Professional Documents
Culture Documents
Myers
Though not an OSR clone, Havenshield RPG owes a debt to all of that community and the
games it has created for paving the way for simpler, streamlined systems.
As a player and GM of many tabletop RPG's over the years this game owes a debt to all of the
games that influenced it, but most importantly the world's oldest fantasy roleplaying game.
www.dsmyerspublishing.com
...and thank you for your interest in this little DIY project.
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Character Creation Initiative Checks p44
Attack Rolls p44
Step By Step p8
Defense Rolls p45
Races p9
Escalation p45
Character Classes p16
Battle Bonus p46
Attributes p24
Zero Health Points p46
Background & Social Class p26
Combat Advantages p47
Language p29
Combat Disadvantages p47
Optional Alignment System p30
Combat Tactics p47
Other Rules p48
Equipment
Starting Equipment p31
Magic
Starting Money p31
Spellcasters p49
Currency p31
Minor Spells p49
Encumbrance p32
Major Spells p51
Armor p32
Divination p53
Shields p32
Elemental p53
Small Melee Weapons p33
Heal p54
One Handed Melee Weapons p33
Holy p54
Two Handed Melee Weapons p34
Illusions p55
Pole Arms p34
Nature p55
Ranged Weapons p34
Necromancy p56
Range & Reload p35
Protection p57
Adventuring Equipment p35
Summoning p57
Food & Lodging p36
Unholy p58
Transport p36
Rituals & Miracles p59
Potions p36
Other Magics p60
Poisons & Herbs p36
4
Introduction
Is This A New Edition? 3. Character Sheets (can be scanned and printed from
No its just a reworking of the rules into a cleaner the back of the book or are available for free
format, but does include several Optional Rules for download at RPGNow.com).
things like Alignment, Point Buy Attributes, etc. I
really just wanted to do this so I could use Creative 4. Miniatures are not necessary but can be used.
Commons 0 images (license free, unrestricted, public
domain) and get rid of the stock art. Also I wanted to 5. 3-7 people to play with, one to be the Game
release the game under a Creative Commons license Master (GM) and the other 2-6 to take the role of
so people can create their own works based on this Player Characters (PCs).
game without being beholden to the previous Open
Gaming License (OGL). 6. Snacks, bring snacks... Yes you!
1. 6 Sided Dice. It's recommended that most players max The Maximum possible on the two
dice rolled (12)
have 3 like colored die and for those playing Mages
they have a 4th o-colored die for a Magic Usage Die.
Dice Mechanics
2. Pencils and Notebook Paper.
Almost every roll a player makes in Havenshield is
2d6 + Attribute to meet or exceed a Diculty
5
Number. This is done for combat in Attack Rolls and rerolling the dice, the player figures out his Damage
Defense Rolls, for Skill Tests (like avoiding traps or by using his Character Classes Damage and adding
building a canoe), for Saving Throws (like avoiding whatever Attribute the weapon has listed for Dmg
spell eects or a paralyzing gaze), etc. (Damage). Note that Warriors do not add COM to
damage, only to the Attack Roll.
This simple system should allow you, the GM, to play
almost any situation on the fly by just determining a Gree-gug makes his Attack Roll and rolls a 1
Diculty Number for the task the character wishes and a 6 for 7, he then adds his STR of 4 and
to do and the Attribute used to modify the number. If COM of 2 for a total of 13. He tells the GM the
the players roll meets or exceeds this number they number and the GM tells him he is successful
succeed. hitting the creature (who had a Defense of 11).
Now the player, whose character does both dice
For the GM the game is mostly diceless, except for in Damage (Warriors do 2 damage), adds the 2
keeping track of Escalations during combat (pxx) and dice together, the same 7 he rolled and adds his
if you are using random encounter tables. This longswords Dmg attribute (also STR, so 4). He
tells the GM he does 11 Damage to the
should free you up to focus more on the story you are
creature. The GM subtracts this from the
trying to tell and will place more emphasis on
creatures Health Points (after reducing the
describing the world around the characters. damage for any Armor Points the beast has).
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If this roll+DEF meets or exceeds the monster or SKI skills
NPC's Attack number the character dodges, parries, MAG magic
or otherwise avoids taking any damage. GM game master
PC player character
If the roll is unsuccessful the character takes damage NPC non-player character
(monsters and NPCs have a set damage number). AP armor points
The GM will tell the character how much damage he DEF defense
has received. The player then subtracts any Armor INI initiative
Points his character has from that total and the MOVE Movement
remainder of the damage is subtracted from the HD hit dice
characters current Health Points. HP health points
XP experience points
DN diculty number
ST Skill Test or Saving Throw
Game Abbreviations gp gold piece
sp silver piece
STR strength cp copper piece
DEX dexterity
STA stamina
PER perception
KNO knowledge
SOC social
COM combat
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Character Creation
On your character sheet write down your
Step By Step
Classes Starting Equipment (p31).
Roll for your starting money (p31). Buy any
To create a character do the following in order.
remaining equipment you wish with your
1. Choose a Race
starting funds and write it on your character
2. Choose a Class
sheet.
3. Roll Attributes
Figure Encumbrance (p32).
4. Roll Social Class & Backgrounds
6- For Mages (p49)
5. Equip Your Character
Write down your Minor Spells, Known
6. For Mages see the chapter on Magic
Schools & Major Spells on your Characters
7. Calculate DEF, INI, AP, HP, HD, name, etc
Magic Sheet & Calculate your Magic Usage
Number (p51).
1- Choose a Race (p9-15)
7- Calculate the Rest
On your character sheet write down your
-Roll your beginning Health Points (adding
characters Race, Age, Height & Weight, Size,
STA for those Classes that can). Write it in
Languages (p.29 for languages) and any
your Max Health box.
benefits or hindrance (Darkvision ,Weapon
-Write down each Melee Weapons Attack,
Proficiencies, etc). On a separate sheet of
Damage, & Size based on your Attributes
notebook paper make a note of the Attribute
(remember to add Combat to a Warriors
bonuses, Base Move #, and roll on your races
Attack Bonus).
1d6 table and note any additional bonuses.
-Write down each Ranged Weapons Attack,
2- Choose a Class (p16-23)
Damage, Size, Range & Reload. Attack and
On your character sheet write your Class,
Damage are based on Attributes (and adding
Level, Class Attribute (COM, SKI or MAG),
Combat for Warriors). Check Ammo boxes
HD by Class, Damage and Unarmed
for the number of bolts. arrows, etc. For
Damage, Weapons Allowed and the Special
Mages a Magic Blast Spell should also be
for your Class.
listed in Ranged Weapons.
Take notes of your Classes Primary Attribute
-Write down your Initiative (p44). Initiative
and choose your 2nd & your Classes
is equal to Characters Level.
Beginning HP.
-Write down your MOVE. Move is by Race
3- Roll Attributes (p24-25)
plus your DEX and modified by heavy
Roll all 6 of your General Attributes in order
armors.
(Remember to roll with Advantage for
-Write down your Defense. Defense is your
Primary Attributes). Write these down on
DEX plus any shield bonuses (p32).
your note paper.
-Write your Armor Points in the shield on
Calculate your Class Attribute (p. 25) or for
your character sheet. Armor Points are listed
1st level characters just write 1 in that box
in the armor table on p32.
on your character sheet.
-Write down your XP Needed for next level
Adjust all Attributes by your Race and write
in your XP box lower left (p28).
these on your character sheet. Check the
-Give yourself 1 Luck Point and write it
upper right hand corner box of that
down in the Luck Point box on your
Attribute to indicate a Primary Attribute.
character sheet.
4- Roll Social Class and Background (p26-27)
8- Now find the nearest dungeon, kill an evil
Write your Social Class, Background,
beast or two and loot it's body.
Parents, & Hometown on your character
sheet. Ask GM about alignment (p30).
5- Equip Your Character (p31-37)
8
Character Races
The Havenshield RPG includes 6 Fantasy races for
Player Characters to choose from. Two of the Races
include sub-races and also rules for half-race
characters. When choosing a race the top section
(bullet points) applies to all characters of that race &
then roll on that Races Table for additional bonuses.
Dwarves
The Dwarves, in old texts referred to as
'The First People', are the most ancient of
the world's races. They generally live
under the mountain ranges, most living
the entirety of their lives in the deep
underground halls and cities of the
Dwarven Kingdoms. Not as fertile as
humans, they have few children & less
than a third of their people are women,
who are often guarded jealously within
their cavernous halls. A once prolific race
that spread beneath the earth with their
individual kingdoms tied together by the
subterranean Deep Roads, the years of
warfare with other creatures and races of
the Under Kingdoms have left them a much smaller
and more isolated community.
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other than other Stoneborn. Women are
highly prized amongst the people but It is beyond rare to see a female Dwarf at
family lines are traced thru the male all (in Stoneborn communities females
lineage. The Stoneborn are generally are more often than not relegated to the
unafraid of magic itself but do not take deep levels of the cities where no one but
kindly to Mages. other Dwarves tread), but not a single
female Sun Dwarf has been seen. This
Add 1 to STA has led to many a Sun Dwarf settling
size M down and marrying their 'distant cousins' the
Move: 8+DEX Gnomes and as time goes on quite a
Darkvision few Half-Dwarf/Half-Gnome children
Magic Resistance have been spotted in the playgrounds
Stoneborn cannot be Mages around the known world. They most
Stoneborn make all checks at Disadvantage in often live solitary lives above ground but
sunlight or in any wide open area on the in larger cities or towns they will form
surface of the world (whether day or night) small communities or will live alongside
Stoneborn are proficient in the use of all axes Gnomes if they have a district. Sun
and hammers regardless of Character Class Dwarves are often seen by other people's
Starting Languages: Dwarvish (speak/ read/ as dour and gru but by those who have
write) Dwarven friends they find they are a
likable, loyal, and friendly people.
Roll Once on This Table
Add 1 to STA
size M
1d6 Stoneborn Dwarf
Move: 8+DEX
1 +10 starting health points Darkvision
Sun Dwarves may not be Mages
2 extra +1 STA Sun Dwarves are proficient in all
axes and hammers regardless of
3 additional language Character Class
4 minor magical item Starting Languages: Dwarvish (speak/
read/write) & the local regional human
5 +1 KNO language (speak)
Elves 5 +1 PER
Once the rulers of the surface lands, the
6 +1 KNO
Elven peoples have been on a steady
decline. Historically Elves were one
people but since the retreat to parts
unknown and the coming of man the
nation of elvenkind has been split into 2
distinct subraces.
Add 1 to SOC
size M
Move: 12+DEX
Lowlight Vision
Adunaic Elves cannot be truly
resurrected
Adunaic are proficient with all bows
and swords regardless of Character
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Although they live abnormally long
lives, Elves and Elven characters
Tawarwaith Elves (Wood Elves) cannot be truly resurrected from
The Tawarwaith, literally "Forest People", death. They can however be revived
also called Sylvan or Wood Elves, are from near death.
considered the 'wild' cousins of the
Adunaic. Physically smaller than the Although Elves live very long lives, both
Adunaic and with longer ears, they tend the Tawarwaith and Adunaic elves have a
to also have darker hair and eyes. More tradition of letting their newly 'adult'
prolific than their City brethren, they are elves leave home for some 25-40 years to
also a bit shorter lived, and although still magically travel and study the world. Though most
inclined are more likely to be masters of the longbow Elves do not take this 'Sabbatical', it is
than masters of the magical arts. The Tawarwaith assumed that those who currently live
dwell in the ancient forests, protecting their ancestral among humankind or are adventurers are
homelands. A very secretive people, and rarely seen currently on "Wanwa Tuulo' Eska" (Away
far from their homelands, The Elves of the Woods are from Home).
nevertheless considered a friend to the other races of
the world. Elves reach adulthood at 75 years of age.
It is believed that Adunaic Elves can live
Add 1 to DEX up to 1000 years but Tawarwaith Elves
size M age more rapidly living only half as long
Move: 12+DEX (500 years). Elves stand between 5 & 6
Lowlight Vision feet tall with City Elves being towards
Tawarwaith Elves cannot be truly the 6 foot mark and Sylvans towards the
resurrected 5. Both are slight of build weighing less
Tawarwaith are proficient with all bows than humans of the same heights.
and spears regardless of Character
Class
Starting Languages: Elven (Speak, Gnomes
Read, Write) & either the local Human Tinkerers, Illusionists, Hidden. All describe the forest
regional tongue (for those in more and hill dwelling Gnomes. Often living underground
human controlled areas) or Sylvan (for in small towns and villages well camouflaged into its
those native to the heavily wooded surroundings, the Gnomes of the land often trade
kingdoms of Elves). Languages p29. with the other kindly races. Bringing with them the
treasures of the Fey races into Human and Elf
Settlements in trade for metal work, gems & other
Roll Once on this Table treasures.
Gnomes are often found in larger human cities
studying (or teaching) the magical crafts at colleges
1d6 Tawarwaith Elf dedicated to the arcane arts. Or found amongst the
tradespeople of the town, crafting fine clockwork
1 small animal companion items and innovative inventions.
2 extra +1 DEX
Add 1 to KNO
3 additional language size S
Move: 8+DEX
4 minor magical item Darkvision
All Gnomes (regardless of Character
5 +1 PER
Class) can never have HD above 1d6 +
6 +1 STA STA
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All Gnomes regardless of Character Halflings are proficient in using farm
Class or armor restrictions can cast the tools and improvised weapons and take
following Minor Spells as a caster of no damage penalty for using them
1/2 his level. Detect Magic, Disguise, (doing regular class damage instead).
Hide, Magic Hand, Minor Illusions. All Halflings (regardless of Character
A Gnome may only cast a number of Class) gain Advantage on all Stealth or
spells per day equal to his level before Hiding based checks.
requiring a Long Rest. Halflings may never have higher HD
Starting Languages: Sylvan (Speak, than 1d6+STA no matter the Character
Read, Write) and one additional spoken Class.
language (p29). Starting Language: Halflings have no
native tongue and Speak, Read, Write
Roll Once on this Table the local language of Humans.
Halflings Humans
Living alongside humans for the last 50 or so The most prolific of the races, humankind has
generations, the Halflings of the world often farm adapted to most every known climate in the world.
and build small communities in or very near to With their generally shorter lifespans and penchant
almost all human cities, towns, and villages. With an for conquering mankind has formed many a great
immense love of home, family, friends & the kingdom that has risen only to fall.
comforts of food, a warm fire, and a good book,
mankind has welcomed them into almost all aspects The Race of Man is split into many distinct groups
of their lives. Treating them as friends and cousins from barbaric northerners to nomads living in the
and often protecting them from the horrors that lay steppes of the east to small woodland tribes living as
in the wilderness surrounding their civilized lands. they have for thousands of years. Humanity covers
the world in one form or another, sometimes
Add 1 to DEX bringing prosperity with it and sometimes pestilence
size S and death. Gifted in the magical arts the Elves
Move: 8+DEX bestowed upon them and mastering the metalwork
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the Dwarves taught them in the early days, Mankind both tall and heavily muscular (avg.
used these tools to create war, more often among height 6'3 and weighing in at over 200
themselves than with others. lbs) and some women of the foreign
lands being very small and dainty (avg.
Now they find themselves a splintered and fractured height 4'11 and weight of 105 lbs).
race of people, having no shared language, custom,
religion or ideals, they march on. Good, evil, Orcs
civilized, barbaric, holy, tragic, hopeful, social,
Orcs inhabit most of the lands in one
reclusive... all can be found among the worlds now
form or another, from small tribal
dominant race.
woodland bands to the vast nomadic
empires. Mostly known for their
Humans gain +1 bonus to any 2
barbaric ways and customs the Orc have
General Attributes of their choosing
carved out a living in some of the most
(cannot be used on single attribute, so
hostile territories in the lands. The
no +2)
Orcish race are at a crossroads between
size M
becoming truly civilized or reverting to
Move: 10+DEX
their inhuman and vile nature.
Starting Languages: Humans can
generally speak the local human
regional language and depending on
It is not uncommon to see Orcs amongst
Social Class, Background or Character
the peoples of a city or town in some
Class can Read & Write it. For every
lands, these orcs tend to be much more
two points of KNO add an additional
"civilized" than their tribal cousins.
spoken language (p29).
15
Character Classes
Havenshield has 3 beginning Character Classes to Weapons & Armor: The characters beginning armor
choose from, each Class is listed in the following and weapon proficiencies are here (characters can use
format (with explanations). armors or weapons they have no training in but do
suer penalties for doing so)
Primary Attributes: Each class has one Primary
Attribute and allows the player to choose the 2nd. Special
Primary Attributes create Advantage in most Class Special Abilities are listed here.
situations where that Attribute would be used (i.e. A
Warrior attempting to lift a heavy portcullis would Descriptor Classes: At 3rd level a player may choose
roll with a STR Advantage on the Skill Test). a Descriptor Class, but there may be times when you
may not meet the Requirements for any of the
available Descriptor Classes (or may be uninterested
Class Attribute: The 'special' attribute associated in the ones you do qualify for) for your Character
with each class, this attribute is not rolled for but Class. In that case you are allowed to continue
based on the PC's Class Level. It is used as a bonus in gaining levels and XP as normal and if and when the
addition to General Attributes for certain skills character meets the requirements of the Descriptor
related to the characters Class (i.e. a thief adds their Class they like they may take that Descriptor at
SKI to their DEX in pick pocketing attempts, a anytime the character levels up.
Warrior adds their COM to their STR for a bonus to
hit, a Mage adds MAG to KNO for spellcasting rolls)
Class Damage
L The lowest of the two dice rolled
HD: 2d6+STA
"I saw him storm into the
Damage: 2 (unarmed/improvised: H) field of battle, swinging an
Weapons & Armor: Any & All axe the size of a man. His
Special armor, once shining, now
Health Surge: Once per encounter a Warrior can
heal 1d6+STA covered in thick, black
blood and gore. For a
Warrior Descriptor Classes
Barbarian moment the man became
Guardian
Knight a monster, hacking at his
Monk
Paladin foes and screaming for all
Ranger
to die. And then for one
moment he seemed to
Barbarian
Requirements: STR 3, STA 3 glare at me alone... and he
- A Barbarian who chooses not to wear smiled."
armor has natural Armor Points (AP)
equal to his COM Attribute. Wearing
armor negates this eect (use the
armors AP instead). - Once per day a Barbarian may call
- A Barbarian can go into a berserk rage upon the ancient spirits of the world
a number of times per day equal to to assist him in a given task. This
half of the Barbarians level, this rage allows the Barbarian to automatically
lasts 1d6+STA combat rounds. While succeed in one Skill Test or Attack
enraged a Barbarian increases his Roll, even when the odds would be
damage by one on the Escalation Table. impossible (lifting a door to heavy to
This requires a short rest after the lift, hitting a creature only hit by
encounter before the Barbarian may magical items, etc).
do anything strenuous again. - Epic Power: On a critical hit a
Barbarian can choose to deliver a
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devastating blow instead of a Battle Bonus. This hit - Epic Power: Once per encounter a
does double the max damage + STR bonus, ignores Knight can immediately attack a
the creatures AP and reduces the AP of the creature without rolling an Attack
target by 2. Roll, this attack does double the max
damage + STR bonus. This attack
does not take the place of the
Guardian characters normal actions that round.
Requirements: STA 3, Must carry a
shield.
Monk
- A Guardian can give his Shield bonus Requirements: DEX 3, KNO 2
to any allies Defense Roll within 5 yds
for one Defense Roll per combat round. This - While unarmored a Monk gains a
increases to 2 allies at level 6. number of Armor Points (AP) equal
- A Guardian can sunder his shield from to his COM attribute. This is
any attack within 5 yards and can declare it after the considered Natural Armor. If a Monk
ally fails his Defense Roll and the GM declares the chooses to wear armor it negates this
monsters Dmg. Sundering utterly destroys the eect and the Armor Points of the armor worn are
Guardians shield but negates ALL Damage done. used instead.
- A Guardian can cast the following - A Monk ignores the Warriors unarmed damage
Minor Spells as a caster of 1/2 his when attacking with his fists or feet instead doing a
level. Armor, Disarm, Minor Heal, Warriors full weapons damage (2). A Monk may
Shield, Ward. He may only cast a choose to split this into 2 attacks against 2 foes, if so
number of spells per day equal to his the first attack does the High die (H) and the second
level before requiring a Long Rest. the Low die (L).
- Epic Power: Once per encounter a - A Monk can cast the following Minor Spells as a
Guardian can immediately deliver a caster of 1/2 his level. Disarm, Hide, Minor Heal,
blow to any target within reach right Resist. He may only cast a number of spells per day
after it hits an ally. This hit does equal to his level before requiring a Long Rest.
double the damage that the target did - Epic Power: Once per encounter a Monk can
to the ally. This attack does not require an Attack teleport to anywhere within sight and immediately
Roll nor does it take the place of the characters make an attack roll to a nearby target with surprise.
normal actions This does not take the place of the characters normal
that round. actions.
Knight Paladin
Requirements: STR 2 SOC 2, must Requirements: STR 2, KNO 2, SOC 3
acquire Heavy Plate, Sword & a mount.
- A Paladin may Rebuke a number of
- Once per month a Knight can call Undead or Demons equal to his level
upon other members of his Knightly in HD plus 1d6 a number of times per day equal to
Order to aid in quests. The number of the Paladins COM attribute.
Knights that come to his aid is equal - A Paladin may call upon his God once per lunar
to the Knights level. cycle to perform a Miracle.
- Once per encounter a Knight may (Miracles are explained in the Chapter on Magic-
reroll any one failed Attack, Defense, Rituals).
or Skill Test. - A Paladin can cast the following Minor Spells as a
- At 4th Level a Knight retains the caster of 1/2 his level. Light, Minor Heal, Shield, True
services of a Squire (a 1st Level Strike. He may only cast a number of spells per day
Warrior). equal to his level before requiring a Long Rest.
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- Epic Power: Once per encounter a Paladin can do Escalation step (H to 2, L to H, etc) for melee
a divine strike. This powerful attack eects all attacks with any one handed weapon.
non-allies within 30 yards and does 2 (both die) Language: All Rogues add Cant as an additional
+STR damage ignoring their AP. language regardless of Race or other factors.
20
known target. This takes 1d6 hours bonus to the roll.
and costs 1d6x10sp. - Epic Power: Once per day a Treasure
- Epic Power: Once per day a Spy can Hunter may Detect Treasure, this is a
completely change his appearance. spell like ability similar to Detect
This form of disguise is indistinguishable from Magic. It reaches up to 50 yds per
reality. It disguises not only appearance, but voice, character level and gives the Treasure
scent and all distinguishing features of the Spy. Hunter a gut feeling of not only what
the treasure is but where it is. This
ability shows the most valuable object
within the area of eect whether
hidden by magic, secret doors, etc.
Thief
Requirements: DEX 3, PER 2
21
Advantage.
Magician, Sorcerer, - With time and study an Arcanist can
develop new spells in his chosen
magical arts, this is - Epic Power: The Arcanist can cast any
spell of his chosen School (including
Arcanist
- An Arcanist chooses one Major Spell Cleric
School as his favored School. When
Requirements: STR 3, SOC 2, must be a
casting spells of that School an
Religious Mage and have any two of the
Arcanist does so as if he was a Mage of
following Schools: Heal, Holy,
2 levels higher (this cannot allow the
Protection.
Mage to cast above level 10).
- When making Saving Throws or Skill
- A Cleric can wear armor up to Heavy
Tests to resist the eects of any Spell
Mail armor without a penalty to
or Spell Like ability within the chosen
Casting Rolls & gains proficiency in all
School the Arcanist always does so at
bludgeoning weapons and his Class
22
Damage increases to H (L unarmed/ - A Mystic can do damage while
improvised). unarmed of H.
- A Cleric can only have access to the - A Mystic has a number of Armor
following Schools: Divination, Heal, Points (AP) equal to his MAG
Holy, Protection Attribute as long as the Mystic is
- A Cleric may Rebuke a number of unarmored. This is considered Natural
Undead or Demons equal to his level armor and any attempt to wear regular
in HD plus 1d6 a number of times per armors negates its eect.
day equal to the Clerics MAG - Once per lunar cycle a Mystic may
attribute. petition the powers of the universe for
- Epic Power: Once per encounter a a Miracle (see Magic Section on
Cleric can choose on a successful hit to Rituals and Miracles).
Smite his opponent. As long as the - Epic Power: Once per encounter a
Cleric is of greater HD than the target Mystic can teleport to anywhere within
the target is immediately dead. If the his range of sight and immediately
target is of equal or greater HD this make an attack or cast a spell. this
attack does double max damage and does not take the place of the Mystics
ignores AP. normal turn that round.
Druid Priest
Requirements: KNO 3, PER 3, Must Requirements: KNO 3, SOC 3, must have 2 of the
have Nature School and one of the following Schools Divination, Healing, Holy &
following 5, Divination, Elemental, Protection
Heal, Holy & Protection.
- While on Holy Ground a Priest never loses Magic
- A Druid can wear leather armors Usage Points, casts spells of Healing, Holy &
(regular or heavy) with no penalty to Protection Schools as a caster of 2 levels higher
casting rolls. He also gains proficiency (cannot be above level 10), and automatically
in any weapons solely constructed in succeeds in spellcasting attempts of the above 3
wood (stas, clubs) and does H Arcana (no Spellcasting Roll required).
damage with such weapons. - A Priest may Rebuke a number of
- A Druid may only have or gain access Undead or Demons equal to his level in HD plus 1d6
to the following Schools: Divination, a number of times per day equal to the Priests MAG
Elemental, Heal, Holy, Nature & attribute. While on Holy Ground this power
Protection increases to a number of HD equal to the Priests
- A Druid can cast any Nature School level x 2 +2d6.
spell as a caster of 2 levels higher if the - Once per lunar cycle (month) a Priest may call
Druid is in a woodland environment upon his god to perform a Miracle. Miracles are
(cannot be higher than level 10). explained in the chapter on Magic: Rituals &
- Epic Power: Once per day a Druid can Miracles.
change into an Elemental of his - Epic Power: Once per day, as long as
choosing, this lasts for a number of the Priest is on Holy Ground he may
minutes equal to character level. perform a mass healing. This divine
power fully cures the wounded and ill
within a radius of 10 yards per level
of the caster.
Mystic
Requirements: STA 3, KNO 3
23
Attributes
Havenshield uses 6 General Attributes and 3
Class Attributes. The General Attributes are Optional Point Buy System
Strength (STR), Dexterity (DEX), Stamina
(STA), Perception (PER), Knowledge (KNO), Instead of rolling for ability scores the
Social (SOC), and the Class Attributes are GM can allow a player to have 9 points
Combat (COM), Skills (SKI) & Magic (MAG). that can be spent amongst all six
ability scores. Each point spent is one
General Attributes Range from -1 to 6 and Class attribute score point.
Attributes begin at 1 and increase to 6 as a character
levels.
The player can arrange these 9 points
At the beginning of the game roll each General amounts the 6 abilities in any
Attribute in order (remembering to roll Primary combination they choose. Attributes
Abilities with Advantage) and then modify each are adjusted by race after the 9 points
Ability by Race. are distributed.
24
Class Attributes start at 1 and increase to 6 over the
ten Character Levels. Consult the following table for
Class Attributes.
Primary Attributes
Level Attribute Primary Attributes grant Advantage on all Skill Tests
that are associated with that Attribute. All characters
1 1 begin the game with 2 Primary Abilities. One that is
tied to the Characters Class and a 2nd of the player's
2-3 2
choice. Once characters reach 5th level they gain a
4-5 3 3rd Primary Attribute of their choice. You can
indicate which Attributes are Primary by checking the
6-7 4 box in the upper righthand corner of the Attribute's
box on the Character Sheet.
8-9 5
10 6
25
Backgrounds & Social Class
Social Class 12. fortune teller
13. fugitive
Start by rolling for Social Class. A PCs Social Class 14. gambler
will determine not only his choice of Backgrounds 15. gardener
but his starting funds and Equipment. 16. grave digger
17. grave robber
To roll for Social Class roll 3d6 and consult the 18. heretic
following table. 19. hermit
3d6 Social Class 20. hunter
21. laborer
3-9 Lower Class/ Peasant 22. miner
23. mountain man
10-16 Middle Class/
24. mugger
Freeman
25. outlaw
17 Gentry 26. pickpocket
27. poacher
18 Noble 28. pilgrim
29. pirate
See Equipment Section for more on starting 30. quarry worker
money and Equipment based on Social Class. 31. ratcatcher
32. servant
33. shepherd
34. freed slave
Backgrounds By Social Class 35. street preacher
36. street thug
Backgrounds create advantage on any Skill Test roll 37. street urchin
that would fall into the knowledge or skills gained 38. thief
thru having the background (i.e. character with a 39. toad hunter
Painter background attempting to forge a painting, 40. wanderer
etc). Players are not limited to these backgrounds 41. well digger
and can choose almost any descriptive background
they can think of as long as it weaves into the Middle Class/ Freeman
campaign.
1. apothecary
Lower Class/ Peasant 2. architect
3. armorer
1. bandit 4. artisan
2. barbarian 5. baker
3. beggar 6. barber
4. branded criminal 7. blacksmith
5. brothel worker 8. bodyguard
6. con-artist 9. bookbinder
7. defrocked priest 10. brewer
8. exile 11. butcher
9. farmer 12. caravan guide
10. fence 13. carpenter
11. fisherman 14. cartographer
15. cartwright
26
16. city guardsman 15. tax collector
17. clerk
18. cooper
19. cultist
20. dentist Parents/Hometown
21. dock Master
22. engineer Fill in this section on your character sheet. Are your
23. explorer parents still living? Did you have a Hometown? Do
24. farmer you have any brothers and sisters?
25. fence
26. gamekeeper
27. glass blower
28. grocer Misc. Character Creation
29. herbalist
30. innkeeper
Initiative: Equal to Class Level
31. locksmith
Defense: DEX modified by shield bonus
32. mercenary
AP: Armor Points are listed with each type of armor
33. musician
in the Equipment section.
34. navigator
Class/Race Benefits: Make a note of racial and class
35. painter
benefits in this section, such as Darkvision, the
36. priest
Rogues Pinpoint Attack, etc.
37. rope maker
Encumbrance: You can carry up to 20+ STR in
38. scout
items with a backpack without encumbrance.
39. sculptor
10+STR items without, within reason (some large
40. shipwright
items may take up more than one items worth of
41. singer
carrying capacity). If you are carrying more than your
42. slave trader
encumbrance you will have Disadvantage on all tests.
43. soldier
Luck Points (LP): You begin the game with 1 Luck
44. spy
Point. LP give bonuses to certain die rolls (such as
45. student
granting advantage, rerolls, etc). Once a Luck Point is
46. tailor
spent it cannot be reused. You can gain more by
47. teacher
attending games (you gain 1 at the beginning of each
48. temple guard
session) or for roleplaying, defeating certain enemies,
49. tracker
and more (the GM gives away LP based on certain
50. vintner
things and will tell you when you are awarded one).
Gentry/Noble
27
At 9th level receive your Epic Power. Optional Milestone Levelling
Once Character reaches 10th level begin working
towards Retirement Goals (p63-64) In some games a GM may prefer to award PCs
character levels for reaching certain achievements
Level XP Needed (defeating a big bad, etc). If this is how you as GM
prefer to run your game feel free to do so and to
2 20xp
ignore XP.
3 50xp
28
Languages
Human Languages brownies, fairies, nymphs, satyrs, and more. It is also
the language of Gnomes.
Terran- The language of earth-based creatures.
Havenshield does not assume a worldwide human
trade language (Common, etc) but instead assumes
all humans local to an area will share a language. If
you wish to use a common worldwide language feel Other Languages
free to do so, or just use a local human regional
Although the above is not a complete list of
language for major countries and dierent human
languages in the known world, it is a good base of
cultures.
starter languages. Your GM may have other languages
available based on their campaign world.
Other Languages
Cant- The language of thieves, smugglers and the
savvier or urban poor.
Dwarvish- The language of all dwarves.
Elvish- Spoken by the Elves, Orcs, and me human
forest tribes.
Giant- Spoken by Giants, Ogres, and Trolls.
Goblin- Spoken by Goblins and their ilk.
Vairndun (The Dark Tongue)- A spoken language
used by most dwellers of the Underground
Kingdoms.
Sylvan- The tongue of Gnomes, this language is
also the primary language of all fey creatures.
Ancient Languages
29
Optional Alignment System
If you are GMing a Havenshield RPG game and wish
to add a simple character alignment system I have Rules for Alignment
tried to include a fast and easy system for it. Feel free
to change it to fit your campaign or disregard it If a character tries to do something
completely if its not needed for your gaming style. completely against their alignment (i.e. a
Law- aligned character attempting to kill an
If you are a player please ask your GM if they unarmed innocent, a Chaos-aligned
intend on using this optional alignment system character trying to selflessly save an
for your Havenshield campaign. innocent by putting themselves directly in
harms way, etc) they attempt all actions
while doing so at Disadvantage.
Alignments
If a character continuously acts in a manner
Law: Generally truthful, compassionate towards like- opposite their alignment the characters
minded races, believes in the betterment of society, alignment may permanently change. A
loyal to friends, often does and behaves in a manner permanent alignment change may result in
that people consider good. the loss of a character level and/or loss of
certain gifts and powers (such as a Paladin
Neutral: Believes in balance, generally treats others losing the ability to cast spells granted by
as they treat them, oftentimes doesn't rely on others. their god, etc). It is up to the GM to
determine the costs and penalties of that
Chaos: Breaks laws and promises, believes in self- particular characters change to a new
preservation at all costs, the opposite of Law, acts in alignment.
a way others consider evil, tends to be selfish and
occasionally cruel.
30
Equipment
Starting Equipment Starting Money
Warrior: any 2 melee weapons and either a shield or Lower Class/Peasant: 1d6sp
ranged weapon. Any armor up to Heavy Mail.
Backpack, week of water and rations. Middle Class/Freeman: 1d6x10sp
Rogue: any 1 melee weapon and one ranged weapon. Gentry/Noble: 3d6x10sp (anyone of these Social
Light or Heavy Leather. Thieves Tools, Backpack, Classes will receive a monthly allowance of their
week of water and rations. initial money roll)
31
Armor AP Penalty Cost
Light 1 0 20sp
Encumbrance Leather
Encumbrance is the amount of weight, in items a Heavy 2 0 40sp
character can carry without penalty. Havenshield uses Leather
a fairly simple Encumbrance system, a character can
carry up to 20 items plus your STR if you have a Light Mail 3 1 80sp
backpack or 10 plus your STR without a backpack. If Heavy 4 2 150sp
you are carrying more than your Encumbrance you Mail
do all physical Skill Tests, Attack Rolls & Defense
Rolls at Disadvantage. Light 5 3 300sp
Plate
Some large items may count as more than one Heavy 6 4 600sp
Encumbrance and some small items may count as Plate
less, but as a general rule every item on your person
counts against your maximum Encumbrance.
AP: Armor Points are deducted from all physical Medium 2 0 25sp
damage done to the armor's wearer.
Heavy 3 1 50sp
Penalty: Reduces your characters MOVE by the
penalty number listed.
32
Small Melee Weapons One Handed Melee Weapons
name Attk Dmg Cost
Small Melee Weapons grant the attacker Advantage
on Initiative Checks but do one step down on Class Bastard STR STR 100sp
Damage (use the Classes unarmed/improvised Sword
damage). (one
handed)
Attk: The Attribute the weapon adds to Attack Battle Axe STR STR 70sp
Rolls.
Club STR STR 2sp
Dmg: The Attribute added to a characters Damage.
Long STR STR 90sp
Sword
Cost: The amount of funds needed to purchase the
item. Mace STR STR 40sp
Spike STR STR 5sp - -Two Handed Weapons, such as Claymore Swords
Gauntlet and Two Handed Axes, do an extra +2 Damage but
have Disadvantage on Initiative Checks. And the user
may not gain a shield bonus to Defense until
switching weapons.
One Handed Melee Weapons
Attk: The Attribute the weapon adds to Attack
Rolls.
Attk: The Attribute the weapon adds to Attack
Rolls.
Dmg: The Attribute added to a characters Damage.
Dmg: The Attribute added to a characters Damage.
Cost: The amount of funds needed to purchase the
items.
Cost: The amount of funds needed to purchase the
item.
33
Two Handed Melee Weapons Ranged Weapons
name Attk Dmg Cost
Attk: The Attribute the weapon adds to Attack
Bastard STR STR 100sp Rolls.
Sword
(two Dmg: The Attribute added to a characters Damage.
handed)
Claymore STR STR 180sp Cost: The amount of funds needed to purchase the
item.
Two STR STR 140sp
Handed
Axe Ranged Weapons
Two STR STR 150sp Name Attk Dmg Cost
Handed
Sword Compou DEX STR 300sp
nd Bow
Two STR PER 20sp
Handed Crossbo DEX PER 60sp
Spear w
Cost: The amount of funds needed to purchase the Range & Reload
item.
Ranged weapons are again listed by Range and
Polearms Reload times.
Military STR STR 40sp Reload: Reload is the amount of time it takes to
Fork
reload a bolt, arrow, etc during combat. When not in
Military STR PER 30sp combat a character is assumed to be able to load or
Spear
34
reload a weapon by simply stating the character does Name Cost
so.
Grappling Hook 5sp
Range & Reload
Holy Symbol 50sp
Name Range Reload
Holy Water 20sp
Compound 40 full action
Bow Ink, per jar 8sp
Quill 1sp
Adventuring Equipment Quiver & Arrows for 25sp
Bows
Listed by Name and Cost. Rations, Dry 7sp
35
Name Cost Potions
Whistle 5sp
Healing, Minor: Heals 1d6+STA HP
Wineskin/ 1sp
Waterskin Healing: Heals 2d6+STA HP
Winter Blanket 2sp
Healing, Major: Heals 3d6+STA HP
type cost
enc.- The number value in Encumbrance the item or Assassin's Tongue 600sp per dose
animal can carry along with a rider, driver, etc.
Darkbrew 100sp per bottle
Transport
type enc. cost
Larathia Petal: The small yellowish, bitter petals of
animal food - 5cp the Larathia flower can heal 3d6 HP (No STA bonus,
(daily) unlike potions) to anyone that consumes one. Highly
Cart 200 100sp valued for their healing powers, the secrets to
growing them are closely guarded by those few that
Boar, Riding 60 250sp maintain gardens of the magical species.
37
Basic Rules
'Mostly Dice-less' GM'ing In certain cases either Advantage or Disadvantage
may apply to the roll. Note that Advantage does not
Unless you are using random encounter tables or the stack with other Advantages.
like that require you to have extra dice, you really
just need 2 six sided die of two dierent colors to
keep track of Escalations during combat (p16). A GM
Screen of some kind may be useful to hide your notes i.e. the Rogue above gaining an Advantage
and monster stats, scratch paper to keep track of because the trap he wishes to disable is old
monster and NPC Health Points, and a pencil. That's does not stack with his Advantage for disabling
about all you need to run the game along with this the trap because he has DEX (the tested skill)
book. Besides character creation rules, basic as a Primary Attribute.
equipment, & spells I have tried to include
everything you need to run the game in this book.
38
i.e. The player wants his character, the More Advanced Skill Tests
Blundering Orc Mage Seventooth, to Sometimes skill tests will involve one of the
attempt to jump from one balcony to a following: a Primary Attribute, A Class Attribute, or
balcony across the alleyway, some 10 feet Advantage/Disadvantage.
away. Seventooth is very lightly
encumbered and has a decent chance of -Primary Attribute-
success, so the GM determines the When a Skill Test is made against one of a character's
Difficulty of the jump is Average, a lowly 7 Primary Attributes the player always roll with
(DN 7). And because of the nature of the Advantage (unless a Disadvantage cancels it out).
jump requiring a characters agility and
athletic ability the GM determines the The player rolls 3d6 and discards the lowest die of
Attribute to be tested is DEX. The player the three and adds the other two together along with
notes his DEX is a lowly 1. Because the the Attribute tested for his total.
character is a Mage his Class Attribute of
MAG would not apply to the test & he -Class Attribute-
wouldn't roll with Advantage since his Some Skill Tests fall under a characters Class
characters Primary Attributes are KNO and Attribute. i.e. a Rogue attempting to disable a trap. In
PER. The player rolls and the dice come these cases the character rolls with Advantage, if the
up a 2 & a 4 (total 6), adding his DEX test is a Primary Attribute, & adds the characters
score of 1 the Blundering Orc Mage Class Attribute to the test along with the Attribute
Seventooth does not blunder today as he tested. In the example above the Rogue would add his DEX
successfully leaps from one balcony to & his SKI to his die roll with Advantage.
another.
-Advantage/Disadvantage-
In certain cases either Advantage or Disadvantage
Difficulty Numbers
(p38) may apply to the roll. Note that Advantage
Even though GMs determine Diculty Numbers the does not stack with other Advantages.
following chart is the basis of how a DN is
determined. Advantage and Disadvantage can however cancel each
other out.
Difficulty Difficulty Number
Unless a rule states otherwise (such as Primary
Easy 4 Attributes gaining Advantage on Skill Tests) the GM
has the call on when to use Advantage and
Average 7 Disadvantage, but should definitely award Advantage
Hard 11 to any player who can come up with a game plan or
an out of the box idea to gain an Advantage in a
Very Hard 14 situation.
39
-STR (Strength)-
Lifting a heavy object, Breaking down a door,
-COM (Combat)- throwing something (or someone), intimidating an
The Warrior's Class Attribute enemy with might, bending the bars of a cell or cage,
pushing over a large object, arm wrestling a Troll, etc.
Battle field tactics of any kind, such as determining a
good location to camp that's easily defendable, -STA (Stamina)-
negotiating terms of surrender with an enemy force, Resisting the eects of a poison or illness, long
determining the number of enemies in the distance, distance physical exertion (rowing, swimming,
determining the make and use of a strange weapon, jogging), playing drinking games with a Forest Ogre.
knowing an invading forces Heraldry, etc.
-DEX (Dexterity)-
And some SOC, STR and DEX checks, such as Jumping a chasm, climbing a rope, catching a thrown
pulling an Out of Action ally from under a felled object, dodging a trap, stealthily avoiding a guard,
ceiling beam, dodging an incoming cannonball, more stealthily avoiding the husband of the lady of
intimidating a weaker foe, etc. the manor as you exit thru her bedroom window to
the balcony.
And other Skill Tests like selling things (or buying -KNO (Knowledge)-
things) on the black market, negotiating with Historical dates and facts, determining what language
criminals, bribery, spying, determining an NPCs another is speaking (even if you don't know what
criminal organization by his dress or symbols, etc. they are saying), the eects of medicines and herbs,
natural lore, heraldry, knowledge of local customs,
-MAG (Magic)- knowledge of the local custom that the first one who
The Mage's Class Attribute finishes his plate of food at the feast on the Night of
the Feather Dance... is the one who must perform the
Any Skill Test or Saving Throw against an enemies Feather Dance.
spells.
-SOC (Social)-
And any Skill Tests including the determining of a Lying, attempting a bribe, convincing a neutral party
magical items properties; knowledge of arcane, to become an ally, negotiating terms of surrender,
diabolical, celestial or elemental objects, creatures or haggling with a merchant, trying to convince the
other; determining the value of a magical item or Forest Ogre that you once arm wrestled a Troll while
scroll; religion or cult knowledge; magical symbols or you were more drunk than this.
runes; knowledge of magical beasts, monsters or
constructs; etc.
40
Luck Points Rest Recover & Healing
Short Rest: Gain 1d6+level HP, Mages roll extra 1d6,
Luck Points (LP) are gained in the following way. if a 6 is rolled regain 1 Magic Usage Point (cannot go
above maximum). This Magic Usage boost can only
At the beginning of every session players get 1 LP happen once per day, if successful.
When a PC goes up a level they gain 1 LP
The GM can gift players with LP for completing Long Rest: Gain a number of d6 equal to HD back in
quests, good roleplaying and more. HP (up to maximum) and Mages regain 1 Magic
Usage Point.
Spending Luck Points
Players can spend LP at anytime they wish. LP can be
used in the following ways.
Chase Rules
Reroll any die roll
Gain Advantage on any die roll Chases in Havenshield, whether the ones being
Do Maximum damage on any attack chased or the ones doing the chasing, are determined
Add 1 when rolling on the Out of Action table by Skill Tests. You must determine the Diculty
Gain needed information from an NPC to further Number (DN) of the opposing group based on the
an adventure creatures size and MOVE (basically 7+MOVE).
Revive an ally from being Out of Action, The Out
of Action character must immediately roll on the To run a chase scene do the following
Out of Action table (pXX), but can spend Luck
Determine distance
Points on the roll as normal.
Set a DN
Have players roll against the DN until the
Awarding Luck Points chase is resolved
As a GM awarding a player with a Luck Point is a
Resolve the chase
great way to instill not just good playing habits in a
campaign but also rewarding them for teamwork,
problem solving skills, role playing and anything else Chase Graph
you see fit to award them for. Close Near Far Very Gone
Far
Luck points can be a powerful tool and can influence
the outcome of a game negatively if too many are
available, especially to one player. Use caution when
awarding them so that you avoid unbalancing your
game with multiple rerolls and characters always
escaping certain deaths.
-Determine Distance-
With that in mind, the following lists a few times When running a chase scene you first need to
that the GM awarding a player or entire group a Luck determine how close each side is to the opposing
Point would be appropriate & feel free to add your side, for chases we will use four vague terms
own. distance. Close, Near, Far & Very Far, Gone. At
Close distance one side may attack the other and the
Finishing a quest or hard fought victory over a chase ends, and for Gone once a side reaches that
major enemy. there is no way to catch them and the chase ends.
Great role playing. Once the distance is determined make a simple graph
Using a very well thought out plan to succeed. on paper showing the distance between the two,
Solving a super dicult problem or puzzle. putting an X for the chasing side in the Close box on
When a player does something very heroic that the graph and an O for the opposing side in the box
results in the characters death or near death. that shows their distance away from the chasing side.
41
(players roll at Disadvantage), or players fleeing
while in heavy fog (players roll with Advantage).
-Set a DN- Feel free to use the Advantage/Disadvantage
Set a DN for the creature or NPCs in the chase so the mechanic for any kind of obstacle that one side may
characters have something to roll against. To set a throw at the other (like kicking barrels into a hallway
DN add 7 to the monster or NPCs MOVE. If a as they run by them).
creature is much larger than the characters add an I'd recommend using chases somewhat sparingly
additional diculty of 2 for Huge sized creatures and (maybe once per session) so that they remain
4 for Gargantuan. This final number is the DN. For exciting when they do occur and do your best to
multiple types of monsters either set a DN for the make each one exciting by involving new obstacles,
slowest if being chased, or fastest if chasing, or you new opposition, etc
can have multiple DNs based on each creature.
-Players Roll-
Now the chase begins, either the fastest or slowest The players spot a lone Goblin, who
player must make the roll. Fastest for chasing, and also spots them. The Goblin takes off in
slowest for being chased. The players roll a full run (the players think possibly to
2d6+MOVE and if this number meets or exceeds the get reinforcements). The players give
DN the players move one step closer toward (while chase. The GM determines the Goblin
chasing) or one step further away from (while being was at a Distance of Far & places an O
chased) their opposition. If the roll fails, and the in the Far column of the Chase Graph
players are chasing, the enemy gains one step further and an X in the Close column for the
on the chase graph & if the players fail while being players. The GM then determines the
chased, the enemy gains one step towards them on DN for the Goblin. Goblins have a
the graph. MOVE of 12. By adding 7 to that the GM
sets the Goblins Chase DN at 19. The
Once players or the opposition are within one fastest player in the party, the Elf Rogue,
column distance they can fire ranged weapons at the has a MOVE of 15. The player must roll
other group. This attack is made at Disadvantage by 2d6 and adds 15 to the total. For every
the PCs if they are chasing, or defended against at time the player successfully beats the
Advantage by the PCs if they are the ones being Goblins DN of 19 they step one column
chased. If the attack is successful the chase is over
closer to the Goblin. Hopefully
the next turn, as both groups are within Close
stopping him from warning the
distance. If unsuccessful, however, the side being
chased gains one further step on the chart without a others.
roll.
Difficult 4
Other XP Awards
Very Difficult 6
At the end of every game session you should either
choose, or have the players vote on, which player did
the 'best' that session. This may include the player
Super Easy- The characters expend almost zero whose character devised the plan that got the
energy dispatching of the problem. Whether breezing characters access to the hidden vault, the player
thru a negotiation or mowing thru a horde of whose character finally slew the dragon, etc. And
Goblins. They take almost no damage whatsoever, then award that player an extra 2 XP.
expend no supplies or money, or very easily overcome I tend to go with the players vote on this and on
an obstacle. some occasions where two (or more) players were
seen as the 'players of the game' I awarded each 1
Easy- A relative cakewalk. The players make it thru extra XP.
with ease. Taking minimal damage in combat or
easily overcoming the task before them. A short,
almost one sided combat encounter or a quick haggle
over a price that comes out in the characters favor
may fall into this category. The characters may
expend a small amount of money or supplies.
43
Combat Rules
Time in Combat 5. PCs who failed their Initiative Checks go in
order of DEX and roll Attack Rolls
A whole combat is called an Encounter. When an
Encounter begins time becomes a series of segments 6. GM rolls Escalation
known as rounds. In a round players can make one
Full Action and one Fast Action. Free Actions can be Repeat 1 and 3-6 until Combat is over
completed at any time, whether its the players turn
or not and they do not count against a players turn. At the end of Combat players can gather spent
arrows and bolts, take a short rest, tend to the
Full Actions wounded, search bodies, etc.
Melee Attack
Ranged Attack
Cast 1 Minor Spell Initiative Check
Cast 1 Major Spell
PC's roll initiative by rolling 2d6 and adding their
Run up to your Move x2
characters level to the roll. Creatures and NPC's have
a set initiative scores, if the PC rolls at or above the
Fast Actions
initiative score his turn is before the opponent, if he
switch weapons
fails the initiative check he goes after the opponent.
move to somewhere within half of your Move
For multiple kinds/types of opponents a PC can
take a potion
either go before, after, or in-between depending on
Health Surge (Warriors)
the monsters initiative scores.
Free Actions
For NPCs calculate their initiative score by adding
ready a potion
7+the NPCs class level. And monsters initiative is
7+ HD.
Sometimes Defense Rolls can have Advantage or Round counts start over at every Escalation.
Disadvantage based on circumstances. On Escalation represents not so much as combatants
unsuccessful Defense Rolls of double 1's you dishing out more damage but battle fatigue, changing
determine the Battle Bonus the opponent takes conditions and the brutality of longer combats. At
against the character (p16). every Escalation a Monster or NPCs Damage
45
increases by 4. Feel free to adjust this for more or When a creature or NPC reaches 0 Health Points
less powerful creatures. they are considered dead.
-Escalate/Deescalate- The player can choose to 2. The PC has a missing or severely damaged limb,
either Escalate or Deescalate the battle by one step barring magical healings, this may be the characters
up or down on the table. time to cash out and enjoy an early retirement. Lose
2 points permanently in STR and DEX and 1 point
-Damage Armor- this special move allows the player in SOC. (This can be Healed with a Cure spell or
to damage the opponents armor (whether natural or potion, the spell DN is 15).
constructed) reducing the opponents Armor Points
by 1 (plus additional points based on the attackers 3. The PC is alive but severely injured, they lose 1
size) until either the opponent can repair it or heal it point each in STR, DEX, & SOC for 1d6 months.
in the case of natural armor. (This can be Healed with a Cure spell or potion, the
spell DN is 12).
46
5. Shaken, but alive, the character has Disadvantage Defensive Fighting
on all rolls for the next hour. (This can be Healed Gain Advantage to Defense Rolls but take
with a Cure spell or potion, the spell DN is 8). Disadvantage on Attack Rolls that round.
6+ You were just Knocked Out, gain 1HP and walk it Full Attack
o. Gain Advantage on Attack Rolls that round at the
cost of a Disadvantage to Defense.
48
Magic
Magic in Havenshield is split into 3 distinct areas, Other Spellcasters: Blood Mages, Runecasters,
Minor Spells, Major Spells, and Rituals. Sorcerers, Demon-Bound Warlocks all exist in one
form or another. For more info on them see the
Minor Spells are slight magics, minor illusions, chapter on Other Magics (pxx-xx).
cantrips, and the like. Gnomes can use some Minor
Spells along with Mages.
A Mage begins the game by knowing Magic Blast and Minor Spells
5 additional Minor Spells of their choosing & they
gain 1 new Minor Spell every level up.
Casting Minor Spells
Major Spells are split into varying Schools of Magic,
they represent the most powerful versions of The casting of a Minor Spell requires no material
everyday magic use. Major Spells are either learned components, nor does it require any gestures or
and recorded by wizardly Mages, given as gifts from movements, it's usually just a simple phrase or word
the Gods for priestly Mages, or in the case of some along with the concentration required to move its
Mages they are earned thru pacts with Demons and magic into the world. Their are no armor restrictions
can be powered by blood and death. for casting Minor Spells, and they are available to any
Class or Race that has the ability to use them.
A Mage begins the game knowing all of the spells of
2 Schools of Magic. A Mage gains one additional
School at levels 4 and one more at level 8. Spellcasting Rolls
Detect Magic: The caster can detect the presence of Minor Heal: Caster can heal one person or self by
magical items, scrolls, magical beings in a sphere up touch for 1d6 Health Points.
to a number of yards equal to ten x the casters level.
This spell does not tell the caster what the items are Minor Illusion: Minor Illusions can not force those
just that they possess magical properties. seeing it into any action they would not normally
take, but they can be used to distract creatures. The
Disarm: On a successful Spellcasting Roll vs Defense illusions casts with this spell can only eect 1 sense
the caster can disarm one creature or NPC of the (an illusions of a turkey leg on a plate would be
same Size or smaller than the caster. visible but have no smell, etc).
Disguise: The caster dons a magical disguise. This Read Magic: This spell allows the caster to read
disguise cannot change the casters Size or abilities. It magical writings, scrolls, runes and the like to
lasts up to 10 minutes per caster level. discern either what they do (in the case of scrolls and
runes) or what they say (in the case of magically
Flame: This spell produces a small flame from the written codes).
casters hand. It can be used to light things on fire or
the caster can hurl it at a creature or NPC with a Resist: This spell grants Advantage to any ST roll
successful Spellcasting Roll. It does L+PER Damage. against the casters chosen subject. (i.e. player casts
Resist and chooses Fire, any ST made to resist the eects of
Guide: When lost this spell petitions a local spirit to Fire is done so at Advantage). This eect lasts until the
point the way. end of the encounter.
Gust: This spell creates a strong gust of wind, even Shield: Grants a +1 Defense against melee and
in areas where wind or air are not present. This Gust ranged attacks until the end of the encounter. Can be
can distract opposing creatures or NPCs giving the cast on self or others.
players Advantage on their Defense Rolls for the
remainder of the round after its cast. Thunder: This spell creates the sound of deafening
Thunder aimed at one target. On a successful
Hide: Hide is a limited form of invisibility, allowing Spellcasting Roll this spell stuns the target for 1
the caster to Hide in somewhat plain sight for a round.
number of rounds equal to caster level.
True Strike: This spell grants the recipient (self or
Light: Light creates a glowing light similar to other) Advantage on its next attack roll.
torchlight on any object, the eect lasts for 30
minutes per caster level. Ward: Ward creates a magical spherical shield around
the caster and up to the casters level in allies. This
Magic Blast: Magic Blast is a casters personal ranged shield may be used to protect those inside from one
attack spell. Its color, size, shape, etc are personalized specific source declared by the caster (i.e. missile
to the caster. It's cast as a normal ranged attack that weapons, undead, fire, etc). It lasts for a number of
uses MAG as its attack bonus and PER as its damage rounds equal to the casters level.
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based on the spell casters MAG attribute. This
damage or healing is based on whether the target
or targets were a single target or multiple targets
Major Spells (area eect).
51
use, if an Arcane Caster loses his device or if it is captured by following strict formulas that are passed
destroyed they will make all Spellcasting Rolls at down from Magic User to Magic User. For Divine
disadvantage until they fashion a new one. A Mage Mages this state is caused by prayer or meditation.
can construct a new Arcane Device from most For other Mages this dream ability maybe harnessed
anything they wish (cost is determined by the by other means, from gifts of nightmares from
materials used in it's manufacture). Powering a new demonic entities to nature spirits who lull the caster
Arcane Device takes from sunrise to sunrise or into the dream world.
moonrise to moonrise and automatically expends 1 Like dreams, magic itself can be unstable and many a
Magic Usage Point. tavern tale is told about the Mage who accidentally
caused havoc with a mundane spell. Or the Priest
who prayed his way into meeting a horror from the
demon realms. Wondrous and wicked, the Magic of
Holy Symbols this world ebbs and flows, bringing a beautiful chaos
A Divine Spellcaster often carries a Holy Symbol that to the lands.
acts as an Arcane Device. Holy Symbols are required
for certain Descriptor Class abilities (such as a
Cleric's ability to Rebuke Undead). The same rules List of Major Spell Schools
apply to Divine Casters that lose their Holy Symbol
as they do to Arcane Casters that lose their Arcane
Device. Divination
Elemental
Heal
Holy
When playing Mages, use your
Illusions
imagination. As long as the effects or
Nature
mechanics of the spell do not change
Necromancy
feel free to change the descriptions of
Protection
the spell to reflect your personal magic
Summoning
style or ideas.
Unholy
Want a giant Blue Fireball that is filled
with the ghostly image of skulls? Use
any area effect spell and describe how it How Major Spells Are Listed
looks when cast, its damage, amount of
creatures effected, duration, DN, etc are DN: This is the Diculty Number of casting the
still the same, just the visual of the spell spell. To cast a spell the player must make a
is now personalized to your caster. Just Spellcasting Roll (2d6+KNO+MAG), a successful
have fun and bend the spells to your casting requires the caster to roll at or over the DN
will. of the spell.
52
Mind Bond
Divination DN: targets DEF
Desc: The caster reaches inside the mind of the
victim when cast successfully. The caster may use
Know Thy Omens and Heed Them this opportunity to learn of the enemies plans or he
DN: 9 may use it to cause physical damage (single target)
Desc: Casting this spell allows the caster to see by causing the recipient of the spell to harm himself.
slightly into the future. During combat the caster , as Crit: The casters mind becomes lost in the ether and
long as he can speak, can forewarn his allies of their he is considered Out of Action. If the body is kept
oppositions next move. This results in the casters safe the casters mind will return in 1d6 days but if a
allies (& self) receiving both Attack Roll and ST 9 (PER) roll is failed the mind now in the body
Defense Roll bonuses for a number of rounds equal will not be the correct one.
to the casters level. The amount of the bonus is equal
to the casters MAG Attribute.
Crit: Because sometimes the fickle finger of fate likes
to play overly cruel tricks a critical misfiring of this
Elemental
spell results in a double of the opposite. The player
and his allies take a penalty to their Attack and When choosing this School the mage must
Defense Rolls equal to the casters MAG Attribute... specify which of the 4 elements (Earth, Air, Fire,
& this lasts for the entire Encounter. If the players Water). A Mage can take additional Elemental
escape they can however take a Short Rest to negate Schools when gaining access to new Schools (4th
the eects of the spell. and 8th level).
53
eect when cast (a soft blue light radiating in a circle
on the ground from the caster out to the maximum
area of eect).
Elemental Blast Crit: Instead of the soft blue glow a reddish bright
DN: targets DEF hue will envelop all of those within the maximum
Desc: This attack hits a single target with elemental area of eect centered on the caster. All within that
damage (ignores Armor Points) on a successful range (caster included) will be damaged Area
Spellcasting attack roll (2d6+KNO+MAG must be Eect+Level and the smell of sulfur will remain in
over targets DEF). the targets noses for a number of hours equal to the
Crit: The blast hits a randomly chosen ally for the damage done.
same damage. If this attack kills the ally and he
cannot be revived from death there is a 2 in 6 chance You're Not Dead Yet
the ally will return as a vengeful spirit within 1d6 DN: 12
nights. Desc: The caster attempts to bring a lifeless ally or
target back from the dead (if the target is unwilling
Elemental Storm or an enemy he gets a saving throw). The target
DN: targets DEF cannot have been dead any longer than 2 minutes per
Desc: This attack causes area eect damage to a caster level. To cast the spell the Mage must be able
number of creatures equal to the casters level (caster to kneel next to the body and whisper in its ear.
chooses targets). i.e a 3rd level Mage (MAG 2) can attack Crit: On a critical fail Spellcasting Check there is a
3 creatures for damage. chance the target will return as an Undead within the
Crit: The storm centers on the caster and radiates next 24 hours. The undead will be of equal power to
out to anyone Near causing the maximum damage to the HD of the spells recipient.
all in the area including the caster. The caster will fall
unconscious for a number of rounds equal to the Cure
damage caused to him. DN: Varies
Desc: The caster attempts to cure a disease, poison,
malady, psychosis, etc. in the target of the spell. The
DN is determined by the GM based on the targets
Healing aiction. In some cases the recipient of the spell may
need to make a STA Skill Test (ST), and in failure
may die.
Heal (touch) Crit: The recipient of the spell dies. There is a 1 in 6
DN: 8 chance the dead will return in the form of a ghost
Desc: The Mage heals self or one target Single within 1-3 days. Whether it is vengeful or not will
Target+MAG in HP by touching the target. The depend on the circumstances of it's death.
location of the touch will have a minor blue glow in
the shape of the casters hand for a number or
minutes equal to the level of caster.
Crit: When cast on self, the Mage still receives the
healing but a random ally within 10 yards loses the
same amount of HP. When cast on another the target
Holy
of the spell will heal normally (2d6+MAG per caster
level) but will be temporarily blind for a number of
hours equal to the casters level. Weapon of Faith
DN: 8
Mass Heal Desc: Once cast this spell creates a divine weapon of
DN: 9 the characters choosing. This weapon does the
Desc: The Mage picks a number of allies (can include casters single target damage (+KNO) to any creature
self) up to his caster level anywhere within 5 yards or NPC it hits (up one on the table if the creature is
per caster level and heals them Area Eect+Level. undead). This weapon lasts until the end of the
This spell does create a glowing light in the area of encounter unless dispelled by the caster.
54
Crit: The spell works as it normally would but the outside of combat by performing a ritual casting (1
caster must make a ST 10 (STA) roll every round hour and 100sp per caster level).
until the end of the encounter or suer from Crit: The illusion becomes for all intents and
apocalyptic visions that result in the character purposes real and possibly hostile.
becoming maniacally insane for 1d6 days. The
character cannot dispel the weapon until the end of Force Vision
the encounter. DN: targets DEF
Desc: The caster forces horrific visions into the
Blessings Bestowed opponents head. These visions cause real damage
DN: 9 (single target+KNO) to the recipient of the spell.
Desc: The caster and his allies receive a bonus on The caster can determine the specifics of the vision.
Attack and Defense Rolls for a number of rounds Crit: The caster and the recipients minds become
equal to the casters level. This bonus is equal to the switched until a Miracle or major Cure can be found.
casters MAG Attribute. This spell is often
accompanied by the sound of trumpets from the Invisibility
heavens themselves. DN: 10
Crit: A Demon takes notice of you. Fear. Desc: The caster gains the ability to remain invisible
or visible at will for up to a number of rounds equal
Holy Shield to the casters level. This spell can also be used to
DN: 10 create multiple illusions of oneself in an area close to
Desc: This spell creates a dome like shield around the caster. A number of these equal to the casters
the caster and a number of allies up to the casters level can be created and lasts the same amount of
level. This shield has a number of Armor Points equal time as the invisibility. A caster gains Advantage on
to 10 times the casters level. Even after the shield is Defense Rolls while in this form as he uses the
destroyed the ground within a 2 yd radius per caster illusion versions of himself to distract his enemies.
level is considered Holy Ground. This shield will Crit: There are two of you now, are you the real one
push back enemies when cast and attacks may not or the doppelgnger? Good question... good luck
enter or leave it until the Armor Points are destroyed. figuring it out.
Crit: Creates a Blight (as the Necromancy Spell)
eecting the caster and his allies. Apparition
DN: 8
The Wrath of Gods Desc: An apparition is a large scale illusion of harm,
DN: 10 it can take the form of whatever the caster wishes
Desc: This spell creates area eect damage to a (acid rain, dragon, etc). The spell eects a number of
number of creatures up to the casters level in chosen creatures up to the casters level and causes
penetrating damage. area eect penetrating damage to those eected.
Crit: The caster and his allies are randomly Crit: On a critically failed roll the casters chosen
transported to within 1d10 miles away. illusion manifests in a much dierent form. It is
hostile to the caster and his allies. It is also real.
Illusions Nature
True Illusion
DN: 10 Call Animals
Desc: The caster weaves magics into major illusions, DN: 8
the strength of this illusion is based on the casters Desc: Summons a number of natural local animals of
level. This illusion is indistinguishable from reality up to HD equal to the casters level. The kind and
and lasts thru an entire encounter in combat or until type of animal is up to the caster. These animals will
it is dispelled. More permanent Illusions may be cast assist the caster until the end of the encounter or for
55
2d6 hours in non-combat situations. The caster may
form small telepathic like links with the creatures to
gain visual and audible information (i.e. using a hawk
Necromancy
to get a visual of the nearby area from the sky, etc).
Crit: The chosen animals still arrive. They just
happen to be being pursued by something worse... They Are Risen
much worse. DN: 11
Desc: The caster reanimates a number corpses equal
Animal Form to the casters level in HD. These undead will serve
DN: 9 the caster until slain or dispelled from the casters
Desc: The caster takes the form of a natural animal service. This spell can also be used to control undead
of his choosing up to the same HD as the casters (up to casters level in HD) who have no master.
level. While in animal form the caster gains the Crit: Celestial forces interrupt the casting, this can
attacks of the animal chosen and any other abilities include a number of angelic beings up to twice the
(flight, etc). This lasts thru an encounter or up to 1 HD of the casters level. They are hostile and want
hour per caster level in non-combat situations unless nothing more than to rid the world of the caster.
dispelled by the caster.
Crit: The casting works as normal but the eects last Blight
much longer, up to 1d6 months. The eects can be DN: 10
dispelled with a DN 14 Cure Spell cast by another Desc: This spell causes Decay in an area of 5yds per
Mage or healed by Miracle. caster level. This decay will destroy all plant and
natural material. The caster can choose a number of
targets within the area of eect to take necrotic
Awaken Tree damage. This damage is area eect and ignore
DN: 11 Armor Points. This spell leaves a death like stench
Desc: This spell causes a chosen nearby tree to in its casting area up to 1d6 hours. This smell may
Awaken. An Awakened Tree can communicate with draw those undead who eat flesh if any are nearby.
the caster sharing information on its local area, Crit: The spell is powered by demonic forces beyond
including things like who has recently passed by, etc. the casters control. The blight reaches a number of
An Awakened Tree can also assist in combat and will miles equal to the casters level and damages all
do so as long as the opposition is not a natural forest within the area. Those who die in the area eect will
dwelling animal. For statistics on Awakened Trees rise from death within 1d6 hours... and be hungry.
have your GM get the information from Monsters &
Creatures in the Havenshield GMs Handbook. Dead Speech
Crit: The tree is awake... It's a Demonic Awakened DN: 9
Tree. Even the GM feels you may wish to run. Desc: This spell allows the caster to fill one targets
head with the language of the dead. Hearing the dead
Ensnaring Roots speak causes temporary insanity within moments as
DN: 10 (or targets DEF) the swirl of dead fills the conscious mind of the
Desc: This area eect spell can either trap a number target. Targets are allowed a DN 7 (+ casters KNO
of creatures up to the casters level (compare your and MAG) ST (PER) to withstand the eects.
Spellcasting Roll to the monsters Defense, if met or Failure indicates the target will go into an insane rage
exceeded the opponents are considered trapped for for a number of rounds equal to the casters level and
2d6 rounds) or it can cause damage to the same fall unconscious afterward for 1d6 hours.
number of creatures. The damage caused is area Crit: A specific and powerful being from the land of
eect and ignores Armor Points. the dead possesses the caster and finishes whatever it
Crit: An area equal to 5 yds per caster level begins to had left unfinished in it's life. When the being has
split, centered on the caster. These splits begin completed it's task the caster must make a ST 11
leaking a poisonous gas. Any in its area take area (STA) check or fall dead.
eect damage and must make a DN 12 ST (STA) roll
to avoid unconsciousness. This unconsciousness lasts Corpses Hand
for 2d6 rounds. DN: targets DEF
56
Desc: The touch of cold death. On a successful DN: 10
Spellcasting Roll against the targets DEF the Desc: This spell forces a number of chosen targets up
necromancer touches the flesh of the target. This to the casters level backwards by 5 yards. This blast
attack does single target damage and ignores the of power does area eect damage. This spell cannot
targets Armor Points. work on any creature of 2 size classes over the
Crit: The hand of the caster is permanently imbued casters.
with the power of death. This power cannot be Crit: The energy created by this spell implodes upon
blocked by gloves or gauntlets. Those touched must itself, creating a small temporary worm hole to
make a ST (STA) with a DN equal to 7+ the another dimension. You can go thru it. Things from
casters level or perish. The hand retains this power the other side can also go thru it. It lasts 1d6 minutes
even after the casters death and can only be cured by before it explodes doing area eect damage to
Miracle. everyone within 10 yards.
Safe Passage
DN: 9
Protection Desc: This spell allows the caster and allies to safely
pass thru any areas undetected for a number of
minutes up to the casters level. This spell cannot be
Wall used in overly crowded areas but can get them past
DN: 10 guard towers and the like.
Desc: This spell created an invisible wall anywhere Crit: The caster becomes the most visible person in
within 30 yards of the caster. This wall can be either any situation for a number of minutes equal to the
flat, box shaped, or domed. The wall will have a casters level. Any hostile creatures will zero in their
number of HP equal to 10 times the casters level. attacks on the caster.
Once the HP reach 0 the wall is destroyed. While in
or behind a wall no creature, person, melee or ranged
weapon, spell, fire, etc can pass thru it in either
direction. While the wall is up the caster must
concentrate on its presence, doing no more than
minor movement or talking.
Summoning
Crit: The energy expended by the spell coalesces into
a spinning ball that throws spheres of raw magic at
two random targets per round(determined by the Bring Forth
GM) for 1d6 rounds. These spheres do the casters DN: 8
single target damage and ignore Armor Points. Desc: The Spellcaster summons most any tool,
weapon, or minor equipment. The item is real and
Be Still Child will last until the end of an encounter unless
DN: targets DEF dismissed or for a number of minutes equal to the
Desc: This spell temporarily paralyzes any creature of casters level.
a HD equal to or less than the casters level. On a Crit: The item requested shows up... But it's in the
successful Spellcasting Roll vs the targets hands of something that's going to be a bit pissed.
Defense the caster touches the creature. It will
freeze in its current position for a number of rounds Bearing Vile Weapons
equal to the casters MAG Attribute. DN: 9
Crit: The creature shatters, instantly dying, sending Desc: This spell causes area eect + MAG damage
shards flying in all directions. Anyone within 10 to a number of chosen targets up to the casters level.
yards takes the casters area eect damage. The caster The cause of the damage is a swirling whirlwind of
himself being so close will take the brunt of the any non-animate object the caster desires. Daggers
damage, double the area eect and be stunned for being a popular choice.
1d6 rounds. Crit: The swirl of objects is centered in the casters
stomach. Roll on the Out of Action table after the
Force Barrier encounter ends because you are at 0 HP.
57
every round they are in its wake. This spell lasts until
Harm Comes In Many Forms the end of the encounter.
DN: targets DEF Crit: The caster must make a ST 13 (STA) roll or his
Desc: With a successful Spellcasting Roll vs. the breath becomes hellfire for the next 1d6 rounds. This
targets Defense the caster attacks his opponent with does 15 damage per round to the caster as his throat
a summoned blade, axe, claws... whatever the caster and mouth burn away leaving just a skulls grin.
wishes. This causes single target + PER in damage.
Crit: The caster must make a ST 12 (STA) roll or a Brimstone
large version of the summoned object will impale the DN: targets DEF
caster. This impalement immobilizes the caster and Desc: On a successful Spellcasting roll vs. the targets
causes the casters single target damage per round Defense the caster hurls a flaming ball of sulphur &
until the caster is freed. hellfire at the chosen target (range 12 yds). This
attack causes single target damage and ignores
Come Forth Friend Armor Points.
DN: 10 Crit: The casters hand catches fire as the flame starts
Desc: The caster can summon a monster, celestial, in the wrist and melts away the hand from the inside.
animal or demon of HD up to the casters level. This The hand is beyond saving barring Miracles.
summoned being will remain for the encounter. It
may or may not obey commands depending on the Damnation
caster and the being summoned. DN: 10
Crit: You've summoned something amorphous and Desc: The caster curses another living creature. This
nameless and beyond all reckoning as to what it curse leaves a mark on the target that only
actually is. ST 14 (PER) rolls for the caster and aberrations, devils, demons and the like can see. The
everyone who views this thing from beyond space mark will draw the attention of any nearby demonic
and time. Fail and you go thoroughly insane. entity. The curse is permanent unless dispelled by a
Permanently. more powerful Mage. If a creature or person dies
with this curse still intact the being goes to the
Abyss.
Crit: A plague of locusts will follow the caster until
the next new moon.
Unholy
Demon Warrior
DN: 8
Desc: The caster grows hooves, fangs, horns, claws, a
tail or whatever he envisioned. This causes the
Escalation of an encounter to immediately raise by 1.
The caster can use the chosen demonic trait as a
weapon. This weapon does single target damage and
uses DEX for Attack bonus and PER for Damage
bonus.
Crit: A celestial being has heard your call to unholy
powers. I'm sure it'll pay you a visit soon.
Desecration
DN: 9
Desc: This spell creates an area of unholy power. The
caster creates an area of unrelenting damage that
extends from 5yd per level of the caster in radius.
Anyone within the area takes area eect damage for
58
Rituals, Miracles & More
Rituals Crit: If only 1 mage critically fails his spellcasting roll
the soul and conscience of the dead becomes trapped
inside the body, yet cannot control or move it. This
Casting Rituals soul will continue to grow angry as time passes,
eventually being able to reanimate the corpse with its
Ritual casting can be a deadly aair, not only to the hatred (1d6 years). On the rare occasion all 5 casters
caster but those around him and in some cases the critically fail their casting rolls, a Greater Demon will
world as a whole. Rituals often involve huge inhabit the corpse of the creature, it will immediately
expenses in not only magics but rare materials, gems, rise and try to kill the Mages involved in the ritual,
relics and the like. Many more Rituals are found in and after doing just that will ravage the countryside
the world and can be discovered through quests. until destroyed.
Each Ritual and how it is cast is detailed in its listing. Monsters are listed in the following format with
explanations.
List of Rituals
Plague
Resurrection Miracles
Miracles are wondrous gifts from the gods and spirits
Plague Ritual
of the world that can be petitioned for by the pious.
Miracles can cover quite a bit of ground from 'tear
This destructive ritual can be cast by a sole Mage of
down this tower' to 'help Danicus regrow his missing
8th level or above. The casting takes 1d6 days and
arm'. Unlike most magics there is no chance of
involves the death sacrifice of 20 HD worth of
critical failure when asking for a Miracle, but there is
'sentient dream-capable beings'. At the end of the
a chance it will not be answered.
casting the Mage must make a successful DN 13
Spellcasting Roll. Once cast a demon of plague
The exact circumstances of how these things come to
sweeps across the land. The nature of this plague is
pass is determined by the GM and more information
established during the casting as the demon and
on Miracles and Rituals is included in the
Mage negotiate the terms of the plague.
Havenshield GMs Handbook.
Crit: A critical fail while casting a Plague Ritual
results in the caster failing his negotiations with the
Alchemy
demon. This results in the caster being enslaved by
the demon. Possibly using the caster to further his
Alchemy is the practice of making potions. These
aims in the world or just imprisoning the caster in
potions can store the eects of spells (such as an
hell.
Alchemist creating an Animal Form potion).
Resurrection Ritual
When creating potions an Alchemist must spend
This ritual may only be performed by 5 mages of 8th
10sp per caster level and spend 10 minutes per caster
level or above. The material cost for the spell is
level creating the potion. A DN roll against the Spells
10,000sp (very rare herbs and a single dragon scale).
DN is then required. If the spellcasting is successful
The person being brought back to life cannot have
the potion is imbued with the spells eects. When
been dead longer than 28 days.
someone imbibes the potion it's eects are based on
All five participating mages must make a DN 16
not only the spell cast into the potion but the casters
spellcasting roll and the creature being brought back
level that made the potion.
must make a ST 10 (STA). If any of the above fails
the dead character cannot be brought back to life.
59
An Alchemist can create Potions from the Equipment could be a great boon for those casters that would
section for 1/4 the price and take 10 min per 10sp. willingly accept pacts with demons and devils, but for
the average Spellcaster this kind of notice could
Blood Magic easily be fatal.
60
GMs Section
61
Additional Rules
Vision a 50% chance either side would be surprised so a 1-3
on the d6 and that side is surprised and a 4-6 and
3 types of vision are used in the Havenshield RPG they are not. This could lead to one side or the other
they are Normal Vision, Lowlight Vision and being surprised, neither side being surprised, or both
Darkvision. sides being surprised.
63
more than a vague 'I want to buy a tower and start a 'big bad' of it because the retired character became
magic school' or 'i want to be a Duke and live in my possessed by demonic powers, etc.
own castle'. These vague plans can give you as the
GM a starting point for how to retire this players If a whole party of adventurers retires together at
character if, or when, they make it to that level. 10th level, find a way to bring them back together at
a later date. Maybe as an oshoot of a new campaign
At 10th level it is suggested that you retire a PCs (i.e. the new characters take care of one side of a big
character, letting them live out their days in a way problem while the retired characters get back
that seems fit for the character. This is a great together one more time to take on the major issue).
opportunity to use this new NPC in future games as This is a great way to revisit the past while also tying
a source of information, or even an enemy. the great characters of your world's recent past to the
new character's present.
Once a character is retired there are many things you
can do afterwards. Start a new campaign 30 years in Remember these very powerful individuals, retired or
the future and have the new character be the child of not, would still very much be a mover and shaker in
the previous one. Start a new campaign and have the your world and treat them as such.
retired character as a major NPC that helps the new
characters with some great task at a later date. Start a
new campaign and have the retired character be the
64
Creating NPCs
NPC Creation Step by Step To calculate an NPC's Class Attribute score use the
following table based on the NPC's Character Class
Character Idea
level.
Class, Race & Level
Attributes & Statistics
Treasure & Equipment Class Attribute
Notes
Class Level Attribute Score
1 1
65
Calculate Move If a Mage is using Magic Blast as a main attack calculate
Add the NPCs DEX score to the Base Move of the their damage by using the average damage they would cause
NPCs Race (remember to adjust this by the Armor based on the Magic Damage & Healing table (also remember
Penalty if the NPC is going to be wearing a heavy when calculating their Attk to use 7+KNO+MAG).
armor). Write this in the Move box on the NPC
sheet. Calculating HD
HD is equal to the NPCs level. This number is only
Base Move 8- Dwarf, Gnome, Halfling used as a quick gauge to determine the power of a
Base Move 10- Human, Orc monster, creature, or NPC relative to a player's
Base Move 12- Elf character or adventuring group.
The Attk score is the number the players make Defense Rolls -Mage-
against when being attacked by the NPC. (8)+(4+class level for each level)=MAX Health
Mages are a little tricky when figuring MAX Health. But to
Calculate Damage save you time heres the list by the Mage's level.
Also use the NPCs main form of attacking when
calculating this number. Look at the weapons Dmg Level 1- 8
on the Equipment Tables in the Player's Handbook Level 2- 14
and add that Attribute's score to the following base Level 3- 21
damage number (based on class damage).
Level 4- 29
Warriors- 7 base damage Level 5- 38
Rogue- 4 base damage Level 6- 48
Mage- 2 base damage Level 7- 59
Level 8- 71
Write this number in the Dmg box on the NPC sheet. Level 9- 84
This is the amount of damage the NPC does to a
Level 10- 98
character if they fail their Defense Roll.
66
Treasure & Equipment Notes
Jot down any equipment the NPC might have that In the notes section write anything you may need to
would be of interest to the players (magic items, know for the NPC. Like Major and Minor Spells for
jewelry of value, etc). Mage NPCs or that the NPC is carrying the key to the
secret room behind the staircase in his boot, etc.
In Havenshield I usually hand out treasure as a
random dice roll, i.e "On the mercenaries corpse you find a
small leather pouch containing 4d6 Silver Pieces), and
when the PCs have time to count the coins I let them
roll the dice. In the Treasure and Equipment box I
will write down this random coin treasure (i.e "2d6gp
& 3d6x10sp" or whatever I think the NPC may have
on them at any given time). Feel free to not use this
and just write down a number of coins if you wish.
67
Dungeon Adventures
Encumbrance and Dungeons moonlight or stronger cancels out darkvision and
they then see as a person with normal vision would.
Often times a dungeon adventure is all about the
characters hauling tons of lost treasures back to the A lantern can be used similarly to a torch, filling a 10
surface world. But characters can only carry so much yard radius with light, or can be used as something
weight without being encumbered and taking similar to a flashlight, shining a cone of light directly
penalties to any physical activities. Have the players ahead of the lanterns face out to 20 yards. This is still
keep track of who is carrying what and and have enough light for characters with Lowlight vision to
them keep track of Encumbrance. Once they get close see as normal vision. And still enough light to cancel
to the maximum they will need to make tough out Darkvision.
decisions. Do they bring a hoard of treasure back to
the surface and try to hide it somewhere and return Magical forms of light will often say what kind of
to the dungeon? Do they unburden themselves of light they are similar to and the range of that light in
lower valued treasures, supplies, food and water, the items description. If no range is given the item
spare weapons, etc to make room for more generates light exactly the same as it's equivalent (a
treasures? magic item that gives o light 'as a torch' will have a
10 yard radius of light, etc).
Light in Dungeons For locked doors set a DN for both the lock itself (for
Many a dungeon is filled with utter darkness as many characters that wish to pick the lock) and for the DN
of it's inhabitants possess Darkvision. When of forcing the open by Strength.
characters enter they must determine what source
they will use for light. This can include torches or Any character can attempt to pick a lock (this is a
lanterns or magical items that emit light. DEX Skill Test against the locks DN). Picking a lock
doesn't require a set of lock picks (found in a bag of
A torch generally generates light out to about a Thieve's Tools) but not having them the attempted
radius of 10 yards, for a few yards after that the lock-picker would do so at Disadvantage. Remember a
characters will be able to see value shapes. For Rogue would pick locks at Advantage and also add
characters that possess Lowlight Vision this minimal their SKI to their DEX and 2d6 roll.
amount of light will allow them to see normally out
to the maximum range of someone's normal vision. Picking a lock, whether successful or not takes
For those with Darkvision this amount of light makes roughly 5-10 seconds per DN of the lock.
their Darkvision ineective (any light equivalent to
68
If picking a lock fails, or it's just a door that's swollen 12 (PER). If triggered by stepping onto the false floor
shut in the frame, the characters can attempt to force characters must make a ST 10 (DEX) test to avoid
the door open. falling into the pit. This particular pit is filled with
spikes and those falling into it take 10 Damage.
When breaking down a door, its a simple Skill Test of Climbing out of the pit is a ST 8 (STR) test (at
Strength, 2d6+STR at or above the doors DN for Advantage with rope and a character above the pit to
forcing it open. Warriors would do this at Advantage hold the rope).
as would any character with STR as a Primary
Attribute. Crushing Room
When triggered by something (a pressure plate,
If both of these fail the characters can attempt to removing an object from a pedestal, etc) this room
smash a door down with weapons. Set an amount of begins to squeeze in on itself. For every round the
Health Points for the door based on it's construction. room shrinks by 5 yards on each side and when it
Decide which characters are hitting the door and gets to the last 5 yard square those inside begin to
with what weapon. For blunt weapons the character take 20 Damage per round until with dead or they
can do Maximum damage to a door per round. For find the release mechanism. To find the release
slashing or piercing weapons have the player roll mechanism requires a ST 12 (PER) test. This test is
damage each round. Once the door has lost all of it's done at Disadvantage for most characters (for Rogue's
HP it is considered smashed, obliterated, or or those with PER as a Primary that cancels it out to
otherwise out of the characters way so they can move a normal ST roll). This release mechanism requires a
thru it. ST 12 (DEX) roll to disable the trap and for every
failed attempt at disabling the room squeezes down
Remember the sounds of repeatedly smashing a door another 5 yards.
with a warhammer may cause monsters in the nearby
area to investigate. And a Dwarf carrying his own Slick Floor Hazard
meat tenderizer may be too hard for that monster to The floor in this area is covered in a slick, oily
pass up. substance. Crossing it requires a ST 10 (DEX) test,
anyone who fails this test falls down and must make
another ST 10 (DEX) test to regain their footing,
and one further ST 10 (DEX) test to safely make it to
Secret Doors the other side of the oil.
When designing a dungeon note any secret doors and Any combat in this area would be done so at
the DN of finding them. When players are actively Disadvantage to Attack & Defense Rolls. Further any
searching for a secret door have them roll a PER Skill missed Attack Roll may require a ST 10 (DEX) check
Test vs the doors DN. If it's at or above the DN they to keep one's footing.
locate the door.
Pit Trap
If characters are actively searching for traps the DN
of finding this trap is 12 as it's concealed very well ST
69
Wilderness Adventures
Time & Travel another Skill Test to get them back on track for the
day.
Under normal conditions a group of adventurers can
travel a number of miles per day equal to the slowest
moving character X 3. Changes in weather, rough
terrain, injured characters, and more can slow this
Navigation Table
travel down. Having reliable mounts, well kept roads
or trails, or moving at a faster pace can increase the Terrain DN Lost Chance
amount of miles a group can cover in a day.
Desert 7 3+
For heavy forests, jungles, mountains & swamps Flying 4 6+
reduce the distance travelled in a day by 1/2. For
hills, rocky lands, and wooded areas reduce travel Forest 11 5+
distance by 1/3. Grassland 4 6+
Ocean 7 6+
Getting Lost River 4 5+
When traveling in unfamiliar areas it is always a
Swamp 11 4+
possibility the characters may get lost. If there is a
chance the players may get lost have the group
nominate one character to be a navigator. The
navigator then rolls a Knowledge or Perception Skill
Test (their choice) against a Diculty Number based Weather & Travel
on the terrain they will mostly be traveling thru for There is always a chance severe weather can delay,
the day. halt, or slow travel. Depending on the terrain and
For groups with a well detailed map the player climate a random morning check by the GM can
receives a +2 bonus to this Navigation check (along determine if any increment weather may slow travel
with possibly rolling at Advantage if they have KNO for the day. For ease roll a d6 after the players
or PER as a Primary Attribute). Navigation Skill Test and if it's a 1, roll a second time
If the Navigator fails their Navigation Skill Test there on this quick table.
is a chance the party will become lost. The GM
should secretly roll a 1d6 and if that number is equal
Severe Weather
to or higher than the Lost Chance on the Navigation
Table the group is lost. d6 roll weather
When this happens do not let the players know, 1-3 slows travel to 1/2
randomly determine the direction they get lost in and distance for the day
move them as many miles travel that's left in the day 4-5 delays travel for 1d6+1
in that direction. The next morning when the hours
Navigator makes his check if he passes the Skill Test
he realizes they were lost (if he fails they continue to 6 halts travel for the day
move in that direction for the day). Once the
Navigator realizes they are lost he must make
70
With any weather that delays or halts travel there
Swimming
is a possibility characters can fall ill or be injured
if they cannot find adequate shelter. Like climbing, swimming can be either one simple
Skill Test or multiple tests involving DEX skill tests
to swim and dodge obstacles & STA Skill Tests to
avoid exhaustion.
Climbing
Determine the DN based on the waters calmness (or
When traveling through hills, mountains, or rocky
lack thereof), the length of the swim, and any
lands there is a chance characters may need to climb
obstacles that may impede swimming across it.
a cli or other surface. You will need to determine
the Diculty Number of the climbing surface that
Determining whether a character can even swim
the players will need to make a Skill Test against.
should be based on the characters background,
hometown area, race, etc. It is highly unlikely a
Some larger clis, mountain climbs etc may have
desert nomad character would be a swimmer but
multiple Skill Tests involved such as a ST 11 (DEX)
extremely likely a fisherman's son would. Even in
to reach an embankment and then two further tests
circumstances where a character surely cannot swim
to reach the top along with a ST 11 (STA) check to
they still should receive a chance to try. Increase the
avoid exhaustion.
DN for the Skill Test appropriately for non-swimming
characters.
If one character can reach the top of the cli, wall or
other barrier and secure a rope at the top any further
Armor or encumbrance can also eect swimming
characters making the climb do so at an easier DN
abilities. A simple way to do this would be Heavy
(subtract 4) and if someone above is pulling them
Mail & Light and Heavy Plate Armors would be
up (a STR Skill Test) they need not make a test at all.
impossible to swim in. Light Mail may be possible
with a STA Test along with the DEX Swimming ST,
but they would be done at
Disadvantage. Heavy
Leather would roll at
Disadvantage and Light
Leather would have no
penalty.
Air Travel
Players may occasionally
find themselves in
possession of Flying
Mounts or Magical Items
that allow them the
powers of flight. As long
as there is no severe
weather a Flying Mount
can cover a number of
miles per day equal to 3
times it's Flying Move
rate with ease.
71
City & Town Adventures
City Construction that is wide enough for two carts to pass each other
on each side of the road (drive on the left).
Most cities and towns will have a stone wall between
2 yards in thickness (for small towns) to 10 yards+ Even though it's not historically accurate I'd include
thick (for large cities). Often having guard and sewer systems for most large towns and cities as it's a
watchtowers spaced along it. Cities may have great place for Thieve's hideouts, monsters lairs, etc.
elaborate gate systems and interior walls separating
certain wards or districts.
Most city and town roads are a bit under 4 yards in Law & Order
width and alleyways are half of that size. Larger cities
Most cities and towns would have a town guard
and towns may have a main road or thoroughfare
consisting of 10 guards per one thousand citizens.
These guardsman would be well trained (Warrior
72
levels 1-3) and paid by the city or town for their and town construction (finding a sewer entrance by
service. A city or town may also have a volunteer studying a towns layout for instance). It may be a
militia consisting of another 10 out of every on PER test (using visual clues to find the entrance to a
hundred citizens. These additional troops would only Thieve's lair by watching members of it's guild as
fight or help protect the city in times of need and be they leave taverns and seemingly disappear into the
armed with very basic weapons. For game purposes night). It may also be a SOC test (convincing a
they would be 0 level normal members of their race. barkeep to tell you the name of the Mage who stops
in every night and sits in the dark corner near the
Cities and towns would have laws regarding things back entrance).
like displaying weapons in public (some only going
so far as to make people tie a small brightly colored Entire campaigns can be had within the gates of one
ribbon on their weapons handle and scabbard, a city or town if well planned and made interesting.
'peace bond'), certain magics may be outlawed (and Even if your players may only be using one particular
sometimes all displays of magic may be against the town or city as a 'home base' make it interesting.
law depending on the country, city-state, or local Flesh it out a bit with major and minor NPCs, the
government). locations of any temples or churches, where the local
leaders reside, customs and laws, yearly festivals of
Advise your players to learn the local laws and note, market days, etc. Use recognizable NPCs or
customs of a particular area so they don't spend a landmarks in town so that every time players return
night or two in a city jail. 'home' there is a sense of normality to it.
Finding Something
Player's may wish to use their investigative or street
smart skills to find a particular person, place, item,
weapon, entrance to a sewer system, etc. Set a DN
based on what you believe would be the diculty of
finding whatever it is they seek (information or
otherwise). This Skill Test can be a KNO test in cases
where the players need to use their knowledge of city
73
Magic Items
Armor & Shields enough hot food and water to feed up to 6 people
(including plates, silverware and cups). Upon
Magical Armor & Magical Shields, gifted to deactivating this action with a separate command
exemplary warriors for protecting their homelands, word all remaining food, dishes, etc disappear. And
found in a dust covered treasure trove of an ancient once per day this shield can be used as an Arcane
warrior-king, or even passed down thru generations Camp (see pxx).
of families, these protective suits and shields hold
great value. Often these objects have individual Holy Mail
names or are named after their original wearer, such This Heavy Mail armor is often found in the burial
as Holdfrost the shield of the barbarian chief who places of ancient Holy Warriors. The mail is often
used its power to shield his troops from the icy grip white in color and has a pleasant, lavender like smell.
of the Snow King, or Daranicus's Holy Mail the armor The armor has a penalty of
worn when Daranicus was blessed by the Allfather 1 and 5 Armor Points (AP). When the armor is in the
for slaying the Giant of Whipsich. presence of undead it glows a soft blue and grants
the wearer the following powers.
The following lists a few such armors, and rules for -Advantage on all Attack and Defense Rolls against
the GM to create their own. Undead.
-Any undead slain by the wearer or within 20 yards of
the wearer cannot rise again.
Dragonwall Shield
-The wearer can create an area of Holy Ground out to
This medium kite-shaped shield, made of ancient
5yds per character level at will.
steel, features the head of a dragon emblazoned
-Any Healing spell cast by the wearer is done so as a
across its front side. It's straps have been rotted or
caster of 2 levels higher for Spellcasting Rolls and
torn away for some time and need to be replaced.
Health Points healed.
This shield protects its bearer and all within a 5 yard
radius behind from any Dragons Breath attack. It also
Mithril Armor
increases the wielders Defense by 2 against any
Mithril armors can be Light or Heavy Mail and Light
attack, and by 4 against any Dragons attack.
or Heavy Plate, they weigh less than standard armor
and have a Penalty of 1 less than a regular armor of
Elven Chain
that style. Mithril armor is also stronger and has one
This lightweight chain, made of Mithril, is often
additional Armor Point than regular armor. I.e. Mithril
embroidered with small gold or silver shapes of vines
Heavy Plate Armor will have a Penalty of 3 and grant the
and leaves. It weighs almost nothing and has no
wearer 7 Armor Points.
Armor Penalty to Movement and grants the wearer 4
The craft of making Mithril Armor is known by but a
Armor Points (4AP). This armor can be worn by
few remaining Dwarven Blacksmiths and can take up
Rogues and Warriors.
to 6+1d6 months to create. It costs 1,000 times the
cost of regular armor of its type in silver (or add two
Frost Shield
0's to the regular armors price for gold).
These Heavy Shields are often circular in shape,
If Mithril Armor is found, a regular blacksmith may
sometimes having a stylized Yeti, Ice Wyrm, or icicles
be needed to size it to the new owner, this costs the
painted on the front, have no Penalty for carrying
same as the regular armors cost (I.e. Resizing Heavy
them and a Defense Bonus of 3. A Frost Shield
Mail will cost 150sp). This resizing takes 1d6+1 days
protects its wearer from winter weather (keeping
and cannot change the size class of the armor (no
them as warm as if they were near a fireplace), it also
changing man-size armor to handling size or vice
cuts all damage that is caused by Ice or Cold by 1/2.
versa).
Thrice per day this shield can also be laid upon the
ground like a table and activated by a command
word. Once this word is spoken the shield creates
74
Deadscourge uses STR for both Attack Rolls and
Armor & Shield Creation Damage.
When creating a suit of armor or shield give it a
descriptive name, avoid making it too powerful (no Dwarven Hammer
Armor Points above 8, no Defense bonus above 4, This one handed hammer is a normal hammer in
etc). Give it at least one special property (or maybe a anyone's hands except a Dwarf or Half-dwarf. In their
hindrance), note its size, and try to come up with a hands it becomes a +1 weapon to Attacks Rolls and
brief history of it for the characters to discover if they Damage. It can also be thrown up to a range of 10
investigate it's origin. and immediately returns to the hand of the wielder
after striking its target (or missing). This return is a
Free Action and the bearer automatically catches it.
Weapons A Dwarven Hammer uses STR for both Attack Rolls
Many tales begin with the mythical hero and his and Damage in both melee and ranged attacks.
sword, a weapon whose name strikes fear into the
hearts of his enemies. And many an adventurer has Mace of Holy Might
lost his life on the quest for such a weapon. Some of A Mace of Holy Might is often emblazoned with the
these powerful artifacts lead whole armies into Holy Symbol of it's Patron God or Saint. If wielded by
battle, or protect the innocent from demonic forces. a Cleric, Priest or Paladin of that God it becomes a
Prized by kings & churches, their legends are told in +1 Weapon to both Attack Rolls and Damage (+3
taverns across the land. against undead, aberrations, demons or devils).
This Mace uses STR for both Attack Rolls and
Damage.
Axe of Storms
This bladed weapon appears to crackle with electrical Shieldbane
energy when wielded and has a lightning like pattern This bastard sword is a +1 weapon to both Attack
carved into its wooden hilt. Rolls and Damage for regular attacks. But when
The wielder of an Axe of Storms is immune to wielded against a creature or NPC carrying a shield
damage from lightning and thunder (and spells that the wielder of Shieldbane can make a special Attack
create similar eects). Roll against the NPC or creatures Defense, if
The axe can also create a Lightning Storm (see successful this attack will render the opponents
Elemental Storm p53). This spell-like eect does shield ruined by either splintering it (wood) or
damage in an area eect equal to the wielder's cleaving it in two (steel). Shieldbane uses STR for
character level and can be used a number of times per both Attack Rolls and Damage.
day equal to the characters Stamina (STA).
This Axe can only be wielded by Warriors or Dwarves Wyrmslayer
of any class and has a +2 bonus to Attack and This +3 Two Handed Sword, made of Mithril &
Damage Rolls. It is a one handed weapon and used featuring Dragon Heads carved into its cross guard
STR for both Attack Rolls & Damage. and pommel, has been lost for centuries. When
Wyrmslayer is in the presence of a Dragon or dragon
Deadscourge like being it becomes a force of destruction doing
This Morning Star can be wielded by any Warrior as a double normal damage (multiply damage by 2 and
+1 to Attack Rolls (STR) and Damage (STR)weapon, then add STR and Sword bonuses) to any foe and on
but in the hands of a Cleric, Paladin, or Priest it a successful Critical Attack Roll (double 6's) against a
becomes a +2 weapon (Attack & Damage) against Dragon, Wyrmslayer will kill the dragon immediately.
any creature but undead. Wyrmslayer uses STR for both Attack Rolls and
When used against undead by a Cleric, Paladin or Damage.
Priest this weapon has a +3 bonus to Attack Rolls
and immediately destroys any undead of HD less Magic Weapon Creation
than the characters level. Against undead of a HD When creating a magical weapon give the weapon a
equal to or more than the characters level it does +6 unique name and history, avoid making it too
Damage. powerful (No more than +3 for Attack Rolls and
Damage, unless against one specific creature), and
75
try to give it at least one special power. Entire Coldfrost Ring
adventures can be written around the finding of one The wearer of this ring is immune to cold, ice and
particular weapon to be used for a great quest. spells or spell-like eects and the wearer can Ice Blast
and Ice Storm (see Elemental Blast and Elemental
Storm p53-54) as a caster of equal level to the
characters class level. The wearer can cast these a
Rings total number of time per days equal to their STA.
Even the simplest of copper rings found in the Casting these spell-like eects cannot critically fail
deepest depths of lost and buried cities can hold but require a Spellcasting Roll (2d6+KNO[+MAG if
great power. Prized by the stealthy, the nobility, or applicable]) and have a DN of the targets Defense.
those who don't wish to draw attention to
themselves, magical rings are often the symbol of Elven Ring
nobility or the symbol of someone who holds great An Elven Ring grants the wearer the ability to walk
power in the world of smugglers and thieves. silently and unseen thru any forested or wooded area,
along with the ability to Call Animals (p55) once per
day as a caster of equal level to the characters class
76
level (this requires no Spellcasting roll). When in a Archmage, either loved or feared. Many of these
wooded area the character will never get lost, will relics have been lost from the time before, when
always know true north and be able to find a secure great magics were common in the lands and wizards
campsite area with 2d6 minutes. Also, any hunting or commanded armies of dragons from towers built in
foraging Skill Tests are done so at Advantage while the clouds.
wearing an Elven Ring.
Sta of the Ancients
Ring of Armor The bearer of this Sta must be a Druid or the Sta
Rings of Armor grants the wearer Armor Points will cause 1d6 damage to the one holding it per hour.
between 1 and 5 depending on the ring. (I.e. A Ring The Sta of the Ancients grants the user the
of Armor AP4 grants the wearer 4 Armor Points). following:
This armor is not visible and cannot be detected. The ability to change into any natural animal, at will.
When casting spells from the Nature School the
Ring of Command caster is considered 2 levels higher than their
A Ring of Command allows the wearer to command a character level (to a maximum of 10).
number of creatures or NPCs up to a HD amount The ability to 'talk' to any living, non-monstrous
equal to the characters level. A Ring of Command creature (plants, animals, trees, etc).
will be associated with one particular race, creature Never lost when in an above ground, natural area.
or monster, such and a Ring of Undead Command or Can always find food and water for up to 4 people
a Ring of Human Command. (including self).
Takes 1/2 damage from any elemental or elemental
Ring of Defense like spell or creature.
This +1 to +3 Ring gives the wearer a Defense This sta, when wielded as a weapon, uses DEX for
bonus equal to its +. Attack Rolls and STR for Damage.
Potions
PC's and Crafting Magic Items
Fire Resistance
This fiery red potion gives its drinker immunity from Occasionally players may wish to create their own
minor flames and heat and allows them to take half magical items, or you may wish for them to create
damage from fire and flamelike attacks for an one for a specific task (like making a dagger than can
Encounter (or 1d6x10 minutes in non-combat). slay a specific demon). This is a great opportunity to
write an adventure (or a few) around finding the
Heroic Strength components needed to make the magical item,
This potion gives the imbiber a STR of 6 for the finding the long lost formula for crafting it, and
remainder of an encounter. assembling a host of Mages to help in it's
manufacture (of course with one Mage that's actually
Invisibility a spy for the other side and tries to thwart the
The drinker will become invisible for 2d6 minutes character's plans at the last minute). When making
(see invisibility p46) rules for creating such an item take into account it's
power and the more powerful the item the more
Speed dicult the components and the more powerful the
A potion of speed increases the drinkers Defense by 2 magics should be that are used to create it.
and MOVE by 5, this lasts until the end of the
encounter.
Stoneskin
A potion of Stoneskin gives the drinker 3 Armor
Points (AP) until the end of the encounter.
80
Magic For GMs
Magic in Havenshield is split into 3 distinct areas, Other Spellcasters: Blood Mages, Runecasters,
Minor Spells, Major Spells, and Rituals. Sorcerers, Demon-Bound Warlocks all exist in one
form or another. For more info on them see the
Minor Spells are slight magics, minor illusions, chapter on Other Magics (30-31).
cantrips, and the like. Gnomes & some Descriptor
Classes can use Minor Spells along with Mages.
81
a 1 on the Usage Check die reduces the Mages Magic
Usage by 1. Remember to leave the dice lay if its a
i.e. the NPC wizard Gorlack casts the Minor
damage causing spell.
Spell 'Thunder' at the player's Elven Rogue,
Forlania. Gorlack has a KNO of 3 and a MAG
At 1st level Mages begin with the spells of two
of 2, the GM adds both (3+2) to 7 for a total
Schools and gain access to additional Schools as they
of 12. Forlania must make a Defense Roll
increase in level, gaining one additional School at 4th
(2d6+Defense) and roll a 12 or above to
level and one more at 8th.
succeed and not be stunned for one round.
Each School has 4 spells included and when learning
a new School the PC has the ability to cast all of the
spells in it.
4 max+L max
83
killing him. He now possesses these angels souls and
Rituals is using them to power a new soul-stealing sword.").
Rune Magic
85
Setting Guide
86
creatures of the lands and in time a new people were
Introduction formed from Allfather's image, The Elves. With the
Elves magic came to Eoirwhyn, and eventually that
power led the Elves down a dark path as they created
Welcome to the Setting Guide. Inside this book you their own creatures. It is said that the Elves created
will find a basic fantasy world that you can make your the Dragons and drove the Dwarves below the
own. There are no plans to expand upon this world ground as the First People fled the fires that the
so take what you want from this setting, or the whole Dragons wrath brought to the lands. It is around this
thing and expand upon it with your own ideas and time the 3rd race appeared, The Gnomes, some say
truly make it your own. they are the third race of Allfathers people and
others that the Elves created them when they used
The bulk of this chapter is filled with information powerfulmagics on a clan of Dwarves, the magic
and adventure hooks for the Kingdom of reshaping those born of stone.
Havvengarde in the northwestern section of the
continent of Yoranthia on the world of Eoirwhyn. Its believed that in this time, when Elves ruled the
Followed by brief descriptions of the other countries surface world, that the Dwarves conquered the
of Yoranthia, the religions of Yoranthia, races, underground kingdoms and carved it into their
languages, magics & more. home, but by doing so they pushed the evils from the
depths to the surface. The Orc fled the darkness from
the might of the Dwarves and slaughtered the Elves
in their wake, taking their own chunks of the surface
world. The Elves and Orcs battled for a thousand
History years until...
Major NPCs:
Population: 32,400
93
Population:11712 (84% Human, 5% Halfling, 6% Wilgrim's great, great, great, great, great, great etc
Gnome, 2 % Elf, 1% Half-Elf, 2% Dwarf) grandson Lolin Valpop.
Ruler:Magi Estellian Roth Exports:Minor magical items, cord, rope, and
glassware.
Church(es):Highmother Chayre Tolston is the
current prelate of Walles. Major NPCs:
Military:Walles has a standing city watch of 185 Magi Estellian Roth (Human Male, 9th Lvl Mage)
troops but its main defense is a small contingent of Estellian is the long time and current mayor of
Gnome Illusionists and Human Wizards and Walles, vastly popular with the population of Walles
Sorcerers who protect the city from magic seeking he has used both his political and magical power to
thieves and bandits. They refer to themselves as The keep the city one of the safest and nicest places to
Faceless as they use magical means and masks to live in all of Havvengarde. Walles school system is
disguise their true identities, their numbers aren't considered the best in all of the Inner Sea.
exactly known but it is believed to be in the
neighborhood of 40 members strong. They are easily Highmother Chayre Tolston(Female Gnome,8th
recognized by their large hooded purple robes with a Lvl Healer Mage), Chayre is the prelate of Walles. A
faceless mask embroidered on the back. former adventurer and friend of Alabaster of
Woodsborough she has been known to leave her
duties to her next-in-line (Adept Sterus Macmillan)
Points of Interest: and leave town for longish periods (rumor has it she
continues the hunt for the leader of the Cult of Nyarl
"The Factory" this small building located in the that operates in the civilized areas of the Inner Sea).
center of town is not quite as it seems. Plain and
slightly rundown on the outside with just a small Lolin Valpop(Gnome Male,Lvl 8 Mage), Lolin is
swinging sign outside that bears a single purple star, believed by many to not only be the Curator of the
those who have been inside say its a sprawling maze Children's Museum but the leader of The Faceless
of rooms and warehouses. Mages and Illusionists even though he is never seen outside of the
spend days here crafting mostly useful items (logs Museum.
that light themselves and create heat with just a
command, torches and lanterns of magical light, etc) Esther Muldoon(Human Female, Lvl 0) the very
for export and sale to the wealthy and nobility. elderly Esther is the owner/proprietor of The Inn of
the Laughing Dragon. Esther is known around the
"Gnome Ward" housing the largest Gnome Walles area for her uncanny ability to know
population in civilized Havvengarde this ward everything about everyone.
neighbors its sister "Halfling Ward". Because of
Walles large population of small Demihumans it is Woodsborough
common for most storefronts to have both a large
main door and a smaller door in the center of the
Brief Description:'City of the Woods'
large for the ease of it's 'little citizens'.
Population:14,695(90%Human, 6%Halfling,
"The Children's Museum", built by the Grand
2% Elven, 1%Half-Elven, 1% Other)
Gnome Illusionist Wilgrim Valpop in Walles early
years, it is a favorite summer trip for children from
Ruler:Mayor Artor Cerwyn
across the inner sea region. The museum is the home
of many illusions to entertain the kids, from the
Church(es): Amid-sized Cathedral of Allfather
'upside down' room to the mirror maze, the levitating
stands towards the center of Woodsborough.
chairs and the 'purple gardens'. Admission is free for
Highmother Maryanne Loester is the 'Borough's
children 12 and under and adults and older children
prelate. Former adventurer and Healer Mage,
are asked for a small (1sp) donation to help maintain
Brondwen Strait, retired to Woodsborough in 573.
the grounds. The current 'curator' of the Museum is
94
Military:Small contingents from the Knights of the Highmother Maryanne Loester(Half-Elf Female,
Path, Knights of the Eagle, and Saint Ares Cohort Lvl 9 Healer Mage) , retired adventurer (she retired
have garrisons within the city (mostly used as some 5 years past after the loss of her husband, the
recruitment centers). The main military strength of barbarian Torun Grell, at the hands of a Nercomancer
The 'Borough lies in its city guard 'The Woodsman', named Urkir and his undead minions. Maryanne has
this force numbers around 260with most of its been known to aid those who seek Urkir's
members fighters, rangers, & paladins. In times of whereabouts in the hopes she can one day play
need Woodsborough can form a militia of some 2000 somerole in his final rest.
to 2400.
Prelate Brondwen Strait(Human Male,10th Lvl
Cleric Mage), Brondwen is as charismatic as he is
Points of Interest: powerful, formerly in battle and now in ceremony he
wields the Maul ''Stormsurge' (a +3 artifact with
The Tower of Bells' lie at the center of town and it is unknown properties).
believed it haskept tolling upon the hour for some
4000 years (pre-cataclysm), It was found shortly after Stanton Hamish(Human Male,10th Lvl Warrior
the cities foundingin the ruins of a city thought to Grion Rider), it is not uncommon to see Stanton,
still be hidden in the Woodsof Ypres (the original his sons and daughter, or his students flying thru the
finders did not give its location) and was magically sky of Woodsborough or landing in town for
transported here in 464 CY. supplies. Stanton is a favorite among the local
children and is often seen in the marketsquare
Garden of Storius', this garden of exotic flowers, surrounded by them. He often passes out sweet
herbs, and funguslay within the city gates in the candies he has made for him in the shape of a
northeast corner of town, originally built by grionand it's believed many a young person from
theGnomish Illusionist Storius and his bride Islan The 'Borough has grown up to seek adventure based
in the early 400's it has been tended by the city since on their interactions with Stanton as a child.
their passing in 469PCY. It is still rumored that many
a place in the garden is not as it seems and that the Alabaster(Human Male,10th Lvl Mage), the
location of the Master Illusionists hidden home lay reclusive Alabaster (so named for his albinism and
somewhere in its gates. penchant for wearing stark white robes) lives in a
twisting tower overlooking The Garden of Storius, on
'The House of Hamlish' lay outside the city proper the rare occasions Alabaster comes out from his
on a large hill overlooking the Inner Sea, Stanton tower he is always generally kind and his Faerie
Hamlish has used his large home and attached tower Dragon familiar Alfie likes to leave smallitems in
here to train Grionsand Grionriders for some 40 children's pockets (like a glowing rock or an acorn
years. The Kingdom of Havvengarde relies on his that makes giggling noises)when they venture into
service to train its small cavalry of some 40 the city (most often to have a pint or two at The
Grionriders. Standing Oak Tavern owned by Alabasters former
adventuring companion the Barbarian Storg 'The
Exports:Wood, paper, and meticulously crafted and Wall' Hammerwind.).
sturdy wooden furniture, also furs and wild game.
Woodsboroughs biggest export throughout the years
may be its adventurers, many an adventurer began
his life in 'The Borough.
Demihuman
Major NPCs:
Kingdoms
Mayor Artor Cerwyn (Human Male,Lvl 8
Warrior), Artor is a favorite amongst the Nobility of
Havvengarde as his tales of adventure are as grand as
his capacity for drink.
95
Three Dwarven clans and two Elven cities lie within
the country of Havvengarde. These cities and clans Cities of Clan Greybeard
are independent of the country but most retain trade
relations with the crown. Location:Anvil Mountains
Steward:Lord Baloril
Cities of Clan Ironshield
City Population: 45000
Location:Ordun Mountains
Tawarwaith City of Silverbirch
Ruler:Dain Ironshield III
Location:The Silverwoods
Cities:Capital Bagulum (pop: 3600), Bildarth
(2750), Dhal Boldor (1000), Dhim Ulum (1,500), Monarch:King Rileth Silverleaf
Thar Kuldir (1500)
City Population:80,000?? (estimated)
Estimated Population of Clan Ironshield:16,000
96
were lost with time after they were abandoned.
Forests of History says the mines lay due north of the Lost &
Ruined Elven City of Elastrial, as the gold mined
Havvengarde there was used in the construction of Elastrial's
Golden Tower (believed to be the center of Elven
magic in the ancient world). The Gold Forest has
been home to humanoid monsters for hundreds of
THE BORDER WOODS years but over the last 20 years towns near the forest
have sporadically spotted Undead (sometimes in the
Mostly thick evergreen forest which begins to get hundreds) coming from or back into the Forest.
hilly the closer you get to the mountains.
Orssehelundian Barbarians have been known to come THE SILVERWOODS
down from the Western Edge. Most people have Home to one of the last Sylvan Elven Kingdoms in
never ventured into the woods for distances further Yoranthia, The southern half of The Silverwoods is
than two miles. Troops from Fort Endurant have heavily patrolled by the dwindling armies ofKing
been seen entering and exiting the woods, sometimes Rileth Silverleaf. The Elves have been known to
covered in blood on the way out. The Border Woods harbor their friends among the Gaelnach in their
are known to be home to Gnolls, Bugbears, and Fey. borders and maintain good relations with the
Forest dwelling Gnomes are believed to have several Gaelnach Men of the Tribewoods. In the heart of the
towns within a days walk of Badun, but besides some southern woods lie Silverbirch, the Elven City of
minor trade in town they've been rather reclusive the Trees. Few men have seen it but those who have
last few years, even for Gnomes. Last year a party of speak of its wonderful staircases that spiral around
what were described as strong adventurers entered the largest trees, Its faint blue glow, and the many
the woods in search of a large green-hued Dragon, luminescent bugs that light the air itself even in the
the single remaining member of that party, the Dwarf darkest of nights. The Northern Reaches of the
Fighter Bralmolir Mountainchest, has spent many a Silverwoods are another story, here the Elves try to
night telling the tale at a bar in the vicinity of keep evil at bay and have been at war with some
Magefall called The Inevitable. unknown force for countless years. King Rileth has
yet to ask for aid from Havvengarde or the Dwarf
THE MOONWOODS Clans & he has lost no further lands to the blight, so
A light,airy forest of varying deciduous trees that it is assumed at least on the Elves part they have it at
goes from lightly forested to heavy seemingly at best under control and at worst at a neverending
random. Filled with creeks and streams it is a favorite stalemate with whatever dark forces lie there. Along
among hunters along its outer edges. Though no the Southwestern edge of the wood near the river
hunters dare tread toofar into the woods as fey and and the wood it is not uncommon to see dozens of
satyr, unicorns and solitary druids call it home. The wagons of Jardani meeting with not only the Elves
Moonwoods are generally safe to venture into by but the fey of the forest and the Gaelnach.
those goodly-aligned and true, but from time to time
dark forces rise from itsdepths and threaten to KARN WOODS
change the balance of the Moonwoods itself. A few The Karn Woods, despite being in the northern
autumns past a Ranger from Tarndale put together a center of Havvengardes more 'civilized' Western side
small band of like-minded protectors of the natural is a relative unknown. Its miles upon miles of
and it was said they returned with the heads of 100's interior appear to be somewhat hilly and those who
of Goblins, but they claimed they had failed to find have passed a ways into its depths have returned
the creatures leader. with stories of screams in the night. Large fires in the
forests heart have been seen as far away as
THE GOLD FOREST Bridgewater in years past, and locals speak of seeing
A mostly evergreen forest, the Gold Forest was so dark wings against the moon on the nights the fires
named because at one time various Hill were spotted.
Dwarvesmined its depths near the base of the
Ordun Mountains. The mines and their locations
97
THE TRIBEWOODS
The vast Tribewoods juts against the western edge of Military Of
the Anvil Mountains and along with Leonne's Dragon
Woods, is one of the lastremaining homes of the Havvengarde
human race of Gaelnach. The Gaelnach roam its
interior from north to south and though not
generally friendly to other races ofmen, they are Knights of the Eastern March
rarely openly hostile. Preferring to let others be and The Knights of the Eastern March are an honor based
find their fate in the deepwoods. The Gaelnach collection of noble born men. Usually Knights of this
occasionally send help to the Knights of the Lantern order are beholden to and the elite guard of
in times of war, but in times of peace they have been Havvengarde's eastern based Thegns and Thegndoms
known to raid some of the easternmost towns of & Leonne's Eastern Dukes and Duchies. The Knights
Havvengarde for food. The Gaelnach who venture of the Eastern March are recognizable by their blue
into Havvengarde are generally somewhat guarded in tinted heavy plate armor and their Mountain and
their dealings with other humans but those elves Sunburst symbol. It is estimated that membership
who the Gaelnach call friends have told tales of the exceeds 2000 members.
Gaelnach being at war with demonic beings where
the Tribewoods climb into the base of the Anvil Knights of the Path
Mountains. Knights of the Path are the Western Havvengardian
and Western Leonne version of the Knights of the
THE WOODS OF YPRES Eastern March and serve that areas Thegns or Dukes.
Few understand the grandness of the Ypres that cuts Knights of the Path wear heavy plate that has a small
the southern half of Havvengarde in two until they white cape with the path thru the forest symbol of
sail the river from the Inner Sea to Enfield or they their order. Estimated membership 2300.
stand atop the towers of the town of Ardenbury in
Leonne. The Woods of Ypres is almost a country Knights of the Eagle
unto itself and even though the majority of it lies Knights of the Eagle serve in both Leonne and
within the borders of Havvengarde, Havvengarde has Havvengarde, Knights of the Eagle have their own
never, and may never, have control of the wilderness independent leadership hierarchy and have been
here. Creatures both good and evil find shelter in the known to decline calls to war based on their strict
ancient forest here and many a creature calls it home. code of honor. Knights of the Eagle are all Holy
Tales of giant Treants curiously picking up those lost Warriors of the Hand of Allfather and are very small
in its midst and returning them to safety, tales of in number, it is estimated that only 300-350 Eagle
ancient manmade towers crumbling in its depths Knights exist. Generally Knights of the Eagle work
filled with treasures and hostile creatures, tales of solitarily or in small groups of under 10 unless the
true giants cutting swathsthru the forests on their Order calls for help in times of war. The symbol of
way to some unknown place, tales of an ancient evil these Knights is an eagle rampant.
so great it remembers the continents of Yoranthia
and Casanthia being one and works to make that so
Knights of the Lantern
again, with plans to rule it all from a throne made of
Not so much knights as they are fighters, thieves,
the bones of men, dwarf, elf, and the kindly races...
barbarians, rangers, and more. Membership in the
all of these tales may hold true in the shadows of
Knights of The Lantern only involves showing up in
redwoods so tall they scrape the sky itself.
the towns of Respite or Accord and declaring your
oath voluntarily (or in the case of some more
criminal elements involuntarily in return for delaying
your death sentence). The Lanterns are easily
recognizable by the black lantern shape they have
tattooed on their forehead. It is a common criminal
punishment in Leonne and Havvengarde to oer
defendants the opportunity to join the Lantern
instead of receiving a death sentence or hard labor.
98
The Knights of the Lanterns sole purpose is mountain chains Mithril. The heights of the
defending the Eastern Wall against the Orc Horde Strongwinds have been home to various good and
and the monstrous creatures who pass over the Anvil evil dragons throughout the years and its peaks are
and Greatwall Mountains. Membership in the known homes to Giants. The lower reaches of the
Knights of the Lantern is for life and desertion is mountains are regularly patrolled by dwarves and
punishable by beheading. men to stop the constant threat of Ogres and Trolls.
The ancient cradle of human civilization is thought to
Havvengarde's Standing Military be somewhere in the mountains depths buried
Each Thegndom maintains standing armies of troops beneath the earth when the continent of Eoirwhyn
that vary in number based on that particular Thegn's was torn in two in the Cataclysm.
size and danger level. Army service is voluntary and
generally for two year terms, it does pay decently and ORDUN MOUNTAINS
many an oldfarmer in the Eastern March is a former Home of the Dwarf Clan of Ironshield, the cities of
soldier. Clan Ironshield are actually carved into the sides of
the mountains themselves. The Ironshields have seen
an upswing in population in recent years after years
of low birth rates (like the majority of the other
Mountains Of Dwarven Clans). Along with the birth of a new and
larger generation of Dwarves the Clan itself has
Havvengarde slowly reconquered all of its formerly lost cities
except for Tor Hemkahldur. Tor is currently still being
held by the Dragon Tamenth The Redeemer and his
army. Havvengarde and The Elves of Silverbirch have
bothsent troops and supplies to help in recent years
THE ANVIL MOUNTAINS
in the hopes that they can turn the tide and rid the
The second largest mountain range in the known
mountains of Tamenth before his lust for power turns
world of Yoranthia, behind the Sungates, The Anvils
his head to the world outside of the Mountains.
are home to Dwarf Clan Greybeard and the current
Many human ruins dot the outer edges of the
KingMaglor Greybeard. The Anvils are rich with
Orduns, some are completely and eerily abandoned
iron ores and is one of the few places in the current
and some have been claimed by beasts and inhuman
world that Mithril is being mined. A stronghold of
monsters as lairs. Two human mines and mining
Dwarven power even thru The Dark Age after the
communities lie on the eastern edge of the range
Cataclysm, The Anvils have survived since the dawn
outside of the town of Nordesee. Recently the
of life on Eoirwhyn. The Dwarves mainly live beneath
easternmost mine has been losing miners almost
its depths in ancient cities carved from the bedrocks
daily and tales are coming from the towns near there
of the earth but the above ground world is not devoid
of the mine reaching new depths in the earth and of
of life. The mountains themselves teem with giant
miners returning to the surface having seen what
and ogrekind, trolls and mountain tribes of
appears to be a buried city in the deepest tunnels. Its
Hobgoblins, Goblins, Bugbear, and Gnolls. The Great
ancient roadways a crypt for thousands of bones &
Dragon Aleiustyraxus is thought to lair on the
red eyes in the dark.
snowcovered highest peak of the Anvils. Occasionally
raiding parties from the Orc Horde will brave the
southern depths of the Anvils trying to find passage ELNHEIM MOUNTAINS
around the Eastern Wall, but so far those plans have Only the southern range of the Elnheims lay in the
been crushed by King Greybeards army. lands of Havvengarde. Further north the Elnheims
are treacherous and along with the Sungates are by
far the two most dangerous mountain chains in
STRONGWIND MOUNTAINS
Yoranthia. The north and western end of the chain is
Like their Dwarven cousins to the East Clan
the defacto kingdom of the Giants. The Dwarven
Goldbeard maintain relative control of the depths of
Clan of Sturn maintains several small outposts in
the Strongwind and the world beneath its chain. The
Havvengardian territory, mainly to facilitate trade
mountains are mined almost day and night for their
with Clan Ironshield. Occasionally Giants have made
Iron, Gold, Platinum & what remains of the
their way down the chain into Havvengardian lands
99
and on the coldest of winters Dragons have made the in the Stormwave in every season but winter. Every
southeastern tip their home. White furred arctic 15-20 years the sea freeezes solid enough in winter
goblins have been captured by scouting parties from that the Orssehelundians will walk across its's length
Fort Endurant even in spring. The Sturn Dwarves are and raid the northernmost cities and towns of
known as a true and good people and a little more Havvengarde. Along the northern coast of
light hearted than other Dwarven Clans, a stark Havvengarde mermen from the deeps of the seahave
contrast to their brutal Orssehelundian neighbors, been known to trade in the ports of Badun and
The Heimfyrd Clan. Rumors persist that above the Kampenheim. Dragons have been known to trail
Elnheim range a race of white skinned and white ships across the Bay.
haired elves ride polar bears in the wastes and that
this cavalry of snow elves has been holding back an THE INNER SEA
army of true giants as tall as the mountains The Inner Sea is the hub of trade for Havvengarde.
themselves. Many a ship sails its waters. A common trade route
for Havvengardian ships is to sail from
Woodsborough on the Inner Sea or from Ellesdun on
the Great Serpent River into the Western Ocean and
along the coast of Leonne into the Western Ocean
Oceans, Seas & and to the island city of Sanctuary and back. Few
dangers still exist in the depths of the Inner Sea even
More though Havvengarde maintains no Royal Navy, it
employs mercenary sailors (The Sea Wolves) to assist
Leonne's Royal Navy in patrolling the Great Serpent
THE WESTERN OCEAN River and the Inner Sea.
Only the heartiest of ships sail across the Western
Ocean and although some ships in Yoranthia could THE GREAT SERPENT RIVER
make that trip its a rarity but for a few ships from Technically not so much a river as it is a narrow sea
Sanctuary to make the trip Westward. Most trade that leads into the Inner Sea from the Western
from the Great Empire Across the Sea (Casanthia) is Ocean. Its banks at the narrowest points are still
brought from the West on giant ships from some 10-11 miles apart. The Great Serpent is
Casanthia's Imperial Armada. These ships are floating crossable from almost every town and city by
fortresses and feature crews the size of some large passenger barges large enough to take not only ones
towns. Many hazards lie in the Western Ocean and person but a wagon, horses, and even trade caravans
most oceanographic maps contain markings for 'Here onboard. The lifesblood of the region that ties
Be Dragons' and Beware the Kraken'. In the summer Havvengarde to it's southern neighbor Leonne "The
of 573 an Imperial clipper ship sailed into the port of Snake" (as its commonly called) is known not only
Ellesmere along the Great Serpent River and docked for its ship trac but its abundance of fish that feed
along the pier. After a couple of days the city guard most of the southern half of Havvengarde and the
grew curious as no one was upon the deck. They northern half of Leonne. Technically the border
entered to find no one aboard, no sign of struggle, between the two countries lie dead center of the
the provisions were still stocked and the cargo was Great Serpent but both countries let each others
still intact in the hold. The ship sat that way for a ships run the width and length of the river and The
couple of months until a second fully crewed Armada Inner Sea freely. Piracy and the like has been unheard
clipper docked beside it. Witnesses said a powerful of along its lengths for well over 150 years and the
mage stood upon the deck of the ghost ship and an last known tragedy that people would tie to its name
instant later in a cloud of magical energy the ship would be some 46 years past when Orssehelundian
disappeared, transported back to Casanthia. Jarls sent a fleet of ships down its lengths pillaging
the coastal towns and cities along the way. They were
STORMWAVE SEA stopped in Walles when the river itself swallowed
Travel by ship in the Stormwave is a dangerous and their ships. No one claimed responsibility for such
deadly aair as Orssehelundian raiding ships and powerful magics but rumor has it the Wizards of The
stolen ships crewed by Orcish pirates ply their trade
100
Faceless are responsible
for the grand display of
magical power.
LONG LAKE
The banks of Long Lake
are home to many a farm
and its abundant
freshwater fish are a
favorite delicacy across
Havvengarde. Adunaic
Elven boats from
Elliandor have been
known to sail down the
river to its southern banks
and dock along the Woods
of Ypres. Upon docking
eyewitnesses have said
Adunaic Elven nobility
has departed with troops
and travelled into the
forest. It is rumored they meet with representatives
of a city of Elves that lay within the Ypres... a hidden
city that has stood in the Forest since before the Religion in
cataclysm itself.
Havvengarde
THE WASH
The Wash's western banks are home to many a
human and halfling farmer. Because of the dangers of General Info
the Sea of Graves at the end of the river that connects Pretty much every town, city, village, and hamlet in
it to The Wash, most of the metals found in the Havvengarde has a standing church or shrine. Local
mining camps outside of Nordesee are sent by boat priests are the lifesblood of a lot of communities in
down thru The Wash to the town of Eagle's Point and Havvengarde, they help feed the poor, they perform
from their are transported by caravan overland to social services and preside over weddings, birth
Enfield and shipped down the river to The Inner Sea. rituals, funerals, and more. Because of the funding
This has occasionally made the road from Eagle's the church receives it is a rarity to see starving or the
Point to Enfield somewhat dangerous as bandits try hungry in Havvengarde. And because of the churches
to steal the riches of the mines. The Wash is home to use of healing powers it is almost unheard of for
a fairly large group of Jardani who live along the river parents to lose their children at a young age (in the
and along the lakes edges in barge-homes. They case of an accidental death of a child the Church will
frequently meet their land caravan based brethren raise that child from the deadfor no fee and if no
along the Eastern shores of the lake of Nordesee. healer of significant enough power is close by, which
is often the case in small villages and towns, the
church will get a healer there to do the ritual).
Stillbirth and plague are also almost unheard of. In
comparison to Earth's medieval Europe,
Havvengardians are ruggedly healthy, well-nourished
and clean, which in large part is due to the Church of
Allfather.
101
Church Leadership in Havvengarde pull o the road to the right and when the second
wagon starts to pass the wagon driver will stop and
Patriarch:Rinhelg Genricksonof Havenshield shake the hand of the pulled over wagon and they
will exchange pleasantries, brief trail conditions and
List of Prelates: local news. This even occurs in a more basic form on
roads as drivers will stop alongside each other and at
Havenshield-Highfather Dunwill Restwillow minimum shake hands.
Ellesmere-Highfather Storn Reschter Travel Times
In general a traveling party that includes walkers or a
Hallstead-Highfather Hall Crawford wagon will cover a distance of one hex (on the 24
mile per hex) by road or trail at a normal movement
Karsbury-Highfather Carling Upton rate. You can move 1 and 1/4 hexes at a fast pace and
3/4 of a hex at a slow pace. On 6 mile hex maps this
Stanburg-Highfather Marlow Denholm translates to 4 hexes for normal travel, 5 hexes for
fast, & 3 hexes for slow.
Walles-Highmother Chayre Tolston
Queen:Gwennolyn Havvenson
The Basics
Road travel in Havvengarde is a mostly safe aair. Sons: PrinceGeraint II, PrincePhillip
Roads are fairly heavily patrolled by troops and
knights of each Thegndom. Most roads are wide Daughters:PrincessAda, Princess Una, Princess
enough to fit two wagons side by side and are "two Freida
lane" with wagons and horse trac riding in the right
'lane'. Walking trac generally walks along side the
road and not on the tracks in the lanes.
The 16 Thegndoms
In most areas it is common to find places that have Aegrim
been used as campsites for years every 5-6 miles and Brandt
on heavily tracked roads even more often than that. Dennings
It is common for wagon trac to caravan together for Dorset
overnights rest in one of these campsites and for Godwin
wagon masters to designate watchmen for the night Halliard
shifts, share a meal, and help in any way they can Henegar
(fixing wheels, helping with horse feeding, etc). Hereford
Hildegarde
Trails are single lane and custom is that horses give Kentwick
way to wagon trac andwalkers give way to horse Korg
trac. If two wagons meet it is customary for the Maglor
eldest driver to get the right of way. One wagon will Mercer
102
Rittenwald Sama Albahir
Teudric Albahir. Ruled by a senate council, the country of
Walden Sama Albahir is considered the center of Yoranthian
learning. The country is made up of 7 independent
city-states with each having 10 senators on the
Sharn
The Eternal Empire of Sharn is ruled by the current
avatar of its God-King, Empress Qaran. Sharn is spilt
Leonne
into 3 provinces each ruled by a provincial governor.
The Lion of the East. Havvengardes southern Its state religion is The Church of Sharnhedin.
neighbor, The Republic of Leonne, has a population
of 1.25 million inhabitants (75% of which are
Varksland
humans of mixed Casanthian and Gaelnach stock).
The Savage Land. Varksland has no central
Leonne is a feudal republic ruled by an elected Lord
government and is ruled by an ever-changing roster
Regent and the country is split into 12 duchys each
of Clan Chiefs. A mostly human country (92%) the
ruled by a Duke or Duchess. The state religion is The
vast majority of the remaining population of
Church of the Allfather.
Varksland is made up of Orcs and Half-Orcs.
Varksland is a brutal land of never-ending winters.
The Free Peoples
The people of this country follow animistic religions.
The island country of the Free Peoples is a colonial
empire founded by Grand Admiral Yarl Anderson, it
Distant Lands
is the center of trade between Yoranthian countries
and Casanthia across the Western Ocean. The
population of the island is made up of humans from Casanthia
all over the known world and a smattering of other The Empire of Casanthia lies across the western
races. The largest city in the known world, Sanctuary ocean and shares both its language (Casan) and the
(pop. 200,000+) is the seat of the Free Peoples human racial stock of Casanthian with the peoples of
power. The country of the Free Peoples has no state Leonne, Havvengarde, and Sharn. Casanthia is a
religion as it welcomes all peoples, religions, & Feudal Empire and its current leader is Emperor
philosophies. Storldir VII. Its state religion is The Empiric Church
of the One God (a more militant version of the
Church of the Allfather who does not follow the
Karahul
teachings of The Prophet, believing the prophets
The Exotic East. Little is known of the country of teachings to be heresy). Casanthia maintains
Karahul. Its sole port that allows foreign trade is diplomatic and trade ties with most of Yoranthia in
Lantern Harbor and it is a crime punishable by death one form or another. And its not uncommon to see
for foreigners to be in any city except Lantern Harbor. ships from Casanthias Grand Armada in the
Karahul is ruled by local Warlords and Elders and its westernmost port cities of Leonne, Havvengarde,
state religion is the Philosophy of Karahism. Sharn, and the Free Peoples or in the port city of
Lantern Harbor in Karahul.
Orssehelund
The Savage North. The viking like Orssehelundians Ebothan Tribal Lands
are ruled by High King Gravulf Aethelwulf. The Ebothan hail from south of Yoranthia, known for
Orssehelund has a population of 1.2 million people, their tall, dark skinned natives they can often be seen
mostly humans (85%) but with a large population of wearing elaborately patterned tunics with small caps
orcs (10%). Orssehelund has no state religion as its in various port cities across the known world. The
people worship nature spirits, ancestors, and great Ebothi were once part of a great empire that spanned
heroes. the southern half of Eoirwhyn's globe. After their
empire fell in the cataclysm they reverted to their
ancestral ways. The Ebothan lands are dotted with
103
various tribes and clans of all sizes. They generally The 9 Dwarven Clans
only arrive in Yoranthia for trade purposes.Their Stoneborn Dwarves have 9 clanholds beneath the
native language is Bothi but those met in ports major mountain ranges and hilly regions of Yoranthia
generally speak the native human regional tongue of that are united as a confederacy. The clans elect a
the port city and/or they use magical means for High King who acts until his death, at which time a
communication purposes. new king is elected. The current king is Maglor
Greybeard of the Greybeard clan of Havvengarde who
The Landless Peoples took the throne is 496 CY.
The Gaelnach
The Gaelnach are an ancient people, the
last remnants of a race who ruled a great
empire throughout western Eoirwhyn in
the years before the cataclysm. With the
coming of the Casanthian invaders in
450PCY the Gaelnach were driven into
the forests and mountain passes of
Leonne and Havvengarde, and south into
the subtropical forests at the foot of The
Greatwall Mountains. Those who
remained in other human occupied lands
gradually lost their cultural identity as
they intermarried with the Casanthian
people's.
Today the scattered tribes of the Gaelnach
remain deep within the great forests of
the Tribeswoods in Havvengarde and the
Dragon Woods in Leonne.
The Jardani
The People of the Song, are a race of
nomadic humans living throughout
Leonne, Sama 'Albahir, Orc Tribal Lands,
and Havvengarde. They generally worship
Allfather but also have rich traditions of
ancestral heroes and revere nature itself.
A superstitious people, they are known
for their many folktales and folk remedies
(as well as curses). Their history is
passed down through folktales and
stories and their language of Jard. They
have social taboos that are perceived as
virtually unbreakable that prohibit such
things as marrying outside of their own
culture, or teaching theirlanguage to
non-Jardani. They also have cultural
standards that allow them to treat non-
Jardani dierently from their own people.
They can lie, cheat, steal, and deceive
outsiders but are harshly punished if
doing the same to their own people.
104
unbearded but rarely seen by anyone but other
Races of Stoneborn. Women are highly prized amongst the
people but family lines are traced thru the male
Yoranthia lineage. The Stoneborn are generally unafraid of
magic itself but do not take kindly to Mages and
consider them the sole reason for the Cataclysm of
Eoirwhyn.
Dwarves of Yoranthia
The Dwarves, in old texts referred to as 'The First Sun Dwarves
People', are the most ancient of the world's races.
Most Dwarves encountered in Yoranthia are Sun
They generally live under the mountain ranges of
Dwarves, physically identical to Stoneborn Dwarves
Yoranthia, most living the entirety of their lives in
but often with a deeper, more tan skin coloration,
the deep underground halls and cities of the Dwarven
Sun Dwarves are those who by choice (or sometimes
Kingdoms.Not as fertile as humans, they have few
by exile) leave the Dwarven clanholds to either make
children & less than a third of their people are
a living as traders, smiths, or sometimes mercenaries
women, who are often guarded jealously within their
on the surface world. Sun Dwarves are believed to be
cavernous halls. A once prolific race that spread
100%male and have become much more common in
beneath the earth with their individual kingdoms tied
the last few hundred years. It is beyond rare to see a
together by the subterranean Deep Roads, the years
female Dwarf at all (in Stoneborn communities
of warfare with other creatures and races of the
females are more often than not relegated to the deep
Under Kingdoms have left them a much smaller and
levels of the cities where no one but other Dwarves
more isolated community. The remaining
tread), but not a single female Sun Dwarf has been
subterranean Dwarves ,'The Stoneborn', maintain
seen. This has led to many a surface Dwarf settling
trade relationships with the other races of Yoranthia
down and marrying their 'distant cousins' the
and perfunctory diplomatic ties with the countries of
Gnomes and as time goes on quite a few Half-Dwarf/
the Inner Sea, but beyond that few seem to know the
Half-Gnomechildren have been spotted in the
realty of what is happening to the Dwarven race.
playgrounds around the Inner Sea.They most often
king, who acts as High King over all the clans until
Stoneborn Dwarves
his death, at which time a new king is elected. The
The Stoneborn consider themselves the True
Deep Dwarves of the Argreddel Clan are not
Dwarven people and although generally friendly to
recognized as a legitimate clanhold and are
their surface kin, they do not really consider them
considered vile enemies of the "true" Dwarven
Dwarves anymore. They look on them as outcasts
people.
and 'unworthy'. Stoneborn are often pale in
complexion with an earthy stone like undertone to
The following list of the Nine Clans follows this
their skin. Their beards are immaculately cared for
formatname/location
and can become white (but most often gray) with
advancing age. Wide of chest and calloused of hands,
Storll/ Sama 'Albahir
the Stoneborn have many traditions that would be
Karuc/ Leonne
foreign to the outside world. Stonebornwomen are
105
Greybeard/ Havvengarde towered cities of their ancestors. Slow to breed, often
Heimfyrd/ Orssehelund only having one child, they have slowly been
Khahan/ Sama 'Albahir disappearing from the world of Eoirwhyn. Many
Ironshield/ Havvengarde retreating to the hidden islands of Mirath. City Elves
Vorstor/ Orc Tribal Lands are known for their noble, sophisticated attitudes as
Goldbeard/ Havvengarde well as their penchant for powerful magics.
Sturn/ Orssehelund
The following lists the 3 remaining elf citadels of
Yoranthia in this format Name/ Location
Game Rule Information
Because of their non-magical nature Dwarves Wala Dorthore/ Leonne
cannot take the Mage class, but they are resistant Thaslin/ Leonne
to magic based attacks (taking half damage). For Sun Elliandor/ Havvengarde
Dwarves this resistance slowly fades (1/2 damage for
the first 5 years above ground, 1/4 damage for the
next 5-10 years, and no longer being resistant after a The Tawarwaith
decade). The Tawarwaith, literally "Forest People",also called
Sylvan or Wood Elves, are considered the 'wild'
Dwarves in Yoranthia use the standard rules in cousins of the Adunaic. Physically smaller than the
theHavenshield Character Races section.Dwarven Adunaic and with longer ears, they tend to also have
characters speak Dwarvish as a starter language and darker hair and eyes.More prolific than their City
Sun Dwarves generally speak the local regional brethren, they are also a bit shorter lived, and
language of humans. although still magically inclined are more likely to be
masters of the longbow than masters of the magical
Dwarves reach adulthood at 40 years of age and live arts. The Tawarwaith dwell in the ancient forests of
on average 200 years. Males average 4'8 in height and Yoranthia, protecting their ancestralhomelands. A
around 185lbs in weight. Females average 4'5 in very secretive people, and rarely seen far from their
height and are less stocky weighing in at around homelands, The Elves of the Woods are nevertheless
145lbs. considered a friend to the other races of Eoirwhyn.
Spiritdale/ Leonne
Elves of Yoranthia Dawncarver/ Karahul
Once the rulers of the surface of Eoirwhyn, the Elven Silverbirch/ Havvengarde
peoples have been on a steady decline. Historically Oakheart/ Orssehelund
Elves were one people but since their retreat from
the world and the cataclysm the nation of elvenkind Game Rule Information
has been split into 2 distinct subraces. Both High Elves and Wood Elves use the modifiers
and benefits listed in the Havenshield Character
Elven Subraces Races chapter.
The Adunaic Elves Although they live abnormally long lives, Elves
The Adunaic, more commonly called City Elves, and Elven characters cannot be truly resurrected
Tower Elves (because of their ties to the magical from death. They can however be revived by a
arts)or derisively referred to as "Blood Elves" for Youre Not Dead Yet spell.
their part in the magics that caused the Cataclysm of
Eoirwhyn. Often reaching 6 feet tall the Adunaic tend Although Elves live very long lives, both the
to have lighter colored hair (often blonde) with blue, Tawarwaith and Adunaic elves have a tradition of
green, or gray eyes. Theylive in the remaining letting their newly 'adult' elves leave home for some
25-40 years to travel and study the world. Though
106
most Elves do not take this 'Sabbatical', it is assumed Halfling characters speak the local language of
that those who currently live among humankind or humans (The world of Eoirwhyn has no native
are adventurers are currently on"Wanwa Tuulo' Halfling tongue).
Eska" (Away from Home).
Halflings reach adulthood at 20 years of age and live
Elven characters begin the game having Elven as on average 150years. Halfling males average 3'0 in
their starter language and often speak the local height and around 45lbs in weight. Females average
regional tongue of men or Sylvan (the language of the 2'9 in height and weighing in at around 35lbs.
fey and Gnomes) as a secondary language.
Humans of Yoranthia
Elves reach adulthood at 75years of age. It is
Humans are the most diverse of all the races, with
believed that Adunaic Elves can live up to 1000
skin and hair varying in color from black to the
yearsbut Tawarwaith Elves age more rapidly living
lightest pale and yellow. Their men may or may not
only half as long (500 years).Elves stand between 5
wear beards and their eyes can be of various hues,
& 6 feet tall with City Elves being towards the 6 foot
tending towards shades of blue or brown. See each
mark and Sylvans towards the 5. Both are slight of
regional description and theHavenshield Players
build weighing less than humans of the same
Handbook for detailed descriptions of human
heights.
characters.
107
Albahir:The people of Sama 'Albahir Game Rule Information
descendants of the mountain tribes of Kas Orcs use the standard racial abilities and ability score
speak Almiri as their main language. modifiers listed in the Character Races chapter.
Kara:The exotic people of Karahul speak
Dae as their main language. Orc characters speak a guttural and roughform of
Var:The people of Varksland speak Tursk as Elven (they can communicate with Elves fluently and
their main language. vice versa but do have their own slang, etc)as their
Orssehelundian:The Northmen of starting language but often speak the local regional
Orssehelund and northern Havvengarde human tongue.
speak Targ as their main language.
Jardani:The Jardani speak Jard as their Orcs reach adulthood at around 14 years of age and
main language and gain the local regional live on average 50-60 years. Orcs can range from 5
language of humans as a bonus language. feet tall to a massive 7 feet tall and weigh anywhere
Ebothi:The Ebothispeak Bothi as their from 180 to a hair over 300lbs.
main language.
Gaelnach:Because of their ancient ties the
Gaelnach speak Elvish as their main
Half-Races
language. Many half race people exist across the lands in areas
where multiple races cross paths, Half Human/Half
Orcs being common in both Varksland and
Orcs of Yoranthia Orssehelund, Half Human/Half Elves near the
Orcs inhabit most of Yoranthia in one form or Silverwoods, Half Dwarf/Half Gnomes in the city of
another, from small tribal woodland bands to the vast Walles, etc.
nomadic empires of the tribes in the East. Mostly
knownfor their barbaric ways and customs the Orcs
of Yoranthia have carved out a living in some of the
most hostile territories in the lands. The brutal
Eastern tribe has slammed its might against the
eastern wall enough times that maybe just once more
Religions of
and that man made barrier will break and the great
horde of Orc will sweep across the Inner Sea
Yoranthia
Kingdoms slaying and enslaving those in it's wake. In
contrast the more civilized Orcs in Sama Albahir and
eastern Sharn live rather mundane lives, hunting and
The Church of the Allfather
fishing and trading with their neighbors. The Orcish
race are at a crossroads between becoming truly
The Allfather is worshipped by the people of Leonne,
civilized or reverting to their inhuman and bestial
Havvengarde, The Free Peoples, and Sama 'Albahir.
nature.
The Enlightened Sharnhedin and The Empiric
108
The Church is a singular unit for the most part but is Ranks of Priesthood
split into 3 distinct parts (The Eye, The Hand, and
The Heart). The general populace pays homage to Acolyte:They are called brother, sister, or
Allfather for dierent occasions (ex: a attendant and are responsible for clerical
sacrificebefore a boat voyage, a prayer before a duties and menial labor throughout the
battle, etc). Sacrifices to the Godare commonly in church. They also assist servitors working in
monetary donations or food stus (which the church the community and help in healing and
then donates to the poor). The Allfather is very feeding the poor.
present in the day to day workings of Estegaille and Initiate:They are called servitors. Their
while people believe hesaved them from the duties include serving the community thru
darkness the reality is he wassaved by the people of guidance and labor. Servitors assist in many
Yoranthia, when he was all but forgotten in his home capacities; as farmers, carpenters, physicians,
plane. teachers, counsellors and protectors. In
smaller communities servitors perform
The Eye of Allfather masses and administer the blessings of the
The Eye is the branch of the church that uses Allfather to newborns and the newlymarried
divination and other means to foretell the future of and call upon him to bless the dead.
kingdoms and its peoples. Generally made up of Adept:They are called father, mother, or
Mages in its upper ranks, the lower ranks are the minister and have authority over lower clergy
recorders of history and its ranks are filled with members. They perform all religious services
monk scribes, artists, and others. The Eye is probably in most parishes and have the power to
the most secretive organization in the Church but it ordain new acolytes into the clergy.
works for the betterment of not only the Church Additionally, adepts provide religious
itself but for the goodly races of Yoranthia. counseling and act as the political body of the
church. They often act as emissaries with
The Hand of Allfather government ocials and other church
The Hand of the Church is the militant and defensive branches.
arm of the Church in Yoranthia. It is made up of Prelate:They are called Highmother or
some Mages (who take on not only the Healing Highfather and have authority over a group
School of Magic but more military minded spells like of parishes in a kingdom. Each duchy,
Holy, Protection, Etc), but mostly this arm of the thegndom or county has 1 or 2 prelates
Church is comprised of Templars, Crusaders, assigned to it. Their role is that of regional
Paladins, and other Warriors. The Church itself has organizer and overseer to the area's adepts.
very rarely gone 'to war' with any one country but it They ordain adepts and elect the Kingdoms
has in times of need sent troops to defend cities or patriarch or Matriarch.
towns against monstrous invaders. The Hand has Patriarch:The high priests of Leonne and
been known to take an active role in the defense of Havvengarde hold the post of Patriarch, with
the Inner Sea region against any encroachment by the the title of Matriarch used for female heads
Sharnhedin Enlightened. of the church. In Havvengarde and Leonne
one patriarch rules the priesthood
The Heart of Allfather throughout each realm and has the final say
The Heart is the largest branch of the Church and is in all religious matters. Furthermore the
made up of lay priests, Healers, missionaries, and patriarch of each kingdom has the duty of
more. The Heart in Yoranthia not only takes care of blessing the new king or queen upon their
the day to day running of the Church, but deals in ascensionto the throne.
healing and feeding the sick and poor. The Heart is
made up of various Mage healers, priests, prophets,
scribes, and monks.
109
Gods or open gates to worlds where those beings
The Sharnhedin
hold sway.
The Sharnhedin worship their Eternal Emperor
(currently Empress)as their savior. The worship of
the God-King and the acceptance of its teachings led
the Sharnhedin people to great heights after the The Philosophy of Karahism
countries founding in 2730PCY. They refer to the The Karahim believe that all creation stems from a
Allfather as the 'Enemyof Man' and the 'Non-God'. force they call Kara (the fountain). To the Karahim,
Despite their revulsion to the Church of Allfather the Kara is the font of order, tranquility, creativity and
hierarchy of The Sharnhedin mirrors that of its creation. Birth, life, decay and death are all a partof
enemy almost exactly, except that familial titles this natural order and perpetuate further growth and
(brother, sister, mother, etc) are never used. creation. Chaos, manifested through uncontrolled
emotion, destruction, and violence goes against this
Within Sharn each district has 2 Prelates assigned to order and forestalls it... But cannot hope to destroy
it, while the lord stewards assigned to each of the 3 order and halt creation. Priests of this philosophy
provinces are equivalent to patriarchs. Members of draw power from the elements as they are the
the The Sharnhedin are usually adepts, though major architects of this world and forefathers of the gods.
cities often have a Prelate within the council.
Cults
Members of the church are watched closely
Many cults operate in the region, some seemingly
throughout their ascendance in its ranks and will
popping up overnight and others that trace their
eventually be "brought before the wisdom of the
lineage back to the lands of Mysthora. Often cults are
Eternal".
demonic in nature but their are some known cults
who worship the Elder Gods or representatives of the
Ranks of the Priesthood
Great Old Ones.
Acolyte
Known Cults
Initiate
Adept
The Fists of St. Maricus- The Fists operate
Prelate
throughout the Inner Sea region, an oshoot of
Lord Steward
Casanthias Empiric Church of the One God, this
cult worships St. Maricus The Bloodless, a saint of
Animism, Ancestor Worship & the Empiric Church that became a Lich to fight the
army of The Prophet in the Prophets War.
Elementalism
The Tentacles- A very secretive cult that is made
Animism is practiced by the Ebothi, The Gaelnach,
up of the wealthy. This cult operates all over
the Orc Tribes, as well as the peoples of Varksland
Yoranthia, with its goal being to commune with an
and Orssehelund. Preachers of animistic faiths are
Elder God and use its knowledge and power to
often called shamans (or Godsmen in Orssehelund)
conquer the world.
and call upon the spirits of nature, the fey, and their
The Shadow Communion- A collection of demon
ancestors for assistance and guidance. In addition
worshipping mages, this organization are known
each clan reveres its legendary ancestors as godlings
users of Blood Magic and use their ties to demonic
tied to the land and lifeblood of its people. Inmany
forces to gain power.
lands animism is tiedto the worship of the elements
who are the masters of earth, air, fireand water. The
elements themselves were responsible for the
Magic in Yoranthia is largely the domains of the
creation of Eoirwhyn itself and continue to help hide
Collegium Arcanum, The Church of Allfather, and
it from the eyes of The Great Old Ones. At the same
the Sharnhedin. Each employing dierent methods of
time they have little to no interest in the lives and
teaching or controlling the use of Magic. In the
actions of those who inhabit the world, so long as
country of Casanthia to the west, Magic is highly
those actions do not draw the attention of the Elder
controlled and punishable by death if used by anyone
but a very select few (called the Emperors Guard or
110
the "White Guard"). The following list the 3 main and BrokenTower Mages being the two biggest,
magical organizations in Yoranthia and then various see below for more on them).
notes on magic in other countries outside the Inner
Sea region. The Collegium Arcanum maintains close ties to the
Church of Allfather in both Leonne and Havvengarde
and many a child that comes in to fill its ranks had
been first discovered amongst the parishioners
childrenin the local church.
Magic in
The Church of Allfather
Yoranthia Training in the Church is a quite dierent process
than the Collegium and involves awakening the spirit
of the individual through dreams, meditation, fasting,
and more. The process is arduous and only the most
The Collegium Arcanum faithful and brave undertake the years of dedication it
Oftenreferredto by it's more common term Tower takes to become a Mage in this way. Even with the
Magic,practitioners of Tower Magic are called Tower years of training, Mages of the Allfather are limited in
Mages and are trained from a very young age. Magical the Schools of Magic they can learn (Divination,
talent of the type that the Collegium teaches is Heal, Holy, Protection). Mages trained by the Church
almost exclusively innate and begins to manifest are almost all exclusively Healers and are often
itself in children at a young age (sometimes as early referred to as such (rarely will any common person
3-5 years of age but more commonly around age 10). call a Church trained Mage anything but Healer or
Magical talent of this nature is seemingly random, their Church title, theword Mage is only used for
although a few families seem to have more than their those who practice magical arts outside of the
fair share of magic capable individuals. For most Church). Most Healer Mages belong to the Heart of
families having a child with innate magical talent is Allfather, but a few join the ranks of the Eye of
seen as a blessing by the Allfather and the Collegium Allfather if they are also gifted Diviners.
Arcanum gives such families a yearly payment until
the child reaches adult age in return for taking the The Sharnhedin
child into its care. The Collegium takes these Little is known about the training undergone by
children into their nearest academy and teaches them those Mages in the Sharnhedin, but like the
history, mathematics, arcane lore, and how to wield Collegium Arcanum it is known that those youth
the power they have. Most children raised this way showing innate magical abilities are taken into the
rarely, if ever,return to see their families afterward, magic towers of the Sharnhedin and raised there.
which has led some more vocal opponents of the
practice to condemn the Collegium for Other Magical Groups
'brainwashing'.
The Sons of the Wyrm-The Sons of the
As of late the Collegium has been employing more Wyrm mercenary ranks are almost
and more guards to watch over the incoming children completely filled with self-taught Mages but
as the Fists of St. Maricus have been more bold in a few dozen of them are known to be
their attacks and kidnappings of these future 'escaped' Tower Mages. The Sons are filled
spellcasters. with powerful spellcasters whose sole goal is
to sell their magical services to the highest
Although membership in the Collegium Arcanum is bidder. Both the Collegium Arcanum and the
said to be voluntary upon adulthood, the induction Church of Allfather are opposed to the Sons
ceremony into the Tower is known to include taking of the Wyrm and have been known to work
a few drops of the initiates blood (to help track down behind the scenes to put a permanent end to
the member should he or she flee the ranks of Tower its leadership and existence. Known
Mages). This process has also led to the formation of practitioners of Blood Magic,The Sons have
groups of renegade mages (The Sons of the Wyrm
111
been put on an eventual collision course with TheCollege of Metaphysics at Venorum ,lie
their enemies in the magical arts. within Sama 'Albahir's borders.
The Broken Tower-Not so much an Karahul-Little is known of the practice of
organization as it is a loose aliation of magic in Karahul, but reports of powerful
those spellcasters who have left the Kara spellcasters in the port city of Lantern
Collegium Arcanum (or been forced out). Harbor wielding magics like the west hasn't
Broken Tower Mages are feared by both the seen have filtered into the ears and minds of
Collegium and the Church for their lack of the leaders of magical studies of Yoranthia.
ties to the 'system'. Most Broken Tower Orssehelund-A rarity in Orssehelund,
Mages are indistinguishable from Tower Mages are Shamans to their people and are
Mages to the general population but as the called 'Godsmen' they believe their powers
ranks of this group grows, so do the worries derive from ancient spirits, the elements, and
of those in power at the Tower and the their ancestors. Rarer still are powerful magic
Church. users among the Orssehelundians but tales
Elven Mages-All of the major Adunaic from the distant past speak of powerful
Elven cities have academies dedicated to Godsmen leading their people and uniting
teaching those Elves who wish to become their Jarls and paving the way for their raids
Mages. These Academies are aliated with on the other people's of Yoranthia. The
the Tower Mages of the Collegium Arcanum, Kingdoms of the Inner Sea keep their hopes
and many an elf mage also serves in the up that this will not happen again in their
Collegium's ranks. lifetime.
Gnome Mages-Mages are fairly common Varksland-Magic in any form is highly
amongst the Gnomish peoples and almost feared among the Var and it is believed that
every Gnomish town, city, or village has a anyone showing magical talents would be
large population per capita of magic users in sacrificed to the spirits and pagan gods of the
its midst. Those Gnomes who show magical Varksland.
talents early in life are taught alongside the
other children in their communities schools The following lists the most commonly spoken or
but in addition are taught the ways of magic encounteredlanguages in Yoranthia. They are split
at home and by after school tutors. into 3 groups (regional, nonhuman, and ancient).
Halfling Mages-Although rare Halfling
Mages do exist and because of their close
bond with humankind most Halfling Mages
are Tower Mages and taught in the same way
as their human counterparts. Amongst rural Languages of
Halflings though there are a growing number
of Halfling Maes who fall outside the system, Yoranthia
being self taught they are treated as Broken
Tower Mages by the Tower and Church itself,
they are merely hedge wizards. Regional Languages
Orc Mages-Called Shaman among their Casan- The language most commonly
people Orc Mages are feared throughout the spoken inLeonne, Havvengarde, and Sharn.
lands if they are from a barbaric tribe. Some It is mostly identical to the language spoken
few Orc Mages have passed thru the ranks of in Casanthia across the western ocean. It
both the Tower and the Church over the features many regional quirks and accents,
years... and many an Orc Mage has led the though you can easily understand those from
charge for the Sons of the Wyrm. another country you can also identify where
they were born by theaccents and
Magic in Other Countries inflections of their speech.
Sama 'Albahir-The Collegium Arcanum Bothi-The native language of the Ebothi, it
maintains two colleges in 'Albahirand a would generally only be heard spoken by the
third independent magical academy,
112
dark-skinned natives of Ebothan tribal lands Terran-The language of earth-based
of the far south in seaports across Yoranthia. creatures.
Jard-The native language of the Jardani, it is
an archaic form of Cant and is never taught
to those outside of the Jardani people.
Cant-The language of Rogues, fences, and
the savvier of the urban poor.
Currency in
Dae-The native language of the Karahim.
Almiri-The native language of Sama '
Yoranthia
Albahir.
Tursk-The native language ofthe people of
Varksland. The standard exchange rates in the Havenshield RPG
Targ-The language of Orssehelund and are common across all of Yoranthia. Each major
some northmen in Havvengarde. country mints its own coinage in copper, silver,
&gold.All prices given in the Players
Nonhuman Languages Handbookare standard in most cities.
Dwarvish-The language of all dwarves, also
Whentraveling from one country to the next coins
a shared language with the Duergar.
are exchanged at a one for one rate (minus a 5% fee).
Elvish-Spoken by the Elves, Orcs, and
Gaelnach peoples.
All ancient coinage is taken at face value. Below is a
Giant- Spoken by Giants, Ogres, and Trolls.
list of the common coinage found in Yoranthia.
Gnoll-Spoken by Gnolls.
Goblin-Spoken by Goblins, Hobgoblins &
Copper(1/100th of a gold)- Called a pence,
Bugbears.
copper, or penny throughout Leonne, The
Vairndun (The Dark Tongue)-A spoken
Free People's, and Havvengarde. In Sama'
language used by most dwellers of the Under
Albahir and Sharn they are called centi
Kingdoms and the Deep.
(hundredths).
Sylvan-The tongue of Gnomes, this
language is also the primary language of all
Silver(1/10th of a gold)- The base currency
fey creatures.
of Yoranthia.Called a laurel in Leonne and
Havvengarde. They are called silver pennies
Ancient Languages by the Free People's. In Sama 'Albahir and
Aquan-The language of waterbased Sharn they are called decari (tenths).
creatures including mermen.
Auran-The language of air-based creatures. Gold-Called a noble in Leonne or a crown
Celestial-The language of the Heavensand in Havvengarde and bythe Free People's. In
itsservants. Used in solitary prayer by the Sama 'Albahir they are called shields. In
Clerics of its faith. Sharn they are called gold pieces legates.
Draconic-The language of dragons. It is
also the language of the magical Trade Bars:Many countries produce trade
incantationsused by mages(and they gain bars with varying gold piece values (usually
it as a bonus language in Yoranthia based ranging from 20gp-50gp) these bars are
campaigns). generally only used for large scale buying
Aelthanir-The spoken and written language between merchant houses and nations. Their
of ancient Eoirwhyn. value is based on weight and they can be sold
Ignan-The language of fire-based creatures. to coin dealers at a 10% exchange rate.
Rleyhian- The language of aberrations.
Sylvan-The language of fey creatures
including brownies, fairies, nymphs, satyrs,
treants, and more. It is also the language of
Gnomes.
113
Winter-Winter begins 22 Deepnightand
Calendar of ends 28 Winterwane.
114
Saints Day-14 Palesun; This is the highest winter". Its accompanied by grand plays,
holy day of the year and on this day the celebrations of the seasons births, and the
priests of the Allfather work great miracles hopes for a mild winter.
across the land. It is also a day of sacrifice to
them and the single day of the year that Elves Winter Solstice-22 Deepnight; A day spent
and Dwarves and Man and Gnome and with family and friends, gift-giving is
Halfling get together in large numbers and common.
give thanks to each other and to the
Allfather. Local Festivals-Almost every village, town,
and city has its own local festival or festivals,
Summer Solstice-8 Firemoot; Usually generally tied to some specific event (i.e. its
honored by small local plays and bards tales, founding, birthdate of a leader, specific plants
it is not really a major holiday, but it is harvest, etc).
marked on the calendar and minor
celebrations exist here and there.
Midsummer Festival-25-28
Firewane; A major festival across the
Inner Sea Kingdoms of Havvengarde
and Leonne. Carnivals, Jousts, Grand
displays of Magic, Blessings from the
Church, Marriages, and more all
abound the 4 days of Midsummer.
All maps in the Setting Guide were created with Hexographer Pro,
Available at www.hexographer.com
If you would like the .hxm maps to edit them for your campaign please
email me at scottgeg@gmail.com and I will send them to you.
116
Monsters & Creatures
117
Aalosis p120 Dire Boar p150 Meat Golem p182
Abolith p120 Doppleganger p151 Minotaur p183
Naga p184
Abyssal Guardian p121 Dragon p152
Nalfeshnee p184
Achaerai p122 Dretch p152
Night Hag p185
Angel p123 Ecal Lun p153 Octospine p186
Ankheg p123 Electric Wasp p154 Ogre Rat p187
Arctic Goblin p124 Elemental p155 Ogre p187
Ash Ghoul p125 Enttin p156 Ooze p188
Ethereal Marauder p156 Orc p189
Athach p125
Owlbear p189
Awakened Tree p126 Ettercap p157
Parasitic Undead p190
(Demonic) p127 Ettin p158 Polar Behir p191
Azer p127 Eye Lord p159 Purple Worm p191
Babau p128 Faceless p159 Rast p192
Balor p129 Forest Fey p160 Ratfolk p193
Barbed p129 Fungus p161 Ro-Yethen p194
Rust Monster p194
Barghest p130 Ghost p162
Sahuagin p195
Basilisk p130 Gialandrig p162
Scarecrow p196
Bearded p131 Giant Tortoise p163 Scorpidrake p197
Beast o/t Greenwood p132 Girallon p164 Scorpionfolk p197
Behir p133 Glabrezu p165 Sea Dragon p198
Blinkdog p133 Glug p165 Shadow Creeper p199
Gnoll p166 Skeleton p200
Bodak p134
Slaver p200
Boggard p135 Goblin p167
Snap Jaw p201
Bone p135 Goblindog p167 Soul Eater p202
Bugbear p136 Golem p168 Spider, Giant p203
Buggane p137 Gorgon p169 Spider Troll p203
Bulette p138 Grick p170 Spiked Golem p204
Carnivorous Girae p138 Grim p170 Stirge p205
Succubus p205
Cavedevil p139 Harpy p171
Trash Goblin p206
Cavern Octopus p140 Hero p172
Treant p207
Centaur p140 Hobgoblin p172 Tree Goblin p208
Chaos Beast p141 Homunculous p173 Troll p208
Chimera p142 Horned p174 Ttorse p209
Choker p142 Inevitable p174 Unnatural p210
Kobold p175 Urban Goblin p210
Chuul p143
Vermin Witch p211
Cloaker p144 Kraken p176
Vrock p212
Crowolf p144 Lammasu p176 Vulcari p213
Crypt Goblin p145 Leechrat p177 Wererat p213
Death Beetle p146 Maggot Hound p178 Wood Fey p214
Deathknight p 147 Magmin p179 Wretch Zombie p215
Deep Goblin p147 Mandrillus p179 Yeti p216
Zaestra p216
Demonia p148 Manticore p180
Zombie p217
Destrachan p149 Marilith p181
Dire Ape p150 Maug p181
118
Introduction
Monsters are listed in the following format (with i.e. a character hits a Goblin for 8 points of damage, and
explanations). Goblins have an AP of 2 so the Goblin takes 6 points of
damage.
Initiative: This is the creatures initiative number,
players must make an Initiative Check against this Perception: A creatures Perception number is used
number. Successful Checks (rolling at or over) for surprise. If a character wishes to sneak up on or
indicate a character acts before the monster, failed sneak by the creature, Perception is the number that
checks go after the monster. the PC must meet or exceed to successfully do so.
Health: A creatures maximum Health Points. When SIZE: A creatures size rating. Creatures are listed in
a creature reaches 0 HP it is considered dead. the following size formats.
119
These 10-12 ft tall humanoid beings with multiple
Aalosis hydra-like heads are believed to be either extraplanar
in origin or the result of ancient magical
experiments. Often found in the depths of the earth
enslaving weaker races to do their bidding. Evil and
Highly Intelligent. There are tales of Aalosis with
sorcerous powers.
Aalosis
Abolith
Initiative 13
Defense 12
AP 2
Perception 13
Size L
HD 4
120
but those who fail take 10 HP of psychic damage (and
Abolith
the Abolith gains those HP).
Initiative 18
Health
No. of Attacks
110
3 (tentacles)
Abyssal Guardian
Attk 14
AP 5
Perception 18
Size H
HD 10
Treasure: none
122
Immunities: Angels are immune to cold, poisons,
Angel petrification and all non-magical weapons.
Ankheg
Angel Ankheg
Initiative 18 Initiative 11
Attk 15 Attk 11
AP 6 AP 3
Perception 17 Perception 12
Size L Size L
HD 10 HD 4
Health 12
No. of Attacks 1
Attk 9
Dmg 6
Defense 8
AP 3
Perception 11
Scissor Grip: When struck by an Ankhegs pincers a
character becomes pinched in it's grip. Character's Size S
must make an ST 11 (STR) test to free themselves or
take 11 Dmg per round. Other PCs may attempt to Move 11
attack the pincer arm at Disadvantage but if HD 1
successfully striking it the trapped player can
immediately make an additional ST 11 (STR) test at Special: Immunities, Pack Attack
Advantage to free themselves.
Crit: Second Attack
Burrow: These creatures often lay in wait beneath
Treasure: 1d6+1sp
the ground waiting to surprise and strike prey. they
have a fondness for human flesh.
Massive Attack: Does double normal damage. Found in the arctic lands, this species of Goblin will
often travel south during the winter into civilized
lands in search of treasures, slaves, and food.
Arctic Goblin
Immunities: Arctic Goblins are immune to cold and
any spell or spell-like eect that generates cold. In
return they are more susceptible to fire, taking
double the normal damage from fire based attacks.
124
Ash Ghoul An Ash Ghoul is often created when someone evil
dies horrifically by magical flames or fire. Its sole
purpose afterward is to cause suering.
Ash Ghoul
Initiative 12
Athach
Health 35
No. of Attacks 1
Attk 11
Dmg special
Defense 10
AP 0
Perception 13
Size M
Move 12 (float)
HD 4
Crit: Engulf
Treasure: none
125
Athach
Initiative 15
Awakened Tree
Health 85
Defense 9
AP 3 (Hide Armor)
Perception 11
Size H
Move 15
HD 8
Special: Bite
An Athach is a massive 18-20 ft tall bipedal creature. No. of Attacks 1 (clawed branch)
Most Athach speak Giant. An Athach can make 1
ranged attack or 2 Melee attacks per round on it's Attk 6+1 per HD
turn.
Dmg 5 per HD
HD 1 to 10
Stomp & Trample: The Athach immediately stomps
on the character causing them to be Out of Action at
Special: none
0HP. Additionally any creature within 10 yards must
make a ST 11(DEX) check to avoid being trampled Crit: Limb from Limb
as the Athach stomps about in a rage. Failing this
Skill Test results in the Athach stomping on the PC Treasure: The Heart of the Tree is a
gem valued at 3d6X20sp.
for 15 Damage.
126
Limb from Limb: If a creature critically fails a
Defense Roll against an Awakened Tree the tree grabs
the attacker and if it is more than 2 HD higher than
Azer
the creatures HD or Level it pulls one of the
creatures limbs o and slams it to the ground for 20
Dmg.
Health 80
Attk 13
Dmg 20
AP 6 (natural)
Perception 14
Size H
Move 16
10 Azer
HD
Initiative 14
Special: none
Health 60
Crit: Raining Blood
No. of Attacks 1
Treasure: The Heart of a Demonic
Tree is a cursed gem 11
Attk
valued at 7d6x100sp to
demon worshippers, Dmg 7 (Warhammer) + 3 (Fire)
alchemists, or
necromancers. Defense 11 (MAG Defense: 12)
AP 3
Perception 13
Raining Blood: If a creature critically fails a Defense
Size M
Roll against a Demonic Awakened Tree the tree grabs
the attacker and if the tree is more than 4 HD higher 10
Move
than the creatures HD or level it pulls the creature
above its head and pulls it into two pieces showering HD 6
those within a 10 yd radius with blood.
Special: Illumination, Body Heat
127
Azer speak common and Ignan. They live deep within
the world near the planet's core.
Babau
Babau
Initiative 15
128
Death Throes: When a Balor is killed it explodes,
Balor those within 15 yards must make a ST 18 (DEX)
roll. Those who fail take 70 Damage and those who
succeed take 35.
Balor
Initiative 20 Barbed
Health 210
Attk 20
Defense 15
AP 6
Perception 20
Size H
Move 20
HD 10+
129
Fear: At the beginning of combat all characters must
make a ST 15 (STA) roll, those who fail are eected
by fear for the entire Encounter, taking Disadvantage
on all rolls.
Attk 15 Basilisk
Dmg 8 (claw), 13 (bite)
Defense 13
AP 3
Perception 14
Size L
Move 16
HD 7
Crit: Feed
Treasure: 3d6x25sp
130
Basilisk
Initiative 13
Bearded
Health 40
No. of Attacks
Attk 12 (bite)
Dmg 15 (bite)
Defense 12
AP 5 (natural)
Perception 14
Size L
Move 12
HD 6
Health 45
For those that don't wish to, they must make a ST 11 Defense 12
(DEX) roll every round or be struck by it's gaze.
Those eected are turned to stone within 1d6 rounds AP 3
(and take Disadvantage on all rolls until it takes
Perception 14
eect).
Size M
Move 12
Caught My Eye: The PC automatically catches the
HD 5
gaze of the Basilisk and will turn to stone in 1d6
rounds. Special: Teleport, Infernal Wound
Crit: Beard
Treasure: 2d6x20sp
131
Teleport: A Bearded Devil can teleport at will to Beast of the Greenwood
anywhere within 20 yards.
Initiative 12
Infernal Wound: When a PC is struck by a Bearded's
weapon they must make a ST 12 (STA) or be aected Health 45
by a bleeding wound. This wound causes 3 Damage No. of Attacks 1 (head butt)
per round until the PC is healed by spell or potion.
Attk 11
Beard: After the Bearded's weapon attack it touches
the character with it's beard. The PC must make a ST Dmg 15
15 (STA) roll. If the character fails he will be infected
Defense 11
by a disease. This disease drains the character of 1
STR, STA & DEX point per day. Once one of these AP 2
attributes reaches below -1 the character is
considered dead. While diseased the character makes Perception 14
all rolls at Disadvantage as they are racked by fever
Size L
and chills. This can be cured by a Cure spell or potion
(DN 15). Move 14
HD 4
Treasure: 2d6x5sp
132
Behir ahead. Anyone in the line of fire takes 30 Damage
(this electrical damage ignores Armor Points). PC's
can make a successful ST 14 (DEX) roll to take
1/2 Damage (15).
Behir
Blinkdog
Initiative 17
Health 95
Dmg 20 Health 25
AP 3 Attk 12
Perception 14 Dmg 10
Size H Defense 11
HD 9 Perception 13
Treasure: 4d6x10gp HD 4
Special: Teleport
Behir often speak the local human language.
Crit: Blink Death
Immunity: Behir are immune to any electrical
attacks. Treasure: None
Bodak
Bodak speak whatever language they spoke in life.
Bodak
Initiative 15
Vulnerable: Bodak are vulnerable to direct sunlight,
Health 60 taking 5 Damage per round while in the sun.
No. of Attacks 1 (unarmed)
Attk 13
Death Gaze: On every Escalation a Bodak will use
Dmg 12 this Death attack on a random opponent. The
aected character must make a successful ST 15
Defense 11
(STA) roll or immediately go to 0 HP and be Out of
AP 13 Action.
Perception 14
Size M
Critical Gaze: The Bodak gets a direct stare into the
Move 10 PC's eyes. The character must make a successful ST
15 (STA) roll or fall to 0 HP. Unlike the normal
HD 7 Death Gaze the character is dead and will rise as a
Bodak in 24 hours. The only way to stop this would
Special: Vulnerable, Death Gaze be to Resurrect the character and then cast a Cure
Critical Gaze spell upon the body (DN 19).
Crit:
Treasure: None
134
until the tongue is either physically removed with a
Boggard ST 13 (STR) roll or by doing 5 points of Damage to
it (Defense 10).
Bone
Boggard
Initiative 11
Health 25 Bone
No. of Attacks 1 (weapon) Initiative 16
Attk 11 Health 95
Defense 10 Attk 13
Perception 12 Defense 13
Size M AP 3
HD 3 Size L
Crit: Croak HD 8
Crit: Summon
Sticky Tongue: At every Escalation the Boggard will
attack a random opponent on it's next turn with it's Treasure: 3d6x10gp
tongue. This has an Attk of 14 and does not do
damage. Instead it attaches itself to the opponent and
slows it down, lowering the characters Defense by 4
135
Bugbear
Bugbear
Initiative 11
Fear: At the beginning of combat all opponents must
make a ST 14 (STA) roll or suer from fear, taking Health 25
Disadvantage on all rolls until the end of the 1
No. of Attacks
Encounter or until cured by a Cure spell or potion
(DN 14). Attk 10
Dmg 12
Sting: At every escalation a Bone will attempt to Defense 8
sting it's most powerful opponent. This sting attack
has an Attk of 14 and does 18 Damage. Additionally AP 4 (armored), 1 (unarmored)
those attacked must make a ST 14 (STA) roll or be
Perception 12
eected by poison. This poison causes Disadvantage
on all rolls and does 6 Damage per round (ignores Size M
AP) until cured (DN 16).
Move 12
HD 3
Summon: The Bone immediately summons another
of it's kind. This second Bone appears at the end of Special: Violence
the current round within 10 yards.
Crit: Eye Rake
Treasure: 4d6sp
136
Violence: When Bugbears outnumber their Buggane speak Giant.
opponents 2 to 1 or more in an Encounter combat
Escalates quicker, count combat rounds in twos on Earth Move: A Buggane can move thru stone,
the Escalation die.
earth and rock as easily as it can walk.
Eye Rake: When a character critically fails a
Defense Roll against a Bugbears melee attack, the Smash: The Buggane lifts the character and
monster will viciously drive his thumb, finger, or smashes them to the ground. The PC must make
weapon hilt into the characters eye. This will cause a ST 14 (STA) on a successful roll the character
the loss of the eye (roll 1d6, 1-3 right eye, 4-6 left takes 15 Damage and on a failed roll the
eye) and a loss of 1 to the characters Perception
character is immediately lowered to 0 HP and is
(PER). This can be cured with a Cure spell or potion,
regrowing the eye and returning the lost PER point Out of Action.
(DN 16).
Buggane
Buggane
Initiative 13
Health 60
Attk 12
AP 3
Perception 13
Size L
Move 10
HD 5
Crit: Smash
Treasure: 3d6x10sp
137
Bulette Creeping Death: When victims are unaware a
Bulette can gain surprise by burrowing beneath the
ground and traveling thru the dirt, similarly to how a
shark travels nears the waters surface. If characters
make an ST 14 (PER) roll they will notice the
Bulette's dorsal fin.
Bulette
Initiative 15
Carnivorous
Health 65
Giraffe
No. of Attacks 3 (2 claws & bite)
Attk 13
Defense 12
AP 6
Perception 16
Size L
Move 15
HD 7
138
Carnivorous Giraffe
Initiative 13
Cavedevil
Health 70
Attk 13
Dmg 15
Defense 10
AP 1
Perception 12
Size L
Move 16
HD 6
Crit: Tenderize
Treasure: none
Cavedevil
Hide: A Carnivorous Girae looks like a normal Initiative 11
girae from almost any distance beyond 10 yards.
Any character attempting to find out it's true nature Health 40
must make a ST 16 (PER) roll to notice it's not
No. of Attacks 3 (tentacles)
"quite right". Carnivorous Girae often hide in plain
sight pretending to eat leaves from trees until 10
Attk
characters get close enough for it to charge and
attack (within 32 yards). Dmg 8
Defense 11
Track: Once a Carnivorous Girae gets a characters
AP 2
scent it is dicult to avoid. If PC's flee the monster
will give chase. PCs make any chase rolls at Perception 14
Disadvantage when fleeing a Carnivorous Girae.
Size M
Move 13
139
These 4-5 foot long subterranean predators attempt
to whip and flay their prey to death before
consuming them. Cavedevil's will often hunt in small
packs.
Attk 12
Dmg 8
Centaur
Defense 10
AP 0
Perception 14
Size L
HD 6
Special: Movement
140
Centaur Chaos Beast
Initiative 12 Initiative 15
Health 30 Health 65
Attk 11 Attk 12
AP 2 to 4 (when armored) AP 0
Perception 13 Perception 14
Size L Size M
Move 14 Move 10
HD 4 HD 7
Charge- In open areas Centaurs will attempt a Touch Attack: Any creature or PC hit by a Chaos
charge. This attack, often done with a lance-like Beast must make a ST 12 (STA) roll on each failed
spear, has an Attk of 14 and does 25 Dmg, making a Defense Roll. Along with taking the 8 damage a
cavalry of Centaurs one of the most feared opponents failed ST causes the PC to slowly become an
on a battlefield. amorphous creature taking Disadvantage on all rolls
until the end of the Encounter. This can be cured by a
Trample- If a character critically fails a Defense Cure spell or potion (DN 14) or by killing the
Roll against a Centaur they are knocked to the creature. If the creature is not destroyed, or the PC
ground and trampled beneath the Centaur's hooves. cured, the character becomes a Chaos Beast at the
This does 20 additional points of damage and the end of the Encounter.
character must use their Fast Action the next round
to get to their feet. Envelop: The PC is completely covered by the Chaos
Beast and on each round they must make a ST 14
(STA) check or become a part of the Chaos Beast
(this is permanent and the character is considered
Chaos Beast truly dead if this happens). If a character becomes a
part of the Chaos Beast add the PC's maximum HP to
the monster and increase it's size to L, along with
upping it's damage to 14.
141
Chimera Choker
Chimera
Initiative 16
Health 65
Attk 12
Choker
Dmg 20 (bite), 12 (claws)
Initiative 10
Defense 11 (MAG Def: 12)
Health 18
AP 5
No. of Attacks 1
Perception 16
Attk 10
Size L
Dmg special
Move 14 (Fly: 20)
Defense 11
HD 9
AP 1
Special: none
Perception 12
Crit: Breath Weapon
Size S
Treasure: 3d6X100 sp (self),
3d6X1000 (lair) Move 10 (Climb 10)
HD 2
Breath Weapon- On any opponents critical fail of a Choke
Special:
Defense Roll, the creature has a dragon or snake head
that will spit either flame or poison up to an area of Crit: Crossface Chickenwing
15 yards eecting all enemies in front of the creature.
This special attack does 30 Damage and ignores all Treasure: 1d6+11sp and past victims
goods (lair)
Armor Points. Characters can make a ST 15 (DEX)
roll to dodge part of the blast, if successful they take
only 1/2 Dmg (15).
142
Choke: On a successful attack the Choker wraps it's
large hands around the victims throat. This attack
will do 6 points of damage per round (ignores AP)
until the victim can free themselves by making a ST
11 (STR) roll.
Chuul
Amphibious: A Chuul is equally deadly on land or in
water. They can live indefinitely on land but generally
Chuul prefer underground damp lairs or swamps.
Initiative 17
Health 90
Perception 15
Size L
143
(STA) roll or be aected by fear. This fear causes
Cloaker Disadvantage on all rolls until the end of the
Encounter.
Cloaker Crowolf
Initiative 14
Health 45
Attk 13
Defense 11
AP 0
Perception 13
Size L
HD 6
Crit: Engulf
Treasure: 2d6x30sp
These magically created beings often hunt at night
Unnerving Fear: At the beginning of an Encounter along roadsides and trails. They are solitary,
and at every Escalation the Cloaker will emit a intelligent creatures and often speak the local human
horrendous moan causing all PC's to make a ST 14 language.
144
Crowolf
Initiative 12
Crypt Goblin
Health 35
Attk 11
Defense 12
AP 1
Perception 12
Size M
Move 12
HD 4
This species
Special: Darkness, Howl
of Goblin
Crit: Vicious Bite is often
found
Treasure: none in
Crypt Goblin
Darkness: At the beginning of combat a Crowolf will Initiative 9
make a 10 yard sphere of Darkness. Those with
Health 12
Darkvision can still see inside this sphere, all others
are eectively blind, taking Disadvantage on all rolls 1 (bite)
No. of Attacks
that requite sight. A Mage can dispel this Darkness
with a DN 12 Spellcasting roll. Attk 10
Dmg 5
Howl: At every Escalation a Crowolf will howl, those
Defense 9
within 10 yards of the Crowolf must make a ST 10
(STA) roll. Those who fail that roll will flee from the AP 1
Crowolf for 1d6 rounds.
Perception 11
Size S
Vicious Bite: The Crowolf's bite does double damage
(20) and the PC must make a ST 11 (DEX) roll to Move 10
avoid being thrown 5 yards as the Crowolf grabs and
whips the victim. HD 1
Special: Stench
Crit: Necrobite
Treasure: 1d6+2sp
145
Death Beetle
meat but prefer to eat rotten, putrid flesh. They are
sometimes used by Necromancers to collect fresh Initiative 9
bodies & body parts from graves. Vicious beings,
they forego weapon attacks to bite victims. Health 5
AP 1
Necrobite: The decay and bacteria in a Crypt Goblins
mouth infects the character. The PC must make a ST Perception 10
12 (STA) roll or be infected with a rotting disease.
This disease will turn to a serious fever in 1d6 hours, Size S
during this fever characters make all rolls at Move 10
Disadvantage. Unless cured by a Cure spell or potion
(DN 12) this disease is fatal in 1d6+1 days and there HD 1
is a 50% chance (1-3 on a d6) that the dead character
will rise as a Zombie at the next moonrise. Special: Bite
Treasure: none
Death Beetle
These foot long, subterranean insects feed on
carrion and living flesh. They will attack most
anything made of flesh.
146
These powerful undead are the only creatures in the
Deathknight Havenshield RPG that can drain levels from a
character.
Deep Goblin
Deathknight
Initiative 18
Health 115
Attk 16
Dmg 20 (weapon),
see below
Defense 12
AP 6
Perception 15
Size L
Move 12
HD 10
Attk 10
Dmg 8
Defense 9
AP 2
Perception 10
Size S
Move 8
HD 2
Special: Stonemeld
Demonia
These deep, subterranean Goblin relatives live o of
raiding and enslaving weaker beings in the depths of Initiative 13
the world. They are more muscular and slightly taller
Health 60
than their above ground relatives but just as vicious.
No. of Attacks 3 (2 tentacles & tail)
Size M
Vicious Attack: The attack does double the normal
damage (16) and if an ally of the PC who critically Move 14
failed their Defense Roll is within 5 yards of the Deep
Goblin the creature may throw its weapon at them HD 5
immediately as a 2nd attack this round.
Special: Fear, Enslave
Crit: Hellfire
Treasure: 3d6x50gp
148
These lesser demons are often found among evil Destrachan
humanoids and the like, making pacts with the most
powerful among them. Demonia can shapeshift at Initiative 16
will into any humanoid form.
Health 60
Fear: At the beginning of an encounter any creature No. of Attacks 2 (claws)
or character of 5 HD or less must make a ST 12
(STA) roll or be overcome with fear. This fear causes Attk 11
Disadvantage on all rolls until the end of the
Encounter or the Demonia's death. Dmg 12
Defense 11
Enslave: At every Escalation a Demonia will attempt
to mentally control the most physically powerful AP 2
creature on the opposing side. This creature or PC
must make a ST 11 (STA) roll or be considered Perception 17
under the Demonia's control until either the enslaved
Size L
or the Demonia is killed.
Move 14
Hellfire: After being hit by whatever attack (tail or
tentacles) the Demonia stares into the eyes of the HD 8
character. This stare causes visions of hellfire to drive
Special: Immunities, Harmonic
the character mad unless they make a ST 12 (KNO)
roll to push it from their mind. This madness causes Sonic Blast
Crit:
Disadvantage on all rolls until Cured (DN 13).
Treasure: none
149
Rend: If a Dire Ape strikes one opponent
Dire Ape successfully with both fists (claw attacks) the
character must make a ST 12 (DEX) check to avoid
being picked up and bent, causing an additional 15
damage.
Dire Boar
Dire Boar
Initiative 15
Health 60
Initiative 13 Attk 12
Health 35 Dmg 20
Attk 10 AP 2
Defense 10 Size L
AP 2 Move 12
Perception 12 HD 7
HD 5 Treasure: none
Special: Rend
Health 22
Attk 9
Defense 9
AP 1
Perception 10
Treasure: 3d6x5gp
Doppleganger
Change Shape: A Doppelganger can change into any
man sized or smaller humanoid creature. In this form
it is indistinguishable from the person it cloned itself
from.
151
This listing is for a standard fully adult dragon. You
Dragon can use this as a base for creating younger or older
members of the species.
Dretch
Dragon
Initiative 18
Health 120
Attk 14
AP 8
Perception 18
Size G
HD 10
Crit: Toast
152
Treasure: A treasure trove for the
ages can be found in a
Dragon's Lair.
Dretch
Initiative 9
Ecal Lun
Health 8
Attk 8
Dmg 6
Defense 9
AP 0
Perception 10
Size S
Move 8
HD 1
Special: Stench
Treasure: none
Ecal Lun
Initiative 11
Health 30
Stench: Any character within 5 yards of a Dretch No. of Attacks 3 (2 claws & weapon)
must make a ST 8 (STA) check or suer Disadvantage
Attk 12
on Attack and Defense Rolls caused by these little
demon's smell. PCs can make this check at the Dmg 8 (claw), 12 (weapon)
beginning of every round.
Defense 10
AP 4
Perception 13
Gas Cloud: A 5 yard radius of disgusting green gas
extends out from the Dretch. The gas spreads around Size L
corners, and its area is lightly obscured. It lasts for
the remainder of the Encounter unless a strong wind Move 15 (Climb 10)
disperses it. Anyone in this cloud takes Disadvantage HD 3
on all Attack & Defense Rolls.
Special: Climb, Sting
Treasure: 2d6x10gp
These part crab, part scorpion men inhabit the
depths of the earth near underground lakes and
153
oceans. They speak their own chirping type language.
Though general not friendly, they are not evil either, Electric Wasp
preferring to be left alone as they build giant
underground cities. Initiative 9
Health 4
Climb: An Ecal Lun may move freely up and down
walls and upside down on ceilings. No. of Attacks 1
Treasure: none
Electric wasp Electric Wasps are subterranean, sometimes reaching
a length of almost 6 inches. They can be solitary
creatures or occasionally band together in small hives
of 5-10. Their abdomen is always lit up and they give
o light to a radius of 5 yards.
154
Elemental
Elemental Attacks: These work the same as the
Elemental, Lesser spells Elemental Blast and Elemental Storm. Both
have Attk of 12 and do 12 (single target) and 7 (area
Initiative 11 eect) Dmg respectively.
Health 25
Massive Attack: This attack does double the normal
No. of Attacks 1 damage (20).
Attk 10
AP 2 Health 60
Size L Attk 13
Move 12 Dmg 25
Move 18
HD 8
155
These slightly larger than man-size, evil, two headed,
Enttin magical beasts patrol darker areas of the forests
looking for victims. When an Enttin kills a foe they
drain it of blood and body fluids and plant their
'roots' in it to feed.
Ethereal
Marauder
Enttin
Initiative 13
Attk 10
Dmg 12
Defense 10
AP 2
Perception 18
Size M
Move 9
HD 5
Special: Slam
Crit: Summon
156
Ethereal Marauder
Initiative 10
Ettercap
Health 15
Attk 11
Dmg 13
Defense 11
AP 2
Perception 16
Size M
Move 18
HD 2
Special: Shift
Crit: Consume
Move 10
HD 5
157
Ettin
Poison: When bit by an Ettercap PC's must make a
successful ST 12 (STA) roll or begin losing 1 point Initiative 15
of DEX per round. This DEX loss is Temporary and
can be cured with a Cure spell (DN 12) or by resting Health 45
for 1d6x10 minutes. This DEX loss cannot make any No. of Attacks 2 (1 weapon each hand)
characters DEX lower than -1. Once a character
reaches the round after -1 they are eectively Attk 12
paralyzed until cured, rested, or eaten.
Dmg 20 (strong hand), 15 (weak
Web: At every Escalation an Ettercap will create a hand)
thick spider-like web in a radius of 10 yards. Anyone Defense 11
caught inside this area must make an ST 12 (STR)
roll to free themselves. If trapped in the webbing AP 2
characters move at 1/2 their normal rate and do all
Perception 14 (or 20- see Special)
Skill Tests, Attack Rolls & Defense Rolls at
Disadvantage until freed. PC's make this Skill Test L
Size
every round until freeing themselves from the
webbing. Move 12
158
Eye Lord These 10 ft spherical magical beasts are ultra
intelligent and speak most known languages.
Health 80
Dmg 14 (tentacle)
Defense 12
AP 2
Perception 20
Size L
Move Fly 16
HD 8
159
Faceless
Initiative 11
Forest Fey
Health 25
Attk 10
Dmg 6
Defense 9
AP 2
Perception 14
Size S
Move 9
HD 3
Crit: Behead
Treasure: none
Perception 15
Size S
Behead: Trapping the characters head in between
their scythes, the character must make a ST 12 Move 10
(DEX) roll to avoid losing their head. If they fail
HD 2
their ST roll they are truly dead and cannot be
revived, but can be resurrected. Special: Forest Lords, Charm
Crit: none
Treasure: none
160
Forest Fey are masters of the woodlands, they guard Fungus
sacred groves and protect the old forests of the
Initiative Not Applicable
world. They are non-violent but in extreme cases will
use their Charm ability to gain warriors to fight o Health 10
evils.
No. of Attacks Spore Cloud
Forest Lords: While in their forest environment
Attk -
Forest Fey may do any of the following at will:
become invisible, teleport to any location in the Dmg -
forest, change shape to any natural animal or creature
of S or M size, speak any language it hears or knows, Defense 6 (stationary)
change the weather, and cause darkness or light.
AP 0
Charm: At any time a Forest Fey may attempt to 10
Perception
Charm any semi-intelligent or greater person or
creature. For PCs they may make a ST 14 (STA) roll Size S
to avoid this charm (if successful they cannot be
charmed by this fey). A charmed creature will do Move none
whatever it can to follow any commands or
HD 1
suggestions made made by the Forest Fey.
Special: Spore Cloud
Ghost Gialandrig
Initiative 17
Health 85
No. of Attacks
Defense 13
AP 0
Perception 16
Size M
Move 15 (Flight)
HD 9
Possession
162
Gialandrig
Initiative 14
Giant Tortoise
Health 75
Attk 12
Dmg 15
Defense 11
AP 0
Perception 15
Size M
Move 15
HD 6
Treasure: none
163
Giant Tortoise's often hibernate for centuries before Girallon
becoming active again. Once active they will attempt
to eat most anything but do prefer to eat cattle, Initiative 16
horses and the like. Usually they are active for only
7-12 months before finding a place to burrow in the Health 85
ground and resume hibernating. No. of Attacks 5 (4 fists and bite)
Defense 11
Bite: At every escalation a Giant Tortoise will
attempt to bite the largest creature or foe nearby. AP 2
This attack has an Attk of 12 and does 25 damage.
Perception 13
Swallow Whole: The critically failing PC is
Size L
swallowed whole by the Giant Tortoise. On this
round and every round after the character must make Move 12 (Climb 12)
a ST 15 (STA) roll, failure indicates the character
takes 20 damage that round, success means the HD 8
character only takes 1/2 that damage (10). While
Special: Rend
inside the Goant Tortoise the character may make an
attack every round on their turn and if they reach 40 Grab & Run
Crit:
HP total in damage they have cut themselves free
(this 40 damage is independent of the Giant Treasure: none
Tortoise's normal HP's.
An adult Girallon stands between 8 and 9 feet tall.
They are semi-intelligent but cannot speak. They
Girallon hunt in temperate forests preferring large game like
elk and deer, but have a fondness for
'snacks' (Halflings and Gnomes).
164
Glabrezu These 20 foot tall hulking behemoths try to use
their persuasive powers to tempt characters into
demonic pacts.
Glug
Glabrezu
Initiative 19
Health 210
Attk 16
Defense 13
AP 4
Perception 18
Size H
Move 15
HD 10+
Crit: Behead
Attk 9
Dmg 12
Defense 9
AP 1
Perception 9
Size M
Move 8
HD 2
Dmg 8 (weapon)
Immunity: Glug's are immune to any spell that
requires sight, such as illusions. Defense 10
AP 2
Perception 10
Digest: A Glug can digest anything it eats. Feel free
to use a Glug to free a character from some treasure, Size M
or a weapon, or maybe an arm. Move 10
HD 2
166
Ferocious Attack: When a player critically fails a
Defense Roll against an attacking Gnoll, the Gnoll
will not only hit the character with their weapon (for
8 damage) but will also bite into the throat of the
player. This bite does an additional 4 points of
damage and causes the player to immediately make a
ST 12 (STA) roll. If the players roll meets or exceeds
the 12 diculty no further damage is done. If they
fail the ST the character will continue to bleed out 4
points of Damage per round (this 4 points ignores
Armor Points) until the character is healed or Out Of
Action.
Goblin
Dmg 5
Perception 11
Size S
Move 12
HD 1
Treasure: 1d6sp
167
Goblindog Golem
Initiative 10
Health 18
No. of Attacks 1
Attk 10
Dmg 8
Defense 10
AP 0
Perception 12
Size M
Move 16
HD 2
Special: Fleas
Treasure: none
Golem
Initiative 16
Attk 11
Fleas: Any character that makes a melee attack or Dmg 20 (per fist)
gets within 2 yards of a Goblindog must make a ST 9
(STA) roll or be irritated by fleas. These fleas will Defense 8 (MAG Def: 10)
cause Disadvantage on any physical rolls until the
AP 4 (Natural )
character can wash themselves o.
Perception 13
Move 10
HD 9
Special: Slam
Crit: Crush
Defense 13
AP 5
Treasure: none
169
Camouflage: A Grick can blend into it's
Grick surroundings. When a Grick is camouflaged it takes a
ST 17 (PER) roll to see it's location.
Grim
Grick
Initiative 13
Health 35
Attk 11
Dmg 10
Defense 10
AP 2
Perception 12
Size M
HD 3
170
Grim
Initiative 15
Harpy
Health 76
Attk 16
Dmg 24
Defense 15
AP 1
Perception 18
Size L
Move 10
HD 7
Crit: Executioner
Treasure: none
Harpy
A Grim is a 9 foot tall, skeletal, robed being from Initiative 12
another plane. Grim's are used by deities and demons
Health 30
to come to the world and judge a specific person or
being on their guilt or innocence in a particular 3 (2 claws, weapon)
No. of Attacks
matter. Grim's do not shy away from combat when
provoked. Attk 10
Judge: A Grim can judge a persons guilt or innocence Dmg 12 (club), 6 (claws)
in any matter as long as they are within 10 yards of
Defense 9 (MAG Def: 10)
them for longer than one minute. Only a Miracle can
stop this power. AP 2 (natural)
Defense 12
Hobgoblin
AP 4
Perception 15
Size L
Move 10
HD 8
Treasure: none
172
Hobgoblin Homunculous
Initiative 9 Initiative 8
Health 15 Health 5
Attk 9 Attk 10
173
Immunity: Horned are immune to poison, fire, and
Horned any non-magical weapon that isn't coated in silver.
Inevitable
Horned
Initiative 17
Health 145
Attk 14
Defense 12
AP 4
Perception 17
Size L
HD 9
174
Inevitable
Initiative 18
Kobold
Health 120
Attk 12
Dmg 20
Defense 13
AP 5
Perception 20
Size M
Move 14 (float)
HD 10
Treasure: none
Kobold
Inevitable are sent to the world to kill particular
Initiative 8
targets who have wronged deities or powerful
otherworldly beings. They do not sleep and are Health 7
single minded in their pursuit. An Inevitable No. of Attacks 1 (weapon)
will not hurt innocents, they are patient, and
intelligent about their methods. An Inevitable Attk 8
will attack anyone who is forcibly defending it's Dmg 4
target.
Defense 8
AP 1
Seek Justice: Inevitable can sense it's targets
general location as long as it is on the same Perception 9
Move 10
HD 1/2
Fatal Punch: This punch immediately reduces
Special: Gnomekiller
the character to 0 HP and takes them Out of
Action. Crit: Massive Attack
Treasure: 1d3sp
175
Gnomekiller: When fighting Gnomes, or a party of Amphibious: A Kraken can breathe air and water
adventurers that include a Gnome, Kobolds increase and can live indefinitely either on land or underwater.
their Attk and Defense to 9 and their Dmg to 5.
Fling: A Kraken can replace any tentacle attack with
Massive Attack: This does double the normal a Fling as long as the target is of L size or smaller. As
damage (8). long as the attack is successful the target flies 3d6
yards in a random direction, if they hit a hard surface
on the landing they take 2 pts of damage per yard
they were thrown.
Kraken Lightning: At every Escalation a Kraken will call a
lightning storm into existence. This storm eects all
targets within 40 yards of the Kraken. All inside must
make a ST 14 (DEX) roll, failed rolls take 24
damage, successful rolls take 12 (1/2 damage).
Lammasu
Kraken
Initiative 19
Health 210
Attk 16
Dmg 20
Defense 11
AP 5
Perception 13
Size G
HD 10+
Attk 11
Dmg 15
Defense 10
AP 3
Perception 15
Size L
HD 7
Special: Spellcasting
Health 7
Lammasu will always enter a combat to defend good
No. of Attacks 1 (bite) +Special
folk or creatures against evil forces.
Attk 8
Size S
Massive Claw: A Massive Claw attack does 30
Move 8
damage unless the creature hit is of an evil bent.
Against evil creatures and people this attack is fatal. HD 1
Crit: Attach
Treasure: none
177
Leech Rats are 8-12 inch long crossbreeds of leech Maggot Hound
and rat. They often lair in sewers and subterranean
environments near the lairs of larger warm blooded Initiative 10
creatures. A Leechrat can live o of normal foodstus
Health 20
(insects, lizards, grains, etc) but prefer blood.
No. of Attacks 2 (claws)
Blood Drain: On a successful attack a Leechrat
always does a minimum of 1 point of damage as it Attk 10
finds a spot of flesh on its target to attack (Armor
Dmg 8
does not eect this 1 point of damage). After a
successful attack the Leechrat will drain its host of 3 Defense 9
Health Points of blood per round (also not eected
by armor) until it is full (21 points of draining) or AP 2
until killed. While attached to someone if it is
attacked by anyone other than who it is attached to, Perception 10
on any miss the attacker strikes the person the Size M
Leechrat is attached to instead, doing full damage to
them. Move 12
178
Fire Touch: The fiery attack of a Magmin can ignite
Magmin anything the character may be carrying on a
successful touch attack. If the character is wearing
clothes that can catch fire they must use a Fast
Action to extinguish those flames or take 6 points of
damage per round.
Mandrillus
Mandrillus
Magmin
Initiative 11
Initiative 10
Health 35
Health 20
No. of Attacks 2 (bite and tail flail)
No. of Attacks 1 (touch)
Attk 11
Attk 9
Dmg 10 (bite), 12 (tail)
Dmg 5
Defense 10
Defense 9
AP 0
AP 2
Perception 13
Perception 11
Size M
Size S
Move 14 (Climb 14)
Move 8
HD 3
HD 2
Special: Howl
Special: Fire Touch, Illuminate,
Death Burst Crit: Howling Death
Treasure: none
179
Manticore
Manticore
Initiative 13
Health 50
Defense 9
AP 3 (natural)
Perception 12
Crit: No Parachute
Howl: At the beginning of an Encounter and at every
Escalation a Mandrillus will emit a sonic howl. All Treasure: 3d6X50sp (lair)
within a 20 yd radius of the Mandrillus must make a
ST 11 (STA) roll or be eected by its power. A
sonic howl creates Disadvantage on all Attack &
Defense Rolls until the next Escalation (when
PCs can roll again) or until the Encounter is over.
180
Spike Blast: On the Manticores first turn after the
combats first Escalation it will release all of its spikes
into a 5 yard radius, any PC within that radius myst
make a Defense Roll. This Attk is 13 and on a failed
Defense Roll the defender will be hit by 1d6 spikes
for 10 Dmg each. After this attack the Manticore will
have no further spikes and will attempt to flee before
death.
Attk 15
AP 5
Perception 17
Size L
Move 18
HD 10
181
Maug
Initiative 10
Meat Golem
Health 22
Attk 10
Defense 11
AP 1
Perception 12
Size S
Move 14
HD 2
Treasure: none
AP 3
Move 12
182
Immunity: Meat Golems are immune to all charms,
poisons, and non-magical weapons (unless the
weapons are silvered).
Minotaur
Initiative 14
Regenerate: At every Escalation a Meat Golem
regenerates 10 HP, this cannot raise their HP above 60
Health
their maximum of 60.
No. of Attacks 1 (axe)
Perception 18
Minotaur Size L
Move 16
HD 6
Crit: Beheading
Treasure: 3d6x100gp
183
Rejuvenate: When a Naga is killed it rises within
Naga 1d6 days at full health. Only a Miracle can prevent
this from happening.
Nalfeshnee
Naga
Initiative 16
Health 95
Attk 12
Dmg 12 + Poison
Defense 13
AP 3
Perception 18
Size L
Move 14
HD 8
Treasure: none
Attk 14
Defense 13
AP 4
Perception 15
Size L
HD 10
Night Hag
Magic Resistance: All spells cast at a Nalfeshnee are 16
Initiative
done so at Disadvantage.
Health 75
Perception 16
Teleport: A Nalfeshnee can teleport to any location
Size M
within 40 yards as a Free Action on its turn.
Move 12
185
Magic Resistance: When casting spells against a Octospine
Night Hag all spellcasting rolls are done at
Disadvantage. Initiative 13
Health 45
Change Self: A Night Hag can change its physical
appearance as Free Action. Seeing a Night Hag for No. of Attacks 3 (spine whips)
what it truly is requires a ST 20 (PER) roll.
Attk 12
Haunt: A Night Hag can haunt a persons dreams. A
Dmg 8
ST 17 (STA) is required to avoid being haunted this
way. While being Haunted the Night Hag can do Defense 12
physical 15 damage to the sleeping character, causing
them to wake up immediately and be eected by Fear AP 2
(Disadvantage on all rolls) for 1d6 minutes after
Perception 16
awakening.
Size M
Spellcasting: A Night Hag may cast spells as an 8th
level caster. Move 12
HD 5
Murder: The Night Hag does one extremely vicious
claw attack causing the character to fall to 0 HP and Special: Fear, Rise
be Out Of Action.
Crit: Massive Whip
Treasure: none
Octospine
These undead are often created to guard rooms or
treasures.
186
These magically created beings are often found in the
Ogre Rat company of Ratfolk, Wererats or the like.
Leap and Crush: The Ogre Rat leaps into the air and
lands on the character. The character must make a ST
14 (STA) roll or be crushed beneath the Ogre Rats
weight causing 30 points of damage. On a successful
roll they take only 15.
Ogre
Ogre
Ogre Rat Initiative 10
Initiative 14 Health 45
187
Ooze
Initiative 11
Health 20
No. of Attacks 1
Attk 10
Dmg 8
Defense 6
AP 0
Perception 6
Size M
Move 1
HD 3
Crit: Engulf
Treasure: none
Angry Strength: Every time combat Escalates an
Ogre gains 10HP (& can go above the initial 45).
Massive Attack: This attack does double the normal Metal is Dead: Every time a player wearing any
damage (40 Club or 16 unarmed). metal armor is hit by an Ooze (fails a Defense Roll)
the AP of their armor is reduced permanently by 1
point. Magical armors are immune to this damage.
Also, any player making a successful Attack Roll
Ooze against an Ooze with a metal weapon will lose that
weapon in 1d3 rounds as it slowly rots away from
acid damage.
188
This listing is for a standard, evil, savage Orc. Note
Orc that in Havenshield most Orcs will be either regular
0 level NPCs or have a Character Class and Levels.
Owlbear
Owlbear
Initiative 13
Health 45
Attk 11 (2 claws)
HD 1
Crit: Escalate
Attk 12
AP 0
Perception 12
Size M
Move 9
Hug It Out: When an opponent fails two Defense 4
HD
Rolls against an Owlbears claw attacks the Owlbear
will hold the defender and automatically bite for 15 Special: Parasitic Bite
Dmg. This will happen every round until Defender
Crit: Infect
makes a ST 12 (STR) roll or the Owlbear lets go.
Treasure: none
Deathcrush: Any M sized or smaller opponent who
critically fails a Defense Roll against an Owlbear
must immediately make a ST 16 (STA) roll or be Parasitic Undead are technically two separate
taken to 0 HP and Out of Action, as the Owlbear creatures (the corpse and the parasite). When the
crushes the opponent with a bearhug. If the PCs roll host body is killed the parasite may still move and
is successful, or they are of L size or larger, they take make attacks.
double the normal damage (30) instead.
Parasitic Bite: When a character is bitten by a
Parasitic Undead they must make a ST 12 (STA) roll,
if they fail this roll they will be infected by a newly
Parasitic Undead formed and growing parasite. This parasite will grow
inside the victim over the next 1d6 week. Once fully
grown the victim dies and becomes a Parasitic
Undead. This can be Cured while the parasite is still
incubating (DN 13). When Cured the parasite will
exit the body thru the victims mouth and expire
within 1d6 rounds.
190
Immune: Polar Behirs are immune to cold, including
Polar Behir cold based spells.
Purple Worm
Polar Behir
Initiative 16
Health 90
Attk 14
Defense 13
AP 4
Perception 13
Size L
Move 14
HD 8
Crit: Maul
Treasure: none
191
Purple Worm
Initiative 18
Rast
Health 220
Attk 16
Defense 13
AP 5
Perception 17
Size G
HD 10
Size M
Sting: The stinger of a Purple Worm does an
additional 25 points of damage from poison if the Move 15
victim of the attack fails a ST 16 (STA) roll.
HD 4
Otherwise the poison does 12 damage. This is added
to the piercing damage of 20 the sting itself causes. Special: Paralyzing Gaze
Scoop and Swallow: All creatures or persons within Crit: Blood Drain
10 yards must make a ST 16 (DEX) roll or be
Treasure: none
swallowed whole by the Purple Worm (see Bite).
192
Bite: When bit by a Rast characters must make a ST
11 (DEX) roll to avoid being drained of 5 additional
HP of blood.
Ratfolk
Ratfolk Ratfolk often inhabit abandoned cities or towns but
occasionally lair in the depths of a cities sewer
Initiative 9 systems. Though not inherently evil they do not care
!2 much for other races and will often attempt to drive
Health
them from their homes. Ratfolk possess lowlight
No. of Attacks 2 (claw) or 1 (weapon) vision and speak their own language.
Attk 10
Size M
Special: Sneak
Treasure: 1d6+3sp
193
These intelligent cousins of Yeti live in small tribal
Ro-Yethen bands in uninhabited areas of the Arctic. Rarely seen
by humankind but they do trade in furs and meats
with Dwarves who live beneath arctic mountain
ranges. Although quite frightening looking, being
upwards of 8 feet tall, they are generally gentle and
kind. They speak a guttural version of Giant and will
not attack unless threatened or defending their young
or elderly.
Rust Monster
Ro-Yethen
Initiative 13
Health 60
Attk 13
Dmg 16
Defense 10
AP 2
Perception 12
Size L
Move 10
HD 5
Special: Immune
Treasure: none
194
Rust Monster
Initiative 13
Sahuagin
Health 30
Attk 11
Defense 11
AP 5
Size M
Move 11
HD 5
Health 20
Damage- When a character fails a Defense Roll
against a Rust Monster the creature hits one of the No. of Attacks 2 (bite and weapon)
characters metal objects. This will either reduce a
Attk 11
metal armor by one AP permanently, render a metal
weapon useless or destroy 1d6x10 metallic coins. Dmg 6 (bite), 8 (weapon)
Players choice.
Defense 10
Rust Metal- Even magical weapons are susceptible AP 2
to this rust. Have the character make a ST 12 (STA)
roll, failure indicates the magical weapon loses one of Perception 12
it's abilities. If it loses all of them it is considered a
Size M
standard weapon and is vulnerable to being
destroyed on the next attack by the monster. Move 10 (Swim 12)
195
Amphibious: Sahuagin can breathe both air and
water but must be submersed in water for at least
half of every day.
Scarecrow
Scarecrow
Initiative 12 Fascination: When first encountering a Scarecrow all
characters must make a ST 12 (STA) roll or be
Health 45 entranced by the creature. This enchantment lasts
2 (fists) until the Scarecrow or an ally of the Scarecrow hits
No. of Attacks
the character. While enchanted a character will not
Attk 12 attack the Scarecrow and makes Defense Rolls at
Disadvantage. Those who are successful are not
Dmg 8 & Fear Touch eected by the Scarecrows magics.
Defense 10
196
These 5-7 foot long creatures are a magical cross-
Scorpidrake breeding of scorpions and dragons, sometimes kept
as pets by Scorpionfolk.
Scorpionfolk
Scorpidrake
Initiative 14
Health 72
Attk 12
Defense 11
Size M
HD 6
Attk 12
Dmg 12 (claw),
10 + Special (sting)
Defense 12
AP 3
Perception 14
Size L
HD 6
Health 130
The cruel Scorpionfolk are often found in the depths No. of Attacks 2 (bite and tail slap)
of the earth, where they build multi-tiered cities of
Attk 14
tunnels and passageways with slave labor.
Scorpionfolk speak Vairndun. Dmg 20 (bite) and 15 +special
(tail)
Climb: Scorpionfolk can climb freely on walls and
ceilings. This ability is often manifested in their city Defense 13 (Mag Defense: 14)
designs as there is no up or down with some 5
AP
homes having what would be floors on the side of
walls or above on ceilings. Perception 16
Illusion: A Scorpionfolk may use its turn to create Crit: Massive Attack
Illusions instead of attacking. They cast Illusion
spells as a 6th level caster. Treasure: 3d6x10,000gp in gems,
jewelry, coins & magical
treasures (lair)
Massive Attack: Causes double the normal damage
of the attack.
198
Swallow: Any creature bit by a Sea Dragon of size L Shadow Creeper
or smaller will be swallowed whole. Once swallowed
a PC will take 15 damage per round until either Initiative 10
freeing itself (by doing 45 points of damage to the
Health 19
Sea Dragons interior) or by the Sea Dragon being
killed. If the character cannot breath water (by spell, No. of Attacks 1 (weapon)
magic item, or naturally) they will drown in a
number of rounds equal to their STA times 3. Attack 11
Dmg 10
Tail Slap: A Sea Dragon can use its tail to slap any
number of creatures as long as they are within 10 Defense 10
yards of each other.
AP 0
Breath Weapon: On the dragons next turn after any
Perception 13
Escalation it will use its breath weapon. This cloud
of super heated gas does 50 damage to all within a 15 Size S
yard radius unless they make a ST 16 (DEX) roll for
1/2 damage (25). Move 9
HD 2
Massive Attack: This attack does double the normal
damage. In the case of a Tail Slap this damage applies Special: Shadow Walk,
to all creatures hit by the tail. Control Shadows
Treasure: none
199
Biscuits They Rise: Unless a Skeleton is mostly
Skeleton crushed or its bones are scattered across an area of
50yds it will rise up in 1d6 rounds at full health and
strength.
Slaver
Slaver
Initiative 15
Health 80
Like No. of Attacks 2 (whip)
Skeleton Attk 13
Initiative 8 Dmg 10 + Special
Health 10 Defense 12
No. of Attacks 1 AP 4
Defense 7 Move 10
Resurrect: A Slaver can bring any dead creature or Dmg 8 (talon) &
15 + Clamp (bite)
being of L size or smaller back to life.
Defense 11
Dimension Shift: A Slaver can transport itself, its
belongings, and anything within 2 yards of itself to AP 2
another dimension. This takes 1d3 rounds and
Perception 14
requires the Slaver to concentrate.
Size M
Summon: The Slaver telepathically summons 1d3
more Slavers from its home dimension, they Move 14
dimension shift to the Slavers location within 1d3 HD 5
rounds.
Special: Clamp
Treasure: none
201
These 5-6 foot tall relatives of dragons often lair
underground, lairing near warm spots in the earth
(hot springs, steam vents, etc). Often encountered as
a solitary creature they have occasionally been seen
in small packs or family groups.
Soul Eater
These 6 foot tall demonic creatures hunt the earth
Soul Eater devouring souls to then sell to other demonic beings.
Initiative 16
Perception 15 Plane Shift: A Soul Eater can transport itself and any
items it possesses to another plane of existence as
Size M
long as it can concentrate and make no movements
Move 10 for 1d3 rounds.
HD 8
Massive Attack: This attack does double the normal
Special: Devour Life Force,
claw damage (30).
Plane Shift
Spider Troll
Spider Troll
Initiative 12
Health 65
Spider, Giant No. of Attacks 3 (2 claws and bite)
or 1 (web)
Initiative 11
Attk 12
Health 20
Dmg 8 (claw), 12 (bite) or Web
No. of Attacks 1
Defense 11
Attk 8
AP 3
Dmg 6
Perception 13
Defense 8
Size L
AP 1
Move 12 (Climb 12)
Perception 12
HD 6
Size M
Special: Climb, Web, Summon
Move 14 Spiders
HD 3 Crit: Mummify
Crit: Web
203
Spiked Golem
Climb: A Spider Troll can move freely up and down Spiked Golem
walls or across ceilings.
Initiative 16
Defense 11
Summon Spiders: A Spider Troll can summon 1d6
Giant Spiders (page 203) once per Encounter as a AP 5
Free Action.
Perception 15
Mummify: After its successful attack the Spider
Size M
Troll spins a web around any creature of M size or
smaller unless they make a ST 16 (DEX) check to Move 8
avoid it. Once mummified in this web the character
can make no Attack Rolls and automatically fails HD 8
Defense Rolls until either freed by others (requires 3
Special: Immunity, Harm
full rounds to cut them free) or until the character
makes a ST 16 (STR) roll on their turn to power Crit: Spiked Death
free.
Treasure: none
204
Blood Drain: The Stirge does 1 point of damage
Stirge regardless of Armor as it finds a spot to attach itself.
While attached, the Stirge doesn't attack. Instead, at
the start of each of the Stirge's turns, the target loses
5 hit points due to blood loss. The Stirge can detach
itself as a Fast Action. It does so after it drains 10 hit
points of blood from the target or the target dies.
Any creature, including the target, can use its Full
Action to detach the Stirge.
Succubus
Stirge
Initiative 8
Health 2
Attk 9
Defense 9
AP 0
Perception 12
Size S
Move Fly 12
HD 1/2
Crit: Swarm
Treasure: none
205
Kiss: The Succubus kisses the target and they must
Succubus
make a ST 16 (STA) roll or take 30 psychic damage
Initiative 15 on a failed roll. On a successful roll they take 15. This
damage reduced the characters maximum HP by the
Health 66 amount of HP lost until they can get a Long Rest.
No. of Attacks 1 (claw)
Attk 12
Crit: Kiss AP 0
Size S
206
Trash Goblins often live in the garbage dumps that Treant
surround very large cities. They make a living by
finding treasures in the trash heaps. They often Initiative 17
build lairs underneath the dump by digging small
Health 100
burrows connected by tunnels. Trash Goblins speak
the local human language as they are shunned by No. of Attacks 2 (hit)
other Goblins.
Attk 13
Know Dump: A Trash Goblin will know the location Dmg 15
of almost any item in their home dump. They are
not unfriendly and will often help others find an item Defense 12
for a small price or food.
AP 4
Makeshift Items: A Trash Goblin can make a Perception 16
working, functional item out of trash. These can
include weapons, armor, lock picking tools, etc. Size H
Move 10
Run & Hide: At every Escalation a Trash Goblin will
attempt to flee. If this happens in their dump HD 9
characters may only track or chase them at
Disadvantage. Trash Goblins can also Hide in their Special: Tree Appearance,
own dump as a Fast Action and PCs have Awaken Trees
Disadvantage on any attempts to find them. While Massive Attack
Crit:
trying to find the location of a hidden Trash Goblin
who is in their own dump the DN to find them is 15 Treasure: none
for Perception Skill Tests.
207
Tree Goblins are the forest relatives of regular
Tree Goblin Goblins. They live in the trees often making a living
by stealing food an items from other forest creatures
or people. They are violent, even to each other,
forming small tribal bands led by the strongest
member. Tree Goblins shun weapons and armor as
they get in the way of their climbing skills. Tree
Goblins speak Goblin but can understand Sylvan if it
is spoken to them.
Troll
Tree Goblin
Initiative 9
Health 10
Attk 9
Dmg 4
Defense 11
AP 0
Perception 11
Size S
HD 1
Treasure: none
208
Troll Ttorse
Initiative 14 Initiative 12
Health 70 Health 45
No. of Attacks 3 (2 claws & bite) No. of Attacks 3 (2 claws and bite)
Attk 10 Attk 11
Defense 10 Defense 11
AP 3
AP 4 (natural)
Perception 12
Perception 12
Size M
Size L
Move 10 (Burrow 6)
Move 12
HD 4
HD 7
Special: Wound, Spike Throw
Special: Regenerate
Crit: Spiked Death
Crit: Massive Attack
Treasure: none
Treasure: 3d6x30sp (self),
3d6x100sp (lair)
209
These 9-10 ft tall mutated Ogre like creatures are
Unnatural often charmed into serving powerful spellcasters or
anyone with a need for some muscle on a job.
Unnatural speak Giant.
Unnatural
Urban Goblin
Initiative 14
Health 70
Attk 12
Defense 10
AP 4
Perception 10
Size L
Move 10
HD 6
Treasure: none
210
Urban Gobllin
Initiative 9
Vermin Witch
Health 10
Attk 10
Dmg 8
Defense 9
AP 1
Perception 10
Size S
Move 12
HD 1
Treasure: 1d6sp
Vermin Witch
Initiative 13
Dmg 8
Pack Attack: When Urban Goblins outnumber their
Defense 10
opponents by 2 to 1 their Attk increases to 11, if this
is 3 to 1 or more the Attk increases to 12. AP 0
Perception 12
Massive Attack: This attack does double the normal
Size M
weapon damage (16).
Move 8
HD 5
211
Vermin Witch are often found in underground Vrock
catacombs attached to a cities sewer systems where
they build their lairs. Often they use lesser beings Initiative 17
as guards or slave labor (such as Urban Goblins).
Health 90
Rat Swarm: A Vermin Witch calls forth a swarm of Move 14 (Fly 20)
very deadly rats that seem to form inside the PCs 9
HD
stomach. This attack does 30 damage as the rats tear
their way from the characters stomach. They can Special: Magic Resistance, Spores,
make a ST 16 (STA) save for 1/2 damage (15). Screech
Treasure: none
212
This 5 foot tall, vulture-like, highly intelligent race
Vulcari often rebuilds uninhabited ancient human or Elvish
cities by using slave labor. Vulcari have a very
complex society and often speak the local human
language although they communicate with each other
telepathically.
Wererat
Vulcari
Initiative 12
Health 30
Attk 11
Defense 12
AP 0
Perception 12
Size M
HD 4
Special: Summon
Treasure: 2d6x20sp
213
Wererat
Initiative 12
Wood Fey
Health 35
Attk 11
Defense 11
AP 2
Perception 14
Size M
Move 12
HD 4
Crit: Infect
Treasure: 3d6x10sp
Wood Fey
Immune: Wererats are immune to any weapon
damage that is not caused by a magical weapon or a Initiative 13
weapon that is covered in or made of silver.
Health 60
Shapechange: A Wererat may change into a giant No. of Attacks 1 (Weapon)
rat, a rat/humanoid hybrid, or its true form (often
human). The Wererats statistics do not change in Attk 12
any form but the basis of the attacks might (from
Dmg 14
weapon to a claw for instance when in Giant Rat
form). Defense 11
Move 10
Infect: Unless the victim of this attack makes a ST
17 (STA) roll they are infected with the Wererats HD 5
lycanthropy, the PC will change into a Wererat on the
next Full Moon unless they are Cured (DN 16). Special: Forest Home, Summon
While in Wererat form a PC is considered an NPC.
Crit: Massive Attack
Treasure: none
214
Wood Fey are often found clearing sections of old
forest to allow for new growth. Generally friendly,
they speak Sylvan.
Wretch Zombie
Wretch Zombie
Initiative 10 Stench: When first encountering a Wretch Zombie
characters must make a ST 10 (STA) roll, failing this
Health 22
roll the character will take Disadvantage on Attack and
No. of Attacks 2 (fists) Defense Rolls until they make a successful roll on
their turn. Once unaected by the Zombies stench
Attk 12 they do not have to make any further Skill Tests.
Dmg 8 + Poison
215
Fear Of Fire: When attacked with fire the characters
Yeti have Advantage on any Defense or Attack Rolls until
the Yetis turn on the next round.
Zaestra
Yeti
Initiative 14
Health 60
Attk 12
Dmg 10 (claw)
Defense 10
AP 3
Perception 13
Size L
Move 12
HD 6
Attk 11 Health 12
AP 0 Dmg 6
Perception 17 Defense 6
Size S AP 0
Move 8 (Fly 20) Perception 8
HD 1
Size 9
Special: Teleport, Heal
Move M
Crit: Teleport Other
HD 1
Treasure: 2d6x20 gp (lair)
Special: none
Zaestra are prized possessions, often magically Crit: Spreading the Disease
bound to a birdcage to keep them from using their
Treasure: occasionally 2d6sp in
teleport ability to escape.
trinkets from their former
life
Teleport: A Zaestra can teleport itself to any location Spreading the Disease: When a character critically
it can either see or any location it has ever been fails a Defense Roll or is killed by a Zombie the
before, regardless of what plane of existence or character will either turn into a Zombie within the
dimension it is located in. This ability is a Free next 1d6 hours (in the case of critical fails) or rise up
Action and instantaneous. as a Zombie within 1d3 Rounds (if killed by one)
unless a ST 15 (STA) roll is made.
217
Animals
Health 40 Health 20
No. of Attacks 3 (2 claws & bite) No. of Attacks 3 (2claws & bite)
Attk 12 Attk 10
Defense 10 Defense 9
Health 6 Health 50
Attk 9 Attk 11
Defense 9 Defense 9
Health 1 Health 80
Attack 8 Attk 12
Defense 10 Defense 10
218
Bison Cat
HD 4 HD 1/2
Health 45 Health 3
Attk 12 Attk 9
Dmg 20 Dmg 2
Defense 9 Defense 10
Move 14 Move 10
Boar Crocodile
HD 2 HD 3
Health 25 Health 30
Attk 12 Attk 11
Dmg 10 Dmg 15
Defense 10 Defense 10
Camel Dog
HD 3 HD 1
Health 28 Health 7
Attk 9 Attk 9
Dmg 8 Dmg 5
Defense 10 Defense 9
Move 14 Move 8
219
Dog, Riding Elephant
HD 2 HD 7
Health 15 Health 60
Attk 11 Attk 12
Dmg 6 Dmg 20
Defense 9 Defense 9
Move 15 Move 13
Donkey Horse
HD 2 HD 3
Health 20 Health 30
Attk 9 Attk 10
Dmg 6 Dmg 8
Defense 9 Defense 9
Move 12 Move 15
Eagle Lion
HD 1 HD 5
Health 9 Health 50
No. of Attacks 3 (2 talons and bite) No. of Attacks 3 (2 claws & bite)
Attk 10 Attk 11
Defense 12 Defense 10
220
Raven
Mule
HD 1/2
HD 3
Health 3
Health 22
No. of Attacks 1 (bite)
No. of Attacks 2 (hooves)
Attk 9
Attk 8
Dmg 3
Dmg 9
Defense 11
Defense 9
Move 4 (Fly 14)
Move 12
Pony Tiger
HD 2 HD 5
Health 12 Health 45
Attk 9 Attk 11
Defense 9 Defense 10
Move 13 Move 15
Rat Wolf
HD 1/2 HD 2
Health 2 Health 15
Attk 9 Attk 10
Dmg 1 Dmg 6
Defense 10 Defense 11
Move 8 Move 15
221
Appendices, Character Sheets,
and Printable GM Screen
222
Appendix I- Monsters by HD
Cavedevil
1 HD Monsters
Ecal Lun
Elemental, Lesser
Arctic Goblin
Faceless
Crypt Goblin
Grick
Death Beetle
Mandrillus
Dretch
Ooze
Electric Wasp
Sahuagin
Fungus
Spider, Giant
Goblin
Hobgoblin
Homunculous 4 HD Monsters
Kobold
Leech Rat Aalosis
Orc Ankheg
Ratfolk Ash Ghoul
Skeleton Beast of the Greenwood
Stirge Blinkdog
Trash Goblin Centaur
Urban Goblin Crowolf
Zaestra Doppelganger
Zombie Harpy
Ogre
Parasitic Undead
2 HD Monsters
Rast
Scarecrow
Choker
Ttorse
Deep Goblin
Vulcari
Ethereal Marauder
Wererat
Forest Fey
Gnoll
Goblindog
Maggot Hound 5 HD Monsters
Magmin
Maug Achaerai
Shadow Creeper Bearded
Wretch Zombie Buggane
Demonia
Ettercap
3 HD Monsters
Enttin
Meat Golem
Boggard
Octospine
Bugbear
223
Owlbear Barbed
Ro-Yethen Bone
Rust Monster Destrachan
Snapjaw Elemental, Greater
Vermin Witch Eye Lord
Wood Fey Girallon
Hezrou
Naga
6 HD Monsters Night Hag
Polar Behir
Abyssal Guardian Soul Eater
Azer Spiked Golem
Basilisk
Carnivorous Girae
Cavern Octopus
9 HD Monsters
Cloaker
Behir
Galandrig
Chimera
Manticore
Chuul
Minotaur
Ghost
Ogre Rat
Golem
Scorpidrake
Gorgon
Scorpionfolk
Remorhaz
Spider Troll
Treant
Unnatural
Vrock
Yeti
7 HD Monsters 10 HD Monsters
Abolith
Babau
Angel
Barghest
Awakened Tree (Demonic)
Bodak
Balor
Bulette
Deathknight
Chaos Beast
Dragon (GMG)
Dire Boar
Giant Tortoise
Ettin
Glabrezu
Grim
Inevitable
Lammasu
Kraken
Slaver
Marilith
Succubus
Nalfeshnee
Troll
Purple Worm
Sea Dragon
8 HD Monsters
Athach
224
Appendix II- Tables
Class Damage-1
Magic Dmg & Healing
L The lowest of the two dice rolled
MAG single target area effect
H The highest of the two dice rolled
1 H L
2 Both dice added together
2 2 H
max The Maximum possible on the two
3 max 2 dice rolled (12)
4 max+L max
1 Dead
L H 4 Severely Beaten
H 2 5 Shaken
max max+L
225
Appendix II- Tables (Contd)
Monster Form
Initiative
Health 4 Page GM
No. of Attacks
Attk
Screen
Dmg
Defense
AP
The Next 4 pages contain a
Perception
printable GM screen.
Size
Move
HD
Special:
Crit:
Treasure:
226
Advantage/Disadvantage: Roll 3d6 for
Advantage add the highest two die &
for Disadvantage add the lowest two
Difficulty Numbers-1 die & then add any modifiers (Attribute
or additional).
Difficulty Difficulty Number
Easy 4
Average 7
Single Target/Area Effect
Hard 11
MAG single target area effect
Very Hard 14
1 H L
Near Impossible 19+
2 2 H
3 max 2
Experience Points by Level 4 max+L max
Level XP Needed 5 max+H max+L
2 20xp 6 max+2 max+H
3 50xp
4 90xp
Escalation Table-2
5 140xp
previous damage escalates to
6 200xp
L H
7 270xp
8 350xp H 2
9 450xp 2 max
max+L max+H
max+H max+2
XP Awards-1
max+2 double max
Encounter Difficulty XP Award
double max fatal blows
Super Easy 0
Difficult 4
2 Both dice added together
228
Battle Bonuses Combat Tactics
-Initiative Seize- The player can move Defensive Fighting
himself up to the 1st spot in the initiative Gain Advantage to Defense Rolls but
order. take Disadvantage on Attack Rolls that
round.
-Second Attack- After calculating damage
for the 1st attack the player can immediately Full Attack
attack either the original opponent or a Gain Advantage on Attack Rolls that
nearby enemy by rolling a second attack roll round at the cost of a Disadvantage to
(this roll cannot generate any additional Defense.
Combat Maneuvers regardless of doubles).
-Damage Armor- this special move allows Gain needed information from an NPC
the player to damage the opponents armor to further an adventure
(whether natural or constructed) reducing
the opponents Armor Points by 1 (plus Revive an ally from being Out of
additional points based on the attackers Action
size) until either the opponent can repair it
or heal it in the case of natural armor.
229
Potions Rest & Recovery
Healing, Minor: Heals 1d6+STA HP Short Rest: A short rest is 5-10 minutes
of in-game time where characters can
Healing: Heals 2d6+STA HP catch their breath, rehydrate, patch
wounds, and so on. After taking a short
Healing, Major: Heals 3d6+STA HP rest characters regain 1d6+level HP,
Mage characters also roll an extra 1d6, if
a 6 is rolled they regain 1 Magic Usage
Magic Usage: Mage regains one point
Point (cannot go above maximum). This
of Magic Usage, rare potion.
Magic Usage boost can only happen once
per day, if successful.
230
231
232
Licensing
Havenshield RPG and Havenshield Roleplaying Game are copyright 2016, and are
trademarks of D.S. Myers Publishing.
These trademarks are used under the Creative Commons Attribution 3.0 license;
Some Rights Reserved.
The following is product identity and is not covered under this CC license:
- Cover and back-cover artwork
- Artwork (all artwork in the Havenshield Complete RPG Rulebook is Creative
Commons 0 and is available for any use EXCEPT for Monsters & Creature art
which is the property of the artists listed in the credits).
- Havenshield logo
- D.S. Myers Publishing logo
For more information on publishing your own works based on the Havenshield
RPG game feel free to email me at scottgeg@gmail.com
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