of the few commoners
attacks into Pavarian territory, left in the area. This means that,
who were thought by everyone to for the most part, what yesterday
lose the war shortly. Thanks to was a safe area today might be a
the Band of the Eagle, a famous free-for-all killing ground, or
mercenary company then working (less frequently) a town once
for Pavaria, the fortress town was taken over by bandits is now
taken back, and with it a being rebuilt and repopulated.
considerable amount of lost
territory. When the party first enters a hex,
the GM must check which type of
Stenburg is nowadays little else hex it is. Only the area
than a military base, with its surrounding both Baetain and
impressive walls finally repaired Stenburg are automatically
after receiving significant siege assigned the “civilized” type, the
damage. Aside from the sizable rest of No Man’s Land must
military detachment always always be checked randomly.
present there, approximately
10,000 civilians call the place
home, mostly there to serve as D20 HEX TYPE
part of the supply and service 1-2 Active Battlefield
chain. Lord Heinrak Eisblenn is 3-12 War-Torn
the current governor and military 13-18 Wilderness
leader of Stenburg, recently
appointed by the Queen herself. 19-20 Civilized

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Sacrifice
D20 SETTLEMENT TYPE of human opponents being
1-4 Farm possessed by evil spirits, and 3-
in-6 for beast opponents. Check
5-8 Military Outpost page 74 for more details.
9-13 Bandit Camp
14-17 Deserters Camp - Wilderness: This area of No
Man’s Land seems to be somehow
18 Stronghold mostly intact, probably due to the
19 Mining Colony lack of any settlements.
20 Village
- Instead of using the standard
Random Event table from page
- Active Battlefield: Pavarian and 39, the Wilderness Encounters
Cadaennorian forces are clashing table must be used.
here. This is not a safe place to
find yourself in, since you might - When facing a combat
accidentally get involved. encounter there’s a 2-in-6 chance
of human opponents being
- For each hour the party spends possessed by evil spirits, and 3-
in an Active Battlefield, they are in-6 for beast opponents. Check
guaranteed to have one encounter page 74 for more details.
with either Pavarian or
Cadaennorian forces, which will - Civilized: Although rare,
attack on sight. pockets of civilization still exist in
No Man’s Land. Mostly centered
- Instead of using the standard around Baetain and Stenburg, the
Random Event table from page two largest population centers in
39, the Active Battlefield the region, the few people left in
Encounters table must be used. the region still trying to live an
honest life gather around them as
- When facing a combat if their lives depended on it,
encounter there’s a 1-in-6 chance which is actually usually the case.
of the opponents being possessed Anyone wanting to find supplies,
by evil spirits. Check page 74 for rest, and avoid trouble (for the
more details. most part) must sooner or later
visit one of the few civilized spots
- War-Torn: Most of No Man’s left in the region.
Land is nowadays ravaged by
decades of war, with little hope of - Instead of using the standard
getting any better. It’s a hostile, Random Event table from page
dangerous place that few survive. 39, the Civilized Encounters table
must be used.
- Instead of using the standard
Random Event table from page - When facing a combat
39, the War-Torn Encounters encounter there’s a 1-in-6 chance
table must be used. of the opponents being possessed
- When facing a combat by evil spirits. Check page 74 for
encounter there’s a 1-in-6 chance more details.

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D20 ACTIVE BATTLEFIELD ENCOUNTERS


1 No encounter
A group of deserters (determine the faction randomly) running
2 away from the battlefield
3 A wounded soldier
4 A group of wolves feeding on the carcasses
A group of soldiers (determine the faction randomly) abusing the
5 locals
A larger group of soldiers (determine the faction randomly) have
6 cornered another group of soldiers and are about to slaughter them
A group of soldiers (determine the faction randomly) looting a
7 farm
Some outlaws seem to have ambushed a smaller detachment
8 (determine the faction randomly) and are massacring them
9 A priest with a small escort, blessing the dead

10-20 A group of soldiers (determineparty


the faction randomly) attacks the

D20 WAR-TORN ENCOUNTERS


1 No encounter
2 A group of deserters (determine the faction randomly)
3 Plague victims looking for help
4 A group of wolves hunting a child
A group of soldiers (determine the faction randomly) abusing the
5 locals
6 A mysterious traveler
A group of soldiers (determine the faction randomly) looting a
7 farm
8 Burning fields, the farmers desperately trying to put them out
9 A priest with a small escort
10-14 Small settlement
15-20 Combat encounter

57
D20 WILDERNESS ENCOUNTERS
1 No encounter
2 A young doe, trapped in a hunter’s trap
3 A group of peasants trying to find new land to settle in
4 A group of weary soldiers taking a moment of respite at a spring
5 And ancient cairn, clearly older even than any Krathic ruins you’ve
come across
A long-abandoned farmstead. It’s completely empty but it should
6 offer some shelter
You are followed by a murder of crows, who mockinly caw at you
7 from the trees each time you stop
You come across what looks like the remains of a wolf pack,
8 brutally torn apart. Whatever did this, it was big
A large patch of vines with huge thorns covers the area ahead of
9 you. The vines are poisonous and walking among them requires
passing a Paralysis saving throw
You come across the remains of a cart. There’s nobody around,
10 and the contents of several crates are spilled all over
11 A group of children, crying and clearly lost
12-20 Combat encounter

58
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D20 CIVILIZED ENCOUNTERS


1 No encounter
2 A group of peasants protesting outside a noble’s house
A petty thief attempts to steal your coin purse, perform a
3 Perception check (DC 14) to notice them
A group of soldiers, ravaging what looks like an improvised
4 market. They claim some local lord needs the supplies for their
army
Corpses hanging from many of the street’s roofs, most of them
5 with signs labeling them as heretics or traitors
A small building, seemingly in flames. People gather around but
6 nobody’s doing anything
A street preacher, whipping up a mob into a frenzy. They want
7 heretic blood, and somehow you’re sure they’ll find it
8 A couple of young lordlings, tormenting a beggar
A parade of strung-up people, all of them terribly emaciated and
9 barely capable of walking. They are led by a person you suspect is
an inquisitor
10 A band of mercenaries, being cheered by the locals
A wandering merchant in his wagon, claiming to have all sorts of
11 miraculous potions and unguents
An Akelian warrior, being dragged in chains. You can see them
12 smiling with ferocity despite clearly having been beaten up recently
Three hooded figures, naked from the neck-down, walking down
13 the street while they wip each other. People kneel before them as
they pass, touching their wounds
A group of workers paving the street, a bored sergeant redirecting
14 people to a different street
15 A priest and some sort of official are inspecting everyone, looking
for signs of plague
16 A group of drunkards harassing a woman
17 A small crowd surrounding a street performer. They’re quite good
18-20 Combat encounter

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Sacrifice
WAR-TORN COMBAT WILDERNESS COMBAT
D20 D20
ENCOUNTERS ENCOUNTERS
1 Black Bear 1 Black Bear
2 Bonesnapper 2 Bonesnapper
3 Deserters 3 Deserters
4 Desperate Peasants 4 Ettin
5 Ettin 5 Fire Snake
6 Fire Snake 6 Ghast
7 Ghast 7 Giant Boar
8 Giant Boar 8 Giant Centipede
9 Giant Centipede 9 Giant Rat
10 Giant Rat 10 Giant Spider
11 Giant Spider 11 Ikanu
12 Inquisitorial retinue 12 Land Lamprey
13 Land Lamprey 13 Manticore
14 Monstrous Frog 14 Monstrous Frog
15 Outlaws 15 Outlaws
16 Risen 16 Risen
17 Soldiers 17 Soldiers
18 Troll 18 Troll
19 Wild Dogs 19 Wild Dogs
20 Wolf 20 Wolf

CIVILIZED COMBAT D6 GENDER


D20 ENCOUNTERS 1-2 Female appearance
1-4 Bandits 3-4 Male appearance
6-8 Desperate peasants 5-6 Androgynous appearance
9-10 Drunks
11-13 Inquisitor
14-20 Petty criminals

D6 AGE
1 Young
2-5 Middle-aged
6 Elderly

60
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D20 WHAT ARE THE SOLDIERS DOING?
1 On patrol
2 Building
3 Deserting
4 Foraging
5 Looting
6 Pursuing enemy soldiers
7 Relaxing off duty
8 Setting up an ambush
9 Investigating
10 On a mission
11 Searching for a fugitive
12 Returning home after being released from service
13 Searching for a lost member of their group
14 Setting up camp
15 On their way to rendezvous another group
16 Pursuing bandits
17 Abusing the locals
18 Digging graves
19 Escorting a church official
20 Resting
Sacrifice

NPC MOTIVATION (D100)


1 – Acceptance 26 – Knowledge 51 – Pride 76 – Hostility
77 –
2 – Addiction 27 – Adventure 52 – Asceticism Entertainment
3 – Power 28 – Approval 53 – Survival 78 – Altruism
54 – Gain the
4 – Conformity 29 – Compassion 79 – Hatred
upper hand
5 – Greed 30 – Debt 55 – Desperation 80 – Devotion
6 – Charity 31 – Boredom 56 – Nihilism 81 – Envy
7 – Follow 32 – Faith 57 – Fame 82 – Revenge
orders
83 – Impress
8 – Gain favor 33 – Well-being 58 – Hedonism someone
9 – Confusion 34 – Status 59 – Justice 84 – Tradition
10 – Jealousy 35 – Love 60 – Loyalty 85 – Control
11 – Mastery 36 – Wealth 61 – Fear 86 – Glory
12 – Obligations 37 – Patriotism 62 – Honor 87 – Peace
63 – 88 – Personal
13 – Anger 38 – Peace Misguidedness growth
89 –
14 – Wantonness 39 – Freedom 64 – Enviousness Philanthropy
15 – Pleasure 40 – Strength 65 – Prejudice 90 – Rebellion
16 – Sow discord 41 – Redemption 66 – Belief 91 – Respect
92 – Social
17 – Security 42 – Domination 67 – Take power Cohesion
43 – Spiritual 68 – Immortality
18 – Protection 93 – Reputation
power
44 – Destroy the 69 – Corruption 94 – Teach a
19 – Stability status quo lesson
20 – Recognition 45 – Self-esteem 70 – Pride 95 – Safety
71 –
21 – Cause harm 46 – Lust Transcendence 96 – Wanderlust
97 – Self-
22 – Blackmail 47 – Desperation 72 – Hate improvement
73 – 98 – Mental
23 – Fulfill plan 48 – Conspiracy Responsibility illness
74 – Victim of 99 – Prove
24 – Help Others 49 – Pressured blackmail oneself
25 – Harm their 75 –
50 – Health 100 – None
enemies Independence

62
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NPC DESCRIPTOR (D100)


1 – Poor 26 – Wealthy 51 – Clean 76 – Dirty
2 – Rough 27 – Fancy 52 – Polite 77 – Rude
3 – Trained 28 – Skilled 53 – Educated 78 – Ignorant
4 – Common 29 – Intelligent 54 – Unusual 79 – Sweet
5 – Foul 30 – Beautiful 55 – Driven 80 – Small
6 – Large 31 – Loud 56 – Fast 81 – Slow
7 – Quiet 32 – Exotic 57 – Uninformed 82 – Interesting
8 – Colorful 33 – Informative 58 – Ugly 83 – Dangerous
9 – Inept 34 – Clumsy 59 – Capable 84 – Intrusive
10 – Respectful 35 – Primitive 60 – Elegant 85 – Armed
11 – Different 36 – Young 61 – Difficult 86 – Helpful
12 – Harmful 37 – Disciplined 62 – Erratic 87 – Wild
13 – Commanding 38 – Meek 63 – Humorous 88 – Frightened
14 – Strong 39 – Impulsive 64 – Naive 89 – Surprising
15 – Calculative 40 – Sophisticated 65 – Old 90 – Crazy
16 – Confident 41 – Passive 66 – Bold 91 – Careless
17 – Cautious 42 – Sneaky 67 – Intimidating 92 – Powerful
18 – Unhinged 43 – Powerless 68 – Hurt 93 – Gracious
19 – Caring 44 – Honorable 69 – Principled 94 – Arrogant
20 – Gentle 45 – Brave 70 – Weak 95 – Curious
21 – Supportive 46 – Heroic 71 – Distrusting 96 – Pious
22 – Generous 47 – Posed 72 – Greedy 97 – Nervous
23 – Hopeless 48 – Sociable 73 – Sketchy 98 – Disdainful
24 – Reserved 49 – Proud 74 – Optimistic 99 – Humble
25 – Shy 50 – Calm 75 – Courteous 100 – Formal

WEEKLY EVENTS
The conflict between the As established the Holy See, most
Kingdom of Pavaria and the countries in Neia follow a 10
Cadaennor Dominion is in days/3 weeks/12 months
constant flux, and so are the calendar. This division of the year
politics and happenings within is not perfect, but it works from
each of the two countries. This an administrative point of view,
not only affects the two nations and helps the church collect their
and the people living in them on a tithes regularly.
larger scale, it affects the peoples
of No Man’s Land and the future Once per week (that is, each ten
of the whole region. days), the GM must roll on the

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Sacrifice
following event tables to D4 FACTION
determine what is happening in 1-2 Kingdom of Pavaria
the region on a larger scale. Most
of the time these will not affect 3-4 Cadaennor Dominion
the characters directly, or will
happen in a faraway region, but - Last but not least, roll on the
they still contribute to the feeling appropriate table to determine the
of a living, breathing world, and nature of the event:
can help a GM populate their
rumor tables, or create adventure D20 FACTIONAL EVENTS
seeds.
Minor diplomatic
1
- Roll to determine what type of meeting
event takes place: 2 Birth
3 Death
D10 EVENT TYPE 4 Assassination
1-2 Factional 5 Exposed conspiracy
3-4 Natural 6 Marriage
5-7 General
7 Outrageous scandal
8-10 Character
8 Incursion
Factional events affect a faction’s 9 Alliance
cities, population, and most of the 10 Skirmish
times, its rulers. Natural events
are related to the world or what is 11 Large battle
usually known as “Acts of God”, 12 Revolt
things that happen regardless of a 13 Recruitment campaign
faction’s actions. General events
cover a wide range of potential 14 Troops movement
events, from diplomatic incidents, 15 Kidnapping
to wildfires, and anything in
between. Character events affect 16 Foreign dignitary visiting
one of the playing characters, and 17 Famine
have to do either with the present 18 Heretic activity
circumstances, or their past
endeavors. 19 Construction
Infamous criminal
20
- Roll to determine which faction captured
suffers the effect of the event, or
where the event takes place, if
necessary:

D10 EVENT LOCATION


1-2 Kingdom of Pavaria
3-4 Cadaennor Dominion
5-6 The Holy See
7-10 No Man’s Land

64
The World
D20 NATURAL EVENTS D20 GENERAL EVENTS
A place becomes a 1 Migration
1 liminal spot between
realities 2 Disease
2 Minor earthquake 3 Bandit activity
3 Wildfires 4 Merchant caravan
4 Flooding 5 Troops moving
5 Locusts 6 Fire
6 Deadly Predator 7 Peasants fleeing
7 Disease spreading 8 Seasonal festival
Beasts outside their usual 9 Blood feud
8 territory
10 Unusually bad weather
9 Landslide
11 New ruins discovered
10 Comet sighting
12 Supply issues
11 Solar eclipse
13 Skirmish
12 Lunar eclipse
14 Foreign dignitary visiting
13 Unusually bad weather
15 Religious scandal
14 Demonic activity
16 Heretic activity
15 Unexpected migration
17 Coup plot discovered
16 Drought
Unusual, out of season 18 Diplomatic marriage
17 19 Famine
weather
A whole town has 20 War declaration
18 appeared deserted from
one day to the next one
19 Sudden death of cattle
20 Major earthquake

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D20 CHARACTER EVENTS D20 CHARACTER EVENTS
Something terrible has
1 Vengeance seeker 11 befallen the character’s
hometown
Planar tear occurring in the
2 Kidnapping 12 vicinity
Death of close friend or
3 Inquisitor on their trail 13 acquaintance
4 Mistaken identity 14 Come down with a nasty cold
Receive news of a past deed
5 Disappearance 15 having positive consequences
6 Rival slain 16 They meet a new NPC
7 Team up offer 17 Learns a secret
A young person gravitates
8 Assailed by evil spirits 18 towards them as a mentor
A wealthy relative has died,
9 No demonic activity 19 leaving them some money
The Skull Knight visits them.
A contract has been put
10 20 They have news regarding
on their head their current endeavor
The World
D20 ADVENTURE SEEDS
1 A mercenary company attempts to recruit the PCs
A small village nearby is rumored to have been completely wiped
2 out in a single night
3 A new, especially relentless inquisitor has arrived in the region
Someone fitting one of the character’s description has been marked
4 as a heretic and a hunt is underway
A group of traveling merchants swear to have seen an ettin in a
5 nearby road
A three-tiered tournament starts in a week, the winner gets a
6 substantial amount of silver and a position as the personal
bodyguard of Therno Accele, governor of Baetain
A traveling blacksmith, allegedly selling mastercraft weapons, has
7 been found murdered outside a local town
A young person approaches one of the PCs and begs to be their
squire. If they are put off, they will continue to follow from a
8 distance, trying to help whenever they have a chance. The young
person has nowhere else to go, and no family
The PCs come across a group of deserters, who are initially violent
9 but are clearly desperate. They swear their official is secretly a
monster that eats the wounded
A man with a ridiculously large sword and a metal arm has killed a
10 hundred men belonging to the famous Red Sparrow Battalion all by
himself. The leader of the Red Sparrows wants his head
Thousands of people seem to have had the same dream about a
11 hawk of light coming to save the world. All farmers report that their
cattle gave birth to deformed, strange beasts that same night
12 A bounty hunter shows up with a bounty to collect the PC’s head
13 A town council is hiring warriors to protect their town from trolls
Out-of-season storms cut off the town the PCs find themselves in.
14 Famine and disease threaten to destroy the place, and things are
heating up
A local hunter’s body was found without skin, hanging from a tree
15 near a trade road. This is the third body found this way
16 Children seem to be disappearing from Baetain at an unusual rate
Someone who calls themself “the Bandit King” has appeared in the
17 ruins of Eoskia, uniting the local groups of outlaws
Stenburg seems to have an infestation of unusually large rats. They
18 come from the sewers, and they seem awfully organized for rats
A mining settlement has uncovered something. Reports are unclear,
19 but they speak of many dead
An old friend, who had been imprisoned for a long time, has
20 escaped and found the PCs. He is now being chased, and needs help

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Sacrifice

TREASURE & REWARDS


Sacrifice does not include detailed many cases treasure should not be
rules for allocating treasure to particularly extraordinary. The
monsters or encounters. PCs should never feel entitled to
Numerous such systems that are wealth or other prizes because
reliable can be found in the body they believe that some monsters
of D&D work and are easily or NPCs are always carrying a lot
adaptable in this context. The of loot. The vast majority of the
author advises that you modify a population in Neia live in the
pre-existing treasure system of most abject misery, with only a
your choice, but that you carefully very few lucky individuals being
and purposefully assess the able to afford anything beyond the
randomized outcomes. Treasures most basic necessities. Still, there
given out by the destruction of are riches to be found, and
monsters or the completion of sometimes the PCs might come
adventures should be reasonable across a wealthy merchant or
in the context of a medieval noble that they feel needs to be
economy, which is to say that in disposed of their riches.

WHAT DOES THE WHAT DOES THE PRIEST


D20 D20
COMMONER HAVE? HAVE?
1 Piece of bread 1 Anointing oil
2 Candle 2 Candle
3 Dice 3 Brass bell
4 Wooden holy symbol 4 Silver holy symbol
5 Key 5 Key
6 Knife 6 Knife
7 Document 7 Document
8 Onion 8 Bread
9 Medicinal herbs 9 Medicinal herbs
10 Prayer book 10 Prayer book
11 Doll 11 Prayer beads
12 Tinderbox 12 Tinderbox
13 Flask 13 Flask
14 Lucky charm 14 Vial with salt
15 Sea shells 15 A bag of fingers
16 Tool 16 Icon
17 Wool spool 17 Incense
18 Locket 18 Locket
19 D8 cp 19 D8 sp
20 D4 gems 20 D6 gems

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WHAT DOES THE WHAT DOES THE FIGHTER


D20 D20
NOBLEMAN HAVE? HAVE?
1 Invitation 1 Whetstone
2 Gloves 2 Candle
3 Perfume flask 3 Dice
4 Signet ring 4 D6 Arrowheads
5 Key 5 Wineskin
6 Dagger 6 Knife
7 Document 7 D4 Rations
8 Parchment 8 Mess kit
9 Writing implements 9 Medicinal herbs
10 Silken handkerchief 10 Prayer book
11 Prayer beads 11 Tankard
12 Small mirror 12 Tinderbox
13 Flask 13 Flask
14 Love letter 14 Lucky charm
15 Astrological chart 15 Soap
16 Smelling salts 16 D4 Lockpicks
17 Playing cards 17 Playing cards
18 Locket 18 D4 Bandages
19 D20 gems 19 Necklace of wolf fangs
20 1 GC 20 D10 sp

D20 RARITY POSSIBLE ITEMS COINS


1-10 Common Basic gear, rough trinkets, food 2D20 cp
Valuable trinkets, expensive books, sensible 3D10 sp
11-18 Scarce info
19-20 Rare Art pieces, jewelry, exotic fabrics 5D20 sp
Note: +10 to the roll if the target is a noble or wealthy merchant.

MASTERCRAFT GEAR attack bonus (+1/+2/+3) or


Extremely hard to find, there are increased deadliness for weapons,
master crafters in the world that to increased protection offered
produce items of such incredible (+1/+2/+3 AC) by armor, or
quality that some mistake them being lighter than a regular
for magical artifacts. These are version would be, the possibilities
generally designated as are only limited by a GM’s
“mastercrafted”, and their benefits imagination.
can be quite varied: from a simple

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Sacrifice

D10 ARTIFACT must roll again against the


wearer’s AC, as a strong, sudden
1 Bloodblade draft redirects the projectile in
2 Boots of Wind and Fire their direction.
3 Charm of Brand
Containment - Charm of Brand
Containment: A charm of
4 Cloak of Hellfire containment can take many
5 Erkani’s Bracelet forms: a scroll fragment with
6 Inquisitor Ahmad’s Torch symbols written on it, a
medallion, even a simple carved
7 Krathic Spiritshard stone or piece of wood. Their
8 Medusa Armor purpose is simple: they allow a
9 Veilpiercer Branded to dull the power of the
brand, making them invisible to
10 Withering Shield evil spirits, which stop being
attracted to the Branded for a
ARTIFACTS time varying from hours to weeks,
Although the kind of magic one depending on the charm’s power.
can find in fairy tales and folk Some charms are said to also
stories doesn’t exist, there are make it impossible for the spirits
some items that are remarkably of the dead to take over a
unique. These can be Branded’s body.
exceptionally well crafted - Cloak of Hellfire: A large cloak
weapons and armor, items made made of what looks and feels like
with rare, special materials, human hair, this black ragged
ancient Krathic gear, and yes, thing smells of ash and misery.
even some otherworldly items While it grants the person
that sit in the liminal space wearing it +2 AC, if the character
between worlds and somehow is struck by fire of any kind the
don’t follow the laws of God and cloak immediately bursts into
man. flames, remaining unscathed but
causing the character wearing it
- Bloodblade: A thin yet D6 damage/round until they
incredibly sharp +2 short sword somehow manage to put the fire
made of some unidentifiable out.
material, this weapon is said to be
an apostle’s tendril of some kind. - Erkani’s Bracelet: A plain
When the weapon deals damage leather bracelet said to once
to an opponent, it also deals 1 belong to prince Erkani of
damage to its wielder, as sharp Lauguasia. It is said that prince
thorns sprout from its hilt. Erkani was fond of swimming
tirelessly in the open sea, until
- Boots of Wind and Fire: A pair one day he was accidentally killed
of new-looking leather boots that by some fishermen, who mistook
somehow fit anyone who tries him for a Fhean, a legendary sea
them on. While wearing them, a creature that according to popular
character is completely immune to knowledge drags fishermen out of
fire, but it also attracts all missed their boats and drowns them.
ranged attacks. If another PC or Erkani’s Bracelet allows a
NPC fails a ranged attack, they character to breathe underwater,

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The World
but anyone wearing it must pass a - Medusa Armor: This imposing
WIS ability check every round in armor, shaped to grant the
order to be able to act normally; character wearing it the
failure means the character just appearance of a fierce woman
swims pleasantly, unaware of with snakes in her head, is a +2
what happens around them. hauberk that forces the character
wearing it to pass a Paralysis
- Inquisitor Ahmad’s Torch: A saving throw each time they’re
heavy iron torch that once struck by a critical hit, or become
belonged to Inquisitor Ahmad paralyzed for D4 rounds.
Brightclad, famous for taking
more witches to trial than any - Veilpiercer: A rough stone with
other inquisitor in history. While a spiral carved on it, hanging
this torch never stops burning from a leather string, this ancient
once it’s lit (it can be willingly artifact can absorb up to 10
put out as a normal torch damage/day as it pierces the veil
though), each time it’s lit a between life and death. The next
random character within a 30 feet day after absorbing damage, the
radius receives D4 fire damage. person originally wearing it
receives double the amount of
- Krathic Spiritshard: A shard of damage absorbed, as the planes
black glass the size of a fist that realign themselves and force
shimmers even in absolute reality back to normal.
darkness. This relic awakens to
sapience the second a character - Withering Shield: A twisted
touches it, developing a wooden shield the size of a cart
personality (usually one that wheel with strange symbols
clashes with the character’s). The carved all over its surface. As an
Spiritshard can see and hear up to action, a character may shove
a distance of 30 feet, has the someone with the shield, forcing
ability to understand and speak them to pass a Paralysis save
one language the character knows throw or else be turned into
(telepathically), and INT, WIS, stone. The character carrying the
and CHA modifiers of +0. It is shield loses a finger, as it crumbles
trained in forbidden, forgotten and turns to dust, each time it’s
lore (Heretical Knowledge +4). used.

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WHAT THE NUMBERS MEAN EVIL CREATURES
Each entry in this chapter has a series & SPIRITS OF DARKNESS
of categories that detail the creature’s While most creatures the
capabilities. These are: characters encounter in their
Number: the number of enemies of travels through Neia can be
this type that appear once encountered. considered mundane, regardless of
their appearance and abilities,
- Morale: The creature’s modifier some of them have been clearly
to all Morale checks. corrupted by evil spirits, and as
such are capable of terrible, dark
- HD: The number of Hit Dice deeds that their mortal brethren
that must be rolled to determine cannot hope to match. Things like
the creature’s total Hit Points. uniquely corrupt areas, regions of
This is always expressed as D8. the world that are within the
liminal space between realities,
- AC: The creature’s Armor Class. and the presence of a Branded, all
Movement: The distance it can contribute to the breaking of the
cover in a single turn. veil, which invites evil creatures
to take over either the living or
- PP: Passive Perception, the the dead.
creature’s ability to detect hiding
creatures or circumstances in Each time a Branded crosses paths
their immediate vicinity. with beasts or particularly evil
humans, there’s a chance of them
- Attacks: the number and type being overtaken by evil spirits.
of attacks, and the resulting This is marked in the rules as “X-
damage dealt by them. Unless in-6 chance”, and it must be
specified, when a creature has rolled for each Branded in the
several forms of attack, it will party. When a normal beast or
choose one of them per round. man has been taken over by an
evil spirit, they gain the following
- XP: The amount of Experience changes:
Points characters earn after
defeating a single creature of this - Weakness to Sunlight: The
kind. This number must be divided forces of darkness abhor the light,
equally among all those who which weakens them. When in
participated in the combat, direct sunlight, they have
regardless of performance. Most Disadvantage on all checks.
entries list a fixed number, plus a
number of extra XP per each HP - Apply the following modifiers
the creature had. to the creature’s base stats:
- Morale: Immune to fear or
- Special: Many creatures have morale effects / HD: +2 / AC: +2
unique abilities that set them aside / Attacks: +D6 damage to all its
from other similar ones. These are attacks / XP: +10 XP/HP.
detailed here.

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These changes affect the whole each one of them has been
enemy group, so there’s no need overtaken by an evil spirit.
to check on an individual basis if

APOSTLES
Humans who have achieved learn the truth about these evil
demonhood at the expense of creatures, and even fewer dare to
their humanity and certain other face them for what they are.
sacrifices (usually in the form of
human lives, the closer to the - All Apostles cause any human in
demon-to-be, the better) gain the their vicinity to suffer D4
title of Apostle. While capable of Corruption.
continuing their lives among
humans and retaining most, if not - Facing an Apostle’s real form
all, of their original human triggers a Fear saving throw.
appearance, all Apostles have a
true demonic form that they can - All Apostles are immune to
manifest at will. This final, real Fear, Sleep, and Charm. They are
form is so terrifying that most also immune to morale effects.
humans can do nothing more than
soil themselves and pray for death - Upon losing 50% of their total
to come swiftly. HP in human form, an Apostle
will reveal their true, demonic
Many famously corrupt and evil form.
noblemen and church officials are
indeed Apostles, containing their What follows is a few examples of
thirst for bloodshed and depravity famous Apostles in the region.
the best they can. Few live to

ABBAX THE BEAST, IMMORTAL WARRIOR


Human Form
HD: 8 / AC: 16 / Movement: 60’ / PP: 13 / Attacks: Per weapon type /
XP: 200+2/HP / Gear: Brigandine, colossal morningstar (D6+2
bludgeoning damage, ignores 2 points of AC).

Demonic Form
Abbax the Beast increases his size to 45 feet tall and sprouts bat-like wings. His
head becomes that of a horned beast, with dark red fur covering his whole body.
HD: +4 / AC: 22 / Movement: 180’ (flying) / Attacks: 2xClaw (D10
slashing damage) 1xHeadbutt (D8 bludgeoning damage) / XP: 2,000+4/HP
- Special - Multiple Attacks: Abbax attacks with both claws and his horned
head, granting him a total of 3 attacks per round.
- Special - Devour: As a standard attack, Abbax grabs a victim and slams
it against the ground causing 3D8 bludgeoning damage. He then attempts
to devour the victim, who must perform a STR Ability check in order to
avoid it, or suffer an extra 2D6 bludgeoning damage.
- Special - Sweep: As a standard attack, Abbax sweeps around him with his
claw, dealing 2D6 damage to all targets within 10’.

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Abbax the Beast is a legend among soldiers and mercenaries all across Neia.
Considered a myth by most, he is said to travel the world looking for any
battlefield worthy of his presence. Once there, he will fight any warrior in
his way, regardless of the cause. There are rumors of Abbax participating in
battles from hundreds of years ago, which clearly makes his existence
nothing more than a myth. Reports of a large, beast-like warrior seen in No
Man’s Land have begun to surface in the past months, though.

EROWE STEINBECK, BISHOP OF LOWER SIJAX


Human Form
HD: 2 / AC: 10 / Movement: 60’ / PP: 12 / Attacks: Per weapon type /
XP: 5+2/HP / Gear: dagger (D4 piercing damage)

Demonic Form
Erowe Steinbeck appears to be covered in a solid layer of ice, encasing him in what
looks like full-plate armor in the shape of a white rhino.
HD: +9 / AC: 22 / Movement: 80’ / Attacks: 2xFists (D8 bludgeoning
damage) / XP: 1,500+7/HP
- Special - Multiple Attacks: Erowe attacks with both fists at once,
granting him a total of 2 attacks per round.
- Special - Tundra Wind: Erowe exhales an icy blast in a 90 feet cone.
Each creature in the affected area must pass a Breath saving throw or suffer
6D4 cold damage.
- Special - Charge: Erowe charges forward, crushing everything in his path.
All creatures in front of him up to a distance of 80 feet must perform a DEX
ability check or an Acrobatics check (DC 12) or be trampled, becoming
prone and suffering 2D10 bludgeoning damage.

Erowe Steinbeck is the Bishop in charge of the Pavarian province of Lower


Sijax, situated adjacent to the Holy See itself. Having always had a proclivity
towards abusing his power, he became utterly corrupted when an ancient
relic connected him with the powers of darkness. In his twisted way, he
believes he is an angel of God sent to punish those who dare defy His power,
and that in His wisdom He forgives Erowe’s “little sins”. Erowe takes great
pleasure in sending holy inquisitors after anyone rumored to be a heretic,
and has a special dungeon where he spends hours “extracting secrets and
confessions” from them.

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MARGY ACCELE, GOVERNESS OF BAETAIN
Human Form
HD: 2 / AC: 10 / Movement: 60’ / PP: 16 / Attacks: Per weapon type /
XP: 5+2/HP / Gear: dagger (D4 piercing damage)
- Special - Charm: Margy’s undeniable charisma is displayed in full,
causing any characters in line of sight to become enthralled by her unless
they pass a Charm saving throw. Enthralled characters will obey any order
given by Margy, and will protect her with their lives.

Demonic Form
Margy Accele increases her size to 60 feet tall and sprouts tentacle-like
appendages, taking the form of a giant slug-like creature.
HD: +8 / AC: 20 / Movement: 80’ / Attacks: 4xTentacle (D6 bludgeoning
damage) / XP: 2,000+10/HP
- Special - Multiple Attacks: Margy attacks with all tentacles at once,
granting her a total of 4 attacks per round.
- Special - Constrict: As a standard attack, Margy grabs a victim and slowly
begins to constrict them, causing 3D8 bludgeoning damage.
- Special - Tentacle barrage: As a standard attack, All creatures within 20’
of Margy must perform an Acrobatics check or become knocked down by
her tentacles, receiving 2D10 damage and becoming prone.

Margy Accele is the wife of Therno Accele, governor of Baetain in No Man’s


Land. Known for her otherworldly beauty, it is rumored it was her who not
only managed to get her husband assigned as governor of Baetain, but
convinced him of accepting such a dangerous position. In truth, Margy
thinks No Man’s Land is the perfect place to hide her most secret…
proclivities. Rumors of children disappearing in Baetain started almost
straight away after the arrival of the Acceles, but so far Margy has managed
to keep the Inquisition away. After all, it is a warzone, is it not?

BEASTS
BLACK BEAR
Number: D3 / Morale: -2 / HD: 4 / AC: 13 / Movement: 120’ / PP: 12 /
Attacks: 2xClaw (D3 slashing), 1xBite (D6 piercing) / XP: 85+4/HP
- Special - Bear Hug: If the bear’s target is hit by both claws the same turn,
it catches its prey in a grip and squeezes. This deals an extra 2D6
bludgeoning damage automatically.

A territorial albeit shy creature that can be found across most of the
continent. Only hunger or the protection of its young will drive them to
attack a human.

BONESNAPPER
Number: D2 / Morale: +6 / HD: 10 / AC: 14 / Movement: 150’ (flight)
/ PP: 16 / Attacks: 2xTalons (D6 slashing), 1xBeak (2D8 piercing) / XP:
2,000+16/HP
- Special: Cannot be surprised, attacks each turn with both talons and beak.

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These very large (6 feet tall on average) eagles are some of the most feared
predators across Neia. They are known for snatching children and small
cattle, and are usually fearless enough to attack a group of adults if
necessary.

BUFFALO
Number: 2D10 / Morale: -4 / HD: 2 / AC: 15 / Movement: 90’ / PP: 12
/ Attacks: 1xHorns (D6 piercing), 1xBite (D8 piercing) / XP: 20+2/HP
- Special: If a single buffalo fails a morale check, the whole herd will flee,
causing 2D10 bludgeoning damage per buffalo to anything in their path.

Large herd animals that are generally peaceful, unless they feel threatened.
Extremely dangerous when running as a herd as they will trample over
anything in their way.

GIANT BOAR
Number: 1 / Morale: +5 / HD: 5 / AC: 17 / Movement: 150’ / PP: 12 /
Attacks: 1xTusks (D8 piercing) / XP: 100+4/HP

Large omnivorous beasts that are highly territorial. They rarely back off
from a fight, and will chase intruders until their last breath. Their brutal-
looking tusks have been the end of countless hunters thinking they couldn’t
be worse than their smaller cousins.

GIANT CENTIPEDE
Number: D4 / Morale: +3 / HD: 3 / AC: 15 / Movement: 180’ / PP: 10
/ Attacks: 1xBite (D6 piercing) / XP: 80+2/HP
- Special - Venomous: When bitten by a Giant Centipede, a character must
pass a Poison saving throw or receive an extra D8 poison damage.

Common vermin found underground and rocky environments. They feed


off small mammals and birds, but will not hesitate attacking larger prey if
they feel threatened.

GIANT LIZARD
Number: 2D6 / Morale: +0 / HD: 4 / AC: 15 / Movement: 150’ / PP: 10
/ Attacks: 1xBite (D8 piercing) / XP: 85+4/HP

These monstrous lizards look just like ordinary ones, except for their large
size. They can vary in color, but they are easily recognized by their sharp,
protruding fangs.

GIANT RAT
Number: 5D10 / Morale: -2 / HD: 1 / AC: 13 / Movement: 120’ / PP:
16 / Attacks: 1xBite (D4 piercing) / XP: 10+1/HP
- Special - Swarm: Giant Rats have Advantage on attack rolls if it has an
ally within 5 feet that is not incapacitaded.

These larger rodents, the size of a large cat, can pose a threat even to the
most seasoned warrior due to their intelligence and numbers.

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GIANT SPIDER
Number: D8 / Morale: +3 / HD: 6 / AC: 16 / Movement: 150’ / PP: 18
/ Attacks: 1xBite (2D4 piercing) / XP: 315+5/HP
- Special - Poisonous: If a character is bitten by a Giant Spider, they must
pass a Poison saving throw. Failure means suffering D6 poison damage
instantly and the loss of 1 CHA from scarring in D6 days, unless an antidote
is found.

These dangerous beasts lurk in caves, forests and forgotten ruins, eating
anything that crosses their path. They usually prefer to wait for their prey
to come to them, but there are some cases of peasants swearing they were
chased by particularly vicious individuals.

FIRE SNAKE
Number: D6 / Morale: +0 / HD: 2 / AC: 14 / Movement: 40’ / PP: 12 /
Attacks: 1xBite (D4 piercing) / XP: 70+2/HP
- Special - Burning Skin: Fire snakes excrete a toxin through their skin
that burns to the touch. Any character in contact with a Fire Snake receives
D6 fire damage.

Fire Snakes dwell anywhere there’s a flame; they're attracted to firecamps


and it’s common to find them even inside a house’s hearth. The larger the
fire, the more of them can be found, and the more prone to attacking they
become.

HORSE
Number: 1 / Morale: -1 / HD: 3 / AC: 13 / Movement: 120’ / PP: 14 /
Attacks: 1xBite (D4 piercing) / XP: 0
- Special - Beast of Burden: A Horse can carry a total of 50 slots in gear.
- Special - Mount: Riding a Horse grants +1 hex traveling capacity.

Found in almost any climate, Horses are often used as draft animals and
mounts. Unfortunately, they are easily scared, and if intended to use in
combat, they require special training or else will almost certainly flee.

IKANU
Number: D2 / Morale: -1 / HD: 12 / AC: 15 / Movement: 60’ / PP: 12 /
Attacks: 1xQuills (2D4 piercing) / XP: 350+6/HP
- Special - Quill Shot: An Ikanu can shoot D8 quills to all enemies in a 10’
radius that deal D4 piercing damage each.

An Ikanu is a large creature the size of a horse, with features that make it
look like a porcupine and lizard hybrid. Despite being fully herbivorous,
Ikanus are highly territorial and attack any creature that disturbs them,
regardless of number or size.

LAND LAMPREY
Number: 2D6 / Morale: -1 / HD: 1 / AC: 13 / Movement: 120’ / PP: 10
/ Attacks: 1xBite (D4 piercing) / XP: 35+2/HP
- Special - Bloodsucker: After a successful bite, a Land Lamprey attaches
itself to its victim, draining 1 HP/round until it’s forcibly detached

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(Athletics check, DC 12). Doing so requires spending a whole turn, due to
their ability to latch to almost any surface with incredible strength.

Land Lampreys can be found in almost any terrain or climate, save for the
coldest regions of Neia. Their serpentine bodies end in tooth-filled, funnel-
like maws that they use to burrow themselves into the flesh of their victims.

MANTICORE
Number: D4 / Morale: +5 / HD: 7 / AC: 16 / Movement: 180’ (flight) /
PP: 14 / Attacks: 2xClaw (D4 slashing), 1xBite (D4 piercing) / XP:
525+4/HP

These relentless carnivores are generally found in rocky areas, where they
fly high in the sky searching for prey. Their large, leathery wings give them
a somewhat bat-like appearance, despite their lion-like bodies and head.
They are large enough to carry cattle away, and don’t hesitate attacking
humans.

MONSTROUS FROG
Number: 5D8 / Morale: +0 / HD: 3 / AC: 13 / Movement: 100’ (Leap)
/ PP: 10 / Attacks: 1xBite (2D4 piercing) / XP: 45+3/HP
- Special - Accurate: A Monstrous Frog has +4 to its attack rolls.

These large amphibious inhabit anywhere where water and land meet. They
are surprisingly vicious carnivores that devour their prey whole in a single
movement.

STAG
Number: D4 / Morale: +0 / HD: 3 / AC: 13 / Movement: 240’ / PP: 16
/ Attacks: 2xHooves (D4 bludgeoning), 1xAntlers (2D4 piercing) / XP:
35+3/HP

Stags are male deer, mostly recognizable by their impressive set of antlers.
Stags will only attack when they feel there’s a threat to their group. Aside
from the stags, there will always be 2D4 non-combatant does.

WILD DOG
Number: 4D4 / Morale: +0 / HD: 1 / AC: 13 / Movement: 150’ / PP: 18
/ Attacks: 1xBite (D4 piercing) / XP: 20+2/HP
- Special - Pack: Wild Dogs have Advantage on attack rolls if there’s an ally
within 5 feet that is not incapacitaded.

Wild Dogs can be found anywhere where humans live. Usually once-
domestic dogs that have turned wild for a variety of reasons, they are
cunning and vicious when necessary.

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WOLF
Number: 3D4 / Morale: +3 / HD: 3 / AC: 13 / Movement: 180’ / PP: 18
/ Attacks: 1xBite (D4+1 piercing) / XP: 35+3/HP
- Special - Pack: Wolves have Advantage on attack rolls if there’s an ally
within 5 feet that is not incapacitaded
Wolves are found in most climates, from desert to the arctic, and anything
in between. They move and hunt in packs and are known to follow their
prey for weeks, if necessary.

HUMANS
AKELIAN WARRIOR
Number: 4D12 / Morale: +4 / HD: 2 / AC: 13 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 20+2/HP / Gear: Padded leather, light
shield, spear (D6 piercing damage), great axe (D12 slashing damage) /
Treasure: 2D6 sp, 2D4 gems.

Akelian Warriors are rugged fighters that belong to the myriad of tribes that
inhabit the northern part of Neia. They are known to raid the richer
southern lands regularly, but they are rarely seen too deep into other
country’s territories, preferring to take what they can and return back home
swiftly.

ARTHOSIAN SOLDIER
Number: 4D8 / Morale: +7 / HD: 5 / AC: 17 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 200+4/HP / Gear: Hauberk, helm, large
shield, long sword (D8 slashing damage) / Treasure: 4D20 sp

The Church’s elite military force, few other regular armies can compare in
discipline and devotion to the Arthosian Order. Equipped with the best gear
and trained by the most distinguished warriors, an Arthosian soldier is a
dangerous opponent to face in battle.

BANDIT
Number: 5D10 / Morale: +0 / HD: 1 / AC: 12 / Movement: 60’ / PP: 12
/ Attacks: Per weapon type / XP: 10+1/HP / Gear: Padded leather, dagger
(D4 piercing damage), short sword (D6 slashing damage), short bow (D6
piercing damage) / Treasure: 3D4 sp.

Bandits can be found anywhere where civilization thrives. With the One
Hundred Years War raging for decades, more and more commoners have
been forced to banditry to feed their families, and it’s almost a certainty that
one will come across them during any journey.

COMMONER
Number: 6D10 / Morale: -2 / HD: 1 / AC: 10 / Movement: 60’ / PP: 12
/ Attacks: Per weapon type / XP: 2+1/HP / Gear: Common clothing, knife
(D4 piercing damage), club (D4 bludgeoning damage) / Treasure: D6
rations, 3D4 bp.

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Peasants, fishermen, laborers… They are the backbone of any feudal society.
Scared, frequently starving, and most definitely living in abject misery, they
are often involuntarily involved in the schemes of the powerful men and
women who rule their destiny.

INQUISITOR
Number: D2 / Morale: +6 / HD: 4 / AC: 16 / Movement: 60’ / PP: 13 /
Attacks: Per weapon type / XP: 200+2/HP / Gear: Half plate, light shield,
morningstar (D6 bludgeoning damage) / Treasure: 10D6 sp

A Church heretic-hunter that has full autonomy and the support of the most
powerful organization in the continent, their mere appearance causes most
towns to shut down and pray, demonstrating their religious fervor at any
chance. They often travel alone, but they can occasionally be seen
accompanied by volunteers or church soldiers.

KNIGHT
Number: 4D4 / Morale: +3 / HD: 5 / AC: 22 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 250+4/HP / Gear: Horse, heavy plate,
visored helm, large shield, long sword (D8 slashing damage) / Treasure:
4D20 sp

A knight is a noble warrior sworn to one of the local noblemen or royal


houses in the region. Geared with the best money can buy and often trained
by masters in the art of killing, they are difficult opponents to take down.

MERCENARY
Number: 3D10 / Morale: +2 / HD: 3 / AC: See gear / Movement: 60’ /
PP: 12 / Attacks: Per weapon type / XP: 30+4/HP / Gear: Any
combination of armor and weapons / Treasure: D10 sp, D4 Rations.

Despite their (for the most part) disreputable reputation, mercenary troops
have slowly but surely become indispensable in the many wars taking place
in Neia. Although they sell their service to the best bidder, they know
breaking a contract would ruin their reputation, therefore making them
quite reliable.

PILGRIM
Number: 10D10 / Morale: +1 / HD: 1 / AC: 10 / Movement: 60’ / PP:
12 / Attacks: Per weapon type / XP: 5+1/HP / Gear: Common clothing,
knife (D8 piercing damage), club (D4 bludgeoning damage) / Treasure:
D6 rations, 3D10 bp.

Pilgrims are religious travelers on their way to visit a particular sacred site,
because of some religious holiday, or even to see a particular important
religious figure. They generally travel afoot with little or no personal
belongings.

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SOLDIER (LEVIES)
Number: 4D12 / Morale: +0 / HD: 1 / AC: 15 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 10+1/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D4 sp, D4 Rations.

A group of foot soldiers pressed into service, most are usually not
professional soldiers except for their officers and a few veterans. Still, after
a few campaigns, the survivors are as capable as any professionally trained
soldier.

SOLDIER (REGULAR)
Number: 4D8 / Morale: +2 / HD: 3 / AC: 15 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 30+4/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D6 sp, D4 Rations.

The backbone of any army, a common foot soldier's life is bound to the
battlefield. Due to the constant state of war in the region, many young
commoners see soldiering as their only chance to get out of the poverty that
defines them, if they make it out alive.

SOLDIER (VETERAN)
Number: 4D4 / Morale: +5 / HD: 5 / AC: 15 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 100+6/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D6 sp, D4 Rations.

The most valued warriors in any army, veteran soldiers are a rare thing due
to the high mortality rates in the soldering profession. Their cold-
headedness and discipline, combined with years of warfare experience, make
them extremely dangerous opponents.

TOMB ROBBER
Number: D10 / Morale: +5 / HD: 6 / AC: 12 / Movement: 60’ / PP: 14
/ Attacks: Per weapon type / XP: 200+6/HP / Gear: Padded leather, dagger
(D4 piercing damage), short sword (D6 slashing damage) / Treasure: D6
sp, D20 gems.

Many former soldiers, farmers, and even bandits turn to tomb robbing as a
profitable profession. The whole continent is covered in ancient Krathic
ruins, and the many wars have left ruined villages and towns prime for
ransacking. Few dare rob the noble mausoleums or the Church crypts
though, despite the many riches found there.

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MONSTERS
GHAST
Number: D6 / Morale: +12 / HD: 4 / AC: 16 / Movement: 90’ / PP: 14
/ Attacks: 2xClaws (D4 slashing), 1xBite (D8 piercing) / XP: 190+4/HP
- Special - Source of Corruption: Facing a Ghast causes 1 Corruption.
- Special - Paralyzing Bite: After being bitten by a Ghast, the victim must
pass a Paralysis saving throw or become paralyzed for D4 rounds.

Ghasts are powerful spirits that have taken over a corpse long enough to
make it their own, deepening their connection to the material world. They
are fast moving, vicious predators that will attack and kill anything in their
way.

DEATH VINE
Number: D8 / Morale: +16 / HD: 3 / AC: 12 / Movement: 0 / PP: 8 /
Attacks: 4xVine (D4 bludgeoning) / XP: 150+8/HP
- Special - Strangling Grasp: If a Death Vine hits the same target with all
its attacks, it immediately grabs it, dealing D4 damage/round. The victim is
unable to move or free themself.
- Special - Vulnerable: Death Vines are vulnerable to fire damage.

These carnivorous plant-like abominations grow almost exclusively in


Krathic ruins, which makes many think they must have kept them for some
reason. They are difficult to spot as a threat due to their harmless
appearance, but they swiftly grab any living creature that comes in their
vicinity.

ETTIN
Number: D2 / Morale: +3 / HD: 15 / AC: 17 / Movement: 120’ / PP: 10
/ Attacks: 2xArms (D8 bludgeoning) / XP: 1,800+15/HP
- Special - Greedy: Ettins cannot resist gold and other valuables, and they
always carry with them large putrid sacks with any riches they might have
found, often with the remains of the person originally carrying them. An
Ettin carries a collection of valuables worth 6D20 sp with them at all times.

These 12 feet tall humanoids are an extremely rare sight, making them the
stuff of legends for most of Neia’s population. Those who have seen them
describe monstrous, deformed features covered in pustules and all sort of
tumors, carelessly eating anything stupid enough to cross their path.

HARPY
Number: 2D6 / Morale: +1 / HD: 3 / AC: 13 / Movement: 150’ (flight)
/ PP: 15 / Attacks: 2xClaws (D4 slashing), 1xBite (D6 piercing) / XP:
145+3/HP
- Special - Charm: Harpies can charm any character in a 300’ radius that
doesn't pass a Charm saving throw. A charm character will refuse to attack
the Harpy.

These bird-like creatures the size of a large dog frequent cliffs, mountain
passes, and other steep rocky places ideal for nesting. Their disconcerting

83
Sacrifice
human eyes in what otherwise looks like a large vulture, and their ability to
somehow charm any person that listens to their strange cries, are the most-
likely reason to the myriad of folk stories explaining their origin; from the
desperate mother that lost her children, crying their names in the dark and
sealing a pact with a demon, to the cruel sisters punished by God after they
tormented their step-mother and drove her to madness.

RISEN
Number: 3D8 / Morale: n/a / HD: 2 / AC: 12 / Movement: 60’ / PP: 8 /
Attacks: 1xBite (D8 piercing) / XP: 20+8/HP
- Special - Slow: Risen always attack last.
- Special - Source of Corruption: Facing a Risen causes 1 Corruption.
- Special - Immune: Risen are immune to any form of charm, hold, sleep,
or poison.
- Special - Resistance: Risen are resistant to bludgeoning damage.

The undead, or Risen, are corpses that have been taken over by evil spirits.
Although mostly human, some evil spirits do take over animal corpses when
nothing else is available.

TROLL
Number: D12 / Morale: -2 / HD: 8 / AC: 16 / Movement: 120’ / PP: 10
/ Attacks: 2xClaws (D4+4 slashing) 1xBite (2D6 piercing) / XP:
525+8/HP
- Special - Regeneration: Trolls regenerate 3 hp/round.
- Special - Vulnerable: Trolls are vulnerable to fire and acid damage. Once
damaged by either, their power of regeneration stops.

Trolls are grotesque humanoids the size of small, obese men. Their
unnaturally long arms end in sharp claws, and although they're capable of
wielding weapons they rarely do so. Known for their extreme cruelty, most
city dwellers are lucky enough to consider them little more than myths and
folktales. Peasants can attest to the contrary, though.

84
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