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Game Design, Text, & Layout by D.S.

Myers

Monsters & Creatures Artwork By:


Jack Holliday; Jacob Blackmon; Gary Dupuis; Matt Morrow; Forrest Imel; Rick
Hershey, Michael Scotta, & Dave Allsop

A big thanks and love you to my wife and kids.

Maps for this book were created with Hexographer Pro,


available at www.hexographer.com

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.

I can be contacted at scottgeg@gmail.com or the


Havenshield RPG Community on Google+

www.dsmyerspublishing.com

Available in Softcover Print @ amazon.com


& Hardcover Print @ lulu.com

...and thank you for your interest in this little DIY project.

2
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

Basic Rules GM Section


Additional Rules p62
Skill Tests p38
Creating NPC's p65
Advantage/Disadvantage p38
Dungeon Adventures p68
Luck Points p41
Wilderness Adventures p70
Chase Rules p41 City & Town Adventures p72
Rest & Healing p41
Awarding XP p42
Magic Items
Armor & Shields p74
Combat Rules Weapons p75
Time p44 Rings p76
Distance in Combat p44 Stas & Wands p77
Order of Combat Misc. Magic Items p78
3
Minor Magic Items p79 Military p98
Herbs p79 Mountains p99
Potions p80 Oceans, Seas p100
& More p80 Religion in Havvengarde p101
Roads & Travel p102
Magic for GMs Rulers p102
Other Kingdoms p103
Minor spells p81
Races p105
Major Spells p82
Religions p108
Rituals p84
Magic p111
Miracles p84
Languages p112
& More p84 Currency p113

Calendar p114
Setting Guide Maps p116
Map p86
Introduction p87 Monsters & Creatures
History p87 Monsters p117 +
Havvengarde p88
Animals p218
Cities p89
Demihuman Kingdoms p95 Appendices
Forests p97 p222+

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!

What is a Role Playing Game?


A role-playing game (RPG ) is a game in which Basic Rules
players assume the roles of characters in a fictional
The Basic Mechanic is Roll 2d6+ Attribute (+
setting. Players take responsibility for acting out
sometimes additional modifiers) to meet or beat a
these roles within a narrative, either through literal
Diculty Number, Skill Test or Saving Throw.
acting or through a process of structured decision-
making or character development. Actions taken
within many games succeed or fail according to a
Advantage/Disadvantage: Roll 3d6 for Advantage
formal system of rules and guidelines.
add the highest two die & for Disadvantage add the
lowest two die & then add any modifiers (Attribute
Tabletop and pen-and-paper (PnP) RPGs are conducted
or additional).
through discussion in a small social gathering. The
Game Master (or GM) describes the game world and
Dice: Havenshield uses only six sided dice (d6).
its inhabitants. The other players describe the
intended actions of their characters, and the GM
Dice Abbreviations: The following table shows the
describes the outcomes. Some outcomes are
standard abbreviations for dice calculations and a
determined by the game system, and some are
brief explanation, these abbreviations are mostly
chosen by the GM.
used to show the amount of Damage a character or
monster can deliver.
It is assumed that most, if not all, who read this book
are somewhat familiar with Tabletop RPGs but for
those that are completely new to this form of gaming Dice Abbreviations
I have tried to include enough examples of play in
this book to make it an easy-ish gateway into the L The lowest of the two dice rolled
world of RPGs. The highest of the two dice rolled
H
Whats Needed To Play? 2 Both dice added together

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).

Because of the 2d6 mechanic of this game the average


Diculty Number needed to succeed at a task is set
at 7 (the average 2d6 roll). Characters have to meet
or exceed the number and the game does give the About Defense Rolls
edge to them by making the average diculty to
succeed at any average task a 7. A players Defense Roll is very simple, the player rolls
2d6 and adds his Defense. Defense is equal to the
About Attack Rolls characters DEX and any Shield DEF bonus (p38
Player's Handbook). The player should roll and add
One of the more common rolls in many games will his DEF and tell the GM the total. The GM will
be Attack and Defense Rolls. When making an Attack compare the total to the opponents Attack and tell
Roll the player rolls 2d6 and adds whatever General the player whether he succeeds and avoids damage or
Attribute the weapon they are using has listed for it's fails and takes damage.
Attk (see Player's Handbook Equipment Chapter).
Also remember Warriors add their Combat (COM)
Class Attribute to the Attack Roll, along with the
After Gree-gug hit the creature the GM informs
General Attribute.
the player the monster attacks back. Gree-gug
has a DEX of 2 and is carrying a medium shield
(DEF bonus of 2). The player rolls 2d6 and rolls
i.e. Gree-gug the 2nd level Orc Warrior has a a 1 and a 3 for a total of 4 & then adds his
STR of 4 and a COM of 2, when he swings his Defense total of 4 (DEX+shield) for a grand
axe he rolls 2d6 and adds both STR and COM to total of 8. The player informs the GM that 8
the roll. So 2d6+6, if this roll meets or exceeds what his Defense Roll and after comparing the
the Defense of whatever, or whoever, he is trying roll to the monsters Attk number of 11, the GM
to hit, he succeeds in the attempt. informs the player that he has been hit for 12
points of damage (the monsters Dmg is 12).
Gree-gug is wearing Light Mail armor which
has 3 Armor Points. The player subtracts his
After rolling the Attack Roll the player leaves the dice AP from the Damage for a total of 9 & subtracts
lay and tells the GM his total Attack Roll number, if that 9 from Gree-gug's current Health Points of
this roll meets or exceeds the monster or NPC's 21. Gree-gug now has 12 Health Points
Defense number the player has hit the opponent and remaining and lives to fight another round
the GM tells him he has done so. Again, without against the foul beast.

6
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

7
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.

The remaining subterranean


Dwarves ,'The Stoneborn', maintain trade
relationships with the other races and
perfunctory diplomatic ties with the
countries of man, but beyond that few
seem to know the realty of what is Stoneborn Dwarf
happening to the Dwarven race. The Stoneborn consider themselves the
Dwarven tales tell that they were created True Dwarven people and although
in Allfather's first dream and therefore generally friendly to their surface kin,
never had the ability to dream they do not really consider them
themselves. Their lack of dreaming is Dwarves anymore. They look on them as
believed to be tied to their inability to outcasts and 'unworthy'. Stoneborn are
use magic and their resistance to magic often pale in complexion with an earthy
itself. But some scholars believe their stone-like undertone to their skin. Their
inability to become Mages and resistance beards are immaculately cared for and
to magic may be tied to their mining of can become white (but most often gray)
Mithril. with advancing age. Wide of chest and
calloused of hands, the Stoneborn have
many traditions that would be foreign to
the outside world. Stoneborn women are
unbearded but rarely seen by anyone

9
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)

6 +1 STR Roll Once on this Table

1d6 Sun Dwarf

Sun Dwarf 1 +10 starting health points


Most Dwarves encountered are Sun 2 extra +1 STA
Dwarves, physically identical to
Stoneborn Dwarves but often with a 3 additional language
deeper, more tan skin coloration, Sun
Dwarves are those who by choice (or 4 minor magical item
sometimes by exile) leave the Dwarven 5 +1 KNO
clanholds to either make a living as
traders, smiths, or sometimes 6 +1 STR
mercenaries on the surface world.
Sun Dwarves are believed to be 100%
Because of their non-magical nature
male and have become much more
Dwarves cannot take the Mage class,
common in the last few hundred years.
but they are resistant to magic based
10
attacks (taking half damage). For Sun Class
Dwarves this resistance slowly fades (1/2 Starting Languages: Elven (Speak,
damage for the first 5 years above Read, Write) & the local Human
ground, 1/4 damage for the next 5-10 regional tongue (Speak)
years, and no longer being resistant after
a decade). Roll Once on this Table

Dwarves reach adulthood at 40 years of 1d6 Adunaic Elf


age and live on average 200 years. Males
1 +1 DEX
average 4'8 in height and around 185lbs
in weight. Females average 4'5 in height 2 extra +1 SOC
and are less stocky weighing in at around
145lbs. 3 additional language

4 minor magical item

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.

Adunaic Elves (City Elves)


The Adunaic, more commonly called City
Elves, Tower Elves (because of their ties
to the magical arts) or derisively referred
to as "Blood Elves" for their part in the
early days of foul magics. Often reaching
6 feet tall the Adunaic tend to have
lighter colored hair (often blonde) with
blue, green, or gray eyes. They live in the
remaining towered cities of their
ancestors. Slow to breed, often only
having one child, they have slowly been
disappearing from the world. Many
retreating to the hidden islands of
elvenkind. City Elves are known for their noble,
sophisticated attitudes as well as their penchant for
powerful magics.

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

11
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
12
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.

Roll Once on this Table


1d6 Gnome

1 choose between a clockwork companion 1d6 Halflings


or a magical familiar
1 +1 KNO
2 extra +1 KNO
2 extra +1 DEX
3 additional language
3 additional language
4 minor magical item
4 minor magical item
5 +1 DEX
5 +1 SOC
6 +1 PER
6 +1 PER

Gnomes reach adulthood at 40 years of


age and live on average 200 years. Halflings reach adulthood at 20 years of
Gnomes are 3 to 4 feet in height (with no age and live on average 150 years.
real dierence between male to female Halfling males average 3'0 in height and
heights) and are lighter and less stocky around 45lbs in weight. Females average
than their Dwarven cousins. 2'9 in height and weighing in at around
35lbs.

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

13
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).

Roll Once on this Table


add 2 to STR
subtract 1 from SOC
1d6 Human size M
Move: 10+DEX
1 +5 starting health points Darkvision
2 +1 to any General Attribute Orcs are trained in the use of all
weapons regardless of Character Class
3 additional language Starting Languages: Orcs Speak a
guttural and rough form of Elven (they
4 minor magical item can communicate with Elves and vice versa but
do have their own slang words, accent, etc) &
5 +1 SOC
those Orcs raised in or near human settlements
6 +1 STR will often speak the local Human regional
language
Humans are the most diverse of all the
races, with skin and hair varying in color Roll Once on this Table
from black to the lightest pale and
yellow. Their men may or may not wear
beards and their eyes can be of various 1d6 Orc
hues, tending towards shades of blue or
1 +10 starting Health Points
brown.
2 +1 to SOC (negates the -1 penalty)
Humans reach adulthood at 15-19 years
of age depending on the culture and live 3 +5 to starting Health Points
on average 85-90 years. Human heights
and weights vary across a large spectrum 4 minor magical weapon
with some northern men generally being 5 +1 PER
14
6 +1 STA
Orcs reach adulthood at around 14 years
of age and live on average 50-60 years. Use the d6 table of the second race for
Orcs can range from 5 feet tall to a additional bonuses.
massive 7 feet tall and weigh anywhere
from 180 to a hair over 300lbs.

Starting Languages: Speak both parents native or


racial language & Speak, Read, Write the local
Half Races Human regional tongue, this represents that most
To create a half race character choose any Half Race characters would be raised in Human
of the 2 Character Races and do the settlements (and attended human schools) as most
following: 'pure' race kingdoms have little tolerance for
Halfbloods.
Choose one of the two races to be the
Main race and use that races attribute
bonuses and bullet point abilities.

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)

Beginning HP: This is the Characters beginning


amount of Health Points.

HD: Hit Die, the PCs Hit Die is the amount of


Health Points a character gains when leveling up,
amongst other things.

Damage: This is the amount of Damage each


Character Class does (unlike other games damage
isn't calculated by the weapon used but by the
characters class, representing a characters lethality
and training in weapon use). This Damage will be
written as the abbreviated code and applies to all
weapons damage the character is proficient in using.
It also lists a characters damage done while unarmed
or using a makeshift or improvised weapon in
parentheses.

Class Damage
L The lowest of the two dice rolled

H The highest of the two dice rolled

2 Both dice added together

max The Maximum possible on the two


dice rolled (12)
16
Warrior
Fighter, Soldier,
Primary Attributes: STR & Choose 2nd Mercenary, Guard... All
Class Attribute: COM (Combat) encompass the battle
Beginning HP: 4d6+STA
hardened Warrior.

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
17
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.

18
- 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.

Rogue Descriptor Classes


Ranger Assassin
Bard
Requirements: DEX 2, PER 3 Scout
- A Ranger can track a creature or person over long Spy
distances at full Move speed. When tracking a Thief
Ranger rolls at Advantage no matter the
Treasure Hunter
circumstances and adds both PER and KNO to
their Skill Test.
- At 4th level a Ranger gains an animal companion.
- While wearing no armor, Leather, or Heavy
Leather armor a Ranger can reload any bow as a
Thief, Pickpocket,
Free Action.
- Epic Power: Once per Encounter a Ranger can fire Smuggler, Scoundrel...
those who live one
a number of arrows equal to the Characters Level
with just one Attack Roll. This attack does
1d6+PER damage for each arrow and the
arrows can be divided between any targets the
Ranger chooses (including all in one target).
step ahead of the law.
This is the Rogue.
Rogue

Primary Attributes: DEX & Choose 2nd Assassin


Requirements: DEX 3, PER 3, KNO 2
Class Attribute: SKI (Skills)
- An Assassin can make poisons equal to an
Alchemist of 1/2 his level. For more on Poisons see
Beginning HP: 3d6+STA Equipment.
- With a successful Sneak check an Assassin can
HD: 1d6+STA automatically succeed in the first Attack Roll and
will do max damage on a sleeping, prone, or unaware
victim.
Damage: H (unarmed/improvised: L) - An Assassin can cast the following
Minor Spells as a caster of 1/2 his
Weapons & Armor: All swords, bows, level. Detect Magic, Hide, Minor
daggers, clubs; All leather armors and Illusion. An Assassin may
only cast a number of spells per day
light shield equal to his level before requiring a
Long Rest.
Special - Epic Power: Once per encounter an
Pinpoint Attack: If Rogues DEX is higher than Assassin can choose any target within
either the opponents DEX (for NPCS) or HD (for sight and immediately strike it with a
monsters) increase the damage done by one poisonous dart without an attack roll.
19
The eects of the Assassin's poison
depend on the poisons the Assassin "I didn't see what
has prepared (see Potions and Poisons
in the Equipment chapter). This attack
does not take the place of the Assassin's normal turn.
pierced me in the back
but I felt the blood. I
Bard spun and turned to see
Requirements: SOC 4, KNO 3
the man, head covered
- While wearing no armor heavier than
Heavy Leather a bard can cast any in a hood. He showed
Minor Spell he knows as long as the Bard is carrying
a musical instrument and has me my purse of gold
the ability to use his voice (sing). A
Bard casts spells as a caster of 1/2 his before he said 'thanks
level & may only cast a number of
spells per day equal to his level.
Bards can learn a number of Minor Spells up to
mate'. Then he walked
their KNO + Character Level.
- Once per lunar cycle (month) a Bard
into the shadows..."
can influence and sway a number of
people equal to his level in d6 (i.e. a gone
4th level Bard influences 4d6 people).
This can influence the crowd to do
Tracking Rolls along with rolling at
things that would normally be against
Advantage.
their better judgement (i.e. "Lets
- A Scout can Hide (as per the Minor
overthrow the town guard").
Spell) a number of times a day equal
- At 5th Level a Bard can choose one
to the Scouts level. He does so as a
Major Spell School, he casts spells
caster of 1/2 his level.
from that School as a Mage of 1/2 his
- While wearing no armor or Leather or
level as long as he is wearing armor no
Heavy Leather armor a Scout can
heavier than Heavy Leather and can cast a number of
reload any Bow as a Free Action.
spells per day equal to Character Level before
- Epic Power: same as Ranger
requiring a Long Rest.
- Epic Power: Once per day the Bard
can target one creature or NPC that is
within earshot and by playing or Spy
singing a song can charm that target
Requirements: KNO 2, PER 3
into doing any one thing (up to and
including committing suicide).
- Once per day a Spy can reroll any
failed attempt at spying (PER Skill
Tests)
Scout - A spy can Disguise himself (as per the
Minor Spell) a number of times equal
Requirements: PER 3 STA 2 to his level. He does so as a caster of
1/2 his level. To do so he must have
- A Scout can track any creature or access to his Disguise Kit and doing so
person across long distances & adds takes 1d6 minutes.
DOUBLE his SKI Attribute to any - A Spy can gather information on any

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

- A Thief can reroll one failed Skill Test,


Attack Roll, or Defense Roll per day. Mage
- A Thief can choose to not roll for
gained Treasure a number of times per Primary Attributes: KNO & Choose 2nd
day equal to his level, instead taking
the maximum amount of Treasure
that was possible (i.e. instead of rolling Class Attribute: MAG (Magic)
3d6x10sp gaining the maximum instead...180sp).
- Once per day a Thief can choose to Beginning HP: 2d6+1 (no STA bonus)
automatically evade any pursuers.
- Epic Power: Once per encounter a
Thief can do an Epic Pinpoint Attack, HD: 1d6+ Class level (no STA bonus)
this attack is similar to the Rogue's
Pinpoint Attack but does double the Damage: L (unarmed/ improvised: 1
normal damage and ignores all of the
point of damage)
targets AP.

Weapons & Armor: longsword, sta,


club, crossbows; no armor
Treasure Hunter
Requirements: SOC 2, KNO 3 Special
Magic Use: Mages begin the game with 1 Magic
- A Treasure Hunter can choose to not Usage Point and the ability to cast spells (see the
roll for gained Treasure a number of chapter on Magic for more).
times per day equal to his level, Wizard Types: For more traditional wizards add
instead taking the maximum amount Draconic as an additional language (Draconic is the
of Treasure that was possible (i.e. instead of rolling language of Magic itself) and for more religious
3d6x10sp gaining the based Mages add Celestial as a bonus language (as
maximum instead...180sp). it is the language of solitary prayer).
- A Treasure Hunter can gather
information on any known treasure Mage Descriptor Classes
location. This takes up to 1d6 days and Alchemist
costs 1d6x10gp per day. Arcanist
- Treasure Hunters are masters at Cleric
disabling Traps. When rolling Skill Druid
Tests to disarm a trap the Treasure Mystic
Hunter doubles his SKI Attribute as a Priest

21
Advantage.
Magician, Sorcerer, - With time and study an Arcanist can
develop new spells in his chosen

Shaman, Priest... School, discuss your ideas with the


GM on developing new spells. The cost

those who harness


of such endeavors is 3d6x1000 sp and
takes 3d6 months. The development of
a new spell may require very rare
divine or arcane material components that must be
quested for.

magical arts, this is - Epic Power: The Arcanist can cast any
spell of his chosen School (including

the Mage. touch spells) to a center of anywhere


within his line of sight without any
penalty.

"At dawn we heard the


Alchemist ground quake and from
Requirements: KNO 4

- An Alchemist can make potions and


the sky itself it rained
poisons, see Equipment chapter for
more.
fire. Then we saw him
- Once per day an Alchemist can reroll
any failed Skill Test involving the standing upon the
central tower covered in
manufacture of poisons or potions.
- An Alchemist gains Advantage on any
Skill Test or Saving Throw when
dealing with the eects of any known blue light, his eyes
poison or potion.
- Epic Power: An Alchemist gains the blazing from the chaos
ability to create almost any known
potion or poison with almost any he brought to town."
available materials. MacGyver style.

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.

No ability score can begin at more


General Attributes than 4 (before racial adjustments).
STR (Strength) is a measurement of the physical
power and might of a character.
DEX (Dexterity) is a measurement of the speed and
agility of a character. Class Attributes
STA (Stamina) is a measurement of the physical Class Attributes are additional bonuses added to
fortitude and endurance of a character. checks that are associated with the Character's
PER (Perception) is a measurement of the alertness Class, such as hitting someone with a sword for
and awareness of a character. Warriors, Casting Spells for Mages, or picking
KNO (Knowledge) is a measurement of the mental someone's pocket for Rogue's. Class Attributes are
intelligence and learning of a character. not rolled for and increase as Characters Level up.
SOC (Social) is a measurement of the charm and
personality of a character. Combat Attribute (COM)- Warriors
The COM attribute adds to a Warriors Attack Roll
Roll 2d6 for General Attributes (3d6 w/ with any weapon they are proficient in. It also adds to
Advantage for Primary Attributes) and consult any STR tests that are combat related. Also any kind
the following table of tests or skills related to battle, warfare,
leadership, etc.
2d6 Roll Attribute Skills Attribute (SKI)- Rogues
The SKI attribute adds to any Rogue's tests, skill
2 -1 checks, or saving throws related to Thievery, Traps,
Stealth, Understanding Written Languages, Hearing,
3-4 0
etc.
5-7 1 Magic Attribute (MAG)- Mages
The MAG attribute adds to a Mages spellcasting
8-9 2 tests, saving throws against spells, spell attacks & all
tests related to arcane knowledge, ancient lore,
10-11 3
demonology, religion & more.
12 4

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

1. brothel owner Leveling Up


2. cat burglar
3. courtier
4. diplomat Roll HD and add that total to your Health Points
5. doctor Gain 1 LP (Luck Point)
6. explorer On even numbered levels roll to check for increases
7. government ocial in your Primary Attributes (see note on Raising
8. historian Primary Attributes next page).
9. merchant On odd numbered levels choose only one of your
10. money lender non-Primary Attributes and raise it by 1 (no check
11. priest required).
12. slave trader At 3rd level choose a Descriptor Class.
13. spice merchant At 5th level choose a 3rd Attribute to be a
14. student Primary Attribute.

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

4 90xp Raising Primary Attributes


5 140xp
On even number levels a check is required to see if
6 200xp your Primary Attributes raise. To do this roll 2d6 and
if either die is equal to or higher than your current
7 270xp Attribute increase it by 1. Do this for each of your
Primary Attributes. Attributes can be raised to a
8 350xp
maximum of 6 (with 1 exception, Orcs, can raise
9 450xp their STR to 7 at level 6 or above by rolling a 6 on the
check if they already possess a STR of 6).
10 600xp

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

Aquan- The language of waterbased creatures


including mermen.
Auran- The language of air-based creatures.
Celestial- The language of the Heavens and its
servants. Used in solitary prayer by the Priests and
Clerics of faith.
Draconic- The language of dragons. It is also the
language of magic incantations used by mages (and
they gain it as a bonus language in Havenshield
campaigns).
Aelthanir- The spoken and written language of
ancient humans.
Ignan- The language of fire-based creatures.
R'leyhian- The language of aberrations and priests
of dark, unnamable gods.
Sylvan- The language of fey creatures including

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)

Mage: 1 weapon, Spell or Prayer book, Holy Symbol


or Arcane Device, Backpack, week of water and
rations. Currency
Silver pieces (sp) are the basic coinage of
Gentry/Noble: Those characters of the Gentry or Havenshield. Silvers are worth 10 coppers and 10
Noble Social Classes will start o with either a silvers equals 1 gold.
weapon or armor of Fine make along with a good
riding horse, fine clothing, and any small purchase Copper pieces (cp) are worth 1/10th of a silver or
items (10sp or less) that they wish to carry. 1/100th of a gold.

Gold pieces (gp) are worth 10 silvers or 100 coppers.

For every 500 coins a character carries add one to


their Encumbrance.

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.

Pack animals, riding animals, carts and wagons may


also carry items for you but you must list what items
they are carrying separately from your personal
Encumbrance. If the animal, wagon, etc is nearby
during an Encounter you may retrieve an item from it
Shields
by using a Fast Action if it is within half of your
MOVE or in a Full Action if it is located further than
half of your MOVE. Shield increase a characters DEF (Defense). Shields
are listed by their DEF bonus, their Penalty & Cost.

Arms and Armor DEF bonus: this number is added to a characters


DEF score.
When using weapons a character is not proficient in
they do so at Disadvantage.
Penalty: Reduces MOVE by number listed.
When wearing armor a character is not proficient in
Cost: The amount of funds needed to purchase the
they do all checks, skill tests, attacks, defenses, & item.
spellcasting rolls at Disadvantage.

Armor Shield DEF Penalty Cost


bonus
Each Armor is listed including it's Armor Points
(AP), it's Penalty & it's cost. Light 1 0 10sp

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.

Cost: The amount of funds needed to purchase the


item.

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

Morning STR STR 50sp


Star
Small Melee Weapons
Rapier DEX PER 80sp
name Attk Dmg Cost
Spear STR PER 10sp
Short DEX STR 10sp
Sword Staff DEX STR 5sp

Knife DEX PER 1sp Warhamm STR STR 60sp


er
Small STR STR 1sp
Club

Dagger DEX PER 2sp


Two Handed Melee Weapons
Hand Axe STR STR 5sp

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

Quarterst DEX STR 10sp Hand DEX PER 100sp


aff Crossbo
w

Short DEX PER 25sp


Bow
Polearms
Long DEX PER 60sp
Bow
-Polearms automatically go first in Initiative for the
Throwin STR STR 10sp
1st Round of Combat (roll Initiative Check anyway
g Axe
and starting on the 2nd Combat Round you will go in
that order). Throwin DEX STR 5sp
g Knife
Attk: The Attribute the weapon adds to Attack
Throwin STR STR 10sp
Rolls.
g Spear
Dmg: The Attribute added to a characters Damage.

Cost: The amount of funds needed to purchase the Range & Reload
item.
Ranged weapons are again listed by Range and
Polearms Reload times.

name Attk Dmg Cost


Range: Range is the maximum distance a character
Glaive STR STR 60sp can shoot or throw a ranged weapon without penalty.
Attacks at further than the listed distance are always
Halberd STR STR 70sp done so at Disadvantage.

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

Crossbow 45 full action Iron Spikes 20sp

Hand 20 fast action Ladder, 10ft 10sp


Crossbow
Lantern 40sp
Short Bow 24 fast action
Lantern Oil 10sp
Long Bow 40 fast action
Map case 10sp
Throwing 6 must retrieve Mirror, small 75sp
Axe
Oil, flask 15sp
Throwing 8 must retrieve
Knife Padlock, 2 keys 100sp
Throwing 12 must retrieve
Paper 10sp
Spear
Pole, 10 ft 2sp

Quill 1sp
Adventuring Equipment Quiver & Arrows for 25sp
Bows
Listed by Name and Cost. Rations, Dry 7sp

Rope, Hemp 1sp


Adventuring Equipment Rope, Silk 50sp

Name Cost Sack, Large 1sp


Backpack 4sp Sack , Small 2cp

Bedroll 2sp Saddle, Pack 10sp


Belt Pouch 1sp Saddle, Riding 50sp
Bit and Bridle 15sp Saddlebags 5sp
Bolts & Case for 20sp Tent, Large 100sp
Crossbow
Tent, Small 10sp
Candles 1sp
Thieves Tools 50sp
Chalk 1sp
Tinderbox 3sp
Glass Bottle 10sp
Torches 6sp
Glass Vial 5sp
Whetstone 1sp

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

Magic Usage: Mage regains one point of Magic


Usage, rare potion.
Food & Lodging
Potions
Food & Lodging type cost
type cost
Healing, Minor 50sp
Ale (Pint) 2cp Healing 100sp
Ale (Pitcher) 1sp
Healing, Major 150sp
Lodging (week) 5sp
Magic Usage 1750sp
Lodging (night) 1sp

Meal at Inn 5cp

Wine, bottle 2sp Poisons And Herbs

type cost

Larathia Petal 110sp


Transport
Boneshiver 400sp per dose

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.

Dog, Riding 40 100sp Boneshiver: This feared, tasteless poison is easily


manufactured from a small group of readily available
Horse 80 75sp
poisonous mushrooms and flowers. Depending on its
Mule 120 30sp potency a single dose of Boneshiver can cause violent
shakes, uncontrollable fevers and hallucinations for
Pony 50 30sp up to 6 days. In Game terms those who fail a ST 12
(STA) after imbibing Boneshiver become violently ill
Wagon 600 200sp
for 1d6 days, this illness requires bedrest and food/
Warhorse 90 250sp
36
water. When found in black markets the price above Darkbrew: This highly potent, viscous, black liquid
is for the standard version of Boneshiver described is poisonous upon contact with skin. Often times
here. More powerful and potent versions can be bottled in glass containers and thrown at opponents.
found. The liquid begins burning thru flesh on contact,
causing green, scab-like wounds. In game terms
Assassin's Tongue: Colorless and waxy, Assassin's Darkbrew is a ranged weapon that uses DEX for
Tongue is often applied to piercing weapons. Once it Attack Rolls and PER for Damage bonus. Its Damage
enters the bloodstream it causes a burning sensation is 2 (+PER) and ignores an opponents AP (Armor
in all of a victim's extremities. This is soon followed Points). The bottle has a range of 6 yds. Anyone
by paralysis. within 2 yards of the target will also take L in
In game terms a standard dose of Assassin's Tongue splashing damage (this also ignores AP). No other
requires a ST 13 (STA) roll or the victim becomes known versions of Darkbrew exist but the standard
paralyzed in 1d6 rounds. More powerful versions one.
can be found occasionally, but the manufacturing of
this poison is a major criminal oense in most
kingdoms.

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.

Advantage and Disadvantage can however cancel each


other out.
Advantage/Disadvantage
Roll 3d6 for Advantage and add the highest two die
& for Disadvantage add the lowest two die & then
add any modifiers (Attribute or additional).
i.e. While trying to disable the trap Bugbears
enter the room and begin attacking his
compatriots, creating a disadvantage to the
Skill Test because of the extra commotion,
i.e. Trick, the Halfling Rogue, isn't bodies flying, and the Bugbears rather
paying much attention while walking unpleasant smell. In this case the
down a corridor and triggers a Disadvantage caused by the Bugbears would
pendulum-like trap. The GM asks the cancel out the Advantage created by the
player to roll a DEX check to see if Primary Attribute causing a regular roll. But like
Trick can dodge the well constructed the above if the 2nd Advantage from the traps
and fast trap (a Difficulty 15 test). age was available the player would still have
Because the Rogue has DEX as a Advantage on his roll (Two Advantages is
Primary Attribute he gets to make the more than the one Disadvantage).
test at Advantage. The player then rolls
3d6 and rolls a 4, a 2 & a 6. Taking the
2 highest die (4 & 6) for a total of 10,
the player adds his DEX score of 4 for Basic Skill Tests
14 (still failing). BUT because Trick is a
2nd Level Rogue the player also gets Any time a Skill Test (ST)would be called for (i.e.
to add the Rogue's Skill Attribute of 2 jumping over the head of an incoming Troll, trying to
to the roll (since Traps are included in steal the crown o of a sleeping Kings head, Rolling a
the Skill Attribute). For a total of 16, barrel down a winding stairwell to hit an NPC) the
dodging the pendulum's blade as it GM will determine the Diculty Number (DN) of
swings from one side of the corridor to the action being attempted and the Attribute used.
the other. Then the player rolls 2d6 and adds the chosen
Attribute, if that number is the same or higher than
the chosen DN the character is successful in his
attempt.

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.

Near Impossible 19+

Class Attributes & Skill Tests


Skill Tests are generally written in this format in the When to add a Class Attribute to a Skill Test can
game... occasionally be a dicult task & the following lists
do not include every situation where that Attribute
ST ## (Attribute) should be added. The GM should use their best
judgement and not slow down the game pondering
Such as ST 12 (STR) for a Strength Attribute Skill whether it should or shouldn't be used in that
Test with a Diculty Number of 12 (12 or above to situation, or arguing with a player who believes it
succeed rolling 2d6 and adding Strength). should be used. Just let them use it and move on.

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.

-SKI (Skills)- -PER (Perception)-


The Rogue's Class Attribute Listening at doors, hearing a stealthy enemy before it
attacks, spotting a secret passageway, noticing the
Thievery, including picking pockets, following an small drops of blood that lead into that passageway,
enemy without being seen, making and setting traps, smelling the decay from the end of the passageway,
disarming traps, picking locks, hiding in the getting a feeling that the passageway itself seems to
shadows, moving silently, etc. be breathing ever so lightly.

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.

Some Basic Skills Saving Throws


The following list is some of the more commonly Havenshield does not use traditional 'Saving Throws'
attempted feats that might require a Skill Test, listed instead a Skill Test against the monster, magic,
by the General Attribute most often used for that poison, trap, etc is used in its place.
test.

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.

-Resolve the Chase-


If both sides end up within the same column the
chase is over and most likely goes into, or back into,
Awarding Experience Points (XP)
a combat encounter. Or if either side moves one step
beyond Very Far to Gone the chase is over with no During the game session the GM should keep track
hope of one side catching the other. of every Encounter the characters have, whether
-Chase Advantage or Disadvantage- Combat or Roleplaying. Writing these encounters in
Sometimes circumstances would call for either an a notebook or on scratch paper at the end of the
Advantage or Disadvantage roll against the DN. Encounter and making a quick note of how dicult
These could include players chasing monsters thru the encounter was for the players, from Super Easy to
their own lair without knowing where they are going Extremely Dicult.
(players chase roll is at Disadvantage), players At the end of the game session the GM adds up the
chasing severely wounded monsters (players chase corresponding numbers and awards each character
roll at advantage), players being chased while their with that total amount of XP.
characters are burdened with something very heavy
42
defeat in combat. In roleplaying situations this may
XP Awards
include a very elongated in-character session
Encounter Difficulty XP Award involving very, very serious negotiations (such as
bargaining with a great devil for one's own soul). The
Super Easy 0 characters expend almost all of their resources,
whether money, supplies. magic, magic items,
Easy 1
potions etc in an attempt to overcome this obstacle,
Average 2 yet still very barely escape, if they escape at all.

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.

Average- The characters make it thru a combat


mostly unscathed, taking some damage and possibly
overcoming some minimal obstacles. A prolonged
roleplaying of negotiation or suspense may qualify
for this category. The players may expend some
money and supplies & maybe some healing potions
or magics to make it thru an average encounter.

Dicult- The players have a hard time with this one.


Maybe even having to retreat from a combat to
escape certain doom. This may also include a massive
failure in a social situation that results in long term
bad eects for the characters (like angering a King
during negotiations to the point he puts a bounty on
their head). The players had to expend a lot of their
resources to overcome the obstacle and may have just
barely survived by using magical healings and
potions. This category can also include a characters
death and the other characters suering a resounding
defeat by a superior foe.

Very Dicult- Most, if not all of the characters are


dead, or near death. The players suer a very decisive

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.

Distance in Combat Remember certain weapons have Advantage or


Disadvantage associated with their initiative rolls &
Distance is based on Move. 1 Move is one yard. So a pole arms go first in the 1st round of an encounter.
character with a Move of 12 Full Action Run at 24
yards a round or can make a Fast Action move of 6
yards in a round and still make a Full Action.
Attack Rolls
Order of Combat When PCs attack they roll 2d6+ their attack modifier
(based on STR ability for most melee weapons and
DEX for most ranged weapons, Warriors also add
1. Players declare their actions for the round
their COM attribute to this).

2. Roll Initiative Check


Monsters and NPCs have a Defense Number, if the
players attack roll is at the Defense Number or above
3. PCs with successful Initiative Checks go in
the attack is successful. The characters damage is
order of DEX and roll Attack Rolls
calculated based on the PCs class damage, + STR for
most melee weapons or + PER for most smaller
4. GM determines which players are being
melee weapons and ranged attacks. Subtract the
attacked, those players roll Defense Rolls
creatures Armor Points from this damage and then
subtract that total from the creatures current Health
Points on your scratch paper.
44
i.e. Boris the Unwielding is wearing Light
If the PCs Attack Roll is unsuccessful the monster or Plate armor when he is ambushed by the
NPC takes no damage. Goblin Chief Utaa. Utaa attacks Boris and
Boris fails his Defense Roll and is struck
Sometimes Attacks can have Advantage or by the Goblins scimitar for 5 points of
Disadvantage based on circumstances. And a player damage. Because of Boris's Light Plate
that rolls double 6's on attack rolls creates a Battle
Armor (AP 5) his armor repels the blow
Bonus (see p16 for more).
and he takes no damage.

i.e. The player decides Boris the Brave will


attack the goblin with his brand new Escalation Rolls
longsword. Boris is level 2 & has a STR of 4 At the end of every round the GM rolls 1d6 and if
and a COM of 2. The player rolls 2d6 and that number is at or below the current round the
gets a 4 and a 5 (total 9), then adds his STR combat steps up on the Escalation Table. Round
and COM for a total of 15, easily surpassing counts start over at every Escalation. Escalation
the Goblins Defense of 9. Without touching represents not so much as combatants dishing out
the dice the player adds the two dice more damage but battle fatigue, changing conditions
(Warriors do both dice in damage on a hit), and the brutality of longer combats.
so 9, and because the sword is a melee
weapon that adds STR to Damage, Boris I use 2d6's for this of dierent colors. On one I
does a total of 13 points of damage to the keep the round count by changing the face up
Goblin in one swing of his sword. side of the die to the current round. And I use the
second die for the Escalation Roll. When the die
roll is at or below the number on my 'round
count' die I up the Escalation by 1 step and tell
the players. I then reset my 'round count' die to 1.

Defense Rolls Escalation Table


When being attacked PCs roll 2d6+Defense to previous damage escalates to
defend themselves. Their Defense bonus is calculated
by DEX and modified by things like Shield Bonuses. L H
The roll must meet or exceed the Monster or NPCs
H 2
Attack Number.
2 max
If successful the player takes no damage.
max max+L
If the roll is unsuccessful, damage is calculated based
max+L max+H
on the Monsters Damage statistic. All Monsters and
NPCs have a set (static) damage number, or max+H max+2
numbers, for attacks. Tell the player the damage done
to them and let them subtract any armor points from max+2 double max
that total before subtracting it for their current
double max fatal blows
Health Points.

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.

'Nameless' NPCs, low level monsters, and minions


L= lowest H= highest 2= both will no longer attack an Out Of Action character, but
some more powerful NPCs may attempt to make sure
the PC is dead (a 'coup de grace'). If an NPC can
reach an Out Of Action character it can spend it's
Battle Bonus Full Action for that round on a Coup De Grace. The
Out of Action PC may not make a Defense Roll
When successful attack rolls are made and the 2d6 against this and it is always considered successful as
are double 6's the attacker can choose to do a Battle long as the NPC uses his Full Action for the round. If
Bonus. Consult the following list for options. this happens and the remaining characters survive
the round the Out Of Action character can still
-Initiative Seize- The player can move himself up to roll on the Out of Action table at the end of the
the 1st spot in the initiative order. encounter, but suers a -4 penalty on the roll
(with any lower than 1 counting as a 1). The player
-Second Attack- After calculating damage for the 1st can still spend Luck Points modifying this (spending
attack the player can immediately attack either the one LP to turn the -4 to a -3, etc).
original opponent or a nearby enemy by rolling a
second attack roll (this roll cannot generate any After the Encounter is over have the player rolls on
additional Combat Maneuvers regardless of doubles). the following table (note the player can spend Luck
Points to modify the roll upwards by 1 point per LP
-Lethal Attack- Does either double the dices damage spent).
to the opponent (if the opponent is either more
powerful or a 'named' NPC foe) or outright kills the
opponent in a gruesome fashion if the enemy is a ROLL 1D6
minion or 'lesser' monster or NPC.
1. The PC is dead, really dead. Depending on the
-Bypass Armor- The attack completely ignores the time that has passed and the presence of a Healer the
opponents Armor Points, doing the full amount of PC may be able to benefit from a You're Not Dead Yet
rolled damage with no reduction. Spell.

-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).

4. The PC is alive but severely beaten, the character


Reaching Zero Health Points has Disadvantage on all rolls for the next 1d6 days.
(This can be Healed with a Cure spell or potion, the
When a PC reaches 0 Health Points he is considered spell DN is 10).
Out Of Action and not necessarily dead.

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.

Combat Advantages & Disadvantages Combat Tactics For NPCs/ Monsters


Here's a couple of short lists of tactics, scenarios, etc
that would create an attacker or defender to have Defensive Fighting
Advantage or Disadvantage on Attack or Defense The PCs have Disadvantage on Attack Rolls against
rolls... the creature but gain Advantage on Defense Rolls
against it's attacks.
-Combat Advantages-
Full Attack
-Attacking a standing target from horseback (if the The PC's have Disadvantage on their Defense Rolls
character has horsemanship skills) against the creature but gain Advantage on Attack
Rolls against it. Other Combat Rules
-Attacking from behind
-Weapon Sizes-
-Attacking with Surprise
-Small Weapons, such as daggers, grant the attacker
-Attacking a character or creature that is Prone Advantage on Initiative Checks (or in the case of
monsters or NPCS add 3 to their Defense Number),
-Attacking a creature of two or more Sizes larger than but do one step down on Class Damage (use the
you Classes unarmed/improvised damage).
For NPCS or Monsters add 3 to their Defense
-Target is stunned Number but halve their Dmg.

-Combat Disadvantages- -Two Handed Weapons, such as Claymore Swords


and Two Handed Axes, do an extra +2 Damage but
-Attacking while in deep fog/smoke/etc have Disadvantage on Initiative Checks. And the user
may not gain a shield bonus to Defense until
-Attacking a creature more than two Sizes smaller switching weapons.
than you For NPCS or Monsters subtract 3 from their
Defense Number but add 2 to their Dmg.
-Attacking a person on Horseback who is moving (if
the rider is a proficient horseman)
-Fleeing or Retreating Combat-
-Attacking a flying creature -Players may make a successful Defense Roll
-Attacking while prone to retreat or take damage on the way out.
This may lead to a Chase (p11). Monsters
-Attacking an invisible creature or NPcs who attempt to flee are subject
to one final attack from the players.
-Two Weapon Fighting-
-A Warrior or Rogue may opt to fight with
Combat Tactics for Players one weapon in each hand (as long as they
are one handed weapons). They do not gain
extra attacks and attack normally but can
47
decide which weapon does the damage after -Grappling-
a successful attack. -For players grappling is a simple Skill Test
-Subduing an Opponent- of STR against the creature or NPCs
-A player can choose to subdue an opponent Defense. 3 successes and the the player
instead of killing it with a fatal blow when it 'beats' the opponent. 3 failures and the PC is
reaches 0 HP. The creature is considered to beaten. The winner can determine the
have 1 HP but will be unconscious for the consequences of defeating the enemy, such
next 2d6 rounds and near death upon as subduing them (Knock Out, Choke Out),
awakening. For NPCs/ Monsters they can capturing them, humiliating them, etc.
choose to Knock Out an opponent to Running a grappling contest in game is best
capture them. done by asking the players what they wish
to attempt to do, and then letting them roll
to succeed or fail, and then trying to visually
explain the outcome of that "round", until
there is a winner.

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

Rituals & Miracles are the most powerful forms of


Some Minor Spells require Spellcasting Rolls. A
magic, sometimes involving multiple Mages to even
Spellcasting Roll is 2d6 + KNO ( & + MAG for
accomplish & other times involving otherworldly
Mages). This number must meet or exceed the
patrons. Sometimes such magics can be particularly
Creature's Magical Defense Number or NPCs
dangerous to not only the Mages involved but the
Defense Number.
world itself.

Differences Between Spellcasters Minor Spell List


Arcane Spellcasters- Arcane spellcasters spend Animal Friendship
years, sometimes decades, learning the formulas that Armor
unlock the magical powers from their dreams. Arcane Detect Magic
users carry spellbooks with their personalized Disarm
formulas written in them (spells). They carry Arcane Disguise
Devices and sometimes belong to Arcane Colleges or Flame
Organizations. They have access to all Schools of Guide
Magic. Gust
Hide
Divine Spellcasters- Divine casters, Priests, Clerics, Light
Druids, Healers, Shamans gain their magical gifts Magic Blast
from Gods or Earth Spirits, depending on the divine Magic Hand
being this may entail prayer or sacrifice. Divine Minor Heal
casters often carry Holy Symbols and sometimes Minor Illusion
prayer books. Read Magic
Resist
49
Shield bonus. The range is 12. It does H+PER in damage.
Thunder Unlike other spells the targets regular Defense
True Strike Number is used for Attack Rolls. This spell on
Ward double 6's also creates a Battle Bonus like a
regular ranged attack.
Animal Friendship: The caster can charm a number
of non-monstrous animals equal to the casters level. Magic Hand: This spell creates an spectral like hand
This eect lasts 1 hour per caster level. that can do simple tasks (open unlocked doors, pick
up a spoon, etc). It can lift no more than 5 lbs. and
Armor: This grants the caster 1 Armor Point and must remain within 5 feet per caster level of the
lasts until the end of the encounter. spellcaster.

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.
50
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).

MAG single target area effect


Casting Major Spells
1 H L

Casting Major Spells is taxing on the body, mind, and 2 2 H


soul. It requires the utmost dedication to the crafts of
Magic. The casting of Major Spells requires a free 3 max 2
range of movement and a complex arrangement of 4 max+L max
vocalizations. Major Spells cannot be cast while the
Mage is wearing armor or while unable to speak. 5 max+H max+L
Certain spells also require odd material components
which are destroyed if the spell casting is successful. 6 max+2 max+H

The amount of Magic that a Mage can cast without


rest is indicated by Usage Points. Usage Points Magic Usage Points
indicate fluctuations in the weave of Magic in the
world (some days are better than others).
A Mage begins the game with a number of Magic
Usage Points equal to their MAG Attribute. This is
When casting a Major Spell a Spellcasting roll is
the characters maximum Magic Usage.
made (2d6+KNO+MAG) against that particular
spells DN. If the total is at or over the DN the spell
When rolling for Usage a 1 on the die reduces the
casts normally and does whatever the spell
Mages Usage Points by 1.
description indicates. If the casting roll is under the
DN the spell fizzles out and fails (& you may lose a
Regaining Usage Points. A Mage can gain one Usage
Usage Point even in failure). A Critical Fail can result
Point during a short rest by rolling a 6 on 1d6 (this
in really unexpected results, including damage to the
can be successful only once per day), otherwise a
Mage and others around him.
Mage gains 1 Usage Point for a Long Rest. Rests
cannot raise a characters Magic Usage above their
When making a Spellcasting Roll its suggested that the
maximum.
player rolls 3d6, two of one color for the Spellcasting Roll
and a third die of a dierent color for the Usage Check.
Whether the casting is successful or not, rolling a 1 on the
Usage Check die reduces the Mages Magic Usage by 1. Gaining Schools of Magic
Remember to leave the dice lay if its a damage causing spell.
Mages gain one additional school at 4th level and
At 1st level Mages begin with the spells of two one more at 8th.
Schools and gain access to additional Schools as they
increase in level, gaining one additional School at 4th
level and one more at 8th.
Arcane Devices
Each School has 4 spells included and when learning Arcane Devices such as staves & wands are used by
a new School you gain the ability to cast all of the Arcane Spellcasters instead of smaller and costless
spells in it. material components (some spells and almost all
rituals do require materials of set cost and those do
Magic Damage & Healing have to be paid for or found and are expended most
When a spellcaster casts a spell that damages or times, check the spell listing for those). An Arcane
heals a target the spells damage or healing is Device can be most anything the player chooses to

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.

Desc: The Description of the spell, its eects, and


how it increases in power with the Mages Level.

Crit: When a Spellcasting Roll is a Critical Fail, this


The Nature of Magic is the consequences. Remember, if a Spellcasting Roll
Magic is the essence of the curtain that lies beyond would of normally succeeded and double 1's are
the world. The practice and discipline required to rolled the spell still fails but it is not a Critical Fail.
harness magical powers is balanced by the chaos of
its raw power.
It is known both by Divine and Arcane Spellcasters
that magic is fundamentally tied to the ability to
dream. For Arcane Mages this dreamlike state is

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).

Damn Your Luck


DN: 10
Desc: Once cast the caster can force a change in the Summon Element
dice. If one of the casters allies or himself fails a DN: 10
Defense Roll the caster can immediately call for a Desc: Summons an Elemental (of the Mages chosen
reroll and take the better of the two. This spell can element) of HD equal to the casters level. This
only be successfully cast a number of times a day Elemental will assist the caster until the end of the
equal to the caster's level. The caster can hold onto encounter (for combats) or 2d6 hours in non-combat
this spells power once cast until he uses it or it fades duties.
at the end of the encounter. Crit: Summons a Greater Elemental of a dierent
Crit: For the remainder of the Encounter the hands element than the casters chosen element. This
of fate take no part in the characters doings. He Greater Elemental will be immediately hostile to the
cannot cast any further spells as his mind is jumbled Mage and his party.
with images of things long past... or things of the
future. Elemental Armor
DN: 8
The Eye Sees All Desc: When cast upon self the Mage gains a number
DN: 8 of Armor Points equal to his MAG Attribute. These
Desc: This spell creates an invisible spectral eye that AP last until the end of the encounter. This armor is
can move thru space instantaneously. Once cast the made from the casters chosen element but does no
spellcaster can view (& hear) within any location not damage to the caster or other objects, creatures or
blocked by more powerful magics. The reach of this things (i.e. Fire armor will not burn down a tent etc).
magic extends up to a number of yards equal to the Crit: The caster takes Disadvantage on all rolls for
casters level X 50. the remainder of the Encounter as the armor grows
Crit: Sometimes the eye looks back on you... If this beneath instead of over his skin. This will cause
spell critically fails something vile and unspeakable 2d6 Damage to the caster immediately and cause a
from the netherworlds looks upon you and knows horrid appearance to his flesh for 1d6 days (causing a
your plans. -4 to his SOC Attribute until healed).

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.

Practitioners call it "The Blighting Art" but to most


other Mages and those who know it exists in the
world they just call it Blood Magic. Blood Magic is Rune Magic
the art of fueling spells and rituals with some life
force or another. Often times this can be the sacrifice Rune Magic is the ancient tradition of imbuing
of ones enemies or even taking life from the land symbols with mystical energies. These minor and
itself. major spell like eects can be released from touching
these symbols or can be released from small "Rune
In game terms Blood Magic is used by those evil Stones" by a caster.
sorcerers and warlocks who wish to increase their
power by any means. For every 10 Health Points In game terms a Runecaster imparts spells from his
taken from "a being with a soul that possesses the Schools of magic into symbols which can be triggered
ability to dream" in a ritualistic fashion the by certain things (I.e. "If anyone passes through this
Spellcaster increases their spellcasting rolls by 1 for door trigger an Elemental Storm" or "When someone
the remainder of a 24 hour period. For every death touches this standing stone Heal them").
caused by these rituals the Spellcaster increases their Runecasting is very, very rare but most, if not all
Magic Usage Points by 1 for the next 24 hours. Mages, will know a good deal about it as it was the
precursor to modern magics and the first type of 'real
When spells are cast that are fueled by Blood Magic magic' that humanity used.
they cannot critically fail, but in return the caster
takes on an ever increasing likelihood that powerful
demonic forces will take notice of the caster. Which

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.

Normal Vision PCs Surprising Opponents


Those with normal vision can see like you do, can see When the PCs are aware of another's presence and
a full spectrum of colors, cannot see well in lowlight try to sneak up on the other group to get surprise
conditions and cannot see at all in complete have the PC or PCs roll a stealth Skill Test against the
darkness. monster, creature or NPCs Perception score
(2d6+PER). Rogue's would also add their SKI
Lowlight Vision Attribute to this roll.
Those with Lowlight vision can see in very low light
conditions (star light, far away torches, etc). On the If the Skill Test is at or above the monster or NPCs
surface of the world those with lowlight vision can Perception the characters can sneak up on them and
see throughout the night as well as a person with surprise them. If the PCs wish to attack their
normal vision sees during daylight. They can opponents they do so at Advantage for the 1st round
dierentiate color in these conditions. They however of the encounter and then the Encounter starts
cannot see in complete darkness. normally (rolling Initiative etc).

Darkvision Note that some monsters cannot be surprised.


Those with Darkvision can see, even in utter
blackness. In this complete darkness they can see Monsters/NPCs surprising PCs
only shades of grays. This type of vision only extends When a group of Monsters or NPCs sneak up on the
out to about half of the range of normal vision. players you need to determine a Diculty Number
(DN) to have the PCs test their Perception against.
This DN should be 7+DEX for NPCs. For monsters
things get a little trickier, you'll need to estimate the
Surprise and Stealth
DEX of the monster based on its agility and size
When two opposing sides randomly encounter each (smaller creatures should be able to sneak up on
other, or when one group tries to sneak up on the characters easier than a large or huge one) and add
other, it is possible for one group or the other to be that to 7.
surprised.
PCs should roll Perception Skill Tests (2d6+PER) to
Two Opposing Groups meet or beat this DN. Those that meet or exceed the
When two opposing groups stumble upon each other DN act normally the 1st round and those that fail
and both sides were completely unaware of the cannot make an action and make Defense Rolls at
others presence in the area (such as a group of Disadvantage until the next round.
monsters walking out of the woods into a field where
the PCs are camped or when a group of NPC
adventurers comes around a blind corner in a
dungeon into the PCs path) the easiest solution is for Invisibility
you as the GM to determine that both sides were When a Player Character, Non-Player Character,
surprised. Monster or Creature is invisible because of a potion,
spell, mishap, etc. they cannot be seen by anyone.
But if you would like to add a bit of randomness to it,
have one PC roll a d6 and the GM rolls a d6. There is
62
Those that are invisible can continue to make attacks, Make the NPC interesting, make the Players roleplay
defenses, etc. and not just roll their dice to persuade the NPC.
Have fun, it's not all combat ya know.
For PCs that are invisible they would make all Attack
Rolls and Defense Rolls at Advantage until they are no
longer invisible.
Handling Character Death
If a PC is being attacked by a creature or NPC that is Sometimes a players favorite character dies. It
invisible that player would make all Attack Rolls and happens.
Defense Rolls at Disadvantage until the creature or
NPC is no longer invisible. When it does, try to make it memorable, if not epic,
in some way. Let their hometown or family throw a
funeral (the perfect time for the players new
character to introduce himself to the party), let their
Cure Spells and Potions mother cry over their casket, let the other players
Cure can be an enormously powerful tool, with the give a eulogy.
ability to bring characters back to full health from
almost any calamity, loss of limb, illness, madness, In most circumstances an Out of Action character
etc. The GM is advised to always make sure the DN will survive to fight another day and character deaths
of casting the spell is equal to the eect the player is in Havenshield can be rare. But the threat of it
wishing to Cure. should aways be there. Have a major NPC Coup De
Grace a character when he is Out Of Action. Don't let
Never disallow a player from casting the spell but in the Mage that just ran out of Magic Usage during the
some cases you may not want to tell them the DN encounter take a short rest to try and refill a bit and
and let them guess whether or not the spell worked cast a You're Not Dead Yet spell. Just let the character
on the intended target (such as a player trying to cure die because sometimes... you have to.
the local Mayor from his Lycanthropy... let them find
out whether or not it worked on the next full moon). When a players character dies let them roll up a new
one that is 1 class level lower than the one that
passed away. The new character should start with 1/2
the coin treasure of the previous. The new character
Hirelings doesn't need to be the same race or class as the
Sometimes players may wish to hire someone to help previous characters and it may be better for the
them do a particular adventure or other task. If it's player to roll up a completely new kind of character
something as simple as hiring a lower level Warrior to easier dierentiate between the two.
or two to help clear out a particular dungeon, the
NPC Hirelings may ask for a set amount of money up Come up with a backstory... maybe the new character
front (usually 10sp per character level of the NPC) is the dead's 2nd cousin who shows up at the funeral
and a fair split of the treasures found. and wants to help the PCs avenge the death. Weave
the new character into the story and into the party
For Spellcasting services, sage advice, information somehow. Talk to the players, get them involved in
from a criminal network, etc. Try to set a fair, but crafting the tale that leads from the previous
somewhat high price. Let the players either pay what characters demise to the new one joining the group.
the NPC asks for or haggle it down a bit, but make
them work for it a little. No Sage worth his cloak is
going to sell the PCs knowledge on where to find the
Retiring a Character
map that leads to the lost city of Uriukburr for barely
enough silver to pay his assistants' wage next week. Once characters reach higher levels (8th-9th) it may
be a good time to sit down with the player and begin
These types of encounters are the perfect opportunity working on a game plan for retiring that character at
to stretch your legs a bit and do some roleplaying. 10th level. This plan doesn't need to be anything

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

Character Idea 2-3 2

When developing a quick Non-Player Character 4-5 3


(NPC) you made need nothing more of than idea
6-7 4
than 'Town Guard' or 'Apprentice Wizard'. But for
more memorable NPCs, especially major adversaries, 8-9 5
you may want a little more in-depth character. Jot
10 6
down a few notes on the NPC's mannerisms,
appearance, and maybe a quick backstory. All of these
things will help bring life to the NPC and give you,
the GM, a better idea of how to run the character and
how they fit into your campaign world. General Attributes
Pick the NPCs General Attribute scores, these should
range from -1 to 6 and write them on the NPC sheet.
Choose the NPCs second Primary Attribute and
Class, Race & Level check the small upper righthand corner box in that
On the NPC sheet write down the NPC's Name, Attributes square.
Character Class, Level, Age, Height, Weight and Size The other Primary Attribute is based on the NPCs
Class. character class (see below) and check that box in the
Attribute.
Size Classes by Race
Warrior- STR
Size M- Dwarf, Elf, Human, Orc Rogue- DEX
Size S- Gnome, Halfling Mage- KNO

For NPCs above 5th Level choose a 3rd Primary


Attribute.
Attributes and Statistics
Remember to take into account that the higher the
Class Attribute
level the character is, the higher their Primary
Write down the NPCs Class Attribute and Attribute
Attributes will be, as they get to make tests to raise
score.
them every other class level.

Warriors- COM (Combat)


Calculate Initiative
Rogues- SKI (Skills)
Add 7 to the NPC's level, write this in the Initiative
Mage- MAG (Magic)
box.

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.

Calculate Defense Calculate AP (Armor Points)


An NPCs Defense number is 7+DEX+Shield. This is For NPCs wearing armor (or having Magic Items that
the number a player must make Attack Rolls against grant Armor Points) write the amount of AP they
to successfully hit an NPC. Write this in the Defense have in the shield box on the NPC sheet.
box on the NPC sheet.
Calculate Health Points
For NPCs calculate their maximum Health Points by
Remember that certain magic items can increase an NPC's using the formulas below, based on character class.
Defense. Write this total in the small Max Health box on the
NPC sheet.
Calculate Attk
For NPCs use their main form of attacking to -Warrior-
determine this number. If an NPC is using a Long (14+STA)+(7+STA per character level)= MAX
Sword for example (which uses STR as it's attack Health
attribute), add 7 to the NPCs STR Attribute score.
For Warrior NPCs also add their COM Class -Rogue-
Attribute to this. Write this in the Attk box on the (10+STA)+(4+STA per character level)= MAX
NPC sheet. Health

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.

Quick Notes: For Rogues increase the base damage to 7 if


their DEX is higher than the PCs.
Remember this damage increases at Escalation Rolls.

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).

Using light in a dungeon can certainly be hazardous,


Movement in Dungeons
as some monsters and creatures will be drawn to it's
Characters move more carefully in dungeons, taking source. It also makes it almost impossible to gain
time to listen for monsters, taking time to scan for surprise on others, as they see the light before they
dangers such as traps and hidden creatures, looking see the adventurers.
for secret doors and passageways, and more. When
characters decide to run or move more quickly thru a
dungeon, give only vague descriptions of what they
see. It's ok to let them get lost or run directly into Dungeon Doors
something terrible. It's their fault for running. When designing a dungeon environment make a
quick note of each door, is it locked or unlocked?
Open? Swollen shut in the door frame?

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.

Locating a door doesn't necessarily mean they know


how to open it, and it may very well also be locked,
they just know it's location.

Traps and Hazards


Many dierent traps and hazards can be found in a
dungeon environment. I have listed a few below, but
definitely make up some of your own and use them.

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+

For mounted travel use the mounts Movement rate Hills 7 5+


to calculate distance. And for well kept roads and
Jungle 11 4+
trails up the distance by 1/3.
Mountains 11 5+

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.

Supplies & Provisions


In a lot of cases a player's group may only be in a city
or town to resupply themselves with food and water
rations and restocking other supplies. Cities and
towns would have almost every item in the Players
Handbook- Equipment chapter of 10sp or less in
value.

The larger the settlement the higher the priced and


rarer items would become available. A larger city may
have shops specializing in magical items, an
Alchemist's shop of potions, a shop specializing in
the manufacture of magical weapons, etc.

It's up to you as the GM to decide whether a


particularly rare or hard-to-find item may be available
in a town or city. But if you wish to make something
a little more random see below.

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.

Ring of Invisibility Sta of the Bone Brigade


The wearer of this ring becomes invisible every time This sta must be wielded by a Mage that has the
they slip this ring on (a Fast Action). For invisibility Necromancy School. Anyone touching this sta
rules see . besides a Necromancer will take 2d6 necrotic damage
(ignores AP) per round until no longer in contact
Ring of Protection with the sta. This sta gives the wielder the
A Ring of Protection grants the wearer Protection following benefits.
against a specific thing, such as a Ring of Fire When casting spells of the Necromancy School do so
Protection or a Ring of Protection from Undead. as a caster of 2 levels higher (to a maximum of 10).
These rings will halve the damage done to the wearer When summoning undead (They Are Risen Spell)
by anything related to its type of protection. quadruple the number of HD worth of undead.
When striking someone with this sta the wielder
gains a +2 to Attack Rolls and Damage. This sta
uses DEX for Attack Rolls and STR for Damage.
Creating Magic Rings
When creating a magical ring keep bonuses to maybe
a maximum of 3 if combat related or give the ring
one specific purpose. Magical rings will be a bit Sta of Defense
common as far as magic items go, especially among A Sta of Defense can only be wielded by a Mage and
the wealthy. grants the following benefits to the wielder.
Cast any Protection School spell as a caster of two
levels higher (up to a maximum of 10).
Wielder gets a +3 bonus to Defense.
Staffs & Wands Wielder has 3 Armor Points.
The Wizard, the wand and the sta. Every apprentice The sta can cast the Minor Spells Resist, Shield, &
Mage dreams of the day he finds the sta or wand Ward a number of times per spell, per day equal to
that turns him from just another magic user to an the wielders MAG Attribute.
77
This sta has a +1 bonus to Attack Rolls and targets up to a maximum of 5 charges at once. This
Damage and used DEX for Attack Rolls and STR for lightning attack does not require an Attack Roll as it
Damage. automatically hits a target and takes a Full Action to
use.
This wand cannot be recharged.

Sta of the Elements Magic Sta & Wand Creation


This sta may only be wielded by a Mage and grants When creating a new sta, most are based on an
the following benefits to the wielder. existing Major Spell School & most, but not all, have
While carrying this sta the wielder takes 1/2 charges.
damage from all elemental attacks including
elemental spells.
The wielder can cast spells from the Elemental
School as a caster of 2 levels higher (up to a Misc. Magical Items
maximum of 10). Miscellaneous Magics, from potions that turn one's
The caster can summon a Greater Elemental of his flesh to armor, herbs that take those brave enough to
chosen element once per lunar cycle. This Greater other planes inside their head, to lanterns that never
Elemental is not under the control but will be of go dark and gauntlets that allow the weakest of men
service to the caster for up to one hour before to lift an ox upon his back. These items range from
returning to it's home plane. the mundane to the truly wondrous.
When used in combat this sta has a +1 on its
Attack Roll and does an extra 1d6 in elemental Amulet of Shielding
damage. It uses DEX for Attack Rolls and STR for Grants a +2 Defense Roll and shields the wearer
Damage. from magical scrying.

Wand of Healing Boots of Stealth


A wand of healing can be wielded by any character Gives the wearer Advantage and a +6 bonus to all
regardless of class. stealth rolls.
When found this wand will have 4d6 charges
remaining and it can cast the following spells as a Bracers of Thunder
caster of a level equal to the wielders class level. The wearer can stun an opponent for 1d6 rounds
with a successful unnarmed Attack Roll.
Heal (1)
Cure (2-5 depending on Cure) Cloak of Invisibility
You're Not Dead Yet (2) When lifting the hood of this cloak the wearer
becomes invisible (see invisibility rules p62-63).
When cast these spells will remove a number of
charges from the wand equal to the number in Crown of Bones
parentheses that follows the spell's name above. This crown allows the wearer to control and raise a
This wand can be recharged by a Mage with Healing number of 1 HD undead equal to 100 times the
School spells by successfully casting the spell into the characters level.
wand (Spellcasting Roll vs DN, chance of losing
Usage Points). Gauntlets of Strength
When worn these Gauntlets give the wearer a
Wand of Lightning Strength (STR) of 7
A Wand of Lightning can only be wielded by Mages
and Rogues, when a Warrior touches it he gets Helm of Teleportation
zapped for 1d6 Damage (that ignores Armor Points). The wearer may teleport to any known location as a
When found a Wand of Lightning will have have 4d6 Fast Action.
remaining charges.
This wand can do 1d6 Damage (that ignores Armor Luck Stone
Points) per charge expended to single or multiple
78
A Luck Stone when found will have 1d6 charges, for A Magical Rope is 50 feet in length and can be easily
each charge spent the bearer can use it as they use a ascended or descended by anyone. It's magical
Luck Point. properties make it to where it doesn't have to be
attached at the opposing end to work. It can also be
Thieve's Gloves straightened into various shapes and it will freeze
These gloves when worn give the character an extra into that shape with a command word (and can be
+3 bonus to any lock picking, pick pocketing, and deactivated by the same).
disabling or setting traps.
Runestone
A Runestone will store the eects of one Major or
Minor Spell and this spell can be expended by anyone
if they concentrate on the Rune while holding it in
their hand. Once expended the rune disappears from
the stone. A Runecaster can refill a Runestone by
Minor Magical Items expending a spell into it. This can change the spell
eects. A spell cast from a Runestone has no chance
Arcane Camp of Critical Failure and its eects are as if cast by the
This small crystal, when activated by a command Runecaster who made it.
word, creates a 10ft radius invisible dome. Inside this
dome the crystal glows and let's o heat as a
campfire. This dome protects those inside it from the
elements and keeps out small vermin and insects. It
is invisible from the outside but those inside can see
Herbs
out of it. When a creature larger than the size of a
small dog gets within 10 yards of an Arcane Camp
the crystal campfire will pulse to warn those inside. Bloodroot
An Arcane Camp can be used 30 times before Often made into a tea, when imbibing Bloodroot the
needing recharged (recharging expends one Usage drinker can see into the spirit world. This can be
Point to refill all 30 charges). used to contact the recently deceased, vengeful spirits
and the like.
Arrow of Piercing
This arrow when it hits a target ignores all Armor Coriggan's Broth
Points when doing damage (regular class damage) A powerful healing broth or stew made from Larathia
and has a +3 bonus to Attack Rolls. After striking its Petals and other herbs. When ingested warm it heals
opponent the arrow loses its magic and cannot be the user 5d6HP. A pot of this broth will have 10+d6
recharged. servings. Once cold it loses its powers.

Boat Figurine Demonshade


This small carving of a boat when laid in water will The roots of the Demonshade plant ,when eaten,
grow into a full size boat, complete with oars and cause nightmarish and true visions of Hell.
sails. This boat will remain in this form until Sometimes used by necromancers, cultists and
deactivated by a command word. demon worshippers to contact beings from the
nether realms.
Light Crystal
A light crystal will emit a glowing light equal to a Goatwort
lanterns light when activated by a command word. It Goatwort is commonly used to treat mental illnesses
can also be deactivated by a command word. A Light and is often successful.
Crystal can be used for up to 45 days before its power
is expended and will turn to ash when it's power is Mother's Milk
gone. The milk-like nectar of the Mother plant is a natural
painkiller and stamina booster. When imbibing a few
Magical Rope
79
drops of Mother's Milk the users Stamina increases
& More
by 2 for an encounter.

Stonetree Bark Dwarven Mead


The bark of Stonetree can be chewed on but not Drinking Dwarven Mead grants a +1 bonus to
ingested. This magical trees bark gives those who Stamina (STA) and Stength (STR) for the remainder
chew it's bark a natural armor equal to 3 Armor of an encounter.
Points. This lasts for an encounter.
Tears of the New Moon
Wilting Daedic Flower This highly sought after droplets of morning dew
When freshly picked the petals of the Daedic flower collected from a fully bloomed Larathia Flower on
are highly poisonous, but after a week or so the the morning after a New Moon is one of the most
wilted petals of this flower can be made into a lightly powerful healing liquids known. One drop can cure
colored tea. Anyone imbibing this tea can Detect 6d6 HP. 2 drops can cure broken bones and the like
Magic (as the minor spell) out to 10 yards for a (and can cause an instant recovery from 3, 4, & 5 on
number of rounds equal to their characters level. the Out of Action Table p19). Tears of the New Moon
is sold in vials of between 1 and 6 droplets, with each
drop costing 500sp when found for sale.

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.

A Mage begins the game by knowing Magic Blast and


5 additional Minor Spells of their choosing & they
Minor Spells
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
everyday magic use. Major Spells are either learned The casting of a Minor Spell requires no material
and recorded by wizardly Mages, given as gifts from components, nor does it require any gestures or
the Gods for priestly Mages, or in the case of some movements, it's usually just a simple phrase or word
Mages they are earned thru pacts with Demons and along with the concentration required to move its
can be powered by blood and death. magic into the world. Their are no armor restrictions
for casting Minor Spells, and they are available to any
A Mage begins the game knowing all of the spells of Class or Race that has the ability to use them.
2 Schools of Magic. A Mage gains one additional
School at levels 4 and one more at level 8.

Spellcasting Rolls for Players


Rituals & Miracles are the most powerful forms of
magic, sometimes involving multiple Mages to even
accomplish & other times involving otherworldly Some Minor Spells require Spellcasting Rolls. A
patrons. Sometimes such magics can be particularly Spellcasting Roll is 2d6 + KNO ( & + MAG for
dangerous to not only the Mages involved but the Mages). This number must meet or exceed the
world itself. Creature's Magical Defense Number or NPCs
Defense Number.

Differences Between Spellcasters


Arcane Spellcasters- Arcane spellcasters spend
years, sometimes decades, learning the formulas that Spellcasting for NPCs & Monsters
unlock the magical powers from their dreams. Arcane Monsters and NPCs with spells or spell-like abilities
users carry spellbooks with their personalized do not normaly need to make a spellcasting roll for
formulas written in them (spells). They carry Arcane Minor Spells.
Devices and sometimes belong to Arcane Colleges or
Organizations. They have access to all Schools of But if the spell eects an area or single target have
Magic. the PCs make a Defense Roll against the spellcaster
by adding the NPCs MAG score to their KNO to 7
Divine Spellcasters- Divine casters, Priests, Clerics, ( to determine the DN (DN=7+KNO+MAG). For
Druids, Healers, Shamans gain their magical gifts Monsters determine the DN by adding their HD to 7
from Gods or Earth Spirits, depending on the divine (DN=&+HD).
being this may entail prayer or sacrifice. Divine
casters often carry Holy Symbols and sometimes
prayer books.

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.

Creating New Minor Spells


You can create, or allow the players of Mage NPC Major Spellcasters
characters to create almost any non-powerful spell as
a new Minor Spell. As long as the spell generally has When an NPC casts a Major Spell that has a regular
one eect that gives no greater bonus to a character DN it is recommended that you just make it happen
than +1, or any kind of utility spell that does not do with no spellcasting roll, but if you do want the NPC
major damage, it should not 'break' the game. to have a chance of a critical spell failure secretly roll
2d6 and if it's double 1's the spell critically fails.

If the Major spell cast is against a player character


Major Spells calculate the NPCs magical attack by adding the
NPCs KNO+MAG to 7 (Magical Attack
DN=7+KNO+MAG) and have the PC make a
Defense Roll against that DN.
Casting Major Spells for PCs
The casting of Major Spells requires a free range of
movement and a complex arrangement of
vocalizations. Major Spells cannot be cast while the
Mage is wearing armor or while unable to speak. Monster Major Spellcasters
Certain spells also require odd material components For monsters with Major Spells or spell-like abilities
which are destroyed if the spell casting is successful. there is no chance of critical failure when they cast a
spell. If the spell is against a PCs Defense calculate
The amount of Magic that a Mage can cast without the monsters spell attack by adding the monsters HD
rest is indicated by Usage Points. to 7 (Magical Attack DN=7+HD) and the characters
make a Defense Roll against that DN.
When casting a Major Spell a Spellcasting roll is
made (2d6+KNO+MAG) against that particular
spells DN. If the total is at or over the DN the spell
casts normally and does whatever the spell Magic Damage & Healing
description indicates. If the casting roll is under the
DN the spell fizzles out and fails (& you may lose a When a spellcaster casts a spell that damages or
Usage Point even in failure). A Critical Fail can result heals a target the spells damage or healing is based
in really unexpected results, including damage to the on the spell casters MAG attribute. This damage or
Mage and others around him. healing is based on whether the target or targets
were a single target or multiple targets (area eect).
When making a Spellcasting Roll its suggested that the
player rolls 3d6, two of one color for the Spellcasting
Roll and a third die of a dierent color for the Usage
Check. Whether the casting is successful or not, rolling
82
MAG single target area effect Holy Symbols
1 H L A Divine Spellcaster often carries a Holy Symbol that
acts as an Arcane Device. If an Divine Caster loses
2 2 H his Holy Symbol or it's destroyed they will make
all Spellcasting Rolls at Disadvantage
3 max 2

4 max+L max

5 max+H max+L Creating New Major Spell Schools


Creating a new School of Major Spells is possible and
6 max+2 max+H
for some players they may wish to attempt to do so.
And for some GM's a new Major School may work
well for their specific type of campaign.

For each School you would need 4 new spells. I


Magic Usage Points would have one Area Eect spell and 1 Single Target
eecting spell and add to the spells two of the
A Mage begins the game with a number of Magic following:
Usage Points equal to their MAG Attribute, this is
the characters maximum Magic Usage. Utility Spell: A spell that gradually increases in power
with the casters level that does something useful (i.e.
When rolling for Usage a 1 on the die reduces the weather changes from level 1 a light rain to level 10
Mages Usage Points by 1. an apocalyptic size tsunami).
Regaining Usage Points. A Mage can gain one Usage
Point during a short rest by rolling a 6 on 1d6 (this Protection Spell: A forcefield like spell or spell that
can be successful only once per day), otherwise a protects the caster and allies from attacks of some
Mage gains 1 Usage Point for a Long Rest. A kind. This spell should increase in power with the
characters Magic Usage cannot be higher than their caster.
maximum.
Summoning Spell: Spells that call forth some kind of
monster, creature, physical objects, etc. that gradually
increase in power.
Arcane Devices
Eect Spell: A Spell with a specific eect (like a spell
that creates a gas that causes slumber), these spells
Arcane Devices such as staves & wands are used by
generally allow a ST to lessen or negate the eects
Arcane Spellcasters instead of smaller and costless
but need to increase in power with the casters level.
material components. If an Arcane Caster loses his
device or if it is destroyed they will make all
The main thing in making a new School of Magic
Spellcasting Rolls at Disadvantage until they
would be to compare it's spells to other available
fashion a new one. A Mage can construct a new
schools, making sure no spell is a lot more powerful
Arcane Device from most anything they wish (cost is
than current Major Spells. Making sure the new
determined by the materials used in it's
spells increase in power with the casters level. And
manufacture). Powering a new Arcane Device takes
making sure the new spells are not things that could
from sunrise to sunrise or moonrise to moonrise and
possibly 'break' the game (i.e. a spell that allows the
automatically expends 1 Magic Usage Point.
characters to overturn major dice rolls, etc).

83
killing him. He now possesses these angels souls and
Rituals is using them to power a new soul-stealing sword.").

You could also let the Miracle happen, but bend it in


a way that furthers the campaign. ("We heard in a
Ritual casting can be a deadly aair, not only to the tavern in Magefall that the great sorcerer had died in
caster but those around him and in some cases the a battle against celestial beings, but when an envoy
world as a whole. Rituals often involve huge went to make peace with him at his tower that said
expenses in not only magics but rare materials, gems, he was very much alive. Upon further investigation,
relics and the like. and several bribes, we heard from a spy in his
organization
The use of ritual magic in the game should be central that the Necromancer doesn't so much as live, but
to whatever part of the story involves it. These was brought back from death by the demon-queen to
magics are beyond powerful and an entire campaign serve her in his undeath.").
can be weaved around the discovery and use of a
single ritual spell. Try your best to not deny any Miracle, unless its
beyond the scope of your current campaign, or will
Only 2 rituals were listed in the Player's Handbook to do irreparable damage to the story.
leave it up to you to create new such magics. Maybe
as a quest to find a magic powerful enough to lift a Always enforce using Miracles for good by awarding
plague that has befallen an entire empire. Or to put innovative uses of them to help others by giving the
back to rest a Dragon who only returns every 400 player a Luck Point for heroism as a sign their god or
years to lay waste to the lands. spirit was pleased with their use of his powers.

Make every ritual casting mean something, make it


dicult to use or discover, but most of all make it fun
and make it something the players will remember. Other Magics
Alchemy

Miracles Alchemy is the practice of making potions. These


potions can store the eects of spells (such as an
Alchemist creating an Animal Form potion).
Miracles are wondrous gifts from the gods and spirits
of the world that can be petitioned for by the pious.
When creating potions an Alchemist must spend
Unlike most magics there is no chance of critical
10sp per caster level and spend 10 minutes per caster
failure when asking for a Miracle, but there is a
level creating the potion. A Spellcasting roll against
chance it will not be answered.
the Spells DN is then required. If the spellcasting is
successful the potion is imbued with the spells
Certain characters can petition for Miracles according
eects. When someone imbibes the potion it's eects
to the rules for their Descriptor Class. When dealing
are based on not only the spell cast into the potion
with a players request for a Miracle simply ask
but the casters level that made the potion.
yourself if what they are asking for would ruin your
campaign. If the answer is no I would grant the
An Alchemist can create Potions from the Equipment
miracle.
section for 1/4 the price and take 10 min per 10sp.
Some Miracle requests may be troublesome to you as
Blood Magic
a GM, like a player asking for a Miracle that kills or
destroys the current campaigns main villain. In those
Practitioners call it "The Blighting Art" but to most
cases you can weave it into the game if you wish
other Mages and those who know it exists in the
("You got word that the Arch-Necromancer was
world they just call it Blood Magic. Blood Magic is
attacked by a Celestial warhost, but they failed in
84
the art of fueling spells and rituals with some life
force or another. Often times this can be the sacrifice Runecasting can be used as an adventure in itself,
of ones enemies or even taking life from the land such as finding a Runestone that dispels an ancient
itself. magical trap that guards a doorway into the ruins of a
mythical city or finding a combination of runes that
In game terms Blood Magic is used by those evil can free a powerful NPC from servitude to an ancient
sorcerers and warlocks who wish to increase their god.
power by any means. For every 10 Health Points
taken from "a being with a soul that possesses the Runes also make good small treasures like finding a
ability to dream" in a ritualistic fashion the pair of ancient runestones that when laid on a dead
Spellcaster increases their spellcasting rolls by 1 for characters eyes can bring them back from the dead
the remainder of a 24 hour period. For every death (as a You're Not Dead Yet Healing spell). And after
caused by these rituals the Spellcaster increases their their use the open eyes drawn on the stones
Magic Usage Points by 1 for the next 24 hours. magically close and the stones do not work again
until the characters find the way to re-power them.
When spells are cast that are fueled by Blood Magic
they cannot critically fail, but in return the caster
takes on an ever increasing likelihood that powerful
demonic forces will take notice of the caster. Which
could be a great boon for those casters that would
willingly accept pacts with demons and devils, but for
the average Spellcaster this kind of notice could
easily be fatal.

In the game, if you wish to use Blood Magic for an


enemy cult or spellcaster make their magic 'seem
dierent', flowers will wilt when their spells are cast
or whole fields will turn to ash. The smell of sulphur
may follow, or when they cast magics their nearby
minions eyes may trickle blood. Anything to make
the dierence between this wicked and evil magic
seem more wicked and evil compared to 'regular'
Magecraft.

Blood Mages and their magic should be feared and


loathed by 'civilized' society and in some places even
the rumor that a specific Mage practices it could lead
to a burning at the stake.

Rune Magic

Rune Magic is the ancient tradition of imbuing


symbols with mystical energies. These minor and
major spell like eects can be released by touching
these symbols or can be released from small "Rune
Stones" by a caster.

In game terms a Runecaster imparts spells from his


Schools of magic into symbols which can be triggered
by certain things (I.e. "If anyone passes through this
door trigger an Elemental Storm" or "When someone
touches this standing stone Heal them").

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...

The Age of Man


A brief history of Eoirwhyn
(Yor-When) (all dates estimated)
10,000 PCY
PCY= Pre Common Year
CY= Common Year From where they came no one really knows, but man
came to Eoirwhyn. The Elves were fascinated by how
Ancient History the race of man lived such full lives in such a short
time, by how they adapted to all of the environments
Before 10,000 PCY of the world, and by how their temperaments varied
so greatly, some men as vicious as the Orcs and some
Before the light existed, great and terrible, ageless as timid as the Gnomes. But Man prospered and built
and gargantuan gods waged war in the great kingdoms by trading with the Dwarves for steel
blackness...the chaos they left behind formed worlds and by learning magics from the Elves and Gnomes.
and matter, light and dark... Which they again It is also around this time the Halflings appeared,
destroyed,a never ending pattern of brutality and leaving the hills and plains they called home, they
chaos. Beneath their notice the elements of what settled amongst mankinds new cities.
were left in their wake took shape, fire and water,
earth and air, smoke and magma... And eventually 9,500 PCY
those lesser beings shaped their own worlds and hid In the early years Yoranthia and Casanthia were one
them from the eyes of the Great Old Ones. One such whole, and that whole was the great country of
world was this one. Mysthora. Powered by magics long lost the great
empire of Mysthora built cities in the sky itself, ships
Allfathershaped Eoirwhyn'shills and that flew between the clouds, artifacts of great power.
mountains, carved its oceans, made its rivers flow. He The towers of the surface cities seemed to touch the
dreamed into being the 'First People', The Dwarves, heavens, mankind drove the Orcs and fell beasts to
those Born of Stone and for a time they ruled the the far corners of Eoirwhyn itself.
surface of the world. Allfather brought to life the
87
5000 PCY 55 PCY
The Elves having been pushed further and further The Prophet
from their native lands by mankind found the great A Prophet rises in the lands of Yoranthia, her
city-kingdom of Miranduil in north followers forming a rebellion against the armies from
centralEoirwhyn. Casanthia. Many Casanthian troops who were born
in Yoranthian lands join the rebellion. The Prophets
3540 PCY message that the Allfather is opposed to the Grand
The founding of Karahul Church of Casanthias militant rule fuels the
The First Emperor of Karahul Sol-zan, after years of rebellion.
uniting tribal warlords to his cause, is enthroned in
Karakul. 10 PCY
End of the Prophets War and Founding of the Church
2720 PCY of the Allfather in what is now Leonne.
The Cataclysm (Blood Elves)
Decades of magical warfare between those who The Age ofResurgence
practiced Blood Magic and great wizards who
shunned its use end in Mysthora. The casting of a YEAR 0
grand blood ritual draws the attention of a Great Old The Founding of the Country of Leonne.
One who comes to Eoirwhyn coiling its serpent like
body around the world, blocks out the sun. The Great 35 CY
Wizards of Mysthora gather to end this apocalypse, The Founding of Sama Albahir
using magics so powerful they split the country of
Mysthora in two as they rid the world of the Elder 270 CY
Gods grasp. The Western Ocean lies where the Thorsten Havvenson slays theGreat Red Wyrm
center of Mysthora used to be with the new Bazzalth with his magical sword Redbane.
continents of Casanthia to the west and Yoranthia to
the east. 272 CY
Thorsten Havvenson is gifted the lands of
2730PCY Havvengarde by the King of Leonne and declared the
Founding of Sharn First King of this new land.
In southern Yoranthia a God King rises, bringing
formerly nomadic tribes of man together as one 220 CY
people, the Sharnhedin. The country of Sharn The Death of the Last King of Leonne. Leonne is now
flourishes under the rule of the Eternal Emperor, ruled as Republic.
building cities, roads, and towns, while driving out
other peoples and races from its borders. 575 CY
Current Year
1120 PCY
The founding of Casanthia
Across the western ocean the country of Casanthia is
founded as the Grand Church of Casanthia uses its
Havvengarde
might to conquer the continent and place its first
king on the throne.
Quick Info
450 PCY
Founded in 272 PCY the country of Havvengarde lies
Casanthia conquers Yoranthia
in the northwestern corner of the continent of
Casanthian armies cross the Western Ocean and
Yoranthia. Properly named the Kingdom of
drive the Gaelnach and Elven peoples of Yoranthia
Havvengarde and currently ruled by King Geraint
from their homes. The Casanthians form military
Havvenson, Havvengarde is a constitutional
ports and bases across western Yoranthia. Eventually
monarchy split into 16 Thegndoms with a
these ports become cities. Casanthia rules the lands
Parliament.
with an iron fist for almost 400 years.
88
Church(es):Grand Cathedral of The Allfather (the
The population of Havvengarde is some 1.2 million largest church in Havvengarde and home of
peoples, mostly humans of mixed Casanthian, PatriarchRinhelg Genrickson), Havvengarde's
Gaelnach, and Orssehelundian stock (74%) with a church leader is Highfather Dunwill Restwillow
fair amount of Halflings (8%), Sun Dwarves (6%), (Prelate).
Tawarwaith Elves (5%), Adunaic Elves (2%),
Gnomes (2%), Half Races (1%) and Orcs (1%). Military:Knights of the Path (2,000), Ares Cohort
(350), Knights of the Eagle (75), The local city watch
Inside Havvengardes borders lie three Dwarven of Havenshield, known as The High Guard, numbers
clanholds, an Adunaic city, and a woodland kingdom almost 1,000 members and are charged with the
of Tawarwaith Elves. duties of policing the city itself and the local roads
around the Havenshield.
Havvengarde is allied with the country of Leonne as
they have a shared history and are allied against the
country of Sharn and the Orc Hordes in the east. Points of Interest:
Havvengardes main enemy is its neighbor to the
north, Orssehelund, as northern raiders cross the sea Grand Cathedral of The Allfather (largest church
almost yearly attacking Havvengardes northern port in Havvengarde).
cities for riches and slaves.
The Gardens of Mysthora (a botanical garden of
flowers and plants that predate the Cataclysm, some
that are extinct every else but here, it is tended by
several druids and their helpers who can trace the
history of their caretaking at this location to the
The country of Havvengarde is split into two distinct height of Mysthora... around 5000PCY).
areas, the western half is seen as the more civilized
area with its large cities, the capital and general Castle Drake (the home ofThegn Dunn of Korg, the
safety. The Eastern half is very rural, filled with large seat of power for the Thegndom of Korg).
expanses of wilderness, a lot of it having only been
settled over the last 100 years since the building of The Dragonslayer's Castle(home ofKing Geraint
the Eastern Wall. Havvenson, it actually lay a few miles north outside
of the city proper and also houses the royal mint of
Havvengarde, it is the source of all Havvengardian
coins).

Cities of The Tower of Mysteries (the Havenshield location


of the Collegium Arcanum).
Havvengarde
The Havenshield Museum (featuring artworks and
statuary from the pre-cataclysm to now, it is a
Havenshield popular stop among schoolchildren in the area for it's
display of the skull ofthe Great Wyrm Bazzalth the
Brief Description:The Capital city of Havvengarde. Eater of Man).
"The Jewel City". Built on the remnants of the
Ancient Yoranthian city of Mysthora. Exports:Armor and Arms made by the Blacksmith
Guild of Havvengarde (known for its Dwarven
Population:42,000 (80% Human, 10% Halfling, 4% Blacksmiths, they inlay their stamp in mithril upon
Elven, 3% Dwarven, 2% Half-Blood, 1% Orc) the hilt of all weapons and the interior collar of
armor);Manuscripts and maps made by the Church
Ruler: Mayor Stenfrost Richtby and several independent artisans throughout the
city;Iron, mithril, platinum, and gold are exported
thru Havenshield from the cities of Clan Goldbeard;
89
Minted coins of Havvengarde from the Royal Mint, Brief Description:Ellesmere "The River City" is a
located inside The Dragonslayer's Castle; Clothing; port city along the Great Serpent River, one of the
Leatherwork; Flour; and more. largest cities in Havvengarde (just slightly behind
Havenshield), the city is a growing metropolis. Its
Major NPCs: the main port of call for most trade ships as the Great
Serpent is almost 12 miles wide at the port of
Mayor Stenfrost Richtby (5th Level Human Ellesmere. Also called the "Gateway to the Shield" for
Warrior, former leader of the High Guard, the mayor its upriver trac to Havenshield, its the main source
is an elected position with elections held every 6 of materials and goods as they travel to the capital
years, Mayor Richtby is up for re-election in 578). city and the main port used for the exports of metals
and other goods from Havenshield. Ellesmere is a
Patriarch Rinhelg Genrickson (9th Level Human bustling city and the most cosmopolitan of all
Mage), Genrickson is well known and well loved by Havvengarde. It is a mixture of all races and its
the people of Havvengarde, he is sung of in the Bard's architecture ofbridge and canal work is often awe-
song "The Boy of Woodsborough" for his resurrection inspiring to first time visitors. Its also known as the
of Heinmerr "The Tower" Richmond (current leader "place" to "get whatever it is you are looking for". The
of the Knights of the Eagle) when he was just a 5 seedy underbelly of Ellesmeres thieve's
year old boy andhad fallen o a balcony in guilds,fences, and other villainous groups makes it
Woodsborough while watching a parade for the the port of call for ship captains who are delivering
previousPatriarch of Havvengarde's coronation. goods that may be of 'questionable' legality.

Highfather Dunwill Restwillow (8th level Half-Elf Population:41,700 (80% Human, 7% Halfling, 4 %
Mage), Dunwill is considered the fore-runner for Elven, 3% Dwarven, 3% Half-Elven, 2% Gnome, 1%
Patriarch of Havvengarde when Genrickson retires. Other)

Grand Magi Vorwaelle (9th Level Elven Mage), Ruler:Mayor Leland Smither
Vorwaelle is the elected leader of the Collegium
Arcanum in Havvengarde, although not the most Church(es):Ellesmere has 2major churches within
powerful mage in the land, he has been known to its boundaries. Highfather Storn Reschter is the
help Havvengarde in times of war and is feared by the Prelate of Ellesmere.
enemies of the land,he has served the Collegium for
over 200 years. Military:A standing city watch of 600 patrol the city
proper. It is generally boosted by troops from
Thegn Dunn of Korg (7th Level Human Warrior), Havenshield. The capital sends troops to protect its
the current head of the Thegndom of Korg, he is trade interests in the city from the growing bravery of
getting up there in years and his son Edgar is the towns thieves.
expected to take his place sooner than later.
Points of Interest:
King Geraint Havvenson(9th Level Human
Warrior), Geraint is the descendant ofFirst King Collegium Arcanum of Ellesmere, the sprawling
Thorsten Havvenson and the current carrier of the campus is home to the Museum of Arcane History
sword Redbane (the sword that slayed theGreat Red whose artifacts and relics on display require a
Wyrm Bazzalth), Geraint was a masterful military substantial investment in manpower and money.
tactician and served in the Knights of the Eastern
March until his fathers passing in 563, he currently "The Docks", the largest port in the region, the
has 3 daughters and 2 sons with his wife Gwennolyn docks are a bustling community both day and night,
and is 47 years old. and almost a city unto itself with its own set of rules.
During daylight hours many bring their children to
witness the loading of great cargo ships.
Ellesmere
Riverside Theater,this large outdoor theater
overlooks the sprawling city portand hosts Bards,
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plays, operas, ballet, and more. It is however a known Population: 19,530 (95% Human, 3% Halfling, 1%
meeting place for certain criminal elements to meet Half-Elven, and the remaining 1% made up of
with their noble contacts. Dwarves, Elves, Orcs and Half-Orcs)

Exports:Blankets, Books, Corn, Pearl, Ruler: Mayor Hesje Murberry
Wood,Cloth, Clothing, Dogs, Wheat, Wine and Yarn
Church(es):The Church of Halstead is a rebuilt
Major NPCs: ancient temple, its still standing with its foundation
and walls intact for 2700+ yearsremainsa mystery.
Mayor Leland Smither (0 lvl human male), Leland Highfather Hall Crawford is the cities Prelate.
is the consummate politician and seems to have
political dealings all across the region (especially Military:Hallstead maintains a volunteer city watch
those dealings that benefit Ellesmere). which varies in size throughout the year, in spring
and summer the watch is smaller as most able-
Walther Destose (8th level male Half-Elf Mage) is bodied men are out to sea fishing.
the current Dean of Magical Arts at the Collegium
Arcanum of Ellesmere. Walther is a rather jovial Points of Interest:
individual and is a huge fan of the stories from
adventuring parties, particularly adventuring wizards, The Church of Hallstead, unlike its other generally
and has been known to trade info for a good tale. In round shaped temples to the Allfather in
contrast he is known for his tough stance against Havvengarde, the rebuilt Church in Hallstead is a
Necromancers, whether goodly aligned or not, large rectangular and pillared aair. It would be the
Walther is an outspoken critic of those who seek sole point of interest in this sleepy city if it wasn't for
magical powers thru dealings with magical or the next.
demonic creatures.
The Stone Giant of Hallsteadlays at the cities
Davroar Serpenthelm(10th level human male heart and is not only a huge attraction for the city, it
Warrior), a former Knight of the Eagle, Davroar is a point of contention amongst scholars. The giant,
currently spends his semi-retirement gardening at his statue like figure stands some 120 ft in height and
estate home on Ellesmeres western edge. He's been there are those who believe it is a petrified actual
enlisted a few times over the years by King Geraint to Giant, from a race of Northern Giants that have been
deal with problems beyond the scope of most normal long extinct, and then there are those that believe it
men. is a statue carved by either ancient men or dwarves.
No mention of this statue exists in texts that say
"The Man in the Dark"(lvl? human male Rogue), anything about the ancient city that lay here and
little is known about the man in the dark and whose center was the former Temple.
descriptions of his face change more often than the
cities leaders would care for. This is the man that Exports:Ducks, Fish, Seafood, and more fish
people seek when they need to either purchase things
or sell things that fall far outside of the 'normal'. He Major NPCs:
has been tied to Thieves Guilds all throughout the
region and has been linked to assassinations, slave Highfather Hall Crawford (lvl 8 Human Male
trading, and more. Mage),Hall is a former adventurer who retired to
the sleepy life of Hallstead. He is known to be
friendly and helpful to those parties whose members
Hallstead
include a Healer of the Allfather. Hall has been
rumored to be researching the ancient history of the
Brief Description:Hallstead is mostly known as a
former temple his current Church resides in.
city sized version of a sleepy fishing village, but it has
exported a fair amount of adventurers over the years,
Orgorg (lvl 10 Male Orc Warrior), Orgorg may be
possibly due to its rather boring 'city life'.
the most famous adventuring Orc of all time and has

been a good rolemodel for his race, his presence in


91
Havvengarde and ability to be a spokesman for the has 4 mid-sized Churches and a dozen or so small
goodly aligned of his kind has gone a long way shrines.
towards tolerance for Orcs who live in human
communities. Orgorg is a former compatriot of Military:Karsbury's paid city watch stands at 800.
Prelate Hall Crawford and has been spotted with Hall
coming out of various tunnels near the Church of Points of Interest:
Hallstead over the last couple of years. Sometimes
the two appear to be carrying old books and tomes, "The Emerald Enclave",Laying about a 1/2 mile
and sometimes they are spotted with a third outside of the city walls, this walled in garden
person... sanctuary may be the largest shrine the Druids
maintain in the north. Home to some 18 druids, they
Dandy Bramblefoot(lvl 9 Male Halfling Rogue), cultivate and care for many species of old trees. The
Dandy owns the Beast and Bread Tavern and Inn Enclave is also home to many fey and a few treants.
along the main road, he is known for his raucous The Enclave has been a point of contention amongst
laughter and mind-wildering acrobatic abilities. A the Druids since the walls around it were built some
favorite game of his is to steal everything from your 50 years past. On one side druids argue the wall
pockets, purses, and bags of value and when you are protects the beings on the interior and on the
ready to pay he deducts your bill from his 'spoils' and opposing side they argue that because of the wall's
returns the rest of your valuables. Dandy is often protection the interior is no longer natural.
seen in the company of Orgorg.
"The End of the World", also outside the city walls
but up the coast a few miles, the End of the World is
a 60 ft wide,200 ft span of stone bridge that
Karsbury
arcsover theocean on large stone arches,before its
broken edge ends at some 120 ft in height above the
Brief Description:As the northernmost city in
water. Its origin unknown, but its definitely ancient
Havvengarde, Karsbury is the hub for the export of
and of Dwarven build. Where it led to or what its
the variouswheats and grains grown from
purpose was are lost in time. The far end is now
Kampenheim back west to Bridgewater. A large city,
fenced o with metal bars to create a guard rail and
Karsbury is home to thelargest remaining native
sightseeing platform. The city maintains guards along
population of Havvengardians who speak Targ and
its length after a dragon swept in and took a teenage
are from pure Orssehelundian stock. Targ speaking
girl in 573CY.
humans make up about 20% of the human

population in Karsbury and most businesses have
Exports:Wheat, grains, some fish, flour
bilingual signs in Casan and Targ.

Major NPCs:
Population: 32,400

Bazon Boyfynd(lvl 8 Human Male Mage-Shaman),


Ruler:Like its southern coastal neighbor, Stanburg,
Bazon tends to draw large crowds for his Targ
Karsbury is governed by an elected city council who
sermons. He preaches a love of nature, the sea, and
serve 4 year terms. But unlikeStanburg the
ones ancestors. He does not speak against the
councilmenare not electedby ward and instead by
Allfather but he does preach that all Gods are but
popular vote. This has been the point of some
just a part of Nature itself. His blend of elemental,
contention in the past as those with more money in
animal, nature and ancestor worship had grown quite
their election fund tend to cut out the election
popular with the Targ speaking Havvnegardians that
chances of those who live in less fortunate parts of
live across the north of the country.
town. The council seats 7 members.

Thorili Urnore (lvl 9 Human Male Warrior), "Thor"


Church(es):Highfather Carling Uptonis the
is considered the unelected leader of the Targ-
current prelate of Karsbury. Because of Karsbury's
speaking natives of Karsbury. He is a good natured
size and it being the center of northern commerce it
man, but has no patience for what he sees to be
discrimination against his people. He fights to not
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lose his northern heritage and although he opposes in times of raids or war the tower has always
the Kingdom of Orssehelunds barbaric raids of changedits light to bright red when the cityis
Havvengarde,he wishes for his grandchildren and under siege.
great grandchildren to not lose their heritage and
native language. "The Sewers of Stanburg", this ancient sewer
system is still in working condition and is estimated
to be some 5000 years old. Rumors persist about it
Stanburg
leading to an even more ancient city buried beneath
the ground, and the entrance of adventuring parties
Brief Description:Stanburg is mostly known for its
every now and then seem to confirm the rumor.
use as a military port and is the homebase for the Sea

Wolves (a mercenary naval fleet). The Sea Wolves
Exports:Canaries, Carrots, Coral,Fish, Foxes,
patrol the western coast of Havvengarde and are the
Horses, Nails,and Port Wines
main defense against the pirate fleets that

occasionally head north from the Stormwave Sea in
Major NPCs:
warmer weather. Stanburg is also a sea fishing
community but has lost a fair bit of that business to
Augustus 'Seawolf' Granier(Lvl 10 Human Male
it's northern neighbor Hallstead. A midsized city,
Warrior), Augustus is considered one of the foremost
besides its military ports, is generally considered a
naval tacticians in the known world. After serving in
quiet, simple place to call home.
Casanthia's Imperial Armada and eventually reaching

the rank of Naval Commander, he suddenly defected


Population: 17,651 (93% Human, 3% Halfling, 2 %
to Yoranthia and formed The Sea Wolves. His men
Dwarven, and the remaining 2% split between Elven,
are extremelyloyal to him and King Geraint once
Half-Elven, Gnome, Orc and Half-Orc)
said 'If Augustus set his sights from water to land, we

would have a third kingdom in the Inner Sea.'.


Ruler:Stanburg is governed by an electedcity
council with each ward voting biannually for a
Aeshen the Single Named(Lvl 10 human male
council representative. The current board of 9
Mage), the archmage of Stanburg. Aeshen used to be
consists of 5 male and 4 female councilmen, all
a staple amongst the nightlife of Stanburg but
human but the sole representative of the Halfling
recently has been a recluse in his tower on the hill.
Ward.
The townsfolk whisper he has been traveling to other

worlds searching for some powerful artifact.


Church(es):Because of its close proximity to the
Sea, Stanburg's Church of the Allfather is a decidedly
TiroesGoldgrass (Lvl 9 Male Elf Warrior), Tiroes
water and fishing based Church, although it does
has lived in Stanburg for its entire existence, a
have regular Sunday services at least one section of
somewhat constant on the city council, Tiroes has
every sermon is dedicated to prayers to Allfather to
been known to help those who seek to protect
keep Stanburg's sailors in his thoughts.Highfather
Stanburg or rid it or its environs from some evil.
Marlow Denholm is the current Prelate of Stanburg.

Military:Stanburg's City Watch consists of some


350 Watchmen. The Sea Wolves maintain there own
watch in port and towards the sea, leaving the City
Watch to policeman and gatekeeping duties. Walles

Points of Interest: Brief Description:Called "Gold Gate" by the upper


class for its large golden gate near the inner keep, it
"The Lighttower" a magical tower built by the is generally referred to as "Gnome Town" by most
Archmage Resillius and gifted to the city at its because it houses the largest population of gnomes
founding in 230CY. The tower lights itself at dark that live in a human city in Havvengarde. Walles is
and envelops the town in a soothing light. Even well known for its magic related imports.
though no one maintains or cares for the light itself,

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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

Ruler: King Maglor Greybeard


Cities of Clan Goldbeard Cities:CapitalGam Farum (pop: 9700), Kar Darahl
(pop: 1600), Khonuluhm (pop: 2550),Murnheim
Location: Strongwind Mountains (pop: 2500), Thag Thorum (pop: 2200),Thigboldir
(pop: 1300)
Ruler:Kalec Goldbeard
Estimated Population of Clan Greybeard: 22,000
Cities:Capital Thar Ulim (pop: 7600), Darmfaldihr
(pop: 1,600), Kontorm (pop: 1500), Velwohr (pop:
1600) Adunaic City of Elliandor
EstimatedPopulationof Clan Redbeard:18,000
Location:Northern Havvengarde

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

Woodsborough-Highmother Maryanne Loester


\
Rulers of
Roads & Havvengarde
Travel Royal Family
King: Geraint Havvenson

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

Other Kingdoms countries grand council.

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

live solitary lives above ground but in larger cities or


Dwarven tales tell that they were created in
towns they will form small communities or will live
Allfather's first dream and therefore never had the
alongside Gnomes if they have a district. Sun
ability to dream themselves. Their lack of dreaming is
Dwarves are often seen by other people's as dour and
believed to be tied to their inability to use magic and
gru but by those who have Dwarven friends they
their resistance to magic itself. But some scholars
find they are a likable, loyal, and friendly people.
believe their inability to become Mages and

resistance to magic may be tied to their mining of
Mithril.
Dwarven Society
Dwarves have nine clanholds beneath the major
Dwarven Subraces mountain ranges and hilly regions of Yoranthia that
are united as a confederacy. The clans elect their

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.

The following lists the 4 TawarwaithElf realms in


this format Name/Location

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.

Gnomes of Yoranthia Game Rule Information


Hidden in the forests and beneath the hills across the All humans are played as described in the
continent of Yoranthia the Gnomes live in small, Havenshield Character Races section and gain the
tight knit communities. Often trading with local racial abilities listed there.
human, elven, or dwarven communities for items
that aren't locally available. Humansreach adulthood at 15-19years of age
depending on the culture and live on average 85-90
Game Rule Information years. Human heights and weights vary across a large
Gnomes use the standard racial abilities and ability spectrum with Orssehelundian mengenerally being
score modifiers listed in the Character Races section. both tall and heavily muscular (avg. height 6'3 and
weighing in at over 200 lbs) and the women of
Gnome characters speak Sylvan as their starting Karahul being very small and dainty (avg. height 4'11
language. and weight of 105 lbs)

Gnomes reach adulthood at 40 years of age and live Cultural Options
on average 200 years. Gnomes are 3 to 4 feet in These are the 10cultural groups for human
height (with no real dierence between male to characters in Yoranthia to choose from, though many
female heights) and are lighter and less stocky than humans in Leonne and Havvengarde are of diverse
their Dwarven cousins. heritages. For detailed descriptions of each of the
regions of Yoranthia please see the Atlas section.
Halflings of Yoranthia
Casanthian:The people of Leonne, Sharn,
Living amongst humankind for as long as most can
and Havvengarde speakCasan as their main
remember, the Halflings of Yoranthia are content to
language.
spend their lives farming, eating, and drinking.
Sharnhedin:The Children of Wisdom of
Sharn speak Casan as their main language.
Game Rule Information
The Free People:The free people speak
Halflings characters in Yoranthia use the standard Casan as their native tongue but also may
racial abilities and ability score modifiers listed in the choose any regional language as a bonus
Character Races chapter. language at the start of play.

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

Empiric Church of the One God revile the Church.


In the Inner Sea pockets of Orc tribes still exist like
Founded in 10PCY by followers of The Prophet in
the Bloody Maw tribe of The Eastern Marches of
Leonne.
Havvengarde. The Maw are believed to be a tribe of
displaced Orcs from the east, possibly those left
Churches are generally circular in shape with the
behind from an earlier raid thru the mountains. Many
dominant, central cathedral being the main place of
Orcs live in both Orssehelund and Varksland
worship. Around this are situated smaller chapels
alongside the humans and other peoples there. It is
dedicated to local Saints or heroes. In some
also not uncommon to see Orcs amongst the peoples
communities the layout varies depending on what
of a city or town in the Inner Sea region, these orcs
Saints are petitioned most by the local community. In
tend to be much more "civilized" than their tribal
larger communities two or more churches are often
cousins.
needed to accommodate parishioner's needs.

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.

Eoirwhyn Spring-Spring begins 1 Rainmootand ends


7 Firemoot.

Years in Eoirwhyn are 364days, split into thirteen Holidays in Yoranthia


28 day months that follow the lunar cycle of Sundays-Sunday's are the holy day of the
Eoirwhyns sole moon Selune. The new moon always week, most attend mass in the morning
falls on the 1st of every month and the full moon on followed by informal family dinners or feasts.
the15th. Months are split into 7 day weeks, days are Yoranthia has no specific holy days dedicated
24 hours. The new year falls on the 1st of Frostmoot. to the Allfather besides every Sunday and
Saints Day.
List of Months
Frostmoot New Years Eve/New Years Day- 28
Deepsnow Deepnight & 1 Frostmoot; These two days
Winterwane are generally used to renew contracts
Rainmoot between business partners or trade
Palesun agreements, to renew civil ties between
Highsun families, to announce marriages, etc.
Firemoot
Firewane Maiden's Moon- 7 Deepsnow; A deep
Lowsun winter holiday consisting of gift-giving
Redfall between family members and large feasts, it
Lateharvest brings hope that winter is slowly drawing to
Fellnight a close. In most towns and cities a young
Deepnight maiden is chosen and is dressed in an all
white gown, usually the local clergy will cast
Days of the Week a spell upon her, she will wear a crown made
1 Moonday of candles and carry a long white sta that
2 Towerday shines bright light (a Light spell); she will
3 Wineday make her way thru town throughout the
4 Thunderday night, knocking on doors and handing out
5 Fireday ripe berries and warm loaves of bread.
6 Swordsday
7 Sunday Kings/Kingdoms Day-7 Winterwane;
Celebrated in Havvengarde as the day First
KingThorsten Havvenson took the throne
Seasons in Yoranthia
and celebrated in Leonne as the day King
Seasons come rather abruptly compared to Earth and
Edwin VI gave the lands of what is now
the weather patterns follow idyllic visions of each
Havvengarde to Thorsten. In towns along the
season. Summers are hot and sunny, Spring bring
border between the countries it is common
rains and green lands, Fall is filled with trees
for countrymen from both to get together
changing colors and harvests, Winter is cold and
and exchange gifts and coinage from each
snowy. Seasons begin and end on the following
realm to the other.
days...
Summer-Summer begins on 8 Firemoot
Spring Equinox-1 Rainmoot; A festival day
and ends 14 Redfall.
usually consisting of games for children and
adults alike. It is celebrated well into the
Fall-Fall begins 15 Redfalland ends 21
night and it is considered a bad omen for the
Deepnight.
rest of the year if it rains that day.

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.

Dragonslayer Day-13 Lowsun;


Celebrated in Havvengarde (and some
of the border towns of Leonne), it is
the Birthdate of First KingThorsten
Havvenson.

Autumn Equinox-15 Redfall; A day


of reflection as it signals the end of
summer and the slow march towards
winter. It is common amongst the rich
and poor to gather together and have a
simple, spartan supper (a beggars stew
usually cabbage and potatoes, usually
in a broth of salted water with little
bits of fat).

Harvest Moon-15 Lateharvest; The


day of honoring the dead. Many attend
church and leave oerings in the
names of their ancestors. At night
people gather around fires and tell tales
of monsters and ghosts. Children often
wear costumes and attend parties
where sweets and baked goods are
given.

High Harvest-25-28 Fellnight; A 4


day long festival of feasts "to fatten for
115
Maps

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.

No. Of Attacks: The creature makes this many T: Tiny


attacks per round against either one or multiple S: Small
opponents. M: Man Size
L: Large
Attk: This number is the creatures Attack Number, H: Huge
players must roll at or over this number to defend G: Gargantuan
themselves against against the monster (a Defense
Roll) and avoid being damaged by the creature. MOVE: The monster, creature or animals Movement
Rate (in yards).
Dmg: This number is the amount of damage the
creature does. A creatures damage is a set number, it HD: The creatures Hit Die. Hit Die is used to
does the same damage every hit (unless the Defense determine the monsters relative power against the
Roll is double 1's, see GM section). PCs. HD can also have eects on such things as
At every Escalation a Monster or NPCs Damage spells cast at it, etc.
increases by 4. Feel free to adjust this for more or
less powerful creatures. Special: Any special abilities a creature has will be
listed here.
i.e. A Goblin does 5 damage, so every time a character fails a
Defense Roll and gets hit by a Goblin they suer 5 damage Crit: This special move is what happens when a
(minus AP). character critically fails (double 1's) a Defense Roll
against this monsters attack.
Defense: A creatures Defense number is the number
that a player must meet or exceed with an Attack Roll Note that if a PC would normally succeed in a Defense
to damage a creature. A creatures MAG Defense will Roll, even with the double 1's, the critical does not
be noted in parentheses afterwards (MAG Def: ), happen but the PC still fails in defending themselves
MAG Defense is similar to the regular Defense and takes the monsters normal damage.
Number but is used to defend against any magics or
spells that require a spellcasting attack roll. If the Treasure: This is the number of dice worth of
monster has no MAG Defense listed it is the same as treasure a creature may have on them (or in their
the creatures Defense. lair). In this game players are given the dice worth of
treasure as a guesstimate on what they found &
AP: A creatures Armor Points. AP reduces the when they have a minute to count it they roll the dice
amount of damage done to it by a successful attack. for the total.

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.

Per Head: Aalosis generally have between 5 and 10


heads (1d6+4). For each head they have 10 HP and
cannot be killed until all heads are destroyed. A PC
can destroy no more than one head with each attack.

Regenerate: On every Escalation an Aalosis


regenerates 1d3 heads.

Mass Regenerate: The PC takes double the normal


damage. Then the Aalosis will begin to magically
shed it's skin and if it is not destroyed before it's turn
on the next round it will shed all of it's damaged and/
or dead heads and immediately regenerate all of them
bringing it back to full power.

Aalosis
Abolith
Initiative 13

Health 10 (per head)

No. Of Attacks 3 (bite & 2 claws)

Attk 11 & Special

Dmg 6 (claws), 10 (bite)

Defense 12

AP 2

Perception 13

Size L

Move 12 (swim 16)

HD 4

Special: Per Head, Regenerate

Crit: Mass Regenerate

Treasure: 4d6x100gp (self, in jewels),


4d6x1000gp in jewels (lair)

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

Dmg 12 per tentacle

Defense 13 (MAG Defense: 16)

AP 5

Perception 18

Size H

Move 10 (Swim 20)

HD 10

Special: Enslave, Mucous

Crit: Psychic Drain

Treasure: Abolith will often hoard


great treasures in their
underground lair
Abolith often lair in subterranean lakes and rivers. Abyssal Guardian
They can breathe both air and water.
Initiative 14
Enslave: An Abolith will target one PC for
Health 65
enslavement at the beginning of an encounter. That
PC must make a ST 17 (STA) roll or become the No. of Attacks 1 (bite) & Special
Abolith's puppet for the remainder of the encounter.
If the Abolith is killed(or flees to another plane of Attk 13
existence)the PC is freed from this enslavement. If
Dmg 12
the Abolith wins the encounter, i.e. killing the other
PCs, this enslavement is permanent. 11
Defense
Mucous Cloud: When underwater an Abolith AP 4
surrounds itself with a viscous cloud of mucous. If
anyone gets within 2 yards or makes a melee attack Perception 20
against the creature they must make a successful ST
Size L
17 (STA) roll or be aected by a disease that only
allows the infected to breathe underwater. This can Move 14
be cured by a Cure Spell (DN 15).
HD 6
Psychic Drain: The Abolith psychically drains the
Special: Bloodmane
character of 40 HP and adds those 40 HP to it's total
(up to the Abolith's 110 max). Additionally any of Crit: Bloodpounce
the characters allies within 10 yards must make an
ST 12(STA) roll, anyone who succeeds is unaected Treasure: None, but may be guarding
some
121
An Abyssal Guardian is often found in the employ of Achaerai
powerful necromancers or demonic forces. An
Abyssal Guardian requires no sleep and is tasked Initiative 13
with guarding a specific location, creature, or object.
Health 55
Bloodmane: Every time a PC fails a Defense Roll No. of Attacks 3 (2 claws & bite)
against an Abyssal Guardian's bite attack they must
immediately make a ST 12 (DEX) check or the Attk 12
creatures mane of prehensile bloodsuckers will attach
1d6 of these appendages to the characters skin.These Dmg 10 (claws), 15 (bite)
leech-like parts of the Abyssal Guardian will detach Defense 12
from the mane and slowly drain the character of
blood (4 HP per round, ignores AP). They can be AP 2
destroyed, having a Defense of 9 and 5 HP each.
Perception 13
Bloodpounce: The failing PC is knocked to the Size L
ground by the Abyssal Guardian as it tears into the
characters neck (for 30 HP damage), additionally the Move 20
mane will release1d6 bloodsuckers into the PCs
mouth and into its mouth. These will do damage as HD 5
above per round but cannot be destroyed without
Special: Bite and Throw
doing severe harm to the characters abdomen. A DN
16 Cure Spell will be needed. Crit: You're Food

Treasure: none

Achaerai These flightless, 15 ft. tall bird like creatures are


rarely encountered and originate from another plane
of existence.

Bite and Throw: An Achaerai can instead of making


it's two claw attacks attempt to Bite and then Throw
an opponent. On a successful bite attack the defender
must make an ST 15 (STR) roll or be thrown up to
10 yards in a random direction (taking 15 additional
damage from the landing).

You're Food: The PC who critically failed takes


double the normal bite damage (30) and must make
an ST 15 (STR) or (DEX)(PCs choice) roll to either
pull it's limb (STR) from the creatures beak or
quickly remove it (DEX). Failing this ST the PC loses
a limb (Roll 1d6- 1-2: left arm, 3-4: right arm, 5: left
leg, 6: right leg) and suers whatever penalties the
GM sees fit for that limb loss. The Achaerai will
immediately swallow and begin digesting that limb
and it is considered lost. This limb loss can be healed
with a Cure spell (DN 17).

122
Immunities: Angels are immune to cold, poisons,
Angel petrification and all non-magical weapons.

Judgement: An Angel can immediately recognize


friend from foe, telling the good hearted from the evil
at a glance. If judged guilty of evil by an angel all
further attacks made by the Angel against that evil
foe will have an Attk of 20.

Wrath of God: This divine weapon strike causes


immediate death to those who critically fail a Defense
Roll. Any character killed in this manner may never
be resurrected or revived from death as their soul
now belongs to the Angel's deity to pass judgement
upon.

Ankheg

Angel Ankheg
Initiative 18 Initiative 11

Health 125 Health 24

No. of Attacks 2 (weapon) No. of Attacks 3 (2 pincers & bite)

Attk 15 Attk 11

Dmg 30 Dmg 7 (pincers), 5 (bite)

Defense 16 (MAG Defense: 18) Defense 11

AP 6 AP 3

Perception 17 Perception 12

Size L Size L

Move 18 (Fly 30) Move 12 (burrow 12)

HD 10 HD 4

Special: Immunities, Judgement Special: Scissor Grip, Burrow

Crit: Wrath of God Crit: Massive Attack

Treasure: 3d6x1000gp (jewelry) and Treasure: An Ankhegs pincers are


divine magical weapon worth 50gp to an
Alchemist.
These celestial beings are often sent to the world to
complete one task. They are fearsome warriors,
usually bearing a magical flaming weapon enchanted
by divine powers.
123
Arctic Goblin
Initiative 9

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.

Pack Attack: When Arctic Goblins outnumber their


opponents 2 to 1 their Attk increases to 11. If it's 3 to
1 odds or more increase their Attk to 13.

Second Attack: On a Critical fail a Goblin will


immediately re-attack the same PC or another one
within striking distance. This second vicious Attk is
at 11 and does 10 Damage if successful.

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.

Immunities: Ash Ghoul's are immune to non-


magical weapons.

Ash Damage: When failing a Defense Roll against an


Ash Ghoul the character takes 10 Damage from
magical fire. This damage ignores armor. In addition
the PC must make an ST 10 (STA) roll, if successful
no further damage is done, but failing the roll causes
the PC to be ill from the stench of ash and sulphur
(taking Disadvantage on all rolls). The PC can
attempt this ST every round on their turn until
successful.

Engulf: Take 30 damage as the Ash Ghoul surrounds


you in a swirl of flame and ash. A PC may make an
ST 12 (DEX) roll to take half damage (15). A PC
killed in this way may not be brought back to life and
will rise as an Ash Ghoul on the next moon rise.

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

Special: Immunities, Ash Damage

Crit: Engulf

Treasure: none

125
Athach
Initiative 15
Awakened Tree
Health 85

No. of Attacks 1 (Ranged) or 2 (melee)

Attk 10 (Ranged), 12 (Melee)

Dmg 20 (Rock Throw- Ranged)


15 (Unarmed- Melee)
Or 20 (Club- Melee)

Defense 9

AP 3 (Hide Armor)

Perception 11

Size H

Move 15

HD 8

Special: Bite

Crit: Stomp & Trample Awakened Tree


Treasure: 3d6x50 sp (Self), Initiative 10
3d6x10gp (Lair)
Health 10 per HD

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

Defense 10 (Mag Def: 13)


Bite: If a character deals a large amount of damage to
an Athach on it's next turn it attempts to bite the AP 3 (natural)
character. This special attack has an Attk of 12 and
Perception 10
does 15 damage. If a PC is bitten they must make a
ST 12 (STA) roll or be considered poisoned. This Size M to G
poison causes Disadvantage on all rolls until Cured
(DN 12) or 1d6 hours pass. Move 14

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.

Awakened Tree (Demonic)


Initiative 15

Health 80

No. of Attacks 2 (clawed branches)

Attk 13

Dmg 20

Defense 12 (Mag Def: 15)

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

Crit: Fire Hug

Treasure: 3d6x50sp in gems

127
Azer speak common and Ignan. They live deep within
the world near the planet's core.

Illumination: Azer give o light to 10 yards.

Body Heat: When anyone gets within 2 yards of an


Azer or makes a melee attack against them they take
3 Damage from the Azer's intense heat.

Fire Hug: An Azer will grapple the opponent causing


20 Damage. This grapple attack can be escaped by
making a ST 13 (STR) check. The Azer can hold this
until either the character frees himself or until they
decide to let go to make an attack.

Babau

Babau
Initiative 15

Health 75 Babau speak R'leyhian, Draconic & Vairndun.

No. of Attacks 3 (2 claws & bite)


Immunities: Babau are immune to electricity, acid,
Attk 13 and poison.

Dmg 10 (claw), 12 (bite) Protective Slime: A layer of acidic slime coats a


Babau's skin. Any creature that strikes a Babau with a
Defense 13
natural attack or unarmed strike takes 6 points of
AP 4 acid damage from this slime if it fails a ST 13 (DEX)
roll. A creature that strikes a Babau with a non-
Perception 17 magical melee weapon must make a ST 13 (DEX)
roll or the weapon is destroyed by acid damage.
Size M Ammunition that strikes a Babau is automatically
14 destroyed after it inflicts its damage.
Move

HD 7 Demonic Claw: This attack does double the normal


claw damage (20) and the character must make a ST
Special: Immunities, Protective 14 (STA) roll or lose both eyes as the Babau digs it's
Slime claws into the characters face and eyes.
Crit: Demonic Claw

Treasure: occasionally guarding


treasure

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.

Fire Aura: At the beginning of every round any


creature within 5 yards of a Balor takes 10 Damage
from fire. Also anytime a Balor is attacked with a
melee weapon the attacker takes 5 damage from fire.

Magic Resistance: Any spell cast against a Balor is


done so at Disadvantage on the spellcasting roll.

Whip & Behead: The PC takes double the normal


whip damage (36). And also the PC must
immediately make a ST 18 (DEX) roll, failure
indicates the character is trapped by the whip. If
trapped the PC must make a ST 18 (STA) roll, failure
indicates the Balor beheads the character with his
long sword.

Balor
Initiative 20 Barbed
Health 210

No. of Attacks 2 (Long Sword & Whip)

Attk 20

Dmg 25 (Long Sword),


18 (Whip)

Defense 15

AP 6

Perception 20

Size H

Move 20

HD 10+

Special: Death Throes, Fire Aura,


Magic Resistance

Crit: Whip & Behead

Treasure: magical weapons and


3d6x1000gp in gems

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.

Barbed: Any character that attacks a Barbed with a


melee weapon shorter than a spear must make a ST
14 (DEX) roll or take 8 points of damage from the
devil's barbs.

Summon: After hitting the PC with a brutal claw


attack (Damage 36) the Barbed summons either 1d6
Bearded Devils from Hell or another Barbed. Roll d6,
1-3 Bearded, 4-6 Barbed. Barghest's speak Goblin.

Change Shape: A Barghest can change shape into a

Barghest large goblin-like hybrid creature at will.

Invisibility: A Barghest can become invisible at will.

Feed: If the Barghest is 2 HD or more higher than


Barghest the character's level the PC must make an ST 17
(STA) roll. If failed the PC is devoured by the
Initiative 15
Barghest and cannot be resurrected or otherwise
Health 67 brought back to life.

No. of Attacks (2 claws & bite)

Attk 15 Basilisk
Dmg 8 (claw), 13 (bite)

Defense 13

AP 3

Perception 14

Size L

Move 16

HD 7

Special: Change Shape, Invisibility

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

Special: Petrifying Gaze

Crit: Caught My Eye

Treasure: A basilisks Lair will contain


2d6x100sp in coin and
jewelry treasures and a 3 Bearded
in 6 chance of a magical
item. Initiative 13

Health 45

No. of Attacks 1 (weapon)


Petrifying Gaze: Those trying to avoid a Basilisks
gaze can do so but take Disadvantage on all Attack Attk 13
and Defense Rolls.
Dmg 15 (weapon)

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

Beast of the Special: Hide, Charge

Greenwood Crit: Gore

Treasure: 2d6x5sp

These 10-11 ft tall creatures protect their woodland


homes from intruders. Beasts of the Greenwood
speak Sylvan and will not generally be hostile to
Gnomes or Woodland Elves.

Hide: When in a woodland environment a


Greenwood Beast is dicult to spot, requiring a ST
18 (PER) check to do so. Also when tracking or
chasing one through a wooded environment all rolls
are at Disadvantage.

Charge: At every Escalation the Beast will charge at


one opponent with an Attk of 14. This Attk does 20
Damage.

Gore: The beast skewers his opponent on his horns


doing 30 Damage. In addition the PC must make a
ST 12 (STR) check or remain on the creatures horns,
bleeding out 10HP each round until making a
successful STR ST roll or the beast is killed. While on
the beasts horns the player can only attack the beast
at Disadvantage on their turn and only do 1/2
damage.

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).

Constrict & Swallow: On any Medium sized or


smaller opponent, the Behir wraps itself around
them and constricts for 20 Damage, and then
begins to swallow them whole. The PC may make a
ST 17 (STR) roll to escape being swallowed.
Failing the ST roll the PC begins taking 15 Damage
per round until they can either cut themselves free
(by doing 40 HP Damage) or the Behir is killed.

Behir
Blinkdog
Initiative 17

Health 95

No. of Attacks 1 (Bite) Blinkdog


Attk 13 Initiative 12

Dmg 20 Health 25

Defense 12 No. of Attacks 1 (bite)

AP 3 Attk 12

Perception 14 Dmg 10

Size H Defense 11

Move 18 (Climb 10) AP 0

HD 9 Perception 13

Special: Immunity, Breath Weapon Size M

Crit: Constrict & Swallow Move 14

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

Breath Weapon: On every Escalation the Behir will


shoot an electric beam in a 10 yard length straight
133
Teleport: A Blinkdog can teleport to any location
within 20 yards and attack. Once per round.

Blink Death: The Blinkdog teleports itself into the


critically failing characters torso. The PC must make
a ST 16 (STA) roll. On a successful check the PC
takes 30 damage and on a failure the PC is
immediately Out of Action.

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).

Poison Skin: When attacking a Boggard unarmed or


grappling with one the PC must make an ST 13
(STA) roll or be considered poisoned until the end of
the Encounter or until cured by a Cure spell or
potion (DN 10). While poisoned the character has
Disadvantage on all rolls.

Croak: All creatures and opponents within must


make an ST 12 (STA) roll or be aected by fear. this
fear causes Disadvantage on all rolls until the next
Escalation.

Bone
Boggard
Initiative 11

Health 25 Bone
No. of Attacks 1 (weapon) Initiative 16

Attk 11 Health 95

Dmg 12 No. of Attacks 3 (2 claws and bite)

Defense 10 Attk 13

AP 1 Dmg 11 (claws), 15 (bite)

Perception 12 Defense 13

Size M AP 3

Move 12 (Climb 12) Perception 15

HD 3 Size L

Special: Sticky Tongue, Poison Skin Move 14

Crit: Croak HD 8

Treasure: 2d6sp Special: Fear, Sting

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

No. of Attacks 3 (2 claws & gore)

Attk 12

Dmg 9 (claw), 15 (gore)

Defense 11 (MAG Defense 12)

AP 3

Perception 13

Size L

Move 10

HD 5

Special: Earth Move

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.

Leaping Death: The Bulette (Boo-lay) will quickly


burrow and then leap from beneath the ground
making a single attack with all 4 claws, this attack
can strike one target doing Dmg of 48 in a single
attack unless the PC makes an ST 15 (DEX) roll for
half damagee (24).

Treasure note- There is a 1 in 6 chance the Bulette's


last victim is undigested in it's stomach and that the
victim has some treasure or jewelry on it's body.

Bulette
Initiative 15
Carnivorous
Health 65
Giraffe
No. of Attacks 3 (2 claws & bite)

Attk 13

Dmg 12 (claw), 20 (bite)

Defense 12

AP 6

Perception 16

Size L

Move 15

HD 7

Special: Creeping Death

Crit: Leaping Death

Treasure: usually none (see notes)

Leaping Death: A Bulette (Boo-lay) can leap from


beneath the ground making a single attack with all 4
claws, this attack can strike one target and has an
Attk of 13 and a Dmg of 48 in a single attack.

138
Carnivorous Giraffe
Initiative 13
Cavedevil
Health 70

No. of Attacks 1 (bite)

Attk 13

Dmg 15

Defense 10

AP 1

Perception 12

Size L

Move 16

HD 6

Special: Hide, Track

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

Tenderize: The beast knocks the character down and HD 3


begins to stomp on them. The PC must make an ST
13 (STA) roll. Unsuccessful rolls take 30 damage Special: Poison Whips
from this meat tenderizing, successful rolls take half
Crit: Massive Bite
that damage (15).
Treasure: None

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.

Poison Whips: When characters are hit by a


Cavedevil's tentacles they must make a ST 10 (STA)
roll. Failing this roll the character will make all rolls
at Disadvantage until the end of the encounter or until
Cured (DN 10).

Massive Bite: The Cavedevil uses it's tentacles to


pull the character close enough to clamp it's smaller
heads onto the arms or limbs of the PC and then
deliver a massive bite attack to the characters head or
abdomen doing 20 Damage. These 10 ft long, semi-intelligent, air
breathing creatures often lay in wait for prey. They
will attempt to consume almost any creature made of
flesh and blood.

Movement: A Cavern Octopus can move freely along


Cavern Octopus walls, floors, and ceilings. They can also squeeze
under or thru any space of 12 inches or more.

Tentacle Swarm: The Cavern Octopus raises up and


Cavern Octopus strikes the opponent with 1d6 tentacles (each
tentacle doing 8 Damage). Additionally any ally
Initiative 14
within 3 yards must make a ST 12 (DEX) check or
Health 60 be struck by a single flailing tentacle (8 Damage).

No. of Attacks 2 (tentacles)

Attk 12

Dmg 8
Centaur
Defense 10

AP 0

Perception 14

Size L

Move 10 (Climb 10)

HD 6

Special: Movement

Crit: Tentacle Swarm

Treasure: 3d6x20gp (lair)

140
Centaur Chaos Beast
Initiative 12 Initiative 15

Health 30 Health 65

No. of Attacks 3 (2 hooves and weapon) No. of Attacks 2

Attk 11 Attk 12

Dmg 7 (hoof), 13 (weapon) Dmg 8

Defense 10 (12 with shield) Defense 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

Special: Charge Special: Touch Attack

Crit: Trample Crit: Envelop

Treasure: 10d6 sp Treasure: none

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.

To free oneself from a Chaos Beast it must be


destroyed before the character becomes a part of it.
The trapped PC may make an attack on their turn
each round at Disadvantage to try and cut themselves
free.

141
Chimera Choker

Chimera
Initiative 16

Health 65

No. of Attacks 3 (2 Claws & Bite)

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.

Crossface Chickenwing: Like the Choke this attack


does damage per round until the character can free
themselves. This attack does 12 damage per round
and requires a ST 13 (STR) roll to free themselves.

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

No. of Attacks 2 (claws)


Paralytic: On a successful claw attack the PC must
Attk 13 make a ST 13 (DEX) roll. Failing this roll the Chuul
places the character in it's tentacled mouth. Every
Dmg 18
round trapped in the mouth the character takes 10
Defense 12 Damage and must make a ST 12 (STA) roll or
become paralyzed until the Chuul or the PC are dead.
AP 4

Perception 15

Size L

Move 15 (swim 10)


Chop: Along with taking double the normal Claw
HD 9
damage (36) the PC must make a ST 14 (DEX) roll
Ampibious, Paralytic or be chopped in half. If chopped in half the character
Special:
is dead unless resurrected.
Crit: Chop

Treasure: 3d6x60gp (lair)

143
(STA) roll or be aected by fear. This fear causes
Cloaker Disadvantage on all rolls until the end of the
Encounter.

Engulf: The Cloaker envelops the character with it's


wings. The PC may make a ST 16 (STR) roll every
round on their turn to free themselves. While
trapped the character can make no other actions but
struggling to free themselves. While engulfed any
attack made against the Cloaker does 1/2 damage to
the Cloaker itself and the other half to the victim
inside. The Cloaker may only use it's tail attack
while having a victim engulfed.

Hard to Spot: When lying still a Cloaker can only be


spotted with a ST 18 (PER) roll.

Cloaker Crowolf
Initiative 14

Health 45

No. of Attacks 2 (tail slap & bite)

Attk 13

Dmg 12 (tail), 10 (bite)

Defense 11

AP 0

Perception 13

Size L

Move 12 (fly, float)

HD 6

Special: Hard to Spot, Unnerving


Fear

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

No. of Attacks 3 (bite & 2 talons)

Attk 11

Dmg 10 (bite), 6 (talon)

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

graveyards, crypts, and the like. They do eat fresh

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

No. of Attacks 1 (bite)


Stench: At the beginning of combat PCs must make
a ST 9 (STA) roll or be sickened by the deathly Attk 9
stench of a Crypt Goblin. This DN increases by 1 for
every 2 Crypt Goblins present. Those sickened take Dmg 3 (+ special)
Disadvantage on all rolls. Players may make this
Skill Test every round on their turn until successful. Defense 10

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

Crit: Flesh Burrow

Treasure: none
Death Beetle
These foot long, subterranean insects feed on
carrion and living flesh. They will attack most
anything made of flesh.

Bite: The bite of a Death Beetle does little damage


but for those wearing little to no armor (AP 2 or
less) these creatures are a very serious threat.
Anyone taking 1 point or more of damage (after
reducing for Armor) must make a ST 12 (STA)
roll. Those failing that roll will begin slowly
rotting away starting at the location of the bite.
This rot does 6 damage per round until either
Cured (DN 11) or the character is dead. Once
dead the Death Beetle's will swarm the rotting pile
of flesh and consume it within 1d6+4 rounds. Any
character killed and consumed this way cannot be
resurrected.

Flesh Burrow: The Death Beetle attempts to


burrow into the characters abdomen. This attack
does 10 damage and the PC must make a ST 12
(STA) roll or the creature burrows into the
characters stomach. It can be removed by either
cutting it out (doing 20 damage to the PC). If it's
not removed the character takes 8 damage per
round and must make a ST (see Bite).

146
These powerful undead are the only creatures in the
Deathknight Havenshield RPG that can drain levels from a
character.

Draining Touch: Once per round a Deathknight will


attempt to touch one opponent, if the PC fails their
Defense Roll they must immediately make a ST 14
(STA) roll. Failing that roll results in the character
losing one point of STA. This STA drain can only be
reversed by a Cure spell (DN 16) or by killing the
Deathknight and waiting 1d6 days as the drain slowly
lifts itself from the characters body.

Fear: At the beginning of combat all characters must


make a ST 14 (STA) check those failing it are
aected by Fear until the end of the encounter. This
fear causes PCs to take Disadvantage on all rolls until
the end of the Encounter or the Deathknight is
killed.

Level Drain: The PC loses 1 character level. this is


permanent and cannot be cured.

Deep Goblin
Deathknight
Initiative 18

Health 115

No. of Attacks 2 (weapon and touch)

Attk 16

Dmg 20 (weapon),
see below

Defense 12

AP 6

Perception 15

Size L

Move 12

HD 10

Special: Draining Touch, Fear

Crit: Level Drain


147
Treasure: none
Deep Goblin
Initiative 10
Demonia
Health 18

No. of Attacks 1 (stone weapon)

Attk 10

Dmg 8

Defense 9

AP 2

Perception 10

Size S

Move 8

HD 2

Special: Stonemeld

Crit: Vicious Attack

Treasure: 2d6gp in small gems

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)

Stonemeld: A Deep Goblin can use it's turn in any Attk 13


round to meld with any nearby rock or stone,
Dmg 10 (tentacles), 15 (tail)
including walls and floors. While in this form a Deep
Goblin cannot be harmed. It may use it's next turn to 11
Defense
become whole again and attack or it may choose to
remain where it is. While melded into stone a Deep AP 2
Goblin cannot move or make any physical action.
Perception 15

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

Destrachan These dungeon dwelling beasts have no eyes, using


their ears and echolocation to 'see'.

Immunities: Because Destrachan have no eyes they


are immune to any sight based attacks or illusions.

Harmonic: At the beginning of an Encounter and


every Escalation afterward a Destrachan will bellow
an ultrasonic blast that eects a 10 yard radius or 30
yard cone. Anyone in this blast radius must make a
ST 11 (DEX) roll. Those failing take a full 20 damage,
those who make the save take 1/2 damage (10).

Sonic Blast: After dealing claw damage the


Destrachan pinpoints a Sonic Blast on the character.
If the character makes a successful ST 13 (DEX) roll
they dodge most of the blast and take only 20
damage. Those who fail are immediately dropped to 0
HP and are Out of Action.

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.

Break & Throw: The Dire Ape picks up the


character and throws them up to 15 yards away
unless they make a successful ST 15 (DEX) roll.
Being thrown causes 15 Damage. Whether successful
or not the Dire Ape breaks on of the chracters arms
(no two handed weapons, only one weapon or
shield). This can be Cured with a Cure spell or
potion (DN 12).

Dire Boar

Dire Boar
Initiative 15

Health 60

Dire Ape No. of Attacks 1 (gore)

Initiative 13 Attk 12

Health 35 Dmg 20

No. of Attacks 3 (2 claws & bite) Defense 10

Attk 10 AP 2

Dmg 7 (claw), 9 (bite) Perception 12

Defense 10 Size L

AP 2 Move 12

Perception 12 HD 7

Size L Special: Ferocious

Move 10 (Climb 7) Crit: Second Wind

HD 5 Treasure: none

Special: Rend

Crit: Break and Throw

Treasure: none 150


Doppelganger
Initiative 12

Health 22

No. of Attacks 1 (weapon or unarmed)

Attk 9

Dmg 8 (weapon), 4 (unarmed)

Defense 9

AP 1

Perception 10

Ferocious: On every Escalation a Dire Boar will be Size M


able to make two Gore attacks on it's next turn.
Move 12
Second Wind: If a character critically fails a Defense 4
HD
Roll against a Dire Boar, the boar will gain a second
wind. This special move allows the Dire Boar to fight Special: Change Shape
until it reaches -20HP until it is dead.
Crit: Replace

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.

Replace: The Doppelganger uses it's attack to meld


into the body of the target. On the next round the
target will split into two perfect copies of each other.
the player will continue playing his character as
normal, even though there is a 50% chance they are
actually a Doppelganger and in 5d6 days will turn on
the other players and try to murder them in their
sleep.

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.

Breath Weapon: On the dragons next turn after


each Escalation the creature will use it's breath
weapon. This special attack does 60 Damage and
ignores all Armor Points (ST 17 (DEX) for 1/2
Dmg).

Magic Use: Some Dragon's can cast spells as a Mage


of a caster level equal to their HD.

Toast: The dragon focuses its breath weapon on the


single critically failing PC, this character must
immediately make a ST 17 (STA) roll or be burnt to
ash. The character can be resurrected if the PCs can
spend 1d6 rounds after the combat gathering the ash.
On a successful roll the PC takes full breath weapon
damage (60) instead.

Dretch
Dragon
Initiative 18

Health 120

No. of Attacks 3 (2 claws and bite)

Attk 14

Dmg 20 (Bite), 12 (Claws)

Defense 14 (MAG Def: 16)

AP 8

Perception 18

Size G

Move 20 (Fly 32)

HD 10

Special: Breath Weapon, Magic


Use

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

No. of Attacks 1 (bite or claw)

Attk 8

Dmg 6

Defense 9

AP 0

Perception 10

Size S

Move 8

HD 1

Special: Stench

Crit: Gas Cloud

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

Crit: Death Pinch

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

Sting: At every Escalation an Ecal Lun will attempt Attk 10


to sting whatever creature it considers the most
powerful. This special Attack has an Attk of 13 and Dmg 1 & Special
does 6 Damage. In addition those stung must make a
Defense 11
ST roll or be considered poisoned. This poison causes
Disadvantage on all rolls until either Cured (DN 12) AP 0
or until 1d6 hours pass.
Perception 10
Death Pinch: Along with normal damage the
Size S
character must make a ST 12 (DEX) roll or the Ecal
Lun will hold the character in it's pinchers doing 10 Move 15 (fly)
damage per round until either the character frees
itself, ST 13 (STR) roll, or the Ecal Lun dies. HD 1

Special: Electric Sting

Crit: Eye Sting

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.

Electric Sting: When stung by an Electric Wasp


those who are wearing no armor, or an armor made
of metal, must make a ST 9 (STA) roll or suer from
an electric jolt. This jolt does 4 points of damage
(ignores AP). If a character is stung by more than one
Electric Wasp in a round they must make an
additional ST 14 (STA) roll to avoid being knocked
unconscious for 1d6 rounds.

Eye Sting: Those who critically fail a Defense Roll


against an Electric Wasp must make a ST 14 (DEX)
check or get stung in the eye. This eye sting causes 5
Damage (ignores AP) and renders the eye useless.
This is permanent unless Cured (DN 13).

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

Dmg 10 Elemental, Greater


Defense 9 (MAG Def: 10) Initiative 16

AP 2 Health 60

Perception 12 No. of Attacks 1

Size L Attk 13

Move 12 Dmg 25

HD 3 Defense 12 (MAG Def: 13)

Special: Elemental Attacks AP 5

Crit: Massive Attack Perception 15

Treasure: usually none Size H

Move 18

HD 8

Special: Elemental Attacks

Crit: Elemental Rage

Treasure: usually none

Elemental Attacks: These work the same as the


spells Elemental Blast and Elemental Storm. Both
have Attk of 15 and do 30 (single target) and 15 (area
eect) Dmg respectively.

Elemental Rage: A storm of projectiles engulfs the


critically failing character doing 40 damage. The PC
can make a ST 15 (DEX) roll for 1/2 damage (20).

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.

Slam: If an Enttin successfully attacks one foe with


both of it's claw attacks the character must make an
ST 12 (DEX) roll to avoid being picked up and
slammed to the ground. This slam causes 20
additional damage.

Summon: An Enttin can telepathically summon


another of it's kind when a character critically fails a
Defense Roll against it. This summoned second
Enttin will arrive in 1d6 rounds.

Ethereal
Marauder

Enttin
Initiative 13

Health 25 (per head)

No. of Attacks 2 (claws)

Attk 10

Dmg 12

Defense 10

AP 2

Perception 18

Size M

Move 9

HD 5

Special: Slam

Crit: Summon

Treasure: 2d6x25gp (lair)

156
Ethereal Marauder
Initiative 10
Ettercap
Health 15

No. of Attacks 1 (bite)

Attk 11

Dmg 13

Defense 11

AP 2

Perception 16

Size M

Move 18

HD 2

Special: Shift

Crit: Consume

Treasure: none Ettercap


Initiative 13

Shift: An Ethereal Marauder can shift in and out of Health 32


the known world as a free action. This shift is often
No. of Attacks 1 (Bite)
used to surprise opponents (causing Disadvantage on
their attack rolls) or to avoid taking damage after 12
Attk
successfully making a bite attack.
Dmg 6 (+Poison)

Consume: The Ethereal Marauder gets an entire Defense 11


limb in it's mouth. This attack does double the
AP 2
normal bite damage (22 Damage). If 22 is more than
1/4 of a characters maximum HP total the limb is Perception 13
considered consumed and eaten. This can be reversed
with a DN 15 Cure spell or potion. Size M

Move 10

HD 5

Special: Poison, Web

Crit: Choking Web

Treasure: 5d6sp (self), 5d6x100 sp


(lair)

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

Choking Web: The PC is engulfed in webbing and HD 7


begins taking 10 damage per round until freed.
Special: Hard to surprise
Freeing the character requires either the PC to make
an ST 18 (STR) check or by the other PCs doing Crit: Crush
50hp worth of damage to the webbing. While
engulfed in webbing the character may not move and Treasure: 4d6x10sp (self), 4d6x10gp
because of the choking will make any mental rolls at (lair)
Disadvantage (including spell casting).

Hard to Surprise: Ettins often sleep in shifts, with

Ettin each head taking it's turn resting. An Ettin's eective


Perception when characters try to surprise it is 20.

Crush: When a character critically fails it's Defense


Roll against an Ettin the creature slams it's two
weapons together, crushing the character in between
them. This does 30 Dmg and the character must
make a successful ST 13 (STA) roll or suer a
crippling injury. This injury causes the character to
lose 2 points each in STR, STA, and DEX and 1
point of SOC. It can be cured with a Cure spell or
potion (DN 16).

158
Eye Lord These 10 ft spherical magical beasts are ultra
intelligent and speak most known languages.

Eye Attack: As a special move every round an Eye


Lord can make an Attack with one of it's 4 eye stalks.
Each of these attacks requires a Skill Test roll to
avoid. Eye One- Magic Blast, 10 yards range,
Damage 20, ST 13 (DEX) for half damage. Eye Two-
Enslave- Enslaves creature for the entire Encounter,
ST 12 (STA) to avoid enslavement. Eye Three- slow
ray, 20 yard cone, make ST 13 (DEX) to avoid being
slowed (cut move in half and DEX reduced by 2 until
end of Encounter), Eye Four- Exploding blast,
centered anywhere within 20 yards and has a 10 yard
radius, all inside take 16 damage, ST 12 (DEX) for
1/2 (8).

Eye Blast: Laser like blast from the central eye,


character is disintegrated unless they make a ST 18
(STA) roll. Disintegrated characters are not able to
be resurrected.

Eye Lord Faceless


Initiative 16

Health 80

No. of Attacks 3 (2 Tentacles and Eye


Attack)

Attk 13 (Tentacles) and Special

Dmg 14 (tentacle)

Defense 12

AP 2

Perception 20

Size L

Move Fly 16

HD 8

Special: Eye Attack

Crit: Eye Blast

Treasure: 3d6x100gp (lair)

159
Faceless
Initiative 11
Forest Fey
Health 25

No. of Attacks 2 (weapons)

Attk 10

Dmg 6

Defense 9

AP 2

Perception 14

Size S

Move 9

HD 3

Special: Nightmare Walk

Crit: Behead

Treasure: none

These child size, demonic creatures seem to be Forest Fey


drawn to the homes of children who suer from
Initiative 10
night terrors. They often slaughter the children's
family in the night, leaving the child unharmed. Health 20

No. of Attacks special

Nightmare Walk: The shambling, twitchy, Attk -


otherworldly gait of a Faceless requires all characters
Dmg -
to make a ST 9 (STA) roll at the beginning of any
encounter to avoid fear. This fear causes Disadvantage Defense 13
on all rolls until the Faceless is dead or no longer in
the characters presence. AP 0

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

Crit: Spore Choke


Fungus Treasure: none

These 3 to 4 foot tall subterranean, mushroom like


fungi release spores in the air when any creature gets
with 5 yards of them. These spores cause aected
creatures to fall into a deep sleep. This sleep can last
until death at which time a Fungus will slowly 'feed'
on the decaying body and a new Fungus will grow
where the dead used to lay.

Spore Cloud: Any PC that doesn't try to sneak by a


Fungus will trigger it to release a cloud of spores.,
additionally every time a Fungus is hit by a melee or
ranged weapon it releases a cloud of spores. This
cloud is 10 yards in radius and all within it must
make a ST 11 (STA) roll or they will immediately lay
down and fall asleep. This sleep lasts for 24 hours at
which time a PC can make an additional ST 11 (STA)
roll to awaken. If this roll fails the character is
considered lost. A sleeping character may be moved
by other players, this will not cause the character to
wake up until the 24 hours is over but it will keep the
character from making any additional ST rolls.

Spore Choke: The Fungus will emit a stream of


spores into the characters lungs. The character must
make a ST 13 (STA) check or the spores will infect
the person and they will slowly become a Fungus or
the next 1d6 days. This can be Cured (DN 14).
161
Ghost Fright Night- When a Ghost is first encountered
players must make a ST 13 (PER) check. Failing this
results in the character being unable to make an
action for 1d6 rounds as they are frozen in fear. A
Cure spell can negate this eect (DN 14).

Immunity- Ghosts are immune to non-magical


weapons, spell attacks, and a Cleric, Paladin, or
Priests ability to Rebuke undead.

Possession- If a character critically fails a Defense


Roll against a Ghost the spectre will possess the
characters body and begin attacking the other
members of the group or any allies. The player may
make a ST 15 (STA), to remove the Ghost by
physical willpower or a ST 14 (PER), to remove the
Ghost by mental willpower. They can try this each
round on their normal turn to try to force the ghost
from their body. While possessed the character
becomes an NPC in the GMs control.

Ghost Gialandrig
Initiative 17

Health 85

No. of Attacks

Attk 10 (cold touch)

Dmg 15 (ignores Armor)

Defense 13

AP 0

Perception 16

Size M

Move 15 (Flight)

HD 9

Special: Fright Night, Immunity

Possession

Treasure: 4d6x100gp (Lair)

162
Gialandrig
Initiative 14
Giant Tortoise
Health 75

No. of Attacks 2 (kicks)

Attk 12

Dmg 15

Defense 11

AP 0

Perception 15

Size M

Move 15

HD 6

Special: Forest Home, Summon

Crit: Massive Kick

Treasure: 2d6x50gp (gems)

Gialandrig are a fey race, often guarding the edges of


a forest near civilized areas. They try to scare away Giant Tortoise
farmers and lumberjacks from encroaching into their
Initiative 18
homelands. A Gialandrig is indistinguishable from a
Sylvan Elf from almost any distance, as long as they Health 180
leave their flowing gowns down. They will often
approach solitary farmers, or those they believe have No. of Attacks 1 (see Stomp)
come to damage trees on the edges of the wood, as a
Attk 15
damsel in distress and when the time is right they
will show their true nature and try to scare the folk Dmg 15
away from doing any damage to the trees on the
forests edge. Defense 9
Forest Home: When in the forest a Gialandrig can
AP 6
change shape into that of any animal, they can also
never be lost and can track any creature at Advantage. Perception 10

Summon: A Gialandrig can summon any number of Size G


natural forest animals at will. They will arrive within
Move 12
1d6 minutes.
HD 10
Massive Kick: A Massive Kick does double the
normal damage (30). Special: Stomp, Bite

Crit: Swallow Whole

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)

Stomp: A Giant Tortoise can stomp once per round Attk 11


on any number of creatures that are within a 15 yards
radius of each other. Dmg 8 (fist), 12 (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).

Rend: If a Girallon hits an opponent with any two


fist attacks in a single round the character must make
a ST 13 (STR) roll or the Girallon will lift and pull
the characters limbs apart, breaking one of them,
causing Disadvantage on all Attack and Defense Rolls
until healed by either a Cure (DN 12) or 1d6 months
of wearing a cast or sling.

Grab & Run: The Girallon grabs the character and


runs away with them in their arms. The character can
make an ST 16 (STR) roll each round to try and free
themselves. Other characters may give Chase (p. 41).

164
Glabrezu These 20 foot tall hulking behemoths try to use
their persuasive powers to tempt characters into
demonic pacts.

Demons Gift: A Glabrezu can grant any sentient


creature or person their wish, as long as the
person agrees to the terms of the demons pact.

Behead: Any creature of L size or smaller that


critically fails a Defense Roll against a Glabrezu is
immediately killed by being beheaded by a pincer.

Glug

Glabrezu
Initiative 19

Health 210

No. of Attacks 5 (2 pincers, 2 claws and


bite)

Attk 16

Dmg 30 (pincer), 15 (claw),


25 (bite)

Defense 13

AP 4

Perception 18

Size H

Move 15

HD 10+

Special: Demons Gift

Crit: Behead

Treasure: 3d6x1000gp in gems,


magical items, and
treasures
165
Glug
Initiative 10
Gnoll
Health 20

No. of Attacks 1 (bite)

Attk 9

Dmg 12

Defense 9

AP 1

Perception 9

Size M

Move 8

HD 2

Special: Immunity, Digest

Crit: Massive Bite

Treasure: A Glug will often have


undigested treasures in it's
stomach
Gnoll
A Glug is a 5-6 foot tall bipedal, subterranean Initiative 10
monster. Glug's are blind, using a sense similar to
echolocation to 'see'. Glug's are often used by Health 18
intelligent, subterranean races to 'clean' out dungeons
No. of Attacks 1 (weapon)
& caverns because they will literally eat anything,
from a chair to oozes, swords to corpses. Attk 10

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

Massive Bite: A massive bite does 24 Damage and Special: none


the character must make a ST 13 (DEX) roll. If they
Crit: Ferocious Attack
fail this roll the Player must choose what weapon,
armor, or treasure they lose to the Glug's bite. Treasure: 2d6sp

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

Pack Attack- When Goblins are attacking with two


Goblin to one or greater odds their Attk increases to 10. And
Initiative 9 when they outnumber opponents more than 3 to 1
their Attk increases to 12.
Health 10
Massive Attack: This attack does double the damage
No. of Attacks 1
(10).
Attk 8

Dmg 5

Defense 8 (MAG Def: 7)


Goblindog
AP 2

Perception 11

Size S

Move 12

HD 1

Special: Pack Attack

Crit: Massive Attack

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

Crit: Massive Bite

Treasure: none

Golem
Initiative 16

Goblindogs are close cousins of regular domesticated Health 80


dogs, but having been bred for centuries by Goblins
to use as mounts they look quite dierent. No. of Attacks 2 (fists)

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

Massive Bite: Does 16 damage. Size L

Move 10

HD 9

Special: Slam

Crit: Crush

Treasure: 7d6x10 sp (self) 7d6x100


gp in gems, jewelry and
coins (lair)
168
Slam- If both fists strike the same target the creature
will grab the opponent and toss him into a wall,
ceiling, or into the distance of 10+1d6 Yards in a
random direction. This also causes 20 Dmg (DN 13
ST (DEX) for 1/2 Dmg).

Crush- If a players critically fails a Defense Roll


against a Golem the creature will pick the character
up by his head or helmet and crush his skull for 15
Dmg. The character must also make a ST 14 (STA)
test. If the ST is successful (at or above the Diculty
Number) the character only takes the 15 Dmg and
the Golem drops them. If unsuccessful (rolling under
the Diculty Number) the player loses 2 points each
from their KNO, PER, and SOC. This can be cured
by a Cure spell or potion (DN 14).

Trample: At the beginning of an Encounter the

Gorgon Gorgon will attempt to trample the largest opponent.


This special attack has an Attk of 14 and if successful
does 20 Damage.

Gorgon Petrifying Breath: At every Escalation a Gorgon


Initiative 17 exhales petrifying gas in a 30-foot cone. Each
creature in that area must succeed on a ST 12 (STA)
Health 95 roll. On a failed roll, a target begins to turn to stone
and is restrained. The restrained target must repeat
No. of Attacks 3 (2 Hooves and Gore)
the ST at the end of its next turn. On a success, the
Attk 13 eect ends on the target. On a failure, the target is
petrified. Only a Miracle can restore a petrified
Dmg 10 (hoof), 20 (Gore) character to life.

Defense 13

AP 5

Perception 14 Knock Prone: The character is knocked on their back


by the Gorgon's attack, doing 25 damage and the PC
Size L must immediately make a ST (see above Petrifying
Breath) as the Gorgon releases its's petrification gas
Move 13
into the characters face and lungs.
HD 9

Special: Trample, Petrifying Breath

Crit: Knock Prone

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.

Hit & Bite: When a character is hit by a Grick they


must make a second Defense Roll against the Grick's
bite, this bite also has an Attk of 11 but only does 6
damage.

Tentacle Swarm: The Grick his the character with


1d3+1 of it's tentacles for 10 Damage each, and then
Bites with it's beak (see Bite).

Grim

Grick
Initiative 13

Health 35

No. of Attacks 2 (Tentacles)+Special

Attk 11

Dmg 10

Defense 10

AP 2

Perception 12

Size M

Move 10 (Climb 10)

HD 3

Special: Camouflage, Hit & Bite

Crit: Tentacle Swarm

Treasure: 2d6x50 gp (lair)

170
Grim
Initiative 15
Harpy
Health 76

No. of Attacks 1 (weapon)

Attk 16

Dmg 24

Defense 15

AP 1

Perception 18

Size L

Move 10

HD 7

Special: Judge, Jury

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)

Jury: If provoked into combat a Grim will summon Perception 12


another of it's kind at every Escalation. This Grim
Size M
appears instantaneously.
Move 8 (Fly: 14)
Executioner: The character is beheaded. If the Grim
is victorious in the combat or the characters allies HD 4
flee the Encounter, the Grim takes the body with it to
another plane. This character cannot be resurrected. Special: Screech

Crit: Screech Blast

Treasure: 1d6x10 sp (self) d6X100


sp in gems, jewelry and
coins (lair)
171
Screech: Every time the Escalation increases a Harpy
will cry out in a deafening blast of high pitched
sound eecting everyone in a range of 15 yards. This
vocal attack causes a paralyzing fear for those who
fail a ST 12 (STA) causing them to lose their next
turn.

Screech Blast: The Harpy emits a screech directly


into the face of the critically failing PC. The PC is
deafened, this is permanent unless Cured by spell or
potion (DN 16). In addition the character is
considered frightened for the remainder of the
encounter, making all rolls at Disadvantage.

roll or be poisoned until the start of its next turn. On


a successful roll the creature is immune to the
Hezrou Hezrou's stench for 24 hours. This poison causes
Disadvantage on all rolls.

Crushing Blow: This special attack causes double


Hezrou
the normal damage (25 or 30) and the character must
Initiative 16 make a ST 14 (STA) roll or be knocked to the
ground. This crushing blow causes Disadvantage on
Health 100 all rolls for the remainder of the Encounter as the
character finds themselves unable to 'get their breath
No. of Attacks 3 (2 claws & bite)
back'.
Attk 13

Dmg 12 (claw), 15 (bite)

Defense 12
Hobgoblin
AP 4

Perception 15

Size L

Move 10

HD 8

Special: Magic Resistance, Stench

Crit: Crushing Blow

Treasure: none

Magic Resistance: Any spell cast at a Hezrou is done


so at Disadvantage.

Stench: Any creature that starts its turn within 3


fyds. of the Hezrou must succeed on a ST 12 (STA)

172
Hobgoblin Homunculous
Initiative 9 Initiative 8

Health 15 Health 5

No. of Attack 1 (weapon or unarmed) No. of Attacks 1 (bite)

Attk 9 Attk 10

Dmg 8 (w/ weapon), 5 Dmg 4


(unarmed)
Defense 11
Defense 8
AP 0
AP 3
Perception 18
Perception 10
Size S
Size M
Move 6 (Fly 12)
Move 12
HD 1/2
HD 1
Special: Bond, Immunity, Poison
Special: Soldier
Crit: Massive Poison
Crit: Massive Attack
Treasure: none
Treasure: 2d6sp

Bond: The Homunculous forms a telepathic bond


with it's master, being able to share what it senses
Soldiers: When Hobgoblins are in the presence of with it's master as long as they are on the same plane
one of their leaders their Attk increases to 11. of existence.

Massive Attack: Double the damage, Weapon (16)


or Unarmed (10). Immunity: Homunculous are immune to poisons
and charm.

Homunculous Poison: When bit by a Homunculous and taking at


least 1 point of damage the character must make a ST
10 (STA) roll, on a failure the character is
considered poisoned and takes Disadvantage on all
rolls until the end of the Encounter or Cured (DN
10).

Massive Poison: The character must make a ST 10


(STA) roll or be immediately severely poisoned. This
poison causes the character to become unconscious
and does 15 points of damage. The character may be
revived with a DN 14 Cure, if not the character will
remain unconscious for 1d6 hours.

173
Immunity: Horned are immune to poison, fire, and
Horned any non-magical weapon that isn't coated in silver.

Hurl Flame: A Horned can Hurl Flame in place of


it's normal 3 attacks, this special attack has an Attk
of 15 and does 25 damage to one target.

Infernal Wound: The wound the Horned causes


continues to do damage and also sickens the
character, this sickness causes Disadvantage on all
rolls until Cured (DN 14). For every round the
character suers from the Infernal Wound they take
12 damage,, this can also be Cured (DN 14) or a
magical healing will seal the wound.

Inevitable

Horned
Initiative 17

Health 145

No. of Attacks 3 (2 claws and tail)

Attk 14

Dmg 15 (claw), 10 (tail)

Defense 12

AP 4

Perception 17

Size L

Move 10 (Fly 18)

HD 9

Special: Immunity, Hurl Flame

Crit: Infernal Wound

Treasure: 3d6x100gp (gems)

174
Inevitable
Initiative 18
Kobold
Health 120

No. of Attacks 2 (fists)

Attk 12

Dmg 20

Defense 13

AP 5

Perception 20

Size M

Move 14 (float)

HD 10

Special: Seek Justice

Crit: Fatal Punch

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

plane as the hunted. Size S

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).

Tear in Half: The Kraken grabs the target in two


tentacles and pulls it into two pieces unless the
target is of H size or larger. The target of this attack
gets no save and is immediately killed.

Lammasu

Kraken
Initiative 19

Health 210

No. of Attacks 3 (tentacles)

Attk 16

Dmg 20

Defense 11

AP 5

Perception 13

Size G

Move 10 (Swim 20)

HD 10+

Special: Amphibious, Fling,


Lightning

Crit: Tear in Half

Treasure: 3d6x1500 gp in treasures


(lair)
176
Lammasu
Initiative 15
Leechrat
Health 70

No. of Attacks 2 (claws)

Attk 11

Dmg 15

Defense 10

AP 3

Perception 15

Size L

Move 10 (Fly 20)

HD 7

Special: Spellcasting

Crit: Massive Claw

Treasure: 2d6x100gp (lair) Leechrat


Initiative 9

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

Spellcasting: A Lammasu can cast spells from the Dmg 2 (+Special)


Heal, Holy, Illusions, Nature & Protection spell
schools as a 7th level Mage. Lammasu would have a Defense 8
magical attack DN of 17 and do 15 single target and
AP 0
10 area eect damage or healing (see GM's Section
for more on NPC Spellcasters). Perception 10

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

Special: Blood Drain, Disease

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

Disease: At the end of any Encounter with Leechrats HD 2


all who were bitten by them at least once must make
Special: Stench, Maggots
a ST 11 (STA) roll. Those who fail this roll will
become Diseased within the next 1d6 hours. This Crit: Infect
disease causes Disadvantage on all physical Skill Test
rolls until Cured (DN 10) and is fatal if left untreated Treasure: none
for longer than 10+1d6 days. These undead are created from the corpses of dogs,
coyotes, wolves and the like (for wolves add 1 to HD,
Attach: The Leechrat sinks its teeth in so far that AP, Def, Attk and Initiative, 10 to HP and 5 to Dmg).
even if killed it must be cut o the victim of this
massive bite attack to be removed. Removing a Stench: At the beginning of an Encounter all
Leechrat stuck in this way requires taking 10 points characters must make a ST 9 (STA) roll or be
of damage and the PC rolls with Disadvantage on the sickened by the Maggot Hounds smell. This sickness
ST for Disease (see above). causes Disadvantage on Attack and Defense Rolls for
the Encounter. It can be Cured (DN 9).

Maggot Hound Maggots: The large maggots that infest a Maggot


Hounds face can attack a creature that has been hit
by a Maggot Hounds claw attacks. For every
successful hit a Maggot Hound makes the character
must make a ST 9 (DEX) check. If they fail this roll
1d6 maggots will attack themselves to the PC. These
maggots do 1 damage each per round until removed
(removing the maggots takes a Full Action).

Infect: The character takes double the normal


damage from the attack (20) and must make a ST 12
(STA) roll, failing this roll the character has been
infected by the Maggot Hound. This infection will
change the character into a zombie within 1d6 hours
unless they are Cured (DN 11).

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.

Illuminate: A Magmin illuminates an area of 10


yards in radius centered on itself. Magmin can
control this illumination and turn it o if need be.

Death Burst: When killed a Magmin will explode.


All with a 5 yards radius of the Magmin must make a
ST 10 (DEX) roll. Those who fail the save take 15
damage, those who pass take 1/2 (7).

Explode: A Magmin will explode after it wraps it's


arms around the character. The PC must make a ST
15 (STA) roll or be killed. On a successful roll the PC
takes only 15 Damage.

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

Crit: Explode Treasure: none

Treasure: none
179
Manticore
Manticore
Initiative 13

Health 50

No. of Attacks 3 (2claws & bite)


or 1 (throwing spikes)

Attk 11 (claws 7 bite)


or 13 (throwing spikes)

Dmg 4 (claws), 8 (bite), 10


(spikes)

Defense 9

AP 3 (natural)

Perception 12

Mandrillus are magically created beings often used to Size L


guard treasures or kept as pets by some evil Move 14 (Fly: 24)
humanoids, they can move freely up walls and even
across ceilings. HD 6

Special: Spike Blast

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.

Howling Death: This critical fail attack is directly


aimed at the failing character as the Mandrillus
knocks the PC down and emits a sonic howl
directly into the characters face. The PC must
make a ST 12 (STA) roll or become blind and
deaf. This can be Cured (DN 11).

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.

No Parachute: The Manticore lifts any character of


size M or smaller with its rear claws and takes flight
directly upward. After reaching a decent distance into
the air the Manticore drops the character. This fall
does 30 damage unless the PC makes a successful ST
16 (DEX) roll to take half (15).

Magic Resistance: All magical attacks and spells cast


Marilith at a Marilith are done so at Disadvantage.

Teleport: A Marilith can teleport to any location


within 40 yards, this replaces one weapon or tail
attack.
Marilith
Death of 6 Cuts: The Marilith slices the opponent
Initiative 18 with all 6 of its weapons or claws this attack does 90
damage unless a ST 18 (DEX) roll is successful. If
Health 140
the roll is successful they take half damage (45).
No. of Attacks 7 (6 weapon/claw and tail)

Attk 15

Dmg 12 (weapon/claw), 20 (tail)


Maug
Defense 14

AP 5

Perception 17

Size L

Move 18

HD 10

Special: Magic Resistance, Teleport

Crit: Death of 6 Cuts

Treasure: 3d6x1000gp in treasures

181
Maug
Initiative 10
Meat Golem
Health 22

No. of Attacks 3 (2 claw and bite)

Attk 10

Dmg 6 (claw), 8 (bite)

Defense 11

AP 1

Perception 12

Size S

Move 14

HD 2

Special: Pack Attack

Crit: Massive Attack, Blood


Frenzy

Treasure: none

Maugs are vicious animals, the size of small dogs,


they have been known to attack creatures much Meat Golem
larger than themselves especially when they have
their prey outnumbered. Maugs are carnivores and Initiative 13
can be active day or night. 60
Health
No. of Attacks 2 (weapons)
Pack Attack: When Maugs outnumber their
Attk 12
opponents by 2 to 1 or more their Attk increases to
12. When outnumbering opponents by 3 to 1 or Dmg 10
more their Attk increases to 13.
Defense 10

AP 3

Massive Attack: This attack does double the normal Perception 17


damage. 12 for claws and 16 for bite. This also
triggers a Blood Frenzy among all remaining Maug. Size M

Move 12

Blood Frenzy: The Maug and all Maugs in the pack HD 5


are driven crazy by the smell of blood. Their Attk
increases by 1 and their Damage increases to 8 Special: Immunity, Regenerate
(claws) and 10 (bite) until they are all either killed or Massive Attack
Crit:
their opponents are slain and eaten.
Treasure: none

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)

Massive Attack: The Meat Golem hits with one Attk 12


Massive blow doing 20 damage and gaining a sudden
Dmg 20
burst of speed follows this by making two additional
attacks this round against any opponents within 5 Defense 9
yards.
AP 4

Perception 18

Minotaur Size L

Move 16

HD 6

Special: Expert Tracker

Crit: Beheading

Treasure: 3d6x100gp

Expert Tracker- If characters choose to flee a


Minotaur they do so at Disadvantage on all Chase
Rolls.

Beheading- If a player critically fails a Defense


Roll vs. a Minotaur's axe attack they must
immediately make a ST 12 (DEX) or ST 12 (STA)
test, players choice, or the character is dead... by
beheading.

183
Rejuvenate: When a Naga is killed it rises within
Naga 1d6 days at full health. Only a Miracle can prevent
this from happening.

Poison: On a successful bite the character must make


a ST 16 (STA) roll. Failing results in 30 poison
damage. On a successful roll they take no damage.

Spellcasting: Naga cast spells as an 8th level caster,


having access to 5 magic schools.

Constrict and Kill: The Naga gets wrapped around


the character. The PC must make a ST 18 (STR) save
to free themselves. If that fails the character must
make an additional roll, a ST 16 (STA) roll, if this
fails the character dies from constriction. If
successful the character does not die but will take 15
constricting damage per round until they either free
themselves (STR ST) or the Naga is killed.

Nalfeshnee
Naga
Initiative 16

Health 95

No. of Attacks 1 (bite)

Attk 12

Dmg 12 + Poison

Defense 13

AP 3

Perception 18

Size L

Move 14

HD 8

Special: Immunity, Rejuvenate,


Poison, Spellcasting

Crit: Constrict and Kill

Treasure: none

Immunity: Naga are immune to poisons.


184
Nalfeshnee
Initiative 18
Night Hag
Health 130

No. of Attacks 3 (2 claws & bite)

Attk 14

Dmg 15 (claw), 20 (bite)

Defense 13

AP 4

Perception 15

Size L

Move 10 (Fly 15)

HD 10

Special: Magic Resistance, Horror,


Teleport

Crit: Nightmare Death

Treasure: 4d6x500gp in treasures

Night Hag
Magic Resistance: All spells cast at a Nalfeshnee are 16
Initiative
done so at Disadvantage.
Health 75

Horror: Any character within 5 yards of a Nalfeshnee No. of Attacks 2 (claws)


must make a ST 14 (STA) roll, if failed the PC takes Attk 14
Disadvantage on all rolls until either the Encounter is
over or they make a successful roll (on their turn, Dmg 15
once a round). Once successful the PC is immune to
Defense 12
the Nalfeshnees horror.
AP 2

Perception 16
Teleport: A Nalfeshnee can teleport to any location
Size M
within 40 yards as a Free Action on its turn.
Move 12

Nightmare Death: The Nalfeshnees horror seeps HD 8


into the characters soul. The PC must make a ST 18 Special: Magic Resistance, Change
(STA) roll, on a failed roll the character will commit Self, Haunt, Spellcasting
suicide on their next turn. On a successful roll the
character takes Disadvantage on all rolls until the Crit: Murder
Nalfeshnee is slain as they try to deal with what they
Treasure: 3d6x20gp in treasures
see in their mind.

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.

Fear: At the beginning of combat all opponents must


make a ST 10 (STA) roll or be overcome with Fear.
This fear causes Disadvantage on Attack and Defense
Rolls against the Octospine until Cured (DN 10) or
until the Octospine is slain.

Rise: An Octospine will Rise at full strength after


1d6 rounds if killed and its bones are not scattered
or doused in Holy Water.

Massive Whip: The Octospine does double the


normal whip damage (16) and the character must
make a ST 16 (STR) check to avoid being knocked
o their feet (requiring a Fast Action on the
characters next turn to return to their feet).

186
These magically created beings are often found in the
Ogre Rat company of Ratfolk, Wererats or the like.

Leap: An Ogre Rat can leap up to 15 yards as a Fast


Action on its turn in any round, causing
Disadvantage on any Defense Roll made against its
first attack following the leap.

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

Health 65 No. of Attacks 1

No. of Attacks 2 (claws) Attk 11


Attk 13 20 (club), 8 (unarmed)
Dmg
Dmg 15 Defense 7 (MAG Def: 6)
Defense 11
AP 4
AP 3
Perception 10
Perception 13
Size L
Size L
Move 12
Move 10
HD 4
HD 6
Special: Angry Strength
Special: Leap
Crit: Massive Attack
Crit: Leap and Crush
Treasure: 2d6x10sp
Treasure: none

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

Special: Metal Is Dead, Immunity

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.

Immunity: Oozes are immune to any fire and cold.


And are also immune to any spells and spell-like
eects.

Engulf: This attack does 20 Damage and will


completely destroy any metal armor or weapons the
PC is carrying as the Ooze surrounds the character.
The PC may make a ST 14 (STR) roll every round to
free themselves and may make an attack at
Disadvantage each round until the ooze is killed or
they free themselves.

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.

Nocturnal Savage: Under the cover of darkness


(night, underground, etc) an Orc's Attk raises to 10.

Escalate: After doing normal damage (8) the combat


immediately escalates by 1 row on the Escalation
table.

Owlbear

Owlbear
Initiative 13

Health 45

Attk 11 (2 claws)

Dmg 15 (each claw)


Orc
Defense 9
Initiative 9
AP 3 (natural)
Health 12
Perception 12
No. of Attacks 1 (weapon)
Size L
Attk 9
Move 14
Dmg 8
HD 5
Defense 9
Special: Hug It Out
AP 2
Crit: Deathcrush
Perception 10
Treasure: usually none, occasionally
Size M corpses nearby with an
average 3d6x10sp in
Move 10 equipment and money

HD 1

Special: Nocturnal Savage

Crit: Escalate

Treasure: 1d6sp 189


Parasitic Undead
Initiative

Health 12 (body) 25 (parasite)

No. of Attacks 3 (2 fists and parasitic bite)

Attk 12

Dmg 6 (fist), 4 & Special (bite)

Defense 9 (body), 11 (parasite)

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.

Infect: The parasite enters thru the characters mouth


and immediately begins turning them into a Parasitic
Undead. this change takes only 1d6 rounds and
during this time the character takes Disadvantage on
all rolls, including the ST 16 (STA) roll the character
must make to force the creature from its body. This
can be Cured but only by making a DN 18 spell
casting roll.

190
Immune: Polar Behirs are immune to cold, including
Polar Behir cold based spells.

Breath Weapon: On every Escalation the Polar Behir


will icy breath weapon in a 10 yard length straight
ahead. Anyone in the line of fire takes 30 Damage
(this cold damage ignores Armor Points). PC's can
make a successful ST 14 (DEX) roll to take 1/2
Damage (15).

Maul: The Polar Behir completely mauls the


character following its initial blow with 4 more
attacks. The PC must make 4 additional Defense
Rolls at Disadvantage and for each hit the Polar Behir
does 1 1/2 times normal damage (18 for claws, 30 for
bite).

Purple Worm

Polar Behir
Initiative 16

Health 90

No. of Attacks 5 (4 claws and bite)

Attk 14

Dmg 12 (claw), 20 (bite)

Defense 13

AP 4

Perception 13

Size L

Move 14

HD 8

Special: Immune, Breath Weapon

Crit: Maul

Treasure: none

191
Purple Worm
Initiative 18
Rast
Health 220

No. of Attacks 2 (bite & sting)

Attk 16

Dmg 22 & Special (bite)


20 & Special (sting)

Defense 13

AP 5

Perception 17

Size G

Move 25 (Burrow 10)

HD 10

Special: Burrow, Bite, Sting

Crit: Scoop and Swallow

Treasure: none Rast


Initiative 12

Burrow: A Purple Worm can burrow through solid Health 25


stone at half its normal burrow rate (15). This leaves
No. of Attacks 4 (claws) or 1 (bite)
a 4 yard diameter tunnel in its wake.
Attk 12
Bite: If the target of a bite attack is of L size or
smaller they must make a ST 14 (DEX) roll to avoid Dmg 6 (claw), 10 & Special
being swallowed whole by the creature. If swallowed (bite)
characters take 16 points of acid damage per round 11
Defense
until free. They can attack normally while inside the
creature and once they reach 50 points of damage to AP 3
the creatures interior the Purple Worm will
regurgitate them. Perception 13

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.

Paralyzing Gaze: Once per round all characters must


make a ST 9 (STA) roll or be paralyzed for their next
turn. While Paralyzed characters cannot make attack
rolls and automatically fail Defense Rolls (but still
must roll if they are subject to a critical fail on a
Defense Roll).

Blood Drain: The Rast grabs hold of the character,


paralyzing it with its gaze (if it is not already
paralyzed) and drains 5 HP of blood from it per
round until either the character is drained of blood or
the Rast is killed. A Rast will make no attacks while
draining blood this way, nor will it let go of the
victim under any circumstances. For every round the
Rast drains a character of blood it gains the 5 HP it
drains from the victim (but cannot go above its max
of 25).

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

Dmg 4 (claw), 7 (weapon)


Sneak: All Perception tests made against a Ratfolk to
Defense 10 spot it while it is hiding or sneaking up on characters
are done so at Disadvantage. The DN to spot a hiding
AP 0 (unarmored)
Ratfolk is 15 and the DN to avoid being surprised by
or 3 (armored)
a sneaky Ratfolk is 14.
Perception 10

Size M

Move 11 Massive Attack: This does either 8 claw damage or


14 weapon damage depending on the attack.
HD 1

Special: Sneak

Crit: Massive Attack

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.

Immune: Ro-Yethen are immune to all cold and cold


based spells or attacks.

Massive Attack: This attack does double the normal


damage.

Rust Monster

Ro-Yethen
Initiative 13

Health 60

No. of Attacks 1 (Weapon)

Attk 13

Dmg 16

Defense 10

AP 2

Perception 12

Size L

Move 10

HD 5

Special: Immune

Crit: Massive Attack

Treasure: none
194
Rust Monster
Initiative 13
Sahuagin
Health 30

No. of Attacks 2 (touch)

Attk 11

Dmg Read Below

Defense 11

AP 5

Perception 9 (16 if character is


wearing metal)

Size M

Move 11

HD 5

Special: Rust Metal

Crit: All Your Metal Sahuagin


Treasure: None Initiative 11

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)

All Your Metal- If a character critically fails a HD 3


Defense Roll against a Rust Monster the creature
Special: Amphibious, Blood Frenzy
pounces on them and begins whipping it's antennae
into all of the characters metal objects. The character Crit: Call Sharks
automatically loses all metal coins and non-magical
objects, weapons, and armors. Any magical objects Treasure: 2d6x10sp in jewelry or
are allowed a ST (see Rust Metal above). gems

195
Amphibious: Sahuagin can breathe both air and
water but must be submersed in water for at least
half of every day.

Blood Frenzy: Any character who has less than full


HP makes all Defense Rolls against a Sahuagin attack
at Disadvantage.

Call Sharks: If any sharks are within 1/4 of a mile a


Sahuagin will telepathically summon 1d6+2 of them,
they will begin arriving within 1d6 rounds. If no
sharks are nearby, or the Sahuagin are on land, treat
this critical fail as a massive attack doing twice the
normal damage.

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

AP 0 Fear Touch: When hit by a Scarecrow the PC must


make a ST 12 (STA) roll or be overwhelmed by fear.
Perception 13
This fear causes the character to take no action,
Size M besides defending oneself. This fear lasts until either
the character makes a successful ST roll (attempting
Move 10 it on their turn each round) or until the Scarecrow is
slain.
HD 4

Special: Fascination, Fear Touch


Summon Murder: The Scarecrow summons 1d6x5
Crit: Summon Murder Ravens to aid in attacking its enemies. This swarm
has an Attk of 12 and does 10 Damage in a radius of
Treasure: none
10 yards each round until killed (2 HP per raven).

196
These 5-7 foot long creatures are a magical cross-
Scorpidrake breeding of scorpions and dragons, sometimes kept
as pets by Scorpionfolk.

Sting: When stung by a Scorpidrake a character must


make a ST 12 (STA) roll or be poisoned. This poison
causes Disadvantage on all rolls until either Cured
(DN 10) or until 1d6 hours of rest and rehydration
pass.

Climb: A Scorpidrake may move freely up walls and


across ceilings.

Breath Weapon: At every Escalation a Scorpidrake


will release a cloud of poisonous vapor on its next
turn. This cloud is 10 yards in radius and all inside
must make a ST roll as if they have been stung (see
Sting for eects).

Vicious Sting: This sting does double the normal


damage (10) and immediately poisons the character
(no ST roll). See Sting for eects.

Scorpionfolk
Scorpidrake
Initiative 14

Health 72

No. of Attacks 4 (2 claws, sting & bite)

Attk 12

Dmg 12 (claw), 16 (bite),


5 +Special (sting)

Defense 11

AP 3 (2 claws & bite)

Perception 12 (claw), 16 (bite)

Size M

Move 12 (Climb 12)

HD 6

Special: Sting, Climb,


Breath Weapon

Crit: Vicious Sting


197
Treasure: none
Scorpionfolk
Initiative
Sea Dragon
Health 66

No. of Attacks 3 (2 claws & sting)

Attk 12

Dmg 12 (claw),
10 + Special (sting)

Defense 12

AP 3

Perception 14

Size L

Move 12 (Climb 12)

HD 6

Special: Climb, Sting, Illusion

Crit: Massive Attack Sea Dragon


Treasure: 3d6x10gp (lair) Initiative 18

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

Sting: When stung by a Scorpionfolk characters must Size G


make a ST 12 (STA) roll. This poison starts with Move Swim 25
causing Disadvantage on all rolls requiring vision
(Attack and Defense Rolls, etc) but will cause full HD 10
blindness within the next 1d6 hours unless Cured
Special: Swallow, Tail Slap, Breath
(DN 12).
Weapon

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

Crit: Shadow Engulf

Treasure: none

Shadow Creeper Shadow Walk: A Shadow Creeper can teleport itself


from one shadow to another within its sight by just
walking into it and reappearing walking out of the
other.

Control Shadows: A Shadow Creeper can use any


existing shadows in the nearby area to cause a
shadowy darkness (requiring dark vision to not fight
at Disadvantage), to trip or grapple characters
(requiring DEX or STR ST rolls- DN 12), or to
confuse characters (requiring a ST 12 (PER) roll to
avoid Disadvantage to all rolls).

Shadow Engulf: The Shadow Creeper makes a


successful violent attack, doing 20 Damage, with a
shadow attack. This shadow will engulf the character
unless it makes a successful ST 16 (DEX) roll to
dodge its grasp. Once held the character cannot move
until either the Shadow Creeper is killed and the
shadow is dispelled or until a Mage dispels it with a
DN 15 spell casting roll. While being held the
character automatically fails Defense Rolls and can
make no attacks.

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.

Don't Stab Me: When hit with any slashing or


piercing style weapon halve the damage done to
them. Blunt or crushing style weapons do full
damage.

Massive Attack: Does double the normal damage. 14


(weapon) or 12 (unarmed).

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

Attk 7 (weapon), 6 (unarmed) Perception 18

Dmg 8 (weapon), 3 (fist) Size L

Defense 7 Move 10

AP 1 (old armor) or 0 (none) HD 7

Perception 8 Special: Energy Whip, Resurrect,


Dimension Shift
Size M
Crit: Summon
Move 10
Treasure: 3d6x100gp in otherworldly
HD 1 jewels and jewelry

Special: Like Biscuits They Rise,


Don't Stab Me

Crit: Massive Attack

Treasure: 1d6sp 200


Snap Jaw

These 10 feet tall beings from another dimension


come to the world to hunt down prey, often killing
them and dimension shifting with the bodies, then
bringing them back to life and enslaving them to
work in mines.
Snap Jaw
Energy Whip: When being struck by an energy whip Initiative 13
a character must make a ST 12 (STA) roll, failing
this roll the PC may not make an action on its next Health 60
turn, eectively being stunned. On a successful check
No. of Attacks 3 (2 talons & bite)
the PC is not stunned, but in both cases the PC takes
the whips damage of 10. Attk 12

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

Crit: Vicious 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.

Clamp: When bit by a Snap Jaw the PC must make a


ST 12 (DEX) roll, failing this roll the Snap Jaw has
clamped its jaws tightly on the character. While
clamped in its jaws the PC may make attacks against
the Snap Jaw at Disadvantage and the character will
automatically be hit by one talon attack per round for
8 damage. A PC may free itself by either killing the
Snap Jaw, tearing itself free by doing 15 damage to
themselves or by prying the mouth open with a ST
16 (STR) roll on their turn.

Vicious Clamp: This does double the normal damage


(30) and automatically clamps onto the character
(see Clamp).

Soul Eater
These 6 foot tall demonic creatures hunt the earth
Soul Eater devouring souls to then sell to other demonic beings.

Initiative 16

Health 90 Devour Life Force: When taking damage from a


Soul Eater the creature eats that power. Any damage
No. of Attacks 2 (claws) caused by them cannot be healed by magics or
potions or time until the Soul Eater is either
Attk 13
destroyed or leaves the world for another plane of
Dmg 15 existence. Any character killed in this fashion may
not be resurrected until its soul is freed from the
Defense 12 Soul Eaters body.
AP 3

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

Crit: Massive Attack

Treasure: 3d6x300gp (lair)


202
Movement: A Giant Spider can move freely up walls
Spider, Giant and across ceilings.

Web- On any critically failed Defense Roll the


character is immediately covered in webbing as the
spider bites for Dmg and then covers the defender in
sticky webs. This webbing can be cut through by
allies (treat as having 20 HP and a Defense of 7) or
the character can try to free himself, this requires a
ST 14 (STR) roll. Until freed the character cannot
make any turns.

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

Special: Movement Treasure: 3d6x25gp in web

Crit: Web

Treasure: 1d6x10sp (lair)

203
Spiked Golem

These 10 ft tall subterranean creatures hunt beneath


the earth, preferring M size prey.

Climb: A Spider Troll can move freely up and down Spiked Golem
walls or across ceilings.
Initiative 16

Web: A Spider Troll can shoot a web instead of Health 90


making its normal attacks. This web covers a 5 yard
radius and any within it must make a ST 12 (DEX) No. of Attacks 2 (weapon)
roll or be covered in webbing, causing Disadvantage on Attk 12
all physical rolls until the webbing is destroyed (30
HP of damage). Dmg 15

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.

Swarm: 1d6 Stirge's arrive every round for the next


1d6 rounds as the Stirges are driven to the area by
the smell of blood. If the Stirge outnumber their
opponents by 3 to 1 or more increase their Attk to
11.

Succubus

Stirge
Initiative 8

Health 2

No. of Attacks 1 (blood drain)

Attk 9

Dmg 1 (see Blood Drain)

Defense 9

AP 0

Perception 12

Size S

Move Fly 12

HD 1/2

Special: Blood Drain

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

Dmg 8 Trash Goblin


Defense 12
Trash Goblin
AP 1
Initiative 9
Perception 17
Health 8
Size M
No. of Attacks 1 (unarmed)
Move 10 (Fly 15)
Attk 8
HD 7
Dmg 3
Special: Bond, Charm,
Shapechange, Plane Shift Defense 8

Crit: Kiss AP 0

Treasure: none Perception 10

Size S

Bond: A Succubus can telepathically command any Move 12


charmed character or creature, regardless of the
HD 1
distance.
Special: Know Dump,
Charm: At the beginning of an Encounter, and at Makeshift Items,
every Escalation after, a Succubus will attempt to Run & Hide
charm one creature within its range of vision. The
Crit: none
victim of this charm attack makes a ST 14 (STA) roll
to resist the charm. If successful the character is Treasure: none
immune and if failed the character is under the
control of the Succubus. If the PC takes any damage
or is commanded to kill themselves they get a further
ST roll to end the Charm.

Shapechange: A Succubus can change its physical


appearance to that of any S or M sized humanoid. It
retains its normal statistics in this form but loses its
ability to fly.

Plane Shift: A Succubus may shift between planes as


a Full Action.

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.

Treant Treats speak the local human language, Elvish &


Sylvan.

Tree Appearance: A Treant is indistinguishable from


a normal tree until it becomes animate by moving,
attacking, walking or talking.

Awaken Trees: At every Escalation a Treant will


awaken 1d6 trees with each tree having 1d6HD.
Awakened Trees can be found on p66 of the GMs
Guide.

Massive Attack: This attack does double the normal


damage and if the victim of this attack is of L size or
smaller they must also make a ST 14 (STA) roll or
fall to 0 HP and be Out of Action.

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.

Climb: A Tree Goblin can move freely while


climbing, taking no movement penalties while
climbing.

Forest Hiding: Tree Goblins are dicult to find


when hiding in their forest home, requiring a ST 14
(PER) roll to spot them.

Massive Attack: This attack does double the normal


claw damage (8).

Troll

Tree Goblin
Initiative 9

Health 10

No. of Attacks 2 (claws)

Attk 9

Dmg 4

Defense 11

AP 0

Perception 11

Size S

Move 12 (Climb 12)

HD 1

Special: Climb, Forest Hiding

Crit: Massive Attack

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

Dmg 15 (claws), 20 (bite) Dmg 8 (claw), 10 (bite)

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)

Ttorse are magically created hedgehog like monsters.


Regenerate: At every Escalation the Troll will Not very long lived they seemingly exist only to
regenerate 20 HP (up to their maximum HP), unless consume flesh.
the damage was caused by fire or flame in which case
that damage cannot be regenerated.
Wound: Any creature who makes an unarmed attack
Massive Attack: This attack does double the normal roll or a melee attack with a medium or smaller sized
damage (30 for a claw or 40 for a bite). weapon against a Ttorse must make a ST 12 (DEX)
roll or take 5 damage from the Ttorses spikes.

Ttorse Spike Throw: At every Escalation a Ttorse will turn


its back and fling 1d6 spikes towards any characters
within 10 yards. This attack has an Attk of 13 and
does 8 Damage for each spike thrown.

Spiked Death: The Ttorse makes one vicious attack


(doing double the normal damage of the attack that
they critically failed their Defense Roll on). And then
the Ttorse spins and throws 5+1d6 spikes. Each
spike does 8 damage but the PC is allowed a ST 14
(DEX) roll to take half damage.

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.

Horrific: At the beginning of an Encounter PCs must


make a ST 9 (STA) roll to avoid being horrified by an
Unnaturals appearance. This horror causes
Disadvantage on all rolls until an Escalation occurs,
any character who failed their roll can re-roll this
Skill Test at any Escalation. Once successful the
character is immune to this creatures horror.

Angry Strength: At every Escalation an Unnatural


gains 10 HP and can raise their HP above their 70
maximum.

Bone Breaker: The Unnaturals attack does double


its normal damage and the character must make a
ST 15 (STA) roll to avoid a broken bone. A broken
bone will cause Disadvantage on any physical rolls
until either healed by time (1d6 weeks) or by Cure
(DN 12).

Unnatural
Urban Goblin
Initiative 14

Health 70

No. of Attacks 4 (2 claws and 2 bites)

Attk 12

Dmg 10 (claw), 8 (bite)

Defense 10

AP 4

Perception 10

Size L

Move 10

HD 6

Special: Horrific, Angry Strength

Crit: Bone Breaker

Treasure: none

210
Urban Gobllin
Initiative 9
Vermin Witch
Health 10

No. of Attacks 1 (weapon)

Attk 10

Dmg 8

Defense 9

AP 1

Perception 10

Size S

Move 12

HD 1

Special: Pack Attack

Crit: Massive Attack

Treasure: 1d6sp

Vermin Witch
Initiative 13

Urban Goblins live in sewers or underground lairs Health 45


beneath human cities. They speak Goblin, have
darkvision and are often nocturnal, sneaking onto the No. of Attacks 1 (claw)
surface in the darkness to steal food. Attk 12

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

Special: Change Self, Call Animals

Crit: Rat Swarm

Treasure: 2d6x50gp (lair)

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

No. of Attacks 2 (talon and beak)


Change Self: A Vermin Witch may appear as any
humanoid creature of S or M size. This change in Attk 13
physical appearance is indistinguishable from reality.
Dmg 12 (talon), 10 (beak)

Defense 12 (talon), 10 (beak)


Call Animals: At every Escalation a Vermin Witch
will call a swarm of small natural animals. These can AP 3
include rats, pigeons, spiders, cockroaches, locusts,
Perception 13
etc. In any case these swarms have 30 total HP, an
Attk of 10 and do 6 HP Damage. Size L

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

Crit: Death Screech

Treasure: none

Vrock Magic Resistance: Any spell cast against a Vrock is


done so at Disadvantage.

Spores: A 5 yard radius cloud of toxic spores


surrounds a Vrock, any time a creature or PC is in
that area they must make a ST 12 (STA) roll or be
poisoned. This poison does 5 damage at the
beginning of each round until the character makes a
successful ST roll (rolled on their turn each round
before any Attack Roll). Emptying a vial of holy water
onto the eected character can also end this
poisoning (a ST 14 (INT) check to see if any PCs
know this).

Screech: At every Escalation a Vrock will emit a


powerful and horrific screech in a 10 yard cone.
Anyone caught in this cone that is not a demon must
make a ST 12 (STA) roll or be stunned for their next
turn.

Death Screech: After the Vrocks powerful attack


(doing double the normal attacks damage) the Vrock
releases a screech from its beak directly into the PCs
face. They must make a ST 16 (STA) roll or become
both deaf and blind as their eardrums and eyeballs e.
This can be Cured (DN 15).

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.

Summon: At any Escalation a Vulcari will attempt to


telepathically summon any of its kind that are
nearby. Any Vulcari within 300 yards can hear this
call and will respond, showing up within 1d6 rounds.

Heart Eat: As long as the victim of this attack is


wearing armor that has 4 AP or less, and is of M size
or smaller, the Vulcari tears thru the armor and into
the flesh. The PC must make a ST 14 (DEX) roll, on
a successful roll they take only 10 damage but on a
failed roll the Vulcari eats the victims heart, taking
them to 0 HP and killing them. This cannot be Cured
but the character can be resurrected.

Wererat
Vulcari
Initiative 12

Health 30

No. of Attacks 3 (2 talons and beak)

Attk 11

Dmg 8 (talon), 6 (beak)

Defense 12

AP 0

Perception 12

Size M

Move 8 (Fly 15)

HD 4

Special: Summon

Crit: Heart Eat

Treasure: 2d6x20sp

213
Wererat
Initiative 12
Wood Fey
Health 35

No. of Attacks 2 (weapon and bite)

Attk 11

Dmg 8 (weapon or bite)

Defense 11

AP 2

Perception 14

Size M

Move 12

HD 4

Special: Immune, Shapechange,


Smell

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

Smell: If a Wererat is tracking characters as long as AP 3


the Wererat can smell the PCs (or they are not Perception 13
masking their smells with ointments, perfumes, etc),
the PCs will have Disadvantage on any Chase Rolls. Size S

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.

Forest Home: When in their woodland home a


Wood Fey has Advantage on any Chase Rolls or hiding
checks, also if killed or destroyed in their forest they
will be brought back to life after 1d6 days.

Summon: A Wood Fey can summon a number of


forest animals up to 5 HD worth once per day.

Massive Attack: This attack does double the normal


weapon damage (28).

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

Defense 9 Poison: When hit by a Wretch Zombie a character


must make a ST 9 (STA) roll or be considered
AP 0 Poisoned. This poison does 3 damage per round until
either Cured (DN 9) or the wound is doused in Holy
Perception 10
Water.
Size M

Move 8 Spreading the Disease: When critically failing a


HD 2 Defense Roll, or killed by, a Wretch Zombie the PC
will either turn into a Wretch Zombie within 1d6
Special: Stench, Poison hours (in the case of critical fails) or rise up as a
Zombie within 1d3 rounds (if killed by one) unless a
Crit: Spreading the Disease ST 15 (STA) roll is made. This can be Cured (DN
Treasure: none 16).

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.

Snow Camo: When a Yeti is hiding characters have


Disadvantage on any Perception tests to spot them.

Chilling Gaze: The yeti targets one creature it can


see within 10 yards of it. If the target can see the yeti,
the target must succeed on a ST 12 (STA) roll
against this magic or take 10 cold damage and then
be paralyzed for 1 minute, unless it is immune to
cold damage. The target can repeat the roll at the end
of each of its turns, ending the eect on a success. If
the target's saving throw is successful, or if the eect
ends on it, the target is immune to the Chilling Gaze
of all Yetis for 1 hour.

Crush and Throw: The character takes double the


normal attack damage (20) and must make a ST 14
(DEX) roll or be thrown 6+1d6 yards in a random
direction.

Zaestra
Yeti
Initiative 14

Health 60

No. of Attacks 2 (claws) + Chilling Gaze

Attk 12

Dmg 10 (claw)

Defense 10

AP 3

Perception 13

Size L

Move 12

HD 6

Special: Fear of Fire, Snow Camo,


Chilling Gaze

Crit: Crush and Throw

Treasure: 3d6x30gp (lair)


216
Zaestra
Initiative 9
Zombie
Health 45 Zombie
No. of Attacks 1 (bite) Initiative 8

Attk 11 Health 12

Dmg 3 (bite) No. of Attacks 1

Defense 11 Attk 7 (bite)

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.

Heal: Anyone within 10 yards of a Zaestra heals 1d6


HP per round. A Zaestra can heal a number of HP per
round up to 50 HP. If in any round a Zaestra heals
more than the 50 HP threshold it will die at the
beginning of the next round.

Teleport Other: The Zaestra teleports the critically


failing opponent to another plane of existence. The
PC is considered lost and the player must roll up a
new one.

217
Animals

Ape Bear, Black


HD 4 HD 3

Health 40 Health 20

No. of Attacks 3 (2 claws & bite) No. of Attacks 3 (2claws & bite)

Attk 12 Attk 10

Dmg 8 (claw), 5 (bite) Dmg 6 (claw), 4 (bite)

Defense 10 Defense 9

Move 10 (Climb 10) Move 13

Baboon Bear, Brown


HD 1 HD 5

Health 6 Health 50

No. of Attacks 1 No. of Attacks 3 (2 claws & bite)

Attk 9 Attk 11

Dmg 4 Dmg 9 (claws), 11 (bite)

Defense 9 Defense 9

Move 12 (Climb 8) Move 13

Bat Bear, Polar


HD 1/2 HD 7

Health 1 Health 80

No. of Attacks 1 No. of Attacks 3 (2 claws & bite)

Attack 8 Attk 12

Dmg 1 Dmg 12 (claw), 15 (bite)

Defense 10 Defense 10

Move Fly 14 Move 14

218
Bison Cat
HD 4 HD 1/2

Health 45 Health 3

No. of Attacks 1 (gore) No. of Attacks 2 (claws)

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

No. of Attacks 1 (gore) No. of Attacks 1 (bite)

Attk 12 Attk 11

Dmg 10 Dmg 15

Defense 10 Defense 10

Move 12 Move 8 (Swim 12)

Camel Dog
HD 3 HD 1

Health 28 Health 7

No. of Attacks 1 (bite) No. of Attacks 1 (bite)

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

No. of Attacks 1 (bite) No. of Attacks 1 (gore)

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

No. of Attacks 1 (bite) No. of Attacks 2 (hooves)

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

Dmg 3 (talon), 2 (bite) Dmg 6 (claw), 8 (bite)

Defense 12 Defense 10

Move 4 (Fly 15) Move 14

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

No. of Attacks 2 (hooves) No. of Attacks 3 (2 claws & bite)

Attk 9 Attk 11

Dmg 5 Dmg 6 (claw), 8 (bite)

Defense 9 Defense 10

Move 13 Move 15

Rat Wolf
HD 1/2 HD 2

Health 2 Health 15

No. of Attacks 1 (bite) No. of Attacks 1 (bite)

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

5 max+H max+L Out of Action

6 max+2 max+H d6 Roll Result

1 Dead

Escalation Table-1 2 Missing Limb

previous damage escalates to 3 Severely Injured

L H 4 Severely Beaten

H 2 5 Shaken

2 max 6+ Knocked Out

max max+L

max+L max+H Experience Needed for next Level


Level XP Needed
max+H max+2
2 20xp
max+2 double max
3 50xp
double max fatal blows
4 90xp
Difficulty Numbers
5 140xp
Difficulty Difficulty Number
6 200xp
Easy 4
7 270xp
Average 7
8 350xp
Hard 11
9 450xp
Very Hard 14
10 600xp
Near Impossible 19+

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

10 600xp max max+L

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

Easy 1 Class Damage-2


L The lowest of the two dice rolled
Average 2
H The highest of the two dice rolled

Difficult 4
2 Both dice added together

Very Difficult 6 max The Maximum possible on the two


dice rolled (12)
227
Order of Combat Out Of Action Table
ROLL 1D6
1. Players declare their actions for the round
1. The PC is dead, really dead.
2. Roll Initiative Check Depending on the time that has passed
and the presence of a Healer the PC may
3. PCs with successful Initiative Checks go be able to benefit from a You're Not Dead
in order of DEX and roll Attack Rolls Yet Spell.

4. GM determines which players are being 2. The PC has a missing or severely


attacked, those players roll Defense Rolls damaged limb, barring magical healings,
this may be the characters time to cash
5. PCs who failed their Initiative Checks go out and enjoy an early retirement. Lose 2
in order of DEX and roll Attack Rolls points permanently in STR and DEX
and 1 point in SOC. (This can be Healed
6. GM rolls Escalation with a Cure spell or potion, the spell DN
is 15).
Repeat 1 and 3-6 until Combat is over
3. The PC is alive but severely injured,
they lose 1 point each in STR, DEX, &
Actions SOC for 1d6 months. (This can be
Healed with a Cure spell or potion, the
Full Actions spell DN is 12).
Melee Attack
Ranged Attack 4. The PC is alive but severely beaten,
Cast 1 Minor Spell the character has Disadvantage on all rolls
Cast 1 Major Spell for the next 1d6 days. (This can be
Run up to your Move x2 Healed with a Cure spell or potion, the
spell DN is 10).
Fast Actions
Switch Weapons 5. Shaken, but alive, the character has
Move to somewhere within half of your Disadvantage on all rolls for the next hour.
Move (This can be Healed with a Cure spell or
Take a Potion potion, the spell DN is 8).
Health Surge (Warriors)
6+ Just Knocked Out, gain 1 HP
Free Actions immediately.
Ready a Potion

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).

-Lethal Attack- Does either double the


dices damage to the opponent (if the
opponent is either more powerful or a Spending Luck Points
'named' NPC foe) or outright kills the
opponent in a gruesome fashion if the Players can spend LP at anytime they
enemy is a minion or 'lesser' monster or wish. LP can be used in the following
NPC. ways.

-Bypass Armor- The attack completely Reroll any die roll


ignores the opponents Armor Points, doing
the full amount of rolled damage with no Gain Advantage on any die roll
reduction.
Do Maximum damage on any attack
-Escalate/Deescalate- The player can
choose to either Escalate or Deescalate the Add 1 when rolling on the Out of
battle by one step up or down on the table. Action table

-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.

Long Rest: A long rest is 8-9 hours


filled with large times of uninterrupted
Chase Rules sleep. Characters use this time to sleep
and eat and renew themselves for the
You must determine the Diculty next day. If anything interrupts this time
Number (DN) of the opposing group that requires strenuous activity (combat,
based on the creatures size and MOVE running away, etc) award the characters
(basically 7+MOVE). with only the benefits of a Short Rest
until they can start their Long Rest over
To run a chase scene do the following: again. For a long rest characters gain a
Determine distance number of d6 equal to the characters
Set a DN level (HD) back in HP (gaining no more
Have players roll against the DN until health points than their maximum) and
the chase is resolved Mages regain 1 Magic Usage Point.
Resolve the chase

230
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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.

To view a copy of this license, visit:


https://creativecommons.org/licenses/by/3.0/

Or send a letter to:


Creative Commons, 444 Castro Street, Suite 900, Mountain View, CA 94041,
USA.

The CC license allows you to use the following:


- Text
- Game System
- Tables
- Character Sheets

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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