Sacrifice - Digital
Sacrifice - Digital
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Designed and written by Alex T.
Text Copyright © 2022 Blackoath Entertainment
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
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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.
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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
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Characters
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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.
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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.
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Characters
- Iron-Willed: The dead cannot - Savage: Increase your Mastery
take control over your body. Die damage to D6.
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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.
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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.
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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
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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
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.
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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
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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.
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Characters
MELEE WEAPONS
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RANGED WEAPONS
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
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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
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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 –
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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.
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Sacrifice
BEAST SAVING THROWS
PARALYSIS POISON/DEATH BLAST/BREATH FEAR/CHARM/SLEEP
14 12 16 16
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.
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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.
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- 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.
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Rules
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Sacrifice
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
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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.
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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
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Rules
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.
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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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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.
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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
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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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46
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- 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”.
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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.
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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
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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.
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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
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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.
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
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The World
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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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.
56
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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
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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
D6 AGE
1 Young
2-5 Middle-aged
6 Elderly
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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
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The World
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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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:
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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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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
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.
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.
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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.
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.
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.
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
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.
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
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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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