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Gamemaster's Guide I: A Legacy Tabletop Roleplaying Game

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0% found this document useful (0 votes)
53 views127 pages

Gamemaster's Guide I: A Legacy Tabletop Roleplaying Game

Uploaded by

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

A Legacy Tabletop roleplaying Game

Gamemaster’s
Righthand Section Title Guide I 1
Table of Contents

I. Introduction 6 Level Zero 87 VIII. Monsters of Sacadia 132

Welcome to Sacadia 6 Boons and Banes 88 Monster Overview 132

[Link] A Story 8 Fortifications 89 Humanoids 135

A GM’s Role 8 VI. Biomes of Sacadia 92 Beasts 145

How to Tell a Compelling Story 11 The natural world 92 Great Beasts 151

The character at the center 13 The Alpine Forest 93 Awoken Flora 153

Sandbox Crisis Storytelling 15 The Coastal Sea 95 Wild Fae 155

A World Full of Mystery 16 The Desert 97 Folk Fae 159

[Link] Ancient World 18 The Grassland 99 Undead 171

Types of Society 19 The Mountain 101 Fontmade 175

Iron Age Setting 23 The Rainforest 103 Demons 183

Unique Practices 25 The Temperate Forest 105 beasts 189

Creating a Culture 27 The Tundra 107 Fae 197

III. Expanded game Rules 30 TheWetlands 109 The Tournament of Champions 211

Expanded Game Rules 30 Climate Effects 111 Whitehall 1

Civilization Markers 31 VII. Combat Design 114 [Link] Shrine of The Onabi 14

Rules of Civilization Markers 35 Planning Combats 114 A Short Adventure 14

Government 37 Combat Design 115 Miradzuki Island 21

Town Building 43 Balancing CR 119 Uchipoto 23

Rules of Town Building 45 Designing Monsters: A detailed Guide 120 Farmhouse Ryokan 24

Crafting Guide 57 Dynamic Combats 123 Mura Shichu 25

Creating something New 67 Fighting in Water 125 Moon Shrine 29

Craft Recettes 75 Fighting in Fire 126 Kazekita Vale 30

General Game Guides 81 Other Environments 127 Mura Nishi 31

Gold and Economy 82 Invisible Creatures 127 Crafting Victory 32

Trait Check Rules 84 Unbeatable Monsters 128 The Fae of Miradzuki 35

Myth Campaigns 86 Monster Archetypes 130

1 Table of Contents Table of Contents 2


Tables and Quick References

I. Introduction 6

[Link] A Story 8

[Link] Ancient World 18

III. Expanded game Rules 30

VI. Biomes of Sacadia 92

VII. Combat Design 114

VIII. Monsters of Sacadia 132

[Link] Shrine of The Onabi 14

3 Tables and Quick References Tables and Quick References 4


I. Introduction

Welcome to Sacadia How to use this book


The role of a GM is to create the story, the setting, the

I f this is your first time GMing a game, welcome to


Sacadia! In this book, you will find resources needed
to create an engaging story for your players, and
supplementary rules that can be used to support your
monsters, the NPCs, and the combat scenarios through
which players will engage. It is a job that doesn’t pay
enough, and certain aspects of any GMing role may feel
unexciting, while other roles may breathe excitement
creations. into your planning.
If this is not your first time GMing, take note! Being the
GM in Sacadia will differ from your prior GMing The purpose of this book is to simplify your work,
experiences. Sacadia works on longer timescales than allowing you to focus on the part of GMing you love –
classical tabletop roleplaying games – this means that the whether that be dynamic combats, compelling
burden of player actions doesn’t only fall on you, but on storytelling, or simply setting worldbuilding. Each
your players as well! It also means you can plan events, section of this book is split into sections according to
plots, and stories over several campaigns, allowing them how they may be used.
to unfold over the course of a larger period of time.
Writing a Story
The Role of the GM Here, a series of descriptive essays is given on how to
create a compelling game for your players. Focus is
The GM has a difficult role in any roleplaying game – given to creating compelling plots, engaging different
create a compelling plot and tackle all the minutiae to types of players, and balancing the stability of a game.
make that plot come to fruition over the course of a
campaign. In Sacadia, this challenge is compounded – as
a LegacyTTRPG, your role is to create an Epic – a series The Ancient World
of campaigns over the course of several years meant to Sacadia takes place in an ancient world, which will differ
portray the rise and fall of an ancient civilization. greatly from most medieval tabletop roleplaying games
in setting and style. Here, focus is given to help you
This isn’t for everyone. Playing a game across several evoke the feeling of the iron age in every game.
years will be a challenge at times, but a rewarding one.
In this rulebook, we strive to give rules to reduce the Expanded Game Rules
difficulty in this role and make it instead as exciting as The PHB covers all the necessary rules a player needs to
possible for [Link] focus should be on evoking the play Sacadia, but these rules are barebones compared to
feeling of the Iron Age, and of creating a compelling plot what you may wish to access across the telling of your
for your [Link] should not need to worry about Epic. Here, expanded optional game rules are given to
how the iron age works, nor should you have a history assist you when players push the bounds of what is
degree to be able to play. possible.
In Sacadia, you will seek to evoke an otherworldly and
culturally disparate feeling in your [Link] should Exploration and Conquest
feel ownership over your shared vision of culture, When players travel the world, engage in complicated
township, and eventually empire. It should belong to battles, or delve into deep dungeons, it is useful to be
your group. Your role in making stories that span able to react to players on the fly. In this section, a
centuries will engage players in a wholly different way number of tables and resources are given to assist GMs
than in traditional one-and-done campaigns from other in creating evocative scenes from thin air.
[Link] will tell an epic tale.
Monsters of Sacadia
And if players break that epic tale? Blow up the city in a Every GM needs a monster manual. In this section, the
subversion of expectations, or side with the big bad evil monsters of Sacadia are given in full, so GMs can pull on

Introduction
guy? They will share your fate. The consequences of the resources of iron age history and folklore to craft
player action in Sacadia will never impact the GM alone. unique and dangerous combats.
Instead, they will resonate throughout history, and each
subsequent character your players create will feel the
burden of their historical behavior.

5 Introduction 6
II. Writing A Story

A GM’s Role Types of Players


Below are the most common player types seen at

A t its simplest, the role of the gamemaster is to


ensure that players are having fun. More
generally, the role of the gamemaster is to craft an
intricate story of detailed narrative threads, breathe life
TTRPG tables, with a focus on discussing what drives
these players—why do they keep coming back to the
table? Why are they playing your game instead of any
other? Most players do not fit into a single mold below.
to a new world, and create incredible plots, combat, and They may be drawn by all the below archetypes, or just
puzzles, all while balancing the whims of players. a few of them. One or two likely fit each of your players
While Sacadia seeks to create new ways for GMs to more strongly than others.
create consequences, actions, and player events, it can
also put more of a burden on GMs than some traditional Note
tabletop roleplaying games. It is easy for a GM to get lost Feel free to ask your players their own perceptions of their
in these challenges and forget the reason they are the role as [Link] do they play the game? It will help
GM:To make sure players have fun. you tell a story more catered to them.
To facilitate the best game for your players, it is
important that you consider the types of players who are Story Player
coming to your table. Why are they interested in the I want to experience the plot!
game—and what will they get out of the story you
write? A story player arrives week after week to see what
happens next in the story. Story players are plot focused
The following sections focus on describing different and plot intrigued. They have a tendency to build
types of players, as well as discussing GM strategies and characters loosely—with little background—because
tools to create an enriching experience for these player to them, the characters are a vehicle by which they can
types. take part in the world and story being told.
Note: These are some of the easiest players to write for,
This chapter is about tools and techniques to ensure that because they show up for the story you want to tell. If
your players are having [Link],however,the most character actions must be bent to facilitate a plot you
important thing you can do to ensure players have fun is want to show, they are happy to help bend the story.
have fun yourself. These players can get bogged down in character-driven
narrative, preferring instead for the GM’s story to be
Game Masters make or break anyTTRPG [Link] have told uninterrupted. And combat is only a vehicle for
to work harder and do more than any other player to plot to these players.
ensure the experience comes together. Ultimately, you are
still a player though–and your enjoyment of the game A story player is likely to be most attracted to Sacadia
will drive enthusiasm around the table. for its multigenerational storytelling, and they will revel
in moments where events from past campaigns cause
their current situation. They may struggle to take
definitive action to crack the world and story, which can
be necessary to make Sacadia more personal to your
table.

Writing
A Story
7 Writing a Story - A GM’s Role 8
Character Players Setting Players Balancing Combat and Group Stability
I want to become my character! I want to experience a detailed world!
Roleplay Sacadia is a legacy tabletop roleplaying game, which
means it takes place over multiple [Link], the
Character players strive to create the most alive Setting players love playing tabletop roleplaying games The way combat and roleplay should be balanced will completion of an arc of Sacadia can take a decade or
character they can, and try to disappear into their for the world of the game. They are most eager to depend upon the composition of your group. If half your more, as players wrestle with the rise and fall of an
character role whenever they come to the table. Once experience a world different from their own. party is composed of battle players, be sure to include empire.
settled into their player roles, they have a strong battle proportionately into the game.
tendency to portray any action or event as they believe The setting player does not require the boat to be If old players quit the game and new players come into
their character will act. rocked—they require that the world itself feels natural If none of your players are battle players, you should still the game, GMs are free to continue playing—even
and well [Link] players will have fun if the plot include combat—but specifically in order to facilitate bringing old consequences to the forefront for new
A character player’s goal is that their character drives carries forth, if another character fundamentally shifts the plot and character reflection. Combat can take up as players. However, these consequences and events will
the world, rather than the other way around. For these the nature of the game, or if combat is often a large part little as ¼ of the game while continually bringing focus have stronger impact if the same players stick around for
players, they want to be enabled to take on the role of of the [Link] are fundamentally excited about being and reflection to characters in the game. the full arc.
their character that they see as mattering. Getting in the a part of the experience this world can provide.
way of that experience will reduce their enjoyment of If you are truly interested in removing combat Thus, it is important before playing Sacadia to consider
the game. If you have character players you struggle Setting players should enjoy the differences between altogether, you can GM a game without professions. the types of players a GM wants to play with, and what
with, try to discuss their motives and backstory for their Sacadia and other TTRPGs brought out by the Unique Here, players will have talents and races, but no combat they want out of a group. Players leaving the game can
character, to understand why they play the role they [Link] will require well formed cultures to enjoy skills. detrimentally affect the game, and so creating a stable
play. the game long-term. group with whom to play matters. This is, often, a
[Link] remedy that, the author recommends the
Fundamentally, Sacadia seeks to enable these players to Hangout Players Wrestling with following:
take the actions they feel is most appropriate. As a game I just want to hang out!
about lasting consequences, games in Sacadia should Consequences I. Communication: Never be afraid to talk to your
allow players to do anything appropriate to their Hangout players arrive at the table for the people rather Games are built on consequence. Plot-focused and players one on one about events—this can matter
character. Character players will be drawn in by both the than the game. If they are playing a tabletop roleplaying character-focused players are drawn into a game by the when you feel like the game is taking a turn, or a
setting and the lasting consequences their actions will game or a board game or a video game, they will have consequences of their actions. Mechanics players and player isn’t having enough fun
have throughout both the current game and future fun as long as they are with the right people. Setting Players are often sold on plot when their actions
games. II. Commitment: Do not play with players who are
bring about strong [Link], these moments only coming to the game to hang out. Sacadia is not
While not inherently bad for a game, hangout players do are important to any roleplaying game. meant for this type of player
Mechanics Players not revere the methodology of the game, the plot, or
I want to exploit the rules to grow stronger! character like other players. Thus, they can sometimes In Sacadia, consequences may be far reaching. Players III. GM for Players: Always ensure that you are
bring a flippancy to their roles that does not care about may take an action in a game that cannot quickly GMing for the players, rather than for the story
Mechanics players are interested in killing, and killing the lasting consequences of the game. To them, these resolve—instead, it will simmer for years in the world IV. Balance: Seek to have a balanced group of players
good, or exploring the world in an optimal way. They games are just games. until it eventually bursts. This means that players can who care about the same or related elements of the
are the Max/Minners of tabletop roleplaying games, and take an action in one game that will only affect the world game. If your players align or find balance in the
they show up to be the best and strongest at whatever Fundamentally, a player who is solely a hangout player in future games. GMs are encouraged to take the long aspect of the game that excites them, the game will
they do. may not enjoy Sacadia. The legacy form of the game approach when appropriate—tying campaigns together progress more smoothly.
requires commitment to both consequence of action will be a unique part of the setting.
Mechanics players can spread a wide gamut between and the lengthy time investment involved. If a player is V. Player Count: Do not play with too many or too
being very simple to play with and somewhat playing to hang out alone, they may find the game an Fundamentally, GMs should be saying yes to player few players—four to five players is a strong
challenging to cater to. Many mechanics players are insufficient expenditure for the time investment actions whenever they can. The rules of Sacadia are number to start with.
content to sit in the background and wait for the next required. meant to facilitate a multitude of player actions, and
fight or skill check, while others will seek to create players will try to take advantage of that. Letting a player
combat scenarios themselves. GMs are encouraged to take a dangerous action—saying yes—costs nothing to
Combination Players
take advantage of their mechanics players by creating a GM, especially when the yes may lead to lasting
Most players form a combination of the above
situations where a murder can be easily performed and consequences (both good and bad) for players.
archetypes. For example, a character/hangout player
plot engaging—but leads to lasting consequences. will come to the table with the flippant “it’s just a game” GMs should take notes whenever they believe an action
attitude of the hangout player, but the dedication to
Mechanics players will be drawn to Sacadia by the wide will have consequence, and use that later.
character that a character player exhibits. This type of
versatility and choice in every class, which will enable player is a poster child bard—engaged in playing their
them to engineer the form of combat they want. They character strongly, but trying to keep the game light and
may not find the long-form narrative consequences of fun with the types of characters they build.
Sacadia very rewarding.

9 Writing a Story - A GM’s Role Writing a Story - A GM’s Role 10


How to Tell a How do I push the Story? The Seven Plots Impact across Games
The compelling behavior of the story should all According to Christopher Booker in his text, ‘The Sacadia is the game of the long payoff. In a traditional
Compelling Story include some combination of themes: Seven Basic Plots’, all stories can be expressed as a TTRPG game, every mystery must be resolved by the
combination of the following seven archetypical end of the campaign, and players must be able to

W riting a compelling story is an art, and can


pose a challenge to first-time story-tellers.
Early challenges like cohesive narration and
self consistency will eventually give way to
I. Discovery: characters learning about the world,
mysteries associated with plot, or themselves
II. Reversal: setbacks which stimulate dramatic
interest. A catastrophic reversal often serves as
plots:

I. Overcoming the Monster: The protagonist(s)


set out to defeat an antagonistic force (often
resolve any challenge.

In Sacadia, you can put events in motion that don’t


pay off for several games. Players may find a hidden
motivation, plot structure, and (unique to tabletop evil) which threatens the protagonist(s) and/or
climax door that cannot be opened without a key that they
roleplaying) player choice. their homeland cannot acquire in their game at [Link] ability to play
III. Complication: characters should not see an
Story players are driven by a feeling of anticipation II. Rags to Riches: The poor protagonist acquires with story structure across repeated games should
easy path to resolution – indeed, their actions
and excitement comes from a place of rising power, wealth, and/or a mate, loses it all and free up GMS for highly ambitious storytelling, and
should often serve to complicate things further,
emotion; fear, anticipation, and interest all at [Link] gains it back, growing as a person as a result. you are encouraged to take advantage of it.
rather than making situations easier
embody these feelings in your players, you need to [Link] Quest: The protagonist and companions
create mystery, intrigue, or drama. IV. Resolution: eventually and in some way, I don’t know how to do this?
set out to acquire an important object or to get
everything should work out and players should to a [Link] face temptations and other If you are interested in exploring complex plot
The narrative structure of Sacadia should actively be satisfied with the result obstacles along the way. interactions across multiple games,but don’t know how
support this challenge. In Sacadia, mysteries, drama, to leverage those changes, start by putting something
and the rising act of plot structure can take place Ultimately, the way these events take place will [Link] and Return: The protagonist(s) goes to in the world that doesn’t have a purpose or potential!
across several campaigns. If you take advantage of this heavily depend upon the story – but as a strong a strange land and, after overcoming the threats An unexplained festival during which a child is
properly, it can lead to climactic moments that reminder, your stories should be about your players it poses or learning important lessons unique to abducted each year, or a giant unexplained door in a
resonate profoundly due to years of buildup. and the culture you have built together. that location, they return with experience. mountain that is locked, but from which occasional
V. Comedy: A light and humorous dramatic work sounds beckon forth.
The Structure of Story Ancient Myths referring to a pattern where the conflict
The modern way of telling stories is not reflected in becomes more and more confusing, but is at last
The most common way of looking at story plot is ancient folklore. The conceptualization of the made plain in a single clarifying [Link] Notes on a Board
through the Freytag pyramid, according to which all importance of logic in the way we tell stories (and majority of romance falls into this category. Cross-campaign mysteries and events will take a lot
stories consist of five prototypical acts: specifically, the notion that all elements of a story of careful planning, and it can be a lot to keep in your
[Link]: The protagonist is a hero with a major
must have a reasonable explanation for having head. A strategy employed occasionally by
I. Exposition: Character and setting are character flaw or great mistake which is
occurred) is relatively new in literature. Ancient professional writers is to make a notecard for
established. Something occurs which challenges ultimately their [Link] unfortunate end
myths do not have such hangups. unexplained occurrences, characters, or mysteries–
the normalcy of character and establishes story evokes pity at their folly and the fall of a any loose end that will need resolution later.
fundamentally good character.
II. Rising Action: The initial spark of challenge In ancient myths, stories center around characters and
leads to either character (or outside their impact on the world. Medieval Arthurian VII. Rebirth: An event forces the main character Then, when writers find themselves written into a
interference) taking action, resulting in further legend, for example, centers on the knights of the to change their ways and often become a better corner, they can reference this notecard wall for
crisis or complication round table as exemplification of christian chivalry. individual. other loose ends that may help in resolving their
Their stories don’t have to explain why there are current writing challenge.
III. Climax: Rising action builds to a turning point mythological beasts forming conflict–the monsters You will note that some of these stories are much
of ‘cataclysmic’ challenge to overcome they fight solely form metaphors allowing the author more common in TTRPGs than others. Overcoming This strategy may make you skeptical–but it’s formed
IV. Falling Action: The outcome of the story to expound on the chivalry of their characters. the Monster and the Quest are far and away the most a very positive solution for writing shows like
climax leads to repercussions, which affect common tropes in fantasy roleplaying. Breaking Bad. Give it a try!
character and setting and must be explored This can pose a challenge in writing a game – your
players come from a culture in which logic is However, the best stories are a combination of several
V. Resolution: The end of the story is the important to plot progression, but their characters of the above. Charles Booker refers to the Lord of the
resolution, through which the final implications do not. Ultimately, the way you resolve this challenge Rings as perhaps the best literary example of every of
of the climax are explored in full is up to you. the above [Link] are encouraged to not attempt a
story combining all of the above plots, but a subplot
You will be familiar with this structure, but will note That said – keep in mind the lesson expounded by exemplifying a new form of story will go a long way
that each does not hold the same weight. Often, these ancient stories, which is that ultimately, every to extend the possibilities of your game.
rising action to climax holds the majority of a story, element of the story should be focused on your
while in western literature falling action and characters and cultural values.
resolution can take as little as a page in some stories.

11 Writing a Story - A Compelling Story Writing a Story - A Compelling Story 12


The character at It is a good reminder to note that players deal with …And NPCs? NPC Needs
repercussions just as much as a GM in Sacadia, because Your job will also be to breathe life into NPCs. NPCs
the center the repercussions of player action affect future games. provide player interactions from shopping to villainy.
NPC level What Do I Need to Prepare?
When players are enabled to take action, they may find Your job will be to play them all in order to further the 1 Nothing

A t the core of nearly all tabletop roleplaying games


is a group of players portraying the protagonists
of some form of story, shepherded and led by
their GM (that’s you).
themselves in world of hurt–but those consequences are
often why your players are so excited about challenging
the structure of your plot–to experience how they too
can impact the world and story.
players’ experience.

NPCs can be as hated as a nemesis, as beloved as a


princess, or as dynamic as characters themselves. But
2

3
Name, Connection to Plot, Minimal Background,
Voice/Accent/Description, Associated NPCs
Lvl. 2 + backstory, general likes and dislikes,
The greatest art of tabletop roleplaying is the not every NPC needs to be engaging. Consider the aspirations and dreams
Reminder: Code of Conduct 4 Lvl. 3 +Specific relationship to every member of
interweaving of a compelling story and setting created following levels of NPCs:
by you, the character interactions as players seek to The �rst time you sit down with your players, you should the party
portray their unique creations through challenges faced, create a code of conduct for how characters may behave in Level 1. Set-piece NPCs
and the game mechanics built to prop up the game and game,and what should be off limits for making characters A backdrop in the world and story that Sweet Romance
enable the choices of you and your players. Threading feel [Link] is the whole party’s responsibility to players have chosen to engage It is common in TTRPG games to forego romantic
the needle between enabling players and creating hold itself to this code, and players should not be enabled subplots due to the embarrassment and challenge
Level 2. Plot-Relevant NPCs
profound plots is a challenge – most character players to break these rules. associated with romantic roleplay between a GM and
An NPC that is part of a plot, and has a name
will subvert your intended plot at every turn, yet player. However, it is often the case that people are
and existence relevant to the plot to which
denying them player choice poses a risk to ruin the game compelled most by romance and fear, and removing
they contribute
for a player. Following Through romance from games reduces them from their potential.
When your players do something damaging, dangerous, Level 3. Character NPCs
In this section, instructions are given to create a reckless, or heroic – it is your responsibility to reward An NPC meant to flesh out and be a part of You should feel encouraged to include romantic
character-focused story, enable your players, and keep or punish them for these behaviors. When characters the [Link] may be a part of a plot, but subplots in your game, and to engage players with this
the game ‘on track’ in spite of all your players’ best change the story, they are looking to push the boundary outside of that they have aspirations, unique form of storytelling through subplots. Romance
efforts. of how their character interacts with the world, and they challenges, and a backstory can be a driving force for adventure, either to drive
will revel in the experience much more for seeing the characters to succeed or to push them along a specific
Level 4. Evocative NPCs
consequences of that activity. path.
WORKING WITH CHARACTERS An NPC that is cherished, hated, or otherwise
compelled to remain in the story as a function
The center of any good story is its characters, but unlike This said, punishment feels bad – ultimately, your Romance does not require overt sexual tones, and
of the way their interaction with the party has
in traditional storytelling, you have no control over your players came to the table to play a game, and if they are should fade to black early if romantic subplots go to
resonated such that it elevates them above
characters when you GM a tabletop roleplaying game. It punished too harshly, they will not enjoy the game. Any [Link] goal is to have fun with your players – but all
their original purpose in the eyes of players
is very likely that their reaction to certain story stimuli punishment you choose should not reduce their ability good things in moderation!
you present will be different than your expectations, to experience all parts of the game (e.g., players should
setting you off to improvise during each session. not be denied combat ability as punishment for Some characters can be a flat, two dimensional Keeping Players Comfortable
roleplay). The GM guide includes optional rules for interaction for players to engage briefly in order to At the start of your games, you should ask your players if
Given that player choice is so likely to be so antithetical Curses and Blessings – just one example of a way to move the plot along. Gate guards to a king’s hillfort can they are comfortable or uncomfortable with romance
to your story, how do you rein in those pesky PCs? The punish or reward characters without breaking the game be a great example of this, or farmers along the road subplots involving their characters (and ask this each
short answer is, you should not. or the enjoyment of your players. watching a parade. They are backdrops in the world. game). Players may not want this, and that desire might
Others must be fully fleshed out, with intentions and change over time after they see the connections formed by
dreams and [Link] table on this page should help to
How to Say Yes When to Railroad other players, or as they grow more comfortable with their
drive what you must have written for each level of NPC.
An easy and common mistake for early GMs to make is Railroading is represented as inherently negative in own roleplay. Your ultimate priority here should be
to regularly say no to players – to deny their actions tabletop because of the impact it can have to player ensuring players are having fun.
How Do I KnowWhatType Each NPC Should Be?
because they do not fit within your expectations for choice. And rightfully so–players should usually be able
their behavior, or because of the potential complications to choose a course of action. Set-piece NPCs are the backdrop of your world, and you
caused by their actions. This is likely to upset your will reactively play them in response to players engaging
players (especially character players, who show up to However, you are seeking to craft a powerful story for someone you did not intend them to engage. Plot-
the game in order to act and drive action). your players, and from time to time there may be no relevant NPCs exist only to further a plot - write this
way around railroading to accomplish your [Link] if you intend to never return to them. In each area of your
Except for very when players are themselves being this happens, remember–your ultimate goal is telling a game, there should be some number of Character
troubling, character conduct rejects the rules compelling story your players will enjoy. NPCs–at least 10-12–that exist to help liven up the
established at the beginning of the game by your party, world when players come across them. Pay attention to
or when something should truly be impossible in a how players respond to any NPC–they will decide who
game, you should always seek to enable your PCs to becomes an Evocative NPC.
attempt a behavior.

13 Writing a Story - The Character at the Center Writing a Story - The Character at the Center 14
Sandbox Crisis Tying to the Game A World Full of Outline Map
The crisis should always reflect: Once you have an outline of the plot, create a draft of
Storytelling Mystery the map. As you go, try to fill in details of the map. At
I. Party Level: The party should be able to, at their this stage, just try to put interesting and engaging

T here are many ways to run a TTRPG, but a very


strong way to run such a game without restricting
your players (e.g., railroading) is to create a
sandbox your players can explore without restricting
level, influence the crisis in some way to affect a
desired outcome
II. Party Aspect: The party should be able to
influence the crisis through the game loop enabled
C reating a setting is often very rewarding,
especially when that setting reflects the actions
taken by players. Creating a setting can be a lot of
work - here are some notes on how to create a dynamic
creations on the map, such as unique lakes, or a ruin, or
mountains. Try to think of stories that may have been
told of this land as you outline the map, and flesh it out
accordingly.
their movement within the sandbox. Fitting such a setting that may be usable across multiple campaigns.
by their Party Aspect (e.g., Exploration, Conquest)
settibf to a story is critical - wherever players go, they Set History
should have some impact on the story of the setting, thus III. Culture: The crisis should be a reflection of the
propagating the setting’s plot forward and causing it to setting, and the cultural tapestry players and GM Layered Map Creation Once you have a general map outline with some specific
locations, you may note that unique landmarks, ruins,
be affected by the players. have worked together to define The following steps outline how Sacadia maps are made forests, mountains, etc. may form interesting locations
to feel realistic and historically set, while also benefiting
Creating a setting that will be changed by player action where events could have occurred in the past. At this
These specifications ensure that the crisis can respond to the game.
wherever they go requires that the setting is, all on its point, seek to flesh out the history of the region. Is it
the players, and that the players have agency within it.
own, on the brink of crisis. This section outlines some fully unexplored and wild? Are there Fae living here and
I. Plot: What does the map need to be able to do for
helpful tips and tools to create such a setting. how have they reacted to people in the past? If people
this game? What might it need to do for future
A setting-sweeping change live here, what are their history? Has anything
games?
The crisis should affect all regions of the sandbox-style interesting or magical happened to them?
Creating a setting in crisis [Link] players go, and whoever they help, they II. Outline Map: Create a draft of the map, while
A setting in crisis is one which is on the brink of are natively assisting some faction in this crisis (wititngly fleshing out regions of interest Reflect Map
change, either internally or externally imposed. or otherwise). III. Set History: Flesh out the history and As you define the history of the region, look to redefine
Something is about to happen to this culture that will importance of different areas, such as determining the map and geography to fit the history. Try not to
change it, such as war, or the death of leadership, or a By ensuring that across the sandbox, the crisis is making why places are named what they are, or how the change the geography too much - you still need to
political feud. Players enter this civilization right at the impact, players are forced to engage the plot through natural world’s shape has formed history preserve the rough outline of geography that was used
edge of this crisis, often without understanding it, and whatever game loop they are engaging. to form the plot.
as they explore the setting, they are directed by those in IV. Reflect Map: Update the map in response to
the know. Players have often already interfered or changes to the history and setting as it naturally
What Happens when we’re away? At this stage, you should be able to fully flesh out the
altered the crisis before they realize their agency within forms
Players cannot be in all regions of the map map, including all of the plot-relevant elements,
it - but they always may change the outcome. simultaneously. Since it is a map in crisis, many events historical elements, and have an eye to the future of the
take place while players are gone. setting.
Plot
Defining a Crisis When you make a map to play in, you should remain
Settings in crisis have some awaiting change. Whether When players are on one side of the map, try to track Rules for Geography
cogniscant at all times that the map serves a purpose,
that is an army at the door or bandits on the loose, there what is occurring in other regions - how are these and must be able to support the story you are trying to Natural settings tend to follow a number of set rules that
are several factions within the setting that each want factions interfering with one another, and how might tell. It is useful at this stage to create broad strokes of a are useful in creating a realistic map.
different outcomes. Each faction will try to work with that affect the party? geography simply to define regions in which specific
the party, who they know may change the outcome of play will occur, such as specific battles or exploration. Plate Tectonics: Continents form along plate
the crisis. Some of these factions will hide the crisis from GM Note: Mobile Encounters in Crisis [Link] plates come together, mountains
players, while others may be straightforward. If you wish to inject some randomness or stakes into the Because Sacadia is a Legacy game, it is especially useful and canyons can form, possibly filling with water to
crisis, some part of that crisis can be a mobile encounter. to think through how this setting may evolve and be used create bays and seas. It can be very helpful when
Example: Bandits…? When a mobile encounter moves to a region where players in future games. To think through the possibilities of making a map to outline the plate tectonics and
The local clans came together into a clan confederacy to or NPCs are, that encounter shapes the outcome of crisis. map evolution, try to respond to the following how they are moving with respect to one another -
unite against a warmongering clan, and the survivors of questions: this can often help create realistic mountain ranges,
that clan are now bandits in the region trying to erode the canyons, seas, volcanoes, and more!
◆What unexplored areas of this map may hide
power structure of the clan confederacy. Not all of the We can’t handle all of this… mysteries or natural wonder?
locals harbor ill will towards these bandits, and some of Players can’t hope to resolve the crisis of an entire River: Rivers always flow downhill, and almost
◆What parts of this map are easily accessible to
the clan leaders are doubting that they should have come region or country in most cases - nor should they have always combine rather than splitting. When you
whole armies, and what battles may form here?
together into a clan confederacy at all. to alone. But if a region is in sufficient crisis, players outline maps, following this pattern will help your
◆ How will trade routes form through this region
don’t have to fully resolve it - only top that crisis in favor maps appear realistic.
from one place to another? Will they form?
As players strive to locate and destroy pockets of bandits, of one faction or another - in order to have meaningful ◆Where might towns or cities form? Are they
they slowly learn that these bandits are being helped - impact on the setting. centrally located, and will they grow large?
and that each clan has a different agenda. Where has access to fresh water/good crops?

15 Writing a Story - Sandbox Crisis Storytelling Writing a Story - AWorld Full of Mystery 16
V. The Ancient World

Competing Cosmologies
In Sacadia, different cultures have different beliefs in the
afterlife, the various planes of existence, and even where
heaven and hell lie. Because Sacadia is driven by belief,
all are true–and because belief is channeled by divinity,
geography separates planar boundaries.

Ex: on the island of Hupoyani, the afterlife Vichduin is at


the bottom of the ocean,and if an individual were to swim
to the bottom of the ocean, they would �nd it. Far away,
near the island of Miradzuki, the afterlife is separated by
a planar boundary but overlays cities, forests, and
mountains. Here, spirits spill between planes rather than
rising from the depths of the sea–because both are correct
in their respective cultural regions.

The ancient
World
17 18
Types of Society Example: Eurasian Steppe Peoples War
Because early agricultural practices rely heavily on
Throughout much of the Bronze and Iron Age, the

S acadia is a wild, young world at the dawn of the iron


age. Civilization has existed since the Bronze Age,
but now it calcifies and solidifies into new and more
complex forms, enabled by expanding social structures
various cultural groups of the Eurasian Steppes comprised
a society that was virtually untouchable by many of the
empires that attempted to claim land here–and when they
mobilized under a single banner they were capable of
weather patterns, struggling villages may turn to raiding
or invasion to substitute farming practices–leading in
turn to a formal structure for farmers being called to
war. Soldiers still provide their own equipment, and
and greater tool crafting. agrarian village militaries do not have a uniform.
enormous feats (e.g., Mongol invasions of China).
In this section, some forms of society are described in
brief as guidelines for crafting your own societies. Commerce
Agrarian Society Agrarian societies may include single-crop farmers, and
Making New Societies when they do, these societies form farmer’s markets for
Agrarian society is a common structure for small farmers to exchange crops and goods. Because the size
This section gives a mapping of societal growth throughout townships near the borders of imperial regions, or in of agrarian communities is still small (typically in the
history which can be followed. However, it should not be independent or hard to reach places. hundreds to low thousands) and trade is very limited
the sole prescribed way to create an advanced society and between agrarian communities, few specialists are likely
is a gross simpli�cation. Agrarian society is characterized by a complete to form in any community. Predominantly, trade goods
Complex Structures departure from hunter-gatherer society, a stratification are restricted to crops, meat, and textiles.
Societies tend to breed societies of the same kind (e.g., Although hunter-gatherers do not live in a single of social structure, and a strong reliance on [Link]
an urban society will not create an agrarian colony. It is location year-round, they can have complex religious society is still simple–it isn’t a part of an empire and it
much more likely to produce another urban society). rites and architectural practices around that. Many doesn’t have a large economy. People here are reliant on Religious rites and Burial
religious sites for hunter-gatherers include erected weather patterns to survive, because the weather The onset of agrarianism leads to permanent temple
stone monoliths such as Carnac. controls their crops. structures that are larger–and the reliance of a
Hunter-gatherers civilization on events outside their control (e.g.,
Hunter-gatherers were nomadic peoples who did not These sites are often considered religious or burial sites, weather) lead to a more extensive worship practice
Class Structure
remain in one place in time. Instead, they traveled and almost always correspond to astronomical around weather, crops, fertility, and life.
Agrarian society predominantly has a single lineage of
throughout the year, hunting beasts and foraging for phenomena in location and structure. Religion in rulers, and the rulers of the society control all access to
food. Hunter-gatherers live in small groups, tribes, or hunter-gatherer societies often includes prescription to Temple structures grow in these periods, and several
land and goods. Tribal chieftains or kings form in
bands, typically smaller than 50 people–though they stellar phenomena. examples are given below. Additionally, large-scale
agrarian communities, and they tend to have the final say
often meet with other groups of hunter-gatherers in sacrifice often takes place, whereby religious rites are
in this society.
either conflict or peace from time to time. Other burial sites for hunter-gatherers include barrows carried out where large amounts of goods (foodcrops,
or burial mounds which could be constructed. animals, pottery, humans, caravans, wine, etc.) are
Chieftains predominantly live in defensive fortifications,
Predominantly, hunter-gatherers work 15-17 hours per sacrificed to the gods in various ways such as through
central to the community they lead. Often
week to bring in food and survive, and spend the votive offerings. Though common practice, the
Commerce and War geographically defensive such as hillforts in Europe,
remaining time in leisure. nature of it would be culturally specific (e.g., bog
Hunter-gatherers do not have markets or a concept of an these sites are the nexus of culture for agrarian societies. bodies).
economy in the same way imperial cultures might. However, means of production are not yet centralized–
Class Structure However, they can trade with other cultures from time individual farms and communities may run their own Example:Agrarian Temples
Hunter-gatherers are predominantly egalitarian. In late- to time. forges or kilns, and markets were not permanent.
stage hunter-gatherer communities, tribes may have Nemetons: Early La Tene cultures in Northern Europe
leaders who accrue power through strength or religious Uniquely, the fierce egalitarianism among hunter- had sacred groves, called Nemetons, in which they would
reasons. Leadership is passed through many methods gatherers and the lack of permanent structures means place carved stone [Link] sacred forests,often of oak
and does not fall along prescribed gender roles. that during war, almost all hunter-gatherers can or maple, were the temples of druidic religion
mobilize as warriors, and defeating them requires
Demand sharing is a common practice in many destroying most able-bodied soldiers among a culture Hypogea: Underground structures such as Hypogea were
hunter-gatherer communities. With demand sharing, (rather than taking strategic locations). As a result, early examples of crypts and underground temples. Some
anyone within a tribe may go demand what any other hunter-gatherers are often considered fierce and of these sites were religious temples as well as burial
tribesman has–to refuse is a crime. dangerous fighters. grounds, or ‘gates to the dead’–sites where it was said the
lines between living and dead are weakened.
Architecture
Hunter-gatherers have structures which must be
moved, and the comparative complexity of these
structures should be based on the size of the beasts of
burden that can be used to move [Link], tents, and
similar structures are common nomadic building types.

19 The Ancient World - Types of Society The Ancient World - Types of Society 20
Proto-Urban Society Leadership Urban City-state Experimental Governments
Because multiple clans commonly come together to City-states are the breeding ground of experimental,
Proto-urban societies like early greek towns and Post- The classical urban city-state is most commonly
form a proto-urban society, clan dynamics must be non-monarch governments. Especially in Greece,
Hallstatt Le Tené military democracies lead to the referenced in regard to greek city-states, but the
controlled to prevent war. Most societies turn to a experimental governments like democracy will appear
centralization of production. In this transitionary stage complete urbanization of communities also took place
shared religion as the dominant caretaker in and expand, enabled by an increasing complexity in class
between agrarian farmer societies and completely urban through the Celtic Oppidium and in many other
accommodating disputes, and religion takes on a more structure and unaware complexity brought upon by
city-states, organizational structure begins to shift. urban communities.
dominant role in society. urban politics and economy.
Here, complete urbanization gives rise to a complete
Community Structure Religious leaders support and advise the king and merchant class and completely centralized production. Commerce
The increased complexity of growing agrarian societies support dynastic transfers of power from one leader to Agrarian communities ring the centralized city-state City-states have permanent marketplaces, often
leads to further social stratification and advancement. It the [Link] may also support and look over clientage and support the urban community, but the urban goods centrally located in city-states about a forum–public
enables larger structures, and in a proto-urban society relationships, especially when disputes form. production allows for advanced cultural, military, gathering place where speeches are given, temples are
either multiple agrarian tribes come together or a single government, and social practices. located, and the heart of the city beats.
tribe grows significantly. In both cases, the formulation Commerce and Specialization
of a fort extends into a proto-urban center, where The centralization of the proto-urban community The city-state will be the cultural center of most early- Permanent stalls and buildings sprout here, a source of
centralized production and good exchange occurs. creates central markets that would be the gathering age games in Sacadia, and was the heart of many early water is always publicly provided, and those
place of villages in the area. Large harvest festivals can iron age communities. homeowners lucky enough to live on the edge of the
Multiple agrarian communities form clans around a now be held that coordinate the surplus good supply of forum or plaza very regularly create tabernae out the
central, dominant fort structure which achieves a multiple villages, and the centralization of production exterior of their domus to provide storefronts they can
“proto-urbanism”. In this township, artisans begin to sell Class Structure
leads to permanent shops that appear within the walls of rent. Further away from the heart of the marketplace,
wares that they create within this early township, and Complete centralization of production withins city-
the growing forts. smaller markets may make up the ground floor of
the first permanent shops appear (in the form of stalls). states leads to fully urban communities, in which fully Insulae, where tenants live on the upper stories before
artisanal goods production begin to develop. The new,
Specialized good production may include intricate making their way to the ground floor to sell their wares.
much larger goods production leads to the merchant or
Class Structure jewelry, dyed pottery, metalworks, masonry, carpentry, ‘middle’ class–social classes that sprout from a mix of
Class structure further expands due to the increased alcohol, baking, or even cheesemaking. The goods that The economic complexity requires coinage if it does not
wealthy clientage and artisan producers to create a
population, but not uniformly. Some cultures maintain crop up in such a community will depend almost yet exist, as well as banks for loans, money exchangers
group of people that are not civilizational elites, but are
the strong clan allegiance to their agrarian city-centers. entirely upon the individual community and associated for travelers, and–due to the increase of disputes
also impactful to the city as a whole and live well.
Here clan loyalty, though subservient to the larger culture. regarding land, goods, and complex trades–lawyers.
whims of the proto-urban society, still remains the Some societies will maintain clientage through this
largest focus of subservience. The appearance of specialized good production and the period with patrons–others may develop a very Professional Militaries
ease of accessing the trade goods of this community complex set of social classes that goes far beyond the Urban city-states and Oppidia have sufficient wealth to
In other societies, a merchant class begins to form, and leads to increased trade with other communities. If traditional three class types. Class structure can be field professional militaries, if only for the summer.
location near or within the proto-urban township begins goods specialization becomes unique enough or significantly more involved in these societies. These militaries still often require that soldiers bring
to become a point of class dynamics, where people take interesting (e.g., Gallic amber), more advanced their own gear, but the increased wealth allows for
pride in their physical location rather than genealogy. cultures may expand trade routes to gain more access to middle and upper classes to field organized infantry and
these goods. cavalry with complete gear-outs.
Clientage When proto-urban societies achieve strong trade with
Clientship is a common practice in this period, whereby In some societies, professional militaries are even
fully urban societies, the ensuing cultural exchange can
wealthy, powerful, and aristocratic classes of people equipped with standard gear and colors (though this
create rapid change within a proto-urban society.
offer clientage to subservient classes. Wealthy and often waits until the empire era).
powerful protect the weaker, smaller class groups in
exchange for goods and early taxation. Both would War and Raiding Complex Religious Rites
agree to this arrangement due to the prominent benefit The increased military prowess of the proto-urban Religious temples blossom in city-states, with
it offers to both organized structures. If clientage failed society as well as the relative newness of complex permanent houses that are given enriched tidings and
to offer benefit to either group, social classes could geopolitics for these cultures often leads to a warlike sacrifices. Religious temples are often very wealthy in
decline clientage through legal rights. raiding tradition. this period, and complex temples form, as well as
complex holidays and religious rituals that the fullness
Additionally, clientage often means exchange of Many proto-urban societies employ early organized of the city-state will attend. As one example of a
hostages and marriages. Arranged marriages often militaries to engage in warfare. Commonly, such religious temple, the Saint-Pierre Fountain is a complex
solidify clientage, while the exchange of young children cultures will raid other civilizations to steal their gold, fountain and religious center for the Celtic people in an
to be raised by foster parents further solidifies the bonds their gods or simply for glory. Aedui Oppidium (near Burgundy, France) known as
of clientage between two communities. Bibracte (left).

21 The Ancient World - Types of Society The Ancient World - Types of Society 22
Iron Age Setting Tabernae in Rome The Hillfort Cultural Centers in Rome
The marketplace of the Roman Empire,Tabernae came Hillforts were a type of earthwork uses as a fortified Though the Forum dominated at least Roman life, there

T he Iron Age is not like the middle ages, and the


fantasy setting of Sacadia is unlikely to have similar
building structures like those players may be used
to. Here, we go into some detail regarding buildings and
in several forms.

General Tabernae
refuge or defended settlement set on the top of a hill or
similarly defensible high ground. They were used in
many Celtic regions of the world as defensible
fortifications, and also matched the style of the Greek
were many other cultural centers where people would
go to travel, enjoy social life or sport, or worship.

areas players are likely to experience in certain cultures. Early Tabernae (though they remained common Bath houses
acropolis. Because hilltops were strongly defensible
throughout the Roman empire) were single-room stalls One such example was the Bath House, where Romans
when compared to surrounding regions, they were
or shops set into the front-facing wall of a Domus. The would go to bathe. Bathhouses were very public spaces,
Homes in Ancient Rome owner of the Domus may use the Tabernae to sell their often seen as an ideal settling location for a capitol or for rather than private, and people would go to these pools
a defensive fortification.
goods and wares, or they might rent out theTabernae to (many of which were heated) in order to bathe and
The Domus others to use. socialize.
Celtic hillforts were lined with earthworks and
The classical ancient architectural style of wealthy defensive walls, as well as external ditches. Acropolises
Roman homes, a Domus was laid out uniquely around Bathhouses had unique architecture and often multiple
Large Tabernae often had stone walls and additional fortifications.
an [Link] atriums, which were much like a baths at varying temperatures.
Tabernae were common bordering a marketplace, or
courtyard with an open ceiling in the center, were along bustling city streets. But due to their popularity,
surrounded with bedrooms, offices, or dining rooms Pincer Gates
some large-scale buildings were constructed specifically Temples
arranged at the exterior of these courtyards. A pincer gate was the most common entrance into a
for Tabernae to be placed. Early concepts of an indoor Temples to the Gods were different from modern
Celtic hillfort. Pincer gates were deeply inset between
mall or marketplace, these large Tabernae had various churches in layout. Roman temples were often open-
In wealthier Domuses, two sets of Atriums may be walls of a fortification so that people who sought to
dozens of stalls and single-room shops that could be facing constructions with an open portico with columns
connected - one that more greatly faces the public and enter the gate had to pass between a long row of wall-
perused, and a large interior marketplace for shopping. in the interior direction into the temple.
another which was more [Link] Domus layout was tops (which could be filled with archers or defenders in
very common to the Mediterranean, where mild the event of siege). Some temples (especially certain Greek-style temples)
winters meant that homes with an open courtyard The Forum would continue in this way with an open interior let out
weren’t too cold. Forums were Roman marketplaces (bordered by
Tabernae and often filled with stalls and stoas for public City Planning to the air, while other temples would have a true
interior closed off to the outside.
sale of goods). But they were also a gathering place,
The Villa where people would go to hear word of news from the Roman Colonial Layout
The rural village home of wealthy Roman elite, villas In ancient Rome, temples could be massive.
empire, and where speeches would be given. Many city-states had precise layout configurations used
were wealthy manors in the countryside on the land for their colonies, but few matched the rigor of Rome.
tended by these Roman elite (or in many cases, their Roman colonies all had a very similar layout. Amphitheaters
servants). The villa was a large home, and like the Ancient Inns A final and well known construction within Roman
Domus it was arranged around a courtyard. In the case Roman colonies were constructed with orthogonal cities was the amphitheater such as the colosseum. The
of a Villa, many different architectural styles were used, The Ryokan grids laid out in a North/South and East/West facing place for spectacle (both sports like gladiatorial combat,
but one such style was arranged around a large central Although technically an artifact of the early middle ages, direction around a central forum next to a church. and also certain plays), amphitheaters were a gathering
garden, with rooms and hallways arranged around the the Ryokan is a unique form of inn where travelers Nearby bath houses would provide access to people, and place for larger events.
garden. could stay which leverages a unique style of furnishing inns were set next to the entry gates to the cities.
and architecture. Often set along roads or in rural areas Colosseums and amphitheaters were set just outside. Most Roman cities had two forms of amphitheaters - the
The Insulae of a home, Ryokan also offer dinner and breakfast to broad, circular style (like the Roman colosseum) and a
Both the name for city blocks in Rome and also for poor weary travelers. long format used for chariot races and horse events.
Aqueducts
tenements, Insulae often had multi-story buildings set Aqueducts were how many civilizations moved water.
into a crowded street. These Insulae, which could be Larger cities had both of these styles, while smaller
The Caravanserai Man-made channels into the earth or set upon bridges,
rented or purchased by impoverished citizens, costed cities may only have the circular style. Most major cities
A roadside inn for travelers to rest along a journey, aqueducts allowed civilizations to move water from a
more money for rooms lower to the [Link] story in ancient Rome had these amphitheaters, though they
Caravanserais were started by the Achemenid empire, place of high elevation to low elevation.
rooms were the most dangerous and often the smallest. may be constructed of stone or wood.
but maintained throughout much of the Silk Roads’
history. Caravanserais could be urban as well, set into Simple aqueducts were cut channels, while other
cities, and commonly were arranged around a central aqueducts may at times require bridges to carry water
open courtyard, with rooms off to the sides. from place to place. One of the most famous of these
was the Roman aqueduct system, which came with a
Often, they were a sign of prosperous roads and safety. complex set of laws governing the prioritization of
More dangerous, less traveled roads did not have them water within a city and how it could be distributed.
as commonly.

23 The Ancient World - Iron Age Setting The Ancient World - Iron Age Setting 24
Unique Practices China Rome

I t is important that your cultures are unique–but it


may be challenging to come up with ideas for how
your culture can be unique, special, or strange. In this
section, a number of true cultural practices or events in
Weiyang Palace and Eunuchs
In Han Dynasty China, the emperor was considered
divine – too divine to be trusted near common [Link]
protect him, he was kept in a forbidden palace, where
Party Fish
A type of mediterranean sea bream called sarpa salpa
induces LSD-like hallucinogenic effects when their head
is consumed. In ancient Rome, these fish were
history are [Link] below cultural practices, all of only close attendants who would not vye for his power sometimes brought to parties, where brave party-goers
which were real, demonstrate how unique and strange could go. These attendants traditionally included would bite the head off a fish and enjoy the high - which
events can and do happen, and can hopefully serve as women and eunuchs, and inhabited the massiveWeiyang often came with the symptoms of food poisoning.
inspiration for your own setting. Palace - the largest palace complex ever constructed.
Contraception
Middle East In this realm, one emperor constructed massive facade In many writings in Ancient Rome, a type of plant called
replicas of city blocks to be entirely ran by his many Sylphium is written [Link] plant, when consumed,
hundreds of loyal concubines, while his advisors quickly
Stealing Gods was a natural contraceptive and prevented women from
began to take various powers from the divine emperor.
Ancient Middle Eastern empires such as the Assyrians, getting pregnant through sexual [Link] plant grew
At the end of the Han Dynasty, a political group of
Babylonians, Hittites, and Elamites had idols wild in Ancient Africa (now Libya), and went extint
eunuchs went to war with loyal generals, destroying the
representing city protector gods within each city. To through regular use - today, the plant is gone from over-
Han Dynasty.
these ancient cultures, the idols not only represented use by the people of Rome.
their god but were that deity, taken form on Earth. In
times of war, cities would steal these idols from one The Lake of Avarice Moray Eel Pools
another. In these civilizations, the concept of idol theft Contemporaneous Shang Dynasty Chinese history tells Opulent Romans often kept fish in large pools. Many of
not only represented a crushing defeat of the victim of an emperor of China named Emperor Zhou Xin them kept moray eels in large pools, though none of
city-state, but also the actual theft of the God that idol whose gluttony was so profound that he created a lake these pools are so infamous as one belonging to a cruel
represented. City-states whose gods had been stolen were of wine and a forest filled with hanging cured meats on man named Vedius Pollio, a Roman citizen who would
symbolically abandoned by their god. an island in the center of the island. Piling into a boat punish his slaves by throwing them into a pool of
with his concubines, the emperor would row across the starving moray eels, who would rip the slave apart as he
lake of wine, plucking cured meats from the forest in the
Punishing Victory watched.
center and enjoying hedonism at its finest.
Ancient Assyria ruled over the middle east with violence
and fear. The ancient Assyrian kingdom not only Records suggest that Pollio greatly enjoyed watching
Although it was widely considered a myth for many
invented crucifixion, but also flayed men alive, and this practice, but Augustus eventually put a stop to the
centuries, the pool was found in archaeological survey
impaling victim armies on stakes along the roads to their practice when he was over for dinner one night and a
in 1999, and is larger than a football field.
kingdom as a warning to others. The effect of this slave broke a crystal glass, before running to Augustus
military tactic was that neighboring civilizations feared and begging for his [Link] emperor in turn demanded
and refused to rise up against Assyria for many years - Eurasian Steppes that every glass in Pollio’s house be broken, and that the
but when it finally looked like Assyria could be defeated, eel pit be filled in.
all of Assyria’s enemies quickly joined together to defeat Head Bandaging
them. An ancient practice many people have heard of is foot Celts
bandaging, whereby women in traditional periods of
Chinese history would tightly bandage their feet when Bog Gifts
young, so that as they grew, their feet would remain In Ancient Gaul, celts would ritualistically sacrifice all
small (like those of a child). manner of goods by throwing them into bogs, where it
is believed these were gifts to their gods.
A much less known practice was head bandaging, by
which the Hunnic Empire and Eurasian Steppe people These goods included swords, pottery, food, bodies,
would tightly bandage their heads as children. As they living sacrifices of people or farm animals, chariots
grew, their heads formed into strange shapes. Though (with horses still alive and attached!), and gilded horns.
the precise cultural practice of it is unknown, it was
considered a powerful intimidation tactic against their
enemies.

25 The Ancient World - Unique Practices The Ancient World - Unique Practices 26
Creating a Culture Neighboring Influence Cultural Questions 5. Religion: What are the religious customs of this
In detail, neighboring influence is a part of the cultural culture? What are their primary Gods? How
In the search to create a unique culture, it can be

C ulture and empire are entwined at the heart of


[Link] you tell stories of conquest, or
of exploration, or of intrigue, you will need
culture to make that tale impactful.
tapestry for a culture that is influenced by their
neighbors, trade partners, or anyone with whom they
share close relations and an intermingling of culture.
difficult to come up with unique fantasy rules for each
culture you create. Here, some priming questions are
asked which can assist you in crafting a new culture.
Simply answer these questions as a questionnaire about
religious is this culture?

[Link] do the temples look like? How do they


reflect the size of the culture and its reverence
To incorporate neighboring influence, choose a number for the divine?
Here, rules for creating a unique ancient-world culture the culture, and it will aid you in filling out the cultural
between 1 and 13 for each neighboring culture
are spilled out in detail. tapestry. B. How are the main Gods of this culture a
representing how much influence that culture has over reflection of the culture’s values, their worries,
this one. Use that number to determine how many items 1. Origin: Where do these people come from? Did and their strengths?
Culture and Group you pull from that culture’s cultural tapestry into this they migrate from elsewhere, or do they inhabit a
one. C. How does this culture make offerings to the
As a basic starting point to creating a culture, you need cradle of civilization? Why did they settle here? Gods? What sorts of festivals are done in honor
to decide who is creating this culture (just you, or you and The amount of influence between neighboring cultures of these Gods?
your players), and you then initialize the cultural [Link] sorts of continuing ties (if any) does this
is listed below.
tapestry. culture have with its origin? [Link]:What are the geographic neighbors of these
Neighboring Influence people? What sorts of distant traders might come
2. Geography:What does the geography of this
Players and Culture Your culture is… Influence here, and why would they come here to trade?
region look like? Is it mountainous, forested, or
GMs don’t have to create non-player cultures alone. Geographic neighbors with them, but the 1-2 islands?
Your players may be a part of the cultural creation geography or isolationist policies restrict influence [Link] sorts of mineral wealth or trade goods can
process of every culture in your setting, and this Geographic neighbors with them, and they are 2-4 be acquired in this geography? (Refer to the
A. How does the geography restrict the way of life
collaboration can be a major part of your game. enemies to your culture Craft Ingredients section of the GMG for lists
of your people? How does it enable or hinder
Geographic neighbors with them, and you share a 5-9 of trade goods this culture might find)
them to find food?
Sometimes, players are less interested in this part of positive relationship with them
[Link] sorts of rare trade goods are highly valued
Sacadia, and in this case you are welcome to build Distant trade partners with them, and only limited 1-2 [Link] sorts of agriculture or animal rearing can here? How do the traded dyes influence the
cultures on your own. trade is exchanged be done with this geography? colors of commonfolk and the wealthy here?
Distant trade partners with them, but they are a 3-6 [Link] sort of natural defenses, and trade
primary trade partner
The Tapestry opportunities, are enabled by the geography? 7. History: What is the history of your people? Are
As written in the Player’s Handbook, the Cultural Only trading with them, or they have a significant 7-9 they refugees, or a colony supported by an empire?
and long-lasting hold on your trade
Tapestry is the de facto way to create a unique culture in 3. People: What are the people like? What are they
Sacadia, and it should be referenced for any culture you A subject or client state of their empire 10-13 adapted for? [Link] other types of government has this
create (both the player culture you and your players civilization had? How did that go?
build together, and any other culture you need to A long-distant off-shoot of this other culture, but 2-5 [Link] types of magical races make up a part of
many centuries have diminished their influence [Link] is the perceived history of these people?
create). Simply adding a couple of elements to each your culture? What types of Curiots, Sylnfolk,
A recent off-shoot of that other culture, subject to 6-9 What sort of myths do they tell? How do those
pillar of the cultural tapestry can usually suffice to create or Fixerfolk exist among your people?
the cultural customs of that previous land myths integrate the neighboring or influencing
a unique culture. B. How do your people live? Are they more cultures nearby?
agrarian, or more nomadic?
GM Note: In�uence with unwritten cultures
Step 1: Bounding a Culture 8. Quirks: What sorts of magical and fantasy
If you are going to use this culture in your games, either You may have your culture neighboring a region where 4. Government: What is the government of this phenomena exist in this culture?
as a background culture or for a specific plot point, it is there will be a culture, but isn’t yet. Don’t worry about culture like? What type of leadership do they rely
important to bound the culture by initializing the incorporating neighboring in�uence with cultures that on? [Link] types of Folk Fae has this culture created?
cultural tapestry around the culture’s intent. Here, you don’t exist. Instead, when you create the next culture, the What types ofWild Fae live nearby, and how
add: neighboring in�uence exerted by this culture will serve to [Link] does that government fear, and how does have they influenced this culture?
cement the cultural ties between both cultures! that lead to policy changes? B. Are there Arcane Fonts near this culture? How
1. Plot Bounds: Is this culture meant to be an [Link] is the complexity of this government? have they influenced the culture?
antagonist? Is it important to the plot that they You can pull neighboring influence into a culture at any How does it prevent corruption (or how is it
value personal honor over family tradition? Make point within the cultural tapestry creation process. It [Link] types of great beasts, undead, or magical
corrupt)?
sure that any cultural influence imposed by their doesn’t have to be part of priming the culture. Just keep creatures have influenced the culture? What
place in the plot is represented in the tapestry in mind that this influence is critical to the culture [Link] sort of representation do the people have sorts of magical passages exist between this
existing in a place in the setting, and for the continuity in this government? How does that influence and other planes, and what has bled through?
2. Neighboring Influence: Who lives around this of these neighboring cultures feeling real! the common mood towards government? Are
culture? Who do they trade with? How does that [Link] ruins exist in this region? Are they 1st or
people angry at the government or love it?
influence their culture? 2nd age ruins? What secrets do they hold?

27 The Ancient World - Creating a Culture The Ancient World - Creating a Culture 28
III. Expanded game Rules

Expanded Game Rules


In this section, a number of expanded game rules are
included that may come into play in certain games.

Rules to include:
◆Working with a party aspect (how to create a
game for different party types)
◆ Creating a biome
◆ Rules for swimming - how it works when you
only have a talent, vs. when you have
swimming skills

Cover the ways the world can expand, including:

1. Trade / Creating and Running a Small Business

2. Gathering information/explorers

3. How to monitor what other civilizations are doing


simply throughout/between games

Expanded
Game Rules
29 Expanded Game Rules 30
Marker Descriptions Military
The Military Power of a civilization is expressed by its
Each Civilization Marker covers an expanse of military score. Military directly corresponds to the
civilizational elements, and may interact with set rules fieldable army size of a civilization as well as
within the game. Descriptions of each marker is given defensive bonuses to that military prowess. In
below. Conquest games, civilizations with larger Military can
field larger armies against one another.
Food
Food is the measure of the total agricultural Military also indirectly measures the military influence
production of a society. When food is low, stability in [Link] military is high, societies become more
will decrease, and civilizations with very high food centered around their military aims, and a high military
production are considered ‘bread baskets’ of the region. may even forcefully transition a society’s government.

Food Production is often capped by the terrain upon GM Note: Military Armament
which a civilization sits, because different lands may Neighboring a society that is rapidly increasing their
enable different amounts of crops. Military score may be a sign of danger in the near term,
as arming a society comes at the cost of Food and Stability.
Population You may use this to your advantage when planning
Population is the measure of how many people live in a Conquest games.
region or civilization. It is a direct measure of the
manpower of a society, and is used as the ‘labor pool’
which constructs the enabling total of Food, Military, religion
Economic, and Cultural generating capability within a Religion is a measure of how religious a society is.
society. Higher religion scores means a society is more fervently
concerned with religious rites and devotions to their
Example: Population for Military faiths. High religion also may mean increased boons
from deities or a greater focus on religious festivals.
When players create more military, they must pull that
Civilization Markers What are the Markers?
military from their total available population, thus
Civilization Markers denote distinct features of a divvying up the responsibilities of their population Economy

C ivilizations do not exist as uniform constructions,


and they are not made equal. Each civilization is
created, grows, and dies, as a mixture of culture
and economy and military power, and these markers of
civilization which impact its interaction with the world
around [Link] are eight Civilization Markers:

I. Food
accordingly. This restricts the civilization’s ability to
expend that same population towards other enterprises.
The Economy of a civilization includes the immediately
fieldable wealth an empire controls, the taxable
wealth it may accrue through taxation policies against
its own people, and the amount of wealth brought into
culture may alter across time, as well as influence the Stability a society through trade.
culture around them. II. Population Stability is the measure of how resilient a society is to
In this section, the markers of civilization are outlined - III. Stability change, and how close a society is to collapse. Stability Economy indirectly influences many other Civilization
where they come from, how they evolve, and what they is often easily managed in early Sacadia empires, but Markers, including Culture, Stability, and Military (after
IV. Culture
mean for both your players’ civilization, and the falters as complexity increases, or when war blooms. all, it costs a lot of money to field a military venture).
civilizations around them. V. Military Low stability leads to uprisings - while high stability may
lead to cultural boons.
VI. Religion Complexity
GM Note: Civilization Markers in the Game Complexity is the measure of how sprawling an empire
VII. Economy
These Civilization Markers do not change on a small Culture has become. It is affected by the scale of an empire as
timescale, and you will only need to follow the rules for VIII. Complexity Culture is the measure of the cultural influence on a well as the geographic sprawl, as well as impacted by the
changing them once between each campaign you play. society. High culture means that a society will appear policy choices of a government and indirectly by
From there, it should be a straight shot to empire! GM Note: Scale of Markers attractive to its neighbors, leading to narrative benefits, elements such as culture, religion, or economy.
and often leading to opportunities for growth in the
Individual towns and cities have Civilization Markers,
Each of these markers governs rules on how a culture cultural tapestry. As complexity grows, player influence over the cultural
which sum to form provincial Civilization Marker totals
may evolve and adapt - and they tie into every aspect of tapestry decreases, until finally an empire reaches a
in a larger province. A full empire may directly sum the
a game of Sacadia, from the way cultural tapestries may As civilizations influence their neighbors, narrative and ‘decline’ period, where the cultural tapestry cannot be
provincial civilization markers to accumulate its total.
develop, to the way town building may be performed. mechanical boons are granted to a society. Increasing directly changed through narrative play. At this point,
The exception to this is Complexity, which scales culture can therefore grant asymmetric boons Intrigue games become enabled - and players can begin
nonlinearly when summed across regions of a society depending upon a culture’s neighbors. tearing down the complex empire they have built.
(depicting the challenge of ruling a sprawling empire).

31 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 32
Measuring Civilization Population GM Note: Intrigue and Stability Religion
Population measures the populace of an empire in units Religion measures how religious a society is, from
markers During Intrigue games, Stability is a limiter in player
of ten thousand. Population is typically tied to Food 0-100. A corresponding society of 0 religion is
actions that allows them to interfere with society for their
Production (each produced Food leads to another unit punitively atheist, while a religion score of 100 is
Civilization Markers are not equivalent in meaning and personal glory, and they must keep careful eye on it.
of Population), with some stipulations: zealous in its religious fervor.
depiction. Many Civilization Markers can be further
broken into categories. This section highlights how to I. Exponential Growth: Every hundred years, a Religion is one score - but GMs should be sure to track
measure each marker and determine what they mean. Culture
population approximately doubles if the cap will the percentage of each religion in a society. If religious
Culture is a measure of the cultural influence the society
allow it. If Food Production lurches ahead of this fervor is high, but there are two primary religions in a
has. It is predominantly impacted by the Cultural
Measuring Food proportionate growth, there is a lag as Population society, Religious Schism Crisis Events will begin.
Tapestry, and is impacted by Complexity and Economy
Food is a measure of the arable land and fishing that can catches [Link] is called a Harvest Boon (specifically Trade).There are two elements to Culture:
be worked, and is being worked, in a civilization. It is II. Famine: If Food Production decreases below the Economy
measured by three numbers: Population, the society must resolve this concern I. Culture: The raw cultural influence within a society. Economy is a measure of the wealth of a society and the
or Population will decrease to meet the new cap Culture is capped by Complexity, as more complex capability of that society. Like Culture, it is capped by
I. Arable Cap: The total number of possible food societies can support more complex cultures and the Complexity of a society, as greater economies
production in a civilization [Link]: Population can be directly used to increase influences demand more complex civilizations. Economy is
military power by tasking the Population towards
II. Production: The proportion of arable land and measured in three parts:
this work. If that population then loses in battle, II. Influence: The influence a civilization’s culture has
fishing that is being actively worked in a civilization the overall population will reduce. on its neighboring cultures. Influence is capped by I. Fieldable Wealth: The economic stores a
III. Stores: Food stores prepared by a society in Trade, and leads to narrative events with civilization has to act with at a moment’s notice.
advance of reduction of Food Production neighboring civilizations This is comparative to the wealth hordes of an
Tasking Population empire, and is useful when direct expenses (e.g.,
As empires grow, they commonly work to fill the Arable Population must be tasked. By default, Population will paying mercenaries) are necessary
Cap, because food production directly impacts the work Food Production, but only 75% of a civilization Military
amount of population that may be possessed, which in must work Food Production to meet food Production Military is a measure of the offensive and defensive [Link] Wealth: The economic capability of an
turn may be used for powerful in-game potential (such [Link] other 25% may be tasked to other aims in a power of a civilization. Military is measured by three [Link], taxable wealth makes up the
as military). It is a good idea to focus on increasing [Link] include the following: numbers: overwhelming majority of wealth in an economy.
Production early towards filling the Arable Cap. Players may increase taxable wealth with taxation
I. Production: Farming or Fishing jobs that meet I. Army: The fieldable army size of a civilization, policies, which typically reduce stability
Several narrative elements may diminish either the Food Production requirements or fill Stores including the number of foot-soldiers. Army size [Link]: The trade power of an empire with its
Arable Cap or Production: must be pulled from Population, and Economy and
II. Military: Military jobs that enable war efforts. [Link] power allows civilizations to
is directly dependent upon Population tasked to it
Higher tasking in Military means a larger army! expend Influence to create wealth - or expend
I. Famine: Famine Crisis Events can directly reduce Maintained military expenditures may be created II. Navy: The fieldable navy of a [Link] must wealth for other boons, to the limit of trade power.
food [Link] in turn will lead to a through Professional Armies, which restricts player also be tasked by Population and Economy, but also
corresponding decrease in population (such that ability to re-task military to other pursuits requires Specialization jobs to create ships.
overall Population continued to meet the new Complexity
Production limit) unless the Famine is resolved by III. Specializations: Specializations include III. Defenses: The defensive fortifications of a The Complexity of a civilization is a single number
the society economic, religious, government, and cultural civilization, including walls, roads, and natural showing how complex a society is. It naturally increases
jobs. As complexity increases, players must apply fortifications (such as mountain ranges). Defense
II. Natural Disasters: Natural disaster Crisis Events when civilizations grow (e.g., when an empire
Population to specialist roles. Economic supports civilizations only when invaded.
directly impact the Arable Cap of a region forever. incorporates new provinces or territories), especially
opportunities also allow specialist roles to form. when those territories are overseas (it is more
Use of Military complicated to manage territories that are harder to get
Stores of Food Military typically works its way into games through to). Complexity is also affected by decisions made in the
Stability
Stores are created when more than 75% of the Conquest campaigns, whereby the �elded Army and Navy Cultural Tapestry such as taxation policies or
Stability is a single unit of measure from 0-100 - a
Population works on Food Production. Stores do not sizes correspond to the total military sizes of each governmental policies.
percentile measure of how stable a society is.
last - they are held only across the course of a single civilization in a Conquest game.
[Link] are important only for war or famine - When Complexity increases, it often demands that
By default, Stability starts at 65, and can increase with
such as to last through sieges. Defense typically comes into play during sieges, or when civilizations begin tasking Population to government
appropriate social changes and policies, or decrease in civilizations are invaded (from either side) by way of Specializations, at the expense of other possible roles.
reaction to crisis or [Link] Stability reaches
Most civilizations will have good food stores in early providing boosts to the army modi�er of the defending When Complexity grows too much, players lose the
certain thresholds, events naturally occur in the plot of
games, as there aren’t many ways to task population [Link], such boosts correspond 1:1 from ability to influence the cultural tapestry until the empire
a society.
outside farming. As complexity grows, food stores Defense to an Army Modi�er boost. slides into Decline - at which players may begin Intrigue
become harder to maintain. campaigns.

33 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 34
Rules of Civilization Food in settlement Economic Boon Table
Some regions are more arable than others. Natural
Markers regions have a maximum cap to their overall food Natural Resource
Hardwood
Economy Benefit
1
production which determines the total amount of food
Silica 2

C ivilization Markers adjust through many areas of


play. However they are adjusted, Civilization
Markers have effects on the narrative story of each
game in Sacadia, and can additionally affect the Cultural
that can be produced, and in turn, the total population
that can be supported without decreasing stability.
When players settle in a natural region, the maximum
Food Cap should be displayed for their awareness.
Clay
Granite
Marble
2
2
2
Tapestry. Finally, these Civilization Markers have an Iron 2
impact to story, and control the transition from Rise to Additionally, some regions have more accessible Tin 3
Fall for an Empire. foodcrops than others. Certain regions come with an Copper 3
immediate supply of food, which is granted to players Asbestos 3
when they settle there in the form of Farms (see the Cinnabar 3
How are Markers Changed? Town Building rules section of this book). Gemstones 4
There are ? Ways through which Civilization Markers Silver 4
change: Gold 5
Military in Settlement
Some regions are naturally defensible, and come with
I. Settlement: When players initially settle a region, Other Settlement Effects
defensive bonuses. Defense is measured specifically
that region comes with natural markers that By default, there are not Cultural Markers available
from 1-10, where 10 insists that the empire is critically
provide immediate boons to Civilization Markers - during the Settlement period within a region. Some
defendable (such as an island fortress, or a mountain
in some form or another regions may have unique significance as a result of the
bowl with only one way in or out). The below table cultural tapestry or narrative reasons, however, and if a
II. Growth: All civilizations naturally grow and provides some Defense examples. region of settlement does have such benefits, they
change. Between each campaign, the GM should should be listed.
make a series of rolls for all civilizations in an area Surveilling Table
to determine the growth or decline of their
Defensive Terrain Defense Benefit Example: Religious Site
Civilization Markers
Uphill from Surrounding Region 1 Players are looking to settle in a region with a large
[Link]:When players change the Cultural River through Region 1 Stonehenge-like structure, and their cultural tapestry
Tapestry, such as when they change a governmental Natural Walls Ring Part of the Region 1-2 determines that they have strong religious reverence for
policy or use the tapestry to increase religious Protected Part of theYear due to Weather 2 man-made stone structures such as these. The GM
superstitions, they can cause changes to Surrounded by Marshlands 2-3 determines that this site, which existed long before
Civilization Markers
Surrounded by Water 3-4 recorded history, should hold religious signi�cance to the
IV. Conquest: In Conquest games, players vie with Natural Walls Provide only 1-2 Ingresses 4-5 players’ culture, and he provides a Religious Boon of +3
civilizations to take control of their land and cities. for settling in the region.
Whenever this occurs, it causes a change to GM Note: Conquest of Defended Regions
Civilization Markers, as determined by the wealth
and prowess of the civilization defeated When determining the bene�ts of settlement in well
defended regions, note that for every 3 points of Defense
V. Intrigue: In Intrigue games, players actively in the region, give -1 to the Objective Army Modi�er of
expense Civilization Markers to enact changes for an invading force.
their personal gain, to the detriment of civilization.
By so doing, Intrigue games diminish a society -
but bring glory to the individuals who wield it. Economy in Settlement
Players may not know the economy of a region before
they settle there, as the Economy provided by settling in
Regional Settlement a region is determined by the raw natural resources in
When players settle a natural region, that region has the area. However, you should still know the Economy
certain qualities and traits that influence their starting benefits from the region. For each natural resource that
Civilization Markers. Not all Civilization Markers are may be found and pulled from the ground in a region,
affected by a natural region. increase Economy of the region by 1-5 (depending upon
the size of the natural resource supply, and the value of
that supply). Depleting natural resource from a region
should deplete its economic benefit.

35 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 36
Monarchy II. Absolute Monarchy: In an Absolute Monarchy,
the ruler has absolute power (i.e., a form of
A Monarchy is a form of government characterized by a despotism). An Absolute Monarch has complete
single ruler (a monarch) ostensibly leading as head of control in how power is transitioned (e.g., they
state. Typically monarchs are still governed by specific need not transfer power according to a hereditary
laws of their civilization - but ensuring consquences for law).Typically, right to rule is more complex to
them breaking those laws can by difficult in some express in this system than in a Hereditary
societies. Monarchy
III. Parliamentary Monarchy: In a Parliamentary
Characteristics of Monarchy Monarchy, the Monarch does not rule alone, but
There are several main characteristics of monarchy, rules alongside a ruling class that forms a
given below: parliament or senate. In most versions of this
complex ruling system, the Monarch is bound by
I. Lifelong Rule: Monarchs rule until abdication or the advice of the Parliament but they are sworn to
death. It is possible that they are forced out of rule support the [Link] split of power between
through conflict. both groups will depend upon the individual
[Link] of Power: The transfer of power in a system. Sometimes, the Monarch is elected by the
monarchy depends upon a line of succession and Parliament.
transfer of [Link] it, there is a succession
crisis. In some monarchies, these crises are Example: Parliamentary Monarchy
common Parliamentary Monarchs were exceedingly rare in
III. Symbolism: The Monarch embodies the identity antiquity, but the Hittite Panku forms one example of
of their nation or empire, and must represent it in their use. Often, the Panku may be a solely judicial ruling
many [Link] reflect - and alter - the cultural party, or exist speci�cally to reign in the monarch.
identity of their people Con�ict in this sytem arises when one of these parties
attempts to increase their respective control.
IV. Right to Rule: Monarchs must have some form of
Government Forms of Government a right to rule, or justification for why they should For example, in a Roman Dictatorial system, the Senate
be the ruler. In most civilizations, they are
The major forms of government that will be relevant in elected a monarch (the Dictator) who was meant to return

E very civilization will have a unique form of


government. The impact of that government will
reverberate throughout the inherent culture of the
game, and impact future campaigns. In this section,
Sacadia are the following:

I. Aristocracy: Government led by a ruling class,


such as wealthy citizens (Oligarchy), land owners
ordained through divine right
V. Regents: Monarchs are sometimes unable to lead,
in which case they are assigned a regent. Regents
lead in the stead of a ruling monarch until such
power after a period of time. During their rule, this
government is a form of Parliamentary Monarchy, but
through con�ict, Julius Caesar (and later Augustus)
converted this government into an Absolute Monarchy.
some plausible governments are extrapolated and their (Timocracy), or a ruling caste. time as the monarch is able to lead. Monarchs are
impact to the game is discussed. usually assigned by the most important societal
II. Client State: Government led by an external group (e.g., a senate or noble caste) Shadow Leaders
culture or organization, with limited power given
Government and Tapestry to local governance Monarchs may also be a figurehead of another power.
Regents (even family) often fight to retain power or
Players typically have a large role to play in decisions III. Democracy: Government led by the people (or, Types of Monarchy manipulate a ruler when passing power onto that ruler,
regarding the form of their culture’s government, but most commonly, a demographic of citizenry), who There are several common forms of Monarchy. and in some cases a ruler is tied to the whims and
once that government is formed it acts on its own. It have direct say in local and federal decisions decisions of a more powerful (or influential) ruling class.
may support or interfere with players in its own way. I. Hereditary Monarchy: In a Hereditary This can lead to interesting conflicts, such as the ruler
IV. Federation: Government led through a pact, Monarchy, a ruler does not have a choice in how trying to take their power back as these other parties vie
Government is broadly influenced by (and influences) whereby regional leaders agree to a single their power is passed on because the right to rule is for power, or the interests of manipulative power
the cultural tapestry. Depending upon prior decisions representative controlling certain decisions for the passed according to a specific cultural custom driving the ruler’s decision-making for the interest of
on the cultural tapestry, it is possible that the betterment of the larger group (typically that the divine right to rule passes to someone else.
Government will begin to add things to the cultural V. Monarchy: Government led by a single individual, their eldest son). Hereditary Monarchs are
tapestry itself. who may come to this role through various means therefore strongly tied to their family, and the royal Competing Rule
family is considered to be of great importance to
VI. Republic: Government formed by representatives If a monarch shares power with a parliament or a shadow
overall health of society
from specific classes of people, who are elected and ruler controls certain decisions behind the scenes, you may
serve to better the people consider developing multiple (competing) forms of
[Link] competition forms a compelling plot.

37 Expanding the World - Government Expanding the World - Government 38


Monarchy in Game Monarch Personality Monarchy and Markers Measuring Impact
The role of a Monarch depends strongly upon their Across their lifetime, a monarch will implement policies
Roll Monarch Personality Monarchs will directly add to the cultural tapestry
individual character, but also on their upbringing. A to the betterment or detriment of their [Link] are
1 Cruel, Sadistic across their [Link] this happens between games
monarch may have a series of traits, and you may roll on welcome to have monarchs interact with the cultural
2 Hedonistic, Self-Serving, Decadent according to rolled interactions, or is a critical element
the table below to randomly determine those traits. tapestry as often as you like - the table below gives some
3 Selfish, Narcisistic of plot within a game - monarchs will change the examples for how monarchs may interact with the
4 Aloof cultural make-up of a society. cultural tapestry determined by their interest (or
Rolling Modifier 5 Unintelligent shadow leaders’ interest) in creating policies.
When you roll on these tables below, you will apply a 6 Suspicious and Untrusting The impact of a Monarch is determined by their
modifier to your roll depending upon that Monarch’s 7 Innocent and Too-Trusting personality, their lifespan, the civilization markers of the Monarch Impact
upbringing or selection criteria that determined that 8 Conservative society in which they live, and some random rolls!
they should be fit to lead. Depending upon how well Monarch Ruling Style Number of Cultural
9 Liberal Tapestry Changes per
that leader was selected, feel free to apply a modifier 10 Trusting How long do Rulers Live? Decade
between -3 and +2 to your roll, representing the benefit 11 Balanced A Monarch’s reign is determined predominantly by Incapable of Leadership 1/3 decades
or detriment of a selection criteria. 12 Loyal their lifespan along with the stability of a society. The Cruel and Selfish 1/decade
13 Ascetic and Stoic more stable a society is, the less likely it is that an
Ruling Style 14 Proud
Unpredictable Roll 1D6/3
assassination or coup will occur, while all races have a Self-Serving 1/decade
Roll Monarch Ruling Style 15 Magnanimous bounded lifespan. Ignores Rulership 1/3 decades
1 Incapable of Leadership 16 Ambitious
Noble-Focused, Decadent 1/decade
2 Cruel and Selfish 17 Charismatic and Energetic To determine the life of a ruler (if their whole lifespan Cowardly, Leans on Advisors Depends upon advisors
3 Unpredictable 18 Intelligent occurs between games), first find the maximum lifespan Untrusting, Ignores Advisors 1/decade
4 Self-Serving 19 Meticulous, Dutiful of their race (if it exists), then roll 3DX (where X is the Untrusting, Plays Advisors 1/decade
5 Ignores Rulership 20 Wise, Philosophical maximum lifespan). Take the highest roll - this Too trusting, gives power to advisors Depends upon advisors
6 Noble-Focused, Decadent determines their natural maximum lifespan. Authoritarian, against dissent 1/decade
7 Cowardly, Leans on Advisors
8 Untrusting, Ignores Advisors Personal Interests Ascetic, Slow to Act 1/2 decades
Each decade that a monarch is in charge, roll 1D100. If Reserved, makes few changes 1/3 decades
9 Untrusting, Plays Advisors Roll Monarch Personal Interests that number is above the Stability Civilization Marker of Progressive, approves of dissent 1/decade
10 Too trusting, gives power to advisors 1 Debauchery (Drinking, Sex, Hedonism) your civilization, someone will attempt to kill, Energetic, Appearance-Focused 1/decade
11 Authoritarian, against dissent 2 Ostentatious Displays ofWealth overthrow, assassinate, or coup them. Most commonly, Nationalistic and Stately 1/decade
12 Ascetic, Slow to Act 3 Presentation, Style, Fashions a monarch will die after two [Link] may adjust Fair to all groups 1/decade
13 Reserved, makes few changes 4 Festivals,Theater, Music this number according to other elements of the cultural Balanced, Philosophical, Stoic 1/decade
14 Progressive, approves of dissent 5 Sports, Games tapestry (e.g., cultural tapestry elements specifically People’s Leader 1/decade
15 Energetic, Appearance-Focused Collections (Rare animals, objects, etc.) create a highly loyal honor guard to the emperor). Ambitious, LargeVision 2/decade
16 Nationalistic and Stately 6 Superstitions, Folklore
17 Fair to all groups 7 Astrology, Divinations Example:The Immortal Emperor Tyranny vs. Monarchy
18 Balanced, Philosophical, Stoic 8 Nobility and Noble Institutions
19 People’s Leader 9 The Royal Family The so-called Immortal Emperor, Hau Feng, is an The power structure of a Monarchy controls a lot about
20 Ambitious, LargeVision 10 Honor and Deeds unmarried courter who is therefore immortal. He leads an how a monarch will act during their [Link], who
11 Travel, Cultures inherently stable society with a Stability of 90, and he answer to no one, will more directly interact with the
12 History, Reading,Writing inhabits the Emperor’s City - a stronghold fortress cultural tapestry than a parliamentary monarch who
Statecraft 13 Military Prowess wherein only he and his loyal attendees (all trained in must answer to a senate or other [Link] changing
Roll Statecraft Interests and Disinterests 14 Agriculture, Gardening military combat) live. He therefore has a particularly how often they change the tapestry to account for this.
1 Art, Fashion, Food, Sports,Theater, Festivals 15 Religions and Divinity high Monarch Defense of 4, and can survive 3 attempts
2 Economy and Wealth 16 Meditation on his life. In each decade of his life, we roll to determine
3 Agrarian Reform 17 Bureaucracy, Law whether or not an attempt is made on him, revealing the Monarchy Between games
4 External Trade Relations 18 Imperial Growth and Health following results: Between games, determine how many policies a
5 External Diplomatic Relations 19 Personal Education and Growth monarch will get and apply them as you see fit. A
6 Family Structure 20 Philosophy • 73, 84, 96, 42, 3, 12, 11, 12, 60, 19, 99, 84, 7, 18, 100, 62, 78, monarch’s interests, personality, statecraft, and ruling
7 Traditional Institutions 45, 24, 81, 62, 20, 94 style will all play into how they interact with the
8 Infrastructure Developments (Civil) tapestry - they do not need to only interact with the
9 Infrastructure Developments (Military) Decades in which someone attempts to kill the Immortal tapestry through the Government pillar.
10 Religious Institutions (Traditional) emperor are in bold. Hau Feng therefore dies after 230
11 Religious Institutions (Cult, Atypical) years of rule - making him one of the longest reigning
12 War and Military monarchs in the region.

39 Expanding the World - Government Expanding the World - Government 40


Monarchy in Game Civilization Markers
Monarchies will also change the policy in the lead up to Like all cultural tapestry interactions, a Monarch’s
plots, as well as in plots. If you decide that a Monarch adjustments will change civilization markers. Be careful
should be tied into a game plots (as either an antagonist in how these markers may adjust in response to the
or protagonist) consider the type of ruler they are and cultural tapestry changes made through these impacts.A
the type of interactions they may have with the cultural Monarch may make changes that directly alter their
tapestry. Introduce these changes at the start of a lifespan - e.g., by changing stability - or may create
campaign by adding these changes to the Cultural changes that alter their fame or the love of the common
Tapestry, and be sure to tell your players that the people.
Monarch added these pieces to the cultural tapestry.

Optional: Love of the Monarch


Interactions with Tapestry As an optional rule, you may create a civilization marker
Monarchs may interact with the cultural tapestry in for Monarchy that tracks the love of the Monarch and his
many ways. Below is a table of some examples you may decisions as a percentage between [Link] would be
pull on for these interactions. Keep in mind the type of based initially on Stability, but direclty altered by a
ruler you are dealing with and what they may care about Monarch’s policy, personality, and cultural tapestry
when you determine how they interact with the interactions. If you do this, replace Stability with
tapestry. Monarch Love when determining their lifespan.

Monarchy and Tapestry Interactions


Tapestry Pillar Monarch Tapestry Addition Tapestry Pillar Monarch Tapestry Addition
Art and Music Monarch commissions are personal Games and Leisure Monarch expands prize for a well-
monument to their glory known competition
Art and Music A play is released which glorifies the Games and Leisure Monarch wins competition,
monarchy, increasing their standing increasing personal fame
Architecture Monarch commissions a vast addition to a Government Monarch creates infrastructure,
royal institution altering region
Architecture Monarch’s interest in regional culture brings Government Monarch changes tax structure to
traditional architectural changes to buildings favor one demographic
Customs and Language Monarch decrees a formal language of the Government Monarch removes old law,
culture, affecting trade replacing it with something new
Customs and Language Monarch ignores or alters naming ceremony Government Monarch alters political structure
for child, altering custom for naming to solidify their power
Economy and Trade Monarch’s interest in foreign culture Religion Monarch claims key priesthood in
increases/alters trade routes atypical fashion
Economy and Trade Monarch changes minted coins, altering the Religion Monarch invests in religious
value of economic goods institution at expense of others
Family Structure Monarch is emulated as idolized patron/ Societal Structure Monarch’s strong association with
matron - family structure responds in kind specific caste solidifies castes
Family Structure Monarch’s disregard for familial structure Societal Structure Monarch takes commoner wife,
loosens importance of family bonds altering societal institutions
Folklore and Superstitions about the Monarch are fed by Values Monarch’s fame makes others
Superstition the royal family - creating royal lore value emulation of the monarch
Folklore and The Monarch ties themselves to an ancient Values Monarch’s liberal/conservative
Superstition family line, establishing long lineage beliefs create value law
Food Monarch’s interest in luxury goods brings in War Monarch invades other region for
new types of cuisine fame or glory
Food Monarch changes festival food to a new, War Monarch alters personal guard of
strange dish - cementing a weird tradition themselves, for better or worse

41 Expanding the World - Government Expanding the World - Government 42


Town Building AspeCt Tree

Lifestyles Urbanists
You are focused on production, and are accomplished at
Before beginning Town Building, players may take on a urban trades that can help you achieve that goal.
Lifestyle. A Lifestyle is a high-level modifier players
receive to all town-building in exchange for boons and When you take the Surveil action, your GM makes three
banes that affect all rolls they make. Players are not Surveil rolls instead of [Link] may not take the Hunter-
required to take a custom, but doing so can create a lilt Gatherer action. In addition, whenever you find raw
in their culture that pushes them in a certain direction goods using the Surveil action, you must build the
of [Link] are six customs: follow-on building constructions associated with raw
minerals you find.
I. Sustainable Farmers
II. Seafarers Tradesmen
III. Urbanists You are accomplished traders and get along well with
your neighbors.
[Link]
V. Isolationists Once per epoch when you make a trade roll, you may
re-roll that trade roll and take the second roll made. At
VI. Nomads the start of every epoch, roll 1d4 and subtract it from
available supply. This supply is reduced as a tax from a
Each are described in the following sections. neighboring nation-state.
GM Note: First Time Town Building
Isolationists
Lifestyles are not required to play through Townbuilding. You are defensively focused and do not wish to trade
If you don’t have a strong sense of cultural identity with your neighbors. Instead, you seek an isolationist
pushing you towards a particular lifestyle, you are lifestyle away from the influence of others.
encouraged to play through the Townbuilding exercise
without a lifestyle in your �rst game! Increase your Defense by 5 when you take [Link]
Town Building Should we Take this Aspect?
cannot take the Trade action, and your Trade cannot
Town building takes place outside the regular game increase above 0.

I n the early games of Sacadia, players may take a direct


hand in driving the expansion of their town and the
driving culture [Link] do so, players will engage
in town-building.
[Link] group may do town building as special
sessions between campaigns, or across several weeks.

This aspect is only useful for small [Link] group


Sustainable Farmers
Sustainable Farmers focus on crop-based agricultural
customs, and are particularly astute at getting the best
out of their farming, especially in regions where fewer
Nomads
You are nomadic hunter-gatherers, never staying in a
farms can be placed. single place but following the flow of nature.
Town building can take place either between early should only take this aspect between the settlement
Sacadia games (throughout Settlement and Foundation game and conquest games within the Foundation era. When you construct a farm, gain +4 to Supply instead Instead of taking the Hunter-Gatherer ability 3 times
epochs) or throughout games, woven between narrative Once your culture exists within a proper city, you of +3 to Supply. total, you may take it 3 times per epoch. Additionally,
arcs during long rests. However you choose to employ should move to the city expansion aspect. you may take Farm (Riders) once per epoch.
town building, below are the rules for creating towns. You may not take the Hunter-Gatherer ability ever. Additionally, increase the defensive benefits of Military
GM’s Role Additionally, you are more dependent upon agriculture. Riders, Military Ships, and Guard Stations by +2 to
Our Town In town building, a GM takes on a role within the town Reduce your Defense by 4 immediately (if your Defense Defense.
is negative, treat it as 0 until it becomes positive).
Town building is an optional exercise for GMs and, for just like any other player in the group. Certain elements You may not take any of the following: Farms (Crops),
the most part, takes place outside of the typical TTRPG of town building may have a heavy GM hand or a light Boathouses, Insulation, Roads, Walls, Banks, or
game loop. In performing the town building exercises, [Link] may assign roles or let players choose them, Seafarers Government Surveillors. Reduce your Complexity by 4
players (and the GM) will take on ‘roles’ within the and you determine the events that occur after buildings Seafarers focus on pulling in sustenance from the sea, immediately when you take this (if your Complexity is
town that help guide its development. have been selected. giving them boons to both military and supply from a negative, treat it as 0 until it becomes positive).
focused naval expansion.
The goal of town building is to help players feel a sense Limitations to Purchases GM Note: the Nomadic Lifestyle
of identity with their town. By the time it ends, players Increase the amount of boats you may build per epoch
Unlike other aspect trees, some buildings have a cost
should care strongly about their town and its culture–it by 2. In addition, increase the defensive boon of Military The Nomadic lifestyle is more dif�cult than other lifestyles
limit defined as: [1|4e]. Here, the e denotes ‘per
should be their town. Ships from +4 to +7. Decrease the number of Farms in a growing, agriculturally complex world. Choosing this
epoch’, limiting the amount of this building players may (Crops) you may make per epoch from 4e to 2e, and the lifestyle will open some doors and close others!
purchase per epoch of town building. number of Farms (Animals) from 2e to 1e.

43 Expanding the World - Town Building Expanding the World - Town Building 44
Rules of Town Settlement Roles The Use of Roles
The first epoch of town building is settlement, wherein Each role will seek to grow a particular part of the city,
Although players take on the role of heroic adventurers
Building players select their first buildings, explore the natural in most of Sacadia, they take on roles of prominent but their power is up to the form of government. In a
area around them, and learn a little about the world. direct democracy, you may give each role a portion of
townspeople in the town building exercise. These

T own building is split into three epochs. In each


epoch, players and the GM will determine roles,
select buildings to add to their town, and then
respond to events of various kinds.A GM may choose to
This is where GMs should introduce the mystery of the
region with the town, and allow players to feel out the
culture of the town.
prominent townspeople help drive the way the town
grows, and will be the ‘movers and shakers’ of your
small town growing to prominence.
supply to spend as they wish. In a monarchy, you may
have each individual advise the ruler, who ultimately
makes the final say. Regardless of the government, each
role should actively work towards their aims in the
replace these events, which occur as small roleplay growth of the town.
Foundation You should also take on one of these [Link] a player of
scenarios, with an entire campaign taking place in this The second epoch of town building is foundation, where the game, you should also have a say in how your town
epoch of the town’s existence. Each player should have time to talk about decisions, and
players begin to produce specialized buildings and grows to prosperity. be able to work together to create a shared goal or
After players have responded to all events within a expand trade. Here, players can select more advanced outcome for the game.
certain epoch, they will begin the next one (either in the buildings with prerequisites of prior buildings. Roles in and out of the Game
same roles or different roles, depending upon the GM’s Additionally, small events may take place throughout the If you choose to make the town building exercise a part of Scheming Players
story arc). foundation process as certain myths and legends are a game, you can either request that player characters
explored in the region. Players will quickly �nd that they are more powerful when
naturally �ll these roles, or you can have players take on they work together to make decisions, and you will likely
Epochs of Town Building the role of two characters: one the intrepid adventurer of see factions form very quickly within your [Link] heed
Expansion their choosing, and the other a prominent townsperson
The town building system for Sacadia carries a town of these – they will form excellent factions in your games,
The third and final epoch of town building is expansion. (this character will not have profession levels).
from its initial construction to becoming a city, whose too!
In the expansion chapter of town building, players will
population numbers at least a thousand. It is therefore create sufficient complexity in their town to formulate
ideal for small town games. The town building process districts, with unique cultures and ways of life disparate Types of roles
takes place over a number of years in the game. Each Role Secrets
from the remainder of the [Link] process ends the There are several types of roles that may be apparent in
epoch of town building can be seen as 1-2 generations of Sometimes, roles have ulterior motives. When players
town building exercise—after the expansion activity is your game. Ultimately, which roles are present will
people making their way in the world—players should receive roles, you may find it useful to your story to
completed, player characters will exist within a city depend upon the nature of your civilization.
therefore not play the same characters through each create a role secret for one of your players.
rather than town—and town building will give way to
town building epoch. conquest games. Priest: The goal of the priest is to encourage the Envelopes at the Table
growth of religious adherence within the town.
A campaign may take place in each epoch of town If you play at one table, it is often fun to put roles, role
building, allowing players to fully experience the Merchant: The goal of the merchant is to information, and secrets in envelopes to hand to your
culture they have produced through the town building encourage trade between other cultures. players. Players can then open information regarding
exercise. responsive events as they come up!
Farmer: The goal of the farmer is to protect
Flow of Town building agricultural aims. Role secrets are very commonly associated with
responsive events, through which a story is told through
Soldier: The goal of the soldier is to protect the the town building exercise. These role secrets can also
Determine Roles Building Selection Events Occur people from both internal and external threats. be used to build up a mystery that will form the plot of
a campaign you run.
• The group determines roles, or are • Tally up available supply for this era • Events occur chronologically–the GM
Artist: The goal of the artist is to encourage culture.
handed roles by the GM. Players may • According to the culture’s government determines the �ow of these events
Sometimes, responsive events are directly related to a
take on the same role across all epochs system, buildings are selected by the over time
Ruler: The goal of a ruler will be dependent role secret. If this is to be the case, the role secret may
•The group must agree on how each role group • If districting can occur, districting
entirely upon their own whims. Rulers often have a have a note on it, informing them what really happened
assists in determining town choices • Placement of the buildings is decided happens at the end of the event cycle
veto vote or break ties in decisions. when a mysterious responsive note occurs. One
(based on their town’s government by the group. Building purchases
example of this in play is given below.
structure) occur simultaneously or Variant Roles
• If the GM has created role secrets,those • Generative events occur immediately
are given to roles with secrets after building purchases are Player Campaign There may be several variants of these roles. For example,
completed in a �shing village, you may have a �sherman instead of
• Player campaign can take the place of
a farmer. In a wealthy society, class divide may create
events–in this case, events make up
nobility.
part of a player campaign
• If districting can occur, districting
happens after the campaign

45 Expanding the World - Town Building Expanding the World - Town Building 46
Gathering Supply As players build their town by selecting how to spend Placing Buildings
Ex.A Noble Curse Towns naturally settle with a starter supply, and create Supply, other events will naturally occur, such as In the initial settlement epoch, players will pick a
This role secret is given to whoever plays the nobility. necessary capability to grow that supply. religious boons, new trade opportunities, or automatic geographic region for their culture to settle off the map.
development of the town through the creation of As the GM, you should pull up the map and let them
You are cursed by a dark [Link] members of your In the settlement epoch, players will settle with caravans Forums, Insulae, or nobility. describe (quite generally) where they would like to
family die, they are forced to wander the earth in a or ships governing their amount of supply. Typically, a settle within the region.
cursed existence, hungering for the �esh of innocents. town will be settled with 12 supply, though players can Building Aspect
expand their supply count through various in-game From the buildings they construct, place the initial town
Players purchase buildings using supply instead of aspect
Throughout the game, you must seek to isolate the activities prior to settling, if you as the GM approve of in place. From that point on, whenever players select a
points.
nobility from the rest of town. Feel free to feign this. building to construct, let them decide (if they would
haughtiness or grandeur to get this done—but you like) where to put it. if they do not, put the building
must not let the town �nd out about your secret. Afterwards, certain buildings will generate supply. where you think is most [Link] in mind some
Surveilling
Players can also gain supply through trade with other rules about the creation of towns:
In order to mine and perform production, a village must
The Dead Pit (Read when this event occurs): the dead nearby cultures, or receive supply through ‘events’ surveil the land near the village for raw resources,
pit found just outside of town is none other than the (described further in this chapter). I. Anything that produces a lot of fire should be far
including stone (granite, marble), common metals
dumping ground of the bodies you have stolen to feed from other buildings or well protected
(iron, tin, copper), rare metals (gold, silver, cinnabar,
your growing undead family over the [Link]’s Purchasing Buildings gemstones), asbestos, clay, silica, and hardwood. II. For any city center, there should be a lot of
worse—it looks like some of your slaves are missing, Players use supply to build buildings within their town. farmland. Farms can be quite large
and may be trying to tell the town of your curse!You Buildings have associated value in terms of cultural In order to surveil, the party must purchase surveilling.
must prevent the reveal of your secret. III. Centrally located and defensible sites are
resources those buildings generate, and also lead to When they do so, the GM will roll twice on the often the location of central structures such as
future development. following table. If the GM rolls something on the table forts or community halls
which has already been rolled, the source of this
Supply and Purchasing Each building is listed in terms of the following resource is found in greater abundance (e.g., a quarry is IV. Certain geographies may be better to settle
Players will begin town building with a set amount of resources provided: found to be much larger than previously expected). upon than others. For example, soft silts are
supply, measured in caravans or boats. Each ‘unit’ of unlikely to contain large buildings
supply represents general building supply that players Supply: Supply is the resource used to purchase A GM may also declare that certain resources are easily
will have throughout the town building exercise, and buildings. Increased supply will give players more accessible or impossible to find, and do not need to be The Placement of Buildings
is directly related to the number of buildings and buying power in the next age. rolled for. For example, a village at the edge of an old The �nal placement of buildings will drive future
resources they can manufacture. Each building that forest may have ready access to hardwood, or a village in economic development and the creation of districts. It is
can be manufactured will be paid in supply. Complexity: Complexity is the power of a town to a vast desert may not have access to hardwood at all. not a super�uous choice.
create complex practices or buildings. Greater
complexity allows a town to create more advanced Improving Surveilling
Supply Types (often beneficial) buildings Several buildings improve surveilling by adjusting the The Nature of Buildings
General supply: Used to purchase any buildings number on a surveil, or allow for event [Link] can When your group places buildings, they should depict
Culture: Culture is a measure of the cultural
or goods throughout town building, and the cost also improve surveilling in certain cases. the nature of these buildings. Crops will differ by town.
significance of a town. Each district also costs 12
of all buildings is listed in terms of supply. Though most shops will take the format of small stalls in
culture in the final epoch.
Surveilling Table a market early on, as time progresses they may grow
Specialized supply: Can only be used to into fully fledged buildings.
Trade: Trade increases rare goods, information, and Resource Probability
purchase a specific type of building, but that more coming into your settlement. An increase in Hardwood 1-20
building is either not available through general You should always be asking your players to flesh out the
trade increases trade opportunities. Silica 21-30
town building or the specialized supply allows buildings they have placed in their town–the nature of
players to purchase it at reduced cost. Clay 31-40 shops or goods being sold, or the cultural impact they
Defense: Defense is a measure of your town’s Granite 41-50 might have.
ability to defend [Link] will matter through
Gaining Supply in Games Marble 51-60
certain events in the town building process,
Iron 60-70 Example: Cheese Stall
Throughout certain games, players will be given an through which the town may be attacked.
opportunity to receive general or specialized supply. Tin 71-75 The group has placed a thermopolia (food stall) in their
Either may be bene�cial—specialized supply may not Religion: Religious adherence adds blessings to Copper 76-80 [Link] GM asks the party the nature of the stall, and
be useful to players seeking to cultivate a speci�c your settlement, which will bring positive boons Asbestos 81-85 the party decides that the stall sells sheep cheeses, baked
culture or town. Players should not choose which they through events that crop up as a result of religion Cinnabar 86-90 and drizzled in [Link] forms a new local delicacy,
prefer during the game. Instead, they should select Gemstones 90-93 Savillum.
during town-building. Silver 94-97
Gold 98-100

47 Expanding the World - Town Building Expanding the World - Town Building 48
Trade Trade Points Events Types of Events
In order to trade, a village must accumulate trade
Trade is a way for towns to gain resources and supplies Events are the growing pains of a small town as it There are multiple types of events that players may have
points. Trade points are provided by certain buildings.
they would not normally have. It can lead to the stutters into existence and prominence. Depending on to wrestle with as part of growing their town. Some of
For every three trade points a city accumulates, that city
construction of special buildings that cannot otherwise the way you employ the town building exercise, events them require player interaction, while others are
can trade with another town or civilization.
be found, and it can also bring with it problems. may form part of the plot of a game or they may be small compulsory and occur automatically as your group
events you discuss with your players. selects buildings.
Trade doesn’t go away—when players hit Trade 3, they
When your town decides to trade in each epoch, it must can trade with one civilization from then on at every
decide who it will trade with from all available towns, When an event happens outside of a game, ask your You may choose to have players roll certain, simple
epoch of the town building exercise.
and then roll a random 1D100 die to determine the players how they feel this event might be handled by ‘Fortune Checks’ to determine their success against
results of their trade. current culture. Players should fall into their roles for events. If you do so, players use the following ability to
Players may choose to trade with a number of towns up these [Link] would their role do in response roll:
to their Trade score/3 (rounded down).
The resulting effects of trade will depend heavily upon to a certain disaster? How will that help form culture? Town Fortune: Roll 1D20+X against the Fortune Check
the cultures near your own, but the below is one such Example:Trade Possibilities determined by the GM, where X is the town’s Religion/2
example of trade at work. Example: Punitive Justice (rounded up). If you succeed, you successfully deal with the
The town of Uruk seeks to trade with nearby [Link] The town of Uruk is a newly formed Mesopotamian problem. If you roll within 5 under the Check DC, you ‘succeed
Trade: Soft Successes are three towns within range that may provide reasonable community, and its people are growing quickly. Focused with complications’.
trade for them to choose from:
The bene�ts of trade may be both soft bene�ts (e.g., mostly on culture, the city has already invented a new
creation of a new types of cultural in�uence that does not alcohol (beer) and is rapidly increasing trade between
Ur Responsive Events
speci�cally adjust supply/culture/defense) and hard neighboring civilizations. This new prosperity has
• 0-40%: Rare-colored textiles are provided. + 1 culture Responsive events are a way to weave a long-form story
bene�ts (e.g., increase in supply). Both will be bene�cial brought wealth, and with it a rash of banditry.
• 41-80%: Dyes of rare colors are brought to the empire. +2 culture, through your town across multiple generations or
in the long run across the game. Feel free to include and additionally open a rare dye shop in the market.(Event:Players games. As your group builds their town, certain events
culturally speci�c events as part of trade. However, Uruk is not focused on punitive justice, and it
must decide the source of several dyes) may happen that—when taken individually—seem
does not have a town guard. How can the town respond to
• 81-100%:The written word is brought to Uruk. Increase Trade, unconnected, but can actually be part of something
this sudden increase in crime?
Defense, Supply, Culture by +1. Additionally, a professional bigger.
Expanding Trade surveyor comes to the village. If players roll Surveilling this epoch,
As epochs continue, players may trade from further and they may re-roll any surveil once, keeping the second roll. If responsive events take place during a game, they form
further away, and trade routes may expand. Ultimately, Events and the Tapestry quests that the town must deal with. If they take place
you create the available trade opportunities that players Ultimately, events form a very easy way to expand the
Nippur outside of a game, the town leaders (your player group)
can have in each epoch, and they do not have to be the tapestry and show cultural growth of the town between
• 0-20%: Reduce religion by 2 as other religions create a schism. must agree on how they will deal with these problems.
same from epoch to epoch. Susa may cease to have a [Link] town events will dictate the growth of your
(Event: Players decide the nature of this new schism).
surplus in supply, and may instead provide different tapestry between games and help form the base columns
• 21-40%: Change your grave system to crypt-based graves, as the Example: Barbarian Invaders
goods through trade. of your culture for your next game.
in�uence of Nippur changes grave superstitions (Event: Players
Helkriders from the northern steppes are raiding Uruk
decide what superstition results).
One thing to pay attention to in expanding trade is the Note:A Growing Town with increasing [Link] you have fended them off
• 41-60%: Nippur teaches your civilization the bene�ts of boating.
effect this has on the region. How does this change the so far, you will be unable to continue. How will you
If you have a boathouse,create a large [Link] you do not have As your players’ town grows, events should grow to re�ect
geopolitical landscape? address the challenge? (Some solutions include: Find and
a boathouse, gain a boathouse. (Event: Players must create a the town’s changing [Link] to pay attention to the �ght the Helkriders, Expand town defenses, Hire outside
superstition about the river Tigris). form or nature of the town’s culture as it expands. Events
Example: Expanding Trade mercenaries, or bargain with the helkriders).
• 61-80%: Add another temple to the city to the God of Nippur, based on your growing cultural tapestry can help
Players decide to trade with all cities in a certain Ashur. Gain the bene�ts of a temple whether or not you already highlight gaps to the cultural tapestry or challenges that The party decides to �nd and �ght the helkriders, which is
direction. You as the GM decide to expand the road have a temple. (Event: Players must reconcile the two present may exist in the town based on the way that town is set harder than many of the other [Link] Check DC is
network between these places, and a new town is founded religions with the current tapestry). up. set to 18, and the town of Uruk has a religion of [Link]
along the route. • 81-100%:Add aTea Shop to the [Link] produces +2 culture and
roll 1D20+3 and get a 19! They successfully repel the
+2 trade. (Event: Players must create at least one superstitious use
invading helkrider, killing most of them.
for tea).
What does the town do with the invader bodies? Are they
Susa to be buried, set out as a warning, or something else?
• 0-20%: +1 Supply for next epoch
• 21-40%: +2 Supply for next epoch
• 41-60%: +3 Supply for next epoch
• 61-80%: +4 Supply for next epoch
• 81-100%: +5 Supply for next epoch

49 Expanding the World - Town Building Expanding the World - Town Building 50
Tapestry Events Locations of Generative Events Generative Events List
Tapestry are events that let you flesh out the culture of Markets of any kind are likely to sprout up naturally
the town better across time. Most commonly, tapestry Trigger Event Description
about the forum, unless your group speci�es otherwise.
events reflect gaps in the cultural tapestry that the party Likewise, important buildings are most likely to sprout up Supply 8 Farmer’s Market A regular farmer’s market sprouts up. Decide how the market occurs(weekly? Daily?)
has not addressed as much in games. The purpose of in this area if there is space.
tapestry events is to create unique culture within the Supply 16 Nobility The economy booms, and class distinction broadens. Depict how that occurs.
town. You should feel free to use tapestry events
multiple times if it helps you flesh out the world. No Supply 24 Unique Crop Supply has grown to such heights that a new crop is at play. Decide what this crop is that
culture has only had one holiday! City Expansion your people cultivate.
Throughout three or four epochs of the town building Culture 8 Forum A forum sprouts up in the center of the city as the gathering place, nexus of markets and
culture in town
Event: Creating a Holiday exercise, players (and the GM!) will create an
established town in the region they chose to settle. Culture 16 Calendar Your city creates a unique calendar. Depict this calendar in terms of days of the week, how
As the town has grown, it has [Link] must create a the year is divided (solar/lunar being common), and the format of the months.
Eventually, that town will grow into a city, whose aims
holiday for your town that is unique to your culture, as Culture 24 Theatre A theatre sprouts up in the city. Decide the most common practices and events held here.
and ambition exceed those of their roots.
well as at least three associated holiday festivities.
By the time you have a city, you should have multiple Culture 32 District District your city as it has grown.
Some examples of common iron age holidays include: 1) city districts (at least three), as well as a complete
Religious festivals celebrating and revering the Gods, 2) Trade 8 Inn A place of rest for travelers sprouts up. Depict what it is like for travelers to come stay in
cultural tapestry governing the unique practices,
Autumn harvest festivals celebrating crops and the gods the city.
holidays, language, commerce, government, and more
that allowed them, 3) Anniversary celebrations, either of Trade 16 Established Routes Regular trade has created an established trade route between your city and others. Depict
regarding your culture.
the town founding, a sacred event, or commemorating a the length of a unit of road, and denote several cultural effects of this deeply seeped trade.
victorious battle,and 4) Celebrating and remembering the Trade 24 Library A library of texts and records is constructed for those who can read. Depict its location.
Gaps in the Tapestry: Along with this library, a map of the known world is provided.
dead, as well as maintaining vigil for their souls.
If you come to the end of the town building exercise and you Defense 8 Fortifications Your town builds an interior wall around the most fortifiable part of town (the fort, if you
Event: Folklore of theWell still have gaps in your cultural tapestry, be sure to create have one).
some �nal events that help drive the development of Defense 16 Dungeons Your military guard adds a dungeon. Depict the nature of the dungeon.
Your growing town is heavily dependent upon water from culture in your town.
stepped wells, and the water pushing up from the ground Defense 24 Paid Military Volunteer military services, though still common for so small a town, are now
seems almost improbable to certain members of your town. supplemented by a small trained and paid military source. Depict the nature of this military
Create some form of folklore surrounding the wells in your force, and what it does most of the time,
Districting Religion 8 Gravestone A religious gravesite is [Link] must depict the nature of your communal graves.
town, describing why water pushes up from the ground The final act of the game will be the completion of
here, what causes it, and what might go wrong to prevent districts. Districts will be important in city exploration, Religion 16 Religious Festival A lengthy, weeklong religious festival is built. Depict the nature of the festival, which gods
this water from staying. as well as in city expansion in the next arc of the game are worshipped, and how it is performed.
loop. Religion 24 Temple Monument A grandiose monument is constructed in the forum to a god, gods, or event that is central
Generative Events to your culture. Depict the monument.
To district your town (either at the end of town building Supply 12, Religion Sacrifice Event Your supply now allows for regular sacrifices to be given to the gods. Depict why/how
Generative events form naturally as players expand their or any time previously), any player can select a 12 sacrifices to the gods occur.
town, based on the way players choose to expend geographic region within the town that is not already Culture 12,Trade 12 Tea House Trade has brought tea—small leaves you can steep and brew that give energy and health
supply. Each type of development will naturally lead to districted and explain why they believe it would benefits.
the creation of one of these event types. naturally form a specific district. Provided everyone Culture 20, Defense Colosseum Your culture’s strong military traditions brings about the construction of a large colosseum.
agrees, the region becomes that district. 20 Depict the types of games played here.
Example:A Forum Grows Naturally
Trade 12, Defense 12 Mercenary Event Trade has brought the potential for mercenaries to your [Link] may now hire mercenaries
As soon as players reach 8 culture, a small forum will Some common districts are listed below: to fill your [Link] GM will provide a list of mercenary types and origins.
spring [Link] is both the marketplace and the center of ◆ Commercial District
the town. ◆ City Center
◆ Religious District
◆ Fisherman’s Wharf
◆ Noble District
◆ Impoverished District
◆ Trade District

Players are also free to make up whatever kind of


districts they wish, provided the group agrees.

51 Expanding the World - Town Building Expanding the World - Town Building 52
Agriculture and Commerce [1|3] Hunter-Gatherers: [0] Artisan Stall: Mining and Production
Your village still practices limited hunter-gathering, allowing You may open artisan stalls from the choices below. Each has
[1|3e] Farm (Crops): [1|1e] Surveilling:
you to avoid the limitations of village [Link] you take unique [Link] you open a new artisan stall,
Your village sows food [Link] must determine the nature of Your village surveils for stone (granite, marble), common metals
this, gain +3 to Supply for this epoch only. Alternatively, you can add +1 to Trade (on top of any benefits granted by the stalls).
these food crops. +3 to Supply in future epochs. (iron, tin, copper), rare metals (gold, silver, cinnabar,
use this to adjust a surveil roll by up to +5 or -10. Your town may have up to 1 Artisan Stall/4 complexity.
gemstones), asbestos, clay, silica, and [Link] GM will
[2] Bakery: (Prerequisite: Farm (Crops) [2]).
[2] Herbalist: (Prerequisite: Hunter-Gatherers [1]). [2] Apothecary: (Prerequisite: Farm (Medicine) [1]). highlight whatever is found on a regional map, following
You bake breads (you must determine the nature of baked
Your village is attuned to nature, and has an herbalist with You open a religious apothecary. Determine the nature of surveilling rules in this section.
goods). Add +2 to Culture, +1 to Supply.
unique foraged. Determine the nature and use of three both the medicines and religious tie. +4 to religion.
[2] Masonry: (Prerequisite: Surveilling [Stone]).
[2] Brewery: (Prerequisite: Farm (Crops) [2], Potter or such plants. +2 to Religion, Culture.
[2] Barber: Your village builds a stone quarry and opens a masonry
Glassblower).
[2] Alchemist: (Prerequisite: Herbalist, Complexity You open a barbershop, tending to hair, nails, and skin. shop. Place both of them on the map (consult the GM on
You create alcohols with your crops (you must determine
[16]). Describe two popular haircuts. +4 to Culture. where quarrying can take place). +3 to Complexity.
the nature of your alcoholic drinks). Add +3 to culture.
Your village acquires an alchemist attempting to
[2] Clothing Store: (Prerequisite: Farm (Textiles) [1]). [1] Statue: (Prerequisite: Masonry).
[2] Brothel: (Prerequisite: Brewery, Complexity [8]). transmute material. Determine the magical nature and
You open a clothing store. Describe three unique styles of Your village acquires a statue. Place the statue and
You either expand a brewery to include a brothel or practices of this alchemy. Immediately upon taking
clothing. +2 to Complexity, +1 to Defense, Culture. describe what it depicts. +3 to Culture.
add a brothel nearby. Add +3 to Culture. this, you may convert up to 4 Supply to either
Complexity, Culture, Defense, Religion, or Trade [2] Cobbler: (Prerequisite:Tannery). [3] Mine (Common Metals): (Prerequisite: Surveilling
[2|2] Farm (Dyes): (Prerequisite: Farm (Crops) [6],
(permanently). You open a cobbler, making shoes and sandals. Describe [Common Metals]).
Complexity [12]).
common footwear in your village. +4 to Complexity. Your village creates a mine for common metals (iron, tin,
You convert an existent farm to dyes. Choose the nature [3] Boathouse (Small): (Prerequisite: Large body of water,
and copper) and opens a smithing shop. Place both of them
and color of three dyes. -2 to Supply, +2 to Culture,Trade, Woodcutter). [2] Dye Shop: (Prerequisite: Farm (Dyes) [1]).
on the map (consult the GM where common mines can be
Complexity. Your village puts a small boathouse to construct and repair You open a stall trading in rare dyes. Determine the nature
placed). +3 to Complexity, Defense.
boats. Describe how small rowboats are constructed. +2 to of the dyes and their colors. +2 to culture, trade.
[1|2] Farm (Medicine): (Prerequisite: Farm (Crops) [6],
Complexity, Supply, and [Link] you construct this [3] Armaments: (Prerequisite: Mine (Common
Herbalist, Complexity [8]). [2] Jeweler: (Prerequisite: Mine (Rare Metals)).
Boathouse, increase the amount of boats that can be constructed Metals), Complexity [16]).
You convert an existent farm to medicinal plants. Choose You open a stall selling fine jewelry. Define three common
per epoch from 1e to 2e. Your village creates village armaments rather than
the nature of these plants. -2 to Supply. +2 to Religion, forms of jewelry (e.g., gemstone anklets, turquoise and
requiring soldiers to arm themselves. +4 to Defense.
Defense. [3] Boathouse (Large): (Prerequisite: Boathouse (Small), silver). +4 to Trade.
The next time you play a Conquest Campaign, if you
Complexity [12]).
[1|1e] Farm (Orchard): (Prerequisite: Farm (Crops) [6]). [3] Luxury Goods Stall: (Prerequisite:Trade [16]). choose Infantry as your party specialization receive 2
Your village expands the boathouse to create new, larger
You convert an existent farm to an orchard. Choose the Your village opens a stall selling fine imported trade goods. extra points to put into Infantry.
boats with single sails as well as oars. Describe your sails.
nature of your fruit crops. +2 to Supply from that farm. Define three imported goods. +2 to Culture, Complexity,
+3 to Trade, [Link] you construct this Boathouse, [3] Mine (Rare Metals): (Prerequisite: Surveilling [Rare
Religion.
[1|2] Farm (Textiles): (Prerequisite: Farm (Crops) [6], increase the amount of boats that can be constructed per Metals]).
Complexity [4]). epoch from 2e to 4e. [3] Musician’s Shop: (Prerequisite:Woodcutter,Tanner). Your village mines rare metals (gold, silver, cinnabar,
You convert an existent farm to a textile farm. Choose the Your village begins to sell musical instruments. Describe gemstones). Define the nature of any gemstones found.
[3] Military Ships: (Prerequisite: Boathouse (Large),
nature of these plants. -2 to Supply. +2 to Culture,Trade. two local instruments. +2 to Culture, Religion, Place the mine on the map (consult with the GM to
Complexity [16]).
Complexity. determine where rare metals mines can be placed). +3 to
[1|2e] Farm (Animals): Your village grows in experience in naval warfare. +4
Complexity, Culture.
Your village rears animals for food. Determine the nature of to [Link] next time you play a Conquest [2] Ropemaker: (Prerequisite: Farm (Textiles) [2]).
these animals. +1 to both Supply, Defense. Campaign, if you choose Navy as your party Your village opens a stall selling rope. +4 to Complexity. [4] Mint: (Prerequisite: Mine (Rare Metals),
specialization, receive 2 extra points to put into Navy Complexity [20]).
[2] Butchery: (Prerequisite: Farm (Animals) [1]). [2] Scribe’s Shop: (Prerequisite:Trade [12]).
at the start of the game. Your village mints currency. Describe both the
Your village opens a butcher shop. Determine two A small scribe shop opens in your town. Define the
coinage and several initial depictions on coinage using
delicacies sold by this butchery. +1 to Culture, +2 to [3] Fish Market: (Prerequisite: Boathouse (Small), Rope). primary uses for writing in your village, as well as writing
available rare metals. +5 to Culture, +5 to Trade.
Supply. You open a fish market in your town. Depict where you put implements (e.g., wooden slats, clay tablets, scroll). +1 to
the fish market, and at least three fish sold here. +1 to Complexity, Culture, Defense, Religion, Supply. [3] Insulation: (Prerequisite: Surveilling [Asbestos]).
[1|2] Farm (Riders): (Prerequisite: Farm (Animals) [3]).
Culture. +2 to Supply, Trade. You begin placing asbestos insulation in all new buildings
Your village rears beasts of burden to be ridden (you must [1|2] Thermopolia: (Prerequisite:Three types of farms).
added in your town. +4 to trade, +3 to Complexity.
select either Litopa or Helk). +1 to Trade, +2 to Defense. [1|1e] Fishing Boats: (Prerequisite: Large Body ofWater) Your village opens a food stall, or thermopolia. Define the
Automatically pass any event involving fire breaking out in
Your village fishes nearby waters for [Link] must determine delicate treats sold at this food stall. +2 to Culture, +1 to
[3] Military Riders: (Prerequisite: Farm (Riders), your town.
the nature of acquired seafood. +3 to supply in future epochs. Supply.
Complexity [16]).
[2] Potter: (Prerequisite: Surveilling [Clay]).
Your village has an elite unit of military soldiers riding [2] Woodcarver: (Prerequisite:Woodcutter).
Your village begins creating unique pottery. Describe
helk. +4 to [Link] next time you play a Your village opens a woodcarver stall, depicting small
several unique types of pottery (e.g., face urns, bulbous
Conquest Campaign, if you choose Cavalry as your personal items which are predominately religious. +2 to
pots). +2 to Culture, +2 to Complexity.
party specialization receive 2 extra points to put into Complexity, Religion.
Cavalry.

53 Expanding the World - Town Building Expanding the World - Town Building 54
[2] Glassblower: (Prerequisite: Surveilling [Silica]). [3] Guard Station (Large): (Prerequisite: Guard Station [2] Divination Hall: (Prerequisite: Astronomy [2], [4] Communal Hall (Large): (Prerequisite: Communal
Your village begins blowing unique glass. Describe several (Small), Complexity [12]). Complexity [16]). Hall (Small), Complexity [12]).
unique glassblowing practices (e.g., windows, colored glass, You extend your guard station. Describe the nature of this Your village adds a place for oracles. Describe the nature of You extend the communal hall for your village. +3 to
bottle shapes). +2 to Complexity. +1 to Culture, Supply. extension. +6 to Defense. this building and the oracle profession in your [Link] Culture, Defense, Religion. Gain 1x advantage to one
you take the Divination Hall, you gain three Divination Event or Surveil roll you make this epoch.
[2] Tannery: (Prerequisite: Farm (Animals) [1]). [3] Road (Dirt):
Points, which may be used at any time in Trade, in
Your village opens a shop producing leather. +3 to Complexity. You add a dirt road between your town and nearby trading [5] King’s Hall: (Prerequisite: Communal Hall
Surveilling, or in response to events, in order to reroll a
+2 to Defense. villages, speeding up travel between towns. +3 to Trade, +2 to (Large), Complexity [20]).
[Link] you reroll using your Divination Points, you
Defense. You create a large central space for governance and
[2] Textile Production: (Prerequisite: Farm (Textiles) [1]). must keep the second roll.
gathering of the people of your village. +3 to Culture,
You village opens a shop producing textiles. Describe at least [5] Road (Stone): (Prerequisite: Road (Dirt), Masonry,
Defense, Religion, and Trade. Gain 1x advantage to
two unique cloth patterns and colors. +2 to Culture, +3 to Complexity [16]).
Complexity. You pave your road with stone. Increase Defense by 5,
Government and religion one Event or Surveil roll you make this epoch.
Trade by 5. [4] Communal Hall (Small): [4] Temple (Small):
[2] Woodcutter:
You create a gathering place for your people. Describe the You add a small temple to your village. Describe both the
Your village begins cutting hardwood at large scale. Place a [3] Storehouse (Small): (Prerequisite: Glassblower or Potter).
nature of this building and its architecture. +3 to Culture, religious practices here and the architecture of the temple. +5
woodcutting building on the map. Describe at least one unique Your village adds a storehouse for overwintering food and also in
Defense. Gain 1x advantage to one Event or Surveil roll you to Religion.
tree being cut. +4 to Complexity. case of drought. +4 to Supply, +1 to Trade.
make this epoch.
[5] Temple (Large): (Prerequisite:Temple (Small),
[4] Storehouse (Large): (Prerequisite: Storehouse (Small),
Complexity [16]).
Military and Trade Wall).
You renovate your village’s temple into a larger one.
Your village expands the storehouse to accommodate
[2] Guard Station (Small): Describe the purpose of the renovation and architectural
potential sieges. +8 to Defense.
You add a small guard station to your village. Describe the design. +10 to Religion.
nature of your guard and where militia is drawn from among [1] Military Monument: (Prerequisite: Masonry, A war event
[3] Bank: (Prerequisite: Mint,Trade [15], Complexity [20]).
your populace. +3 to Defense. has occurred which may be commemorated).
You create a bank, allowing the exchange of currencies and the
Your village remembers a warlike victory/disaster by
lending of money. Create a cultural tradition surrounding the
immortalizing it in stone. +3 to Defense.
lending of money. Reduce the Supply cost of one building
[5] Wall: (Prerequisite: Complexity [12], Masonry,Woodcutter). purchase this era to 0. Additionally, you may reroll one Trade
Your village adds a wall around its external border. Define the roll this epoch.
geographic border (it should not include most farms) and where
[3] Government Surveillors: (Prerequisite: Complexity [10]).
the gates are. +12 to Defense.
Your village creates a specific role for someone seeking to
[2] Second Gate: (Prerequisite:Wall). surveil. Each time you surveil, you may re-roll one surveil
You add a defensive gate to your wall. Describe the check.
defensive nature of your second gate (e.g., a courtyard
between two gates fenced by the walls of the city). +5 to
Defense.
[1] Decorative Gate: (Prerequisite: Second Gate,
Complexity [20]).
Your village portrays an ornamental, decorative front
gate. Describe the artistic nature of the front gate and
what it depicts. +2 to Culture, +1 to Trade.
[2|2] Watch Tower: (Prerequisite:Wall).
You add a watchtower to your village’s walls. +4 to
Defense.
[1|1e] Astronomy:
Your village portends fate from the stars. Describe a
constellation. Gain +2 to one of the following, depending upon
the constellation you describe: Complexity, Culture, Defense,
Religion,Trade. Additionally, you may add +5 to any one surveil
roll you make this epoch.

55 Expanding the World - Town Building Expanding the World - Town Building 56
Determining Ingredients Ingredient Exceptions
When players kill a monster, it is naturally that they By far the most common ways to gather craft
would want to find craft ingredients. The table below ingredients in Sacadia is to forage, pillage, or go to
determines probability of players finding a craft markets. Killing monsters is likely to produce craft
ingredient according to a monster type and [Link] ingredients at a lot probability per kill, but will not lead
players kill a monster of a certain level, you should to copious craft ingredients.
secretly roll XD100 (where X is the maximum number
of craft ingredients that monster can have) and compare There are exceptions to this rule, and in rules for
each D100 roll to the probability tables [Link] roll determining craft qualities. For example, monsters with
may be made for each slain monster regardless of type. secrets always drop a craft ingredient if players discern
and defeat that secret – because resolving secrets can be
long and complex processes, players should be richly
rewarded. Boss fights may also be an opportunity for
you to reward your players with craft ingredients.

Craft Ingredient Probabilities


Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Humanoid 100 99-100 98-100 96-100 94-100 91-100 81-100 71-100 61-100 51-100 N/A N/A N/A N/A N/A
max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1]

Beast 100 99-100 98-100 96-100 94-100 91-100 81-100 71-100 61-100 51-100 N/A N/A N/A N/A N/A
max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1]

Magical 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
Beast max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]

Folk Fae 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
Crafting Guide What Part of the Boar? Wild Fae 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]

W hen players seek to gather raw resources and


craft goods, reference this section, which
should tell you everything you need to know
about the ways players can gather raw crafting resources
Typically when players kill something, there are several
candidates for what craft ingredient could [Link] are
encouraged to roll randomly from available ingredients
(for example, you could roll 1D3 to determine whether a
Fontmade 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
and use them to create valuable items. hide, tusk, or heart results from looting a mammoth). Demon N/A N/A N/A N/A N/A 81-100 71-100 61-100 51-100 41-100 41-100 31-100 21-100 11-100 11-100
Always keep in mind the need to produce an equal spread max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
of craft ingredients (see the ‘What DoWe Find’ section).
Craft Ingredients
In this section, tables and assistive information is given Craft Ingredient Quantities
to help you provide craft ingredient items to players. Intrigue Markets Level Notes on Ingredient Quantities
In late-stage empire games such as Intrigue games and
Humanoid Craft Ingredients are rare to acquire and often rather simple.
some Conquest games in eras 4 (Empire), 5 (Decline),
Finding Craft Ingredients and 6 (Fall), markets may sell goods from across the Beast Craft Ingredients are rare to acquire and often rather simple.
Players often seek out rare craft ingredients. But a craft known world, sprawling across a huge area. In these
ingredient is not a normal item that can be found on any Magical Beast Usually one craft ingredient, depending upon their power.
enormous open air markets, anything can be found…
person or animal. It is an item imbued with unique
Folk Fae Many Fae disappear upon death, leaving nothing [Link] that do not often leave one ingredient.
divinity and will appear exceptional in some way (e.g., a Whenever players come to such markets, roll 1D4+1.
particularly white, large fang of a wolf, or a remarkably Wild Fae Many Fae disappear upon death, leaving nothing [Link] that do not often leave one ingredient.
This determines the total number of craft ingredients
radiant sunflower in a pristine field). So what gives craft that can be found in this particular market, across the Fontmade One craft ingredient, but the elemental quality is determined by the font type (rather than randomly).
ingredients? entire game. Players may leave the market and return
Demon Typically two craft ingredients – often, the demon will have one inherently and carry a relic.
later–but the total number of craft ingredients within a
The tables in this section give a general indication of Monsters with
single market should remain constant. Once craft ingredient per secret the monster possesses, in addition to other craft ingredients.
what craft ingredients can be found through various Secrets
activities.

57 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 58


As a General Rule… Other than Artifacts, the other four item types and all Harvesting for Craft Crafting with Souls
The craft ingredient counts given below should be used associated subtypes are associated directly with a craft
only as a general rule for determining what our players available to characters through the Talent Aspect. Sometimes, players can harvest craft ingredients. It is possible to sacrifice a living person to create a
can gather from a particular [Link], ultimately, Therefore, player craft ingredients should be uniformly They may own a farm, or run a brewery, or be a craft–either willing or unwilling–and use their souls
determine how many craft ingredients players may find. spread to provide equal opportunity to all players. species of curiot that grows wool. in a craft.

Artifact Rarity: Whatever the case, sometimes a player will request Doing so is inherently dangerous, and can readily
What do We Find? the ability to regularly acquire a craft ingredient curse an item. However, it provides a simple and
When your party kills a dire boar, what items are there Artifacts are particularly rare, and not associated with a based on their background or race. Naturally, such provocative way to achieve rare craft ingredients for
to be found on the creature? Are the tusks magic, or the craft. Instead, they are fully crafted items [Link] craft ingredients are less likely to be rare or the amoral among a party.
eyes, or the hide itself? Players are likely to ask these should be signi�cantly more rare than craft ingredients. fantastical in any way.
questions often. The most important rule to follow
when players find something is that items should be The Value of a Soul
However, sometimes they may still result in
spread out across the following item types and subtypes: Determining Elemental Quality If you craft with a human soul, you should consult the
something interesting.
The six elemental qualities are Rot/ Salt, Water/Fire, following table to prescribe the value of those souls.
[Link] Goods: Dyes, Incense, Spices,Textiles and Earth/Air. Craft ingredients of specific elements Certain souls may exist on a spectrum – it is up to
cannot be combined with their ‘elemental opposite’. Harvest Regularity you to decide how valuable a soul may be.
II. Food: Fish, Mammals, Birds, Grains Harvests may occur at irregular intervals. In Sacadia,
III. Botanicals: Flowers, Seeds, Leaves, Fungus The Six Divine Elements crafts can only be harvested once per long rest and a
character has to be present to harvest their craft Soul Craft Rarity
IV. Minerals: Metals, Gems, Stones, Salts Elemental quality is the primary shape of divinity within
a craft ingredient. In Sacadia, all items are imbued with Soul Craft Rarity Curse Probability
V. Artifacts: Ruins, Ancient Objects, Magical Items Unintelligent Animal Common 0%
certain levels of [Link] more rare they are, the more Harvesting
divinity they contain, and this divinity is polarized in a In order for a character to harvest, they first roll Intelligent Animal Uncommon 5%
certain way (the elemental quality). Scholars in different 1D20 and compare to the ‘Harvest Rarity Roll’ table Evil/Cruel Person Rare 10%
Ingredient TYPE cultures will attribute different meanings or descriptions below. If they roll a nat20, they will roll an exploding Neutral Person Very Rare 20%
Roll [1D20] Element of this polarity–feel free to create unique meanings rarity die and compare to the ‘Exploding Rarity Roll’ Good/Altruistic Person Legendary 30%
1 Trade Goods[Woods] behind elemental quality for your own culture. table. Finally, they will roll 1d20 and compare to the
‘Property Roll’ table.
2 Trade Goods[Dye Plants, Insects] Special properties in Souls
To determine elemental quality, you may prescribe Special properties appear in the soul of any virgin, child,
3 Trade Goods[Incense,Wax] certain elemental qualities based on the type of
ingredient (for example, an ingredient taken from a Harvesting Rolls or baby used in [Link] implement this, roll randomly
4 Trade Goods[Spices] Harvest Rarity Roll Result on the 1d100 random special property table.
Flame Sylnid is likely to be Fire).
5 Trade Goods[Textiles, Fibers] 1-(16-Proficiency) Common
6 Trade goods[Pelts, Hides] At any time, you may also roll 1D6 on the table below. (16-Proficiency)-19 Uncommon Curses from Soulcrafting
Nat20 Exploding Rarity – reroll Soulcrafting is an easy way for amoral characters to
7 Trade Goods[Feathers]
Elemental Quality Table achieve legendary crafts. Soulcrafting is also inherently
8 Foodcrops[Meats] Exploding nat20 Roll Result evil, and for each soul incorporated into any craft, a
9 Foodcrops[Fish, Mollusks] Roll Element
1-10 Rare character must roll 1d20 for the probability of
1 Earth introducing incurable crafting taint and cursed counters
10 Foodcrops[Grains, Hops] 11-18 Very Rare
to the use of the associated craft.
11 Foodcrops[Seeds, Nuts, Berries] 2 Air 19-20 Legendary

12 Foodcrops[Honey, Fruits] 3 Water Deities and Soulcrafting


Property Roll Result
4 Fire 1-18 No Special Property All soulcrafts come with the chance of introducing
13 Botanicals[Seeds, Nuts, Berries]
5 Rot 19-20 Special Property (Random) incurable crafting taint into the item. Depending on the
14 Botanicals[Flowers] deity of the character or setting, a GM may also decide to
6 Salt
15 Botanicals[Fungus] give characters a single curse counter for using a soul
Gronk the Farmer
16 Minerals[Stones] in a [Link] curse counter should last until the next
Gronk wishes to farm his corn as a cooking craft long rest, and increase the probability of a character
17 Minerals[Metals] ingredient. He rolls 1d20 and gets a 15. Since he is level critically failing on rolls.
18 Minerals[Gems] 7, the corn is [Link], he rolls a 19 on his
19 Minerals[Salts, Sands]
property roll, so he rolls 1d100 to determine the special
property of his corn. He will roll 1d6 to randomly
20 Artifacts determine the elemental quality of his corn.

59 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 60


Rolling Ingredients Trade Goods Foodcrops Botanicals
Rolling a craft ingredient can take time. To roll a craft Roll Type Trade Goods Roll Type Foodcrops Roll Type Botanicals
ingredient fully, you must first determine if there is a 1 Wood Silver Fir 1 Meats Game Meat (e.g., Elk, Deer) 1 Plants Sweet Flag
craft ingredient (requiring several possible rolls 2 Wood Cedar 2 Meats Exotic Meat (e.g., Lion, Bear) 2 Plants Turpentine Resin
depending on the source of ingredient).Then, you must 3 Wood Willow 3 Meats Animal Organs 3 Plants Yew Extract
determine the: 1) type of that ingredient, 2) elemental 4 Wood White Alder 4 Meats Exotic Organs 4 Plants Hemlock
quality, 3) ingredient rarity, 4) presence of an ingredient 5 Wood Iron Oak 5 Animal Products Honey 5 Plants Nightshade
special property. If there is a special property, you must 6 Dyes Brown Oak Bark 6 Animal Products Bird Eggs 6 Plants Balsam Fir Gum
then roll for that special property. Finally, you must 7 Dyes Orange Gallium Hedge 7 Animal Products Animal Milk 7 Plants Mistletoe
describe that ingredient to your players, requiring a 8 Dyes Yellow Weld 8 Fish and Mollusks Fish 8 Plants Verbena
brief description. Here are several ways to speed up this 9 Dyes Purple Lichen 9 Fish and Mollusks Crab and Lobster 9 Plants Poppy (Opium)
process for your games. 10 Dyes Bluegreen Dyer’s Woad 10 Fish and Mollusks Clams and Oysters 10 Plants Honeysuckle
11 Dyes Red Cochineal Beetles 11 Grains and Hops Corn 11 Plants Masteca Sap
Ingredient Predetermination 12 Dyes Royal Blue Murex Snails 12 Grains and Hops Rye 12 Fungus Ergot
In preparation for a game, you can roll predetermined 13 Incense Cypress Oil 13 Grains and Hops Wheat 13 Fungus Quinine Conk
statistics for the item type, elemental quality, flavor, and 14 Incense Rose Oil 14 Grains and Hops Hops 14 Fungus Tinder Conk (Amadou)
presence of craft ingredients for both encounters and 15 Incense Frankincense 15 Grains and Hops Barley 15 Fungus Birch Polypore
other ways to collect craft ingredients (e.g., pre-roll for 16 Incense Myrrh 16 Grains and Hops Rice 16 Fungus Chaga
each node in exploration on a map). 17 Incense Sarsaparilla Seeds 17 Tubers Onions 17 Fungus Spirit Mushroom
18 Incense Sandalwood 18 Tubers Carrots 18 Fungus Virile Cap
Then, when players roll to determine their craft 19 Wax Beeswax 19 Tubers Yams 19 Fungus Deathcap
ingredients, you need only have them roll for rarity and 20 Spice Laurel (Bay Leaf) 20 Fungus Button Mushroom 20 Fungus Amanita Mushroom
special property – already aware of every other aspect of 21 Spice Sage 21 Fungus Morel Mushroom 21 Fungus Honey Rot
the ingredient. 22 Spice Rosemary 22 Fungus Chicken of theWoods 22 Other Dart Frog Venom
23 Spice Lavender 23 Fungus Lion’s Mane 23 Other Toadgland
24 Spice Mustard 24 Fungus Truffle Mushroom 24 Other Animal Organs
Group Bag 25 Spice Cinnamon 25 Nuts Pine Seed
The concept of a group bag is simple – a party 26 Spice Ginger 26 Nuts Acorn
collectively keeps craft ingredients together in a ‘group 27 Spice Pepper 27 Nuts Walnut Uses of Botanicals
bag’, such that all ingredients are dumped into this bag. 28 Salts Sea Salt 28 Nuts Almonds
When players go to find the craft ingredient, you roll 29 Salts Rock Salt 29 Nuts Chestnut Botanicals are useful for Herbalism and Alchemy,
normally to determine if the craft ingredient is present, 30 Textiles and Fibers Water Reed Rope Fiber 30 Fruits Olives and Olive Oil and cannot be used for other crafts. Botanicals may be
and then note only that a craft ingredient was acquired 31 Textiles and Fibers Flax 31 Fruits Grapes directly used towards the creation of poisons and
when the party was level X. The ingredient then goes 32 Textiles and Fibers Papyrus 32 Fruits Date Palm medicines which can heal and harm.
into the group bag with no flavor, quality, or type. 33 Textiles and Fibers Cotton 33 Fruits Citrus Fruit
34 Textiles and Fibers Silk 34 Fruits Stonefruit Because of the relationship between medicines and
At the beginning of long rests, you then roll up rarity, 35 Pelts and Hides Wool 35 Fruits Pear poisons to life and death, they are used extensively in
special properties and assign elemental quality and item 36 Pelts and Hides Common Pelt (Deer, Beaver, etc.) 36 Fruits Figs alchemical research to induce Rot or Salt effects.
type in order (e.g., first item is a foodcrop, second is a 37 Pelts and Hides Rare Pelt (Wolf, Moose, etc.) 37 Fruits Berries (e.g., Blueberry,
trade good, third is a botanical, etc.). This ensures a 38 Pelts and Hides Exotic Pelt (Bear, Lion, etc.) Elderberry) Certain botanicals may lead to hallucinations or other
uniform distribution of craft ingredients for a balanced 39 Feathers Simple Feathers (Crow, Eagle) strange effects. The Virile Cap mushroom has a potent
party and that the group resources are shared. 40 Feathers Exotic Feathers (Macaw, Quetzal) Uses of Foodcrops fertility effect, while Honey Rot, Masteca Sap, and
Toadgland are all hallucinatory in nature – causing
Foodcrops are distinguished by their being edible, and
Uses of Trade Goods concoctions to form vivid hallucinations – or possibly
Ingredient Flavor are therefore most commonly used in Cooking. Very cause users to interact with the divine.
specific subsets of Foodcrops may be used for other
The following is a list of flavor tables for each ingredient Trade Goods are unique among item ingredients in that crafts. Specifically, Ritual crafts may use Animal Organs
type that may be found in Sacadia. These lists are not trade goods may find use in every craft in Sacadia. GM Note: Mithridate
for certain crafts.
inclusive at all, only meant to give GMs inspiration for However, they are most commonly used for Art and The list of botanicals above is not [Link] may
ingredient flair. Tailoring due to the nature of craft ingredients found consider looking up Mithridate, a concoctive remedy used
in Trade Goods. Trade Goods are items that are by MithridatesVI Eupator of Pontus to prevent poisoning.
immensely tradable – they may have use in construction The ingredient list of Mithridate has numerous
or a variety of applications, may be used to show off additional botanicals that may be found throughout
wealth, or may be important throughout society. Sacadia.

61 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 62


Minerals Ingredients by Talent Craft Ingredient Rarity Percentage Table
Roll Type Minerals Different talents use different ingredients, as outlined Special
by the list below: Party Level Common Uncommon Rare Very Rare Legendary Relic
1 Stone Granite Property
2 Stone Limestone 1 1-60% 61-95% 96-99% 100% N/A N/A 15%
3 Stone Clay I. Alchemy: Botanicals, Minerals[Metal],
4 Stone Chalk Minerals[Salts and Gems] 2 1-55% 56-90% 91-99% 100% N/A N/A 15%
5 Stone Marble II. Construction: Trade Goods[Wood], 3 1-50% 51-80% 81-95% 96-99% 100% N/A 15%
6 Metals Iron Minerals[Stone], Minerals[Metal]
7 Metals Tin 4 0-40% 41-70% 71-90% 91-99% 100% N/A 15%
8 Metals Copper III. Cooking: Foodcrops,Trade Goods[Spices],
9 Metals Silver Trade Goods[Salts] 5 0-35% 36-65% 66-85% 86-95% 96-99% 100% 15%
10 Metals Gold IV. Herbalism: Botanicals 6 1-25% 26-55% 56-80% 81-95% 96-99% 100% 25%
11 Salts and Gems Obsidian
12 Salts and Gems Amber V. Ritual: Minerals,Trade Goods[Incense],Trade 7 1-20% 21-45% 46-70% 71-90% 91-99% 100% 25%
13 Salts and Gems Opal Goods[Salts], Foodcrops[Meats]
8 1-15% 16-35% 36-65% 66-90% 91-99% 100% 25%
14 Salts and Gems Jade VI. Smithing: Minerals[Metals],Trade Goods[Pelts],
15 Salts and Gems Carnelian Trade Goods[Dyes] 9 1-10% 11-25% 26-55% 56-85% 86-95% 96-100% 25%
16 Salts and Gems Lapis Lazuli
17 Salts and Gems Emerald [Link]: Trade Goods[Dyes], Trade 10 N/A 1-20% 21-50% 51-80% 81-95% 96-100% 25%
18 Salts and Gems Quartz and Agate Goods[Textiles and Fibers],Trade Goods[Pelts and
11 N/A 1-20% 21-45% 46-75% 76-90% 91-100% 35%
19 Salts and Gems Jasper and Bloodstone Hides],Trade Goods[Feathers], Minerals[Gems]
20 Salts and Gems Turquoise 12 N/A 1-10% 11-40% 41-70% 71-90% 91-100% 35%
21 Salts and Gems Realgar Art can be further broken down into the following
22 Salts and Gems Cinnabar categories: 13 N/A 1-10% 11-35% 36-65% 66-85% 86-100% 35%
23 Salts and Gems Pearls 14 N/A N/A 1-30% 31-60% 61-85% 86-100% 35%
24 Sands Silica Sand I. Art[Jewelry]: Trade Goods[Feathers],
Minerals[Metal], Minerals[Salt and Gems] 15 N/A N/A 1-25% 26-55% 56-80% 81-100% 35%
Uses of Minerals II. Art[Illustration]: Trade Goods[Dyes],Trade
Goods[Textiles and Fibers] Ingredient Rarity Special Property
Minerals include stones, crystals and salts, silica (used to Players exploring will seek to find craft ingredients, and Special properties are magically imbued special effects
make glass), and metals. It is therefore used in numerous III. Art[Poetry]: Trade Goods[Dyes],Trade use them to make [Link] players are searching, the within craft ingredients. Across a level 1-15 game,
crafts, but is most commonly used in Smithing and Goods[Textiles and Fibers] default item rarity should follow the above table. approximately one out of four items should have special
Art. Due to the divine nature of crystals and salts in IV. Art[Glasswork]: Minerals[Salt and Gems], properties (the likelihood increases with level).
Sacadia, Salts and Gems are also used by Alchemy and Minerals[Sands] Example: Craft Ingredients
Ritual. When finding a craft item, players should roll a 1D100
The party searches the body of a magical collorant they roll to determine if the item they have found has a
have just [Link] party is level 5, and the party wants
Salts in Sacadia Restrictive Ingredient Use special property. If it does, they will need to roll another
to know what they have [Link] GM has determined
Salts and crystals share a natural symbolism with regards The reason for restrictive ingredient use is to make die to determine what the property is.
that the items potentially carried by the Collorant are:
to divine. In Sacadia, Salt is the elemental opposite of players reliant on different craft ingredients, and • Collorant bloodbladder (1-34%)
Rot, meaning it represents inherent divinity and life. It randomize to some extent the ingredients players might Special Property Tables
• Collorant Crown Feathers (35-65%)
forms in regions of inherent divinity, where there is a find for their own [Link] may encourage your • Collorant Fang (not chipped) (66-100%) A generalized special property table is listed on the next
greater magical and religious focus than in other places. players to use craft ingredients outside of these page, and each biome page also has a list of associated
When players are near salt and crystals, those with restrictions if your players share ingredients normally. The GM asks the character who is searching the collorant special properties unique to that biome. Feel free to add
higher fate scores may feel something different. to roll to see what they �[Link] following rolls occur: your own special properties–they are amorphous and
• Item: 51% - Crown Feathers vague. In crafting, players will determine how they wish
In these tables, salt that is used in cooking is separated • Rarity: 87% -Very Rare to apply these special properties.
from crystal salts that contain higher divinity but do not • Special Property: 91% -YES
dissolve easily in water – these crystals and salts are used • Special Property: 16 - Spiral
instead for magical rituals and religious art. In fact, • Elemental Quality: 2 - Air Unique ‘*’ Properties
jewelry provides magical defense in Sacadia due to If you roll a special property with an * next to it, consult
the inherent divinity contained within crystals. The party therefore �nds very rare crown feathers of the air the ‘Unique Special Properties’ section before telling
element, with the magical property of the Spiral. players the special property.

63 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 64


Craft Ingredient Special Property Table Unique Special Properties VII. Luck: Whenever the Luck property is used in a
Most special properties are simply reminiscent of craft, players may destroy the Luck property to
Roll Property Roll Property Roll Property Roll Property unique magics or natural divinity, and do not represent turn a failure in the craft into a [Link] may
specific capabilities. A few, however, are unique, and otherwise use the Luck property as they would any
1 Fool’s Gold* 26 Isolation 51 Bravery 76 Chimera serve special or specific [Link] are marked in other special property.
2 Element: Earth 27 Society 52 Mirror 77 Polymorphism the ‘Craft Ingredient Special Property’ table with a *. VIII. Magnifying: Tell players that this item seems to
These properties are listed below alphabetically.
3 Element: Air 28 Nostalgia 53 Mirage 78 Psychic
not have a special property–but have them make
note of the craft [Link] someone
I. Anti-divinity: Players should mark this ingredient
4 Element:Water 29 Surprise 54 Sleep 79 Plague makes something with the Magnifying property, its
as having the special property ‘Anti-divinity’. Anti- power is significantly greater than expected–
5 Element: Fire 30 Conditions* 55 Language 80 Vacuum divinity is the antithesis of all [Link] property powerful in a very dangerous [Link] craft cannot
can be used to create magical crafts that destroy
6 Element: Rot 31 Motion 56 Fractal 81 Void be used more than once, but the effect of the craft
magical items. Certain magical relics or artifacts should be significantly (10x) greater than what the
can only be destroyed with an Anti-divinity craft.
7 Element: Salt 32 Stillness 57 Shrinking 82 Renewal players expect.
II. Conditions: Players should mark this ingredient as
8 Element* 33 Sight 58 Growing 83 Resistance IX. Mutating: Every time players look at this
having the special property ‘Conditions’.The ingredient, it will seem just a little different. Have
9 Mud 34 Hearing 59 Luck* 84 Vulnerability Conditions property magnifies the creation of them roll 1D100 again and assign the item that
other [Link] it is used in the
10 Lava 35 Touch 60 Light 85 Domination second property, but take note of the true
creation of a craft that creates a condition, either [Link] crafting with a Mutating
one additional level of the condition is added, or
11 Fungus 36 Smell 61 Darkness 86 Submission ingredient, secretly re-roll the special property of
increase the Check to escape the Condition by 2. the ingredient whenever the player tries to craft
12 Crystal 37 Taste 62 Pain 87 Moon III. Divinity: Players should mark this ingredient as with it.
13 Mist 38 Desire 63 Pleasure 88 Stars having no property at all, but being highly suffused [Link]: Players should mark this
with [Link] note of the craft ingredient. ingredient as having the special property
14 Smoke 39 Gluttony 64 Mutating* 89 Sun Divinity is raw essence of spirituality taken form, ‘Transmutation’.When crafting with a
and is the driving force behind everything in
15 Decay 40 Greed 65 Love 90 Planes Transmutation item, players can swap the
existence. Divinity is therefore pure, and can be elemental quality of two craft [Link]
16 Storm 41 Sloth 66 Memory 91 Time shaped by a craft however the crafting player the elemental qualities have been thusly swapped,
wishes.
17 Compost 42 Wrath 67 Dreams 92 Destruction Transmutation goes away.
IV. Element: Players should mark this item with the
18 Sea 43 Envy 68 Birth 93 Immutability Element [Link] used in a craft, the
Element property makes a resultant craft one level Creating New Properties
19 Oil 44 Pride 69 Life 94 Mind
stronger if all constituent elements have the same The‘Special Properties’ table on the previous page gives
20 Clay 45 Purity 70 Death 95 Body elemental quality (e.g., a rare craft would become a general list of special properties that you may imbue
very rare). into an item. However, you are free to create any other
21 Glass 46 Equanimity 71 Undeath 96 Soul special or unique properties you see fit.
V. Flip:When used in a craft with another special
22 Fibers 47 Charity 72 Quicksilver 97 Transmutation* property ingredient, the Flip property flips the Special properties should fit any type of craft-keep in
special property of the other ingredient, making it
23 Wood 48 Diligence 73 Jade 98 Magnifying* mind when you create new special properties that some
the opposite of its original intention. players may cast rituals, others may weave blankets, and
24 Combustion 49 Patience 74 Gold 99 Anti-divinity* VI. Fool’s Gold: A faux property, when a player rolls still others may smith [Link] of them should be able
25 Emotion 50 Compassion 75 Flip* 100 Divinity* 1D100, have them roll [Link] Fool’s gold to benefit from special properties that you create.
property appears as this second property, but
instead causes a defective break or curse within the
item crafted from this ingredient. If players fail to
successfully craft with Fool’s Gold upon beginning
a craft with it, the curse or break is even more
severe.

65 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 66


Creating something Balancing Crafts Rolling to Create Optional Rule:
When players craft items, you must create new abilities When a player is creating a crafted item, they must roll
New or skills for them to use within the game. To avoid to determine the probability of success of the craft. A
Critical Craft Rolls
breaking the game of Sacadia, the next few pages table determining the Check DC of successfully

W hen players craft ingredients into items or


rituals, they are creating a new rule for the
game of Sacadia that can be enduring and
effect the nature of the game itself–not only in this
provides some rules that can help guide the strength of
items or abilities created through items.

Example: Hallowing a Temple


integrating an ingredient into a craft is given below.

Crafting Check DC
GM Note: Optional Rules
Be aware that these rules for critical crafting rolls are
optional. By default, crafting rolls are treated like any
other talent roll (and therefore, there is no critical success
campaign, but in future campaigns. Item Rarity Check DC or failure of these checks).
Grognar seeks to hallow a large temple against an undead
This section governs the rules for crafting, and how you 1 (Common) 10
scourge about to attack the temple. He uses the following:
can ensure balance in the crafts made by players When rolling to incorporate single ingredients into
• Duration: CollorantWax (Rare) 2 (Uncommon) 12
throughout the game. crafts, it is possible to critically succeed or fail at a
• Area of Effect: Silvertongue Mercury (Very Rare)
3 (Rare) 16 crafting [Link] resulting effect of this critical success
• Strength: Smudge of Sage (Uncommon)
When can my players craft? 4 (Very Rare) 18 or failure does not need to be shared with your players
• Discrimination: Elder Twineberry (Uncommon)
– but there is some flexibility in how you can leverage
Regardless of craft type, crafting is meant to take place 5 (Legendary) 22 these rolls to either create cursed or blessed crafts.
only over long [Link] should always ensure a long rest The GM asks Grognar’s intention with the craft. Grognar’s 6 (Relic) 22
in order to create crafts. goal is to make it hard for undead to enter the temple. For common and uncommon ingredients, a nat1 or
Crafting and Skill nat20 craft check is simply treated as a normal talent roll
The GM is able to immediately determine from the tables (e.g., any other dice roll). This represents the reduced
Rarity of Resultant Crafts that the resultant craft should be able to hold undead for When players gain levels in a crafting skill, they also gain quantity of innate divinity in these craft ingredients.
an hour from entering a very large building like the
When players craft an item using a series of ingredients, advantage and increased skill. However, their ability to
[Link] asks Grognar to clarify his intention if undead
the resultant craft’s rarity is the average of all automatically succeed is gated differently than for
try to cross the threshold,to which Grognar replies that he Nat20 Crafting check
combined craft ingredient rarity, rounded to normal talent [Link] players take additional levels in
would like the undead to be stunned.A glance at the table When a nat20 is rolled to incorporate a craft ingredient
the nearest whole digit. a crafting talent, they get 1X advantage on all talent
tells the GM that if undead try to cross the threshold,they of rare or higher level, you can choose to do either of
checks. However, for each additional rarity a craft
will need to make a Courage Check against Grognar’s the following:
Craft Rarity: X.5 ingredient has, players get 1X disadvantage. Thus, the
Check DC or take two points of Stun. difficulty of crafting rolls can be expressed through the
When a craft has a rarity average of X.5,always round up, I. Added Twist:You can add a minor element to the
below table.
not down. In contrast, X.49 should round down to X. The GM then asks Grognar his intention behind ability that improves its overall capability or makes
Discrimination. Grognar replies that he wants the effect Craft Roll Advantage something interesting happen
to only trigger against [Link] �nal item is below. II. Added Level:You can add a level to the craft
Craft Ingredient Rarity Roll Roll Roll Roll
Item ingredient rarity, accounting for the increased skill
Although crafts created from different rarities will have [0] Hallowed TempleP: Rarity (General (Special (Special (Special
Talent) Talent: 1) Talent: 2) Talent: 3) of the craftsman
an average ‘total rarity’, the effect of an ingredient into This effect triggers only when an undead creature crosses the
a craft will still play a big impact in the craft. Specifically, threshold of the Dogmare Temple and lasts for one hour. Any 1 No 1X 2X 3X
craft ingredients placed into each slot create a specific nonliving creature crossing the temple threshold rolls a Courage Common Advantage Advantage Advantage Advantage
Nat1 Crafting Check
outcome based on the ingredient rarity and the slot Check against Grognar’s Check DC or take two points of Stun. 2 No 1X 2X 3X
Uncommon Advantage Advantage Advantage Advantage When a nat1 is rolled to incorporate a craft ingredient
[Link] ingredient rarity, therefore, factors directly of rare or higher level, you can choose to do either of
into the effect produced by the resultant item. 3 No 1X 2X
Relic Aspects Rare N/A Advantage Advantage Advantage the following:
When Relic ingredients are used in craft (and, rarely,
Example: Crafting a Healing Stew 4 N/A N/A No 1X
Legendary ingredients), the formed craft becomes an Very Rare Advantage Advantage I. Reduce Level: Treat the roll as a failure even if
Daigo seeks to create a healing stew in his craft, and has Aspect. That means that players can take levels in the 5 No modifiers would make it succeed. Reduce the craft
selected to use a Fire Tuber (Very Rare) as the base (Area craft to make it stronger over [Link] is the case no N/A N/A N/A ingredient level by 1, and let the player try again. If
Legendary Advantage
of effect), Antelope Meat (Uncommon) for the Duration, matter the craft. For each relic craft ingredient 6 No the failed craft is a common item already, it is
and Aloe Root (Rare) for the Strength of the craft. incorporated in a craft, add abilities for 10-12 combat N/A N/A N/A destroyed and the slot must be left empty.
Relic Advantage
points or 3-4 talent points worth of abilities that may be II. Add Taint: Incorporate a level of craft taint to the
He successfully crafts with all [Link] resultant taken in lieu of other combat or talent abilities. item, and define rules for the curse, problem, or
healing stew is Rare, and has the following properties: challenge with this resultant craft.
The below tables are still a strong guide for this process
• Area of Effect: Four uses of the stew (Very Rare Fire Tuber)
to ensure a balanced craft–but ultimately, the nature of
• Duration:Takes one uninterrupted minute to work (Uncommon
relic items is up to you.
Antelope Meat)
• Strength: Heals 3D10hp (Rare Aloe Root)

67 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 68


Craft Ingredients: Strength Craft Ingredients: Duration
Ingredient Common Uncommon Rare Very Rare Legendary Relic Ingredient Common Uncommon Rare Very Rare Legendary Relic
Intention Intention
Damage Output 1D8 2D8 4D8 8D8 16D8 16D8+Relic Duration of Instant One Full Round One Minute One Hour One Day One Day, Relic
(Singular Effect) Aspect Damaging Effect Aspect
Condition Levels 1 2 3 4 5 6, Relic Aspect Condition Check Normal Normal +1 +2 +Proficiency +Proficiency, Relic
Imposed DC Aspect
Condition Levels 1 (May Fail) 2 3 4 5 6, Relic Aspect
Removed Time to Heal or One Hour One Minute One Full Round Instant Instant + Instant + Relic
Healing Power 1D6 1D6/Proficiency 1D10/Proficiency 2D8/Proficiency 4D6/Proficiency All HP, Relic Reduce Conditions Additional Aspect
Score Score Score Score Aspect Resistance
Make a condition N/A N/A Condition has Condition has Condition has Condition has
Armor Strength +1 +2 +3 +4 +5 +5, Relic Aspect enduring Endure[1] Endure[2] Endure[Prof] Endure[2Prof]
(Standalone Item) Duration of Effect Instant One Full Round One Minute One Hour One Day One Day, Relic
Armor Strength -1 0 +1 +2 +3 +3, Relic Aspect (No Checks) Aspect
(Beyond Normal)
Weapon Strength Breaks on nat1 Normal +1 to-hit and +2 to-hit and +3 to-hit and +3 to-hit and Duration of Instant (do one One Full Round One Minute One Hour One Day One Day, Relic
damage damage damage damage, Relic Combat Summon thing) Aspect
Aspect Duration of Instant One Minute One Hour One Day OneYear One Day, Relic
Total Summoning 0.5 1 3 5 8 8, Relic Aspect noncombat effect Aspect
CR Limit Number of HP Up to 1 Up to 2 Up to 3 All of them for this All of them for this All of them for this
Value of Creation 1gc 10gc 100gc 500gc 5000gc 50,000gc Pools Effect is quick rest fitful rest long rest
Applied to
Damage Resistance Half Proficiency Proficiency 2X Proficiency 3X Proficiency 5X Proficiency No Damage Number of times 1 2 1D4+1 1D6+1 12 Unlimited
(Physical) noncombat Effect
Increase in HP 1 Dice Type 2 Dice Types Add half again to Double each HP Triple each HP Triple each HP is applied
Pool each HP pool pool pool pool, Relic Aspect
Improve To-Hit +1 +Half Proficiency Proficiency 2x Proficiency Automatic Hit Automatic Crit
(Once)
Improve To-Hit N/A +1 Half Proficiency Half Proficiency+1 Proficiency Proficiency+
(Permanent)
Durability of Breaks after one Breaks after one 1D4 Defense 1D6 defense Cannot be broken Cannot be broken,
Equipment combat long rest never wears

69 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 70


Craft Ingredients: Area of Effect Craft Ingredients: Will
Ingredient Common Uncommon Rare Very Rare Legendary Relic Ingredient Common Uncommon Rare Very Rare Legendary Relic
Intention Intention
AoE (Damage) 5x5 10x10 20x20 30x30 1 mile District of City / Damage Output 1D4 2D4 4D4 8D4 16D4 14D4, Relic Aspect
Small Town (Second Effect)
AoE (Condition 5x5 10x10 20x20 30x30 1 mile District of City / Lingering Damage 1 2 4 8 16 16, Relic Aspect
Imposed) Small Town Resistance
Aura Effect Area Shared Square 5ft 10ft 15ft 30ft 60ft, Relic Aspect Armor Resistance 1 Equal to Armor + Equal to Armor Equal to 2x Armor Immune Immune, Relic
(combat) to Specific Modifier Score Granted Score Granted Aspect
Aura Effect Radius 10ft 20ft 30ft 60ft 200ft 300ft, Relic Aspect Elemental Damage
(noncombat) Trigger for Item Always when item Always when item With specific Under one Specific Mental Specific Trigger,
Number of Uses 1 2 1D6+1 1D8+1 10 (recharges 1x/ 10, Relic Aspect Effect is touched is worn physical trigger condition (e.g., Trigger Relic Aspect
day) user drops to 0hp)
Size of Building 10x10 (shack) 20x20 (cabin) 80x80 (small 150x150 (medium 300x300 (large 500x500 (city Will of Summoned Their own Their own, but Bound to the word Bound to the word Bound to the will Bound to the will
Constructed building) building) building) block) Creatures will target enemies of the user of the user of the user of the user, Relic
Area of noncombat 10x10 square, 30x30 square, 100x100, Small 300x300, Large District of City/ City, Relic Aspect first Aspect
effect doorway Small room building building Small Town FreeWill poured Follows single Follows single May follow single Follows nuanced Has free will and Has free will and
into creation simple command simple command, command with commands and can engages the world engages the world
to letter of word including intent nuance and can use use problem in its own way in its own way.
problem solving to solving to adapt to Alignment
adapt to situations situations determined by
creator.
Action Economy 1 Action (Limb: ) 1 Action (Limb: ) Boost to specific Boost to any action No cost at all No cost at all
Use (Combat action type type
Effect)
Raw strength of Add 1D4 Add 1D6 Add 1X Advantage Add 2X Advantage Automatic Success Automatic Success
will against a and Rebound
specific Trait
Check

71 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 72


Craft Ingredients: Distance Craft Ingredients: Discrimination
Ingredient Common Uncommon Rare Very Rare Legendary Relic Ingredient Common Uncommon Rare Very Rare Legendary Relic
Intention Intention
Delay of Poison Up to one round Up to one 24 Hours or Specific Specific trigger Specific trigger Specific trigger AoE AoE distinguishes AoE distinguishes AoE discriminates AoE discriminates AoE discriminates AoE discriminates
Effect minute trigger within 1 hour within 24 Hours within long rest within long rest, Discrimination living or dead one monster type all monster types single target vague intentions specific intentions,
Relic Aspect Relic Aspect
Delay of Healing Specific trigger Specific trigger Specific trigger Specific trigger Specific trigger Specific trigger Poison Poison does not Poison only affects User is immune to User may select Poison does not Poison only affects
Effect within 1 round within 1 minute within 1 hour within fitful rest within long rest (anytime), Relic Discrimination affect monster monster type poison one individual to affect allies who you want,
Aspect type be immune Relic Aspect
Preservation Time 1 day 1 fitful rest 1 week 1 long rest 1Year 1Year, Relic Aspect Aura triggers on Vague Noncombat Vague Combat/ Specific Specific Trigger Aura triggers when Aura triggers
for Food event Trigger Noncombat Noncombat desired automatically when
Range to Single 20ft 40ft 120ft 200ft 5 miles 20 miles, Relic Trigger Trigger needed, Relic
Target Aspect Aspect
Range to AoE 10ft range, 5x5 20ft range, 60ft range, 15x15 60ft range, 30x30 1 mile range, 1 mile range, Craft Identification Craft identifies Craft identifies Craft identifies Craft identifies Craft identifies Craft identifies
(combat) AoE 10x10 AoE AoE AoE 40x40 AoE 40x40 AoE, Relic of Enemy specific monster specific monster monster type monster type protected protected
Aspect within 100ft within 1 mile within 200 ft within 1 mile monsters within 1 monsters within1
Time of Lingering 1 round 2 rounds 1 minute 10 minutes 1 day 1 day, Relic Aspect mile mile, Relic Aspect
Damage Resistance

73 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 74


Craft Recettes Two Ingredients? Masterwork Basic Weapon Recettes
Because the crafts aren’t magical, they don’t require three Craft Item Strength Slot Will Slot Craft Type

P layers often wish to craft items they could


otherwise buy. After all, they do know how to
craft, don’t they? Some crafts should enable the
construction of simple items.
craft ingredients. Instead, players may craft these items
using (in most cases) only two ingredients provided they
also have a crafting kit which can work with those
ingredient rarities.
Masterwork Dagger
Masterwork Sling
Masterwork Spear
Iron Bar (Very Rare)
Plant Fibers or Sinew (Very Rare)
Hardwood (Very Rare)
Leather Strip (Very Rare)
Leather Strip (Very Rare)
Iron Bar (Very Rare)
Smithing:Weapons
Tailor: Ropier
Smithing:Weapons
Masterwork Shortsword Iron Ingot (Very Rare) Leather Strip (Very Rare) Smithing:Weapons
In this section, recettes for simple crafts which create Masterwork Hand Axe Iron Ingot (Very Rare) Hardwood (Very Rare) Smithing:Weapons
something players could otherwise buy are [Link] Masterwork Club Hardwood (Legendary) Construction: Carpentry
craft recettes, if followed, create a non-magical craft Masterwork Shortbow ElasticWood (Very Rare) Plant Fibers or Sinew (Very Rare) Tailor: Ropier
which aligns to the item in the PHB that they can
purchase.
Masterwork Military Weapon Recettes
Basic Weapon Recettes Craft Item Strength Slot Will Slot Craft Type
Masterwork Pike Hardwood (Legendary) Iron Bar (Very Rare) Smithing:Weapons
Craft Item Strength Slot Will Slot Craft Type
Masterwork Longsword Iron Ingot (Legendary) Leather Strip (Very Rare) Smithing:Weapons
Dagger Iron Bar (Common) Leather Strip (Common) Smithing:Weapons
Masterwork War Axe Iron Ingot (Legendary) Hardwood (Very Rare) Smithing:Weapons
Sling Plant Fibers or Sinew (Common) Leather Strip (Common) Tailor: Ropier
Masterwork Mace Hardwood (Legendary) Iron Ingot (Very Rare) Smithing:Weapons
Spear Hardwood (Common) 2x Iron Bar (Common) Smithing:Weapons
Masterwork Crossbow Hardwood (Legendary) Bronze Ingot (Legendary) Smithing: Gadgeteer
Shortsword Iron Ingot (Common) Leather Strip (Common) Smithing:Weapons
Masterwork Composite Bow ElasticWood (Legendary) Plant Fibers or Sinew (Very Rare) Tailor: Ropier
Hand Axe Iron Ingot (Common) Hardwood (Common) Smithing:Weapons
Masterwork Greatsword Iron Ingot (Legendary) Leather Strip (Very Rare) Smithing:Weapons
Club or Staff Hardwood (Uncommon) Construction: Carpentry
Masterwork Great Axe Iron Ingot (Legendary) Hardwood (Very Rare) Smithing:Weapons
Shortbow ElasticWood (Common) Plant Fibers or Sinew (Common) Tailor: Ropier
Masterwork Greatclub Hardwood (Legendary) Iron Ingot (Legendary) Smithing:Weapons

Military Weapon Recettes Armor Set Recettes


Craft Item Strength Slot Will Slot Craft Type
Craft Item Strength Slot Will Slot Craft Type
Pike Hardwood (Uncommon) 2x Iron Bar (Uncommon) Smithing:Weapons
Cloth Set Cloth Sheet (Common) Animal Glue (Common) Tailor: Clothier
Longsword Iron Ingot (Uncommon) Leather Strip (Uncommon) Smithing:Weapons
Padded Cloth Set 2x Cloth Sheet (Uncommon) 2x Animal Glue (Uncommon) Tailor: Clothier
War Axe Iron Ingot (Uncommon) Hardwood (Uncommon) Smithing:Weapons
Leather Spaulder Set Leather Hide (Common) Bronze Bar (Common) Tailor: Leatherwork
Mace Hardwood (Uncommon) Iron Ingot (Uncommon) Smithing:Weapons
Leather Chestplate Set 2x Leather Hide (Uncommon) Bronze Bar (Rare) Tailor: Leatherwork
Crossbow Hardwood (Uncommon) Bronze Ingot (Uncommon) Smithing: Gadgeteer
Iron Spaulder Set 3x Iron Ingot (Common) 2x Leather Strip (Common) Smithing: Armorer
Composite Bow ElasticWood (Uncommon) Plant Fibers or Sinew (Rare) Tailor: Ropier
Iron Chestplate Set 5x Iron Ingot (Uncommon) 3x Leather Strip (Uncommon) Smithing: Armorer
Greatsword Iron Ingot (Rare) 2x Leather Strip (Uncommon) Smithing:Weapons
Great Axe Iron Ingot (Rare) Hardwood (Uncommon) Smithing:Weapons
Greater Club Hardwood (Rare) Iron Ingot (Uncommon) Smithing:Weapons Armor Add-On Recettes
Craft Item Strength Slot Will Slot Craft Type
Racial Weapon Recettes Silver Bracers Silver Ingot (Uncommon) Plant Fibers or Sinew (Uncommon) Art: Jewelry
Cloth Bracers Cloth Sheet (Uncommon) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Craft Item Strength Slot Will Slot Craft Type
Gold Bracers Gold Bar (Uncommon) Plant Fibers or Sinew (Uncommon) Art: Jewelry
Hand Crossbow Hardwood (Uncommon) Bronze Ingot (Uncommon) Smithing: Gadgeteer
Woven Bracers 2x Cloth Sheet (Rare) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Two-Headed Spear Hardwood (Uncommon) Iron Bar (Uncommon) Smithing:Weapons
Leather Bracers 2x Leather Hide (Common) Plant Fibers or Sinew (Uncommon) Tailor: Leatherwork
Rope Dart Plant Fibers or Sinew (Rare) Leather Strip (Common) Tailor: Ropier
Rawhide Bracers 2x Leather Hide (Rare) Cloth Sheet (Uncommon) Tailor: Leatherwork
Snake Dagger Obsidian (Rare) Leather Strip (Common) Ritual: Religious Rites
Iron Bracers Iron Ingot (Uncommon) Leather Hide (Common) Smithing: Armorer
Hawksling Plant Fibers or Sinew (Uncommon) Leather Strip (Uncommon) Tailor: Ropier
Plaited Bracers 3x Iron Ingot (Rare) Leather Hide (Rare) Smithing: Armorer
Clawhook Iron Ingot (Common) Hardwood (Uncommon) Smithing:Weapons
Leather Helmet Leather Hide (Uncommon) Cloth Sheet (Uncommon) Tailor: Leatherwork
Beardhook Plant Fibers or Sinew (Uncommon) Leather Strip (Uncommon) Tailor: Ropier
Rawhide Helmet 2x Leather Hide (Rare) Cloth Sheet (Uncommon) Tailor: Leatherwork
Corner Spear Hardwood (Uncommon) Iron Bar (Uncommon) Smithing:Weapons
Iron Helmet 2x Iron Ingot (Uncommon) Cloth Sheet (Uncommon) Smithing: Armorer
Meteor Hammer Hardwood (Uncommon) Iron Ingot (Uncommon) Smithing:Weapons
Plaited Helmet 5x Iron Ingot (Rare) Cloth Sheet (Uncommon) Smithing: Armorer
Arguer Blade Obsidian (Rare) Leather Strip (Rare) Ritual: Religious Rites

75 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 76


Armor Trinket Recettes Mount and Vehicle Recettes
Craft Item Strength Slot Will Slot Craft Type Craft Item Strength Slot Will Slot Area of Effect Slot Craft Type
Cloth Greaves 2x Cloth Sheet (Uncommon) Bronze Bar (Uncommon) Tailor: Clothier Saddle and Bridle Leather Hide (Uncommon) Bronze Ingot (Uncommon) Tailor: Leatherwork
Leather Greaves 2x Leather Hide (Common) Bronze Bar (Uncommon) Tailor: Leatherwork
Iron Greaves Iron Ingot (Uncommon) Bronze Bar (Uncommon) Smithing: Armorer BasicWagon 2x Hardwood Palette (Uncommon) 4x Iron Ingot (Uncommon) Construction:
Leg Wraps 2x Cloth Sheet (Uncommon) Bronze Bar (Uncommon) Tailor: Clothier Carpentry
Rustic Jewelry Gemstone (Rare) 2x Iron Bar (Rare) Art: Jewelry Covered Wagon 3x Hardwood Palette (Uncommon) 6x Iron Ingot (Uncommon) 4x Cloth Sheet Construction:
Pearl Jewelry Pearl (Uncommon) 2x Silver Bar (Uncommon) Art: Jewelry (Uncommon) Carpentry
Silver Jewelry Silver Bar (Rare) Iron Bar (Uncommon) Art: Jewelry Chariot Hardwood Palette (Rare) 2x Iron Ingot (Rare) Construction:
Jade Jewelry Jade (Uncommon) Gold Bar (Uncommon) Art: Jewelry Carpentry
Amber Jewelry Amber (Rare) Gold Bar (Uncommon) Art: Jewelry Dover Boat 2x Hardwood Palette (Uncommon) ElasticWood Palette Construction:
Opal Jewelry Opal (Rare) Gold Bar (Uncommon) Art: Jewelry (Uncommon) Carpentry
Ornate Jewelry Gold Bar (Rare) Ivory (Uncommon) Art: Jewelry Sailboat 4x Hardwood Palette (Uncommon) ElasticWood Palette 6x Cloth Sheet Construction:
Gold Jewelry Gold Bar (Rare) Ivory (Uncommon) Art: Jewelry (Uncommon) (Uncommon) Carpentry
Onyx Jewelry Obsidian (Rare) Gold Bar (Rare) Art: Jewelry
Crossguard Leather Hide (Rare) Cloth Sheet (Rare) Tailor: Leatherwork GM Note:A Boat perWeek?
Fitted Straps Leather Hide (Rare) Bronze Ingot (Rare) Tailor: Leatherwork
Irontoe Boots Leather Hide (Uncommon) Iron Ingot (Rare) Tailor: Leatherwork Crafting is typically abstracted into the long rest cycle.A stew that would take six hours to make requires a week of preparation
Spectacles Glass (Rare) Bronze Bar (Uncommon) Art: Glasswork when it involves magic ingredients. However, sometimes you may wish to restrict players from crafting a sailboat in a single long
Curved Horn Ivory (Rare) Bronze Bar (Uncommon) Art: Jewelry rest if that rest takes a [Link] this occurs, they still only have to use one long rest for crafting the boat - but narratively, the
Abacus Hardwood (Rare) Bronze Ingot (Rare) Smithing: Gadgeteer boat takes time to prepare, and lots of people are involved in following the orders of the craftsman.

Shield Recettes Adventuring Equipment Recettes


Craft Item Strength Slot Will Slot Craft Type Craft Item Strength Slot Will Slot Craft Type
Wood Shield Hardwood (Uncommon) Silver Bar (Uncommon) Construction: Carpentry Bandolier (Small) 2x Leather Hide (Common) Leather Strip (Uncommon) Tailor: Leatherwork
Leather Shield Leather Hide (Uncommon) Silver Bar (Uncommon) Tailor: Leatherwork Bandolier (Large) 2x Leather Hide (Uncommon) Leather Strip (Uncommon) Tailor: Leatherwork
Iron Shield Iron Ingot (Rare) Silver Bar (Uncommon) Smithing: Armorer Blanket 2x Cloth Sheet (Common) Tailor: Clothier
Tower Shield 2x Iron Ingot (Rare) Silver Bar (Rare) Smithing: Armorer Boots, Leather Leather Hide (Common) Hardwood (Common) Tailor: Leatherwork
Bronze Pot 2x Bronze Ingot (Common) Smithing: Armorer
Cloak (Simple) Cloth Sheet (Common) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Masterwork Armor Set Recettes Cloak (Winter) Cloth Sheet (Uncommon) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Craft Item Strength Slot Will Slot Craft Type Clothes (Simple) Cloth Sheet (Common) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Masterwork Cloth Set Cloth Sheet (Legendary) Plant Fibers or Sinew (Very Rare) Tailor: Clothier Clothes (Traveler) 2x Cloth Sheet (Uncommon) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Masterwork Leather Set Leather Hide (Legendary) Bronze Ingot (Very Rare) Tailor: Leatherwork Clothes (Wealthy) 2x Cloth Sheet (Rare) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Masterwork Iron Set Iron Ingot (Legendary) Leather Hide (Very Rare) Smithing: Armorer Flag - Nation Cloth Sheet (Uncommon) Dyes and Inks (Uncommon) Tailor: Clothier
Gaming Set Hardwood (Uncommon) Bone (Common) Construction: Carpentry
Glassware (Bottle) 2x Sand (Common) Art: Glasswork
Masterwork Armor Add-On Recettes Glassware (Cup) Sand (Common) Art: Glasswork
Craft Item Strength Slot Will Slot Craft Type Holy Symbol Hardwood (Common) Art: Jewelry
Masterwork Cloth Bracers Cloth Sheet (Legendary) Plant Fibers or Sinew (Very Rare) Tailor: Clothier Hunting Trap Bronze (Uncommon) Hardwood (Uncommon) Smithing: Gadgeteer
Masterwork Leather Bracers Leather Hide (Legendary) Cloth Sheet (Very Rare) Tailor: Leatherwork Iron Pot 2x Iron Ingot (Uncommon) Smithing: Armorer
Masterwork Iron Bracers Iron Ingot (Legendary) Leather Hide (Very Rare) Smithing: Armorer Lantern Iron Ingot (Common) Sand (Uncommon) Smithing: Gadgeteer
Leather Satchel 2x Leather Strip (Common) Plant Fibers or Sinew (Common) Tailor: Leatherwork
Lock and Key 2x Bronze Bar (Uncommon) Iron Bar (Uncommon) Smithing: Gadgeteer
Masterwork Shield Recettes Lockbox and Key Bronze Ingot (Uncommon) Hardwood (Rare) Smithing: Gadgeteer
Craft Item Strength Slot Will Slot Craft Type Map Paperweave Roll (Uncommon) Dyes and Inks (Uncommon) Art: Illustration
Masterwork Wood Shield Hardwood (Legendary) Silver Bar (Very Rare) Construction: Carpentry Perfume (Vial) Scented Oil (Uncommon) Alcohol (Common) Herbalism: Salves
Masterwork Leather Shield Leather Hide (Legendary) Silver Bar (Very Rare) Tailor: Leatherwork Quiver Leather Strip (Uncommon) Plant Fibers or Sinew (Uncommon) Tailor: Leatherwork
Masterwork Iron Shield Iron Ingot (Legendary) Silver Bar (Very Rare) Smithing: Armorer Rope (50ft) Flax Twine (Common) Tailor: Ropier
Masterwork Tower Shield Iron Ingot (Legendary) Silver Bar (Legendary) Smithing: Armorer Merchant’s Scale Bronze Ingot (Common) Iron Bar (Common) Smithing: Gadgeteer
Tent, 2-person 2x Cloth Sheet (Common) Plant Fibers or Sinew (Uncommon) Tailor: Clothier
Waterskin Leather Strip (Common) Plant Fibers or Sinew (Common) Tailor: Leatherwork

77 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 78


Ingredients for Recettes Craft vs. Trade Goods Craft Recettes: Alternative GM Note:What About My Bargaining?
Craft ingredients above may be purchased and sold in
The craft ingredient recettes in this section require Rules Players may have Bargaining specialization in a craft
most [Link] ingredients are of a higher quality
specific craft [Link] may consider allowing they create (such as Armor orWeapons).These discounts do
than goods sold to normal citizens, and may require
your players to purchase these craft ingredients, and can The rules on the previous pages provide an in-depth not stack with those of the Simpli�ed Crafting Rules.
special permits to purchase (depending upon the culture
follow the general costs below to do so. method to determine the values of goods, and will allow
of the marketplace). your players to craft normal goods and supplies they
might otherwise purchase. Crafting Skills
Elemental Quality These goods differ from the Trade Goods in the PHB, Players need to have the skills to craft items. Each item
As with all crafts, these ingredients come with an and their prices may reflect that. However, these rules are involved, and you may yearn that players can craft are listed by craft type in the
elemental quality. The table below includes the cost of for a simpler answer for players to leverage their crafts previous sections. Using the simplified crafting rules,
player selection of a specific elemental [Link] may GM Note: Gemstones! to create items. This section provides alternative rules players may only gain an item if it’s something they
reduce the cost of an ingredient by 10% to randomize Gemstones may come in many different kinds, and the for this craft. could feasibly craft using the crafting rules of the
the elemental property. above list is [Link] a craft requires a gemstone previous pages.
of a certain quality, any gemstone will suf�ce - but the GM Note:Why the Complex Rules?
GM Note:Very Rare Ingredients? rarity of the craft matter. This requires that players have the following:
Crafting is an involved system for creating magic items,
Very Rare, Legendary, and Relic quality craft ingredients and is most at home when players are crafting magic of ◆ The general crafting ability for that item
cannot be purchased from most merchants due to their some kind - whether it’s a magic poem, a hallowed site, or ◆ Enough specialization of the required type to
quality. Players wishing to craft these items must �nd a glowing sword. craft with the requisite ingredient rarities of
their ingredients through adventure! the item
However, sometimes players just want to use their crafting
Craft Ingredient Costs to get a good deal! Especially for players new to crafting, Simpli�ed Crafting Rules: Crafting Jewelry
allowing them to use the rules of the previous section can
Craft Ingredient Cost (Common) Cost (Uncommon) Cost (Rare) Notes Lupesia wishes to craft something using the simpli�ed
provide an introduction to crafting. Players may craft a
Iron Bar 2gc 5gc 20gc Ten Bars to an Ingot crafting rules, and has Smithing: Armorer. She decides to
normal item with ingredients they can purchase using two
Iron Ingot 16gc 40gc 140gc craft Clothes (Wealthy) but cannot, because Clothes
slots - they can even make the item magical with a slight
Bronze Bar 15sc 4gc 20gc Ten Bars to an Ingot (Wealthy) requires Tailor:Clothier. So she decides to craft
twist, by adding in a single magic ingredient into a third
Bronze Ingot 12gc 30gc 120gc a Greatsword. But lo, the Greatsword requires rare craft
[Link] doing this,your players may learn how to work the
Silver Bar 2gc 10gc 80gc Ten Bars to an Ingot ingredients, which means she would need Smithing:
crafting system of Sacadia.
Silver Ingot 20gc 90gc 700gc Weaponry[1] to craft it! She can craft a longsword,which
Gold Bar 5gc 25gc 125gc Twenty Bars to an Ingot only requires uncommon ingredients - and she can do that
Gold Ingot 100gc 500gc 2500gc using her general Smithing skill.
Simplified Crafting Rules
Plant Fibers or Sinew 1gc 4gc 20gc Payment per single strand To simplify the crafting of normal items, players may
Flax Twine 18gc 72gc 360gc Equivalent to 20 strands of plant fiber Lupesia crafts a longsword using Smithing and gets it for
craft a single item per long rest from the normal
Cloth Sheet 5gc 20gc 250gc Various textiles available. Fabric is regional a 25% [Link] would normally be a 55gp
equipment list. In so doing, they receive the item with a
Leather Strip 2gc 5gc 50gc May be cut to any shape, but 1/8 of a hide longsword becomes a 41gp, 3sc longsword!
25% discount. This discount stacks with additional
Leather Hide 15gc 60gc 300gc Equivalent to 8 Leather Strips discounts they may receive through Talents (such as
Hardwood 5gc 15gc 120gc Sold in either plank or rod Economy: Bargaining[Craft Ingredients]) or through
Hardwood Palette 100gc 300gc 1000gc Equivalent to 25 hardwood planks narrative.
ElasticWood 14gc 56gc 280gc Sold by the rod
ElasticWood Palette 120gc 500gc 2500c Equivalent to 10 Elastic planks
Animal Glue 2gc 10gc 100gc Typically helk glue. Rarity determines strength Bargaining and You!
Gemstones: Obsidian 10gc 60gc 150gc Rarity determines quality, size of stone Economy: Bargaining Specific is a Talent which gives
Gemstones: Pearl 10gc 60gc 150gc Rarity determines quality, size of stone players discounts in buying items provided those items
Gemstones: Jade 10gc 60gc 150gc Rarity determines quality, size of stone are of a specific item type. One such type is Craft
Gemstones: Amber 12gc 70gc 150gc Rarity determines quality, size of stone Ingredients, which allows players to purchase craft
Gemstones: Opal 12gc 70gc 150gc Rarity determines quality, size of stone ingredients and crafting kits at a discount. If players have
Ivory 40gc 100gc 300gc Rarity determines origin (e.g., walrus) this Talent specialization, they receive a discount to
Bone 5gc 20gc 120gc crafting [Link] discount will always stack with the
Sand 2gc 15gc 75gc Used in glasswork discount from the simplified crafting rules (and can also
Dyes and Inks 4gc 25gc 120gc Of Crafter’s grade - not for resale be used for the more complex crafting rules on the
Paperweave Roll 10gc 50gc 250gc Roll of 12 sheets previous pages!)
Scented Oils 1gc 6gc 50gc Rarity determines scent (cedar, myrrh, etc.)
Alcohol 1gc 10gc 100gc Rubbing Alcohol (not for drinking)

79 Expanded Game Rules - Crafting Expanded Game Rules - Crafting 80


Gold and Economy Crafts in the Economy
Craft ingredients and resulting crafted items are an

G old, or a comparable economic token used in


your society, will form the baseline for player
exchange for goods including weapons and
armor. It also provides them a way to engage with crafts,
important part of engaging with Sacadia across multiple
games. Crafts enter the economy as they are created by
players or NPCs, and can either disappear with time or
can endure, cropping up again in future games (this is
and can change or interact with stories. Here, a number especially the case for legendary crafts created through
of rules are outlined governing player engagement with high-level craft ingredients). But crafts are expensive to
the economy. both create and buy.

Gold per Level Balancing Ingredient Purchase


Due to the fact that players can purchase armor and Players may buy as many craft ingredients as they would
weapons that improve physical and mental defense or like, but are restricted in how many crafts they can
damage output, gold fits into the leveling structure. As actually make per long rest. If the narrative of your game
the GM, it is imperative that you dole out gold to your slows down because players are taking many long rests
players according to their [Link] narrative structure in order to increase their craft downtime, consider
of Sacadia is relatively loose, but the requirements for restricting parties to 6 craft ingredient purchases per
gold per level are in the table below. month, or put a narrative time limit to events.

Gold Per Level Leasing Craft Kits


Level Band Total GP Received in Band Craft kits, and especially high level craft kits, are very
At Start 100gp (including starting items) expensive. Players may seek to craft at lower levels even
2-5 500gp though they do not have the requisite coinage to
6-10 2000gp purchase the craft ingredients they [Link] this is
11-15 10,000gp* the case, consider placing a craft station in a town or
long rest center. Players may rent time at these crafting
stations for a deprecated rate of 1/10 the cost of
General Game Guides Expanded game rules - General Gold At First Level purchasing the craft kit themselves, and may use it for a
At first level, players receive starting equipment from
Gold and Economy single craft.

I t takes a lot to run a game. In this section, a list of


general rules and guides provides tips and tricks for
GMs to add to their game, balance systems and rules,
and enable you to tell your story.
Trait Check Rules
Mobile Encounters
their Profession [Link], you can give them
100gp and have them choose their own starting
equipment by purchasing it from the item tables. Magic Shops
Magic items can endue within the game. It is highly
Unbeatable Monsters recommended that you keep a running list of all
Gold at Levels 2-10 enduring magic items created throughout all of your
Myth Campaigns At levels 2-10, player level is balanced around them games. In the last few games (especially any post-fall
receiving approximately 500gp by level 5, and
Level Zero civilization games, but also other late-stage games) you
approximately 2000gp on top of that from level 6-10. may create artifact shops which sell ancient artifacts
Fighting in Water This is to enable players to purchase all Prof[3] required found throughout the [Link] artifacts are the craft
equipment by level 5, and to enable players to buy ingredients from across a multitude of games – perhaps
certain specialized items and kits by level 10. Items with other secrets or tricks picked up along the way.
which cost more than 300gp are typically gated for These items are very expensive, but provide players
levels 6-10, while items below 300gp are meant to be with a way to encounter items they crafted several
purchasable by players below level 6. games in the past.

Gold at High Levels GM Note: Balance with Magic Items


At high levels (11+), gold is inconsequential to balance. Sacadia is not balanced around the use of magic items like
By level 10, players can purchase anything they want many other fantasy TTRPGs. Keep in mind that if you
from the item list. If your players pursue economic give your players powerful magic items, you may need to
wealth or glory, consider rewarding them with adjust combat CR as a result.
10,000gp at high levels. If they do not pursue wealth for
narrative reasons, feel free to give them any amount of
money as is relevant to the game.

81 Expanded Game Rules Expanded Game Rules - Gold and Economy 82


Economy and Narrative Unrest and economy Trait Check Rules Pushing your Luck
The economy of an iron age civilization can fit well into Food Stores Siege Unrest Effect Sometimes, players fail at a talent and wants to try to
narrative if pursued. Normally, prices in the PHB map
to approximated prices in a healthy iron age economy.
You can change the health of this economy quite readily,
however, for narrative reasons. Some opportunities to
(% Total)
100
75
2x Trade Good Cost.
4x Trade Good Cost. Mild unrest.
A ddendums to the normal trait and skill check
rules are given below, and may be used at GM
discretion.
push their [Link] may offer this as an option to players
when it is clear how the character may push their luck –
and what the consequences can be for success or failure.
50 8x Trade Good Cost. Unrest. First Demons
do so are listed below. appear in poor regions of town. Complex Trait Checks When players push their luck, they reroll a talent check
25 16x Trade Good cost. Unrest becomes dangerous but the new DC is harder than it was previously.
Certain trait checks outside of combat might be
Siege Economy to government. Demons appear normally. especially challenging. Moving a giant boulder, breaking
0 No Trade Good Availability. Populace fights If they succeed at the new talent check, they are able to
During a siege, resources slowly dwindle. Markets an enchanted lock, or crafting a relic are examples of
government to end siege. Demons common. succeed where they were about to fail. If they fail this
become less healthy as a result, and players become this rule in play. second check, they fail much more than they would have
restricted in what they can purchase. Specific effects of previously.
a siege to a healthy economy are listed below. Single-Sourced Items At GM discretion, you can use the following complex
Sometimes, an item is sourced from a single supplier. trait check rules for particularly challenging rolls. Example: Pushing your Luck
[Link] and Armor: When a siege is imminent, The world is small in Sacadia, and one lone merchant
the price of weapons and armor will skyrocket may make a long voyage from one part of the world to Daigo is trying to disarm a level 2 trap using Trapcraft
Rolling a Complex Trait Check
anywhere from 3x to 10x depending on the another in order to supply them with rare fabrics or [2]. He has a Finesse of 3, and as a Sentinel has a
When players roll a complex trait check, they do exactly
relative baseline rarity. Once a siege begins, these other trade goods. Pro�ciency of 3 as well. He seeks to disarm a trap with a
what they would normally do–roll a trait with
items cannot be purchased. Check DC of 12, and rolls a 10 (natural 2 + 8).
associated bonuses.
These routes are often fiercely protected, and can be
II. Adventuring Equipment: Most adventuring narratively [Link] of the following may apply to The GM offers for Daigo to push his luck,and Daigo agrees
equipment remains on the market. However, However, complex trait checks require a certain number
these trade routes and traders: – he knows he should be able to disarm this trap easily
consumable ingredients (e.g., oil, rations) increase of successes to succeed, and players must describe how with a +8 to [Link] GM raises the Check DC to 15.
in price according with all trade good price ◆ The trader may be exceedingly wealthy by they will use their skills to assist in an action.
increases. gaming the economy, at the expense of putting Unfortunately, Daigo now rolls a natural 5, giving him
themselves in danger Complex Trait Check Notation
III. Craft Ingredients: Craft ingredients follow the a 13 to his Trapcraft roll. Unfortunately for Daigo, the
◆ If the route of a single-source trader is
same trends as all Trade Goods. Complex trait checks are written with the following trap now explodes instead of simply not disarming – and
discovered, they may be put in danger – and as notation: he takes 3D8 points of �re damage.
[Link] Goods: Trade goods increase in price as the a result, their key good may not make it where
siege progresses according to city [Link] the it needs to go DC14 Complex Trait Check [3|2]
siege begins, double the price of trade goods. For ◆ If single-source traders travel along a publicly-
every quarter of total food stores the city loses, known route, that route may be rife with DC14: Trait Check DC (for all checks)
double the cost of trade goods again. bandits waiting for their opportunity to steal
these goods 3: Number of successes needed
GM Note: Siege Costs and Narrative ◆ If another trader seeks to game the same single-
source ingredient, the current provider may
As trade goods increase in price, unrest in a city will 2: Number of failures that will lead to trait check failure
take drastic actions to ensure their monopoly
increase due to starvation. The chances of dangerous ◆ If weather creates challenges to a trade route,
encounters and monster outbreaks due to starvation will Therefore, players may need to roll multiple checks in a
that trade good may be delayed, creating
also [Link] city-states run out of food, they are row in order to succeed at such a trait check.
significant fluctuation in prices for that item or
typically forced to comply with the demands of any trapping the single-source trader
besiegers. Narrating a Complex Trait
GM Note: Campaign Idea When players roll a complex trait check, they must
Recall that in Sacadia, cannibalism without ritual causes narrate how they use their particular skill or trait to
humans to turn into demons in most cultures, slowly Players often speak of �xing an economy in TTRPGs. succeed. If breaking a lock using strength, players must
removing their humanity and turning them into monsters. Consider a campaign in which players actively try to describe how they plan on bashing the lock open.
In some cultures where ritualistic and religious game the economy by transporting a rare good (e.g.,dates)
cannibalism is practiced, this is not the case. from the region of the empire where that good is produced
to the opposite edge of empire. Along the way, they may
encounter any of the myriad above plot points and put
themselves in immense danger in order to game the
economy for a single item.

83 Expanded Game Rules - Gold and Economy Expanded Game Rules 84


Average Trait ChecK DC Myth Campaigns Wild Magicks
Sometimes, players deviate from the expected path in Sacadia is a naturally magical world (oracles, for
such a way as to require a Trait [Link] below table
gives a depiction of average Check DCs for various rolls.

Check DC Table
T here are many types of games in Sacadia. Some are
realistic–ancient armies and empires clash for
glory and fade into ruin. Others are myths–told
through the lens of storytellers describing a piece of the
example, rely heavily on magical abilities), and magic
will exist within your game regardless of whether or not
it is a myth or historical game.

past with an air of [Link] stories are awash in However, the flair of magic will change in a
Level Easy Moderate Hard Expert titans, gods, and demons. They are not true, but they mythological game to be less subtle. Spellcasters should
1 8 13 18 23 hold within them a seed of pure truth. be swallowed in shadow as they chant dark spells, before
2 8 13 18 23 bolts of black lightning shoot forth from their hands.
3 9 14 19 24 These games are games of myth. Creature may be turned into animals, forced to scurry
4 9 14 19 24 around. Magic in a myth game will be more overt, while
5 10 15 20 25 Running Myth and History in a historical game, magic may be more subtle. The
6 10 15 20 25 oracle chants, and the enemy grows frightened. An
7 11 16 21 26 There are several key differences between a myth enemy becomes confused or stunned at the sight of
8 11 16 21 26 campaign and a historical campaign. Predominantly, something horrific that only it can see.
9 12 17 22 27 they have to do with magic and the divine, such as
10 12 17 22 27 [Link] also involve some of the innate magic of
11 13 18 23 28 the world itself. Monsters of Myth
12 13 18 23 28 Myths are full of monstrous beasts fighting brave heroes
13 14 19 24 29 (Heracles being the most obvious example, with
Gods and Men
14 14 19 24 29 parallels like Cu Chulainn and others around the globe).
In a historical campaign, the gods do not answer prayers,
15 15 20 25 30 intervene, assist, or give direct signs. The divinity of In historical games, players should predominantly fight
Godhood can be inferred from indirect effects. beasts and men, as well as occasionally magical beasts.
Interpreting Check DC However, in mythological campaigns, they directly Fae and demons, titans and giants should all be myths
The meaning of individual Check DCs is listed in the answer prayers, respond with signs, and can even spoken about but not experienced.
table below. Each row represents an increased appear.
specialization in a skill capability. When a player has a
listed amount of training or specialization in a Talent, A God can appear and do anything, for any side, but they Lands of Legend
their probability to succeed a check is listed on the are as fickle and dangerous as they are powerful. As a The land itself is stranger, more wild, and more
associated row below. GM, be sure to treat gods as different and otherworldly, dangerous in games of myth. In historical games, travel
and use them cautiously–gods may command players, to other planes of existence does not occur, and the full
Check DC Interpretation and if players reject gods the punishment should be swift game takes place on the sole material plane.
and harsh.
Difficulty Easy Moderate Hard Expert Furthermore, rare biomes are comparatively
Untrained <65% <40% <15% 5%* Additionally, gods can answer prayers. If a player seeks uncommon in historical games, while prevalent in
Trained 75% 50% 25% 5%* to pray, they make a Fate Check while making a sacrifice. games of myth. Even a rock shaped like a giant may
Specialist 1 95%* 75% 50% 25% If they roll above a DC20, they will receive some form appear obviously so in a game of myth, but require some
Specialist 2 95%* 90% 65% 40% of sign from the god to which they pray. squinting to achieve the same effect in a historical game.
Specialist 3 100% 100% 100% See Note
The better the sacrifice, the more advantage they may Leveling
*Talent rolls listed with a ‘*’ only succeed with a nat20, receive in this roll: Mythological games go to level 15, while historical
or only fail with a nat1. games should cap at level 10. Players inherently become
No Sacrifice: 1x Disadvantage mythological heroes between levels 11-15, and such
Players who attempt to make an untrained Talent Foodcrops, Blood: Normal characters have no place in historical stories.
Check, when allowed by their GM, roll a D20 and add Live Animal: 1x Advantage
nothing to [Link], as levels progress, the “Easy” check Human: 2x Advantage
DC will become more and more difficult for them. Lore Points
Although players receive 2x advantage sacrificing a At GM discretion, you may choose to deny lore points
When players achieve Specialist 3, they receive a 20 on human, they should be cautious in doing so. Besides to players in historical games. Due to the historical
their roll instead of rolling a D20 on their specialist being amoral, only some gods desire human sacrifices. nature, unfortunate events are more likely, and
checks. Thus, they cannot fail except on Expert rolls, mythological and legendary rallying is far less likely.
and will automatically fail if they do not addTrait Scores
to their roll.

85 Expanded Game Rules Expanded Game Rules 86


Level Zero Influence and Intrigue Boons and Banes GM Note: Giving Banes
In some games, players may play two [Link] It is important to tell players about Banes prior to them

S acadia is a game about heroes – heroes of small


towns, of empires, or of the world. It is a game
about the ways that individual people can have
effects that ripple throughout history. All heroes
is most common in Intrigue or Conquest games,
where players take on the role of decision makers
(e.g., politicians vying for power in an aging empire).
In these games, you may decide to have your players
W hen players are cursed or blessed across their
adventures, they receive divine boons and
banes. There are simple and complex boons
and banes players can receive. Some boons and banes
taking action. Players should always have agency over
whether or not they receive Banes, and be choosing to
receive Banes for a reason, be it roleplay or subplot.
map to specific divine influences (such as the ardor or
came from somewhere, however—and you may wish play two characters – one, the politician or tactician, will of a specific god) while others are more general.
to have your players start at level zero to reflect that. and the other, a soldier or member of society subject Tracking deific Ardor
to the whims and decisions of the former character. Lore Points and Bane Tokens, if given often enough to
Level Zero play is available in Sacadia as a way to
explore the world not as heroes or warriors, but as Simple Boons and Banes players, can turn into mythic Boons and Banes. Because
This is a useful tool for games in Sacadia to explore Mythic Boons and Banes are deity-specific, it is
simple merchants, politicians, or farmers. At level Whenever players take actions that would bless or curse
the consequences of empire to the common soldier. worthwhile to track which God is giving lore points or
zero, your players will roleplay and can leverage their them, you may reward or punish them with simple
Tacticians and Politicians won’t fight—characters Bane Tokens to your players, as this will provide
talents, but will die easily in a fight if they cannot flee. boons and banes. These mythic boons and banes may
will play them in order to make decisions that affect influence for how mythic boons and banes occur.
never be spent by other players - only by the GM.
the empire, and they won’t need combat levels to do
Why Start at Level Zero? that. Only soldiers should therefore have the time Mythic Boons and Banes
and effort put in that allows them to fight. Simple Boon - Lore Points
In general, Level Zero provides players a way to see A simple boon that may be granted is a lore point, and Mythic Boons and Banes are divine intervention that
the world and setting without being [Link] are your players should already be familiar with [Link] supplant existing Lore Points or Bane Tokens. They are
three reasons a game may leverage Level Zero. How to Start at Level 0 may grant lore points at any time you think your players plot-changing in their effect and scope, and occur only
Characters in Sacadia are built modularly. Each have earned the appreciation or glory of a god, or simply rarely in games.
Pure Exploration character selects a Race, Talent, and Profession whenever you feel they have earned them.
Sometimes, people don’t want to play a game with Aspect in order to create a Level 1 character. Mythic Boon - Divine Favor
combat. Instead, players may wish to roleplay games Simple Bane - Bane Tokens Divine Favor occurs when a single God grants Lore
where they wander the world and see sights and To create a Level Zero character, players go through Simple banes are granted through Bane Tokens, which Points (outside those given to players during Long
experience personal relationships. In games like this, the character creation process but do not select a are outlined below. When players take action that is Rests) to an individual character 5 or more times across
players may not wish to take combat levels because [Link] take all abilities from both Race and against the will of a God or Church, or when their a game, and that player has saved at least three lore
they don’t want to play a combat oriented game. talent aspect at first level, but stop there. actions have dire consequences to their faith or social points without using them. Typically, this occurs when
structure, you may give them Bane Tokens. Multiple characters consider themselves expressions of a specific
Level 0 characters cannot engage in combat, and do
Character Growth BaneTokens may be given to a player for a single offense, deity and seek to impress or aid that deity.
not have professions with which to [Link] should
In traditional tabletop roleplaying games, players depending on how important it is to their deity.
be treated as simple villagers.
start at Level 1 and grow in power across the game. In this case, players have gained the favor of their God,
Sacadia reflects this in many ways (Levels 1-5 When you fight a non-player enemy with 3 or more who will expense all three Lore Points for
Note: Talents at Level Zero
represent traditional Iron Age soldiers, Levels 6-10 Fate, that enemy may expense your Bane Tokens as free commensurate action – often a single instance of
represent regional or ancient heroes, and Levels Because players still take the Talent Aspect at Level 0, actions. Available abilities depend upon their Fate score. complete glory (an action which immediately and
11-15 represent mythical or legendary heroes). they are still good at some things! Even townsfolk Enemies may expense bane tokens a number of times up overwhelmingly succeeds, to the degree by which it
Already at Level 1, characters in Sacadia have abilities know things about the world and have their place to half their Proficiency (rounded up) per combat. changes the plot) or grants players a relic craft or craft
that they can use in combat, and can engage in battle. interacting with it. ingredient.
Bane Tokens
If a character starts at Level 0, they may be killed by Enemy Fate Unlocked Ability Mythic Bane - Divine Wrath
simple animals – a runaway boar, or a single arrow. When You’re Ready… 1 N/A When a single character gains 10 un-expensed curse
Characters who start at Level 0 can look back on When your players are ready to move on from Level 2 N/A tokens from a single deity, plot-relevant divine
their ally dying from a single spear – and reminisce 0, have each of them pick a Profession and move Expense 1 of the Target’s Bane Tokens. Change intervention can be created by expensing all of them. In
about how far they have come to where they are now. forward as Level 1 characters. 3 your to-hit,Trait Check, or Talent roll made this case, the deity expenses all 10 curse tokens at once
against the target into a critical success. and imposes a comensurate, thematic misery upon the
Cautions About Level Zero Expense 1 of the Target’s Bane Tokens. Change a player.
A level zero character is a townsperson—they live in the 4 to-hit,Trait Check, or Talent roll made by the
world and can act, but have no combat pro�ciencies. target into a critical failure. Example: Bane of Infertility
Expense 1 of the Target’s Bane Tokens. Change a
5 Fate Check made as a death save by the target into Chief Hiwick is trying to father a son with his wife, but his
Your players will not feel strong at Level [Link] is an
a critical failure. regular in�delity has built up 12 curse tokens against the
excellent reference for growth,but also [Link]
There is no limit to how many times you may God of Family, Daegog, who expenses 10 tokens to ensure
not dwell on Level 0 for these types of games. 6 expense Bane Tokens possessed by the target. that Hiwick will only ever father daughters.

87 Expanded Game Rules - Level Zero Expanded Game Rules 88


Fortifications

S ieges and similar fights to defend a location may


demand fortifications, through which players and
their allies seek to create shoddy or supporting
barricades to defend a location. The rules for
Fortifications are given below.
FortifyC:
You spend one day fortifying barricades. Roll a Power or Wiles
check. For every 5 points rolled this way, distribute 1 defense to
their wall (either on a single segment or multiple). All successful
attacks made on a wall destroy one defense of wall.

89 90
VI. Biomes of Sacadia

The natural world Available Biomes


There are two kinds of biomes in Sacadia--normal

S acadia is a world in which humans are just beginning


to pull back nature with the forces of industry and
craft--namely through the use of roads and vehicles
for travel.
biomes that might be found on Earth, and rare biomes,
which are magical, dangerous places that players can
explore with proper equipment in exploration-focused
games.
As a result, players may take on the roll of explorers
entering the natural world, either for raw resources or The list of normal biomes captured in this book is
for purposed adventure. Either way, a GM must be below:
ready for the natural world.
I. Alpine Forests
Biome Tables II. Coastal Seas
This section covers a series of tables that may be of use III. Deserts
to a GM in creating on-the-fly descriptions, crafting IV. Grasslands
ingredients, or encounters for their players.
V. Mountains
GMs are encouraged to shake up their encounters and VI. Rainforests
descriptions, add or remove ingredients, special
properties, or anything else they desire at will. These [Link] Forests
rules are meant to provide a convenient starting place [Link]
for biome descriptions, and may be easily altered to
accommodate a certain adventure or event. [Link]

gM Description
The GM description table is useful for the GM to Biome Modifiers
provide flavor to a specific region or tile into which When players enter a new tile or biome, a GM may roll
players [Link] descriptions are meant only to add on the ‘Biome Modifier’ table in order to derive
to depth to the feeling of a region, so that players can modifiers for that biome that can drive changes to the
envision the world a little better. feeling of each tile.

Crafting Biome Modifiers


Crafting rules will be important in many games, and in
exploration-focused games players will forage. When
players forage, they may reference Craft Ingredient Roll Modifier Description
tables. When a player forages, they can always find
anything on the ‘General Craft Ingredients’ table. 1-9 Normal Change nothing.
Whenever players enter a region and begin foraging for
the first time, GMs should roll on the Special Craft 10-11 Dangerous The first time rolling encounters, if that
Ingredients table and choose two items. Finally, encounter is not Battle, roll again.
whenever players find an item, a GM may choose to roll 12-13 Peaceful The first time rolling encounters, if that
on the Special Properties Table to determine any encounter is Battle, roll again.
special properties an ingredient may have. 14-15 Traveled The first time rolling encounters, if that

Biomes
encounter does not have travelers, roll
Encounters and Battles again.
16-17 Barren Add only 1 ingredient from the special
When players travel, events break up that travel and give ingredients table when rolling instead of 2.
it a real feeling--without events in travel, it occurs
18-19 Lush Add 3 ingredients from the special
instantly and does not feel as real. Thus, GMs may ingredients table when rolling instead of 2.
consult the encounter table for random encounters that

Of Sacadia they may desire--or they may roll on the Battle Table if 20 Weird Roll once on theWeird table.
they wish to cut straight to the chase and start a fight.

91 Biomes 92
The Alpine Forest Special Craft Ingredients
Encounters
Below is a list of common possible Alpine encounters
Colder and quieter than deciduous forests, Alpine Roll Item Description Element and monsters that players may come across on their
Forests are forests that border tundra regions, and travels. Alpine encounters are often dangerous just
therefore experience deep cold and thick snow for 1 Liverwort or Moist nonvascular plants, Water because of the dangers of weather.
much of the [Link] forests are the border between Hornwort often used in herbalism
worlds--one side habitable and sustainable, and the 2 Deadly Poisonous variant of the Rot Alpine Encounters
other wild, freezing cold, and dangerous. Hemlock hemlock plant
Roll Encounter
3 Ice Crystals Lichen that bonds to ice and Water, Salt
GM Descriptions creates stable crystals
Roll Description 4 Whitebark Pale white bark often used in Salt, Earth, 1 Battle Encounter
rituals, herbalism, or paper Air
1 Snow drifts pile against trees up to eight feet, giving 5 Live Ice Small beetles that inhabit ice Fire,Water 2 A blizzard picks up and the temperature drops,
the forest a slanted and ribbony appearance. in holes, used in dyes/rituals creating dangerous conditions
2 Light snow falls through the trees, giving the ground a 6 Fire Fir Bright red fir trees used in Fire 3 The party comes to a broad river that needs to be
mottled, patchwork appearance. fire rituals, arts crossed, but roars with fresh snow melt
3 Heavy snow falls through the forest, making visibility 7 Brimstone Bright yellow ore used in Fire, Rot
alchemy, rituals 4 A herd of Saiga antelope meander nearby, but pay the
poor. party no mind
8 Winter Furs Thick winter furs that make Earth, Salt,
4 Wind whips snow around the forest in thick flurries, for excellent winter tailoring Fire 5 You come across a yellow patch of dirt that is warm
adding a biting chill to the air. and smells of rotten eggs. Small plumes of yellow gas
9 Ivory Tusks of mammoths or other Salt, Earth
5 Tracks of dozens of small animals zigs and zags larger tundra mammals spew from the ground.
through the snow from tree to tree. 6 A tree crackles and falls in the forest [Link] a
10 Stone Item of the first world Artifact start, you see that rubbing against it is a massive bear.
6 Thickly furred treecats howl at you from the conifers Spearheads
around you, defending their clutches of nuts. 7 The party comes across a cave. Inside the cave,
paintings on the wall depict a scene of tribal battle.
7 The trees of this forest have thick trunks, and feel old-
-as though they have been here for thousands of years. 8 The sound of singing echoes through the forest
8 The trees in this part of the forest grow wiry and frail,
Special Property Table valley--and you can see a young woman picking
exposing you to the elements. flowers.
Roll Special Effect 9 The party comes upon a small, long dead campsite.
9 Snow piles up so high that you can see the tops of Crafting Property Nearby, a frozen corpse lies half eaten.
trees poking out around you. Alpine forests are sparse in resources, especially due to
10 A herd of mammoths moves between forest
10 Snow melt creates crystalline springs of water that snow. Where they do hold resources, these resources 1-13 See General N/A [Link] eye you warily, but do not attack.
flow around [Link] ground is muddy. must last through intense cold. Table
11 You can hear the sounds of a fox nearby, but see Item Element 14 Everwinter The Everwinter property is associated
nothing. with the cold, and with frost effects Battle Encounters
12 Thick tree cover prevents you from seeing the sun or Pine Needles Earth
sky, but the ground here has very little snow on it. 15 Camouflage The Camouflage property is associated Roll Encounter
13 Thick icicles dangle from tree branches all around Pine Nuts Earth with hiding, stealth, and invisibility 1 1 Wolverine
you, and the reflecting light glimmers through them.
Berries Water, Earth, Salt 16 Hibernation The Hibernation property is associated 2 1D6 Bandits or Thieves
14 A small herd of wild boar rummage through the snow,
digging for scraps of [Link] pay you no mind. with deep sleep and stability, as well as 3 1D6 Bison
Bird Eggs Air metabolisms
15 Enormous prints rampage through the snow along 17 Tree Line The Tree Line property is associated with 4 1 Ground Sloth
your path, evidence of animals moving in a hurry. air, and running out of it.
Animal Pelts Salt, Earth, Fire 5 1 Frost Draugr
16 Trees in this part of the forest have been knocked
aside or broken in a lengthy trail. Antlers/Horns Earth, Salt 18 Predatory The predatory property is associated with 6 1D4 Tuanta Coa
17 A roaring river follows along the side of the trail. It is strength and anger
as cold as ice, and crystal clear. Lichen Earth, Rot, Salt 7 1D6 Mammoths
18 Brightly colored birds flit through the trees around 19 Harshness The Harshness property is associated with
you, chirping happily. Winter Hemlock Rot, Earth,Water surviving harsh conditions, and the 8 1Dire Bear
brutality associated with it.
19 Small berries hang from vines on the trees around 9 1 Saber-toothed Tiger
you. Mistletoe is thick here. Giant Rosette plants Earth,Water
20 Krummholz The Krummholz property is associated 10 2D6 Mammoths
20 Vegetation here is gnarled and twisted, and stunted in Alpine Flowers Earth, Fire, Air,Water with gnarled, twisted, and crooked things.
growth.

93 Biomes – The Alpine Forest Biomes – The Alpine Forest 94


The Coastal Sea Special Craft Ingredients
Encounters
Below is a list of common possible Coastal Sea
The salty air, the open ocean, and only a spattering of Roll Item Description Element encounters and monsters that players may come across
islands define the coastal sea. More often than not, ships on their travels.
sail just out of sight of land, clinging to the shallow 1 Bubble Kelp Airy bubbly algae that finds Air,Water
seawaters due to the types of ships that can be built. uses in certain rituals
2 Pearl Caviar Small iridescent fish eggs Water, Salt, Coastal Seas Encounters
Sailing around the shoreline can lead to treacherous and used in cooking Fire
dangerous encounters. The sea is harsh to the Roll Encounter
3 Radiant Rainbow scales of certain Salt,Water
unprepared, and it is deep enough to hide strange Scales giant fish used in arts
secrets and treachery. 4 Deepflesk Pungent flesh of deep-sea Rot, Earth 1-11 Battle Encounter
Meat creatures. Rare delicacy.
GM Descriptions 5 Squid Ink The ink of certain squids is Rot,Water 12 A strong tide pulls you towards the open ocean–it
excellent for parchment will take great strength to prevent it
Roll Description 6 Royal Shells Deep purple seashells used Water, Salt 13 Something enormous bumps up against the bottom
in the most valuable dyes of your boat. A large fin rises in the water
1 The sea here smells of rot–bubbling red algae crashes 7 Fireweed Red kelp that burns to the Fire, Salt
across the surface. touch, and starts fire 14 Beneath the waves, a sea of jellyfish stretches in every
2 Ocean waves as high as your ship crash against the direction, glittering red. Don’t touch them…
8 Bumblebee The poisonous excretion of Rot,Water
deck–the sea is tumultuous around you. Toxin certain snails is deadly 15 A boat passes you by–two ships in the open [Link]
3 The seas themselves are a deep red, like wine or 9 Whale Oil The essence of whales is Fire, Salt can see rowers on the ship eye you with interest.
blood. challenging to collect 16 An aggressive, starving looking seagull lands at your
4 Treacherous rocks jut out of the sea here, revealing a feet–it does not seem to want to leave.
maze-like path through the waters. 10 Sea Gold These small, toothed coins Earth, Salt,
are ancient artifacts Fire
5 A thick haze across the horizon obscures your view 17 Beneath your boat, a school of stingrays passes by like
around you–preventing you from seeing far. a flock of peaceful birds.
6 The sun feels harsher than usual, beating down upon 18 As the tides retreat, the tide pools reveal a skull,
you as you navigate the open sea. Special Property Table covered in algae and coralline growth.
7 Thick barnacles crowd for space on rocks along the
shoreline. Roll Special Effect 19 In the distance, you can see a pod of whales breach
Crafting Property the [Link] eye you with interest.
8 Treacherous coral reefs rise to the edge of the water,
making travel here treacherous and difficult. The coastal sea has an abundance of natural resources 1-13 See General N/A 20 Beneath your boat, large stones form the ruins of
9 Silt and mud from an open river mouth somewhere waiting to be found–but finding them is never as easy as Table what look like an entire city.
nearby make the seas muddy and brown. claiming them for yourself.
14 Wave The rhythm of the waves crashing to shore
10 Rocky tide pools at the edge of the ocean are visible– is its own property
revealing the strange creatures within. Item Element
11 A single rock juts out of the see so tall that you can see 15 Growth A property associated with healing and Battle Encounters
Kelp Water, Salt restoration, growth is the path of life to
it from miles away. Birds cloud around it loudly. Roll Encounter
12 Kelp pushes against the edge of the water in every maturity
Sea salt Salt 1 1D4 Giant Crabs
direction, making the seas appear green. 16 Brine A property associated with both the salt of
13 The seas are deep and empty, save for the occasional the sea and with storing food–brine is
Fish Meat Water, Salt healing. 2 1D6 Sylnid of the Crashing Wave
jellyfish, dispassionately whirling along.
17 Deep A property associated with the unknown
14 Mangrove trees spill from land at the edge of the sea, Oysters Salt, Earth and the hidden. 3 3D6 Tuna
forming a border between coastal ocean and wetland.
15 A natural rock barrier between you and the high seas 18 Starlit A property associated with the light of 4 Lesser Collorant
Coral Earth, Salt,Water, Fire night and navigation–stars pave the path to
prevents large waves, making the sea peaceful here. 5 2D6 Dire Seagulls
revealing the unseen.
16 A chain of islands off one side of your boat stretches in Seashells Water, Earth, Salt
each direction–greenery spilling over to the sea. 19 Gargantuan The deep holds many enormous
creatures–the sea allows things to grow 6 2D8 Box Jellyfish
17 The water itself glows and glitters a deep iridescent Urchin Toxin Rot,Water larger.
blue with every bit of motion. 7 1D4 Sunken Souls
18 Salt pillars rise out of the water in rainbow patterns, 20 Primordial The sea is the birthplace of many things–
Sea Sponge Air,Water and is the beginning and end of all. 8 3D6 Pirates
reaching up towards the sun.
19 A clear sky and open, calm seas as far as the eye can Pumice Fire, Air 9 1D4 Thrasher Sharks
see in any direction.
20 The salty air is warm and a light breeze passes over Pearls Salt,Water, Earth 10 Greater Collorant
you.

95 Biomes – The Coastal Seas Biomes – The Coastal Seas 96


The Desert Special Craft Ingredients
Encounters
Below is a list of common possible Desert encounters
The air is dry, and quiet. A few sparse plants push Roll Item Description Element and monsters that players may come across on their
through cracked dirt, but few large trees are able to find travels.
purchase here. In the dead of night, the air comes alive 1 Hardgourd A wild gourd with sufficient Earth
with bats, coyotes, and other wildlife. A single oasis of strength for simple armor
water–a small gurgling creek–is cloistered in plants and 2 Paintbrush Fiery red flower used to Fire Desert Encounters
animals. make vibrant dyes
Roll Encounter
3 Wilder Elder A vibrant blue berry used Earth
The desert biome is characterized by a lack of moisture. medicinally or for cooking
The lack of humidity means that temperature swings are 4 Bat Guano An acidic feces excellent for Earth 1-11 Battle Encounter
much larger than in wetter climates, and deserts are medicines or growing crops
often subjected to extremes. 5 Horny Toad A toxic poison shot from the Fire 12 The party comes across a group of vultures swirling
Blood eyes of a rare reptile around a single dead ox.
6 Bluesalt A divine salt known for Salt 13 A giant gila monster, glittering yellow and black,
GM Descriptions pulling water to it. scurries out to eye the party.
Roll Description 7 Redsalt A divine salt known for Salt
capturing fire and turning to 14 High winds blow up a sandstorm, obscuring all
amber vision.
1 Sandy dunes spread out in every [Link] burn 8 Turquoise A rare gemstone used in Salt
to the touch in the sun. 15 A lone wanderer in vibrantly colored robes wanders
jewelry, rituals up to the party, offering to tell stories.
2 Cracked, dry earth spreads out in a now empty
lakebed. A single snake rolls across it. 9 Carved Item from the first world Relic
Bauble 16 A small hole in the earth reveals a deep cave.
3 The bitter cold of night pulls a light patina of frost Petroglyphs dot the walls.
over the needles of small coniferous shrubs. 10 Runic Stone Item from the first world Relic
4 A single dry riverbed lines the [Link], wiry piñon 17 Enormous, yellow crystalline geodes crack open
trees are all half dead along its banks. across the earth, pooling water and oases within.
5 A single small copse of trees, long dead, provides the 18 The party comes across an ancient step well, carved
only shade for a small pack of panting coyotes. Special Property Table deep into the earth. Long abandoned, it has a small
6 The bitter cold here means that the snow never melts. pool at the bottom.
Ice covers everything, as far as the eye can see. Roll Special Effect 19 You come across an oasis in the [Link] green
7 Sandstone boulders pile high into the air, their surfaces Crafting Property vegetation spills around it.
dotted with pale yellow and black lichen. Deserts are sparsely populated by much of anything, but 1-12 Roll on N/A 20 A rolling monsoon approaches. Follow rules for
8 A cold, high desert dotted with small shrubs spreads the lack of water makes very little rust or erode away General Table ‘Torrential Downpour’ under the weather table.
out before you. with [Link] that are left stay behind much longer.
9 A lizard chases a small white butterfly that hops from 13 Thorn A property associated with spikes,
flower to flower. Item Element defense, and pain.
10 A tall mountainous wall follows the trail along one
14 Conservation A property associated with the Battle Encounters
side. At the top, the nest for some bird of prey. Wildflowers Earth,Water, Salt
11 Tiny salt whirls form at the top of every sandy dune as preservation of resources such as water. Roll Encounter
far as the eye can see. Table Salt Salt 15 Saltcreep A property associated with shifting
12 A gurgling creek gives life to a shaded, forested path 1 1 Pit Viper
divinity and pulling.
of coniferous trees around the party. Tubers Earth,Water 2 1D6 Wild Boars
13 The desert air is cool, and smells nutty. Bats or birds 16 Striation A property associated with multiple layers
sing to one another from rocks and gnarled trees. or separation. Often tied to the Earth. 3 1D4 River Crocodiles
Piñon Nuts Earth
14 Cacti all around you are in open [Link] flowers 17 Maize A property associated with corn, and
close until night, when the world comes alive. 4 1 Dire Orbweaver Spider
Lizard Meat Earth, Salt divine, healing foods.
15 Recent rains have given way to verdant desert flowers
in fiery colors, which dot the earth. 18 Desert Rain A property associated with renewal and 5 1D4 Corndancers
16 Tall, wiry cactus put forth vibrant red flowers to line a Vulture Feather Air, Rot rebirth, as well as enrichment.
6 1D4 Dire Bats
thin game trail.
17 Crystalline saltpillars rise from the earth like forest Stinging Nettle Rot, Earth 19 Dryness A property associated with wicking water
away from other things, or the removal of 7 3D4 Bandits + 1 Bandit Captain
trees in glittering white and silver.
Wild Mint Earth,Water, Air water.
18 Rocky outcrops take on strange, tent-like shapes in an 20 Beating Sun A property associated with extreme light 8 1 Black Collorant
otherwise flat desert. and heat–not fire, but rather divine light.
19 Deep canyons provide ample shade from the desert Cactus Fruit Earth, Salt, Fire 9 1D4 Sandstorm Sylnid
[Link] grows verdantly in these canyons.
Nightshade Rot 10 1 Gila Monster
20 Brilliant white sands spread out before you. An
emerald blue creek crawls gently through it.

97 Biomes – The Desert Biomes – The Desert 98


The Grassland Special Craft Ingredients
Encounters
Below is a list of common possible Grassland encounters
The buzz of insects and the sounds of roaming herds of Roll Item Description Element and monsters that players may come across on their
beasts accentuate brilliant sunsets over rolling golden travels.
hills. This is a grassland, one of the most common 1 Weaver’s Incredibly light textile Air
biomes in Sacadia. Thread thread from rare grass
2 Bee Honey Honey collected from Earth Grassland Encounters
Forming where there is insufficient rainfall to produce wildflower, used for cooking
forests but not so little that a desert forms, grasslands Roll Encounter
3 Watercress Green, delicious plant found Water
often form between deserts and forests. Because of at the edge of creeks
often unpredictable rainfall, grass dominates these 4 Grumburr Grass seed carried by wind, Air 1 A wildfire spreads towards the party location
biomes. Grass is capable of long periods of dormancy makes grumbling sound
followed by rapid growth when subjected to wet 5 Viper Venom Venom from dangerous Rot 2-12 Combat Encounter
months. snakes, poison
6 Amber Gemstone said to contain Fire, Salt 13 As players watch, a lion family seeks to bring down a
Ideal for agriculture, grasslands are one of the most fire itself bison
common areas where human civilizations crop up. 7 Earthroot Grassroot forming a rare Earth
knot used for herbalism 14 A herd of bison eyes you warily as you [Link]
seem antsy.
8 Saltspire Small crystalline hill that Salt
GM Descriptions rarely grows in fairy circles 15 A small wagon rolls up to your party–a trader from a
Roll Description 9 Amethyst Rare crystal occurring Salt faraway land. He does not speak a language you
naturally under grasslands know.
1 Heavy monsoon rains fall, turning rolling hills into 16 From a faraway distance, you see rolling
10 Fire Lily Dangerous lily that naturally Fire thunderclouds moving towards you.
delineations between creeks and streams. embodies the element of fire
2 Clouds heavy with rain roll across the horizon, 17 You come across a small circle of pelt-covered
dumping rain across a wide swath in the distance. shelters. A band of nomads or travelers is here.
3 Lightning rolls across the horizon, brilliantly
illuminating closely crowding herds of beasts 18 A wildflower Sylnid dances atop a yarrow, which
4 Dry grasslands, poised for wildfire, crackle in a light Special Property Table begins to blossom as you watch.
[Link] hills all around you are brown and dead.
5 Recent fires have left the landscape charred black. Roll Special Effect 19 A small voice calls out to you–a small child
Small pockets of fungus grow on charred remains. Crafting Property wandering through the grass, with bloodstained
6 Steep mountainous hills reveal deep, earthy brown soil Rolling hills and moderate rainfall mean grasslands are 1-12 Roll on N/A
hands.
along one side of this grassland valley often full of rare resources and [Link] verdant 20 You come across an enormous stone rising out of the
7 Enormous boulders randomly dot the otherwise flat General Table grasslands, marked with strange runes.
planes, crowded on one side each in moss. places can often hide excellent craft ingredients.
8 Wild alpaca dot the landscape in small family units, 13 Monsoon A property associated with intense
grazing on milkweed. Item Element rainfall, monsoon is often associated with
9 Broad canyons create elevated mesas and valleys, and 14 Drought
rainy weather
A property associated with dry weather
Battle Encounters
reveal striated color in the rock Grass Seeds Earth, Air
10 Rolling green hills are punctuated with clustered and a lack of rainfall Roll Encounter
bushes of yarrow, blooming golden in the sun Wildflowers Earth, Salt,Water 15 Herding A property associated with large groups,
11 Grass nearly ten paces tall spreads out in every 1 1D4 Wild Boar
herding often becomes stronger with
direction, revealing thin passes through the plains. Wild Berries Earth, salt,Water more people nearby 2 1 Giant Sloth
12 A light breeze shakes the grasslands, raising the sound 16 Pollination A property associated with agriculture,
of rustling grass to a soft pitch the fills your ears pollination is often useful for farm-related 3 1D4 Bandits + 1 Bandit Bruiser
13 Grazing bison clump together in herds as large as two Tubers Earth, Fire
crafts
hundred as they graze the plains 17 Rhythm A property associated with the wild 4 2 Flat-Nosed Bears
14 A small, gurgling creek is crowded in wildflowers, like Soil Root Rot world’s rhythmic cycle and cyclic nature
a rainbow vein pushing through the rolling plains 5 1D4 Elephants
15 Enormous Baobab trees dot the landscape with Mushrooms Earth, Rot 18 Resilience A property associated with resilience to
families of monkeys draped slothfully in the branches. extreme natural effects or elements like 6 1 Giant Pit Viper
16 Tall trees provide brief patches of shade, under which water and fire
herd restful bison watching you pass Bird Feathers Air, Salt
19 Wildflower A property associated with a wild 7 3D4 Bandits + 1 Bandit Captain
17 Fields of sunflowers spread off into the distance. Birds
fight over seeds in enormous flocks. Bird Eggs Air, Earth,Salt celebration of life 8 2D4 Bison + 1 Bison Hulinari
18 Thousands of large birds crowd the tall grasses,
fighting over places to build their nests 20 Wildfire A property associated with raging,
Wild Hare Earth, Salt enormous fires 9 1D4 Wildfire Sylnid
19 Vibrant new plant growth leaves the plains emerald,
and alive with the smells of spring 10 5D4 Bandits + 3 Bandit Bruisers + 1 Bandit Captain
20 Recent rains have given way to rolling hills of Fur Pelts Earth
wildflowers, shimmering in purple and gold

99 Biomes – The Grassland Biomes – The Grassland 100


The Mountain Special Craft Ingredients
Encounters
Below is a list of common possible Mountain encounters
High, rocky outcrops, barren mountaintops, snow- Roll Item Description Element and monsters that players may come across on their
capped peaks, and the rugged elements characterize travels.
mountains. 1 Hypericum An herbal plant that Air, Salt
improves mood
Mountainous terrain often is covered in sparse forests or 2 Tea An herbal plant used for Water, Air Alpine Encounters
patches of simply earth. Plants cling for life to the sides energy
of rocks, and snowmelt streams from them in tiny Roll Encounter
3 Marble An earthen mineral used in Earth, Salt
creaks. Mountains are the most challenging to cross carving
terrain, and can typically only be forded through passes. 4 Rose Salt A rosy formation of salt used Salt, Fire 1-11 Battle Encounter
in healing
GM Descriptions 5 Tin Tin, used in the creation of Earth, Fire 12 A rockslide occurs, and players must react quickly or
bronze be crushed
Roll Description 6 Volcanic Ash Ash used in the construction Rot, Fire 13 You come across a lengthy rope bridge over a gap.
of concrete The rope bridge has broken, allowing only a thin
1 Only sparse vegetation exists on barren rocks. 7 Cinnabar Solid mercury sulfide, source Fire, Salt rope connecting both sides.
of mercury 14 A dangerous thunderstorm rises over the mountain
2 Heavy winds push around thick stones and windswept 8 Copper Actual copper Fire, Earth and falls towards you, crackling angrily.
vegetation.
15 You come across mountain travelers crossing over the
3 Trees explode in patches from pooled dirt, grasping at 9 Galena Lead/silver composite, Earth, Salt, mountains, carrying carts laden with trade goods.
life. All of them are small and scraggly. source of silver Rot
4 The rocks in this region are jagged, sharp, and jutting. 16 A set of carved clefts into the rock reveal a hidden
10 Alluvial Gold Actual gold contained in Salt ladder in the side of the rocks. A passage up, perhaps?
small quantities
5 The mountains here are worn down with time and 17 A large number of rocky cairns looks strange from a
ages, and appear smooth, rounded, and low. distance. Coming closer, you see that they are ancient
6 These are young mountains, and they are active-- tombs.
18 The earth opens up into a deep cave that extends
jutting high into the sky with jagged peaks. Special Property Table down beneath your feet.
7 Steep cliff sides lie on either side of you--a far fall for
the unwary. Roll Special Effect 19 You come across a small, wooden hollow clinging to
8 The sounds of roaring water and the sight of steam Crafting Property the cliffside. It appears to be a small shrine.
betrays the sight of a large waterfall. Mountains are sparse in most resources, but are perhaps 1-13 See General N/A
the most resource-rich area for minerals and gems, as 20 A thin slot canyon disappears into the mountain and
9 Thick snow has piled up along the sides of the rocky Table [Link] can hear strange noises from within.
face, and turned to ice. rocks shift and reveal new secrets often.
14 Wind TheWind property is associated with
10 An enormous, jutting glacier rolls over the side of the expanding Air elemental properties
mountain in the distance, crackling and creaking. Item Element
11 The mountainside here was burned recently, and is 15 Crystalline The Crystalline property strengthens form Battle Encounters
Lead Earth, Rot of metals specifically, increasing defense.
covered in black ash. Roll Encounter
12 A thin, winding switchback into the mountains reveals Amethyst Salt, Earth 16 Time The time property is associated with the
game trails still used by something. 1 1D4 Rams
changing of time and the earth.
13 Vultures soar overhead, searching for [Link] fly Chalk Salt, Earth 2 A pair of Greater Eagles
directly above you. 17 Barrier The barrier property is associated with
14 The rocks of this region of the mountains are rounded stopping, halting, or protecting 3 1D6 Bandits or Thieves
Iron Ore Fire, Earth
and smooth, as though they have been rolling around. 18 Fate The Fate property is associated with
15 Green, fresh plant growth peers out around the rocks, 4 1D4 Mercenary Warriors
Coal Fire, Earth inevitability and luck.
and small, waving yellow flowers glitter in the sun. 5 1 Frost Draugr
16 Fog rolls down over the mountain top and around Nuts Earth 19 Everlasting The Everlasting Property is associated
you, making vision difficult into the distance. with unchanging permanence 6 1 DireVulture
17 The earth of these mountains is marbled in reds, Tubers and Roots Earth
greens, and browns. 20 Catastrophe The Catastrophe is a rare property 7 1 Fire Salamander
18 The stones of this area are carved into natural--or associated with enormous changes
Animal Pelts Earth, Air
perhaps unnatural arches that you may pass under. 8 1D4 Goliaths
19 Strange tent rocks cover this region of the mountains. Mountain Flowers Earth, Air, Fire
9 1 Glaistig
20 Smoke rises from the top of these mountains, Rock Salt Salt 10 1 Ulikammi
billowing outwards.

101 Biomes – The Mountain Biomes – The Mountain 102


The Rainforest Special Craft Ingredients
Encounters
Below is a list of common possible Rainforest
Enormous trees taller than any building blot the sun, Roll Item Description Element encounters and monsters that players may come across
providing a cool, multi-layered world of greenery on their travels.
[Link] rainforest is alive with the sounds of insects, 1 Platanos A rare plant, platanos are Earth
birds, and other, more dangerous creatures. useful mostly in cooking
2 Pepper The most valuable spice, Fire Rainforest Encounters
Rainforests are wet, hot, have very nutrient-poor soil pepper is very prized
that makes them poor for agriculture, and have Roll Encounter
3 Quetzal Very rare, highly ornate bird Air
extremely high biodiversity. Plants grow thick and Feathers feathers
quickly here. But the wonder of natural resources and 4 Rubber A strange plant sap that can Salt 1-11 Battle Encounter
wildlife found within rainforests make it a worthy be used for many crafts
biome to explore. 5 Obsidian A sharp, black stone used in Fire 12 Players come across the carcass of a giant bird. It was
weapons and armor crafts killed and eaten recently.
GM Descriptions 6 Headroot A pale purple root that Rot 13 Players come across an enormous series of termite
causes vivid hallucinations mounds, bustling and alive.
Roll Description
7 Jasper A jungle crystal, jasper Salt
comes in a myriad of colors 14 A thousands eyes peer out at the party as they travel
1 Thick, gnarled roots as wide as a house spider across through dark jungle–they are being watched.
the surface of still, murky green water. 8 Dart Poison Poison exuded by vividly Rot
2 Thick, spidering vines blanket the dark under-canopy, colored poisonous frogs 15 A kayak passes the players downriver–a wandering
their flowers glowing vivid yellow. 9 Cacao Nut A bitter nut, cacao is used Rot jaguar curiot merchant.
3 The under-canopy is dark, foreboding, and oddly medicinally, rarely cooking. 16 A rotting, horrifying stench leads the party not to a
[Link] spider across the floor like carcasses. 10 Gold The most valuable ore there Earth corpse, but to a corpse flower.
4 A wide, slow moving river fills the forest floor. Shapes is
move beneath its surface. 17 The party comes upon a small, smoking hut. Inside, a
single, strange woman lives and heals the sick.
5 The jungle is so overgrown that there are no trails–to
pass through this area you must hack away at vines. 18 Players come across an enormous step waterfall,
6 Hot, muggy air full of insects hangs heavy around you. Special Property Table glittering with rare plants.
Giant leaves as large as you are hide their chittering. 19 Players come across ancient stone ruins, long
7 Heavy rain and a thick canopy make this region of the Roll Special Effect
Crafting Property overtaken by vines and plant life.
jungle as dark as a stormy night–at all times of day.
8 Rotting fruit coats the forest floor, giving off a sickly Rainforests are a vibrant explosion of both life and 1-12 Roll on N/A 20 Players come across a tangled, hidden hole in the
sweet scent. death, and are often full of rare ingredients. However, General Table earth that descends into a wet cave to another plane.
9 Thick ferns fill the [Link] you step or a they can be hard to get to.
bird lands, they give off tiny spores. 13 Rubber A property associated with the magical
Item Description rubber sap, and elastics.
10 Dark grey rocks spire high into the mountains,
covered in vines, orchids, and bromeliads. 14 Spider A property associated with spiders – Battle Encounters
11 Even the jungle floor is not visible here. A spidering Citrus Fruits (e.g., Kumquats, Often sour or bitter fruits, poison and webs are common traits.
Mandarins, Citrons) used in cooking Roll Encounter
maze of branches spreads out before you.
12 Thick pools of water are rimmed in enormous tree Nuts (e.g., Brazil Nuts, Cashews) Earthy plant products used in 15 Parasitism A property associated with taking, without 1 1D4 Wild Boar
roots, blocking an easy path that is not through water. cooking/medicines giving.
13 Leaf cutter ants spider throughout the forest, Palm Fruits (e.g., Coconuts, Açaí, Plant products used in 16 Rainfall A property associated with heavy rainfall 2 1 Black Jaguar
following your thin trail through the jungle. Jubaea, Pejibaye) cooking/medicines and water.
Dyes (e.g., Sanipanga, Achiote, Product of insects and plants 3 1D4 Bandit Dart Blowers
14 The tree cover in this area is coated in bromeliads,
alive with the sounds of frogs hidden within them. Brazilwood) used for vivid coloring 17 Symbiosis A property associated with giving and 4 1 Hippopotamus
15 The chattering of wild birds, exotic in color and Hardwood Wood used for construction taking such that both sides prosper
sound, fills the air as they flit through the canopy. 18 Overgrowth A property associated with intense 5 1D4 Dire Dart Frogs
16 A thick rocky ledge provides a path through the Bird Feathers (e.g., Macaw, Parrot, Bird feathers are highly prized explosions of life. Particularly valuable for
jungle, rimmed on both sides by spilling trees. Pheasant) for their colors summoning crafts. 6 1 Jungle Moncræn
17 Towering trees reach towards the heavens, hanging Animal Pelts Furs of animals can be used to
make clothing 19 Biodiversity A property associated with the splendor of 7 1D6 Hippopotamus + 1 Bull Hippo
heavy in orchids blossoming in a rainbow of colors.
types of life.
18 Glittering rays of sunlight filter through the trees. Diamonds A common crystal used in
many crafts 8 2D6 Bandit Dart Blowers + 1 Bandit Captain
Through the holes in the sky, you see macaws in flight. 20 Fertility A magical property associated with vivid
19 The canopy completely blots the sun. In the pitch Spices (e.g., cinnamon, vanilla) Many spices are used in life and birth–often used in healing. 9 1 Dire Termite Mound
black below, bioluminescent orchids light the path. cooking
20 Thick fog fills the [Link] sight is limited, the Medicinal Plants (e.g., Ginseng, Jungle plants are highly 10 1 Quetzal Collorant
jungle has come alive with the sounds of birds. Cordoncillo, Matico, Coca) prized for healing potions

103 Biomes – The Rainforest Biomes – The Rainforest 104


The Temperate Forest Special Craft Ingredients
Encounters
Below is a list of common possible forest encounters and
The loamy earth and the songs of birds chirping in the Roll Item Description Element monsters that players may come across on their travels.
trees echo the sounds of the forest. Forests are home to Players should be wary in forests.
many creatures in Sacadia, and grow exceptionally deep, 1 Galls Abnormal growth on trees Rot
wide, and dangerous. One of the simpler biomes to
enter and explore, each forest is unique--and many hide 2 Bright Exceptionally bright flowers. Water Forest Encounters
strange secrets inside. Flowers Dye, Herbalism, Fermenting
3 Tubers Plant roots Rot Roll Encounter
GM Descriptions
Roll Description 4 Insect Lac Ooze made from insects Rot 1-11 Battle Encounter

1 Thick moss hangs from tree branches. 5 Amber Fossilized tree sap, gem Earth 12 A Mischievous and Dangerous Fae tries to mess with
the party
6 Spice Plants A plant that makes natural Fire
2 Tall, thick trees fill the forest, but the ground is clear spice/incense 13 A tree root clasps over one character’s foot, as
and open. though it grabbed them.
7 Iron Iron ores, used in crafting Earth
3 Gnarled roots cover the ground, giving the earth an
old and weathered feeling. 14 The party comes to a forest lake. Dragonflies dance
8 Fungal Spores that come off fungus. Rot over the top.
4 Thin, wiry trees fill this part of the forest, making it Spores Typically more powerful than
look malnourished. normal fungus. 15 A small wagon edges through the forest, loaded with
9 Arrowhead Item of the first world Artifact raw craft ingredients and led by two Helk.
5 Birds do not sing in the forest, and it is eerily silent.
Fog hangs thick in the air. 16 A large, carved boulder covered in moss [Link]
6 Vines climb thickly across all surfaces on the trees, 10 Runic Stone Item of the first world Artifact long gone remnant of an ancient wall.
making the forest a tangle of branches and vines.
17 A peaceful, bubbling hot spring pools crystal clear
7 Leaves clot the earth in thick layers, rustling as you water in a nook between several trees.
walk. Special Property Table
8 Thick bushes crowd the edges of the trail, forcing you
close. Roll Special Effect 18 A peaceful flock of fae flit through the trees, playing
Property with one another.
9 Tall grasses grow around you, reaching tall around the Crafting
base of trees Forests are common places to find herbal ingredients 1-10 See General N/A
Table 19 A small blue flame appears deep within the dark
10 The trees here are young and green, and grow and cooking supplies. It is rare to find ore or gems of any forest, then disappears as though it were never there.
ambitiously around one another competitively. kind in forests, as they are typically covered in plants. 11 Season This magical property changes with the
seasons, and is associated with: 1) Birth 20 A herd of black deer wander through the [Link]
11 Lichen spatters the trees around you as if they have (spring), 2) Life (summer), 3) Harvest eye you curiously, but seem unafraid.
been painted
General Craft Ingredients (autumn), and 4) Death (winter)
12 Bugs choke the air, buzzing all around you. 12 Birth Items with Birth are known to be
Item Element
associated with fertility and life Battle Encounters
13 Flowers dot the forest, glittering beautifully in the 13 Growth Items with Growth are known to
dim forest light Tree nuts Earth Roll Encounter
embody the ability to grow.
14 The canopy of the forest grows so thickly here that Flowers Earth, Fire, Air 1 1D6 Wild Boar
very little light reaches the ground 14 Earthen The Earthen property is associated with
expanding earth properties 2 Forest Sloth (Large)
15 Thick rays of light stream around you from holes in Moss Water, Earth
the canopy, illuminating patches of [Link] 15 Predatory The predatory property is associated
with strength and anger 3 1D4 Dire Boar
these patches touch the earth, an explosion of plants Fowl Air
sprout. 16 Fairy Magic associated with mischievous 4 1D6 Bandits or Thieves
16 Birds sing loudly all around you, filling the forest with Elk Earth forest Fae. Adds sly touches of magic
the sounds of life. 5 1 Flat-Nosed Bear
Mushrooms Rot 17 Calming The calming property is associated with
17 Canyons of earth cut deep into the forest hills, such relaxation, sleep, or death (if excess) 6 2D6 Curiot Warriors
that your path winds into the earth and back out Poison Berries Rot
around trees. 18 Protection This property is associated with 7 1 Forest Witch
18 Rocky soil forces tree roots to grow above ground. protection and defense
Lichen Earth, Rot
19 Blackthorn This property is associated with death 8 1 Forest Aef
19 Large boulders fill the forest, and moss coats their Bird Eggs Air and rot, as well as strong poisons.
[Link] grow up around them. 20 Change Change can be used to swap elemental 9 1 Fer Delæn
20 The air is wet, and tree leaves drip precipitation Insects Rot, Air properties, destroying ‘Change’ in the 10 1 Willower
regularly upon you. process.

105 Biomes – The Temperate Forest Biomes – The Temperate Forest 106
The Tundra Special Craft Ingredients
Encounters
Below is a list of common possible Tundra encounters
Icy grasslands spread out under a faded sky near to the Roll Item Description Element and monsters that players may come across on their
horizon. Sparse vegetation grows here, and the ground travels.
is treacherous with [Link] are no trees here. 1 Saiga Tooth The tooth of Saiga antelope Earth

Tundras are cold, frozen, and icy much of the year. 2 Crispbeetle This very large beetle has Fire Tundra Encounters
During their short growing season, grasslands and small tasty meat
shrubs are able to take root, but trees never manage to Roll Encounter
3 Loamstone A stone that rapidly rots Rot
put down roots in the permafrost. things near it
4 Blackstone Naturally forming charcoal Fire 1-11 Battle Encounter

5 Thistle A thorny medicinal plant Salt 12 Howling winds batter the party, but a thin bridge is
the only way to cross this canyon
GM Descriptions 6 Redpod Highly poisonous berry that Rot 13 An active blizzard forces the party to seek shelter
Berry looks like gooseberry
Roll Description
7 Greenmoss Vibrant green moss used in Earth
ritual divination 14 Players must cross a vast glacier, with treacherous
1 Howling winds pull snow into sharp drifts that are the pitfalls and holes
only markings to this bleak landscape. 8 Bridle Gall A ball of grass found within Salt
2 Snow dunes pile far above your head, creating walls sedges, said to grant strength 15 A hole in the earth leads deep into the permafrost. It
that delineate the harsh landscape 9 Blue Ice Ice that doesn’t melt Water seems like it was carved by… something.
3 Wind billows through sparse grasses peaking through naturally 16 A baby caribou is alone and appears cold. Its leg is
thick snow 10 Mammoth The tusk of a mammoth Earth broken.
4 Dirty snow piles high around [Link] air is still, and Tusk
mud peers through patches of the snow 17 Players come across the grounds of a long-forgotten
hunting camp, with ruined yurts
5 A thick canyon is visible in the distance, glittering blue
with ice 18 A nomadic hunting party [Link] are friendly,
6 Buzzing clouds of mosquitos cloister in the air over Special Property Table but do not speak a language the party knows
stagnant, rotting ponds of snow melt
Roll Special Effect 19 Sedges in the area all have fairy circles in them, and
7 Small, dirty game trails mark the only path between Sylnid dance within them
large snow drifts Crafting Property
8 A small herd of mammoths eyes you warily across a Tundra are a sparse landscape, populated by little other 1-13 Roll on N/A 20 A stampeding herd of mammoths crosses the players,
muddy, snowy plain. than ice, grasses, and mosses. Creatures survive on little General Table forcing them to act
9 A small fox tries to chase an all-white hare across the here.
surface of a treacherous snowy plain 14 Gale This property is associated with harsh,
Item Element cold winds
10 Wind howls across plains of rippling [Link]
snow is visible in small patches, but otherwise gone. 15 Treeline The Tree Line property is associated with Battle Encounters
11 Small humps of brown, wet grass spread out in every Lichen Earth,Water air, and running out of it. Roll Encounter
direction as far as the eye can see
12 Colorful lichens and mosses dot a rocky landscape, Grass Seed Earth, Air,Water 16 Winter TheWinter property is associated with all 1 1D4 Saiga Antelope
but patches of dirt show through. things winter
13 Vibrant red bushes dot a sparse grassland, gathering Iron Earth, Fire 17 Hibernation The Hibernation property is associated 2 2D4 Caribou + 1 Bull Caribou
tightly as though to protect against the howling wind. with dormant states and sleep
Flowers Earth, Air, Salt 3 1 Carver Worm
14 Sedges rise up occasionally, adding the only height to
the otherwise flat, brown and white earth. 18 Lichen The Lichen property is associated with 4 1 Mammoth
15 A large herd of caribou chew at sparse patches of icy Grasses Earth, Air healing and collaboration
[Link] caribou look thin. 19 Snowmelt The snowmelt property is associated with 5 1D6 Nomadic Barbarians
16 Verdant green, brown, and red grasses spread out Saiga/Caribou Meat Earth warming and purity
before you, interspersed with ponds of melted snow. 6 1 Dire Bear
17 Thin, winding creeks of snow melt crisscross a rocky, Insects Earth, Air, Rot 20 Glacier The glacier property is associated with
overwhelming strength and cold 7 1D4 Sylnid of Fresh Snow
moss-coated landscape.
18 Mountains carved by glaciers reveal sheer, smooth Edible Berries Earth, Fire, Salt 8 1 Sylnid of Avalanche
rock walls rimming a vast, snowy valley
19 Herds of bison roam a grassy landscape, crowding Snow Hare Pelts Earth,Water, Air 9 3D6 Nomadic Barbarians + 1 Barbarian Chief
together both for warmth and family.
20 Herds of saiga jump from rock to rock across thick Snowmelt Water Water 10 3D4 Mammoths + 2 Mammoth Bulls
streams of snow melt

107 Biomes – The Tundra Biomes – The Tundra 108


The Wetlands Special Craft Ingredients
Encounters
Below is a list of common possible Wetland encounters
Insect clouds swarm across bubbling wetlands. Murky Roll Item Description Element and monsters that players may come across on their
water can hide dark secrets, and travel is restricted to travels.
boats or can become obstructively difficult quickly. 1 Bog Bore A small ball of crystalized Rot, Salt
bog acid
Wetlands are flooded by water and full of plants adapted 2 Yellow Reed Vibrant yellow reeds used Earth,Water Wetland Encounters
to the oxygen-free murk beneath the water’s surface or for dyes
adapted to floating atop the surface. Waters here are Roll Encounter
3 Crapes Small twisted mushroom of Rot, Air
murky, providing ample hiding for creatures adapted to creamy color for cooking
a life in water. Wetlands can be predominantly grassy, 4 Veinweed Purple seaweed with Rot,Water 1-11 Battle Encounter
full of mossy trees, or marine in nature. medicinal and poison uses
5 Catpaw An airy plant that is used in Water, Air 12 Dark shapes at the edges of the water line watch you
art and rituals carefully. If you shine a light on them, you can see
GM Descriptions dozens of watchful eyes.
6 Velvet A red, furry bug that is used Rot, Fire
Roll Description Hornet to make paralytic poisons/ 13 Flocks of tall, gangly birds step carefully through the
medicines marshlands in search of prey all around you.
1 Insects cloud the air thickly, hovering around you as 7 Reptile Tooth A small bug that looks like a Air, Earth 14 An island nearby begins to move, shifting into life
they attempt to bleed you dry. reptile tooth, used and revealing it to be a giant tortoise
medicinally
2 The water is black and smells putrid. It bubbles 8 Spinning A hard tuber found in the Fire,Water 15 The reeds around you begin to move as though they
occasionally. Root loam used in rituals themselves are alive
3 The muck is so thick here that your footsteps sink you 9 Birdbladder A small mushroom that Air, Salt
to the knees in mud. 16 A small loamy hill rises out of the murk–tall enough
looks like bird droppings, that you can see in all directions for miles from the
4 No perch of dry land exists–water and reeds extend in used in medicine
every direction. Swimming is the only way forward. 10 Black Moss Deep black moss used to Rot, Air top
17 A cloud of mosquitos so thick you cannot see
5 Alligators in the water give you a wide berth, but snap make a special dye through them descend upon you
and snarl at one another.
18 You come upon a small school of fishing boats
6 Tall trees coated in moss hang over the water so close
together that you are forced to follow the tree line.
Special Property Table bobbing in the water.
7 The sounds of frogs and bugs singing echoes out all Roll Special Effect 19 A small lantern bobs sticks out of the fog in the
other sounds in a loud drone. Crafting Property distance, as if beckoning you.
8 Small white flowers dot the earthly loam around the Wetlands are a challenging place to find resources–those 1-14 See General N/A
waters, ringing the calm surface. that do exist may be harder to pull from the [Link] 20 Ruinous stones rise from the murk, echoes of a lost
Table civilization. An ancient statue of a forgotten god
9 Sandy beaches meet wetlands in this strip of water, most common elements in wetlands are Rot and Water. looks out over the water.
and beach birds clot the air. 15 Mud Items with the mud property require
10 Grass grows tall and thick–reeds extending towards Item Element certain conditions to function, but are
the sky. It is hard to see where the waterline travels.
16 Sporing
useful to slow or halt movement.
The sporing property is associated with
Battle Encounters
11 A thin ribbon of dry land provides a path through the Rotmurk Rot
the spreading of life or death. Roll Encounter
murk. It is unclear if the path is natural or manmade.
12 The muddy earth beneath the grasses and reeds is a Blackroot Lichen Rot, Earth 17 Misting The Misting Property is associated with 1 1D4 Shambling Tortoises
scarlet red, almost rust-colored. obscuring, and weather.
13 Mists obscure everything all around you, hanging in Seaweed Water, Salt 2 1D4 Giant Crocodiles
the air thickly. 18 Ambushing The Ambushing property is associated
with danger at just the right moment. 3 1D6 Regular Crocodiles
14 Ribbons of earth extend like a maze around you, Blueberries Water, Earth
providing loamy paths for travel. 4 2D10 Giant Cranes
15 Brood-rooted trees spread out over the water, their Bog Bean Rot, Earth 19 Decomposition Decomposition is associated with decay
roots forming a natural path across which to step. and rot–destruction over time. 5 1D6 Methane Sylnid
16 Thick lily pads cover the surface of the water. As you WhiteWillow Water, Salt 20 Rebirth Rebirth is the trait associated with life
move through them, they part gently. becoming death becoming life. 6 2D4 Bandits
17 Dragonflies zip around you, catching bugs that draw Beaver Water, Salt
too close. 7 Apex Python
18 A thin, babbling brook winds its way into the water, Bog Antelope Earth,Water
mixing clear springs with the murk below. 8 1D4 Bog Witches
19 Orchids blossom across the dotted branches of trees Bog Iron Fire, Earth
hanging over the water. 9 2D6 Dire Cranes
20 Luscious mangroves extend roots into the crystal clear Scarlet Mushrooms Fire, Rot 10 1 Corpse Mound
waters below. Fish dart beneath the trees to avoid you.

109 Biomes – The Wetlands Biomes – The Wetlands 110


Climate Effects Weather Obscured Spheres: Windy Days:
Disadvantage to perform any activity that requires sight of You get disadvantage to any check to maintain balance in this
In the world of Sacadia, weather effects are

T umultuous and ever-changing, the weather can


be employed by GMs to add a layer of
unpredictability or challenge to adventure.
Weather can also be used simply to demonstrate the
principally detrimental. Priests pray for sunny days,
and oracles often spend time trying to predict what
the weather will be.
the stars/planets/moon/sun (navigation, rituals).
Heavy Obscuring:
Failure to perform any activity that requires sight of the
stars/planets/moon/sun (navigation, rituals).
weather. Additionally, in combat reduce your movement
speed by 10ft.

Natural Disasters
challenges of existence in the iron age. The world can grind to a halt if the weather is Additionally, disadvantage on anything that requires
Whether caused by furious sylnid or randomly
Whatever your reason to include weather, remember adverse. Though a useful feature to explore the sight.
encountered in the world, natural disasters are
the situation at hand. Some weather may have effects of the natural world, particularly adverse Camp Challenges: devastating to even high-level adventurers, and have
situational impact far outpacing its effect normally. weather should be used sparingly–it will create plot- In an exploration game, you must expense one additional the ability to completely uproot a plot.
For example, heavy snow in a mountain pass is much relevant challenges for a party of explorers or armies Supply to set up camp or have a fitful rest in this weather. In
more dangerous than in a desert. fighting for conquest. a conquest game, gain -1 to Baseline AM for the camp you set When using natural disasters in your game, it should
up in this weather. be plot relevant. Natural disasters can be the result of
Weather Effects Table Scraping By:
a displeased deity, a demon working dark magics, or
Die Roll Weather Effect
town curses.
You may not set up camp or have a fitful rest in this
weather. Gain -2 to Baseline AM for the camp you set
1 Natural Disaster (Hurricane,Tornado, etc.) Heavy Obscuring, Scraping By, , Immobility up in this weather. Lead-In
Natural disasters do not often just happen. The day
2 Lightning Storm Heavy Obscuring, Scraping By, Immobility,Windy Days Travel Restrictions:
before a hurricane, the skies are unusually calm. Just
It costs your party one additional Supply to move through
3 Torrential Downpour Heavy Obscuring, Scraping By,Travel Restrictions before a tornado, the sky will turn green.
this area.
Earthquakes often precede tsunamis and volcano
4 Hailstorm Heavy Obscuring, Scraping By,Travel Restrictions Immobility: eruptions, and earthquakes themselves often build
You cannot move from this area until the weather clears. after a series of micro-quakes. A red sky can warn of
5 Blizzard Heavy Obscuring, Scraping By, Immobility, Extreme Temperatures For each night you stay in this area, expense one supply. wildfire.
6 Searing Heat Camp Challenges,Travel Restrictions, Extreme Temperatures Extreme Temperatures:
It is important to warn your players that a natural
Take one level of Fatigue per day you travel through this
disaster is coming to ensure that they can prepare,
7 Snowy Heavy Obscuring, Camp Challenges,Travel Restrictions [Link] may reduce the fatigue effect by taking a fitful
react, or notice something is wrong.
rest.
8 Thick Fog Heavy Obscuring, Camp Challenges

9 Heavy Winds Camp Challenges,Windy Days

10 Sleet Heavy Obscuring, Camp Challenges Natural Disasters Table


Natural Disaster Effect
11 Windy Windy Days
Hurricane Player ship is destroyed. Players must make a DC16 survival check or are lost to the sea. If on
12 Light Fog Obscured Spheres land, players are effected by ‘Torrential Downpour’ for three days.
Tornado Each round players have not found cover, roll 1D10 damage to apply to all [Link] roll
13 Dry Heat N/A 1D20. On a 1-5, increase the damage to 2D10 for the next round. On a 20, the tornado ends.
14 Muggy N/A Volcano Eruption Lava kills players if it touches them. Smoke clouds the air with the effects of ‘Heavy
Obscuring’. Every round, roll 1D8 to direct lava from a point you choose 40ft. Roll 1D20. On
15 Light Breeze N/A a 1-5, randomly select a point to receiver 3D10 fire damage from a projectile.
Tsunami Players each receive 1D10 damage/10ft [Link] land is immediately flooded, and all
16 Drizzle Obscured Spheres, Camp Challenges unrestrained things (players included) are moved up to a mile. Change biome to wetland.
17 Overcast Heavy Obscuring Wildfire Wildfire travels 40ft/turn as a wall of fire that is 80ft [Link] do 5D10 damage when
players cross through or start their turn in Wildfire. If characters are within 1 mile of a
18 Cloudy Obscured Spheres wildfire, at the end of each turn they must make a DC 14 Power Check or take 1D8 damage.
Earthquake All creatures/objects lose balance and fall to the ground. Nothing except flying creatures can
19 Partially Cloudy N/A move for one minute.
Landslide/Avalanche All spaces take 3D10 points of damage and must roll a Finesse Check or be buried under 3D4
20 Sunny and Warm N/A feet of snow. If creatures cannot free themselves in one minute (DC18 Power) they begin
suffocating.

111 Biomes – Climate Effects Biomes – Climate Effects 112


VII. Combat Design

Planning Combats Example: Bear Fight!


The short-nosed bear has a CR of 6, and is one of the

I n most Sacadia games, combat will be a heavy feature


of the experience for players. Sacadia isn’t balanced
like other tabletope roleplaying games. This section
gives you both quick and easy, and detailed guides to
largest and most ferocious bears. It is expected that four
characters at level six could take on a short-nosed bear
(though one player may be hurt).Alternatively, one would
expect 4-6 town soldiers to be able to take on a short-
designing a combat for your players. nosed bear as an even �ght.
It also goes into detail for specialized combat design,
such as fighting invisible enemies or fighting in water.
Combats at Levels
Normal beasts and most humans cease to be a challenge
How to Use this Section to players at high level. By level 12, most players are
It is recommended that you leverage this guide in the fighting demons, mythical threats, or even demigods.
following way: They are above the auspices of most single-humanoid or
single-beast combats.
I. First Read: Read ‘The Balance of Sacadia’ before
your first combat as a GM in Sacadia to help orient However, a whole army of level 1 humanoids can still
yourself as a GM with the basics of combat balance contest a demigod, and at high level, combats with
lower level beasts will consist of a large number of those
II. Go-To Guide: Leverage the ‘Balancing CR’ combatants to remain even.
section’s quick-guides when you are designing
combat. It will refer to a prior section, the Beasts will Run!
‘Classification of Fights’, which includes a series of
useful tools for you to design fights As a GM, try not to throw simple level 1 combats are your
party. As they ascend above the need to kill bears they
III. Deep-Delving: If your party is not performing in come across, the bear may decide to run and search for
a way you expect, explore the section ‘Designing food elsewhere. High level players should also have a skull
Monsters: A Detailed Guide’, which discusses above their head for beasts that might otherwise try to
some of the nuance of combat design. �ght them.
GM Note:Averages of Averages
The go-to gudies in this section are all computed by Ally Levels
averages of averages – which means that although they Player allies are not balanced like enemies. Instead, allies
are statistically balanced about the mean of the average should balance the same way as players do – with lower
party, there will be broad variance between this design HP but higher DPR.
and your party.
As a result, allies should be fragile (like players) but deal
Above all else, you should remember that your party large amounts of damage to enemy monsters. When
will differ from [Link] you begin exploring the game players fight with allies, this also allows GMs to balance
of Sacadia, you will find that your party may be stronger combats around a party size that is the sum of players and
or weaker than this guide suggests they should [Link] their allies.
all else, the joys of combat should be first in your
players’ minds as they experience the game. GM Note: BBEG Becomes a Playable Character
If players �ght a monster that then later becomes an ally,
Monster CR

Combat
be sure to recreate that creature’s combat capabilities to
Monster CR is balanced about character levels, which re�ect the balance of players rather than monsters. Much
are meant to intuitively follow an associated humanoid like how in video games, when the BBEG joins the party
[Link] a result, monsters with a certain CR they may become weaker. But this trade allows for a

Design
should be considered an ‘even’ combat for a group of broader effect of balance to permeate the game.
four humanoids of comparable skill, in which these
humanoids are in mortal danger, but will be able to take
down the monster of equivalent CR.

113 Combat Design 114


Combat Design Damage Output Classification of Fights Damage Dice per Hit
The damage output of a single creature in combat is The Damage Dice Per Hit (DDpH) of a player is meant
The below tables provide an average approximation for

C ombat in Sacadia is an important element of the


way that people engage the world. Balancing
those combats is critical to ensuring your players
can enjoy combat, and boils down to a few simple rules.
computed as Damage Per Round (DPR).This damage is
listed for every monster in the monster [Link] is
the predicted damage output of every monster, per turn,
against a party of characters of the same level.
enemy CR, damage output, and HP of contestants in
combat. They also provide player damage output,
average physical and mental defense, and HP.
to define the approximate damage dice rolled in a single
to-hit by a single player with a 1AP attack.

DPR in Combat
The below table is meant for players to feel weak at low The below tables assume that players use all but 1AP in
DPR is designed such that each enemy, on average, deals
The Balance of Sacadia a percent of HP of a total party as shown in the levels (1-2), and like mythological heroes from levels attacks, healing, or applying conditions. 1 AP is wasted
11-15 (this follows the Exemplar CR table under the upon Move Actions or other non-combat abilitie under
Sacadia is balanced around a certain set of damage, following [Link] damage averages over five rounds – Monster CR section of these rules). Thus, players are this assumption. Monster HP is calibrated about player
defense, and hitpoints. Sacadia is additionally always therefore if an enemy has higher-than-average HP, it will expected to hit at a 40% rate at level 1, ramping up to DPR (to assume this monster drops in six rounds from
balanced around a 4 adventurer party - so scale deal additional damage as it lasts additional rounds. 70% by level 15. Players are expected to succeed at a 4 players applying this DPR to that monster each
accordingly if your own party is larger or smaller. Trait Check 50% of the time by default. round).
I. Fight Count: How many fights do we have between
Party HP Loss per Combat
Quick and Fitful Rests? Player Level Average HP Lost per Combat Player and Allies Combat Table
1-5 45% Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
II. Length of a Fight: How many rounds does a fight 6-10 42%
last? Average HP 21 33 45 57 69 82 96 110 124 137 150 164 178 192 205
11-15 42%
III. Damage Output:What is the expected damage 16+ (See Note) 45%
Average PD 13 16 16 16 18 19 19 20 21 21 21 22 22 22 23
dealt by enemies to players, and players to
enemies, in each round? The average HP lost by a 4-player party in combat Average 13 13 14 14 15 15 16 16 18 18 18 19 19 19 20
against a same-CR enemy should decrease as they level MD
IV. Hitpoints Lost: How much damage do Average To-
between levels 1-5 and 6-16. +2 +3 +4 +4 +5 +6 +6 +7 +8 +8 +9 +10 +10 +11 +12
combatants of both sides do in a single round of Hit
combat when compared with the total hitpoints of This slow degradation of HP loss is meant to reflect the P[To-Hit] 40% 45% 50% 50% 50% 55% 55% 55% 60% 60% 65% 65% 65% 65% 70%
the opposing team? experience gain of players in combat. As players level,
they not only gain strategies and ways to engage combat, Average
Trait Check +2
In this section, the CR of enemies when compared with +3 +4 +4 +5 +5 +5 +6 +7 +7 +8 +8 +8 +10 +10
but the average HP loss they experience slowly falls off.
damage output and HP is considered. Average
This is designed to provide subtle feedback to players DDpH 1D6 1D6 1D8 1D8 1D8 1D8 1D8 1D10 1D10 1D10 1D10 1D10 2D6 2D6 2D6
that they are growing stronger over time.
Fight Count Average 5 8 12 16 24 32 40 48 56 66 76 88 100 112 125
DPR
All CR is balanced around fight [Link] CR of fights After a certain point, players are no longer fighting
in Sacadia is balanced around a party having fights with normal [Link] are instead fighting rare beasts of Enemy Combat Table
the following frequency: myth and legend, and they won’t fight such beasts
regularly. These combats should be both an epic CR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
◆ One fight per Quick Rest challenge and a reflection of the dangers parties are Average
◆ Three fights per Fitful Rest HP 80 128 192 256 384 512 640 768 896 1056 1216 1408 1600 1792 2000 2250 2500 2800 3100 3500
experiencing at high [Link], these combats have an
increased risk of danger once more. Average
As a result, each combat is built around the concept of a 15 15 15 15 16 16 16 17 17 17 17 18 18 19 19 20 21 21 22 23
PD
balanced fight requiring that the total damage output is
equivalent to a set percent of the HP of all party Hitpoints Lost Average 12 12 12 12 13 13 13 14 14 14 14 15 15 16 16 17 18 18 19 20
members in an average equivalent-CR combat (see Combat is balanced about every member of a party MD
‘Party HP loss per Combat’), which allows them to fully losing approximately some percent of their HP in a Average To- +4
heal between each fight – but just barely. single combat and across 5 rounds (see ‘Party HP Loss +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23
Hit
per Combat’ above).Thus, if a party of 4 adventurers at Average
Proficiency +1
level 3 has an average of 30HP each, the DPR should be +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10
Length of a Fight approximately 9 (30HP x 4 adventurers, times 0.4,
The length of a fight is dependent upon hp between Average
divided by 6 rounds). Once again, DPR is rounded up 14 14 15 15 16 16 17 17 18 18 19 19 20 20 21 21 22 22 23 23
combatants and how long you intend for a fight to last. Check DC
(under the assumption that enemies will not usually only
The typical length of a fight around which Sacadia is try to do damage).
balanced is 5 rounds – long enough to support P[To-Hit] 50% 50% 50% 55% 55% 55% 60% 60% 60% 65% 65% 70% 70% 75% 75% 80% 85% 90% 95% 99%
strategies but short enough to keep the pacing brisk.
Average 8 12 16 20 25 28 32 36 41 46 51 56 61 66 71 76 82 88 94 100
DPR

115 116
Summation Table For Computing Combat CR How to Calculate DPR DPR of Healing
When creatures heal their allies, this creates an effective
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The Damage Per Round (DPR) in combat is the boost to DPR because it makes allies last longer in
measure of a creature’s effectiveness against its enemies.
CR 1 1 0.630 0.449 0.337 0.246 0.203 0.160 0.138 0.112 0.099 0.086 0.076 0.064 0.059 0.050 combat and therefore increases their own DPR.
It is the sum total of a creature’s combat prowess
CR 2 1.586 1 0.714 0.536 0.391 0.323 0.256 0.220 0.180 0.159 0.137 0.121 0.103 0.095 0.081 (damage it deals) in addition to conditions it deals and To compute the DPR of healing, calculate the expected
healing effects. Calculating DPR and HP is the fastest
CR 3 2.227 1.404 1 0.751 0.546 0.448 0.356 0.305 0.252 0.222 0.191 0.169 0.144 0.132 0.114 average healing a creature will do each round across a
way to compute combat balance. five round combat. Then, add that to their DPR. There
CR 4 2.957 1.865 1.331 1 0.727 0.598 0.474 0.408 0.337 0.297 0.256 0.227 0.194 0.177 0.154
is no probability roll needed for healing, as healing
GM Note: Complexity of DPR
CR 5 4.111 2.592 1.841 1.383 1 0.817 0.649 0.557 0.463 0.407 0.351 0.311 0.266 0.243 0.211 always works.
Computing a creature’s DPR seems complex – but the
CR 6 5.135 3.234 2.285 1.716 1.232 1 0.795 0.681 0.567 0.497 0.429 0.379 0.325 0.297 0.259
basics of DPR are the multiplication of a creature’s P[To- DPR of Conditions
CR 7 6.411 4.041 2.862 2.150 1.546 1.257 1 0.858 0.717 0.628 0.542 0.481 0.412 0.376 0.329 Hit] times its damage if successful. If you create monsters, There are two tiers of conditions, denoted by weak
try starting by creating monsters with simple attacks that
CR 8 7.532 4.746 3.354 2.520 1.808 1.466 1.167 1 0.836 0.732 0.632 0.561 0.481 0.438 0.383 conditions and strong conditions. For the purposes of
deal damage – add in conditions,healing,buffs,and more calculating DPR, creatures that give strong conditions
CR 9 8.880 5.599 3.971 2.983 2.146 1.745 1.390 1.193 1 0.877 0.756 0.673 0.577 0.526 0.461 as you learn along the [Link] remember! Every monster add 5 DPR per level of that condition given, while weak
in the Monster Manual has its DPR [Link] only need
CR 10 10.225 6.445 4.560 3.245 2.458 1.992 1.587 1.362 1.142 1 0.863 0.767 0.658 0.600 0.526 conditions add 2.5 DPR per level of that condition
to calculate DPR for new monsters you create! given. Players do not need to compute probability of
CR 11 11.752 7.410 5.252 3.945 2.835 2.300 1.833 1.574 1.323 1.159 1 0.891 0.764 0.697 0.612
successful hit for conditions – all condition levels are
CR 12 13.321 8.396 5.937 4.459 3.196 2.587 2.062 1.769 1.488 1.302 1.123 1 0.858 0.782 0.688 balanced around a 50% chance of affecting players.
Calculating DPR
CR 13 15.304 9.651 6.845 5.141 3.694 2.997 2.370 2.052 1.730 1.515 1.307 1.166 1 0.912 0.803 The damage output per round (DPR) of an enemy in Condition Strength
Sacadia is determined under nominal assumptions –
CR 14 16.897 10.653 7.543 5.665 4.063 3.290 2.624 2.252 1.899 1.662 1.434 1.279 1.097 1 0.880 Weak Conditions Strong Conditions
both groups of combatants come together as a wall (no
side flanking or performing strategies) and hit each Delirium Fatigue
CR 15 18.958 11.958 8.485 6.373 4.579 3.713 2.963 2.545 2.149 1.882 1.623 1.451 1.244 1.134 1
other with all of their [Link] determine the average DPR Nausea Taunted
CR 16 20.938 13.202 9.347 7.020 5.032 4.071 3.249 2.788 2.356 2.061 1.778 1.587 1.362 1.241 1.095 Hemorrhage Blinded
of combatants, multiply all of the following together:
CR 17 23.333 14.717 10.437 7.839 5.626 4.557 3.638 3.125 2.644 2.313 1.996 1.784 1.531 1.396 1.232 Pinned Panic
◆ Number of attacks in a round if expensing full Dim/Bright Surrounded
CR 18 25.759 16.243 11.499 8.636 6.186 5.001 3.993 3.427 2.900 2.536 2.189 1.955 1.678 1.529 1.350 AP, less 1AP per turn, to attack, harm, or heal Frenzy Surprised
◆ Probability of hitting target (Probability of Fumbled (x4) Unconscious
CR 19 28.661 18.078 12.821 9.629 6.908 5.591 4.466 3.836 3.250 2.843 2.454 2.195 1.884 1.717 1.518
rolling 1D20 at or above Defense minus To-
CR 20 31.741 21.014 14.159 10.633 7.608 6.142 4.907 4.210 3.569 3.119 2.692 2.406 2.066 1.882 1.664 Hit)
◆ Average Damage on a successful hit DPR: example
Summation Table Summed Difficulty DPR is always rounded up. There are some exceptions A simple Draigar tries to hit a Level 4 character. The
The above Summation Table allows players to compute to calculating DPR, provided in the next sections. Draigar has 3 AP and the following attacks:
the comparable CR of a monster against their [Link] Desired Sum Sum Sum
table can be read as follows: Combat • Claw: +4 vs. PD/1D4+3
(3 Players) (4 Players) (5 Players) The table below gives the average roll for various dice.
Difficulty • Sword: +3 vs. PD/1D8+3
◆ Select the column that matches the party’s You may use these values when determining the damage
Trivial <0.48 <0.6 <0.72 • Bite: +3 vs. PD/1D4+3 plus defense against Nausea (DC15
player level applied by a dice roll. Courage Check)
◆ Select the monster CR of the monster you wish Weak 0.48-0.72 0.6-0.9 0.72-1.08
to place in a combat Average Dice Rolls Per the “Players and Allies Combat Table”, a Level 4
Balanced 0.72-0.88 0.9-1.1 1.08-1.32
◆ Add the number of that cell to the summation character has avg. 17 PD and +3 to [Link]:
for this combat Strong 0.88-1.04 1.1-1.3 1.32-1.56 Dice Type Average Roll
• Claw: 35% (17 minus avg. 14 so -15% chance to-hit)
◆ Repeat until you reach the desired summation 1D4 2.5
Boss-Tier 1.04-1.28 1.3-1.6 1.56-1.92 1D6 3.5 • Sword: 30%
Overmatched 1D8 4.5 • Bite: 30% plus Nausea: {30% x 40%}
By design, a combat is balanced when you place a sum of 1.28+ 1.6+ 1.92+
1 from the Summation Table into an encounter. (Skull) 1D10 5.5 The Draigar then has the following DPR:
2D4 5
2D6 7 • Claw: 0.35 x 5.5 = 1.93
GM Note: Different types of combats GM Note: Party Size and Dif�culty
2D8 9 • Sword: 0.30 x 7.5 = 2.25
Different professions are good against different types of Every added player changes the desired summation by 1.2x 2D10 11 • Bite: 0.30 x (5.5 + 0.40 x 5.5) = 2.695
[Link] will need to feel out your party’s strengths with respect to the initial 4-player party sum. Conversely, The total DPR of the Draigar is 8.
and weaknesses against different types of enemies! removing one player divides party strength by 1.2.

117 118
Balancing CR CR Adjustment Table Designing Monsters: GM Note: DPR vs. CR?
If you look at average DPR alone in the ‘Enemy Combat
A detailed Guide
B alancing the CR of a combat can depend heavily on
the party. Here, a quick guide and detailed guide
CR Adjustment
HP
-1
-25%
+1
+25%
Table’ you will see that the average difference in enemy
DPR per level is actually 4. So why do we need to raise it
are given to assist you in balancing your own party.

GM Note: Suggested Use of this Section


Balancing a CR in a detailed way is time consuming and
AP
PD
MD
-1
-4
-6
+1
+4
+6
T here are a lot of factors that come together to
compute a monster’s overall CR. When you are
designing a monster, you are welcome to consider
the following aspects of combat design.
by almost double that to raise its effective CR? Monsters
have a lot more than CR, including HP, to-hit, and other
scaling abilities.

not recommended (unless you really enjoy math). Instead,


To-Hit -4 +4
we suggest you use the CR Quick Guide, and only turn to General Rules Calculating DPR
the detailed guide if you are struggling to troubleshoot Check DC -3 +3 Much of the CR calculations depend on a monster’s
If you are making a monster for your game, you are
the balance of your own party, whether they seem DPR, or Damage per Round, as outlined earlier in this
Proficiency -3 +3 encouraged to first consider the following:
overpowered or underpowered when compared to your section. How can the DPR be determined specifically?
expectations. Damage Dice ◆ How tough is the fight meant to be for my
-3 Dice Types +3 Dice Types
(Across all Attacks)
players? I. Calculate target Defense: Look at the average
DPR -8 +8 ◆What unique mechanics do I want this monster Defense in the Player Combat Table for a party the
A Combat Quick Guide to have in a fight? How do they impact its same level as the CR you want your monster to be.
Adjusting CR and Abilities power/danger? This is the Target Defense
When designing a combat, you can follow these quick ◆What is the narrative role this monster plays?
guide rules to creating a relatively balanced combat. The above adjustments assume that your monsters use their II. Raw Damage: Add up all the dice and damage
What is the consequence for failure to beat it?
There are only a few rules to this quick guide: abilities each round. For example, increasing the Check bonuses of any attack you expect your monster to
DC by +3 only increases the CR of the monster by 1 if the be making each [Link] is Raw Damage
I. CR: Consult the ‘Summation Table for Computing monster regularly uses abilities requiring Trait Checks. Monster toughness III. Calculate P[To-Hit]: Subtract your Monster’s
Combat CR’ to determine a balanced-CR set of Plan accordingly when setting abilities! The challenge rating of a monster is a rough guide to its To-Hit from Target Defense. Multiply by 5/100.
enemies to throw at your players danger to the party. Consult the ‘Summation Table for Subtract this number from [Link] is P[To-Hit]
Computing Combat CR’ to compute relative CR.
II. Adjustments: Make adjustments or specializations
to your enemies as you see fit. Consult the CR Designing Monsters: A IV. Base DPR: Multiply P[To-Hit] times Raw Damage
GM Note:Advanced Reading for each attack you expect the monster to make
Adjustment Table to compute relative effects to
monster CR Quick Guide The ‘Summation Table for Computing Combat CR’ is a each [Link] is your Monster’s base DPR
Sometimes, you will want to make your own homebrew multiplicative relative-CR table. If you choose a party V. Add Healing: Determine how often your monster
III. Environment: Pay attention to environmental [Link] do so, you can perform the following: level in that table and multiple your player level by an can heal its allies in a combat. Add 1 to DPR for
[Link] do you want to add to your entry in that column, you will get the ‘perceived CR’ of every 5 points of HP your Monster can provide its
environment to make a combat more dynamic? I. CR: Pick the CR you want your monster to be, and that combat. CR doesn’t scale linearly in Sacadia because allies in combat across a 5-round combat
define the type of monster you [Link] do you the probability of successful hit (and therefore, the impact
And that’s it!You’ve designed a combat. VI. Determine P[Condition]: Determine the
want it to do? What skills does it have? of a monster’s DPR) doesn’t scale linearly either! Monster’s Check DC for a specific Condition.
GM Note: My Special Party II. Default Skills: Consult the ‘Enemy Combat Table’ Subtract the Average Trait Check for a party of the
for that monster’s default-CR abilities, and pull same level as your monster. Multiply by 1/20 for a
These rules do not account for relative party design, so 5 Round combats
them from the table (Note: Monster defense is an weak condition or 1/10 for a strong condition.
your mileage will vary. For example, your party may be Combat in Sacadia is balanced to be around 5 rounds.
average of PD and [Link] computing, weight This is P[Condition].
exceptional at handling magical damage and mental Any change to a combat that raises the DPR by
PD twice as heavily as MD – on average, twice as
conditions – but if you throw a comaparable CR of approximately 8 will indicate one additional CR. This VII. Add Conditions: For every level of a specific
many players target PD than MD!)
pinning thugs at them, they may not do so well! can be accomplished by: condition you expect your monster to try to give
III. Adjustments: Adjust the monster’s abilities to each turn, add P[Condition] to your monster’s
◆ Raising the monster damage or To-Hit such that
your [Link] can use the CR adjustment table DPR.
they do 8 DPR more
above as a guide. If you adjust an ability of the ◆ Raising the monster’s HP such that they survive [Link]: Total DPR: P[To-Hit] * Raw Damage +
monster that would raise its CR by 1, you can longer in combat (typically 1-2 extra rounds) 1/5 * [HP] + P[Condition] * Condition/Turn.
reduce another trait by a comparable amount ◆ Providing monster resistances or immunities to
scale party DPR against them to be lower GM Note:Weak and Strong Conditions
GM Note: More Art than Science
Weak and Strong conditions are described in the
Designing monsters doesn’t have to be perfect – All of these approaches are effective at scaling a fight. ‘Condition Strength’ table earlier in this section.
ballparking a monster at a chosen CR is a perfectly Often, a monster simply lasting longer will allow it to
healthy way to design monsters! more effectively harm the party.

119 Expanded Game Rules - Monster CR Expanded Game Rules - Monster CR 120
Default Skills Who does this Monster fight? Balancing Swarms
As a baseline, you may assume the monster has the basic One important question to ask yourself in designing a When players fight a monster, combat balance is
HP, Defense,To-Hit, Proficiency, Check DC, and DPR combat is, who will this monster be fighting? determined by the number of turns they are expected to
listed for its level in the ‘Enemy Combat Table’. Even in live (determined by monster HP, defenses, and party
detailed combat design, this forms a good baseline for Monster DPR is based on the assumption that monster DPR) and the amount of damage they will deal per
abilities for a monster. damage is evenly distributed between all party round (monster DPR).
members. If you have a four-adventurer party in your
group, and two are frontline tanks while the other two A more holistic calculus is to determine the expected
Adjusting Skills are ranged attackers, your frontline adventurers will total damage the enemy will deal in a combat, and
The best way to adjust the skills of your monster is to often be endangered by a balanced-CR combat, while balance that around the lifespan of the [Link], to
look at the comparative probability of to-hit and damage your ranged party members will be perfectly safe. account for multiple opponents:
for both the monster, and a comparative-level party Sometimes this is a good strategy for a combat – but it
against that [Link] can compute that, just like the ◆ If you expect enemies will readily surround
is important that this is not always the case.
DPR table on the previous page, by multiplying the party members, add 0.2 to P[To-Hit]
probability of an effect being successful by the ◆ Most parties do not systematically target one
Likewise, your party will feel endangered if your
numerical average output of that effect. enemy at a time, and often 3-4 at a [Link],
frontline combatants are near death. This can be calculate the single creature lifespan as
somewhat offset by the Surrounded condition (your
Keep in mind – your changes to the average skills will 3*Enemy HP / Party DPR
solo monster will have an effective CR of -1 while
affect the overall balance of the combat. For example, if surrounded), but if your Monster has any resistances
you reduce a CR 5 monster’s HP by 80, and up its Thus, the new calculation for multiple-opponent swarm
to the Surrounded condition or you offset that condition
damage by 8, it will appear as a glass cannon – but will DPR can be seen as follows:
with additional PD, the combat is likely to be too
remain balanced to its level. challenging. I. Compute Lifespan: Compute the average Single-
Creature Lifespan of this creature as: 3*Creature
CR and DPR Nuance Solo vs. Swarm HP/Party DPR
If you follow the Monster Combat Table and Player Combats are balanced around an enemy having a set II. Compute To-Hit Ratio: Compute the adjusted
Combat Table on the previous pages, you are likely to initial HP, and dealing a set amount of damage, each P[To-Hit] if you expect it to immediately surround
find the following: round. This balances easily for solo-enemy combats its targets as P_adj = P[To-Hit] +0.2
wherein the enemy will deal its set DPR no matter how
◆ Monsters overwhelmingly harm frontline party little HP it has remaining, but for combats with multiple III. Compute Others: Compute other effects of the
members, often to unconsciousness, by the opponents – and especially combats in which many creature as normal, such as healing and condition
end of the fight smaller enemies are lower-CR (and therefore have effects
◆ Individual monsters are rapidly destroyed if lower to-hit scores) – this balance does not work as well.
players surround them IV. Swarm Creature DPR: Single-Creature Lifespan *
◆ At early levels, players are downed quickly and (P_adj * Raw Damage + 1/5 * [HP] +
GM Note: Swarms are Easier
easily P[Condition] * Condition/Turn)
Once they are at higher levels, players should �ght larger
The reason for this is combat design. The above table swarms more often, and swarm combats often re�ect the GM Note: Swarm Feel
calculates Monster DPR under the assumption that all increase in PC prowess by making them feel capable of In a swarm combat, the enemy will do approximately 2/3
players and all monsters evenly do damage to one killing powerful monsters. of their damage in the �rst half of the [Link] combat
another, with no conditions or buffs, and that nothing progresses, more swarm creatures die, and their DPR drops
unique or interesting happens in a combat. Especially at A single level 1 bandit forms a powerful solo �ght for a [Link] overall DPR of a swarm creature will
low levels, players are often subjected to a single critical group of level 1 players, whereas by level 6, players can likely be lower than for a single-creature combat, because
hit from a monster and drop to unconsciousness. Finally kill an average of two level 1 bandits per round and the swarm creature is not designed to last to the end of
– fighting a single brute of a monster is a very different balance around approximately bandits. combat.
combat than fighting a swarm of small monsters, due
both to the single-monster DPR against a single target,
and due to the impact of the Surrounded condition.

Thus, creating or planning a fully balanced fight requires


additional, more complex rules. This section tackles
ways you can balance swarm vs. solo combats.

121 Expanded Game Rules - Monster CR Expanded Game Rules - Monster CR 122
Dynamic Combats Landscape Combats Unfolding Combats Summoning Combats
Landscape combats allow players and enemies to take An unfolding combat requires that the enemies in A summoning combat is a combat in which new enemies

W ith an eye towards combat design, this section


seeks to arm GMs with tools to create
dynamic and interesting combat encounters.
In most Sacadia games, combat will be a normal part of
advantage of dynamic or challenging landscapes during
combat. Landscape combats do not inherently offer one
side or the other an advantage, but GMs can plan for
combats that allow enemies (or allies) to take advantage
combat attempt to complete an action or sequence of
actions that, when brought together, make the combat
significantly more challenging. This combat may be
relatively simple prior to this sequence of actions
will join the fight, increasing the danger of the combat.
Summoned combats may exist in isolation (e.g., players
may fight an enemy that summons a new enemy each
round), or they may exist as part of an evolving or
adventure. of the environment. coming together, but after the unfolding has occurred, unfolding [Link] can even be part of a landscape
the combat is significantly more challenging. combat, in the event that players are fighting in an area
The environment can produce a number of combat with other monsters. If the party must fight quietly, for
Combat Subtypes effects, including many shown in the table below. Depending upon the complexity of the combat, the example, they may be too loud and lure other enemies
Combat subtypes are designed to create templates of strategy may be easy or difficult to figure out or halt. that are nearby. Some examples of Summoning Combats
combat, which can provide ideas for how you can create Landscape effects are below:
engaging combats for your players. Each of these GM Note: Unfolding Combat
combat subtypes is meant to leverage an element of Landscape Effect Notes I. Sporemound: Players fight a shambling
In tabletop roleplaying games, combats are often about the
combat design towards creating a unique situation for Fog or Smoke Dim environmental Wind may change sporemound. Each turn, it summons additional
preservation of resources for handling an unknown threat.
your players. obscures vision condition area of effect sporewhisps
Although players recover most resources between each
Dim/Dark far from Enemy strategy may
combat in Sacadia, it is important not to leverage II. Anthill: Players fight a group of bandits within a
Evolving Combats Scene is dark except [Link] may be be to put out light if unfolding combats in a vacuum. Consider leveraging these dangerous region filled with giant anthills. If any of
Evolving combats change as the enemy loses HP. for a single light combats in the following ways: these anthills are disturbed, giant ants will begin
used they have darkvision
Whether a single enemy passes a specific threshold and pouring from the anthills at the start of each round
Natural barriers fill Cover can be granted Cover quality (half, • Players may use the Strategy: Alarm Talent to learn what is
gains new abilities, or the enemy changes form, an
environment with a body action full) may vary happening, and normally the strategy should not be very secretive III. Bandit Captain: Players are fighting a proud
evolving combat is gated by some threshold reached in • Combats should be comparatively easy prior to unfolding bandit captain, but when the tide turns against
combat which affects their power. Partial cover from
Players at bottom of cliff Can climb with •When an unfolding combat occurs against enemies players have him, he will call for his allies to join the fight
cliff, enemies at top with body action need ways–toplayers
wall, Full cover athletics previously fought, they will wonder what has changed – and
Some ideas for evolving combats are listed below. Other engage IV. Burning Tree: Players are fighting a group of
recognize that something is wrong.
enemies (such as Kelpies) exist in the Monster Manual Height advantage Can climb with
bandits. One of them (and only one) has flaming
Players at top of cliff, from •The goal of the unfolding is to create an interesting, not punishing,
as evolving enemies already: cliff. Full cover athletics – players arrows, and will seek to ignite a dead tree which
enemies at bottom dynamic
with body action need ways to engage serves as the signal flair for nearby bandits to come
I. Gain Abilities: The enemy gains new abilities when running
Natural difficult Creatures can’t move Enemies and players Some examples of unfolding combats are listed in the
it falls below a certain [Link] abilities make the terrain produces quickly through may have abilities to table below.
enemy much more dangerous barriers difficult terrain ignore terrain effects
II. Select Abilities: The enemy gains a new ability Dynamic element Difficult terrain
Unfolding Combats
appears when cause Players and enemies
from a list of choices when its HP falls below a can create difficult can trigger effect
certain threshold terrain is triggered Event Effect Notes
Pushing or pulling Determine damage A bandit captain tries to call distributed If enough bandits reach him, he uses an ability Captain calls to his allies, event is obvious.
III. Change Form: The enemy changes form entirely, Elements in scene bandits to him to give them all 1X Adv. Effect not known.
can drag players/ before combat; are
replacing all of its old abilities with new ones. harm anything close enemies close enemies immune? Soldiers hold off the party while a cultist If the cultist lives through X turns, they Obvious event (cultist is chanting), obvious
Often, the old form cannot leverage a condition Elements in scene Pushing or pulling completes a ritual summon a more powerful enemy effect (greater danger)
the enemy applies, but after it transforms it can Activation should be
may be activated to can drag players/ A group of enemies is trying to break a small The battlefield will flood if they succeed, Set the number of enemy actions for this
leverage them to devastating effect obvious
create damage effect enemies close dam dealing damage and changing the map event to succeed ahead of time
IV. Gain resistances: The enemy gains passive Elements in scene Pushing or pulling Enemies begin unarmed, but there is one As enemies are armed, they become more Keep in mind the unarmed and armored
Activation should be enemy passing out weapons powerful and harder to fight combat strength of the enemies
resistances or immunities that affect the way may be activated to can drag players/ obvious
players can employ existing strategies against them cause conditions enemies close Players have set fire to camp, and enemies are Fire causes damage, but as it gets put out, the Does the fire spread? How does it interfere
Natural element in Pushing or pulling putting it out environment grows darker with the enemy plans?
Activation should be
GM Note: Balancing Evolving CR scene imposes can drag players/ Players must break the fountain of health or Is there infinite health in the fountain? Can
obvious Enemies fight near a fountain of health
condition enemies close the enemies will continually heal players use it too?
When balancing combats that evolve, compute the CR as Minions are throwing themselves into a If enough enemies are sacrificed, the boss Players must try to keep enemies alive and
Creatures may fall Players, enemies may Requires a way for
though the enemy lasts six rounds and loses the same take 2D6 fall players and enemies sacrificial pit to summon a bad guy monster is summoned out of the pit, changing the objective
amount of HP each round. If an evolving enemy’s DPR away from scene
damage/10ft fallen to return to combat Certain enemies will retreat up ropes to If enemies can get to the cache, they will Players do not know about the cache, but can
goes from 10 to 14 after it reaches half HP, compute its Barriers in combat Splits party, enemies Enemies do not have where a cache of weapons are become more powerful see the enemies are doing something
DPR as 10*0.5 + 14*0.5 = 12. require Talent to based on natural talents; determine
cross talents prior to combat

123 Expanded Game Rules - Dynamic Combats Expanded Game Rules - Dynamic Combats 124
Fighting in Water Effects of Water Fighting in Fire Fire Spreading

C ertain games in Sacadia take place in or around


wine dark seas, or wide rivers such as theYellow
or Nile rivers. Games like this will strongly
feature the open water, and players will have to fight in
Difficulty of Water
Moving through the water is always treated as difficult
terrain – creatures move through it at half speed unless
they have a dedicated swim [Link] is the case even
W hether your players start a fire in a dry scroll
room, or lightning starts a forest fire, here are
rules for accomodating fires during combat.
Terrain
Dry
Environment
Dry
Effect to Fire Spread Roll
Start at 1D4. Increase 2 dice types each round

Start at 1D4
the water. Firestarter
if the water is shallow enough to walk in, provided the The Dynamics of Fire
water goes up past their knees. Normal Start at 1D2. Increase 1 dice type each round
Combats in Water Starting a Fire in Combat Damp Start at 1D2. 2nd round, remains 1D2. Increase 1
Combat in water requires some thought from you! Staying Afloat In the fast pace of combat, there must be a source of dry Firestarter dice type each round thereafter
Which players can swim? How can those who can and Creatures who can swim but do not natively inhabit the kindling, and a creature must have a source of fire (such Damp Start at 1D2. Increase 1 dice type every two
cannot swim engage in these combats? What are the water (i.e., have a swim speed) must make a Power or as a lit torch, or some sort of fire breath). A creature Environment rounds thereafter
Survival scores of those in combat? Survival is a strong Finesse Check against the Check DC of the water at the must then press the source of fire (such as a torch) to the
determiner of swimming ability due to the talent start of their turn. If they succeed, they may use the dry kindling to ignite a single square of combat with fire. GM Note: Fire Prevention Starts withYou!
specialization Survival: Swimmer. remainder of their turn. If they fail, they lose one AP and Putting out a �re is easy initially, and becomes
cannot use the limb on their turn, as they struggle to GM Note:Action Economy for Firestarting prohibitively challenging after just a few rounds. Players
remain afloat.
Design for those who can It takes time to start a �re. If a character has a readied who worry about a �re should put it out quickly.
torch, they must equip the torch and then light it, taking
swim… I can’t swim! two actions to have a lit [Link], they can throw or
Players who can swim can get in the water and engage Players who cannot swim and are in the water may not use the lit torch to start a �re. Combat around Fire
the enemy. They will treat the terrain as difficult, use , , or . Players who cannot swim gain two Once a fire has spread, combat occurs in a changing
meaning most of your players will move at half speed levels of Fatigue at the start of each turn, representing environment. The effects of fire is determined by the
even if they know how to swim. their Fatigue as they attempt to remain [Link] may Spreading Fires size of that fire, which in turn is determined by how
continue to make Trait Checks (Power or Finesse) to Once a fire has started, it will begin to spread quickly. large the Fire Spread Roll was the last time it was rolled.
The immediate challenge associated with combat design remain afloat. Each round, the player (or GM) who starts the fire rolls Players and GMs should note that there is no Trait
in open water should be thinking about how to make a die to determine how much the fire has [Link]
Swimming Check DC Check made against most fire effects, with the
sure that the natural flow of combat has the enemies the die is rolled, the resultant number determines how exception of Power Checks made against Burning.
always close to players who enter the [Link] want Terrain Check DC many squares the fire spreads to during that round. Each
your players to be able to get close and engage enemies round, the dice type increases from the initial turn
Calm Seas or Lake 10
in the water, rather than have these enemies always swim (where the fire starter rolls 1D4 by default). Smoke and Heat
out of reach. Slow Moving River 12 Smoke can dim or even blind the [Link] fires
The dice type rolled may increase or decrease according spread, creatures will be subject to intense smoke which
Choppy Seas 14
Keep in mind – players who can swim have invested to how damp the conditions are (see the‘Fire Spreading’ can prevent them from taking action. Heat can harm
precious talent points into this skill. They should be Fast Moving River 16 table). players simply by being too close to the fire, even if they
rewarded for accepting the risk of diving into the water are not in the fire.
Rapids 18
to fight an aquatic enemy! Putting out a Fire
LargeWaves 20
Creatures may attempt to put out a fire by rolling a Standing in Fire
And for those who cannot Finesse Check as a Body [Link] get 1x advantage Creatures entering a fire or starting their turn in it
Players who cannot swim cannot get in deep [Link] Drowning on this roll if they have a source of available water. For will roll a Power Check against the Burning condition.
can engage in combat when they can walk in the water Players and enemies who cannot swim and have taken every 10 rolled on this check, they reduce the size of the They also take immediate damage from the fire. The
(i.e., the water is no more than three feet deep), or too much fatigue will fall unconscious from their fatigue fire (in squares) by 1 [Link] Checks do not amount of fire damage taken is dependent upon the Fire
when they have access to places they can stand, such as and slip below the waves. Although fatigue-driven reduce the next spread roll, though GMs may decide to Strength, corresponding with the ‘Fire Damage Table’
large open rocks, boats, sandy shoals, etc. unconsciousness does not give a character the dying reward player efforts by reducing the Fire Spread Roll. given on the following page.
condition, the second players are underwater and
When you design these combats, think both of giving unconscious they must immediately begin making Fire Effects
players who cannot swim a place to fight and think of Survival:Withstand checks or simple Power Checks if
how the enemy will react. If all of your melee fighters they cannot. The first time they roll below a 12 on a Fire Spread Fire Smoke Effect Heat Effect Burning Check
Roll Strength
are stuck on a large rock, but the enemy can make Survival: Withstand check, they immediately take the <1D6 Weak Fire N/A Treat as Held Fire when within 5ft 1 Level of Burning
ranged attacks against the party, it will make for a dying condition. After this, they will automatically fail 1D6-1D8 Medium Fire Dim within 30ft Treat as Weak Fire when within 10ft 2 Levels of Burning
horrible fight for your players. one Dying Check at the start of each turn due to their 1D10-2D6 Medium Fire Dim within 60ft Treat as Weak Fire when within 20ft 3 Levels of Burning
inability to breathe. 2D8-2D10 Strong Fire Blinded within 30ft, Dim within 120ft Treat as Medium Fire when within 20ft 4 Levels of Burning
3D8+ Strong Fire Blinded within 60ft, Dim within 200ft Treat as Medium Fire when within 60ft 5 Levels of Burning

125 Expanded Game Rules - Dynamic Combats 126


Other Environments Hitting the Ground Unbeatable Monsters But Which Marking?
Damage of falling or being flung is computed when a Choose the red skull if this monster will absolutely

M any environmental considerations my influence


combat. Here are the designs below for combat
danger.
flung or falling creatures hits the ground, and not until.
The below modifiers adjust the damage or add other
effects. O pen world exploration allows players in Sacadia
to wander into situations both far below and far
above their level. Sometimes, players wander
into the nest or lair of a monster far above their level.
destroy your party in an instant if fought–especially if
that party can do nothing to fix this.

Choose the white skull if the monster is out of the


GM Note:Asymmetric Challenge I. Hitting the Ground: When they hit the ground, a Other times, players can come across specialized or players’ range, but that over time you expect this to be
flung or falling creature must make an Acrobatics atypical monsters, which can only be defeated with resolved.
Players and enemies have differently scaled HP. Monsters Check against damage (taking half damage on a specialized artifacts that players must craft beforehand.
have 4-10x the HP of players (with an increasing successful check) and fall prone. By default, the Choose the question mark if the monster has a secret
difference in HP as player level increases).Thus – if you In Sacadia, these monsters are denoted. Players are
check DC for falling damage is 12+1/10ft fallen. A (outlined below).
are designing your own environmental effect and you wish made aware that they are wandering into a dangerous or
creature without acrobatics fails this check.
it to be usable by players, it is recommended that the untenable situation right away, rather than only
damage of an environmental effect is 3x as effective on II. Falling into Water: If they fall into water, a flung discerning the trouble they are in through combat. Monster Secrets
enemies as allies. or falling creature takes half damage. Certain monsters have [Link] monsters are most
commonly Fae or Demons–powerful individual
III. Falling onto Spikes: If they fall onto sharp rocks Deadly Beasts creatures that cannot simply be fought.
or spikes, maximize the damage dealt to a flung or
Fire and Lava falling creature. When players come upon a monster or challenge too
great for them to handle, those monsters are depicted Sometimes, these secrets make them invincible. More
IV. If they hit another creature, the hit target must with a white skull, red skull, or question mark over their commonly, these secrets add several levels to the
Lava make a Finesse Check or take half the damage that [Link] tells players that the monster is unbeatable in expected challenge rating of fighting the monster, and
If any creature that is not designed to live in or would be dealt to the first creature (the Check DC combat at this time. players can overpower a monster with secrets, if they
encounter lava touches lava, it drops to 0HP and dies. is the same for both creatures). Both creatures then are strong enough.
fall Prone. Types of Warnings
Fire Secrets are outlined for each monster under the
There are three types of warnings of level:
Fire can have different strengths, and each strength will ‘Secrets’ section of the monster ability table, as well as
have a different effect on enemies and allies. The full Invisible Creatures I. Red Skull: This monster cannot be harmed by your what modification (if any) is caused to their challenge
effect can be seen below. These damages are the same rating by their secrets.
whether a fire is in a controlled burn or out of control.

Fire Damage Table


I nvisible creatures are their own danger to a party, and
can come in the form of camouflaged invisible types
or spiritual/extraplanar types of invisible creatures.
party and you can do nothing to rectify that.
[Link] Skull: This monster poses significant danger
to your party and should not be fought.
Players can find these secrets out–typically through
questing–to resolve the monster secrets and be able to
kill them.
III. Question Mark:You cannot kill or harm this
Fire Strength Allied Effect Enemy Effect Basic Rules: Invisibility monster, but it is possible that you could solve a
Held Fire (Torch) 1D4 1D4
The basic rules for insivibility are as follows: mystery about this monster in order to rectify that. Creating Monster Secrets
Weak Fire (Cooking) 1D6 3D6 Creating a monster secret is not easy–you as the GM
I. Locate Square: A creature that wants to attack an must write a monster hunting quest revolving around
Medium Fire (Bonfire) 3D6 9D6
invisible creature must roll a Perception Check to Determining Danger the monster in order to create an item that can kill it,
Strong Fire (Small Wildfire) 6D6 18D6 locate the square of an invisible [Link] As a GM, it is your job to determine if a monster is too and to successfully defeat the beast.
default Check DC of an invisible creature is its dangerous to players. Most often, this determination is
Falling and Flinging Check DC, and creatures get 1X Disadvantage on made based on one of these factors: However, such quests can bring great reward to players,
this Perception Check if they rely on sight. either by way of providing gold or rare craft ingredients
Falling and flinging have different base damages, but I. Instakill: Could the monster kill one or more party that they can use to create valuable items. If players go
II. Attack Creature: Once a creature knows where
similar alterations to this damage depending upon members with a single action? out of their way to defeat such a monster, be sure to
an invisible target is, they can attack its square. By
where they fall. Successful Acrobatics Checks half reward them properly.
default, they roll all attacks at 1X Disadvantage to II. Level: Is the raw monster level above the party
damage dealt by Fall or Flung damage. hit an invisible creature. An invisible creature also level + 2?
gets 1X advantage on all to-hit it rolls. III. Immunities: Is the monster immune to the forms
Fall Damage of attacks your party can dish out?
Players take 2D6/10ft fall damage. Enemies take Extraplanar Enemies
6D6/10ft fall damage. IV. Abilities: Does the monster have an ability that
Some invisible enemies are extraplanar (i.e., they leave significantly increases its danger?
the material plane rather than simply hiding). In this
Flung Damage case, the perception check to locate them automatically If the answer is yes to any of these, you may consider
The base damage for being flung is 1D6/10ft flung for fails – but they can’t interact with targets while in this placing a marking over the monster’s head.
players, and 3D6/10ft flung for enemies. other plane.

127 Expanded Game Rules - Dynamic Combats Expanded Game Rules 128
Mobile Encounters Example Mobile Encounter: Hired Spears Monster Archetypes

I n exploration games, certain encounters are mobile.


A mobile encounter can be a group of traveling
traders, a Great Beast that roams the land, or a group
of mercenaries looking for the party.
• The following is an example of a mobile encounter, in the same
format commonly given to encounters in this book.

The party is trailed by a group of hired mercenaries, sent


M onsters come in a variety of shapes and sizes,
but there are certain archetypes and skillsets
that may be shared across the breadth of
encounters. Some of the archetypes used in monsters
by a nearby village to bring the players to justice for are listed here.
burning down the local tabernae.
Mobile Encounter Speed - Distracting Monsters
Mobile encounters have an associated speed through The Hired Spears consist of One Supporting Bandit
which they traverse the game’s exploration point crawl. Captain,Two Bruiser Ragers, and 6 Archer [Link] - Swarm Monsters
Mobile encounters move across the same point crawl as Hired Spears are interested in shooting �rst and asking
players. Mobile encounters can either be slow or fast: questions later, as they have been offered a sizable chunk - Resistant Monsters
of gold for killing the [Link],as mercenaries,they
I. Slow Encounters: Slow encounters move two are always looking for a better deal. If players can offer - Hallowfell Monsters
nodes along the point crawl when players take a the bandits 200gc, they will take the gold and leave.
long rest.
II. Fast Encounters: Fast encounters move one node Mobile Encounter:The Hires Spears have a Fast Mobile Disrupt FocusA:
along the point crawl when players take a fitful Encounter speed, and move directly towards the party via Attempt to disrupt the Focus of a single target within [Link]
rest, and four nodes along the point crawl when the quickest possible route unless the party is actively make a Wiles Check against your Check DC or lose Focus on
players take a long rest. covering their tracks. If the party is covering their tracks, any Focus action they are maintaining.
the Hired Spears move randomly.
Mobile encounters are always the encounter
experienced by players when they enter a node with a
mobile encounter–though other events may also occur. Narrative Interaction
Sometimes, mobile encounters create narratively
impactful [Link] banshee that roams the swamps? If
Direction of Movement it enters a city, it may have disastrous consequences for
Encounters move along the point crawl just like players the people who live there.
do. GMs are free to choose a path for encounters, but in
general encounters move along the point crawl by As you explore the narrative implication of mobile
moving randomly. For this, a GM should roll 1DX to encounters, recall that the ultimate motion of these
determine motion, where X is the number of exits from monsters is determined by you – always feel
any given node on the point crawl that describes the comfortable redirecting the monster to enable your
current position of an encounter. narrative goals.
Certain encounters follow specific rules—for example, GM Note: Narrative and Mobile Encounters
many Great Beasts will not leave their native biome, and
most will not travel too close to [Link] rules will When creating a mobile encounter, consider the impact to
be noted in descriptions of mobile encounters. your story if that monster roams into a town along its
[Link] will happen? How will your story be changed
by these events? If you don’t want to deal with these
Resistant Movement narrative challenges, consider imposing a hard restriction
Some monsters like being in a certain region in the on mobile encounter movement into regions you don’t
world. For example, a Banshee may prefer to remain in want to deal with.
a swamp instead of venturing into the mountains above
it.

When you have mobile encounters with resistance to


entering certain regions, the first time you would roll
for that monster to enter a node it is resistant to, re-roll
that movement. If the monster has already moved into a
space it is resistant to, re-roll its movement if it moves
along any path except the shortest path to leave a
resistant area.

129 Expanded Game Rules 130


VIII. Monsters of Sacadia

Monster Overview Great Beasts


When sufficient magic imbues a single animal, it

A s civilization beats back the wilderness, it pushes


against a wild world full of Fae, spirits and wild
creatures. Civilization replaces this wilderness
with its own kind of monsters--not just humans, but the
becomes a Great Beast. Like a God of beasts, a Great
Beast is typically much larger than other beasts, full of
magical power, and very dangerous.

monstrous Fae of folklore and the spirits of the damned. Awoken Flora
Divinity may also imbue plants, bringing them to life.
Notes on Alterations These plants may be toxic fungal spores brought to life,
Where various armor, weapons, or traits can be divine and mysterious Face Trees, or angered trees
employed, descriptions of humanoids are followed with imbued with magic.
modifications to those monsters that may be changed.
Multiple alterations may be used together to create Folk Fae
more complex enemies. Belief drives the world in Sacadia. If enough people
believe in something, it may come true. This is
Divinity and Nature particularly apt for Folk Fae, which are the Fae created
by human cultural [Link] Fae, often found within
Magic in Sacadia infuses everything. Divinity is the or at the edge of cities, can be dangerous, cunning, and
energy that brings reality into existence, and it suffuses remarkably powerful.
the whole world. Divinity is chaotic, wild, and
[Link], it pools, it builds, it shifts--it can take
the shape of anything. Wild Fae
In the same way that human belief drives changes to the
Where divinity naturally pools, more magical things natural world, the wilderness creates and destroys wild
occur. If enough divinity is brought together, it will fae when enough divinity infuses something. This can
create rare, magical biomes such as the Mistlands or create Hulinari--the wild shapeshifters that embody the
Forseas. Where human belief draws divinity together spirit of a single animal--or it can imbue an animal with
into place, it can bring about changes to divinity and the [Link] events grow much more common
spontaneous creation of a new creature. Divinity in rare biomes, where divinity infuses the very air
therefore creates and destroys magic around the world. breathed. Here, wild fae are everywhere, and the world
grows dangerous.
Types of monsters
Fontmade
Besides divinity, arcane magicks are the strong, singly-
Humanoids focused magic of a particular force. Storms, fire, life,
Intelligent, organized, and cultured, humanoids come in death--each has a font in the world. Fonts are places
a number of shapes, sizes, and cultures. From bandits on where raw, forcible magic changes everything around it.
the road to trained assassins, humans will pose one of Unlike divinity which reflects the world around it,
the most common and effective enemy in any game. arcane magic warps the world to meet its image.
Other humanoids--such as Goliaths or Curiots--may
pose different challenges and specialties. Fontmade are creatures that drew too close to an arcane
font and were warped by its power. The closer a
Beasts Fontmade has drawn to a Font, the more powerful it will
The wild, natural animals of the world, beasts such as become.
Elk, Boar, and Elephants roam the land in large number.
Commonly encountered, though not commonly actively Undead
aggressive towards players, beasts are the second most Not quite Fae yet not quite humanoid, Undead are the
commonly encountered creature at low levels.

Monsters
spirits of the dead who have been denied rest. These
spirits, often imbued with significant divine energy and
Of note--beasts in Sacadia are based on Pleistocene kept alive by wrathful hatred, these creatures form their
[Link] most dangerous beasts of the world, such own type of magical creature.
as mammoths, dire boar, and giant Moa may be
unfamiliar to some players.

131 Monsters 132


Demons Monster Cards Monster Name Talents and Secrets
The leftover creatures from a great war of the Gods, Stats Certain Knowledge Talents allow players to learn things
A Monster Card describes monster stats, and outlines
demons are the most dangerous creatures in Sacadia. Type Type of Monster, selected from the following: about monsters they fight, according to some level of
the specifics of a monster’s abilities against players.
Shunted by their old gods into extraplanar regions away Humanoid, Beast, Great Beast, Awoken Flora,Wild specialization they have in that Knowledge Talent. If a
Monster Cards are meant to provide an all-inclusive list Fae, Folk Fae, Undead, Fontmade, Demon
from Sacadia, some of the most cunning, evil, and Monster Secret says NG1 and a player has at least one
of monster stats that will be necessary in combat.
powerful continue to try to sneak into the world. A CR Challenge Rating against same-level Party. May level of specialization in that talent, they may learn
single demon has the power to destroy empires, under specify additional CR if using a summon ability. about that monster’s secrets. See Knowledge Talents
Monster cards may have some specific details that are
the right conditions. DPR Expected Damage per round to matched-CR Party and Monster Types in this section for more details.
opaque to first time users, so this section outlines how
to leverage Monster Cards in combat. Size Size of the monster. All creatures are innately
affected by relative size (see the “Size Difference
Knowledge Talents and Effects” table in the PHB for more detail). Monster Variants
Some monsters have Monster Variants - Monster Cards
Monster Types Exemplar Monster card Prof Monster Proficiency. Added to all Trait Checks, used which modify a particular aspect of that monster or give
to compute attack to-hit.
Each monster type has an associated knowledge talent Frost Draugr them new [Link] variants allow GMs to modify
specialization. If a player has levels in that knowledge Health Total HP the enemy possesses. a templated monster card for more variability in
talent, they may identify stats and abilities of a monster Stats Move Move speed. May also include flight speed and swim combat. The specifics of Monster Variant Cards are
Type Undead speed, if relevant.
from among the following selection: given below.
CR 5 Check DC Check DC an enemy of this monster must meet to
◆ Level DPR 22 overcome Trait Checks this monster imposes.
◆ HP Size Medium AP Total AP this monster has on each turn. Some Exemplar Monster variant
◆ PD or MD Prof +4 monsters fill multiple places in the turn tracker, in
◆ One of the monster’s trait scores (chosen by the Health 380 which case AP will be listed as “N/turn”. Bandit Shielder
player) Move 30ft PD Physical Defense (Rendable Physical Defense). Alters Bandit (Basic)
◆ One ability the monster has (randomly Check DC 15 The parenthesis portion of this stat (if present) Stats (Replace)
determined) AP 4 denotes the armor of the monster that may be PD 16
rended and removed from the monster’s PD.
PD 18(2) Remaining armor cannot be rended. Abilities (Add)
For every level of talent specialization players have in a MD 14
MD Mental Defense possessed by the monster. Shield BashA: +4 vs. PD/Target makes Power Check or falls
KnowledgeTalent that provides knowledge of monsters, Power Finesse Wiles Courage Fate
Trait Scores Prone.
players may learn one additional ability. If a player has 3 4 2 0 0 3
When making a Trait Check for this monster, sum the associated
levels of specialization in a Knowledge Talent and tries Talents Perception +6, Athletics +6, Survival +6 Trait Score and Proficiency. Bolded Trait Scores denote that the
to use it to learn three abilities a monster has, but that Abilities creature has Trait Expertise in this Trait, and should roll all Trait Variant Name
monster only has 2, players will learn with the 3rd Checks of this type at 1X advantage. Alters What type of monsters can you apply this variant to?
Frost SwordA: +8 vs. PD/2D6+4. 5ft Range.
expense of points that the monster only has 2 abilities. Talents If this creature gets any special modifiers to Talent Some variants may be applied to multiple Monster
Frost SpearA: +8 vs. PD/2D8 + 3. 10ft range. rolls, they are listed here. Bolded Talents denote that Cards.
GM Note: Remembering Monster Card Stats the creature should roll that Talent Check with 1X Stats (Replace)
SlamA: +8 vs. PD/3D6 + 3 Damage. 5ft Range. advantage. Stat A relevant stat [Link] can modify
The intent of this rule design is for players to have solid Abilities multiple existing monster stats, and there is no
Bleeding BiteA: +6 vs. PD/4D8 Frost Damage, plus the restriction on which stats may be [Link] use
knowledge of a few aspects of a monster. You are Abilities and actions this monster has that it can leverage in
Draugr recovers half that damage as health. this variant, simply use the variant card’s stats here
encouraged to have your players write down what they combat. All monster abilities are formatted as follows:
instead of the base Monster Card.
have learned about a monster’s stats, to prevent them from Ice StormF: choose a point in range. In a 120ft radius around
AbilityAbility Type: [Limb Type] +To-Hit vs. PD or MD/ Abilities (Replace)
learning every aspect of a monster. that point, a storm billows into existence. At the start of its turn
Damage. Range of [Link] Check Type and effect of Description ofVariant Monster abilities. If an “Abilities (Replace)”
as long as it maintains focus, every creature in the range takes
successful Trait Check if relevant. Description of Ability. section is listed for a Variant Monster Card, all abilities of that
Some monsters have secrets that can be learned with the 4D10 Ice damage when this initiates (Courage halves). All monster will be replaced with the abilities listed on theVariant
right [Link] a Secret is shown with a number spaces in the range are Obscured as Dim (except for the Secrets Card.
at the end of its Solution Descriptor (e.g., NG2), that Draugr). If relevant, some monsters have secrets. Secrets are hidden
abilities that make an enemy much stronger. Abilities (Add)
means players with the right talent can expense that Secrets Description ofVariant Monster [Link] abilities are added
number of points to learn that secret. Secret Name [Solution Descriptor]: to the list of known abilities for any Monster Card to which they
Draugr’s Revenge [NG2]: are applied.
Description of Secret. How to solve secret.
The Draugr will rise up after one minute of falling to zero
Example: Secret of the Frost Draugr Solution descriptors describe how solutions may be found to
health, and comes back at full [Link] only way to prevent this
Aia has Religion:Necromantic Lore[3], and is told she can is to either cast a ritual spell to release its spirit, or to burn it to [Link] following options exist for Solution Descriptors: Variant Monster Cards
expend 2 knowledge talent points to immediately learn [Link] Draugr is resistant to any cold-related effect by 10pts, I. N: [Link] secret can only be discovered through plot.
Only oneVariant Card may be applied to a Monster Card
the Draugr’s Revenge Secret, leaving her with one point and is weak to fire by [Link] secret may be discovered by
II. NG1: Narrative and [Link] secret can be discovered at a [Link] are no variant cards which both replace
left to spend. She chooses to use it to learn the Frost applying any fire damage to the Draugr or knowing
during combat with an appropriate roll. It can also be and add abilities to a monster - all variant cards will do
Draugr’s Power. Necromantic Lore.
discovered immediately by a player with the right talent. one or the other.

133 134
Bandits (Inexperienced)
Bandit Poisoner
Inexperienced bandits have been working as bandits Stats
for several years, and have learned a few tricks to stay Type Humanoid
alive. These bandits are about as experienced as CR 1
soldiers just out of training. DPR 7
Size Medium
Bandit (Basic) Prof. +1
Stats HP 80
Type Humanoid Move 30ft
CR 1 Check DC 14
DPR 6 AP 3
Size Medium PD 14
Prof. +2 MD 12
HP 75 Power Finesse Wiles Courage Fate
Move 30ft 0 2 1 0 0
Check DC 11 Talents Perception +4, Nimble Hands +4
AP 3 Abilities
PD 14 DaggerA: +4 vs. PD/1D4. Range 5ft. Attempt to give 2
MD 12 levels of Hemorrhage (Power Check negates).
Power Finesse Wiles Courage Fate
2 2 0 0 0 ShortbowA: +4 vs. PD/1D8+3. Range 80ft. Attempt to
Talents Perception +4 give 2 levels of Hemorrhage (Power Check negates).
Abilities Frenzying DaggerA: Range 5ft. Attempt to give 3 levels of
ShortswordA: +4 vs. PD/1D6+3. Range 5ft. Frenzy (Wiles Check negates). Can use this once per combat.
SpearA: +4 vs. PD/1D8+3. Range 10ft.
Bandit Toxinmaster
DaggerA (2): +4 vs. PD/1D4+3. Range 5ft/40ft (Versatile).
Stats
Humanoids Bandits (Novice) Type Humanoid
A young, untrained bandit, novices have little Bandit Archer CR 2

H umans and humanlike creatures, known as


humanoids, make up the predominant set of
fights that players will have at low levels.
Unlike beasts, which tend to kill only when
experience with the world, and have little
understanding of the risk their lifestyle [Link]
Bandits are often desperate for a few coins.
Bandit (Novice)
Alters

DaggerA (2):
Bandit (Basic)
Abilities (Replace)
+3 vs. PD/1D4+3. Range 5ft/40ft (Versatile).
DPR
Size
Prof.
HP
13
Medium
+3
160
threatened, starving, or cornered, humanoids will LongbowA (4.5): +5 vs. PD/2D6+3. Range 120ft. Move 30ft
kill to steal, kill for a creed, or kill even for fun. Stats Check DC 14
Type Humanoid
As a result, players may face bandits on the road, CR 1/2 Bandit Shielder AP 3
whole armies ready to kill them, or a vengeful PD 14
DPR 2 Alters Bandit (Basic)
spouse. MD 14
Size Medium Stats (Replace) Power Finesse Wiles Courage Fate
Prof. +1 PD 16 0 2 2 0 0
Humanoids have a tendency to use weapons, and as HP 40 Abilities (Add)
such they are a highly customizable enemy type to Talents Perception +5, Nimble Hands +5
Move 30ft Shield BashA: +4 vs. PD/Target makes Power Check or falls
throw at your players. Here, we present some of the Check DC 13 Abilities
Prone.
most common subtypes of humanoid enemies and AP 2 DaggerA: +5 vs. PD/1D4+2 (Versatile: 5-40ft). Attempt to
their abilities. PD 14 give 3 levels of Hemorrhage.
MD 12 Armored Bandit ShortbowA (4.5): +5 vs. PD/1D8+2. Range 80ft. Attempt
Human Bandits Power Finesse Wiles Courage Fate Alters Bandit (Basic) to give 3 levels of Hemorrhage.
1 1 0 0 0 Stats (Add)
Human bandits take many shapes and sizes. In Talents Perception +3 Frenzying DaggerA: +5 vs. PD/1D4. Attempt to give 3
Sacadia’s broad wilderness, bandits have an excellent PD Varied: +2 (Pads) to +5 (Metal Armor) levels of Frenzy. Can use this once per combat.
Abilities
time waiting on the side of the road for good ShortswordA: +3 vs. PD/1D6+1. Range 5ft. Stunning DaggerA: Attempt to give 3 levels of Fatigue to
opportunities for theft. one target. Can successfully use this once per combat.
ShortbowA: +3 vs. PD/1D6+1. Range 80ft.

135 Monsters - Humanoids Monsters - Humanoids 136


Bandits Bruisers Bandits (Experienced)
Bandit crossbowman Bandit Priests
The bandit lifestyle tends to attracts individuals who Most bandits never become experienced due to the Alters Bandit (Experienced) Even bandits rely on the Gods. Bandit priests have
are more braun than brain. Bandit bruisers are risk of their lifestyle. Expensive equipment such as Abilities (Replace) often taken dark pacts or worship untoward deities,
rippling with muscle, and capable of dolling out armor and swords supplement their prowess. DaggerA: +6 vs. PD/1D4+4. precluding them from worshipping a traditional god
immense damage if they can get close to a target. Bandit (Experienced) - and making them exceptionally dangerous.
CrossbowA: +6 vs. PD/1D8+5. Range 120ft. Charging
Bandit Bruiser Stats Property (increase dice types up to 3 types for advantage from Bandit Priest
Stats Type Humanoid consistent attacks). Stats
Type Humanoid CR 3 Type Humanoid
CR 2 DPR 13 CR 3
DPR 14 Size Medium Bandit Bomber DPR 16
Size Medium Prof. +3 Without the rigor of society to hold them back, some Size Medium
Prof. +3 HP 210 bandits experiment with dangerous concoctions and Prof. +3
HP 180 Move 30ft tinctures – sometimes to great effect in combat. HP 200
Move 30ft Check DC 15 Bandit Bomber Move 30ft
Check DC 15 AP 4 Check DC 15
AP 3 PD 17
Stats AP 3
Type Humanoid
PD 15 MD 14 PD 14
CR 3
MD 12 Power Finesse Wiles Courage Fate MD 14
3 3 0 1 1 DPR 20
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
2 2 0 1 0 Size Medium 0 0 2 1 3
Talents Perception +6, Athletics +6
Prof. +3
Talents Perception +5, Athletics +5 Abilities HP 160
Talents Perception +5, Religion +6
Abilities ShortswordA: +6 vs. PD/1D6+4. Move 30ft Abilities
PinA: Attempt to give 3 levels of Pin. Power Check negates. Check DC 16 Mercury SapA: Gain 1 madness.
SpearA: +6 vs. PD/1D8+4. Range 10ft.
ImpairA: Power Check negates. 2D10/Pin level. 5ft Range. AP 3 Reactive LuckR: Reduce madness by 1. Subtract 1D8 from any
PD 14 roll made by another creature in combat.
FisticuffA: +5 vs. PD/1D8+2. Experienced Bandit Archer MD 14
Alters Bandit (Experienced) Power Finesse Wiles Courage Fate Burn FatesF: Choose a number of creatures up to your Fate
SlamA: Must move 10ft in a line to a target before using Slam.
Abilities (Replace) 0 2 3 1 0 score you can [Link] increase to-hit rolls and Trait Checks by
+5 vs. PD/2D6+[Link] makes a Power Check or moves 5ft
Talents Perception +6, Nimble Hands +6 your Fate as long as you maintain Focus. At the end of each
back and falls Prone. DaggerA (2): +6 vs. PD/1D4+4.
Abilities round you maintain Focus, reduce your Madness by 1.
DistractA: Target makes a Wiles Check or drops Focus. 5ft LongbowA (4.5): +6 vs. PD/2D6+5. Range 120ft.
Naptha GrenadeA: Select a spot within 30ft. All creatures Flay the MindA: +6 vs. MD/1D10+4.
Range.
within 10ft of that point take 4D6 fire damage (Finesse Check
NauseatingVisionsA: Choose one target. Attempt to give
Bruiser Rager Bandit Tank halves).This space remains on fire. All creatures who start their
them 3 levels of Nausea.
Alters Bandit (Experienced) turn or enter this space must make a Finesse Check or take 2d6
Alters Bandit Bruiser Fire [Link] this terrain as difficult.
Stats (Replace)
Abilities (Add) HP 340 Frenzied Bandit Priest
Adrenal SupportF: Choose one allied target within 5ft. As
Raging StrikeP: The rager gets 1x advantage to all attacks to hit. PD 19 Alters Bandit Priest
long as this creature maintains focus, the allied target gains 1
All attacks against the rager get 1x advantage. Abilities (Replace) Abilities (Add)
additional AP each [Link] Focus ends when the target
LongswordA: +6 vs. PD/2D6+6. moves away from this creature. Frenzied visionsA: Choose one target. Attempt to give them
Bruiser Fiend ParryR: Subtract 1D6 from any attack made within 5ft of you. Resistive ConcoctionsF: Choose one allied target within
3 levels of Frenzy.
Alters Bruiser Bandit 5ft. As long as this creature maintains focus, the allied target
Stats (Replace) gains 5 damage resistance against all physical [Link] Focus Fateful Bandit Priest
Check DC 16 Bold Experienced Bandit
ends when the target moves away from this creature. Alters Bandit Priest
Power Finesse Wiles Courage Fate Alters Bandit (Experienced)
3 2 0 1 0 Stats (Replace) Smoke BombA: Select a 10ft radius circle with a center point Abilities (Add)
Abilities (Replace) CR 4 within 30ft of this [Link] area fills with smoke, and all Cold FatesF: Once per quick rest, choose a number of
Abilities (Replace) creatures within that space are blinded when within the space. creatures up to your Fate score you can [Link] roll Fate
FisticuffA: +6 vs. PD/1D10+6.
Checks against your Check DC or decrease all to-hit rolls and
ShortswordA: +8 vs. PD/1D10+4.
SlamA: Must move 10ft in a line to a target before using Slam. Trait Checks by your Fate Score as long as you maintain Focus.
+6 vs. PD/3D6+[Link] makes a Power Check or moves 5ft SpearA: +8 vs. PD/2D6+4. Range 10ft. At the end of each round you maintain Focus on this ability,
back and falls Prone. reduce your Madness by 1.

137 Monsters - Humanoids Monsters - Humanoids 138


Bandit Sacrificers Bandit Thrashers Bandit Snipers Bandit Beastmasters
Some bandit priests are willing to sacrifice anyone – A bandit thrasher is an aggressive, tearing bandit. Bandits must be quick, quiet, and deadly if they wish To supplement their strength, some larger bandit
themselves included – to have deadly effect on Hopped up on special concoctions that numb their to live long by the roadside. Some bandits train encampments raise wild animals from a very young
enemies. This damaging style is common in cults, bodies, they take damage readily, but dole it out fast exclusively with a bow, and become quite dangerous age to war with them – mirroring the practice of
rather than in normal bandit camps. and hard. with it. larger armies, from which they likely learned how to
Bandit Sacrificer Bandit Thrasher Bandit Sniper tame such ferocious beasts.
Stats Stats Stats Bandit Beastmaster
Type Humanoid Type Humanoid Type Humanoid Stats
CR 4 CR 4 CR 4 Type Humanoid
DPR 14 DPR 18 DPR 21 CR 4
Size Medium Size Medium Size Medium DPR 22
Prof. +3 Prof. +3 Prof. +3 Size Medium
HP 310 HP 380 HP 250 Prof. +3
Move 30ft Move 30ft Move 30ft HP 320
Check DC 16 Check DC 15 Check DC 15 Move 30ft
AP 3 AP 4 AP 3 Check DC 15
PD 14 PD 15 PD 14 AP 3
MD 14 MD 13 MD 13 PD 16
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate MD 14
0 0 2 1 4 4 2 0 1 0 0 4 1 1 0 Power Finesse Wiles Courage Fate
Talents Perception +6, Religion +7 Talents Perception +7, Athletics +7 Talents Perception +7, Stealth +7, Survival +7 0 1 3 3 0
Abilities Abilities Abilities Talents Perception +7, Wilderness +7
Mercury SapA: Gain 2 madness. PinA: Attempt to give 4 levels of Pin. Power Check negates. LongbowA: +7 vs. PD/2D8+6. Range 120ft. Abilities
ShortswordA: +6 vs. PD/1D6+3. Range 5ft.
SacrificeA: Once per quick rest, gain 4 madness. ImpairA: Attempt to impair a single target. Power Check DaggerA: +7 vs. PD/1D4 + 4. Range 5ft/40ft.
negates. 2D10/pin level given to target. Summon BeastsA: Once per quick rest, this creature can
Reactive LuckR: Reduce madness by X. Subtract XD8 from any Focused BreathingF: If you hit, critically hit.
summon [Link] beasts must all be natural animals, and this
roll made by another creature in combat. FisticuffA: +7 vs. PD/1D10+4.
Pinning StrikeB: Once per turn, use as a boost to a ranged creature cannot summon more than 2 [Link] total CR of
Flay the MindA: +7 vs. MD/2D6+5. Raging StrikeP: All attacks this creature makes are made at 1x attack. Attempt to give the target 3 levels of Pin. Finesse Check summoned beasts cannot be greater than CR 3.
advantage. All attacks against this creature are made at 1x negates.
Aura of FearA: Attempt to give X levels of Panic to all Beast RallyA: Once per quick rest, give 2D8 HP to all allied
advantage.
enemies within 30ft of you, where X is your Madness (to a beasts within 30ft.
maximum of 4).You may only use this once per Quick rest. Physical ResistanceP: Reduce damage dealt by all physical Bandit Fire Archer Call to StrikeA: Point to a target. All allied beasts who can
attacks made against this creature by its Power Score. Alters Bandit Sniper
Sacrificial PainA: Reduce your Madness by X, then choose a may use their reaction to make an attack against that target.
[Link] make a Fate Check against your Check DC for each DistractA: Target makes a Wiles Check or drops Focus. 5ft Abilities (Add)
Focused FoeA: Choose one target when you initialize this. As
level of Madness lost, taking 1D10 damage per failed check. Range. Fire ArrowsB: As a Boost to a ranged attack, expense one
long as you maintain focus on this target, all beast allies gain 1x
additional AP. If you hit, deal an extra 3D6 fire damage.
advantage against that target.
Drained Sacrificer Thrashing Wrestler
Alters Bandit Sacrificer Alters Bandit Thrasher Bandit Poison Archer WildTamer Beastmaster
Abilities (Add) Abilities (Add) Alters Bandit Sniper
Alters Bandit Beastmaster
Draining InsanityA: Reduce HP by up to 30. For every SuffocateF: May only initialize against a target this creature Abilities (Add) Stats (Replace)
10HP lost, increase Madness by 1. has given at least two levels of Pin. Suffocate automatically ends Poison ArrowsB: As a Boost to a ranged attack, expense one Level 5
if the target loses all levels of Pin. Each level, attempt to give additional AP. If you hit, attempt to give 3 levels of HP 380
Maddening Sacrificer the target one level of [Link] levels stack. Hemorrhage. Abilities (Add)
Alters Bandit Sacrificer TripA: May only use against a target this creature has given at Summon BeastsA: Once per quick rest, this creature can
Abilities (Add) least one level of [Link] makes a Finesse Check against this summon [Link] beasts must all be natural animals, and this
creature or falls Prone. creature cannot summon more than 2 [Link] total CR of
Maddening PainP: For each failed check against Sacrificial Pain
summoned beasts cannot be greater than CR 4.
a creature makes, they take one level of Frenzy.
Aura of InsanityR:When an enemy moves within 15ft of you,
you may attempt to give them 3 levels of Hysteria.

139 Monsters - Humanoids Monsters - Humanoids 140


Dangerous Bandit Captain Curiot warriors Brute Curiot Warrior
Bandit Captains
The skill necessary to be a bandit captain is rarely Stats There are many breeds of curiots, and they often have a Stats
cultivated on the roadside. Instead, bandit captains Type Humanoid unique fighting style. Some such fighters are listed here. Type Humanoid
commonly learn their skill in the army, and then CR 6 CR 3
apply this power to make money with a crew of loyal DPR 28 DPR
Size Medium Brute Curiot Warriors Size Medium
followers.
Prof. +4 Brute Curiots, such as Bear Curiots, Boar Curiots, and Prof. +2
Bandit Captain HP 560 others, are exceptionally strong and traditionally brutish HP 200
Stats Move 30ft in [Link] curiots, when gathered, have a savage Move 30ft
Type Humanoid Check DC 18 style and thick hides that can protect them from Check DC 15
CR 5 AP 4 damage. AP 3
DPR 25 PD 17 Brute Curiot Novice PD 16
Size Medium MD 13 MD 12
Prof. +4 Power Finesse Wiles Courage Fate
Stats Power Finesse Wiles Courage Fate
4 4 0 3 0 Type Humanoid 2 1 0 2 0
HP 400
CR 1
Move 30ft Talents Perception +9, Athletics +9, Strategy +9 Talents Perception +6, Athletics +6
DPR 9
Check DC 16 Abilities Size Medium Abilities
AP 4 LongswordA: +8 vs. PD/2D10+8. 5ft range. ClawA: +6 vs. PD/1D10+4 slashing. 5ft range.
Prof. +1
PD 17
LongbowA: +8 vs. PD/2D8+8. 80ft range. HP 80 Savage StrikeA: +6 vs. PD/1D10 slashing. 5ft range. Make
MD 13
Move 30ft this attack against all enemies within 5ft of you.
Power Finesse Wiles Courage Fate ParryR: Subtract 1D8 from any attack made within 5ft of you.
4 4 0 2 0 Check DC 14
AP 2 Reckless AttackB: As a Boost to an attack action, make all
Talents Perception +8, Athletics +8, Strategy +8 Call to StrikeA: Point to a target. All allies who can may use
PD 15 attacks this turn at 1X advantage. All attacks are made against
Abilities their reaction to make an attack against that target.
MD 12 you at 1X advantage until the start of your next turn.
LongswordA: +8 vs. PD/2D8+8. Intimidating CallA: Once per quick rest, attempt to give 5 Power Finesse Wiles Courage Fate Thick HideP: This creature has DR 3 to physical attacks.
levels of Panic to a target within 30ft. Courage Check negates. 1 0 0 1 0
LongbowA: +8 vs. PD/2D6+8. 80ft range.
Talents Perception +4, Athletics +3
ParryR: Subtract 1D6 from any attack made within 5ft of you.
Rallying Bandit Captain Abilities Brute Curiot Ravager
CoordinationF: As long as focus is maintained, all allies Alters Bandit Captain or Dangerous Bandit Captain ClawA: +4 vs. PD/1D10+2 slashing. 5ft range. Stats
within 10ft get 1x advantage on all attacks. Type Humanoid
Abilities (Add) Savage StrikeA: +4 vs. PD/1D8 slashing. 5ft range. Make CR 5
Call to RallyA: Once per quick rest, give all allies within 30ft this attack against all creatures within 5ft of you. DPR 26
Supporting Bandit Captain 3D8 temporary HP.
Thick HideP: This creature has DR 2 to physical attacks. Size Medium
Alters Bandit Captain or Dangerous Bandit Captain Prof. +3
Abilities (Add) Calling Bandit Captain HP 390
Call to RallyA: Once per quick rest, give all allies within 30ft
Armed Brute Curiot Move 30ft
Alters Bandit Captain or Dangerous Bandit Captain
3D8 temporary HP. Alters Brute Curiot Novice or Warrior Check DC 16
Stats (Replace) Abilities (Add) AP 4
Level +1
GreatclubA: +X vs. PD/2D6+X Bludgeoning. 5ft range. X is PD 17
Poisoner Bandit Captain Abilities (Add) MD 13
equal to 3+CR.
Alters Bandit Captain or Dangerous Bandit Captain Call for SupportA: Once per quick rest, call for support. Power Finesse Wiles Courage Fate
Abilities (Add) Summon 3D4 Bandits (Basic), or 1D4 Bandits (Experienced). SlingA: Choose one [Link] make a Power Check against 4 1 0 3 0
one level of Fatigue. May use 3x per quick rest. Talents Perception +8, Athletics +8
BleedcoatB: Once per quick rest as a boost to a physical
attack, if that attack is successful attempt to give the target 4 Bear Rager Bandit Captain Abilities
levels of Hemorrhage. Alters Bandit Captain or Dangerous Bandit Captain Armed Brute Ravager ClawA: +8 vs. PD/2D6+6 slashing. 5ft range.
StinkcoatB: Once per quick rest as a boost to a physical Abilities (Replace) Alters Brute Curiot Ravager Savage StrikeA: +8 vs. PD/1D10 slashing. 10ft range. Make
attack, if that attack is successful attempt to give the target 4 PinA: Attempt to give 5 levels of Pin. Power Check negates. Abilities (Add) this attack against all enemies within 10ft of you.
levels of Nausea. GreatclubA: +8 vs. PD/2D8+8 Bludgeoning. 5ft range.
ImpairA: Attempt to impair a single target. Power Check Reckless AttackB: As a Boost to an attack action, make all
SleepcoatB: Once per quick rest as a boost to a physical negates. 2D10/pin level given to target. SlingA: Choose one [Link] make a Power Check against attacks this turn at 1X advantage. All attacks are made against
attack, if that attack is successful attempt to give the target 2 two levels of Fatigue. May use 3x per quick rest. you at 1X advantage until the start of your next turn.
FisticuffA: +8 vs. PD/2D6+8.
levels of Fatigue.
Thick HideP: This creature has DR 4 to physical attacks.

141 Monsters - Humanoids Monsters - Humanoids 142


Poison Curiot Warriors Poison Curiot Warrior Stealthy Curiot Warriors Stealthy Curiot Warrior
Poison Curiots such as Dart Frog Curiots, Lionfish Stats Stealthy Curiots like rats, cats, bats, and other rodents Stats
Curiots, or Scorpion Curiots have unique tactics Type Humanoid tend to be quiet and surprising. Overwhelmingly, they Type Humanoid
because a well-intentioned touch or bite by them can CR 3 rely on surprise to successfully compete in combat, and CR 2
deal lasting [Link] curiot warriors tend to rely DPR 19 tend to make a single strong attack up front to win. DPR 12
heavily on hemorrhage damage. Though not very Size Medium Stealthy Curiot Novice Size Medium
physically strong, they make up for it in pain. Prof. +2 Prof. +1
Stats
Poison Curiot Novice HP 160
Type Humanoid
HP 120
Move 30ft Move 35ft
Stats Check DC 16
CR 1/2
Check DC 14
Type Humanoid DPR 5
AP 3 AP 3
CR 1 Size Medium
PD 14 PD 15
DPR 7 Prof. +1
MD 12 MD 12
Size Medium HP 30
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
Prof. +1 0 2 1 1 0 Move 30ft 0 2 0 1 0
HP 70 Check DC 13
Talents Perception +6 Talents Perception +5, Stealth +5
Move 30ft AP 2
Check DC 15 Abilities PD 13 Abilities
AP 2 DaggerA: +6 vs. PD/1D4+4 Piercing. 5ft range. MD 10 ShortswordA: +5 vs. PD/1D6+3 Piercing. 5ft range.
PD 13 Hemorrhaging StrikeA: Choose one target within 5ft of Power Finesse Wiles Courage Fate Surprising StrikeB: As a Boost to an attack against a creature,
MD 11 0 1 0 1 0
you. Attempt to give them 3 levels of Hemorrhage. Power add 4D6 damage if you critically hit, in addition to other critical
Power Finesse Wiles Courage Fate Check negates. Can use once per turn. Talents Perception +3, Stealth +3 hit effects.
0 1 0 1 0 Abilities
Talents Perception +4 PoisontouchR: As a reaction to a creature successfully hitting SneakA: On the first round of combat, you may use this
ShortswordA: +3 vs. PD/1D6+1 Piercing. 5ft range.
Abilities you with a melee attack, deal 1D6 damage to them. action to be unseen. Until a creature sees you or you attack or
SneakA: On the first round of combat, you may use this take damage, you cannot be the target of attacks or [Link]
DaggerA: +4 vs. PD/1D4+2 Piercing. 5ft range.
action to be unseen. Until a creature sees you or you attack or first time you roll to-hit in combat, this [Link] targets
Hemorrhaging StrikeA: Choose one target within 5ft of
Poison Curiot Stinger take damage, you cannot be the target of attacks or [Link] surprised for this attack.
you. Attempt to give them 2 levels of Hemorrhage. Power Stats first time you roll to-hit in combat, this [Link] targets
Check negates. Can use once per turn. Type Humanoid surprised for this attack.
CR 6 Stealthy Curiot Wriggler
PoisontouchR: As a reaction to a creature successfully hitting DPR 32 Stats
you with a melee attack, deal 1D4 damage to them. Size Medium Hemorrhaging Curiot Type Humanoid
Prof. +3 Alters Any Stealthy Curiot CR 4
Poison Curiot Slinger HP 450 Abilities (Add) DPR 19
Move 35ft PoisonbladeB: As a Boost to a melee weapon attack, attempt to Size Medium
Alters Poison Curiot Novice or Poison Curiot Warrior
Check DC 17 give 3 levels of Hemorrhage. Power Check negates. May use Prof. +2
Abilities (Add) AP 4 HP 250
once per quick rest.
SlingA: Choose one target within 60ft of you. Attempt to give PD 15 Move 35ft
them 2 levels of Frenzy (Wiles Check negates). MD 12 Check DC 16
Power Finesse Wiles Courage Fate Smokebombing Curiot AP 3
0 2 1 1 0
Poison Curiot Guardian Alters Stealthy Curiot Novice or Stealthy Curiot Warrior PD 16
Alters Poison Curiot Warrior
Talents Perception +6 Abilities (Add) MD 14
Abilities Smoke BombA: All creatures within 10ft of you make a Power Finesse Wiles Courage Fate
Stats (Replace) 0 2 0 1 0
PD 16 SlingA: Choose one target within 60ft. Attempt to give them Courage Check or lose sight of you. Gain the effect of Sneak
3 levels of Frenzy (Wiles Check negates). against those creatures until the end of your turn. All creatures Talents Perception +7, Stealth +7
Abilities (Add)
(yourself included) treat the area as dim for the next 1D4 Abilities
ShortswordA: +6 vs. PD/1D8+4 Slashing. 5ft Range. DaggerA: +9 vs. PD/1D6+5 Piercing. 5ft range.
rounds. ShortswordA(5): +5 vs. PD/1D8+4 Piercing. 5ft range.
Shield BashA: +6 vs. PD/1D4+4 Bludgeoning. 5ft Range. Hemorrhaging StrikeA: Choose one target within 5ft of
Surprising StrikeB(9): As a Boost to an attack against a
you. Attempt to give them 4 levels of Hemorrhage. Power
creature, add 5D6 damage if you critically hit, in addition to
Check negates.
other critical hit effects.
Passive PoisonsP: Whenever a creature makes a successful
Shady HandsA: Attempt to give one target within 5ft of you
melee attack against you, they take 1D6 damage.
[Link] Check negates. Can use once per turn.

143 Monsters - Humanoids Monsters - Humanoids 144


Rat Swarm Crab Swarm
Stats Stats
Type Beast Type Beast
CR 2 CR 1/2
DPR 10 DPR 4
Size Medium Size Small
Prof. +1 Prof. +1
HP 130 HP 40
Move 20ft / 20ft Swim Move 25ft/25ft Swim
Check DC 14 Check DC 12
AP 3 AP 2
PD 13 PD 10
MD 10 MD 8
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
0 2 0 0 0 0 1 0 1 0
Talents Perception +4, Survival +4 Talents Perception +2
Abilities Abilities
BiteA: +5 vs. PD/1D8 + 2. Range 5ft. PinchA: +4 vs. PD / 1D4+2. Range 5ft.
Swarm Effects (Med.)P: Attacks which target single creatures Swarm Effects (Minor)P: Attacks made against single targets
cannot do more than 10 damage to this [Link] creature can’t do more than 10 damage to this [Link] creature
cannot be given physical conditions, pushed, pulled, or can’t be given physical conditions, pushed, pulled, or
[Link] creature does not exhaust , , , or surrounded.
even if an effect would cause this.
SwarmingF: Move into a 5x5 square. As long as you occupy
this square, every creature within that square makes a Finesse
Check against 2D6 damage at the start of each turn.
Beasts Rats
Capable of being found in great cities or in deep Large Rat Swarm

A nimals of the wild world, beasts are more


dangerous in Sacadia than one might imagine.
A party of adventurers far from home can
stumble upon megafauna capable of killing them
woods, rats are highly adaptive and tenacious
creatures. Highly intelligent and social creatures, rats
will swarm together to even the odds against players.
Alters

Level
DPR
Stats (Replace)
Rat Swarm

3
14
quite easily if they aren’t careful--and such beasts can Rat Size Large
be anywhere. Stats HP 200
Sacadia is a world of ancient fantasy, and the creatures Type Beast Abilities (Add)
of the world are indicative not only of beasts players CR 1/8 SwarmingF: Move into a 10x10 square. As long as you
might be familiar with, but also Pleistocene DPR 2 occupy this square, every creature within that square makes a
megafauna--that is, beasts of the Ice Age as would be Size Tiny Finesse Check against 2D6 damage at the start of each turn.
found all over the world prior to human contact. Prof. +0
HP 8
Characters may come across giant ground sloths Move 20ft / 20ft Swim
lumbering the world, bears as large as a truck, or Check DC 10
giant boas that could swallow them whole. AP 2
PD 10
Sacadia is not a kind place to the unprepared. MD 10
Power Finesse Wiles Courage Fate
0 2 0 0 0
GM Note: Beasts
Talents Perception +4, Survival +3
Beasts rarely have alteration options because beasts Abilities
rarely have special strategies or attacks. They are BiteA: +3 vs. PD/1D4+1. Range 5ft.
unique in this. Some alterations are listed.

145 Monsters - Beasts Monsters - Beasts 146


Dire Boar Winter Wolf
Boars Wolves
Boars are tenacious and [Link] they grow Stats Wolves are ferocious pack animals, often hunting in Alters Wolf or DireWolf
large, boars may take on highly ferocious traits, Type Beast coordinated and complex family [Link] are Stats (Replace)
sometimes even terrorizing whole towns. CR 4 highly social, and rarely can be found [Link] are PD 18
DPR 20 considered highly dangerous, even in isolation. Abilities (Add)
Boar Pup Size Large Warm CoatP: TheWinter Wolf is resistant to cold damage by 5.
Stats Prof. +2 Wolf
Type Beast HP 280 Stats
CR 1/2 Move 30ft / 30ft Swim Type Beast
DPR 4 Check DC 15 CR 3
Size Small AP 3 DPR 15
Prof. +1 PD 16 Size Medium
HP 30 MD 12 Prof. +3
Move 30ft / 30ft Swim Power Finesse Wiles Courage Fate HP 200
Check DC 12 3 4 1 2 0 Move 30ft
AP 2 Talents Perception +6, Athletics +6,Wilderness +6 Check DC 15
PD 13 Abilities AP 3
MD 10 BiteA: +7 vs. PD/2D8+6. Range 5-10ft. PD 15
Power Finesse Wiles Courage Fate MD 12
1 2 0 0 0 StompA: All creatures within 5ft of the Dire Boar make a Power Finesse Wiles Courage Fate
Talents Perception +2, Athletics +2 Finesse Check, taking 3D10 damage on a failed check. Can use 3 2 0 1 0
Abilities once per turn. Talents Perception +6, Strategy +6, Survival +6
BiteA: +5 vs. PD/2D6+4. Range 5ft. HeadbuttA: Target makes a Power Check or is knocked Abilities
Prone. BiteA: +6 vs. PD/2D8 + 5. 5ft range.
ChargeP: If you move at least 15 feet towards a target on its
turn, get 1X advantage on to-hit in the same turn. Greater ChargeP: If you move at least 15 feet towards a target Pack TacticsP: If the wolf is within 10ft of another wolf, it gets
on its turn, get 1X advantage on to-hit in the same [Link] 1x advantage on the first attack it makes each turn and cannot
target must then make a Power Check or be knocked prone. be surrounded.
Medium Boar
Stats RetreatP: Targets get 1x disadvantage to make an opportunity
Type Beast attack against the boar if it runs away. Dire Wolf
CR 2 Stats
DPR 12 Patriarch Dire Boar Type Beast
Size Medium CR 5
Alters Dire Boar
Prof. +1 DPR 25
HP 130 Stats (Replace) Size Large
Level 5
Move 30ft / 30ft Swim Prof. +4
Check DC 14 Abilities (Add) HP 400
AP 3 GoreA: +9 vs. PD/4D6+6. Range 5ft. Can use once per turn. Move 30ft
PD 16 Check DC 17
MD 12 Matriarch Dire Boar AP 4
Power Finesse Wiles Courage Fate PD 16
2 3 0 0 0 Alters Dire Boar
MD 13
Talents Perception +4, Athletics +4,Wilderness +4 Stats (Replace) Power Finesse Wiles Courage Fate
Level 6 4 3 0 2 0
Abilities Abilities (Add)
BiteA: +5 vs. PD/2D6+4. Range 5ft. Talents Perception +8, Strategy +8, Survival +8
Family TiesA: Summon 1D4+1 Medium Boars. Abilities
HeadbuttA: Knock target Prone (Finesse check negates).
BiteA: +9 vs. PD/3D8 + 6. 5-10ft range.
Greater ChargeP: If you move at least 15 feet towards a target
Pack TacticsP: If the wolf is within 10ft of another wolf, it gets
on its turn, get 1X advantage on to-hit in the same [Link]
1x advantage on the first attack it makes each turn and cannot
target must then make a Power Check or be knocked prone.
be surrounded.
RetreatP: Targets get 1x disadvantage to make an opportunity
attack against the boar if it runs away.

147 Monsters - Beasts Monsters - Beasts 148


Dire Bat Elephant (Bull) Lioness Octopus
Stats Stats Stats Stats
Type Beast Type Beast Type Beast Type Beast
CR 4 CR 7 CR 6 CR 3
DPR 20 DPR 31 DPR 27 DPR 20
Size Large Size Large Size Medium Size Medium
Prof +2 Prof +4 Prof. +3 Prof. +2
Health 250 Health 650 HP 500 HP 150
Move 10ft walking/60ft flying Move 40ft Move 45ft Move 20ft (40ft swim)
Check DC 15 Check DC 17 Check DC 16 Check DC 15
AP 3 AP 4 AP 4 AP 4
PA 16 PA 18 PD 18 PD 15
MA 13 MA 14 MD 13 MD 14
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
1 3 0 0 0 4 1 1 3 1 3 3 1 4 2 1 3 3 0 0
Talents Perception +7, Stealth +7 Talents Perception +7, Athletics +10 Talents Perception +9, Athletics +9, Acrobatics +9 Talents Perception +5, Survival +5
Abilities Abilities Abilities Abilities
TalonsA: +6 vs. PD/1D8+4 Slashing Damage, 5ft range. TuskA: +10 vs. PD/2D8 + 5, 5ft range. BiteA : +9 vs. PD/5D6. 5ft range. Can use once per turn. TangleA: Attempt to give 4 levels of Pin. Finesse Check
negates.
BiteA: +6 vs. PD/2D4 Piercing + 3D6 Poison Damage, 5ft SlamA: +10 vs. PD/4D10 Damage, 10ft range. ClawA: +10 vs. PD/2D8+5. 5ft range.
range. BiteA: +6 vs. PD/2D6+3 Piercing.
TusksweepA: All creatures in a 15ft cone in front of the RoarA: Attempt to give all targets within 30ft 3 levels of
PinA: Attempts to give 3 Pin to a target within 5ft (Power Elephant must make a Finesse Check against 3D10 points of Panic. Courage Check negates. Can use once per quick rest. CrushA: Target makes a Finesse Check against 2D10 damage
Check negates). damage and fall Prone (Finesse Check halves, and creatures who per level of Pin the target has.
PounceA: Target makes a Finesse Check against 4 levels of
succeed on this Check do not fall prone).
CarryF: You may carry a creature at least one size smaller than Pin. If you move away from the target through any means, they
you if you have given them at least two levels of [Link] move lose all levels of Pin.
at half speed if you do this. Once their pin drops below 2, you
Pinning BiteP: For each level of Pin a target has been given,
drop the creature.
deal an additional 1D6 damage with a bite attack.
Regal BearingP: Once per quick rest when you would fail a
roll, succeed instead.

149 Monsters - Beasts Monsters - Beasts 150


Lodebreaker (Cow) Lodebreaker (Baby)
Stats Stats
Type Great Beast Type Great Beast
CR 9 CR 5
DPR 40 DPR 22
Size Huge Size Large
Prof +5 Prof +3
Health 900 Health 400
Move 45ft Move 30ft
Check DC 18 Check DC 16
AP 4 AP 4
PA 20 PA 18
MA 14 MA 13
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
5 3 1 3 1 3 1 0 3 0
Talents Perception +12, Athletics +12 Talents Perception +7, Athletics +7
Abilities Abilities
TuskA: +13 vs. PD/3D8 + 5, 10ft range. TuskA: +9 vs. PD/2D8 + 4, 5ft range.
SlamA: +13 vs. PD/4D10 Damage, 10ft range. SlamA: +9 vs. PD/3D8 + 4 Damage, 10ft range.
TusksweepA: All creatures in a 15ft cone in front of the TusksweepA: All creatures in a 10ft cone in front of the
Lodebreaker must make a Finesse Check against 2D10 points of Lodebreaker must make a Finesse Check against 2D10 points of
damage and fall Prone (Finesse Check halves, and creatures who damage and fall Prone (Finesse Check halves, and creatures who
succeed on this Check do not fall prone). succeed on this Check do not fall prone).
LodestormA: All creatures within 30ft of the Lodebreaker Magnetic ThrustA: +9 vs. PD/2D6 + 4, 60ft range.
must make a Finesse Check against 4 levels of Hemorrhage.
Throw RockA: +13 vs. PD/2D8 + 5, 60ft range.
Great Beasts
Magnetic ThrustA: All creatures within 30ft who are

W hen Sacadia flowed through an arcane


cloud, creatures on the planet were
subjected to an enormous amount of raw,
transformative arcana. Most creatures were
wearing any Heavy Armor or Metal Jewelry (or other metal of
any kind) make a Power Check or are either pulled or pushed
10ft. Any creature who is not wearing Heavy Armor or Metal
Jewelry but is wielding a weapon made of metal may decide
unaltered, and many more died from the impact. But between rolling this Power Check, or a Finesse Check or be
a few existed with sufficiently sustained divinity to disarmed (weapons disarmed this way fall at the feet of the
weather the impact, and were instead twisted by this Lodebreaker).
raw arcana before it polarized into elemental forms.
The beasts subjected to this arcana became great
beasts - powerful, magical, giant creatures of magical
power and limitless life.

Once, there were hundreds of thousands of these


beasts, causing havoc and roaming the world. But the
age of man has come, and the population of great
beasts slowly but inexoribly diminishes over time.

GM Note: Extinction of Great Beasts


Great Beasts are common in early games, and very rare
in later games, due to their slow walk to [Link]
games become more and more about the fates of men,
these beasts will fade to myth and legend.

151 Monsters - Great Beasts Monsters - Great Beasts 152


Summoning Bogbud Loamtinged
Stats
Stats Type Awoken Flora
Type Awoken Flora
CR 2
CR 1 (2 with Summon)
DPR 14
DPR 11
Size Medium
Size Large
Prof. +3
Prof. +2
HP 120
HP 90
Move 30ft
Move 30ft
Check DC 15
Check DC 14
AP 3
AP 2
PA 18
PA 16
MA 15
MA 14
Power Finesse Wiles Courage Fate
Power Finesse Wiles Courage Fate 3 2 0 0 2
2 1 0 0 2
Talents Perception +4
Talents Perception +2
Abilities Abilities
PunchA: +7 vs. PD / 2D6+3 Damage.
Summon BogwispsA: Summon 1D4 Tiring Bogwisps.
RootpinA: Choose one 10ft square within 30ft. All creatures
SlamA: +5 vs. PD/2D6+3 Damage. 5ft Range.
must roll against 3 levels of Pin as vines and roots crawl up
Throw SporeA: +5 vs. PD/1D10+3 Damage. 60ft Range. around their feet. (Finesse Check negates).
SlamA: +8 vs. PD/4D6 Damage. Must move at least 10ft
Tiring Bogwisp towards a target to use this ability.

Stats
Type Awoken Flora Loamhunder
CR 1/4 Stats
Awoken Flora DPR 3 Type Awoken Flora
Size Small CR 1/2

M uch as Great Beasts were formed of the


mixing of powerful arcana and divinity in the
primordial second age, Awoken Flora are
formed from the interaction of raw, unpolarized
Prof.
HP
Move
Check DC
+1
22
30ft
12
DPR
Size
Prof.
HP
8
Medium
+2
45
arcana with plant life. AP 2 Move 30ft
These plants were awoken and given life - as well as PA 12 Check DC 13
forming alien, strange life forms with MA 12 AP 2
consciousnesses very unlike humanoid Power Finesse Wiles Courage Fate PA 15
0 1 0 0 1 MA 13
understanding. Awoken Flora tended to form very
distantly from human life, and today Awoken Flora Talents Perception +2 Power Finesse Wiles Courage Fate
Abilities 2 2 0 0 2
tend to inhabit only the most remote places in
Sacadia, where brave explorers travel but no towns or SlamA: +3 vs. PD/1D6+1 Poison Damage. Talents Perception +2
cities can be found. Abilities
Stunning SporeA: 5ft [Link] makes a Finesse Check
HeadbuttA: +6 vs. PD / 1D10 + 3 Bludgeoning Damage
against 2 levels of Fatigue. Once per quick rest.
Invigorating SporeA: All allies within 10ft receive +3 to-
hit on their next attack. All enemies within the same range must
Maddening Bogwisp make a Fate Check or receive 3 levels of Fumble.
Alters Bogwisp Poisoning SporeA (3): All enemies within 10ft must roll
Abilities (Replace) against 3 levels of Hemorrhage. Can use once per quick rest.
MaddeningVisageA: +3 vs. MD/1D6+1 Psychic Damage.
Psychic SporesA: 5ft [Link] makes a Courage Check
against 2 levels of Frenzy. Once per quick rest.

153 Monsters - Awoken Flora Monsters - Awoken Flora 154


Rust Sylnid Old Man of the Woods
Rust forms naturally on iron ores nestled deep in The protectorate spirit of an ancient old wood, the Old
swamps and bogs.A celebration of the degradation of all Man of the Wood is a Moncraen, and can see everything
things, rot takes even metal from the world eventually. in his native domain. In this domain, he has great power,
Rot Sylnid appear most commonly in bogs with rich which he uses to punish those who would seek to
iron content, where iron trapped in the water leaches actively harm his ancient woods - though he sometimes
vibrant red rust into the marshlands. leaves gifts for those who treat the woods well.

Here, where the water runs red with blood, adventurers


Old Man of the Wood
who aren’t too careful may come across a rot sylnid, Stats
expressing as a small creature somewhat human, whose Type Wild Fae
very skin is rust and flakes off to reveal only more rust. CR 9
DPR
Rust Sylnid Size Medium
Prof. +5
Stats HP 800
Type Wild Fae
Move 30ft/60ft Teleport (through trees only)
CR 3
Check DC 19
DPR 15
AP 4
Size Small
PA 16
Prof. +2
MA 16
HP 240
Power Finesse Wiles Courage Fate
Move 30ft/30ft Fly 1 2 1 3 4
Check DC 12
Talents Perception +12, Stealth +12,Wilderness +12
AP 3
PA 15 Abilities
MA 15 Frenzied SporesA: All enemies within 60ft of this creature
Power Finesse Wiles Courage Fate makeWiles Checks against 4 levels of Frenzy.
0 2 0 1 3
Nauseating SporesA: All enemies within 60ft of this
Wild Fae Sylnid Talents Perception +6 creature make Power Checks against 4 levels of Nausea.
Sylnid are representative of forces of nature: the Abilities

D ivinity has a gravitational pull to other


divinity, and when enough divinity pools it
creates. Such is the case with Wild Fae, which
are formed from the pooling of divinity which
crashing wave, the roaring wind, or the desert rain. It is
said they are bred out of the pure divinity of a place.
After all, there is a small amount of divinity in each and
every thing, human, rock, or air particle alike. Why
Rusting TouchA: +4 vs. PD/Reduce the defense of one
armor or weapon (random) by 1. Range 5ft.
RustedR: As a reaction to taking damage from a melee weapon
Sleeping SporesA: Once per quick rest, all enemies within
60ft of this creature make Courage Checks against 4 levels of
[Link] creature can only use this ability within its wood.
Summon BeastsA: This creature can summon creatures of
naturally occurs, slowly and inexoribly, in natural attack, the Rust Sylnid can cause the weapon that touched it to
should Sylnid not find themselves taking form in regions the forest to defend it: 1 Short-Nosed Bear, 1D4 Winter
places. take 1 damage to its defense.
where the largest waves crash to shore, or where the Wolves, 1D6 Deer, or 1D8 Medium [Link] creature can
Wild Fae take on the shape of a reflection of the waterfall crushes rock itself? Secrets only use this ability within its wood, and can only cast this
world around them - whether it is associated with the Rustblast [NG1]: ability up to 3 times per quick rest.
region of their formation, or the superstitions and Sylnid are not bound to a location, but to the ethereal A Rust Sylnid will explode in rust when it dies. Everything
BogrootF: As long as this creature maintains focus, treat all
beliefs of whatever may be nearby (e.g., the belief that nature of an [Link] are often depicted as naked men within 30ft of it must make a DC12 Finesse Check or reduce
ground in its domain as Difficult Terrain to its [Link]
squirrels have that nuts must be stored).Wild Fae are or women.A Sylnid of the wave may appear as a woman the defense of worn armor by 1.
creature can only use this ability within its wood.
therefore unpredictably wild - and may come in the dancing along the edge of wet sea rock; her form may
shape of anything. only appear to those who watch when the wave crashes All-Seeing EyeP: This creature can see, hear, smell, and sense
to shore, and for a brief moment outline her body. every single thing that happens within its wood - even if those
The forming of Wild Fae can be informed by events Sylnid are whimsical. They protect nothing, they hide things are hidden or invisible.
far away, which allows the superstitions of nothing, and they need [Link] merely exist. WoodstepB: As a Boost to a Move action, this creature can step
civilizations to inform the creation of these natural through trees, teleporting from one tree to another within 60ft.
[Link] Fae can also form about creatures - such GM Note: Sylnid Lifespans
as being created of a particularly exceptional animal, Secrets
Sylnid often exist for only the moment when divinity is at
for example. Moncraen of the Wood [NG2]:
its peak - the brief �ash of sunset’s perfection,or the dance A Moncraen of theWood can only use its abilities when it is
of an autumn leaf falling to the ground. Other Sylnid within its sacred domain - usually a deep forested area. Outside
may last for much, much longer. of this area, the Moncraen is significantly weakened.

155 Monsters - Wild Fae Monsters - Wild Fae 156


The Face Tree
The Face Tree
The Face Trees are a divine legend across the world, Stats
known for their strange appearance, behavior, and Type Wild Fae
secrets. It is said that the trees can just as easily kill a CR 8
man, tell him the way he will die, or grant him a DPR 32
boon--though it is not often said what that boon is. Size Large or Huge
Prof. +5
The Face Tree has a number of magical abilities, and HP 800
it exercises them with wild abandon and no apparent Move 0ft
pattern--thus it is not suspected that the Face Trees Check DC 18
are intelligent as much as they act upon the whims of AP 4
fate itself. PA 16
MA 16
Face trees are known to bleed human blood, and Power Finesse Wiles Courage Fate
0 0 0 0 6
some say they only grow atop the dead. FaceTrees do
not innately attack most travelers, and they tend to be Talents Perception +10, Magic +11
friendly unless provoked. Abilities
Fire WeaknessP: This creature has Weakness 10 to Fire.
Face Tree the Progenitor Psionic CalmF: For as long as you maintain this, any creature
If a FaceTree is defeated by laughing at it, the tree will who starts their turn within 30ft of you must make a Fate
drop fruit - small bald heads of men and women, fully Check against one level of Fatigue.
formed. If the tree is eaten, magical effects occur, but Random FeelingA: Choose one creature within 60ft of you.
if the fruit is kept safe and warm for 30 days and 30 Choose a random limb component they [Link] creature
nights, a fully grown human adult will grow from the cannot use that limb component until the start of your next
fruit. turn.
These humans are a type of Fixren with innate Psionic FrightA: Every creature within 60ft of this creature
connection to trees and forests, and they are often rolls Fate Checks against 3 levels of a random adversarial mental
well connected to magic. Though not a Fixerfolk (a or physical condition (exclude dying). Determine the condition
playable race which is half Fixren and half human), separately for each target. Can use only once per quick rest.
they can be a progenitor for Brashfolk. Psionic SpearA: +11 vs. MD / Roll 1D6. Deal that many
D6s of damage to a target.
Brashfolk Secrets
Brashfolk are a unique type of Fixerfolk born of Laughing Tree [NG2]:
mischievous Fae spirits. Brashfolk are known to alter The Face Tree can be defeated by laughing at it using a action
the emotions of those around them, causing them to (range 30ft).The absurdity of the tree itself will do 8D10
act irrationally or without thinking. In spite of how damage per laugh action to the tree. If the tree falls to 0hp this
obvious this should be, most people don’t seem to way, it begins dropping fruit to the [Link] can be
notice without special skills or talents. determined using Fables:Wild Fae.
Size: Medium (4.5-6 feet)
Secrets of the Face Tree [N]:
Lifespan: Typically 50-80 years. If you eat the fruit of a Face Tree, roll 1D4. On a 1) Take 100pts
of damage. On a 2) Laugh uncontrollably until you fall
BrashnessA:
unconscious, 3) Add 5 to your maximum HP, 4)You learn the
You may expend one Lore Point as an action. Every enemy
way that you will die if fate continues as it is planned. Gain 1
within 10Xft of you (where X is your Proficiency) makes a
Knowledge Talent as you are infused with strange new facts.
Fate Check against your Check DC with 1X disadvantage.
You can only learn this secret through narrative effects or by
Any creature who fails this check treats all allies as enemies.
eating fruit.
They may remake this check at the end of each turn without
using an action, ending the effect with a [Link] may use
this outside of combat to incite a group of people to anarchy.
The precise effect of this is determined by your GM.

157 Monsters - Wild Fae Monsters - Wild Fae 158


Bolgen Monsorax
Stats Stats
Type Folk Fae Type Folk Fae
CR 5 CR 8
DPR 22 DPR 12 / Head
Size Huge Size Colossal
Prof. +3 Prof. +4
HP 400 HP 190 / Head
Move 40ft Move 30ft
Check DC 16 Check DC 17
AP 4 AP 3 / Head
PA 18 PA 18
MA 14 MA 15
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
4 0 0 3 0 4 2 0 0 4
Talents Perception +8, Survival +8 Talents Perception +11
Abilities Abilities
ClubA: +8 / 2D6+5. 5-10ft range. Multi-Headed MonsterP: The Monsorax has 4 heads, and
each head takes a place in the turn [Link] all of them like
Stomp EarthA: The Bolgen stomps the earth. All medium or
separate monsters for all effects. Each head may stretch up to
smaller creatures within 30ft must make a Power Check or fall
20ft past the edge of water, and is itself large.
prone.
BiteA (7.2): +11 vs. PD / 2D8 + 3 Piercing Damage
GrabA: Grab a target creature within 10ft. Attempt to give
them 3 levels of pin. Putrid BreathA: All creatures in a 20ft cone must make a
Courage Check against 4 levels of Nausea.
ThrowA: Throw a creature you have given at least two levels
of pin [Link] target loses all pin, is knocked prone, and takes Wrapping NeckA: Attempt to give one target 4 levels of Pin
4D6 points of bludgeoning damage (finesse check halves (Finesse Check Negates). Only one head can do this at a time.
Folk Fae damage).
Crushing NeckA: Deal 2D6 damage / level of Pin to a target
Secrets who is wrapped about the neck.

D ivine spirits formed out of the folklore and


customs of civilizations, Folk Fae are created
of superstitions, and tend to be furtive,
mysterious, and strange. When enough people
Stoneskin [NG2]:
The Bolgen cannot take any damage from physical attacks until
its armor is fully [Link] secret may be discovered with a
successful DC16 Perception[Sight] check made after rending
believe in something in Sacadia, it is possible for that the Bolgen.
something to become true, and this imbued divinity
can form Folk Fae.
Folk Fae are most commonly found either living
within towns or cities, or in their own bands in
remote locations that are hard to access. They are
rarely a component element of nature - instead, they
exist as their own part away from the world, for they
have been just touched enough by human folklore to
exist as their own creation.

159 Monsters - Folk Fae Monsters - Folk Fae 160


The Staring Contest
Swarm of Biting Skulls
The Staring Contest, or Mekurabe, is a group of Stats
hundreds of human skulls that have gained power Type Folk Fae
when brought [Link] each individual skull CR 4
only holds a small amount of divinity, together they DPR 20
hold sufficient divinity to create sentience. A Staring Size Large
Contest is not sentient, strictly speaking. Prof. +3
HP 200
Staring Contests are most common in or near ancient Move 30ft
burial sites or graveyards, and can form suddenly. Check DC 15
Hundreds of skulls simply roll together to form the AP 4
shape of one giant skull. When formed, they will PA 18
stare at a single individual. If that individual looks MA 14
away for any reason, the skull will explode into action Power Finesse Wiles Courage Fate
1 3 0 2 3
and attack the individual who they were staring at.
Talents Perception +4
The Staring Contest has two stages of combat as it can Abilities
turn into a Swarm of Biting Skulls. Any HP loss it has Swarm Effects (Med.)P: Attacks which target single creatures
experienced should cross over to the new form. cannot do more than 10 damage to this [Link] creature
cannot be given physical conditions, pushed, pulled, or
[Link] creature does not exhaust , , , or
Staring Contest even if an effect would cause this.
Stats
Type Folk Fae Brittle BonesP: This creature is resistant to slashing damage by
CR 4 5, and weak to bludgeoning damage by 5.
DPR 20 BiteA: +6 vs. PD / 2D8 + 3 Piercing Damage. Bites
Size Large everything in the 10ft square it occupies.
Prof. +3
HP 200
Move 20ft
Check DC 15
AP 4
PA 18
MA 14
Power Finesse Wiles Courage Fate
1 3 0 2 3
Talents Perception +7
Abilities
Great BiteA: +9 vs. PD/8D8 Bludgeoning Damage. 5ft
[Link] Staring Contest can attempt this attack once, and
then becomes a ‘Swarm of Biting Skulls’ on top of that target.
Brittle BonesP: This creature is resistant to slashing damage by
5, and weak to bludgeoning damage by 5.
BiteA: +6 vs. PD / 2D8 + 3 Piercing Damage. 5ft range.
Secrets
Staring Contest [NG2]:
The Staring Contest dissipates without combat if the person it is
staring at does not blink or look away from the Staring Contest.
The contest is an adversarial Courage Check - the first creature
to beat the other three times at a Courage Check wins. Fables:
Folk Fae Lore identifies this as the solution to a Staring Contest.

161 Monsters - Folk Fae Monsters - Folk Fae 162


Myrgha Folk Fae Tilepaces Handlers Handler
A small, extremely flat crab-like creature made of either A ghastly spiritual disembodied hand and attached arm, Stats
The Folk Fae of the Myrgha people come from the many gold or silver, tilepaces are covered in a very large black Handlers scurry to the edges and entrances of alleyways Type Folk Fae
beliefs of a culture dedicated to obsessive legalism, or white shield-like marble shell which allows them to in Myrgha marketplaces at night, where they set up and CR 6
commerce and wealth, and ancestor [Link] Fae easily blend in with the tile work streets of wealthier outstretch themselves across the alleyway. DPR 29
therefore reflect the basest fears and hopes of these Myrgha cities. Size Medium
people. Each Fae has an associated folk story and When travelers pass by, the Handler will shake its hand Prof. +3
tradition associated with them. These Fae are incredibly hard to spot, and even harder of gold, begging for [Link] victim of the Handler’s HP 500
to catch - they can teleport from one tile to another of begging must pay more than the prior victim to pass Move 40ft
Coin Mimics the same color, and often try to run away rather than unharmed, and it is said that if you try to go through a Check DC 17
Coin Mimics are small golden beetles whose shape is engaging in combat. If they are caught, their bodies back tent or otherwise sneak around the Handler, it will AP 4
reminiscent of a gold coin. In fact, they mirror these usually contain 25-100gp worth of gold - a month’s pursue you doggedly to throttle you in your sleep. You PA 18
coins so well that they blend right into a pouch of coins wage for lower castes of the Myrgha populace, making must pay, or stay on your side of the alleyway until MA 16
to the untrained eye. them a symbol of luck and prosperity. dawn. For this reason, many Myrgha marketplaces have Power Finesse Wiles Courage Fate
Tilepace blanket stalls hidden throughout the markets for 2 3 0 0 3
The trick with these small creatures is that they also eat merchants and visitors to sleep through a night without Talents Perception +9, Acrobatics +9, Economics +9
coins - even those physically larger than the mimic - and Stats being forced to pay their Handlers.
Type Folk Fae Abilities
they seem to have a limitless capacity for doing so.
CR 1 SmackA: +9 vs. PD/3D6+6 Bludgeoning. 5ft Range.
Careless salespeople who receive such a coin often
become aghast to open their coin pouch to make DPR 7 ThrottleF: Choose one target within 5ft of [Link] begin
change, only to find it empty save for a single coin which Size Small suffocating them. Each round you throttle them, they make a
immediately flies out and zips away. Prof. +1 Courage Check against one additional enduring level of
HP 75 Throttle. For each level of Throttle they have, they take 4D6
Some accomplished thieves train coin mimics to bring Move 40ft damage after making this [Link] they fail this check,
them back these coins, developing a working Check DC 14 you may also move them up to 5ft and knock them Prone. All
relationship with the surprisingly intelligent Fae. AP 4 levels disappear immediately when you end Focus on Throttle
PA 18 or if you are moved 5ft away from them.
Gold Mimic MA 16
Stats Power Finesse Wiles Courage Fate FloaterP:You are immune to Pin or Prone conditions, and
Type Folk Fae 0 3 0 0 1 receive 1X advantage against other physical conditions.
CR 1/2 Talents Perception +4, Stealth +6 Secrets
DPR 4 Abilities Handler’s Payment [NG1]:
Size Tiny ClawA: +4 vs. PD/1D6+2 Bludgeoning. 5ft Range. The Handler can be paid off, and will identify the cost it
Prof. +1 demands in its open [Link] cost is somewhere between 1sp
HP 25 Tower ShellA: You huddle beneath your shell, hiding yourself
and 100gp (determined randomly), and a player can identify the
Move 10ft/40ft Fly against a tile of the same color. You gain full cover from all
cost with a simple Economy Check precisely. Folklore
Check DC 13 directions when you use [Link] may only use this ability if you
surrounding the Handler (and identifying its secret) can be
AP 2 are on a tile square of the same color as your shell.
performed with either an Economy: Bargaining or Fables: Folk
PA 16 TeleportA: You may teleport from one square to another Fae Lore Check.
MA 12 within 30ft of [Link] new square must be within 30ft and the
Power Finesse Wiles Courage Fate tile must share the same color as your carapace.
0 3 2 0 0
Talents Perception +3, Stealth +3, Acrobatics +3
Abilities
BiteA: +3 vs. PD/1D6+1 Piercing. 5ft Range.
GoldscatterA: You drop gold in a 15x15 square around you.
If you are in a crowded marketplace, citizens immediately
crowd around in an attempt to collect the gold, turning the
terrain into difficult terrain until the start of your next turn.
FloaterP:You are immune to Pin or Prone conditions, and
receive 1X advantage against other physical conditions.

163 Monsters - Folk Fae Monsters - Folk Fae 164


Lantern Eyes Lantern Eye Swarm Forge Markers Fortune weasel
Lantern Eyes are a social species of Folk Fae who dwell Stats A highly intelligent and keen-eyed Fae, the Forge A small, keen-eyed symbol of luck, Fortune weasels
within temples and feed on firelight. Made of paper, Type Folk Fae Marker is a bat-like creature with a stub-nosed wolf face appear like any other mink, save for their fur is metallic
they are easily killed but highly dangerous. CR 4 and chicken legs. Forge Markers are legally binding Folk and golden in color, and they have a small symbol of gold
DPR 26 Fae who are born of broken contracts. It is said that if on their [Link] are very wily, but it is said that if
Each Lantern Eye sees into the Myrgha afterlife, called Size Large you break a contract, a Forge Marker will crawl out of you pet one, you will be possessed of immense luck.
Plistasar, and can interact with both the living and the Prof. +2 the contract at night and seek you out to kill you. Fortune Weasel
dead. Many are said to speak with the dead once per year HP 200
on a special festival, or even summon them. Move 30ft Fly Remarkably powerful and resilient, Forge Markers are Stats
captured and collected by the Bureau of Policy, and used Type Folk Fae
Lantern Eye Check DC 16
to hunt down breakers of contracts. CR 2
AP 4
Stats DPR 10
Type Folk Fae
PA 16 Forge Marker Size Small
MA 15
CR 1
Power Finesse Wiles Courage Fate Stats Prof. +2
DPR 12 0 2 0 0 3 Type Folk Fae HP 120
Size Small CR 4 Move 35ft
Talents Perception +7, Religion +7
Prof. +1 DPR 20 Check DC 14
HP 40 Abilities Size Medium AP 3
Move 30ft Fly FlametossA: All creatures in a 15ft cone from you take 3D6 Prof. +2 PA 15
Check DC 14 Fire Damage (Finesse Check halves). HP 250 MA 13
AP 2 PinwheelA: All creatures within 10ft of you make a Finesse Move 35ft Fly Power Finesse Wiles Courage Fate
PA 14 Check DC 15 0 4 0 0 3
Check or take 3D6 damage.
MA 13 AP 3 Talents Perception +5, Athletics +5, Acrobatics +5
Power Finesse Wiles Courage Fate FireballA: +8 vs. PD/4D6+5 Fire Damage. 15ft Range. PA 17 Abilities
0 1 0 0 2 MA 15
Passive WeaknessP: You are passively weak to Slashing Damage, BiteA: +5 vs. PD/1D8+3 Piercing. 5ft Range.
Talents Perception +4, Religion +4 taking 10 extra damage from slashing attacks. Power Finesse Wiles Courage Fate
Abilities 0 2 3 0 1 ClawA: +5 vs. PD/1D10+5 Slashing. 5ft Range.
Passive ImmunityP:You are immune to fire damage from any Talents Perception +7, Social Graces +7
FlametossA: All creatures in a 15ft cone from you take 3D6 DashB: Once per turn as a Boost to a move action, double your
source. Abilities
Fire Damage (Finesse Check halves). move speed.
FloaterP:You are immune to Pin or Prone conditions, and BiteA: +7 vs. PD/2D8+5 Piercing. 5ft Range.
Passive WeaknessP: You are passively weak to Slashing Damage, Lucky StreakP: Three times per quick rest when you would fail
receive 1X advantage against other physical conditions.
taking 10 extra damage from slashing attacks. ClawA: +7 vs. PD/1D10+5 Slashing. 5ft Range. a roll, you may choose to succeed instead.
Passive ImmunityP:You are immune to fire damage from any ShriekA: All creatures in a 15ft cone take 2D6 Sonic Damage
source. (Courage Check halves).
FloaterP:You are immune to Pin or Prone conditions, and FloaterP:You are immune to Pin or Prone conditions, and
receive 1X advantage against other physical conditions. receive 1X advantage against other physical conditions.

Summoning Lantern eye Spannai Forge Marker


Alters Lantern Eye Alters Forge Marker
Stats (Replace) Stats (Replace)
Level 2 Level 5
Abilities (Add) Abilities (Add)
Summon AncestorsA: Summon 1D4 Shambling Shades. Summon GuardsA: Summon 1D4 Myrgha Guards
Can use once per quick rest. (Experienced Bandits). Can use once per quick rest.

165 Monsters - Folk Fae Monsters - Folk Fae 166


City Gods Minor Idolmaster Fortress Idolmasters Blessing Idolmasters
Stats A larger Idolmaster, the Fortress Idolmaster is the Another large Idolmaster, the Blessing Idolmaster is the
In many cultures in Sacadia, citizens venerate and Type Folk Fae representation of a larger hillfort or agora, and its representation of a friendly and welcoming civilization,
worship an idol of their city. These idols, which CR 8 powers reflect both its militaristic focus and raw or perhaps a particularly religious culture. Blessing
represent the will and customs of their city, are DPR 37 strength. These Fae reflect militaristic cultures and Idolmasters focus not on war, but on people, but when
deified as a protective force. Due to the nature of Size Medium societies, and are capable warriors. forced to defend they are a highly capable force.
divinity in Sacadia, the more people who venerate a Prof. +4 Fortress Idolmaster Blessing Idolmaster
City God, the stronger and more divine they become. HP 800
Move 35ft Stats Stats
These deified spirits - not actual Gods, but rather Type Folk Fae Type Folk Fae
Check DC 18
Folk Fae who take the form of an idol of protection, CR 11 CR 11
AP 4
usually placed in a temple, provide luck and aid to DPR 50 DPR 50
PA 21
those who worship them. Size Large Size Large
MA 17
Prof. +6 Prof. +6
Power Finesse Wiles Courage Fate
As they grow, Idolmasters grow stronger, but they 3 3 1 4 4 HP 1200 HP 1200
tend to favor strategies which afford them the ability Move 40ft Move 40ft
Talents Perception +11, Social Graces +11,
to tear into their foes on their terms, using their Strategy +11 Check DC 19 Check DC 19
FlowingTerrain and Summon Allies abilities to isolate AP 5 AP 5
Abilities PA 23 PA 23
their enemies, then picking them off with targeted PikeA: +12 vs. PD/4D8+6 Piercing. 10ft Range. MA 18 MA 18
strikes.
BlessA: Choose one target within [Link] gain +8 on the Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
4 4 2 5 5 4 4 2 5 5
GM Note: Idolmasters next thing they do provided it occurs before the start of your
next turn. Talents Perception +14, Social Graces +14, Talents Perception +14, Social Graces +14,
Idolmasters represent the culture they [Link] Strategy +14 Strategy +14
powers should re�ect their cultural customs and CurseA: Choose one target within 60ft. Attempt to give them Abilities Abilities
practices. Here, some religiously focused Idolmasters 2D8 Fumble (Fate Check halves).
PikeA(16): +14 vs. PD/4D8+6 Piercing. 10ft Range. PikeA: +14 vs. PD/4D8+6 Piercing. 10ft Range.
and militaristic Idolmasters are represented. Flowing TerrainF: Choose a point within 120ft. A 30ft radius
Shield BashA(13): +14 vs. PD/2D8+6 Bludgeoning. 5ft BlessA: Choose one target within [Link] gain +10 on the
circle about that point becomes flowing, viscous difficult
Range. Upon a successful hit, target makes a Finesse Check or is next thing they do provided it occurs before the start of your
[Link] radius of this difficult terrain increases by 10ft
Small Town Idols thrown back 10ft and knocked Prone. next turn.
every round when Focus is maintained, and does not affect you
These idols are young still, and have not yet achieved or your allies. WhirlwindA: All enemies within 10ft of you take 3D8 CurseA: Choose one target within 60ft. Attempt to give them
any sort of [Link] idols only interact a little damage. Finesse Check halves. Creatures who fail their check 2D10 Fumble (Fate Check halves).
with the world around them, and have minor Step ThroughB: As a Boost to a Move action, you can walk
are knocked prone.
influences upon the [Link], they are the through a single wall up to a foot thick. Summon AlliesA: Once per quick rest, you may summon
idol of a small town or fort - but without the strength CurseA: Choose one target within 60ft. Attempt to give them 2D6 experienced bandits + one dangerous bandit captain.
Legendary ResistanceP: 2 times per quick rest when you
of will to expand their influence. 2D10 Fumble (Fate Check halves).
would fail on a dice roll, you may succeed instead. Healing AuraF: As long as you maintain Focus, all allies
Targeted FoeF: Choose one target. Until your Focus ends, within 30ft of you gain 1D10 HP at the start of each [Link]
you may add your Fate to all To-Hit and damage you deal to may use this once per quick rest, and can only maintain Focus a
[Link] may use this once per quick rest, and can only number of rounds up to your Proficiency.
maintain Focus a number of rounds up to your Proficiency.
Flowing TerrainF: Choose a point within 120ft. A 30ft radius
Flowing TerrainF: Choose a point within 120ft. A 30ft radius circle about that point becomes flowing, viscous difficult
circle about that point becomes flowing, viscous difficult [Link] radius of this difficult terrain increases by 10ft
[Link] radius of this difficult terrain increases by 10ft every round when Focus is maintained, and does not affect you
every round when Focus is maintained, and does not affect you or your allies.
or your allies.
See AllP: You can see everything occurring within the city to
See AllP: You can see everything occurring within the city to which you are dedicated.
which you are dedicated.
Legendary ResistanceP: 3 times per quick rest when you
Legendary ResistanceP: 3 times per quick rest when you would fail on a dice roll, you may succeed instead.
would fail on a dice roll, you may succeed instead.

167 Monsters - Folk Fae Monsters - Folk Fae 168


Guardian Idolmasters Holy Idolmasters Imperial Idolmasters Imperial Idolmaster
The Guardian of a large city, district, or province, The religious icon and defender of a holy province, Holy The Idolmaster and protector of an entire empire, Stats
Guardian Idolmasters have great speed and strength. Idolmasters are dedicated to their people. Their Imperial Idolmasters combine the best traits of both Type Folk Fae
They focus their talents on warcraft, and are religious significance allows them to perform minor Holy and Militaristic Idolmasters. A crusader king, they CR 20
accomplished mythic warriors whose sole focus is the miracles, and they are wholly focused on the protection protect their peoples with all that they are, seeking to DPR 110
defense of their civilization. of their citizenry. bring their civilization to glory. Size Colossal (20x20)
Guardian Idolmaster Holy Idolmaster As a Moncræn, they cannot leave their holy city, but they
Prof. +10
HP 3200
Stats Stats keep a watchful eye over its happenings, and will not Move 50ft
Type Folk Fae Type Folk Fae allow it to come to harm from external forces. Check DC 24
CR 15 CR 15
AP 7
DPR 75 DPR 72
PA 26
Size Huge Size Huge
MA 22
Prof. +8 Prof. +8
Power Finesse Wiles Courage Fate
HP 2000 HP 2000 5 5 3 7 7
Move 45ft Move 45ft
Talents Perception +23, Social Graces +23,
Check DC 21 Check DC 21 Strategy +23
AP 6 AP 6
PA 24 PA 24 Abilities
MA 18 MA 18 Giant PikeA: +23 vs. PD/4D8+10 Piercing. 15ft Range.
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Shield BashA: +23 vs. PD/2D8+10 Bludgeoning. 5ft Range.
5 5 3 6 6 5 5 3 6 6
Upon a successful hit, target makes a Finesse Check or is
Talents Perception +18, Social Graces +18, Talents Perception +18, Social Graces +18, thrown back 30ft and knocked Prone, taking an additional 3D8
Strategy +18 Strategy +18
damage on the fall.
Abilities Abilities
BlessA: Choose one target within [Link] gain +15 on the
Giant PikeA: +18 vs. PD/4D8+8 Piercing. 15ft Range. Giant PikeA: +18 vs. PD/4D8+8 Piercing. 15ft Range.
next thing they do before the start of your next turn.
Shield BashA: +18 vs. PD/2D8+8 Bludgeoning. 5ft Range. SacrificeR: As a reaction to a creature rolling a to-hit on an allied
CurseA: Choose one target within 60ft. Attempt to give them
Upon a successful hit, target makes a Finesse Check or is target within 15ft of you, you may have the to-hit be rolled
5D6 Fumble (Fate Check halves).
thrown back 15ft and knocked Prone. against you instead of your ally. If it hits, it still hits.
Summon AlliesA: Once per quick rest, you may summon
WhirlwindA: All enemies within 10ft of you take 4D8 BlessA: Choose one target within [Link] gain +12 on the
6D6 experienced bandits + three dangerous bandit captains.
damage. Finesse Check halves. Creatures who fail their check next thing they do provided it occurs before the start of your
are knocked prone. next turn. Healing AuraF: As long as you maintain Focus, all allies
within 60ft of you gain 3D8 HP at the start of each turn (re-roll
CurseA: Choose one target within 60ft. Attempt to give them CurseA: Choose one target within 60ft. Attempt to give them
1s and 2s).You may use this once per quick rest, and can only
4D6 Fumble (Fate Check halves). 4D6 Fumble (Fate Check halves).
maintain Focus a number of rounds up to your Proficiency.
Targeted FoeF: Choose one target. Until your Focus ends, Summon AlliesA: Once per quick rest, you may summon
Targeted FoeF: Choose one target. Until your Focus ends,
you may add your Fate to all To-Hit and damage you deal to 4D6 experienced bandits + two dangerous bandit captains.
you may add your Fate to all To-Hit and damage you deal to
[Link] may use this once per quick rest, and can only
Healing AuraF: As long as you maintain Focus, all allies [Link] may use this once per quick rest, and can only
maintain Focus a number of rounds up to your Proficiency.
within 30ft of you gain 2D8 HP at the start of each turn (re-roll maintain Focus a number of rounds up to your Proficiency.
Flowing TerrainF: Choose a point within 120ft. A 40ft radius 1s and 2s).You may use this once per quick rest, and can only
Flowing TerrainF: Choose a point within 120ft. A 50ft radius
circle about that point becomes flowing, viscous difficult maintain Focus a number of rounds up to your Proficiency.
circle about that point becomes flowing, viscous difficult
[Link] radius of this difficult terrain increases by 10ft
Flowing TerrainF: Choose a point within 120ft. A 40ft radius [Link] radius of this difficult terrain increases by 10ft
every round when Focus is maintained, and does not affect you
circle about that point becomes flowing, viscous difficult every round when Focus is maintained, and does not affect you
or your allies.
[Link] radius of this difficult terrain increases by 10ft or your allies.
See AllP: You can see everything occurring within the city to every round when Focus is maintained, and does not affect you
Step ThroughB: As a Boost to a Move action, you can walk
which you are dedicated. or your allies.
through walls up to a foot thick.
Legendary ResistanceP: 4 times per quick rest when you See AllP: You can see everything occurring within the city to
See AllP: You can see everything occurring within the city to
would fail on a dice roll, you may succeed instead. which you are dedicated.
which you are dedicated.
Legendary ResistanceP: 4 times per quick rest when you
Legendary ResistanceP: 6 times per quick rest when you
would fail on a dice roll, you may succeed instead.
would fail on a dice roll, you may succeed instead.

169 170
Frost Draugr Sloughrot Draigar
Stats Stats
Type Undead Type Undead
CR 5 CR 3 (5 with Summon)
DPR 22 DPR 16
Size Medium Size Medium
Prof +4 Prof. +3
Health 380 HP 200
Move 30ft Move 30ft
Check DC 15 Check DC 15
AP 4 AP 3
PA 18 PA 16
MA 16 MA 14
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
4 2 0 0 3 0 2 3 0 4
Talents Perception +8, Athletics +8, Survival +8 Talents Perception +6, Survival +6
Abilities Abilities
Frost SwordA: +8 vs. PD/2D6+4. 5ft Range. Summon Rat SwarmA: Summon 1D4 Rat Swarms or one
Large Rat Swarm once per quick rest.
Frost SpearA: +8 vs. PD/2D8 + 3. 10ft range.
BiteA (5): +6 vs. PD/1D10+4 Damage.
SlamA: +8 vs. PD/3D6 + 3 Damage. 5ft Range.
Cloud of BugsF (8): In a 15ft radius about a point in range,
Bleeding BiteA: +6 vs. PD/4D8 Frost Damage, plus the
treat lighting as [Link] an enemy enters this radius or
Draugr recovers half that damage as health.
starts their turn inside of it, they take 3D6 points of damage
Ice StormF: Once per quick rest, the Frost Draugr can (Finesse halves).
manipulate the weather to make the storm worse. It chooses a
NauseatingVisageA (10): Attempt to give one target within
point in range. In a 120ft radius around that point, a storm
60ft 4 levels of Nausea (Courage Check negates).
billows into existence. Every creature in the range takes 4D10
Undead Shackled BÁnÁnach Ice damage when this initiates (Courage halves). All spaces in
Stats the range are Obscured as Dim (except for the Draugr) for as

U ndead, also called Drai, are cursed souls


unable to reach their respective afterlives.
There are many, many forms of Undead, for
the inability for a deceased person to find rest comes
Type
CR
DPR
Size
Undead
2
13
Medium
long as it retains Focus.

Draugr’s Revenge [NG2]:


Secrets

from unique cultural customs and practices that Prof. +1 The Draugr will rise up after one minute of falling to zero
cannot be visited upon the dead. HP 120 health, and comes back at full [Link] only way to prevent this
Move 30ft is to either cast a ritual spell to release its spirit, or to burn it to
When the dead are unable to receive a proper burial
Check DC 14 [Link] Draugr is resistant to any cold-related effect by 10pts,
or custom, or when their grave has been damaged or
AP 3 and is weak to fire by [Link] secret may be discovered by
altered against the will of their respective culture, the
PD 15 applying any fire damage to the Draugr, or by communicating
dead are cursed - trapped in this world and unable to
MD 15 with NPCs who may be aware of the Draugr’s origins.
leave. These souls end up damned to wander the
earth in some form or another. Power Finesse Wiles Courage Fate
0 0 1 3 3
Other Undead may be formed through dark curses Talents Perception +5
visited upon the living - such as stillbirth curses, Abilities
violent murders, or other heinous deliverances. PiercingWailF: All creatures within 30ft of the Bánánach
Whatever the case, Undead are predominantly the take XD4 damage (where X is the number of turns the
result of divinity-infused anger and pain, and undead Bánánach has retained focus) at the start of its turn. Courage
act on this pain. Check halves.
Chill TouchA: +5 vs. MD/2D6+3 damage. 5ft range.

171 Monsters - Undead Monsters - Undead 172


shades Dancing Shade Soaring Shade
The souls of the restless dead, Shades inhabit the lands Stats Stats
of the dead from multiple civilizations, and exist in a Type Undead Type Undead
ghastly form (usually due to cremation), taking on the CR 3 CR 4
form they had when they [Link] possessed of an DPR 15 DPR 18
unnatural desire for blood, Shades are unintelligent until Size Medium Size Medium
they drink blood, at which time they gain recollection of Prof. +2 Prof. +3
their time alive, as well as additional (and often HP 180 HP 220
dangerous) power. Move 35ft Move 45ft
Check DC 15 Check DC 16
Shambling Shade AP 3 AP 3
The simplest of shades, the Shambling Shade is an PD 15 PD 16
unintelligent ghastly creature that seeks blood and MD 13 MD 14
remembers nothing of their former life. Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
1 2 1 1 3 1 3 1 1 3
Talents Perception +5, Acrobatics +6 Talents Perception +7, Acrobatics +7
Shambling Shade Abilities Abilities
Stats VeilstepP: This creature can move through spaces occupied by VeilstepP: This creature can move through spaces occupied by
Type Undead other creatures. It may not end its turn on a space occupied by other creatures. It may not end its turn on a space occupied by
CR 2 another [Link] creature provokes opportunities when it another [Link] creature provokes opportunities when it
DPR 11 leaves its starting square of movement and enters its final square leaves its starting square of movement and enters its final square
Size Medium of movement, but does not provoke opportunity attacks of movement, but does not provoke opportunity attacks
Prof. +2 throughout the rest of its movement. throughout the rest of its movement.
HP 100
Move 30ft Chill VeilB: As a Boost to a move action, when this creature Chill VeilB: As a Boost to a move action, when this creature
Check DC 13 passes through a space occupied by any target, that target makes passes through a space occupied by any target. All such targets
AP 3 a Fate Check against this creature’s Check DC or takes 2D6 make a Fate Check against this creature’s Check DC or takes
PD 15 spiritual damage. 3D8 spiritual damage.
MD 12 Chill TouchA: +5 vs. MD / 1D8 + 2 Spiritual Damage. Chill TouchA: +5 vs. MD / 2D6 + 4 Spiritual Damage.
Power Finesse Wiles Courage Fate
2 0 0 1 1 Spiritual BodyP: Reduce damage dealt to this creature through Spiritual BodyP: Reduce damage dealt to this creature through
Talents Perception +4 attacks dealt against PD by 4. attacks dealt against PD by 6.
Abilities
Ghastly SwordA: +5 vs. PD / 1D8 + 2.
BucklerA: +5 vs. PD / 1D4 + 2.
Raise BucklerR: Add +1D4 to PD against a single attack.
Bleeding BiteA: +5 vs. MD/1D6+2 Damage. Recover half
that damage as health and become a Bleeding Shade if not
already.
Savage BiteA: Can only use if a Bleeding Shade.
+3 vs. MD / 2D6 +2 [Link] makes a Power Check
against 1 level of Nausea if they do not yet have it.
Incorporeal FormP: Resistant to physical weapon damage by
half unless it is made by a magical weapon.

173 Monsters - Undead Monsters - Undead 174


Minor Ashtari
Stats
Type Fontmade
CR 1
DPR 12
Size Small
Prof. +1
HP 60
Move 30ft
Check DC 14
AP 2
PD 14
MD 14
Power Finesse Wiles Courage Fate
0 2 3 0 1
Talents Perception +4, Survival +4
Abilities
Burning GazeA: +5 vs. MD/4D6. 30ft range.
Frenzied SightA: 30ft [Link] makes Wiles Checks
against 3 levels of Frenzy.
FireclawA: +5 vs. MD/2D6+2 damage. 5ft range.
Passive FlameP: Any creature starting their turn within 5ft of
the Minor Ashtari takes 2D6 Fire damage (Finesse Check
halves).

Fontmade

L ong ago, Sacadia floated through a gaseous cloud


of arcana, which clung to the world’s divinity in
a wild form before polarizing and crystalizing
into fonts. These fonts, formed of elementally
polarized raw arcana, are highly [Link] closer
a creature comes to a font, the more likely they are to
change or be twisted in accordance with the arcane
energy of the fonts themselves.
Creatures who come too close to fonts or are
touched by their affiliated power exist with a
powerful charge of one of the 1st elements (Rot, Salt,
Earth, Air, Water, Fire) or some derivative element
formed of their mixing. Whatever the elemental
attunement of Fontmade, these creatures are highly
attuned to and imbued with elemental energies, and
the warping of their divinity from raw arcana has
made them dangerous creatures.

GM Note:Arcane Fonts
Arcane Fonts, covered elsewhere in this guide, form
powerfully magical locations �lled with rare craft
ingredients - but they come at legendary cost.

175 Monsters - Fontmade Monsters - Fontmade 176


The Amberwyld Sapsuck Amberwyld Ant Ridden Sapsucker Brute Sapflow
Stats Stats Stats
When the Fonts crystalized and showered down upon Type Fontmade Type Fontmade Type Fontmade
Sacadia, one of them nestled into the sapping bark of CR 1 CR 3 CR 4
aWhite [Link] Font resonated with the sticky sweet DPR 13 DPR 17 DPR 18
sap of the tree, and became it - and then, quickly, Size Small Size Large Size Large
found itself solidifying as the sap into hard amber. Prof. +2 Prof. +2 Prof. +3
Oscillating between two states of matter that both HP 75 HP 175 HP 260
reflected it, the Font thereby became a Font of Sap Move 25ft Move 50ft Fly Move 30ft
and Amber. Check DC 16 Check DC 15 Check DC 16
AP 2 AP 3 AP 3
The resonance of this Font spread into the PD 13 PD 18 PD 14
surrounding woods and transformed them into the MD 11 MD 14 MD 14
Amberwyld - a reflection of a reflection of that first Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
sap beed trailing its way down the surface of a conifer. 2 3 0 2 0 1 4 3 0 2 3 0 0 0 2
Trees shatter with thick sap that runs into rivers Talents Perception +5, Athletics +2 Talents Perception +6, Acrobatics +6 Talents Perception +2
through the woods, collecting and capturing animals Abilities Abilities Abilities
in its stream. They, in turn, become a reflection of BiteA: +5 vs. PD/1D10+3. 5ft range. SapsuckA: +6 vs. PD/2D8+[Link] makes Finesse Checks SubsumeA: Move up to half your move speed into a square
that sticky sap, becoming gelatinous but retaining against 4 Levels of Hemorrhage. 5ft range. occupied by any number of creatures. Creatures makes a
their form and base impulses. SticksapA: Target makes Finesse Check against 3 Levels of
Finesse Check against 4 levels of Pin. If they receive at least one
Pin. 5ft range. Greater SapsuckF: Can only be initiated against a creature
level of Pin, they move with this creature when it [Link]
Deeper into the Amberwyld, crystalized amber that this creature has used Sapsuck on this turn. As long as this
Poison BiteA: Target makes Power Check against 3 Levels of a creature successfully reduced Pin given this way to 0, they
bursts from long-dead trees in the shape of wounded creature remains within 5ft of the target, deal 6D6 damage at
Hemorrhage. immediately fall out of the Sapflow to a random side.
pines, creating a landscape of reflected amber light the start of each turn. Finesse Check halves.
and sharp crystals. Here, strange and alien creatures Ooze ClawA: +7 vs. PD/2D6 + 3. 5-10ft range.
Rapid DisengageP: Attacks of Opportunity against this
dwell - close and dangerous reflections of the Font Amber Sapsucker creature are made at 1X disadvantage. Crushing BodyA: All creatures subsumed by the Sapflow
that bore them. Stats take 3D6 damage (Power Check halves). Can only use once per
Type Fontmade Pin ImmunityA: This creature is immune to Pin. If it is ridden,
turn.
its rider is also immune to Pin while riding.
Amberwyld Ant CR 2
Ooze ShapeP: This creature cannot be pushed, moved through,
DPR 14 Ridden MountP: This creature can be ridden as a mount. If
Stats Size Medium or given Physical conditions that restrict movement such as Pin.
Type Fontmade ridden, reduce its available AP by 1, and its move speed to 0.
Prof. +1 It is also immune to being Surrounded. It has DR 5 from
CR 1/2 When its rider moves, use the move speed of this [Link]
HP 110 slashing and piercing.
DPR 7 creature shares a place in the turn tracker with its rider.
Move 40ft Fly
Size Small
Check DC 14
Prof. +1
AP 3
HP 36
PD 15
Move 20ft
MD 13
Check DC 14
Power Finesse Wiles Courage Fate
AP 2 0 4 3 0 1
PD 13
Talents Perception +5, Acrobatics +5
MD 11
Power Finesse Wiles Courage Fate Abilities
1 2 0 2 0 SapsuckA: +5 vs. PD/2D6+[Link] makes Finesse Checks
Talents Perception +3, Athletics +2 against 3 Levels of Hemorrhage. 5ft range.
Abilities Greater SapsuckF: Can only be initiated against a creature
BiteA: +4 vs. PD/1D8+2. 5ft range. that this creature has used Sapsuck on this turn. As long as this
creature remains within 5ft of the target, deal 4D6 damage at
SticksapA: Target makes Finesse Check against 2 Levels of
the start of each turn. Finesse Check halves.
Pin. 5ft range.
Rapid DisengageP: Attacks of Opportunity against this
creature are made at 1X disadvantage.

177 Monsters - Fontmade Monsters - Fontmade 178


Giving Sapflow Greater Sapflow Spriggan Spriggan Sorcerer
Stats Stats Stats Stats
Type Fontmade Type Fontmade Type Fontmade Type Fontmade
CR 4 CR 6 CR 3 CR 3
DPR 20 DPR 28 DPR 15 DPR 15
Size Medium Size Huge Size Medium Size Medium
Prof. +2 Prof. +3 Prof. +2 Prof. +2
HP 200 HP 500 HP 200 HP 160
Move 30ft Move 30ft Move 30ft / 30ft Fly Move 30ft / 30ft Fly
Check DC 16 Check DC 17 Check DC 15 Check DC 16
AP 3 AP 4 AP 3 AP 3
PD 14 PD 15 PD 18 PD 17
MD 14 MD 15 MD 15 MD 15
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
0 2 2 0 2 4 3 0 0 2 3 3 1 0 1 0 3 3 0 2
Talents Perception +3 Talents Perception +4 Talents Perception +6, Acrobatics +6 Talents Perception +6
Abilities Abilities Abilities Abilities
EmpowerF: Choose one ally within [Link] add 1D8 to all SubsumeA: Move up to 15ft into the square of another LongbowA: +6 vs. PD/2D6+4. 120ft range. Slow BodyA: Target makes Wiles Checks against 2 levels of
to-hit and damage they roll. creature that is at least one size smaller. Creature makes a Fatigue.
Amber SwordA : +6 vs. PD/2D6+4. 5ft range.
Finesse Check against 5 levels of Pin. If they receive at least one
Gift SapA: All allies within 5ft of this creature gain 4D8 Infect MindA : Target makes Wiles Checks against 2 levels of
level of Pin, they move with this creature when it [Link] Sweeping StrikeA: Can only be initiated when on foot. All
temporary HP and gain a boost of 1D8 to their next to-hit. Panic.
a creature successfully reduced Pin given this way to 0, they enemies within 5ft of the Spriggan make a Finesse Check or are
Calm the MindA: Choose up to X targets (where X is twice immediately fall out of the Sapflow to a random side. knocked Prone. Harden SapA: Choose a body of Sap (up to 10ft x 10ft). It
your Proficiency).They each makeWiles checks or take 2D6 turns to Amber. Creatures standing in this Sap make Finesse
Ooze ClawA: +9 vs. PD/3D6 + 4. 5-10ft range. Harden/SoftenA: As a body action, this creature can change
Fumble. Checks against 4 levels of Pin.
from hard as amber (+2 to PD) to soft as sap (DR 5 to all
Crushing BodyA: All creatures subsumed by the Sapflow
Call to ActionA: In addition to AP spent to use this ability, physical damage). Enforce ConditionA: Choose one target with an adversarial
take 5D6 damage (Power Check halves). Can only use once per
expense up to 2 AP. Give those AP to an ally within 30ft. condition when you initiate this ability (specify the condition).
turn. Riding StrikeA: Can only be initiated when riding a mount.
As long as you retain Focus, that condition is treated as
Ooze ShapeP: This creature cannot be pushed, moved through, This creature calls for a strike from its mount, who makes a
Ooze ShapeP: This creature cannot be pushed, moved through, Enduring for that creature (i.e., it does not reduce each turn).
or given Physical conditions that restrict movement such as Pin. physical attack against a [Link] the target as surprised
or given Physical conditions that restrict movement such as Pin.
It is also immune to being Surrounded. when you use this ability. Harden/SoftenA: As a body action, this creature can change
It is also immune to being Surrounded.
from hard as amber (+2 to PD) to soft as sap (DR 5 to all
Excuse MeR: When a target within 5ft of this creature rolls an
Oozing TrailP: Wherever this creature moves, it leaves a thick physical damage).
attack against an ally of this creature also within 5ft, this
trail of sap that is one pace [Link] this as difficult terrain for
creature may make an attack of opportunity against that target.
the duration of combat.
Rapid DisengageP: Attacks of Opportunity against this
creature are made at 1X disadvantage.

179 Monsters - Fontmade Monsters - Fontmade 180


Spriggan Guardian Spriggan Queen
Stats Stats
Type Fontmade Type Fontmade
CR 4 CR 9
DPR 18 DPR 40
Size Medium Size Large
Prof. +3 Prof. +5
HP 260 HP 800
Move 30ft / 30ft Fly Move 40ft / 50ft Fly
Check DC 16 Check DC 18
AP 4 AP 4
PD 19 PD 20
MD 16 MD 16
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
4 2 1 0 1 2 5 5 2 4
Talents Perception +6, Acrobatics +6 Talents Perception +8, Social Graces +10
Abilities Abilities
LongbowA: +7 vs. PD/2D8+4. 120ft range. Enforce ConditionA: Choose one target with an adversarial
condition when you initiate this ability (specify the condition).
Amber SwordA : +7 vs. PD/2D8+4. 5ft range.
As long as you retain Focus, that condition is treated as
TauntingVisageA: Target creature makes a Wiles Check Enduring for that creature (i.e., it does not reduce each turn).
against three levels of Taunt. 60ft range.
ClawA: +12 vs. PD/2D10+6. 5-10ft range.
Sweeping StrikeA: Can only be initiated when on foot. All
Slow BodyA: Target makes Wiles Checks against 3 levels of
enemies within 5ft of the Spriggan make a Finesse Check or are
Fatigue. May only use once on each target.
knocked Prone.
PossessA: You may use this once per combat after dropping
Harden/SoftenA: As a body action, this creature can change
below 200HP. Enter a creature’s [Link] make a Fate
from hard as amber (+2 to PD) to soft as sap (DR 5 to all
Check against your Check DC. If they fail, you enter them. As
physical damage).
long as you maintain Focus, you may do nothing else, but on
Reactive MeltR: As a reaction to a target rolling to-hit against their turn, you take their turn for them. At the end of their
this creature while this creature is in a hard form, it may soften turn, they may make another Trait Check to reject you.
to a soft form, reducing to-hit by 1D8. Additionally, they can make this Trait Check each time an ally
deals damage to [Link] any damage that creature takes as
Excuse MeR: When a target within 5ft of this creature rolls an
well.
attack against an ally of this creature also within 5ft, this
creature may make an attack of opportunity against that target. Pinning SapA: Target makes a Finesse Check or receives 1
level of Pin (on top of any other levels of Pin it has).
Rapid DisengageP: Attacks of Opportunity against this
creature are made at 1X disadvantage. Spread SapA: Choose a 20’x20’ square within 30ft of this
creature. It is difficult terrain and is filled with sap.
Spike SapA: Select a 20’x20’ square with sap in [Link] sap
spikes upwards. All creatures in this space take 4D6 damage
(Finesse Check halves).
Harden SapA: Select a 20’x20’ square with sap in [Link] sap
hardens. All creatures within this square take 1 level of Pin (no
Trait Check against this effect).
Legendary SuccessB: As a Boost to failing any roll, this creature
may choose to succeed instead. It may do this 3x per combat.

181 Monsters - Fontmade Monsters - Fontmade 182


Lernæan Hydra, Main head Lernæan Hydra, Side Head
Stats Stats
Type Demon Type Demon
CR 18 CR 18
DPR 35 DPR 15
Size Gigantic (5x5) Size Large (2x2)
Prof. +9 Prof. +8
HP 2000 HP 200
Move 50ft Move 30ft
Check DC 22 Check DC 22
AP 3 AP 2
PD 24 PD 24
MD 18 MD 18
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
6 5 2 3 4 6 5 2 3 4
Talents Perception +15, Athletics +10 Talents Perception +15, Athletics +10
Abilities Abilities
BiteA: +20 vs. PD/2D10+6 Piercing Damage. 15ft range. BiteA: +18 vs. PD/2D10+6 Piercing Damage. 15ft range.
Poisonous BreathA: Choose one target within [Link] Poisonous BreathA: Choose one target within [Link]
target makes a Power Check against 3 levels of Hemorrhage. target makes a Power Check against 3 levels of Hemorrhage.
Toxic BallA: Choose a 15ftx15ft square within [Link] GrowthA: As an action, if the Hydra has lost a head in the last
square is difficult terrain, and creatures starting their turn 3 rounds, it may regrow two heads. Both heads come in at full
within that square take 2D10 rot damage (Power Check halves). HP.
Toxic StenchP: The first time a creature comes within 30ft of SacrificeR: As a reaction, this head may take the damage that is
the Hydra, they must make Courage Checks against 6 levels of dealt to another creature within 20ft through a single attack.
Nausea.
Hydra’s HeadsP: The Hydra is infamous for regrowing its heads
Demons SlamA: Move 25ft forward with a lunge. All creatures in the once they are [Link] this creature is reduced to 0HP, it
occupied space make a Finesse Check against this creature’s leaves behind a [Link] stump is located on the main body,

T he most dangerous and powerful of creatures in


Sacadia, most demons were formed thousands
of years ago from raw divinity by the gods, who
created them to use as warriors in a war to decide
check DC or take 5D10 damage. Can use at most once per
turn. Creatures may not use a reaction to give this creature Pin
during this attack.
and may be sealed through a ‘Rend Armor’ attack using
elemental damage (e.g., a torch’s Fire damage) or 50+ damage
dealt to the stump through a single attack from melee range. If
the stump is not sealed, this head may use the ‘Growth’ action.
whether gods would intervene in mortal affairs. Hydra’s BaneP: The Hydra is infamous for regrowing its heads
Each side head may use the move action, but may not move
once they are [Link] Hydra begins with 4 heads - 3 side heads
Though the outcome of this war is unknown and further than 10ft from the main body of the [Link] new
and one main head. If the main head is reduced to 0HP it dies,
disputed, most surviving demons were removed heads enter the turn tracker, they enter onto the same spot as
even if the other heads still have HP. Each head is treated as a
from Sacadia to another plane (the exact nature of the place where the stump was in the [Link] a new head
separate monster when given [Link] Hydra’s main
this plane, like the outcome of the war itself, is appears on the body of the Hydra, it reduces its Rend condition
head cannot be surrounded.
disputed among cultures). Some demons, however, by 1.
have remained hidden within Sacadia. Some slumber. Legendary SuccessP:When it fails any roll, this creature may
Energized BeastP: This creature is immune to Fatigue and Pin.
Some await an opportunity that they might yet see. choose to succeed instead. It may do this 4x per combat.
Energized BeastP: This creature is immune to Fatigue and Pin.
Demons are alike in that their presence is a threat to
all society - they are among the strongest creatures
that players can fight, and take on the form of
mythical beasts capable of destroying armies.

GM Note:The Creation of Future Demons


Some gods disagree with the outcome of this war, and
may seek to create new [Link] will these look
like in your campaign?

183 Monsters - Demons Monsters - Demons 184


Broodswarms Broodswarm
Broodswarms are a small, vicious knitting demon that is Stats
known for sewing its prey to surfaces, to await Type Demon
judgement from higher [Link] knitting is messy CR 6
and bloody, but effective - creatures subjected to this DPR 32
knitting receives harmful pains from the kniting effect of Size Large
the demon’s small claws. Prof. +3
HP 400
Though small, broodknitters work predominantly in a Move 40ft
swarm as a large group of creatures. Their tactic is Check DC 17
simple, for they have little health - be quick about AP 4
disarming your prey by sewing them to something, and PD 20
then bite them to death. In this practice, they quite MD 17
effective. Power Finesse Wiles Courage Fate
1 5 0 2 1
Broodknitter
Talents Perception +9, Acrobatics +9
Stats Abilities
Type Demon
CR 2 BiteA: +9 vs. PD/1D8+5 Piercing Damage. Bite all targets in
DPR 17 the 10x10 square occupied by this creature.
Size Small NeedlepointA: Choose one [Link] make a Finesse
Prof. +1 Check against 4 levels of Pin. Once given Pin this way, for each
HP 90 level of Pin the target loses from any effect (including normal
Move 30ft reduction at the end of their turn) except the Make Trait Check
Check DC 15 action, they take 1D10 damage.
AP 3
PD 17 Restorative NeedleworkA: +5 vs. PD/target gains one
MD 14 level of Pin (in addition to Pin they already have been given
Power Finesse Wiles Courage Fate through Needlepoint) to a maximum of 5. Finesse Check
1 4 0 1 1 negates. Applied to every target in the 10x10 square occupied
Talents Perception +5, Acrobatics +5 by this creature. May use once per turn.
Abilities Difficult TerrainP: The 10x10 square occupied by this creature
BiteA: +5 vs. PD/1D8+4 Piercing Damage. 5ft range. is considered difficult terrain.
NeedlepointA: Choose one [Link] make a Finesse Swarm Effects (Med.)P: Attacks which target single creatures
Check against 4 levels of Pin. Once given Pin this way, for each cannot do more than 10 damage to this [Link] creature
level of Pin the target loses from any effect (including normal cannot be given physical conditions, pushed, pulled, or
reduction at the end of their turn) except the Make Trait Check [Link] creature does not exhaust , , , or
action, they take 1D8 damage. even if an effect would cause [Link] creature has weakness 10
to Area of Effect abilities which cause damage.

Repairing Broodknitter
Alters Broodknitter
Stats (Replace)
Level 3
Abilities (Add)
Restorative NeedleworkA: +5 vs. PD/target gains one
level of Pin (in addition to Pin they already have been given
through Needlepoint) to a maximum of 4. Finesse Check
negates. 5ft range. May use once per turn.

185 Monsters - Demons Monsters - Demons 186


Human Priests Soulrender Vate Giants Bolgen
Alters Vate Stats
A family of humanoid creatures descended from
The Vate Stats (Replace) mythical titans, Giants are humanoid creatures of Level 5
A ritual practitioner of sacrifice, the vate is capable of Level X (9) enormous stature and limited intelligence that live in Size Huge
converting life energy into powerful spells and magicks. AP 5
remote regions of the world, far from the reaching eye Health 75
Vates can be good or bad, and their spell ingredients of most civilizations. Move 40ft
fundamentally differ depending (see the section MA 20
Check DC 16
‘Crafting with Souls’ in this book). Power Finesse Wiles Courage Fate Preferring to live in remote locations, those few giants AP 4
0 1 2 1 5 who grow too close to human society tend to come
Vate Abilities (Replace) close due to dire need – environmental collapse or food PA 18
Stats shortage, or warring tribe disputes forcing them away MA 10
SacrificeA: Gain 4 Madness. from traditional [Link] desperation leads to violence Power Finesse Wiles Courage Fate
Level X (5-7) 4 1 0 3 0
Health 7X Abilities (Add) and in turn gives giants a reputation for danger and
Move 30ft
cruelty. Abilities
SouldrendA: +1+X vs MD/2D6+X. Add this as temp. HP.
Check DC 10+X ClubA: +7 / 2D6+4. 10ft range.
AP 4 Fateful ChargeA: Once per day, you may reduce your Bolgen
PA 13 Madness by an amount N to give all allies within 30ft of you Stomp EarthA: The Bolgen stomps the earth. All medium or
A smaller, more humanoid form of giant, the Bolgen is
MA 18 5xN temporary HP. smaller creatures within 30ft must make a Power Check or fall
a stone-descendant giant said to be descended from the prone.
Power Finesse Wiles Courage Fate mountains themselves who poured themselves into
Charge DestinyA: You may reduce your madness by 3 to roll
0 0 1 1 4 humanoid form to keep the Old Man of the Sea GrabA: Grab a target creature within 10ft. Attempt to give
1D20, which you store this way. Anytime in the next minute,
Abilities company on his travels. Bolgen are huge creatures with them 3 levels of pin.
you may apply this roll to any roll made by a target you can see.
rough, stony skin, and they eat only volcanic rock, ThrowA: Throw a creature you have given at least two levels
SacrificeA: Gain 3 Madness. leading them to create mountainous mines where they of pin [Link] target loses all pin, is knocked prone, and takes
live near and adjacent to volcanic flows, which they in
Burn FatesF: Choose a number of creatures up to your Fate 4D6 points of bludgeoning damage.
score you can [Link] reduce or increase (all the same) all to-
Vate Apprentice turn redirect to ocean water to create their food
Stats sources. StoneskinP: This creature has resistance to slashing and piercing
hit rolls and Checks they make as long as you maintain focus. If
damage by 5.
you choose ‘reduce’, each target may roll a Fate Check against Level 3
Bolgen live on remote islands and in mountainous
this [Link] may reroll this check at the end of each turn. Health 25
Each turn you maintain this ability, burn one madness for every
regions, and are said to ride mammoths or Aurochs. Bolgen Archer
Move 30ft Bolgen do not typically communicate using human
two creatures controlled this way (rounded up). Alters Bolgen
Check DC 14 languages, and have their own rough and simplistic
AP 3 language that conveys only simple needs and emotions. Abilities (Add)
Mind MeltA: Choose a single target [Link] roll a Fate
PA 12 TreebowA: +7 / 2D6+4. 200ft range.
Check against you. If they fail, roll ND8 dice, where N is a
MA 16
number of Madness which you burn immediately. Apply that
Insane effect to the target creature. Power Finesse Wiles Courage Fate Diamond Bolgen
0 0 1 1 3 Alters Any Bolgen
Legendary ReactionR: In response to a creature hitting a
Abilities Abilities (Add)
target you can see, remove N madness and reduce the to-hit by
3N. SacrificeA: Gain 2 Madness. StoneskinP: This creature has resistance to slashing and piercing
damage by 10 (rather than 5).
Curse of VulnerabilitiesF: Choose a target. As long as you Burn FatesF: Choose a number of creatures up to your Fate
maintain focus, they are vulnerable or resistant to all damage score you can [Link] reduce or increase (all the same) all to-
taken by 2x your Fate Score. hit rolls and Checks they make as long as you maintain focus. If
you choose ‘reduce’, each target may roll a Fate Check against
this [Link] may reroll this check at the end of each turn.
Incensed Vate Each turn you maintain this ability, burn one madness for every
Alters Vate two creatures controleld this way (rounded up).
Abilities (Add)
Mind MeltA: Choose a single target [Link] roll a Fate
Incense CloudF: As long as you maintain focus, a cloud of Check against you. If they fail, you roll two dice on the Insane
incense swirls around [Link] 15ft of you, the terrain is Table at the start of their turn and choose one, which is applied
treated as dim (ignore eyesight benefits). to the target creature.

187 Monsters - Humanoids Monsters - Humanoids 188


Bison and Buffalo Wolf
Stats
Bison, dire bison, Level 1
Size Medium
Bovines Health 16
Move 30ft
Aurochs, also water buffalo, yaks, cattle Check DC 14
AP 2
Cats PA 13
Include cats, lion, saber-toothed tiger, dire lion, MA 8
wooly lion, panther Power Finesse Wiles Courage Fate
2 1 0 1 0

Deer Abilities
BiteA: +2/1D6 + 2
Pack TacticsP: If the wolf is within 5ft of another wolf, it gets 1x
advantage on the first attack it makes each turn and cannot be
Elephants and Mastodons surrounded.

Glyptodont Winter Wolf


Alters Wolf
Stats (Replace)
Litopes PA 15
Llama, litopa, dire alpaca Abilities (Replace)
beasts Antelopes
BiteA: +3/1D8 + 2
Normal, saiga, dire saiga Rhinos Warm CoatP: TheWinter Wolf is resistant to cold damage by 5.

A nimals of the wild world, beasts are more


dangerous in Sacadia than one might imagine.
A party of adventurers far from home can
stumble upon megafauna capable of killing them
Bears
Four bear types are listed. The black bear, grizzly
Wooly and normal

Wolves
quite easily if they aren’t careful--and such beasts can bear, flat-nosed bear, and dire bear (in increasing level Dire Wolf
be anywhere. Normal, winter, dire Stats
of difficulty). Bears are solitary creatures, and
Sacadia is a world of ancient fantasy, and the creatures typically among the most fearsome solitary animals Level 3
of the world are indicative not only of beasts players that players can fight. Size Large
might be familiar with, but also Pleistocene Health 40
megafauna--that is, beasts of the Ice Age as would be Move 40ft
Grizzly Bear
found all over the world prior to human contact. Check DC 16
AP 3
Characters may come across giant ground sloths PA 16
lumbering the world, bears as large as a truck, or Flat-Nosed Bear MA 12
giant boas that could swallow them whole. Power Finesse Wiles Courage Fate
4 3 0 2 0
Sacadia is not a kind place to the unprepared. Dire Bear Abilities
GM Note: Beasts BiteA: +5/2D6 + 4
Beasts rarely have alteration options because beasts Note--add polar variant Pack TacticsP: If the wolf is within 5ft of another wolf, it gets 1x
rarely have special strategies or attacks. They are advantage on the first attack it makes each turn and cannot be
unique in this. Some alterations are listed. surrounded.

189 Monsters - Beasts Monsters - Beasts 190


Black Bear Elephant Treecat Rat Swarm
Stats Stats Stats Stats
Level 1 Level 4 Level 1/4 Level 2
Size Small Size Large Size Tiny Size Small
Health 12 Health 45 Health 4 Health 20
Move 35ft Move 35ft Move 30ft/30ft climb Move 20ft
Check DC N/A Check DC 14 Check DC N/A Check DC N/A
AP 2 AP 3 AP 2 AP 3
PA 12 PA 16 PA 10 PA 12
MA 8 MA 12 MA 8 MA 12
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
2 1 0 0 0 3 1 1 2 0 0 2 0 1 0 1 2 2 0 0
Abilities Abilities Abilities Abilities
BiteA: +2/1D6+1 TrampleA: Target makes Finesse Check. On fail, 2D8 BiteA: +2/1D4 + 1 BiteA: +2/1D8 + [Link] rat swarm does not exhaust a limb
damage and falls prone. using this action.
ClawA: +2/1D4+1 JumpA: The treecat has a jump distance of 20ft. Defensive SwarmingP: When the rat swarm is on a creature,
HeadbuttA: +4/1D10+3. all hits against the rat swarm are made at 1x disadvantage.
DropP: If the treecat drops upon a creature or glides onto them,
Short-Nosed Bear it gets 1x advantage on the first attack it makes.
Stats Bull Elephant Giant Sloth
Level 6 Stats Rat Stats
Size Large Level 6 Stats Level 4
Health 80 Size Large Level 1/4 Size Large
Move 40ft Health 65 Size Tiny Health 40
Check DC 16 Move 40ft Health 3 Move 20ft
AP 4 Check DC 16 Move 20ft Check DC 18
PA 18 AP 4 Check DC N/A AP 3
MA 10 PA 18 AP 2
Power Finesse Wiles Courage Fate PA 16
MA 13 PA 10 MA 10
4 3 0 3 0
Power Finesse Wiles Courage Fate MA 12 Power Finesse Wiles Courage Fate
Abilities 4 2 1 2 0 Power Finesse Wiles Courage Fate 3 0 0 1 0
Abilities 0 2 2 0 0
BiteA: +6/2D6+4
Abilities
TrampleA: Target makes Finesse Check. On fail, 2D8
Abilities
ClawA: +6/1D10+4 SlamA: The sloth slams a creature. +3 / 2D6 + 3.
damage and falls prone. BiteA: +2/1D4 + 1
TackleA: Finesse Check removes. Fail: Fall prone, next attack ClawA: The giant sloth claws. +4 / 1D8 + 3.
SneakP: When the rat does not want to be seen, creatures get 1x
by the Flat-nosed bear critically hits if it hits. HeadbuttA: +7/2D10+4.
disadvantage to see it. PinA: the giant sloth attempts to give 3 Wrestle dice to a
ChargeA: All targets in a 30ft line (10ft wide) make Finesse target. A successful Power Check reduces the level.
Necrotic Bear
Alters Any bear between levels 4-8.
Checks. On fail, 4D8 damage. Move the bull elephant to the Rot Rat Strong EmbraceA: The giant sloth grips and embraces
other end of the line.
Alters Rat or rat swarm creatures it has given at least 3 levels of Pin to, dealing 4D4+3
Stats (Add) damage.
Level +1
Abilities (Add)
Abilities (Add) BiteA: + 1D6 Rot damage to Bite.
BiteA: + 2D6 Rot damage to bite.

ClawA: + 2D6 Rot damage to claw.

191 Monsters - Beasts Monsters - Beasts 192


Small Boar Relentless Boar Giant Elk Giant Hawk
Stats Alters Any Boar Stats Stats
Level 1/2 Abilities (Add) Level 2 Level 2
Size Small Size Large Size Medium
RelentlessP: The first time the boar takes damage that would
Health 10 Health 34 Health 26
reduce it to zero points of health, it is reduced to 1 instead.
Move 30ft Move 60ft Move 60ft flying
Check DC N/A Check DC N/A Check DC 14
AP 2
Pack Boar AP 3 AP 4
PA 12 Alters Any Boar PA 14 PA 15
MA 12 Abilities (Add) MA 11 MA 10
Power Finesse Wiles Courage Fate PackP: The boar gets 1x advantage on any attack made within Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
2 1 0 0 0 10ft of another allied boar. 2 3 0 0 0 2 4 0 0 0
Abilities Abilities Abilities
HeadbuttA: +2/1D6+2 Raging Boar RamA: +3/1D10+3 TalonsA: +6/1D8+4
Alters Any Boar
ChargeP: if the boar moves at least 15 feet towards a target on its TrampleA: Target makes Finesse Check. On fail, 2D8 BiteA: +6/2D4+4
turn, it gets 1x advantage on to hit in the same turn. Abilities (Add) damage.
RelentlessP: The first time the boar takes damage that would PinA: the Giant Hawk attempts to give 3 Pin to a target. A
RetreatP:Targets get 1x disadvantage to make an opportunity ChargingP: if the Elk moves at least 15 feet towards a target on
reduce it to zero points of health, it is reduced to 1 instead. successful Power Check reduces the level.
attack against the boar if it runs away. its turn, it gets 1x advantage on to hit in the same turn.
CarryF: Giant Hawks are capable of carrying small creatures
dire Boar Elk Hawk with them. If a giant hawk has wrestled a target, it can carry
Stats Stats Stats them at half its flight speed. If it drops the creature, the creature
Level 5 Level 1/2 takes 1D6 damage/10ft dropped.
Level 1/4
Size Large Size Medium
Health 90
Size Small Argentavis
Health 14 Health 8
Move 40ft Stats
Move 40ft Move 40ft flying
Check DC 17 Check DC N/A Level 4
Check DC N/A
AP 5 AP 2 Size Large
AP 3
PA 16 PA 12 Health 52
PA 13
MA 14 MA 10 Move 80ft flying
MA 10
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate Check DC 18
Power Finesse Wiles Courage Fate
4 2 2 3 0 1 2 0 0 0 1 3 0 0 0 AP 5
PA 18
Abilities Abilities Abilities MA 12
BiteA: +9/3D6+4 RamA: +2/1D6+2 Power Finesse Wiles Courage Fate
TalonsA: +3/1D4+3
3 5 0 0 0
HeadbuttA: +7/1D12+4
ChargeP: if the Elk moves at least 15 feet towards a target on its
Greater ChargeP: if the boar moves at least 15 feet towards a turn, it gets 1x advantage on to hit in the same turn. Bullet Hawk Abilities
target on its turn, it gets 1x advantage on to hit in the same Alters Any Hawk TalonsA: +8/1D10+5
[Link] target must then make a Power Check or be knocked
Abilities (Add)
prone. BiteA: +8/2D6+5
ChargeP: if the hawk moves at least 15 feet towards a target on
RetreatP:Targets get 1x disadvantage to make an opportunity PinA: the Argentavis attempts to give 4 Pin to a target. A
its turn, it gets 1x advantage on to hit in the same turn.
attack against the boar if it runs away. successful Power Check reduces the level.
RetreatP: Targets get 1x disadvantage to make an opportunity
CarryF: Argentavis are capable of carrying small or medium
attack against the hawk as it flies away.
creatures with them. If a dire hawk has wrestled a target, it can
carry them at half its flight speed. If it drops the creature, the
creature takes 1D6 damage/10ft dropped.

193 Monsters - Beasts Monsters - Beasts 194


Auroch Dire Python Green Collorant (Young) Redbellied Catfish
The Auroch is a giant breed of steer in the family of One of the largest snakes in the world of Sacadia, the Stats Stats
[Link] and untamed by all except giants, the Auroch Dire Python grows to nearly 40ft long and hunts, among Level 2
Level 5
is an enormous creature – far larger than any steer alive other creatures, cattle and humans, both of which the DPR 12
DPR 27
today – and has enormous horns. Python can swallow. The python is not venomous, but Size Large
has an immensely powerful grappling ability. Size Huge
Auroch Prof. +3 Prof. +2
Stats Dire python Health 400 Health 140
Level 5 Stats Move 30ft / 60ft fly Move 30ft swim
Size Huge Level 3 Check DC 14 Check DC 14
Health 75 DPR 16 AP 4 AP 3
Move 50ft Size Huge PD 17 PD 14
Check DC 16 Prof. +2 MD 14 MD 13
AP 4 Health 280 Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
Move 30ft 4 4 0 0 2 2 2 0 0 0
PA 16
MA 10 Check DC 15 Abilities Abilities
Power Finesse Wiles Courage Fate AP 3 SlamA (6): +4/2D8+2.
4 3 0 2 0 PD 15 BiteA (5.5): +7/2D6+4. 10ft range.
GrabA (3): Attempt to give 4 levels of Pin to one target.
Abilities MD 10 BlusterA: Finesse Check or fall prone and back 10ft.
Power Finesse Wiles Courage Fate (Successful check, 5ft move).
GoreA: +6/2D6+4 3 3 0 0 0 DrownF (3): Can only initiate Drown on a target with at least
WingWhipA (5): +7/1D10+4. 10ft range. 2 levels of Pin. For each round a creature is held under water,
TrampleA: All medium or smaller creatures within 5ft of Abilities deal 1D6 damage.
this creature make a Finesse Check or take 2D6+3 damage. Spittlebreath (Acid)A (17): +7/4D6 Acid Damage +
BiteA (4.5): +5/1D10+3. 10ft range.
attempts to give 4 Hemorrhage.
Charging StrikeA:
Tail WhipA (4): +5/1D8+3.
Charging StrikeB: Increase the damage dice of this creature’s
ConstrictF (7.5): Each turn, attempt to give three levels of Pin
‘gore’ attack by one type for every 10ft it runs towards a target
to one target even if that target already has [Link] creature
before attacking it (to a max of five dice types).
gains the unconscious condition if it receives six levels of Pin.
RetreatP: Targets get 1x disadvantage to make an opportunity
SwallowB (7.5): As a Boost to a Bite action, attempt to give three
attack against this creature if it runs away.
levels of Stun to a target. As long as the target has Stun, it is
considered inside the Python.

195 196
Sylnid of Fresh Snow Sylnid of Falling Leaves
When snow falls across the land, blanketing it in snow The falling leaves in a forest come in a myriad of
that is just perfect, Sylnid can often be seen dancing colors--red, yellow, brown, [Link] they fall, it
atop it. Medium sized, taking the form of a group of is sometimes said to be the cause of Sylnid who dance
children with no color at all in their skin--pure white- among the trees as they light them aflame.
-Sylnid of Fresh Snow prefer dancing unperturbed
across the surface. The Sylnid of Falling Leaves appears as a tiny, dancing
adult human with butterfly wings in vibrant reds,
They will attack anything that disturbs the fresh snow orange, and yellow.
upon which they dance, and do so mercilessly.
Sylnid of Falling Leaves
Stats
Sylnid of Fresh Snow
Level 3
Stats
Size Tiny
Level 2
Health 26
Size Medium
Move 40ft fly
Health 38
Check DC 16
Move 30ft AP 4
Check DC 14 PA 14
AP 3 MA 18
PA 12 Power Finesse Wiles Courage Fate
MA 16 0 3 3 1 2
Power Finesse Wiles Courage Fate
0 2 3 0 3 Abilities
Abilities BurnA: +5/1D8+3 Fire damage, 60ft range

IcepickA: +4/1D8+3 Frost damage, 60ft range ClawA: +5/1D6+3


Fae Sylnid ClawA: +3/1D6+3 Fire LeavesA: The Sylnid drops leaves that burn like fire from
a tree. It chooses a point in range (60ft). All creatures within
Sylnid are representative of forces of nature: the

P erhaps the most ubiquitous class of beings found


in Sacadia are the Fae--dangerous, wild, and
unpredictable manifestations of raw divinity.
Fae can be caused by raw belief--folklore and legend
crashing wave, the roaring wind, or the desert rain. It
is said they are bred out of the pure divinity of a place.
After all, there is a small amount of divinity in each
and every thing, human, rock, or air particle alike.
Ice FootA: the Sylnid of Fresh Snow can turn one creature’s
foot to ice, reducing its movement speed to zero. Finesse Check
prevents. If a creature is trapped, it can escape with a successful
Power Check.
15ft of that point take 3D6 fire damage (Finesse Check halves).

Obscuring LeavesF: The Sylnid of Falling Leaves can cause


brought into being by sufficient belief--or they can be the leaves to dance all around a point in [Link] Sylnid
Why should Sylnid not find themselves taking form Ice RindF: the Sylnid of Fresh Snow can turn the snow
the cause of natural divinity growing sufficiently chooses one space within 60ft. All tiles within 20ft of that point
in regions where the largest waves crash to shore, or beneath a creature’s feet to ice. It chooses a point in range
strong to manifest something unknowable. is treated as ‘Dim’.
where the waterfall crushes rock itself? (60ft). For as long as it holds focus, all terrain within 30ft of
Whatever the cause, Fae are the most diverse class of that point that is snow becomes difficult terrain.
Secrets
beings in Sacadia. Sylnid are not bound to a single place, but to the A Sylnid of Falling Leaves will explode into a pile of leaves if it
touches the ground. Doing so causes 1D12 damage to anything
ethereal nature of an [Link] are often depicted Variant: Sylnid of Avalanche within 5ft of it.
as naked men or women. A Sylnid of the wave may Sometimes, fresh snow is [Link] there is
appear as a beautiful woman dancing along the edge an avalanche, it can often be the cause of a Sylnid that
of wet sea rock; her form may only appear to those has grown too powerful, too quickly.
who watch when the wave crashes to shore, and for a
brief moment outline her body. Sylnid are whimsical. Sylnid of Avalanche
They protect nothing, they hide nothing, and they
Alters Sylnid of Fresh Snow
need [Link] merely exist.
Abilities (Add)
GM Note: Sylnid Lifespans AvalancheA: The Sylnid causes an avalanche, reducing its
Sylnid often exist for only the moment when divinity is health by 19 in the [Link] it does, it chooses a point in
at its peak - the brief �ash of sunset’s perfection,or the range (120ft). All spaces within 60ft of that point takes 3D10
dance of an autumn leaf falling to the ground. Other points of damage and must roll a Finesse Check or be buried
Sylnid may last for much, much longer. under 3D4 feet of snow.

197 Monsters - Fae Monsters - Fae 198


Rust Sylnid BladeGrass Sylnid Minor Kelpie
Rust forms naturally on iron ores nestled deep in Stats Stats
swamps and bogs.A celebration of the degradation of all Level 1/2 Level 1
things, rot takes even metal from the world eventually. DPR 3 DPR 6
Rot Sylnid appear most commonly in bogs with rich Size Small Size Medium
iron content, where iron trapped in the water leaches Prof. +1 Prof. +1
vibrant red rust into the marshlands. Health 40 Health 90
Move 30ft Move 30ft / 50ft Swim
Here, where the water runs red with blood, adventurers Check DC 12
Check DC 12
who aren’t too careful may come across a rot sylnid, AP 2
AP 2
expressing as a small creature somewhat human, whose PD 14
very skin is rust and flakes off to reveal only more rust. PD 13
MD 12
MD 16
Power Finesse Wiles Courage Fate
Rust Sylnid Power Finesse Wiles Courage Fate 2 2 0 0 1
Stats 0 2 1 0 2
Actions
Level 3 Actions Change FormA: Change shape between a humanoid and
Size Small Grass SwordA (2.2): +4/1D6+2. 5ft range. Helk form.
Health 40
Move 30ft/30ft Fly Winding RootF: As long as the Bladegrass Sylnid maintains Siren SongA (2): (In human form only). Attempt to give 3
Check DC 15 focus, it declares one spot within range (that spot must have levels of Hysteria to a single target. Once a target has succeeded
grass in it).Within 15ft of that spot, all grass tangles around the against Siren Song, it cannot be used on that target again.
AP 3
ankles of any [Link] space becomes difficult terrain.
PA 14 GrabA (2): (in human form only). Attempt to give 3 levels of
MA 16 Cutting SidesF (1.8): As long as a Bladegrass Sylnid maintains Pin to one target.
Power Finesse Wiles Courage Fate focus on this ability, any creature that deals damage to the
DrownF (2): (in human form only). Can only initiate Drown
0 2 4 1 2 Sylnid makes a Finesse Check against the Sylnid’s Check DC or
on a target with at least 2 levels of Pin. For each round a
takes 1D6 points of slashing damage.
Abilities creature is held under water, deal 1D6 damage.
Rusting TouchA: +3/Upon a successful hit, the Rust Sylnid BiteA (3): +4 v. PD / 1D6+2.
does 2 damage to the defense of one item being carried/worn
KickA (6): (in Helk form only). +6 v. PD / 2D6 + 2.
by the target.
RustedR: As a reaction to taking damage from a physical weapon
attack, the Rust Sylnid can cause the weapon that touched it to
take 1 damage to its defense.

Secrets
A Rust Sylnid will explode in rust when it dies. Everything within
30ft of it must make a DC15 Finesse Check or reduce the defense
of worn armor by 1.

199 200
Drai Frost Draugr Draigar Nauseating Draigar
Stats A minor undead, Draigar are the bodies of improperly
The souls of the dead left behind, unable to reach the buried or cremated souls who, unable to find rest, rise Alters Any Draigar
Level 5
afterlife, or cursed, Drai are damned to wander the Size Medium and seek a different end. Cursed soldiers, Draigar are Level +1
earth in some form or another. Health 65
stronger than they were in life, fueled by their relentless Abilities (Add)
Move 30ft
anger at the injustice of their own death. Even still, most
There are many species of Drai and many variants, all lack all but the barest hint of sentience. Cloud of FliesF: All creatures reliant on sight or smell to
Check DC 15
sharing the underlying trait of a physical body and a Draigar attack the Draigar treat the area as low visibility. Any creature
AP 4
cursed soul. starting their turn within 10ft of the Draigar make a Courage
PA 16 Stats Check or take 1 level of Nausea.
MA 14 Level 3
The Lantern Lighter Power Finesse Wiles Courage Fate Sloughing BiteA: +5ft range, +5 vs. PD/1D6+3. Attempt
DPR 14
The soul of a damned priest left behind in an ancient 3 2 0 0 1 Size Medium
to give defender 3 levels of Nausea.
ruin, the Lantern Lighter has a solemn vow to
Actions HP 160
maintain the temple lights to call divinity forth for
Move 30ft
Awoken Draigar
[Link] anyone else lighting them, a lantern Frost SwordA: +5/1D8 + 3 Damage Stats
lighter is thus doomed to remain in ruined temples, Proficiency +2
Check DC 13 Level 5
lighting the torches and lamps that no one else will. Frost SpearA: +5/1D10 + 3 Damage, 30ft range.
AP 4 Size Medium
SlamA: +5/2D6 + 3 Damage. PD 14 Health 65
Frost Draugr MD 12 Move 30ft
In some cultures, dying in the ice and snow means an Bleeding BiteA: +6/2D8+3 Frost Damage, plus the Draugr Power Finesse Wiles Courage Fate Check DC 16
inability to die in battle or surrounded by family. In recovers half that damage as health. 3 1 0 0 2 AP 4
these cultures, such people may be denied the Ice StormF: The Frost Draugr can manipulate the weather to Actions PD 18
crossing of death, and wander the earth as Frost MD 14
make the storm worse. It chooses a point in range. In a 120ft
Draugr. ClawA (3.5): +5/1D6 + 3 Damage Power Finesse Wiles Courage Fate
radius around that point, a storm billows into existence. At the
start of its turn as long as it maintains focus, every creature in 3 1 2 0 1
Known for being exceptionally dangerous unto SwordA (4): +5/1D8 + 3 Damage.
the range must make a Courage Check or take 1D12 Ice Actions
themselves--but especially so in the dead of night or damage. All spaces in the range are Obscured as Dim (except
the frozen wastes they often call home--Frost Draugr BiteA (6.5): +5/1D4+3 Damage. Defender makes a Courage Shield BashA: Defender makes a Power Check or is knocked
for the Draugr).
are spoken about in hushed tones to keep children Check against three levels of Nausea. back 5ft and falls prone.
safe or careful. Secrets
The Draugr will rise up after one minute of falling to zero health. Deathly ResistanceP: Resistance to physical weapon damage by SwordA: +5/1D8 + 5 Damage.
The only way to prevent this is to either cast a ritual spell to half.
release its spirit, or to burn it to [Link] Draugr is resistant to Hooking SwordA: Defender makes a Finesse Check or is
any cold-related effect by 10pts, and is weak to fire by 10pts. disarmed of one weapon or shield.
Spearman Draigar
Call to ActionA: Points to a target. All Drai within 5ft of that
Alters Any Draigar except Awoken.
Rending Draugr Level +1
target (excluding the Awoken Draigar) make an attack against
that target simultaneously using their reactions.
Alters Any Draugr PD +3
Level +1 Reactive DodgeR: In reaction to a single attack that would hit
Actions (replace) this creature, the attack misses [Link] ability can be used
Health +20
Shield BashA: Defender makes a Power Check or is knocked 3 times per quick rest.
Abilities (Add) back 5ft and falls prone.
Deathly ResistanceP: Resistance to physical weapon damage by
RendB: The Draugr can rend flesh from bone with its attacks. half.
SpearA: +3/1D10 + 3 Damage. 10ft range.
Once per turn as a bonus action, it may rend an enemy, adding
2D6 to any attack made.
BiteA: +2/1D4+3 Damage. Defender makes a Courage
WrestleA: The Draugr attempts to give 4 wrestle dice to the Check or takes one level of Nausea.
target.
Deathly ResistanceP: Resistance to physical weapon damage by
Raging InfusionB: The Draugr can make all attacks in a turn half.
with 2x advantage. If it does so, all attacks made against it until
the start of its next turn are made at 1x advantage.

201 Monsters - Fae 202


Wailing Hags Pitch Wailer shades Ruin Guardian
A minor form of wailing hag, the Pitch Wailer is an The guardian of a ruinous temple or tomb, the Temple
A number of types of undead ghosts,Wailing Hags are The souls of the restless dead, Shades inhabit the lands
isolate species of wailing hag. Rather than calling the Guardian is a spirit who feels a sense of ownership or
incorporeal fae creatures said to foretell the death of of the dead from multiple civilizations, and exist in a
dead specifically, the PitchWailer is an old lady who was protection over some place, to such a degree that it
soldiers in battle – or, if unable to predict this, to cause ghastly form (usually due to cremation), taking on the
so overcome with grief and rage at the death of their possesses magical connection to that place. Temple
it themselves. form they had when they [Link] possessed of an
child that they became a cursed creature – unable to rest guardians are known for maintaining ruins or temples,
unnatural desire for blood, Shades are unintelligent until
and determined to see to it that others succumb to their but if bothered or surprised and not quickly
There are a number of different forms of Wailing Hags they drink blood, at which time they gain recollection of
deaths in battle as well. compensated with some form of tithing, they will call
depending upon the region, and each has their own their time alive, as well as additional (and often forth the power at their disposal to smite enemies.
folklore and dangers. dangerous) power.
The Pitch Wailer is unique for its slowly attuning pitch,
which does increased damage the longer it cries. Ruin Guardian
Banshee Pitch Wailer Shambling Shade Stats
The wailing, incorporeal figure of a woman glowing The simplest of shades, the Shambling Shade is an Level 3
softly with a pale white light is the sign of a banshee. Stats unintelligent ghastly creature that seeks blood and
Level 4 Size Medium
These creatures are actually Fae which commune with remembers nothing of their former life. Health 35
and command spirits of the dead to rise and act for DPR 21
them–and are difficult to kill. Size Small Shambling Shade Move 30ft
Prof +3 Stats Check DC 15
The Banshee is tall – nearly 9 feet tall – with spindly Health 160 Level 2 AP 3
long arms and limbs which float just above the ground. Move 30ft DPR 11 PD 16
Check DC 14 Size Medium MD 15
Banshee AP 4
Prof +2 Power Finesse Wiles Courage Fate
PD 14 2 1 1 2 3
Stats HP 100
MD 18
Level 8 Move 30ft Actions
Power Finesse Wiles Courage Fate
DPR 40 - 20(2) 0 0 4 2 4 Check DC 13
Size Medium Ghastly SwordA: +5 vs. PD / 1D8 + 2.
Actions AP 3
Prof. +6 PD 15 Everlighting TorchA: +4 vs. PD / 1D6 + 2 Fire Damage.
HP 900 Haunting ShriekA (7): All living creatures within 60ft of the
Banshee make Courage Checks against 4 levels of Panic. Can MD 12 Summon ShadesA: Once per quick rest, summon 1D4+1
Move 30ft
only use once per quick rest. Power Finesse Wiles Courage Fate Shambling Shades
Check DC 14 2 0 0 1 1
AP 4 Incorporeal FormP: Resistant to physical weapon damage by
PiercingWailF (8): All creatures within 15ft of the Pitch
PD 15 Wailer take XD6 damage (where X is the number of turns the Actions half unless it is made by a magical weapon.
MD 18 Pitch Wailer has retained focus) at the start of its turn. Courage Ghastly SwordA (3.6): +5 vs. PD / 1D8 + 2.
Power Finesse Wiles Courage Fate
0 2 5 3 5
Check halves.
BucklerA (2.5): +5 vs. PD / 1D4 + 2. Temple Guardian
Actions ClawA (6): +7 vs. MD / 2D8+3
Raise BucklerR: Add +2 to PD against a single attack. Alters Ruin Guardian
ClawA: +11 / 2D8+5 Incorporeal FormP: Resistant to physical weapon damage by Level 4
Bleeding BiteA (3): +5 vs. MD/1D6+2 Damage. Recover
half unless it is made by a magical weapon.
Hemorrhaging BiteA: +11 / 1D10+3, target rolls against 4 half that damage as health and become a Bleeding Shade if not HP 50
levels of Hemorrhage already. Check DC 16
Summon DraiA: Once per quick rest, summon 2D4 Draigar
Wailing Summoner Savage BiteA (6): Can only use if a Bleeding Shade. PD 18
+ 1 Nauseating Draigar. Alters Pitch Wailer +3 vs. MD / 2D6 +2 [Link] makes a Check against 1 MD 16
Level 4 (5 with Summon) level of Nausea if they do not yet have it. Abilities (Add)
Haunting ShriekA: All living creatures within 60ft of the
Banshee make Courage Checks against 4 levels of Panic. Abilities (Add) Incorporeal FormP: Resistant to physical weapon damage by
Hallowed GroundF: As long as you maintain Focus, all
half unless it is made by a magical weapon.
Deathly HauntA: Point to one target in range (60ft).That Summon ShadesA: Summon 1D4 Shambling Shades. May terrain within 30ft of you is difficult terrain. Creatures who
target makes a Fate Check or receives 1x disadvantage to all use once per quick rest. enter the space or start their turn there take 2D8 Salt Damage.
rolls until the start of the Banshee’s next turn.
CrookedWailF: As long as the Banshee cries, all Drai within
15ft of her gain 1x advantage to all attacks.
Incorporeal FormP: Immune to physical weapon damage
unless it is made by a magical weapon.

203 204
205 206
Folk fae Weird fae The Face Tree
Stats
Encompassing a wide array of the strange and Fae that do not fall into any of the other areas listed Level 8
superstitious, Folk Fae are spirits that are created by in this book are given here. Often, these Fae come
human rumors within villages and cities. Folk Fae are from particular, niche legends, or are the result of Size Large or Huge
specifically tied to suspicions and traditions regarding divinity manifesting something strange unto its own. Health 120
items, homes, and farms. One such example is Living Move 0
Items: divine household items who have been owned Whatever the case, these Fae are known to insight Check DC 18
by a family for a very long time and achieve sentience. both laughter and fear. AP 5
PA 10
Fer Delæn
Stats The Face Tree MA 20
Level 1 The Face Trees are a divine legend across the world, Power Finesse Wiles Courage Fate
Size Tiny
known for their strange appearance, behavior, and 0 0 0 0 6
secrets. It is said that the trees can just as easily kill a
Health 12 Actions
man, tell him the way he will die, or grant him a
Move 20ft
boon--though it is not often said what that boon is. Needled LeafA: +4/1D8+ 4 Damage.
Check DC 12
AP 2 Psionic CalmF: The Face Tree psionically calms anyone within
The Face Tree has a number of magical abilities, and
PA 12 30ft of it, reducing available AP by 1. Fate Check negates.
it exercises them with wild abandon and no apparent
MA 12 Shifting RootsA: The Face Tree will move its roots to trip up
pattern--thus it is not suspected that the Face Trees
Power Finesse Wiles Courage Fate enemies. All ground within 30ft of the face tree is difficult.
are intelligent as much as they act upon the whims of
0 1 2 0 0 fate itself. Psionic FrightA: The Face Tree attempts to give every
Actions creature within 30ft of it Panic Dice. Fate Check to prevent.
Face trees are known to bleed human blood, and
BiteA: +2/1D4+ 2 Damage.
some say they only grow atop the dead. FaceTrees do Psionic SpearA: The Face Tree psionically attacks enemies.
Pack TacticsP: When the Fer Delæn is within 5ft of an allied Fer not innately attack anyone they are not said to kill +10 / 2D6 + 6 damage.
Delæn, it gets 1x advantage on all to-hits made. (according to the fates), and so they tend to be Secrets
Secrets friendly to travelers. The Face Tree can be killed, and like many trees it is weak to fire.
Fer Delæn are kleptomaniacs, and will ruthlessly hunt someone However, the Face Tree can also be defeated by laughing at it
who has stolen something from [Link] stop a Fer Delæn, a Face Tree’s Children (range 30ft).The absurdity of the tree itself will do 4D10 damage
creature can return what it has ‘stolen’ from the creature or give If a FaceTree is defeated by laughing at it, the tree will per laugh action to the tree. If the tree falls to 0hp this way, it
it another item the Fer Delæn sees as equally valuable (what it
sees as equally valuable is a mystery, but as they build homes with drop fruit--small bald heads of men and women, fully begins dropping fruit to the ground.
them, something that would fill the same slot on their nest formed. If the tree is eaten, magical effects occur (see If you eat the fruit of a Face Tree, roll 1D4. On a 1) Take 100pts of
typically suffices). Secrets of the Face Tree), but if the fruit is kept safe damage. On a 2) Laugh uncontrollably until you fall unconscious,
and warm for 30 days and 30 nights, a fully grown 3) Gain 10hp, 4)You learn the way that you will die if fate
Sorcerous Fer Delæn human adult will grow from the fruit. continues as it is planned
Alters Any Fer Delæn
These humans are a type of Fixren with innate
Level +1 connection to trees and forests, and they are often
Health +6 well connected to magic.
Check DC +2
Wiles +1
Abilities (Add)
InvisibilityF: The Fer Delæn can become invisible. As long as
it maintains focus, it cannot be seen, and all checks to detect it
are made at disadvantage.

Sleeping SongF: The Fer Delæn sings a song of sleep. Every


creature within 30ft of the Fer Delæn must make a Wiles Check
or falls asleep until the Fer Delæn is out of range, loses focus, or
the creature takes damage.

207 Monsters - Fae Monsters - Fae 208


Nature fae Hulinari
Stats
The effect of nature garnering sufficient divinity to Level 6
embody its own myth and legend, nature fae are Size Medium
every bit as powerful as their folklore-driven Health 80
counterparts.
Move 30ft (Human Form)
These spirits embody the natural world, and hold Check DC 16
particular reverence both to beasts and to natural AP 4
creatures such as Curiots. PA 16
MA 15
Power Finesse Wiles Courage Fate
Hulinari 1 3 2 3 1
The quintessential nature spirit, Hulinari are the
natural spirit of a chosen animal. When a single Actions
individual animal embodies that species perfectly, it is
said that they transcend being a beast and become a Change ShapeA: The Hulinari can transform between human
spirit, able to control every individual of that species. form or whatever beast form it typically [Link] it
transforms, it retains its health and Trait Scores, though its other
Hulinari are shapeshifters, and can transform stats change to match that beast. A Hulinari can transform into
between human and animal shape at will. They are any instance of a species (e.g., a Boar Hulinari can transform
vengeful creatures, and will often assume human into either a small boar or a dire boar), and it gains all attacks
form to track down, hunt, and kill a human who has and benefits of that creature upon transforming.
harmed an instance of their species--giving them the
nickname, Guardian of Beasts. Control BeastsA: The Hulinari can command any beast of the
same species type as itself to act. Any beast within one mile of
the Hulinari will automatically hear and do as it wishes. It can
be in either human or animal form for this.
FerocityB: Once per turn, the Hulinari can add 3D6 to the
damage on any attack. It must be in beast form to do this.
Tough HideP:When in beast form, the Hulinari has +3 to both
PA and MA when compared to the standard beast form stats.

209 Monsters - Fae 210


The Emperor’s Demands The Immortal Emperor
The Immortal Emperor is an ancient and mysterious
The Immortal Emperor Qin Huang calls for champions, Courter. Unbonded for hundreds of years, his tradition
and the lords of his domain have come calling. From the is such that he remains blindfolded, aided only by a
five city-states of Fengxi, and even beyond in the select few servants chosen for his propensity to
neighboring lands of Shaugi Crem and the Bay of Ardus, generally dislike them - as is born of the necessity for
communities and peoples have sent their greatest him to retain his immortality through all threat.
warriors.
It is not the might of a blade that the Emperor seeks - it
The reward for this tournament is the greatest ever seen is a worthy, coordinated crew, capable of keeping him
to hug the XenyuYauga, for Qin Huang is the wealthiest alive. The threat of assassination to Qin Huang is
of all lords of the Spotted [Link] who claim victory omnipresent.
in the ring of honor claim not only their place as the
honor guard of the Immortal Emperor, but also a place
for their families in the lap of [Link] winning team The Conniving Dissent
of the tournament will receive sufficient gold to form a Qin Huang’s imperial city, the Door of Two Heavens,
small town of wholecloth, or to drapery an Oppidum in holds the keys for all ships who hope to travel between
silks and spun gold. the Spotted Sea and theYaugai beyond. Not everyone
enjoys the hefty taxation policies levied by Qin Huang to
Thus, to this tournament flock the desperate, the support his burgeoning city and empire - even, it would
mighty, the conniving, and the foolish, each in turn seem, some entrepreneurial ship captains who have
hoping to impress upon the Immortal Emperor their entered the tournament not for the promise of a better
might with a blade. life, but for the opportunity to grow close to the
Emperor and cut short his immortal rule.
The Tournament of Tournament Rules
Several specifics for the Tournament are given below:
Champions ◆ A quick rest takes place between each fight
◆ Players will be given all monster stats, but no

O pportunity to test your mettle and determine


your worth - step into the arena and fight for
victory!
You are invited to a closed beta test of combat rules for
behavioral details for the monsters
◆ Players construct characters with race and
profession only (no Talents for each player)
◆ Players must use the same character for all three
Tales of Sacadia - a Tabletop Roleplaying Game. acts, leveling them between each act as a team
This test and tournament takes place across 3 rounds, ◆ Players may only compete in a 4-player party
and rewards will be given to the brave winners of each. - no larger or smaller
◆ Though not required, players are beseeched to
Join DiscordA:
provide debug notes and information in the
[Link]
discord according to their experience

Colloseum Deathmatch Victory


Each round consists of two fights within a colosseum The goal of each combat is simple - be the quickest to
map at a different player level. The combats will be take down your [Link] number of rounds and actions
determined and passed out to all contestants in advance it takes to defeat each combat will be tallied up for each
- including all monster stats. Four-player teams team - the lowest score in each act portends the victor.
may construct idealized party configurations at each
level to fight the opposition. Each act differs in scale: The winning team of each act will receive a round of
drinks (or ice cream) from the host. The victorious
I. Round 1: Level 3 Players team after all three rounds will be awarded concept art
depicting a moment from their fights, to be placed
II. Round 2: Level 5 Players within the Player’s Handbook of “Tales of Sacadia”.
III. Round 3: Level 7 Players
“Tales of Sacadia” ©2022 Connor Brashar. Flyer Art by Daniel
Cacouault.

THE TOURNAMENT OF CHAMPIONS THE TOURNAMENT OF CHAMPIONS 212


The Myrgha Player characters
Economically savvy and highly bureaucratic, the Myrgha Players may choose from the five available characters,
are a subculture of the Bushu, and have highly each representing a different Bureau from the Myrgha
mercantile spirits. They work and live under the [Link] game is designed for four players and
direction of thirteen families of Oligarchs, which they one GM. If you have more than 4 players, you may scale
call the Gongshuansen, each of whom rules over a client combat difficulty through the GM guide.
state of their own within Myrghos.
GM Note: ImportingYour Own!
Outside of the Oligarchic rule lies the Bureaucracies - Players are welcome to create their own characters or
five ordained Bureaucracies which maintain order, import them from other games for this one-shot - but be
education, and economic laws to which all (including sure your characters are level 5!
the Oligarchy) are held.

Whitecliff Bushi, Bureaucrat of Law


Whitecliff is the northernmost city of Myrghos, and its Bushi is a tightlaced and black-robed level 5 bureaucrat
second largest. Carved into a massive seaside white of Whitecliff, and is the foremost leader in law among
marble quarry, the city is not constructed on the quarry the group. Bushi is a human soldier, and has a stern
grounds but carved out of the open quarry’s rock itself. temperament, a commanding authority, and a love of all
technicalities.
In this city, a vast and byzantine carved white marble
facade hides dark tunnels and myriad secrets waiting to Weilin, Bureaucrat of Economy
be explored. All of these secrets hide under the shadow Weilin is a gold-forward level 5 bureaucrat of
of Whitehall - the largest market in North Myrghos, Whitecliff’s Bureau of Economy, and has a long history
Whitehall Locations and a massive indoor market selling wares from across of working in the mint. He has a gold tooth featured
the world.
The adventure of Whitehall begins in the great markets prominently, and is a big fan of [Link] is a seal

I n the city of Whitecliff, at the northernmost edge of


the lands of Myrghos, the Bureau of Economy has
heard the most astounding rumor - a group of
corrupt garum merchants may in fact be engaged in the
of Whitecliff, and will slowly take them into an
underground crime ring of activity. The Bureaucracies
The Oligarchy is supported by a complex bureaucracy
consisting of five organizations:
curiot thug, and is greedy, but knows that the best
payout comes from doing a good job for the Bureau.

most unwholesome of all crimes - tax fraud. Whitehall market Yoska the Spanner
Whitehall market is a bustling indoor marketplace Yoska is a level 5 Handspanner, and therefore ordained
In response to these astonishing allegations, they have [Link] Whei Bureau of Policy: In charge of law and
under a massive marble dome. Here, merchants sell to measure the distance citizens are from the law and
coordinated with the local Bureacracy offices to interpretation of that law. Minor government
anything the citizens ofWhitecliff could ever need. justice. She is eager to keep her head down and get the
dispatch a group of experienced Bureaucrats to respond officials, lobbyists, and more serve here. job [Link] is a white marble sylnfolk sentinel,
to this harmful accusation for a fair market rate. Players will find evidence of tax evasion here, leading [Link] Ebol Bureau of Economy: In charge of and is quiet but rigid when it comes to legal affairs.
them to the Garum Factory. taxation and economic measures. Additionally in
In the Whitehall adventure, players take on the role of charge of the judgement of criminals
those bureaucrats, ready to put life and limb on the line Halvo, Teacher of Pain
for justice - or at least, taxes. The Garum Factory [Link] Yeil Bureau of Measurement: In charge of Halvo is a level 5 bureaucrat of Whitecliff’s Educational
The Garum Factory is a fish sauce factory by the measuring. Includes the measurement of value, the Bureau, and although he is currently on temporary
dockside of Whitehall. Here, fish are dried, fermented, measurement of land, and the measure of taxable assignment from the mail carrier department, he is
The Adventure and made into sauce to sell within the markets. [Link] very closely with the Ebol Bureau. insistent that he be refered to as the ‘Teacher of Pain’.
Players take on the role of bureaucrats investigating tax Also includes the police force, called the Spannai Halvo is a human fatebound, and is a little weird.
fraud through the byzantine markets of Whitehall, and Players will need to find the entrance to the Underbelly [Link] Alur Bureau of Education: In charge of
finally into a local garum [Link] the way, they are in order to find the tax documents they seek. education and the furthering of Myrgha Legalism. Riga, Priestess of the Adversary
beset upon by challenges - some more dangerous than Specifically trains tutors to teach others Riga is a level 5 bureaucrat of the Bureau of Religion,
others. The Underbelly and is a motherly priestess. She has been given discrete
[Link] Rochi Bureau of Religion: In charge of
The Underbelly runs beneath the whole of Whitecliff. orders from the Bureau of Policy to please keep this
GM Note:Tax Evasion inWhitehall religious measures and support of the divine.
Illegal groups have cut into the marble beneath the city group in line, and intends (on the honor of the Gods) to
Specifically includes the Rochi Shaman Order.
InWhitehall, players take on the role of to-the-letter tax to create a byzantine network of tunnels and criminal keep that promise. Riga is a human oracle, and she has
[Link] will encounter many illegal activities in their hideouts. a divine connection to the most hated of all gods: the
adventure, but they only care about investigating the adversary.
fraud. Other illegal activities should not be resolved! Here, players will find proof of tax evasion.

1 Whitehall - A Oneshot Whitehall - A Oneshot 2


Part 1: WHitehall Primary Encounters Part 2: The Garum Factory Investigation - Office
Players enter Whitehall to search for answers, and Inside of the office, players find a small shelf of
To get here, players have either pursued Taiji Soju or
mostly to interview people in the markets regarding documentation detailing current production quotas. It
Story follow him here in confidence. If the latter, Soju will
exotic fish. Players may speak with any of the following does not contain the information they need. Although
The party has come to Whitehall after identifying a leave players in the factory floor of the garum factory,
people: players saw Taiji Soju enter this room, and there is no
single wooden slip with no return address that appears where our dungeon begins. Almost immediately, a exit or windows besides the one players enter, Soju is
to be directed to a minor diplomat in New Myrghos. Cori Shen: Shen is the operator of Shen’s Clam Hut, and his group of bandits will come out and attack! gone!
The slip gives a number for exotic fish imports that does name probably isn’t actually Shen? When player try to speak
not accurately align with the exotic fish imports taxes with him, he will attempt to flee, and can be caught with a good GM Note: Illegal Activity There is a small box of 200gp in the [Link] players are
delivered this month. Acrobatics, Athletics, or any other relevant skills. Shen is just the
In the factory �oor, players can plainly see that this garum legally allowed to take 20% of the total wealth captured
operator, but his shop doesn’t sell any rare fish goods - only
factory is not up to code, and is highly [Link] in this operation, they may split 40gp from the box.
Naturally, the Bureaus need to deal with this, and cheap clams. He ran because he has been bribing the criers to
can make a note of it, but are not to act on it during this
quickly. The joint task force they have assembled not only market his shop, but to not market other competing
operation otherwise.
includes some of the finest mid-ranking bureaucrats the stalls Puzzle - Garum Bottles
city of Whitecliff has to offer for a decent government In a cabinet in the back of the office, there is a small shelf
Fau Lo: Lo is the owner of Lo’s Low Price Fish, and she is a
rate. of garums, of increasing rarity. Beneath that shelf is a
gossiper. She has rumors pointing to every other shopkeep Combat - Factory Floor small set of five pressure plates, which shift cautiously
(Shen, Soju, or Parl). She sells cheap goods, but none of them This combat includes the following enemies:
Players go to Whitehall markets with the ultimate goal when players place something on [Link] is a puzzle,
are imports, which a Perception check or Economy: Bargaining
of identifying which fish business of the four local fish ◆ 2x Level 1 Bandits and players should arrange garum in order from least to
Check can tell players.
businesses has imported more fish than they have ◆ 1x Brute Curiot Warrior (Seal Curiot) most expensive.
reported on their tax forms. Corin Parl: the current operator of theWhitecliff Fish Stall, Parl
actually operates over a fishermans’ consortium, and he has a The Brute Curiot Warrior will recklessly attack, and To detect which garums are more rare and expensive,
complicated set of records that the party can spend time rifling after his turn both level 1 bandits will seek to prevent players must use Perception: Smell or Society: Cultural
The Markets through on import taxes. Most of these fish stalls are up to code, the brute curiot warrior from taking damage. Lore). Players can also use Society: Legalism if they look
TheWhitehall market sits under a massive white marble but a Society: Legalism check will tell the players that one of through the documents on the table. A single successful
dome, cut straight from the rock of the surrounding these importers has reflected a low rate of import, and they also Jars of garum can be broken. If they are broken, all check tells players which of two bottles is more
quarry. It is full of stalls, tabernae, and shops as far as the sell to Taiji Soju. creatures (allies and enemies) within 10ft of a garum jar [Link] pressure plate is also connected to a lock
eye can see. Players here can find fresh snacks, drinks, must make Courage Checks against 3 levels of Nausea. mechanism, which can be broken with a successful
clothing, weapons, armor, any trade good they can Taiji Soju: Soju will be very friendly but offputting. He happens
Acrobatics: Flexibility check.
imagine, legal advice, priestly advice, and more! Players to have all the proper documentation for his taxes on-hand, and
here should feel the bustle of city life, and the myriad is happy to provide them. He is lying, and a DC20 Social Graces:
opportunities here. Intuition or Society: Legalism check will tell players that he is
lying. When confronted, he will insist that there must be some
Throughout the markets, low-ranking Spannai patrol, sort of clerical error, and he has the complete documentation at
and can offer supportive aid (either for a price, or free if his garum factory if players would like to join him. If he is
commanded byYoska). confronted on the spot, he will flee towards the Garum factory,
and must be pursued.
The Fish Businesses
There are four local fish businesses under investigation: Secondary Encounters
As players are wandering the market stalls, a thief
1. Shen’s Clam Hut: This small clam shack sells food (Experienced Bandit) will steal the coinpurse from an
for people traversing whitehall, and is well known old lady very nearby, who will shout for help from
for its clam bread. nearby Spanners. IfYoska is in the party, nearby people
will look on, expectingYoska to assist.
2. Soju’s Exotic Garums: This large business, owned
by Taiji Soju (a distant cousin of the Oligarch Taiji However, Yoska is on retainer for this tax fraud
Po) sells fine fish sauces. investigation, and she will be punished for assisting in
3. Lo’s Low Price Fish: One of two competing fish this robbery. She should let it go. If the players stop the
stalls, Lo’s stall sells semi-fresh fish at low low bandit,Yoska should be fined 50gp.
prices! They also sell fish products, such as garum.
[Link] Whitecliff Fish Stall: The other major fish
stall, theWhitecliff Fish Stall is most known for
fresh catch fish, brought in daily from the ships in
harbor. It also sells pricier fish sauces.

3 Whitehall - A Oneshot Whitehall - A Oneshot 4


Part 3: The Underbelly Beast Pens Epilogue GM Advice and Notes
In another chamber, players see a group of unlicensed
When players solve the garum puzzle or break the After players kill Taiji Soju, they will discover the tax
rare beasts - specifically white wolves, prized for their
cabinet door, the interior shelf of the cabinet swings documents they need, and are able to return to the On Chase Scenes
pelts, held in cages awaiting transport.
inward, revealing a marble stairwell leading downward Bureau of Economy office ofWhitecliff, where they will There are several chase scenes in this adventure, and it’s
into the Underbelly of the city. A History: Whitehall return the tax [Link] punishment forTaiji Soju very important that:
Once again, players should not engage this combat, but
check here will reveal that they are entering a dangerous is exile or death - fortunately for the Bureau of Justice’s
if they do, they can save the wolves - at the expense of • Taiji Soju is able to escape and make his way to the
and illicit place. Processing Department,Taiji Soju has already made his
resources they need to fight Taiji [Link] combat here garum factory (but that players can figure out
final selection.
is 1x Bandit Beastmaster. where he’s gone)
Players come down into a hallway, with doors on either
side. They must find Taiji Soju and documentation The party is richly rewarded with 100gp each as a bonus • Cori Shen can be caught when he tries to flee
showing he fabricated tax documents. Hallway Fight for a job well done, and the high visibility of the
As players approach Taiji Soju and their final destination operation will earn each of them a promotion, putting If, for whatever reason, one of these has not happened,
under Whitehall, they are confronted by a group of them at Level 6!
Gambler’s Den GMs are encouraged to place the actual blame for the
bandits sent by Soju to fight the party. Specifically, they
Players may enter a gambler’s den, wherein four thugs operation on the other individual (i.e., swap Taiji Soju
fight 2x Bandit Tanks, blocking the hallway.
are gambling illicitly (inWhitecliff, it is illegal to gamble for Cori Shen as the villain).
without paying a percentage of all winnings to the city).
The Back Office Signposting Optional Combats
Although this is an illegal activity, it is not what players Finally, players will come to the chamber of Taiji Soju. It should be very clear to players that the additional
came here to check, and the thugs will let them leave. If Soju is in a wide office space, and behind him is a scroll combats have limited reward, and drain overall
players choose to fight them, there are 4x Poison room detailing the actual import records for the rare fish resources. A theme of this adventure is bureaucratic
Curiot Novices. the party has been seeking. He is surrounded by servants efficiency and the letter of the law over spirit of the
who look hesitant and not used to combat - but they are law. Here in Myrghos, justice is only to be performed
GM Note: Gambler’s Den ready to serve. Players fight: after several signatures have been provided.
If players confront the Gamblers, they can make a quick ◆ 1x Bandit Captain - Taiji Soju
penny (nearly 500gp in earnings from the combat). ◆ 6x Bandit Novices The additional combats let players do some good, but
However, they will drain resources that will be useful they are punished for their trouble due to the resource
against Taiji Soju. drain. They may even be actually punished. If players
complete secondary objectives, their ‘victims’ may sue
them in the epilogue.

The Use of Talents


Player characters have a variety of talents. Some are
useful, and some may not explicitly be used. Be liberal
in how players leverage these talents to succeed at their
mission.

5 Whitehall - A Oneshot Whitehall - A Oneshot 6


Bushi, Callmaster Soldier Weilin, Wrestling Thug
Stats Stats
Type Humanoid (Human) Type Humanoid (Seal Curiot)
Level 5 Level 5
Size Medium Size Medium
Prof. +3 Prof. +3
HP 82 HP 73
Move 25ft Move 30ft
Check DC 14 Check DC 14
AP 3 AP 3
PD 22 PD 17
MD 16 MD 15
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
2 0 2 2 0 2 2 0 2 0
Talents Literary, Perception: Sight[3], Society: Legalism[3] Talents Society: Cultural Lore[3], Perception, Economy:
Inventory Spear, Iron Shield, 1x Healing Date, Bureaucrats Bargaining[3]
Robes, Seal of the Bureau of Policy, scroll, 50gc Inventory Leather Chestplate Set, Leather Bracers, Opal
Actions Jewelry, 1x Healing Date, Bureaucrats Robes, Seal of
the Bureau of Economy, 50gc
SpearA: +6 vs. PD/1D6+3 Piercing. 10ft Range.
Actions
ShieldA: +5 vs. PD/1D4+ 2 Bludgeoning. 5ft Range.
FistA: +5 vs. PD/1D6+2 Bludgeoning. 5ft Range.
Bushi, Bureaucrat of Law Imposing FigureA: Attempt to give 1 target within 10ft of Weilin, Bureaucrat of Pained BashA: +5 vs. PD/3D4+2 Bludgeoning. 5ft Range.
you 2 levels of Taunt. Courage Check negates.
Bushi wears the well-known white robes of policy Economy Natural WrestlerA: Attempt to give 1 target within 5ft of
Call to Action: Bushi has 7 Call Points per quick rest, and may
officials, bearing the sigil of the Bureau of Law. He has you 2 levels of Pin. Finesse Check [Link] your Check
expend one call point to use any of the following:
long brown hair he often ties in a bun over his head, and Weilin is a proudly corpulent seal curiot, and his DC as 14 for this effect. For as long as that target has Pin, you
is clean-cut and shaved. He has piercing green eyes. Call of HealingA: You and all allies within 15ft of you magnitude stretches the black robes of the Bureau of cannot use one of your arms. If you move away from the target,
gain 2D4 temporary [Link] HP goes away after combat. Economy which he wears. He is bejeweled in jewelry, they lose all Pin.
and his girth hides rippling muscles.
Personality Call of RespiteA: Roll a Trait Check against an HarmA: Choose one target who has Pin from Natural Wrestler.
Bushi is clean, organized, and gets stressed easily. He is adversary condition each ally within 15ft of you possesses. They take 2D6 damage/level of Pin (Finesse Check negates).
motivated to perform a by-the-letter operation, and is You may choose different conditions for each ally. Personality BullyA: Choose one target who has Pin from Natural Wrestler.
highly passionate (even excited) by Myrgha law, and he Weilin is greedy, dodgy, and street-smart. He comes
Call of FuryA: In addition to AP spent to use this, They make a Finesse Check against you or are knocked Prone.
is an expert in this field. Bushi is a neat-freak, and hates from these streets, and knows what they’re capable of.
expend an additional amount of AP up to a maximum of 2
grime and gross things. He also hates those who would He is passionate about nice things. Wrestling Tricks: Weilin has 7 Trick Strike Points per quick
AP. Choose one ally within [Link] gain AP expensed
break the law. rest, and may expend one trick point against an enemy he has
this way on their next turn.
given Pin to in order to use any of the following:
Motivators
SacrificeR: As a reaction when an ally within 5ft of you would
Motivators Weilin is personally motivated and interested in gold, FeintA: The target makes a Wiles Check against your
take damage, you may instead take that damage.
Bushi is motivated most to perform a by-the-book tax but because the Bureau officials receive a cut of stolen Check DC or takes Surprised.
evasion operation, and he is passionate about having a Excuse MeR: As a reaction when an enemy within melee range taxes recovered by their operation, he knows that any SwitchingA: The target makes a Finesse Check against
perfect operation. Even when things conspire against of you attacks an ally of yours, you may use a reaction to attack score he could make through illegal activity cannot your Check DC. If they fail, switch positions with them.
this, he will double down. that [Link] them as surprised for this attack. possibly outpace the gold he’s about to earn when this
mission succeeds. RenderA: +5 vs. PD. If you hit the target, rend an
Courageous CommandR: As a reaction, you may add 2 to any
This leads him to ignore anything not related to tax amount of armor on that target equal to the amount of Pin
to-hit roll made by an ally standing within 15ft of you.
evasion - even illegal things - to get the job done better. This means he is cutthroat in his willingness to disregard they have.
Standard BearerB: anything in order to make sure this party gets the job Opal JewelryP:Weilin has 1X advantage when using the ‘Make
As a boost to your first action in combat, attempt to give up to done.
Bushi in Combat 3 Taunt to enemies within 60ft of [Link] may choose how
Trait Check’ action against levels of Fatigue.
Bushi is a soldier, and focuses on tanking, supporting these 3 levels are distributed from among all [Link] Rousing Success: Once, you may choose to critically succeed at
allies, and reactive damage. He is not a damage- make Courage checks against the effect.
Weilin in Combat any roll (you may decide to use this after you have rolled).
focused character. Weilin is a thug, and focuses on controlling enemies
Rousing Success: Once, you may choose to critically succeed at
using Pin, followed by dealing damage according to
any roll (you may decide to use this after you have rolled).
how locked down they are.

7 Whitehall - A Oneshot Whitehall - A Oneshot 8


YOSKA, BOW SENTINEL HALVO, TARGETED Fatebound
Stats Stats
Type Humanoid (White Marble Sylnfolk) Type Humanoid (Human)
Level 5 Level 5
Size Medium Size Medium
Prof. +3 Prof. +3
HP 60 HP 72
Move 30ft Move 30ft
Check DC 14 Check DC 14
AP 3 AP 3
PD 13 PD 17
MD 13 MD 15
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
1 2 2 0 1 2 0 1 1 2
Talents Acrobatics: Flexibility[3], Perception, Talents Perception: Smell[3], History:Whitehall[3],
Social Graces: Intuition[3] Athletics
Inventory Padded Cloth Set, Silver Bracers, Longbow, 1x Inventory Leather Chestplate Set, Leather Bracers, 1x Healing
Healing Date, Handspanner Robes, Seal of the Date, Bureaucrats Robes, Seal of the Bureau of
Order of Handspanners, 50gc Education, 50gc
Actions Actions
LongbowA: + vs. PD/2D8+2 Piercing. 120ft Range. Divine GreatswordA: +6 vs. PD/2D6+5 Slashing. 5ft
YOSKA THE SPANNER HALVO, TEACHER OF PAIN Range.
BowmanP: For each target you have already successfully attacked
with your Bow on this turn, add 3 to damage dealt to future Lucky BreakA: Give up to 3 enemies within 10ft of you 1D4
Yoska wears the yellow robes of a Spanner, the Myrgha Halvo,Teacher of Pain, is a Level 5 Mail Carrier for the
new targets. Fumble (roll separately for each of them).You may use this up
Bureau of Measurement’s policing force. She has long Bureau of Education, on loan to this mission because to once per turn.
white hair tied in a ponytail, and her skin is the color of Aim CalibrationP: For each subsequent missed attack you make mail he was carrying led to the initial discovery of
white marble from her Sylnfolk heritage. with your bow, increase your to-hit by your Wiles on future to- potential tax fraud, and because it is believed he can best Targeted FoeF: Choose one target. As long as you maintain
hits (until you have successfully hit once). follow the paper trail to its origin. Halvo is bald, with a Focus, add +1 to all to-hit and damage made against that target.
GM Note:What is a Spanner? bushy black beard and deep brown eyes, and he wears a Additionally, when you attack that target, your attacks target
Trick Strike:Yoska has 7 call points per quick rest, and may
creased bureau of education robe in blue. MD instead of [Link] may use this once per combat. Finally,
Spannai (or Handspanners) were originally created to expend one trick strike point to use any of the following:
reduce damage they deal to you by 2 (to a minimum of 1 from
measure goods for taxation under the Bureau of Economy. Head StrikeB: Use this as a Boost to a longbow to-hit roll. any single effect).
Today, they �ll a greater role - measuring how far Personality
If you successfully hit, deal an additional 2D8 damage.
criminals are from justice. Halvo is talkative, and has strange theories about the Boosted DamageB: As a Boost to a melee attack you make with
Exploding ShotA: Choose a point within range of your economy, such as the notion that wealth trickling your longsword, increase the damage dice by one dice type.
bow. All creatures within 5ft of that point make a Finesse upwards is perhaps not great for the economy. He Crushing BlowP: When you critically hit a targeted foe,
Personality Check or are knocked 5ft away from that point. mostly keeps them to himself (they’re bordering on increase the damage dice of your attacks by one dice type.
Yoska is quiet, reserved, and calculated. She is astute at heresy). In secret, Halvo is taught these economic
Forceful StrikeA: Make a ranged attack against a target.
her job and understands the importance of her role in theories by a strange voice he hears at night - that of a Rousing Success: Once, you may choose to critically succeed at
Instead of dealing damage, if you successfully hit that
measurement. She likes to stay out of the way when powerful elder Marblekin who grants him his powers. any roll (you may decide to use this after you have rolled).
target, they are pushed back 10ft.
people talk, but excels when justice must be served. She
is relatively young, having risen through the ranks of the Preliminary BlowsR: As a reaction to a target moving within
Motivators GM Note: Halvo and the Sword
Spannai quickly. 15ft of you, you may use your reaction to make an attack with
Halvo is motivated to do a good job on this mission
your longbow against them. Halvo’s sword is divinely enchanted as a result of his pact
because he’s highly passionate about the mail service with his patron, and it appears as a sword carved of white
Motivators Pinned FootR: As a reaction to a target moving within 15ft of industry, and seeks to run his own Bureau of Education marble rather than as a normal sword. He can summon it
Yoska is motivated by her career, and seeks promotion you, you may use your reaction to attempt to give them 1 level post office. As this is a mission that can give him a great into his hands and dismiss it with a action.
in her Spanner [Link] means she is here to serve as of Pin. Finesse Check negates. deal of visibility, he wants to succeed!
best she can. SpectaclesP: Ignore the effects of Dim and Bright light. His patron, a helpful white marble folk fae, is unavailable
Rousing Success: Once, you may choose to critically succeed at
Halvo in Combat throughout the course of this mission, as the patron lives
Yoska in Combat any roll (you may decide to use this after you have rolled). Halvo is a Fatebound, and focuses on dealing great elsewhere in the quarry.
Yoska is a sentinel, and can deal high ranged damage damage to the biggest, most dangerous target on the
quickly and efficiently. field through crit-fishing.

9 Whitehall - A Oneshot Whitehall - A Oneshot 10


Riga, Support Oracle Notes on Character Sheets Example:Talent Rolls
Stats Riga is told to roll a Religion check to determine a strange,
Type Humanoid (Human Oracle) The Sacadia Action Economy ancient [Link] idol is not a Myrgha totem, and is not
Level 5 In Sacadia, players have a number of action points (AP) astrological in origin, so she rolls a general Religion
Size Medium they use each turn. Actions cost AP and exhaust a limb. talent check, and gets a 12. As religion is aWiles Check,
Prof. +3 The first use of a limb (e.g., ) costs 1 AP, and subsequent she adds +5 to the check, and gets a 17.
HP 57 uses of that limb cost 2 AP.
Move 30ft
Check DC 14 Riga’s Madness
AP 3 Traits and Trait Checks Riga uses madness to control abilities. The following
PD 13 Each character has five traits (Power, Finesse, Wiles, denotes madness for abilities:
MD 13 Courage, and Fate) and a point score below that Trait.
Power Finesse Wiles Courage Fate When rolling to use that trait, players will add thatTrait ◆ P:I (Use Prerequisite: be Insane).
0 0 2 2 2 Score plus their Proficiency (3 at Level 5). ◆ P:MX (Use Prerequisite: Madness equal to X or
Talents Religion: Myrgha[3], Religion: Astrological Lore[3], higher. If your Madness falls below this
Perception: Hearing[1] If a character sheet has a Trait in bold, they get 1X amount, the ability ends automatically).
Inventory Padded Cloth Set, Silver Bracers, 1X Healing Date, advantage on trait checks of that type. ◆ M+X (Using this ability raises your Madness by
Priest Robes, Seal of the Bureau of Religion, Symbol X).
of the Adversary, Chicken Blood, 50gc Example:Trait Checks ◆ M-X (Using this ability decreases your Madness
Actions by X).
Riga is told to roll aWiles Check against a particular
Forbidden KnowledgeA: +5 vs. MD/2D8+2 Mental effect. She gets +5 to this check (2 fromWiles, 3 from All Madness changes happen at the end of the action.
Riga, Adversary’s Priestess Damage. 60ft Range. Pro�ciency) and gets 1X advantage. She rolls 2D20 (4,
19) and her �nal check is 24 as a result.
SheermindA: <M+1D3-1> Choose one target you can see If Riga goes insane, consult the Players’ Handbook for
Riga wears the beet-red robes of the Bureau of Religion, within 60ft to makeWiles Checks against 3 levels of Delirium. complete details.
and her bracers depict the adversary. She has greying
hair she lets down, and weathered lines across her face. Revulsion of PoxA: <M+1D3-1> Choose one target you The Use of Talents
can see within 60ft to makeWiles Checks against 3 levels of Each character has talents. There are general talents Quick Rests
Nausea. (e.g., Society), and specific talents (e.g., Religion). Players recover all ability points (e.g.,Vision Points, Call
Personality When rolling a general talent, players roll 1D20 plus an Points) after a quick rest - typically ten minutes of rest
Riga is calm and controlled. She represents the Blessing of the HallowedValeA: <P:M5, M-N> Touch an
associated traits core, plus Proficiency. Players get and calm. Players can also heal at this time by spending
Adversary, and as such her job is to keep evil (and in this ally and remove any number of Madness. Give 1D4 temp. HP
advantage for each level of specialization in that talent, HP Pools to level. All characters get 5 HP Pools unless
case, tax evasion) at bay with a level head. As an oracle, per level of Madness removed this way.
though only when the specialization applies. they have 2 Courage (in which case, they have 6 HP
Riga channels divinity by dousing herself in chicken Blessing of the ShieldF: <P:M3, M-1D3+1>. Pools). HP Pools may be shared between [Link] a
blood, and as her madness increases her calm exterior Choose one target within [Link] next time they take damage, GM Note:Talents and Traits character expenses an HP Pool, they gain HP equal to
cracks, showing the thrill she receives from her work. reduce that damage by 12, then this effect [Link] may use it their ‘HP per level’ for their Profession, listed below:
Players add a trait score to each talent [Link] are
once per combat.
Madness and Riga captured in the Players’ Handbook, but in brief, they are: ◆ Fatebound: 12 HP
Blessing of the Winged SandalR: <P:M1, M-1D3+1>. As a ◆ Oracle: 9 HP
Oracles gain and lose madness, a condition that they give reaction to an ally within 60ft of you moving, add 10ft to their • Acrobatics: Finesse ◆ Sentinel: 10 HP
[Link] it increases, they deal more damage, and as move speed. • Athletics: Power ◆ Soldier: 14 HP
it decreases, they are ‘more sane’. If Riga ever gains 6 • Economy: Finesse ◆ Thug: 13 HP
madness,she becomes signi�cantly less effective in combat. Future Visions: Riga has 7 vision points per quick rest, and may
• History:Wiles
expend one vision point to use any of the following:
• Literary:Wiles
Cracked LaughterB: Use this as a Boost to Revulsion of • Perception: Courage Combat-Readied Items
Motivators Pox or Sheermind to gain 2 Madness instead of rolling. • Religion:Wiles All players have 3 Combat-Readied items. Combat-
Riga is motivated to protect the group and keep this • Social Graces: Finesse readied items are items that may be switched using the
case on track. She channels the divine will of the Quiet SmirkB: Use this as a Boost to Revulsion of Pox or
• Society:Wiles ‘Switch Item’ ability in the middle of combat. Players
adversary from something evil into something good, and Sheermind to gain 0 Madness instead of rolling.
may switch which items they have combat-readied
cares deeply about the Myrgha culture. Voices that ShriekA: Do not lose 1 Madness at the end Players may always choose to roll a general talent check during a quick rest. By default, players have any items
of your turn. instead of a specialized talent check. they need for combat (e.g., spear and shield) as well as
Riga in Combat Rousing Success: Once, you may choose to critically succeed at
one Healing Date, which can be used to bring an ally up
at 1 HP if they are unconscious and dying.
Riga is an oracle, and focuses on party support and any roll (you may decide to use this after you have rolled).
enemy control.

11 Whitehall - A Oneshot Whitehall - A Oneshot 12


IX. The Shrine of The Onabi
A Short Adventure The GM is welcome to choose either the Hinnagami or
the GiseiYako, and provide the clues of whichever they

T he Shrine of the Onabi is a 4-6 session adventure


for a party of 3-4 players and the GM. It is meant
to highlight the rules of Sacadia through an
adventure on Miradzuki island, an ancient island based
prefer for their players to follow. If they would like, they
can also leave clues to both - players are then welcome
to make up their own mind to the cause. GMs should be
wary of false conclusions, which can lead to the Onabi.
on traditional Japanese folklore of theYayoi period.
In this adventure, players will attempt to resolve the The Gisei Yako
threat of a mysterious spirit murdering people in an The ancestral spirit of village sacrifice for Mura Shichu,
island village. The spirit is too powerful to defeat the GiseiYako no longer receives tribute since the tribal
outright. Players will instead need to learn about its lord transitioned the island to worshipping the Five
origins and craft magical items to assist them. Lucky Gods and forcibly halted worship of old spirits.

Enraged and alarmed at being forgotten by the villagers,


Overview the GiseiYako has opted to take matters into its own
The Shaman-Empress Himiyama Amata, the daughter of hands - sacrificing the villagers to remind them of what
the sun, rules over more than thirty of the hundred they have lost. The Gisei Yako kidnaps a person each
tribes of the Islands of Amatera, and continually seeks to month, sacrificially mounting them to trees using
expand her empire. In support of her imperial goal of bronze nails that once held the Gisei Yako’s physical
unifying all peoples of this vast island chain, she has form (a weathered altar) together.
established the Tribal Unification Guard: a military
organization of specialists who resolve the concerns of Wo Lai’s Hinnagami
individual tribes under her rule, thereby strengthening A powerful spirit that grants wishes, this Hinnagami is
relationships between her holy rule and her subjects. relentless in granting wishes through the use of psionic
abilities and spiritual powers. Hinnagami spirits appear
In this game, players take on the role of members of the as small, porcelain dolls, and this particular Hinnagami
Tribal Unification Guard assigned to resolve a string of has been with a wealthy villager namedWo Lai for nearly
murders on the island of [Link] island’s oldest twenty years after he cast a powerful ritual to bring it
city, Mura Shichu, has called for help from the into existence.
Unification Guard through their tribal liaison.
Unfortunately forWo Lai, Hinnagami are born of greed.
The Island of Miradzuki is full of wild beasts and As soon as they grant a wish, they return to their owner
immense change. Players will encounter mysterious Fae to demand another and another - never stopping until
with unknowable agendas, ancient beasts such as giant they have granted these wishes. This particular
sloths, and bandits hiding in the wilderness of the island. Hinnagami was used to bring the Island of Miradzuki
For the people here, change comes quickly. Hundreds of into the empire, but Wo Lai (fearing retribution from
years of history and tradition is being upset in the blink the old spirits that the island is now abandoning) has
of an eye with the arrival of the Empire, and not all tasked his Hinnagami with reminding the village of the
villagers appreciate this change. importance of the old [Link] Hinnagami has taken
to this task with perverse joy.
The changes to tradition bring about challenges,
including the murders that bring players to the island.
The old gods worshipped by the islanders - ancient False Conclusions
spirits of nature and folklore - are being supplanted by The conflicted Lord Hanni Fan is paralyzed by fear that
the Five Lucky Gods worshipped by the Shaman- his conversion to the Five Lucky Gods is causing the

The Shrine Empress herself. Some of those old spirits do not


appreciate being forgotten.

Two spirits may be the cause of the murders on the


murders on the island, and will (if not stopped) return
to sacrificing to the GiseiYako in a week’s time.

If players do not halt this process, their adventure will

Of the Onabi island: The Gisei Yako, an ancestral spirit of sacrifice,


or Wo Lai’s Hinnagami, a powerful spirit who grants
wishes - for a price.
end [Link] village will have sated the GiseiYako, but
at a cost - a furious Onabi (demon spirit of the forest)
will come tearing into the village, enraged by the
islanders’ indecision of worship.

13 14
History Crafting and Resolution Story Structure GM Note: Rituals
The Island of Miradzuki has been inhabited by humans Defeating either the GiseiYako or Wo Lai’s Hinnagami After players initialize the cultural tapestry, level their Some parties may not have players with the Ritual craft.
for nearly three hundred years, and the first of those will be impossible alone. Both spirits possess the ability party aspect tree, and level their characters to level In this case, Kin Meddia, Giar Inchi, or Han Boian can
humans settled at the edge of the Shichu Lake, building to leave the material plane, teleporting away the instant 4, they are ready to begin the game. cast the ritual for them provided players can acquire the
up the village of Mura Shichu. For two hundred years, they come into danger, and both are far too smart not to necessary [Link] required craft ingredients may be
this village of hunter-gatherers lived in quiet peace, realize when they are outmatched. Furthermore, the provided by these individuals, whether or not players cast
Part 1: Arrival
eventually growing sufficiently to found a second Hinnagami can possess individuals in combat to force the ritual or these NPCs do.
In part one, players arrive on the island in Uchipoto, and
village, Uchipoto, which served Mura Shichu as a client them to do her bidding, while the GiseiYako can become slowly make their way north to Mura Shichu. Along the
state. In that time, little changed, except the small entirely invisible and silent. way, they may learn clues from the inhabitants all over
introduction of minor agricultural practices (the Part 3: Gathering Ingredients
the island, as some people around the island know
harvesting of Sari beans and rearing of boar). In order to defeat these spirits, players must craft items Through casting a Ritual of Learning, players will learn
secrets or facts that will help players solve the mystery.
that will enable them to defeat these special enemies. the weaknesses of their particular antagonistic spirit.
When an emissary of the Shaman-Empress arrived Crafting requires rare ingredients which can be found Then, players must gather ingredients for the crafts they
Players begin in Uchipoto and either walk or take a
almost fifty years ago, they brought with them fine silks, throughout the island, and so players will need to need to make.
boat to Mura Shichu after dining with Gasin Chi. Along
iron and steel weapons, and ships much larger than journey (within their limited window of time prior to the way, they stop at Farmhouse Ryokan for a warm
anything the island of Mura Shichu could craft. Though the next murder) around the island to gather To do this, players will have to travel out to the edges of
meal, clues, and sleep. When players arrive at Mura
militaristically superior, the Shaman-Empress had an components to build their [Link] players craft with the island, to areas where rare craft ingredients grow.
Shichu, they should go to the Imperial Post to meet
offer for the island: join her empire, worship the new these ingredients is up to them, but these crafts will be This may take players to mountain peaks or alpine
withYin Shan, who will give them a wealth of clues and
gods, and rejoice in prosperity. The local leader Lord necessary to defeat the spirits of the island. forests. It may also take them to Mura Nishi, where (if
hints for both of the possible antagonists.
Hanni Jo (Fan’s father), aware of both the implication of players are particularly evil-inclined) they can entreat
war in refusing this offer and the potential gains for with the Westlake Glaistig after solving the minor
accepting, was quick to join the empire. Tone of the game Part 2: The Mystery mystery of theWestlake Glaistig for a powerful gift.
This game is one of exploration and horror. Old spirits Across part two, players will gather clues from in and
The following fifty years have been a whirlwind for the terrorize Mura Shichu, and resolving the murders of the around Mura Shichu. They may speak to locals, Most of part three (1-3 sessions) should follow the
island, which is naturally abundant in both mulberry island will bring players face to face with these horrors investigate clues, craft items to assist in their exploration-themed activities to gather ingredients.
trees (perfect for harvesting silk) and ironwood (ideal themselves. When players come across signs of these investigation, or more. Random encounters are welcome here, as are random
for the Empire’s ships). Thus, the empire has vested spirits, there should be no doubt of their evil nature - or events the GM may seek to generate. GMs are
great wealth in expanding the city of Mura Shichu and that they must be stopped rather than spoken with. At some point during their investigations, players should encouraged to look at Fixed-point Fae here, as there are
the island’s influence itself. In just fifty years, the island’s learn enough about the cause of the crimes to identify a few Fae that appear at certain nodes.
population has nearly tripled to over one thousand, and The villages of the island are closely [Link] influence the murderous [Link] is called a Key Point, and at
the villagers here have gone from living in small, one- of the empire has not yet torn away old grudges, old the key point, players now know the cause of the GM Note: Impatient Players
roomed huts to crowded marketplaces, sometimes fears, or old loves, and players are entering an island full murders and can act on it. Players can choose to �ght the principal enemy early,
dense Insulae (multi-family homes), and multi-story of conspiracies and [Link] who worship the without crafting items to make their life easier. It is
villas proclaiming the wealth of the most fortunate in old spirits will not trust the empire or its GM Note: Other Endings entirely possible that they will all die trying. Try to
town. The island has also become predominantly representatives, while those who worship the Five If players do not discover the cause of the crimes within one impress this threat upon your players. If they still bite, let
agricultural in a short time with the introduction of Lucky Gods and her empress will be excited at the week of arriving at the island, Lord Hanni will make a them try.
whiteseed and tuberoot--two crops that grow easily and players’ [Link] they like it or not, the players great sacri�ce to the altar of the Moon [Link] will
provide much [Link] the villagers of the island are themselves a representation of a political stance on end the investigation, but a furious Onabi will come
still hunt to supplement their agriculture, they do so less the island, and interactions with villagers should reflect howling out of the forest into Mura Shichu. Players will Part 4: Resolution
and less. that drama and tension. need to kill it before it destroys the town, ending the game In part four, players will craft items in order to kill the
prematurely. murderous spirit--typically either Wo Lai’s Hinnagami
One of the largest changes to the island has been The wilds of Miradzuki are another world. Barely or the GiseiYako.
religion, with the small shrines to house and island touched by humans, players should feel the ferocity of If players do not follow the clues of the mystery at all, and
spirits having been supplanted by a large shrine to the the natural world. Every day exploring the land could be are content to explore the problem and ignore the plot (as In either case, players may create rituals to lock the
Five Lucky Gods (Five Gods said to bring prosperity to a new challenge or surprise, and GMs are encouraged to players are want to do), they will eventually come upon monster in place and fight them. Once a ritual or item
those who worship, as well as the Empress herself, who ensure that the island is unpredictable for the players. the Basan and the Baba, which are the cause of the hinders one of these spirits, they will lash out at players
is said to be a living God). This change has been the Bandits, stampedes of elephants, or a chance encounter murders. If players kill them, they succeed. in defense of their life.
hardest to take. Many islanders have enjoyed close with a Fae that turns people into bees are all possible on
relationships with spirits near them--and the Five Lucky any given day here. Once players know what causes the murders, they must Once players have killed the offending spirit, they have
Gods do not leave room for the worship of these pagan learn how to kill the spirit by acquiring a piece of completed the game! They may treat themselves to a
deities. the murderer (hair, bronze nail being the most feast on behalf of Mura Shichu and be on their way to the
common) and casting a ritual of learning. next adventure.

15 A Short Adventure – The Mystery A Short Adventure – The Mystery 16


Key Points and Hints At Mura Shichu Foraging and Exploring How to Forage
There are many clues and hints here, but by the time Players may forage using two methods at each node.
Throughout the adventure, there are several key Once players have identified the murderer, they need to
they arrive players should have been told that their first Which method they use to forage is ultimately up to
moments and paths players will follow. Likely plot collect craft ingredients to defeat the spirits they will
appointment is to check in withYin Shan, the Empress’s you, the GM.
hooks to pull on players as they try to discover the cause eventually have to fight.
appointed guard, and Lord Hanni, the leader of the
of these murders are listed below. town. Players therefore must explore across the various nodes Foraging Method 1: Simple
GM Note: Hints in the island, keeping in mind their 25-day time limit. Foraging can only be done once per party at each node.
I. Lord Hanni Fan: Lord Hanni has hints for both When players travel through nodes, a GM rolls 1D6. On
In the below section, hints at each location are outlined. If GiseiYako and Hinnagami, but mostly needs to GM Note:Time Limits! a 1-2, there is no item. On a 3-5, there is 1 item. On a
you wish to ‘stack the deck’ towards a speci�c antagonist, make the players aware that he will sacrifice to the 6, there are [Link] is the simplest method.
you may remove a couple of hints leading to the other forest in a week if they do not solve the [Link] There are two time limits in this [Link] �rst is that
antagonist, which should be suf�cient to lead your party puts an immediate time crunch on the party to Lord Hanni Fan will make a sacri�ce to the forest one
the other way. figure out the cause of the murders. week after player arrival, which can be prevented by Foraging Method 2: Complex
players identifying the cause of the murders and telling The second method players may use to find craft
[Link] Shan:Yin Shan has a depiction of a destroyed
In general, players will always travel from Uchipoto Hanni Fan. If players do not do this, an Onabi will surge ingredients is iterative skill checks. Iterative skill
cart, the ruins of that cart that the players can look
through the Farmhouse Ryokan to Mura Shichu, and in into the village. checks are outlined in the Player’s Handbook under
through, and holds Crei in stockades for players to
these first few sessions will follow a trail of clues as they “Knowledge of Crafts”.
interview. He will also point the player to the
go to speak withYin Shan, the man who called them to The second time limit is the 18-day time limit players have
sacrificial altar made by the murderer, which is
the island. to defeat the antagonist, after which another murder will As the GM, you may choose to use this method instead
especially helpful in the GiseiYako arc. occur (and the party will be considered a failure by the of simple foraging on any given node - however, players
III. Crei: Crei’s spooky tale could hint at either Empress). Players should keep in mind that crafting may only do one or the other, not both.
At Uchipoto conclusion, but he is a key witness in the requires a long rest (one week!) and so the effective time
At the Uchipoto Docks, player arrival will cause quite a mystery. If you wish the mystery to be of the players have from their arrival is 18 days (as the GM, be GM Note:What DoWe Get?
stir. Almost immediately, the lord of Uchipoto (Gasin Hinnagami, have Crei offer up his hint that he sure to tell your players this!)
Chi) will invite players to dine at his manor, and will In this Module, some nodes have predetermined craft
worshipped with Wan Oye. No matter which
provide hints of who in Uchipoto may know more. ingredients (see “CraftingVictory”). For all other craft
antagonist you choose, have him confusedly
Gasin Chi will roughly outline some events for the party, ingredients, roll them up randomly according to the
express that he knows very little, but knows that Exploring and Time
including that Crei (the principal suspect in the Crafting Tables in the GM Guide.
the Uch children are often about and may have Players explore under a time limit. But how much time
murders) has been arrested and is being held in the seen something. does it take to cross between nodes? Each node in “The
Mura Shichu stockades. Shrine of the Onabi” has a distance between it and What Else Might we Find?
nearby nodes, as outlined on the map of Miradzuki
Gasin Chi’s primary hint for the party is ofYi Gaolai, As players explore the world, many random events and
Beyond Yin Shan Island (see: “Miradzuki Island”).
who has since ran off - players will have to find him occurrences can happen. These events can happen
FromYin Shan and Crei, the scene opens up for players
outside of Uchipoto at the Farmhouse [Link] Gaolai between nodes as players travel, or on nodes once they
to interview and encounter other villagers and scenes. These distances represent the travel time it takes to go
will hint at a GiseiYako conclusion. arrive.
Some important notes to remember as the GM are one-way between those nodes on foot. If players have a
below. superior method of travel (such as Helk) they can move
If players go to the Harborhead Tabernae, they will also At the end of this module, a section called “Random
faster, but should keep in mind the following:
run intoWo Feng, who hints at a Hinnagami conclusion. ◆ It is difficult to talk to Wo Lai. Only Pulleyman Events” describes some optional random occurrences
Kaijo knows where to find him, and is reticent ◆ Moving downstream on a boat is twice as fast as your party can encounter.
to say. Kaijo is a great witness, but players are moving upstream
At the Farmhouse Ryokan unlikely to be pointed to him, and are most ◆ Players cannot traverseWestlake on their own, You may also have players randomly encounter monsters
At the Farmhouse Ryokan players can cornerYi Gaolai. likely to meet him if they try to go to Wo Lai’s only when escorted by the Ikki Brothers to fight, travelers on the road, beautiful spirits or
His confession will hint towards a GiseiYako conclusion. manor early ◆ Helk cannot travel up the crescent peaks - strange sights. In order to help the game feel more real,
◆ The Sacrificial Altar, where the antagonist players must make these trips on foot feel free to refer to the “Biomes of Sacadia” section of the
The Hoi family who runs the Farmhouse Ryokan will murdered the victims, is a great place to look ◆ The mountain passes between the Moon Shrine GM guide for inspiration to help it feel more real.
also hint at a Hinnagami conclusion, as they have a for clues, the most substantial of which is the and Aiokyoko and between Shuchu Lake and
personal relationship with Wo Lai (the owner of the nails used on the victims (in the GiseiYako Westlake are both twice as slow on foot or on
Hinnagami). mystery, this is crucial evidence). helk than they would normally be due to
◆ The biggest clues come from players traveling to treacherous [Link] river pass to Westlake
There is also a masterwork shortsword on the wall of the Moon Shrine, either to hunt down Wan is still fast
this home, which people may attempt to steal - though Oye (in the Hinnagami arc) or to investigate
doing so may lead to further complications or the altar (in the GiseiYako arc).This event The speed improvements of boats and mounts is not
consequences. should rapidly lead players to a key point, held represented on the map, but is given in the PHB under
either at the shrine or in front ofWo Lai’s. the Exploration Aspect.

17 A Short Adventure – The Mystery A Short Adventure – The Mystery 18


Pre-Game Talents in this Module Starting Equipment Introduction
Players start out with the basic supplies of their chosen
Prior to their introduction to the game, the party must In “The Shrine of the Onabi”, player talents will come In the first session, players should be introduced as a
profession. As level 3 characters, they also get 300gp to
perform game zero actions below. into play often. Knowledge Talents are very useful group of adventurers employed by the Empress’s Bureau
spend on anything they want within the equipment
for identifying certain monster mysteries throughout of Imperial [Link] Bureau has on retainer a
[Link] the game, players will use this 300gp
the island and may be used to look for clues, and number of contractor adventurer guilds, and has called
Cultural tapestry to furnish themselves with basic crafting supplies.
Crafting Talents are necessary to create magic items on each member of the party in order to resolve a
First, players should construct a Cultural Tapestry. The that can be used to defeat the primary antagonist. challenge on the northern island of Miradzuki.
GM should construct some foundations below, which GM Note: Running out of Money
will be relevant for this game. Players are otherwise free Consider giving the party a letter from the Empress Player characters do not need to have worked together
to instantiate their own pillars for the setting. Knowledge Talents demanding that they are furnished with common crafting previously, but should all be dedicated to their craft, be
Parties do not require any specific knowledge talents to ingredients as needed, as without this players may end up aware and concerned with the consequences of failure
Cultural Tapestry explore, but many talents should be useful within this stuck without enough gold to purchase necessary craft (losing their jobs or be executed/shamed for failure),
adventure. As a GM, think about how player knowledge
•Values:This culture values stability and tradition above all else ingredients. and care deeply for their empire and empress. These
talents especially may be useful, such as:
• Family Structure: Multiple families live together in single cultural pinnings should sufficiently motivate them to
homes, which are connected as Insulae ◆ Literary: Reading religious symbols on shrines succeed at this quest, in one form or another.
• Government: Traditional tribal leadership now serves the ◆ Fables: Folklore regarding monsters and Fae Purchasing Craft Ingredients
Shaman-empress, who looks over more than thirty tribes ◆ Society: Interpreting villager relations Players may use their starting allotment of gold to The empire is responding to a slip from the leader of the
• Religion: Old shamanistic religion is slowly being supplanted by ◆ History: Understanding the Island’s History purchase craft ingredients as they explore the island, to island’s sparse military presence, Yin Shan, who is
the Five Lucky [Link] old religions worship spirits of the land. ◆ Magic: Interpreting magical events assist them in rounding out their crafts. Players may writing about a string of killings. In his slips,Yin Shan
• Folklore and Superstition:Those who practice old religions see ◆ Religion: Meaning of religious shrines, idols craft a maximum of two crafts per long rest, and over the writes (using the traditionally official three-space slip
the Five Lucky Gods as a danger to everyone. ◆Wilderness:The nature of different regions and course of this adventure should be able to craft at least form):
animals one item to assist them in their battle.
Death comes to Mura Shichu.
Exploration Aspect GM Note: Knowledge Talents GM Note: Purchasing Crafts Victims slaughtered where they stand, splayed.
This is a game about exploration and craft, and so the Cut abreast in ritual.
In “The Shrine of the Onabi” module, many clues are listed In a traditional game of Tales of Sacadia, it is not possible
party takes the exploration aspect. Players will play for your players to discover. However, few of these clues to purchase craft [Link] below table,“Ingredient
this game at level 4, and so should receive six Three bodies in three months.
have a prescribed required talent roll to [Link] are Purchasing Costs”, may be used to create appropriate cost
Exploration Aspect Points to spend as they see fit. Stop this evil, before continued.
encouraged to allow a mixture of roleplay and talents to values for craft ingredients that players can [Link] is More is soon to follow now.
reveal the island’s secrets, but try to leverage the no restriction on the type of ingredient players may buy,
GM Notes on Exploration KnowledgeTalents that your players have [Link] Check in order to be relevant to their craft. Cause is unknown, but we fear.
• If players take any mount-based aspects, they are given a set of DCs for these rolls, you may leverage the “Average Trait Our sacri�ce stopped, we fear revival.
mounts from Yin Shan when they meet him Check DC” table in this book. Great empress, send your support.
• If players take any boating aspects they have access to their own
boat docked at Uchipoto which they can use to speed up travel
The party is introduced on a boat, having read this letter,
around the island (though they must �nd places to land) and Crafting Talents as they are about to dock at the port of Uchipoto. The
which allows them to charter a boat upriver from Uchipoto. The “Shrine of the Onabi” module requires crafting, and game begins here.
• Players cannot take rare biome exploration aspects, as they have not so players will benefit from having a craft talent for this
seen any rare biomes. [Link] should encourage your party to take at
least one Crafting Talent from between them, though
more may increase the types of crafts they can create for
Building Characters their final battle.
Players will then build level 4 characters. This Ingredient Purchasing Costs
module uses the base professions of Sacadia. Players If players do not have crafting talents, they can visitYi Item Description Cost
should each play a separate profession. There is no Aira andYi Jan in the Mura Shichu Tabernae, who have
restriction on player races or backgrounds. the Tailoring and Smithing crafting talents, and can craft Common Ingredient - Random A Level 1 Crafting Ingredient with no Special Properties. Random Elemental Property. 1gc
on behalf of the party. Common Ingredient - Specific A Level 1 Crafting Ingredient with no Special Properties. Specific Elemental Property. 2gc
GM Note: 5 Players
Uncommon Ingredient - Random A Level 2 Crafting Ingredient with no Special Properties. Random Elemental Property. 5gc
If the game has �ve players, it may bene�t the GM to run
the module with both GiseiYako and Hinnagami as main Uncommon Ingredient - Specific A Level 2 Crafting Ingredient with no Special Properties. Specific Elemental Property. 10gc
threats, or to increase the level of GiseiYako or Rare Ingredient - Random A Level 3 Crafting Ingredient with no Special Properties. Random Elemental Property. 50gc
Hinnagami.
Rare Ingredient - Specific A Level 3 Crafting Ingredient with no Special Properties. Specific Elemental Property. 100gc

19 A Short Adventure – The Mystery A Short Adventure – The Mystery 20


Moon Shrine Shichu lake
An old shrine dedicated to the island, the Moon Shrine The lake immediately next to Mura Shichu, this is a
is a religious stone shrine carved at the edge of the crystalline, ice cold lake of snow melt from the Crescent
alpine mountains outside of town, along with a wooden Mountains.
temple.
A small lake, it has very little opportunity for fishing,
Villagers of Mura Shichu make regular visits to the but boats come in regularly to port to bring supplies
Moon Shrine, and lay out sacrifices to both theYako between Mura Shichu and Mura Nishi. Thus, small
(night spirits) and the Moncræn (nature spirits) of the wooden boats and even sails can be regularly seen
island. It is believed by the villagers that by providing entering and leaving the village, their colorful sails
regular sacrifices to the Moon Shrine, they live in contrasting with the white-capped mountains.
harmony with all spirits on the island.
Westlake
Kazekita Vale The lake immediately adjacent to Mura Nishi,Westlake
A northern valley in the mountainous Crescent Range, is known as an exceptionally treacherous lake due to an
Kazekita Vale is a notable source of herbal remedies for abundance of sharp rocks underneath the surface, and
the village Mura Shichu. Although the village herbalist the well known existence of a Glaistig that only allows
travels into Kazekita Vale, it is uncommon for other safe travel from ships helmed by captains she likes.
villagers to travel there due to dangerous snowy
conditions and Siberian lions who dwell there. As a result,Westlake is only traversed by three boatsmen
- all brothers - who have been granted safe travel by the
Glaistig. These brothers do not share their secret to the
Crescent Peak Glaistig’s favor, and thus have become quite wealthy.
The tallest peaks on the island, Crescent Peak is actually
a pair of arching mountain tops that, when viewed from
the base of the mountains at Muru Shichu, give the Crossed Fork
Miradzuki Island Mura Shichu appearance of a crescent moon rising over the ridge line. A fork in the river towards Uchipoto from Mura Shichu,
The principle town of the region, Mura Shichu is several Crossed Fork is said to be the only safe crossing to enter

A n outlier island of the Empire of Amatseru,


Miradzuki is a mountainous, forested island that
has very little arable land--and most of the island
is covered in thick, old forests.
hundred years old, and has existed on this island as a self
sustaining agrarian community since before the Empire.
Recently, Mura Shichu has experienced some expansion
due to the silk farms dotting the island. An already
With year round snow topping the peaks, no one on the
island has ever been to the top of Crescent Peak, and it
is considered inaccessible.
the eastern side of the [Link] no one knows why,
crossing the river at any other point is said to lead to
death, and villagers of both Uchipoto and Mura Shichu
are quick to warn anyone who would travel elsewhere.
strained community by the logging demands set by the
The island of Miradzuki is split into three biomes: 1) A small blue flower, called dayblossom, grows here.
Empire, Mura Shichu has begun to grow quickly. Nishi Woods
Tall, snowy mountains, 2) Old, snowy Alpine forests, An alpine forest of regrowth, NishiWoods burned down
and 3) broadleaf deciduous forests near the southern several hundred years ago, and the forest that has grown Aoikyoko
regions. Uchipoto in its place is youthful and alive. Also called the blue canyons,Aoikyoko is a mountainous
The first township players will experience in the region, canyon region that is said to turn blue when the sun hits
Uchipoto is the only port for the island, and all visitors
Travel on the Island come and go through this village. A small community, The forest is well known for embodying strength, and it in just the right way. It is rarely traversed due to
the silk that comes from the nearby Mura Nishi Village regular avalanches and rock slides, which makes it a
In typical Tales of Sacadia games, the exploration aspect Uchipoto gets its earnings through [Link] and their is some of the strongest silk in the empire. dangerous place to travel.
is broken out into nodes. In “The Shrine of the Onabi”, northern neighbors are at the height of prosperity as
players have a total of 25 days from their arrival on the they have seen it, and most people here proudly worship
island to the next murder (inclusive of a one-week long the Five Lucky Gods and the Shaman-empress. Azuma Woods
rest players will need for crafting!) An old, weathered forest, Azuma Woods are dark,
foreboding, and rarely entered. These woods are dark,
Mura Nishi
As such, each node on the Island of Miradzuki deep, almost always snowed in except for a few months
The western silk village, Mura Nishi is a glorified silk
represents one day of travel. Players explore one day at a of the year, and are treacherous to simple travelers.
farm that has sprouted up only recently by demand of
time. the emperor. Because of the isolated nature of Miradzuki Rumor has it that radiant lights sometimes emanate
Island, the low crime rates, and the ideal ecosystem, from the forest, and that this light is capable of
Named Locations Mura Nishi produces silk in abundance. Mura Nishi is a illuminating the dead.
recent development on the island, and is mostly staffed
There are several named locations on the above map that by immigrants from other regions of the empire who
GMs should take note of. These locations will be came here for the promise of wealth.
important throughout the game.

21 A Short Adventure – Miradzuki Island A Short Adventure – Miradzuki Island 22


The Gold Shrine Riverport The Farmhouse Ryokan
A shrine to the old gods, the Sun Shrine is just north The small, up-river port connecting Uchipoto to The farmhouse is a large, sprawling building--two
of town to the west upstream of the Riverport, and Mura Shichu, Riverport provides access to rowing stories tall and spread out around a central wooden
can be seen from the port as you pass [Link] crews who can pull boats upstream between the two platform square. The main two-story home is home
Sun Shrine is a decorated shrine to the nature gods of towns. to the farmers here, the Hoi family, and it looks over
the island. Animals are ceremoniously disemboweled the rice paddies below.
◆ Hari Jin can be found here when players first
and hung from the various poles of the Sun Shrine, arrive, and will be here all day. ◆Various members of the Hoi family can be
which stick out in all directions. found within the house at any given time.

Shrine of the Five Lucky Gods


A shrine to the Five Lucky Gods and the emperor is
here, with offerings to various gods being lovingly
placed around the shrine.

Guest Houses
Guest houses of the Farmhouse open up to a large
central courtyard built on a wooden platform over
the rice paddies.
◆ Players can findYi Gaolai here, though he will
try to sneak out before talking to the party.
Uchipoto Docks
Harborhead Tabernae Uchipoto docks are the entrance to both the game
The tabernae for the Uchipoto docks, Harborhead and the [Link] are bustling and expanding.
Tabernae has within it a small saké bar, a mulberry tea Farmhouse Ryokan The Hoi Family
◆ Gasin Re works here during the day The Hoi family is hospitable and will provide guests with
shop, and a small store that sells trade goods from
abroad.
◆Wo Feng can be found here after dining with
Gasin Chi. He will be drunk.
Hari Jin
Of gossipy character, but polite enough, Hari Jin has
strong opinions about the goings-on of the island.
A long the road to Mura Shichu, a tree will be
painted that points the way to a Ryokan (or guest
house) called ‘The Farmhouse’, positioned such
that it is about equidistant from Mura Shichu and
a place to stay for the night if they are interested. They
will also give the party a warm meal, and as they make
money off visitors staying at their home, are quite
friendly.
Uchipoto.
Players can purchase basic goods from the Tabernae. Clues: Hari Jin Clues:The Hoi Family
The Farmhouse is at the edge of the river and along a
• Hari Jin will swear up and down about Crei’s character - and large rice paddy, and to get to it players have to cross a •The Hoi family knows little about the events going on - at least,that
Uchipoto furthermore, for the second murder, Crei was with Hari Jin large bridge out onto the rice paddy itself, such that they others do not know.
transporting goods to Uchipoto. His whole crew can con�rm. approach a building stilted over the paddy. At this time •The Hoi family prays ardently to the �ve Lucky Gods at their family

T he port town of Miradzuki Island, Uchipoto is a


minor village that predominantly operates
through trade. Gasin Chi
Almost as soon as they arrive in Uchipoto, players will
of year, it is flooded and farmhands are picking the rice.

Yi Gaolai
shrine, but acknowledges a strong tension in Mura Shichu
regarding this recent religious [Link] herbalist in Mura Shichu
was a worshipper of the old gods - they would have thought the
murders would stopped when she was kicked out.
If players findYi Gaolai and speak with him, he has some
Gasin Re find themselves invited to dine with Gasin Chi (the lord • (Hinnagami) The Hoi family farm has been purchased byWo Lai,
clues, but is very reticent to speak with them. He is
Chi’s son, Re operates the docks. He is a boring man and of Uchipoto) over a fancy meal at his domus. Gasin Chi and they work for him now. He has not visited in several years, and
staying at the Hoi house on his way north to Mura
a little slow, but he gives good directions. He aspires to is goodhearted and straightforward, and wishes the simply sends representatives to collect supplies.
Shichu, to stay with his family and to help Uch Shiniki
be a cartographer, and sells poor maps of the island. party to pass on good will to the empress. • (Hinnagami) Per the Hoi family, the last time they sawWo Lai, he
with her shop. brought his daughter along, and she said nothing all night. He
Clues: Gasin Chi looked poorly upon their shrine and asked them to tear it down.
Wo Feng Clues:Yi Gaolai When they said no, he left.
Wo Feng is the cousin of Wo Lai, a lord in Mura Shichu, • Chi believes that Mura Shichu has brought this danger upon
• (GiseiYako)Yi Gaolai found Uch Kan’s body, and states that he
who Wo Feng believes to be of suspicious character. themselves by ceasing sacri�ces to the old forest.
doesn’t think a man could have killed him - his body was splayed
• Two other people in Uchipoto may know more: 1)Yi Gaolai, who
in sacri�ce and cut to pieces in a bloody display - blood was even
Clues:The Harborhead Tabernae lives in an Insulae on the north side of town by the docks, and 2)
on [Link] Gaolai believe an angry forest spirit is killing the
Hari Jin, a boatman who knows Crei.
• (Hinnagami)Wo Feng boisterously suspects his cousinWo Lai villagers, and says his mother-in-law Uch Yama will know more.
• Chi does not know details of the murders - only they are gruesome.
because he has become a reclusive, angry, wealthy man over time.

23 A Short Adventure – Uchipoto A Short Adventure – The Farmhouse Ryokan 24


Mura Shichu Lord Hanni Fan Pulleyman Kaijo Wo Lai
The lord of the town, Hanni Fan is the descendent of the The operator of the village pulley, Kaijo ferries folks The wealthiest man in town, and owner of the Wo villa,

T he largest village on Miradzuki Island, Mura


Shichu is a small, thatched village with around 700
people, many of whom are directly descended
from the original settlers and explorers of the island
old tribal ruler of the town, and has headed the
acceptance of the empress in the town.

Though kind, Lord Hanni is obsessed with making the


from the farms to the village for small tithings. He is
quiet, very strong, and keeps to himself.

Clues: Pulleyman Kaijo


Wo Lai came into his money by finding a large lump of
gold in the forest. He is considered suspiciously lucky by
the town, and recently negotiated with the emperor to
bring silk trade here, contributing much to the wealth of
some 250 years ago. party think everything is going okay, since they are the town.
• (Hinnagami) Kaijo is currently dealing with a problem. For nearly
representatives of the empress - in spite of this, he feels
Currently, the village is experiencing trouble with a a year, every night he will park the pulley at one end, and every
the whole town is out to get him for his progressive He is typically disliked due to his wealth. He always
string of deaths they attribute to an angered [Link] morning it is at the other. Once he stayed awake watching, and he
changes. Lord Hanni is furious atYin Shan for calling for looks tired, and his highly reclusive.
have requested special support from the Emperor, who fell asleep, where in his dreams he saw a small girl approach from
help from the empress, because it makes him look bad.
has sent the player party to investigate and halt the the farms, and then walk across water to fetch the [Link]
Clues:Wo Lai
murders. awake, Kaijo suspects the Uch children (but it is the Hinnagami).
Clues: Lord Hanni • (Hinnagami) Kaijo is very reticent to say, but if forced with •Wo Lai can only be spoken to when he is at the graves in the early
• (Hinnagami) Even Lord Hanni has been denied to stay withWo Lai evidence (fromWan Oye), he will admit thatWo Lai pays him morning. He places �owers on the graves of anyone who has died
Crei during his new fort’s construction, forcing him to take over the heftily to ferry the old man across the river sometimes at night. after converting to the new Gods.
The sole witness to the last murder and one of the guard station. Though he will swear up and down, not the night that deaths •Wo Lai ardently believes that worshippers of the new Gods are locked
principle suspects, Crei is a boatman for Hari Jin and a • (GiseiYako) At the behest of the herbalist Kin Meddia, Lord Hanni occur. out of the cycle of reincarnation.
friend of Wan Oye. He is currently imprisoned at the halted sacri�ces to the [Link] the killings began. Lord Hanni • (Hinnagami) If asked aboutWo Lai’s girl, Kaijo will grow confused, • (Hinnagami)Wo Lai does not have family, but will get very nervous
Imperial Post, having been found in the Uch Tabernae demanded Meddia give a better [Link] saw smoke rise from and be unable to answer questions as if cursed. and leave if asked about it.
covered in blood after Uch Kan went missing. her shaman temple, then she ran away. • (Hinnagami) Kaijo is one of the only people who knows where to • (Hinnagami)Wo Lai will accept credit for causing the expansion of
• Lord Hanni plans on restarting sacri�ces in a week’s time. �ndWo Lai, and (if suf�ciently pressed) will tell the party thatWo the town, but seems remorseful of it.
Clues: Crei Lai goes to the graves each morning to lay �owers on their graves.
• Crei claims to be the last patron in Uch Kan’s Tabernae the night
of [Link] were both drunk,when the lights went out and they Yin Shan Jinshi Brothers
just... Felt [Link] both went quiet, and something put its The imperially posted military leader and head of the Uch Shiniki The Jinshi brothers (Bo and Gai) got into being guards
hand on Crei’s shoulder--cold, rough. He closed his eyes, and the town guard,Yin Shan is a noble, caring representative Yama’s daughter, and the operator of the Uch Tabernae, because they wanted to boss people around, but have
hands roamed across his face before pulling away. He kept his eyes overwhelmed by the new changes to the town. Shiniki was recently widowed and is overwhelmed by since found the work to be much more complex than
closed, and heard knife [Link] he heard a scream from Uch her current work. Blamed byYama for the death of her they wished. Two village idiots, they go on patrol
Kan, and the sounds of [Link] all the lights came back on. Clues:Yin Shan husband, Kan was well known to get drunk and hurt her. through the Insulae often.
• (Hinnagami) If asked,Crei worships the old gods and makes regular Shiniki is warm and welcoming, but constantly
•Yin Shan will show the party his sketch of the destruction wrought
sacri�ces. He claims that he made them withWan Oye atWo Lai’s struggling to run the town’s markets, inn, tavern, and
upon the market cart,and lead them to the [Link] carts remains Wo Lai’s Guards
shrine just this month (Oye got him inside--he works forWo Lai). care for her four children--several full time jobs.
were found up to 30ft away. Housed at the exterior of the Wo Lai Villa, Wo Lai’s
• (GiseiYako) Crei will state the Uch children are about most nights.
•Yin Shan is an ardent follower of the new gods, and Shiniki’s guards will absolutely not allow the party inside--but
• (Hinnagami) if confronted after the party speaks withWan Oye, Clues: Uch Shiniki
conversion of Uch Kan was the talk of the town. Many who they will offer up information that may be helpful if
Crei will admit that when he closed his eyes, candles were full--
worshipped the old gods would have it out for Uch Kan. •The only blood in the bar was a small drip from the door to a chair. presented with enough evidence.
when he opened his eyes,they were burned down to nothing and the
• Both prior murder victims had also recently converted to the new
sun was about to rise, his arms covered in blood. But he remembers
Gods - they are now interred in the new fashion. Key Point
nothing other than the giggling laughter of a little girl.
•Yin Shan states that the only reason Lord Hanni did not have him The Uch Children If players presentWo Lai’s guards with evidence ofWo Lai
killed because of his report to the empress is thatYin Shan does not The four children of Uch Shiniki, the troublemaking being at fault - evidence consistent with Pulleyman
work for Lord Hanni, but the Imperial guard. Uch children are [Link] are common sights all Kaijo’s description andWan Oye’s testimony -Wo lai’s
over town causing mischief. guard will cave and ask to meet at the graves that same
[Link] players meet, the guards will describe the
The Yi Clues:The Uch Children Hinnagami and tell players what they need to kill it.
Shiniki’s sister Aira and her husband Jan form the Yi The Uch Children will only give clues if asked directly.
family. Aira is pregnant, but still runs the tailor shop,
while her husband Jan runs the smithy. Both operate out • (Hinnagami) If asked, the children saw Crei outside at night
Giar Inchi
of the Tabernae. returning to the bar covered in [Link] say he walked funny.
Giar Inchi is the town priest to the new gods, and
• (GiseiYako) The children saw an altar to the old gods inside the
though he makes a strong show of praying to the new
market during the attack--right where the cart was destroyed.
gods daily and about town, he seems to be rather
impious.

25 A Short Adventure – Mura Shichu A Short Adventure – Mura Shichu 26


The construction The Shaman Hall The Sacrifice The imperial Post
An under-construction fort. Wood from the The home of the witch doctor Kin Meddia, the Cleaned up, the Sacrifice is the place where previous A large construction effort that appears to be going
northern old forest is used in construction. Shaman Hall is currently shut down, but untouched. bodies have been found, across the lake and facing the poorly sits next to a small wooden insulae. The
royal fort. It sits in a recently cut clearing at the edge insulae is well maintained and marked with the
◆ Once released from prison, Crei can be found Clues:The Shaman Hall of the [Link]’ remains have been removed. imperial seal. The nine town guards live here and
working here, mostly alone. support the local ruler and the Empire’s interests.
◆ Sometimes Lord Hanni is here, though • On the door,a posted letter from Lord Hanni denounces Meddia
Clues:The Sacri�ce
usually he spends his time in the adjacent for failing to stop or predict the killings. ◆Yin Shan works here during the day, and
garden during the day or in his temporary • Inside, the party will �nd an oracle bone in the �re pit, charred • (GiseiYako)There is blood at the top of the canopy in the trees-- sleeps here at night. In morning and
quarters. with markings suggesting that a horrible fate will befall the much further up than makes sense. evenings he walks the town
village if they sacri�ce to the [Link] oracle bone has been • (GiseiYako) There are deep holes in the trees where bodies were ◆ The Jinshi brothers are here at night, but
through two �res - though a second oracle bone is missing. nailed. One nail is left, and it is a bronze nail. otherwise drink or patrol the town
• An herb in the shaman hall only grows in mountain vales. • The forest permeates a deep, unsettling aura. ◆ Crei is in the stocks here
The Stichihaka
The tombs of Mura Stichu, the Stichihaka are above- Clues:The Imperial Post
ground burial mounds set into the foothills of the Shichu Insulae
mountains west of the [Link] people meet The tenements of the less fortunate, •The remains of Uch Kan’s body are here, his limbs and head cut
their end in the village, they are always buried here. the Shichu Insulae predominantly with a very sharp blade. Other bodies were similar, per Shan.
serve as the apartments for the • (GiseiYako)The post has the remains of a destroyed market stall.
◆Wo Lai leaves flowers here every morning loggers and farm workers in town. If put together, the stall burn marks form the phrase ‘Moon
during the mists of dawn--at random, Sacri�ce’
nameless graves. He is always alone, but his
guards stay at the edge of the Stichihaka
The Uch tabernae
Clues: the Stichihaka The Tabernae is closed on order of the local lord,
• If players dig up the urns of the recent dead,they all corroborate with a posted sign out front. Around the edges, nice
whatYin Shan will describe shops (all closed) are set into the building - a smithy,
• Some of the graves have cherry blossoms laid on them. Each of a bar, a silk merchant, and a tea shop. They can be
these has a small,sharp cut in the stone atop the burial mound. accessed by a porch which rings the building. In the
center, a large open seating area leads up on stairs
into tenement dwellings and guest houses.
The Wo Villa (Exterior) ◆ Uch Shiniki can be found here at all hours of
The Wo Villa is heavily disguised in a large cherry Farmlands inchi Orchard the day
orchard owned and maintained by Wo Lai’s servants, Traditional farmlands to the A large cherry blossom orchard on the ◆ The Uch children cause trouble all over town
all of whom come from out of town and do not leave west of the village, these south of town, the Inchi Orchard was
the [Link] villa, which is enormous and can be farmlands predominantly grow planted by a past lord in dedication to Clues:The Uch Tabernae
seen above the treetops, shines brilliantly. rice, tuberoot, and saibai beans. the empire. It can be seen along the east •Within the Uch Tabernae, deep cuts in the wood of tables match
of the river when coming into town .
◆Wo Lai spends most of his time here the �nger--the gouges appear deeper than a person could cut.
◆Wan Oye will sneak here during the night, There are also cuts on the ceiling.
but be denied [Link] only happens the • There is no blood in the bar, or in the cuts.
first night that players are present. The Shrine of the Hand
The Pulley The Five Lucky Gods and the Empress can be the Spillover Markets
Clues:TheWoVilla [Exterior] (Hinnagami) The farmlands and village are separated by the river. worshipped at the Hand Shrine, a small altar with six On any given day, there may be 6-8 tents selling fine
The pulley allows a raised wooden raft across the wooden pillars in a small garden. Each of the pillars
• It is very clear that Wo Lai likes his privacy,though anyone will clothes, jewelry, and more. On Market Day, around
river, providing access between the farmlands and the are stacked with small sacrifices.
tell them that this is a change in the last few years - right when 20 tents appear to sell foodstuffs from the nearby
village, albeit slowly.
the town began expanding ◆ Giar Inchi spends a lot of time here during farms. Players can buy supplies here.
• If players get close, they can see a shrine to the old spirits that ◆ During the day, players can always find the the busiest times of the day
is very ornate and well maintained - but no one will go near it, pulley man Kaijo here ◆ Every weekend, Lord Hanni Fan comes down Clues;The Spillover Markets
as if they are deeply afraid of it. with his guards to meet with the village. • Uch Kan’s �nger can be found in the markets
• The guards are �dgety but deny [Link] are nervous of the Clues; the Pulley • There are the signs of a struggle near the �nger, where someone
trees of the orchard, seemingly. Clues:The Hand Shrine
• (Hinnagami) If players are watchful, the pulley will change tried to get [Link] is the only place there is blood in the
• The second day in town, cherry blossoms will begin to fall. Just
sides during the night, every single night. • The Hands Shrine is often desecrated - but not this past week. markets, and a stall is missing.
a few of them have blood on them.

27 A Short Adventure – Mura Shichu A Short Adventure – Mura Shichu 28


Moon Shrine The Moon Shrine Altar Kazekita Vale Kin Meddia
An altar to the old spirits, the Moon Shrine altar is a Kin Meddia is a crafty older witch who was, until just a

A
n old shrine dedicated to the island, the Moon
Shrine is a religious stone shrine.
Villagers of Mura Shichu make regular visits to
the Moon Shrine, and lay out sacrifices to the
sacrificial pillar within the Moon Shrine, and the largest
on the island (nearly 12 feet tall). It is composed of five
wooden boards ornately carved in runes and arranged
around a sacrificial stone. Pieces of animals are nailed to
A broad, snowy valley, Kazekita Vale is two days’
walk north of Mura Shichu, beyond the old
forest. The valley, nestled in a ring of large
mountains, is an alpine valley and home to herds of flat-
month ago, the island’s herbalist, healer, and oracle.
When she failed to predict the end of the murders in
Mura Shichu, she ran away.

it and rotting away, including an elk skull on the largest nosed elephants and Siberian lions. Kin Meddia looks like an old, hard-headed woman,
Yako (night spirits) and the Moncræn (nature spirits). board. wearing thick furs and living alone in her herbalist hut.
A snowy, icy region, Kazekita Vale will have several feet She is well protected by a series of wards, however,
of fresh snow on the ground when players arrive.
Uch Yama Clues:The Moon Shrine Altar (GiseiYako) which she places to prevent enemies from getting too
Players can explore the valley for supplies and forage, or
A well known superstitious old lady, UchYama is the close.
• The Moon Shrine altar has fresh blood on it, in spite of sacri�ces they can meet with Kin Meddia, who lives alone in the
matriar of the Uch family and the mother of Uch Kan being [Link] stone also has scorch marks, as though a �re has valley by the river in a small, one-roomed hut.
(Shiniki’s now dead husband). She has been in a three- Clues: Kin Meddia
burned on it.
month vigil now over the loss of her husband, never • The sacri�cial blade on the stone altar matches the Tabernae cuts. • Kin Meddia casted two oracle predictions on behest of Lord Hanni,
leaving the Moon Shrine. Meddia’s Hut
• Several bronze nails are missing from the Moon Shrine altar. which taught her: 1) the sacri�ces were going undesired by the Old
Kin Meddia is an expert ritual craftsperson, and has set Forest and that if they didn’t cease, the Old Forest would destroy
Clues: UchYama (GiseiYako) up a series of protective runes around her hut, as she the city, and 2) the end of the sacri�ces will cause the city to be
assumes that Lord Hanni will try to kill her for
• UchYama is convinced that the old spirits are punishing converts to Wan Oye destroyed - by what, Meddia does not know.
abandoning her job.
the new Gods--and so blames Uch shiniki for Kan’s death A town miscreant and troublemaker,Wan Oye is new in • From these two, Meddia has inferred that something wants the
• UchYama was desecrating the Shrine of the Five lucky Gods--an town. Deaths began soon after he arrived to begin taking village to keep making sacri�ces, or potentially, wants to kill the
Players may encounter any of the following:
offense punishable by death. logging jobs. Wan Oye claims to have seen the most village.
• UchYama claims that the Moon Shrine’s altar is not in the same recent death--though no one seems to believe him. ◆ A ward along the path to her house which will • Meddia ran away because Lord Hanni told her that if she did not
place it used to be--as though it moved. cause 3 levels of Fatigue in a 10ft radius (Wiles predict the salvation of the village, he would kill her. An easy
Clues:Wan Oye (Hinnagami) DC 15) decision, in her mind, to try to protect herself.
◆ A blessing on her own bow that gives her • Meddia will stress that if Hanni sacri�ces to the Old Forest, an
•Wan Oye swears he saw Kaijo ferryWo Lai and a spirit across the
Han Boian advantage to hit anyone for the first minute of Onabi will attack the village--and that will be a much quicker
ferry on the night of the latest death--he claims to have followed
The high priest of the old gods, Han Boian lives in the combat death than ‘one person/month’.
and was seen, so he ran.
main house of the moons shrine and performs daily rites ◆ A ward on her doorway that causes anyone with • (GiseiYako) Meddia thinks the best place to go for more information
•Wan Oye worked forWo Lai, and had heard strange things from the
to the old spirits and the island. murderous intent to immediately take 3D10 would be the Moon Shrine, where sacri�ces take place
shrine during worship. He believesWo Lai is working with spirits.
damage (Wiles DC 15 halves)
•Wan Oye saw Crei dragging the body of Uch Kan, but he was
Key Point:The GiseiYako If the party can convince Lord Hanni to protect Meddia,
walking strangely--as if his body were not his own.
Kin Meddia will try to shoot first and ask questions she will return with them to Mura Shichu. No matter
If players confront Boian about the blood, Boian will swear later--but if players get past her defenses they can speak where she is, she will help the party craft rituals to
up and down no sacri�ces have been [Link],he will with her. identify the monster if they ask.
claim that he saw the altar disappear before his very eyes,
and return the next morning covered in fresh [Link]
altar is alive - and making its own sacri�ces.

29 A Short Adventure – The Moon Shrine A Short Adventure – Kazekita Vale 30


Mura Nishi Gali Aia
Crafting Victory Crafting in Sacadia
A young woman who assists in port and runs the

A
very small silk farming village, Mura Nishi has Tabernae at night,Aia is a headstrong woman who keeps Crafting in Sacadia is a narrative game loop by which
sprouted up in only the last twenty years on
command from the emperor. Almost all
villagers are new to the island, and interact
only very little with other people.
to herself and can handle the rowdy men of Mura Nishi.

Ikki Brothers
I n order for players to successfully kill either the
Hinnagami or the GiseiYako, they must craft items
to kill these beasts. The following crafts are
relevant to this adventure path, though players do not
players may take ingredients they find in their travels
and convert them into magical ingredients by rolling
Crafting Talent Checks.
The Ikki brothers are known all over the island as the need to create a craft for all of these - just the Crafts are a storytelling-focused arc. Players take
only three people who are allowed passage by the Identifying Ritual and at least one other: each ingredient and designate a slot they wish to put
Silk Tabernae Glaistig of Westlake, and they revel in this position that into, and why - then, they roll a crafting check to
The sole tabernae or non-insulae building in Mura through heavy taxes of the silk on-board (though not so I. Identifying Ritual: A ritual that identifies the succeed. By describing the intent of how each craft
Nishi, the SilkTabernae is right up against the only dock heavy that they cannot get away with it from the monster killing people in Mura Shichu ingredient will be used in an overall craft, they can
in Mura [Link] Tabernae is rowdy, rough, and caters empire). II. Binding: An item or ritual that binds the describe a desired effect. Based on the rarity of each
to a group of people whose sole specialty is drinking, monster to the material plane so that it cannot ingredient and the intent of the crafter, the GM then
fighting, and farming silk. Clues:The Ikki Brothers (Glaistig) teleport away or around the battlefield designs a magic item based around these crafting
• Speci�cally if the party identi�es themselves to the Ikki Brothers as rolls.
[Link]: An item or ritual that allows the
Kappa Fort representatives of the empire, are very friendly to the Ikki Brothers,
invisible GiseiYako to be seen
A small shrine to the Glaistig in Westlake, Kappa Fort is and ask about how they became able to pass by the Glaistig, they If players do not wish to create their own crafts in this
a strange assortment of wooden totems, live sacrifices, will show the party a letter from the military back home, telling IV. Mind (Hinnagami): An item or ritual that arc, they are free to use the below recipes, which can
gold, and more--all of which are set into Kappa Fort by them to establish a silk road throughWestlake however necessary. prevents the Hinnagami from possessing party make it easier for them to get started with crafting.
people trying to figure out a way to appease the Glaistig. They will then admit to sacri�cing children of the Pin family to the members in a fight
Glaistig about 2 decades ago in order to get access to the mulberry
Thus far, none of them have seemed to work. [Link] naturally believe the party to be on their side.
recipes
Finding Recipes
Clues: Kappa Fort (Glaistig) Lamp of Illuminating
Players are free to craft anything that they wish using
The Pin Family The Lamp of Illuminating is a typical lamp with a
• The shrine does not have any sacri�ces from the Ikki brothers functional ingredients found on the island. However,
Not actually a single family, but several instead--the Pin wrought iron frame and a rope harness to allow the
• The shrine has two small wooden dolls, which a good check will some recipes below contain useful options for killing
family is made up of people exiled by the ikki brothers lamp to be [Link] glass of the lamp, however, is
identify as small requests to old spirits for children to be treated the monsters.
either for trying to fight the Glaistig or for anti-Ikki pitch black, and when lit the lamp does not reveal
well in the afterlife
[Link] group of people lives together just outside normal light. Instead, it reveals [Link] Lamp
These recipes can be gained in game by taking
of Mura Nishi, establishing a small fort of villagers. of Illuminating is an Uncommon magical item.
information about the threats to a craftsman in any
Chenchi Ro village. Specific craftsmen in this module are Aira and Lamp of IlluminatingA: As an action, you may light the
Clues:The Pin Family (Glaistig)
A rowdy and unpleasant man, Ro is the village drunk in JanYi (the Yi), who make up the town tailor and Lamp of Illuminating, revealing all invisible creatures within
Mura Nishi. He is commonly found tailing Aia against • The oldest members of the Pin family are missing children, though blacksmith. 10ft of your position for the next hour. After one use, the
her will, and is confrontational to anyone who those children have been gone for nearly twenty years now,and died Lamp of Illuminating cannot be used again until it has been
approaches. in a string of killings. Not only will theYi provide recipes, they will also tell refilled.
• One member of the Pin family believes these children to be lost due the party where to look for raw ingredients: Uncommon is the minimum rarity of black sand.
Chenchi Ro will tell anyone who listens that he has seen to wandering off and getting killed ,perhaps by the [Link]
Increased ingredient rarity for the Oil increases the
a building at the bottom of the lake, and that the Glaistig other family is convinced of foul play, still concerned about the loss I. Black Sand: Azuma Woods radius by 10ft each.
has rare treasures beneath the waters. of their [Link] suspect, but have no proof, of the Ikki
II. Bindingweed: Nishi Woods
Brothers.
III. Ore of Strength: Nishi Woods Lamp of Illuminating
IV. Spiritstone: Crescent Peak (Left) Slot Item Minimum Rarity
V. Root of the Damned: Crescent Peak (Right) Strength Iron Common
Duration Rope Common
Area of Effect Oil Uncommon
Will
Distance
Discrimination Black Sand (Glass) Uncommon

31 A Short Adventure – Mura Nishi A Short Adventure – Crafting Recipes 32


Binding Net Necklaces of Binding DamnRoot Stew Resonant Blade
The Binding net is a net that can be thrown over a Necklaces of Binding is a single necklace formed of Damnroot stew is a stew made of the root of the The resonant blade is a sword infused with
creature and prevents them from using magical two haves of the same stone, held together with metal damned--colloquially, it makes one closer to the Spiritstone. The blade is useful for fighting ghastly
abilities to teleport away. It appears as a typical net as though in jewelry. When disconnected, the dead. Although Root of the Damned is typically spirits, and ruins their Focus under certain effects.
with magical runes painted across the fibers in red necklaces can each be [Link] both are worn and poisonous, when it is combined with another Resonant BladeB:Whenever you hit an incorporeal ghostly
[Link] Binding Net is an uncommon magical item. one of the two creatures teleport, the other creature ingredient that can bring about life, it can be made to enemy with this blade, that enemy must immediately make a
teleports with them. make one resistant to the effects of particular spirits.
Binding NetA: As an action, you may throw the binding Focus Check at 1x disadvantage to maintain any Focus
net onto a creature (range: 20ft).They make a Finesse Check Necklaces of BindingP:When you wear the necklaces of Damnroot StewP: For 24 hours after eating damnroot stew, effects.
to dodge. If they fail, the binding net binds them and they binding, and another creature within 30ft wears the other get 1x advantage to resist the effects of spiritual possession.
cannot move or use magical abilities to teleport. half, if they teleport into a different plane, you go with them. GM Note: Increased Effects
GM Note: Increased Effects Increasing the rarity of the iron in this craft gives the
GM Note: Increased Effects GM Note: Increased Effects Increasing the rarity of the seawater in this craft blade +1 to damage dealt against undead/level.
Increasing the rarity of the reeds in this craft increases Increasing the rarity of the Iron in this craft increases increases the number of charges by 1 serving/level.
the range at which it can be thrown by 10ft/level. the range of effect by 10ft/level.
Damnroot Stew Resonant Blade
Binding Net Necklaces of Binding Slot Item Minimum Rarity Slot Item Minimum Rarity
Slot Item Minimum Rarity Slot Item Minimum Rarity Strength Iron Common
Strength
Duration
Strength Bindingweed Rare Strength Ore of Strength Rare Duration
Area of Effect
Duration Duration Area of Effect Seawater Common
Will Leather Common
Area of Effect Area of Effect Will Life plant (any) Common
Distance
Will Paint (red) Uncommon Will Gold Uncommon Distance
Root of the Discrimination Spiritstone Uncommon
Distance Reeds Common Distance Iron Common Discrimination Rare
Discrimination Discrimination Damned
Stew of the strong Spirit Ritual of binding
The stew of the strong spirit is a modification of Another way to bind a spiritual enemy to the material
damnroot stew that gives additional protection from plane is through the use of a binding ritual. Binding
dangerous spirits. rituals take a minute to cast once set up, and set up
typically takes an hour. After the ritual has been cast,
Stew of the Strong SpiritP: For 24 hours after eating
any spiritual creature that enters the binding space is
damnroot stew, get 1x advantage to resist the effects of any
stuck there for one hour and cannot leave.
mental attack or effect caused by undead spirits.
A supplementary ingredient can be added to combine
GM Note: Increased Effects this ritual with another. One example is black sand,
Stew of the Strong Spirit is a stronger form of which can be pooled in a mandala in the center
Damnroot stew, and works on all mental effects caused (added to the Will slot).When this is done, invisible
by undead. creatures bound to the ritual are revealed.

Stew of the Strong Spirit Ritual of Binding


Slot Item Minimum Rarity
Slot Item Minimum Rarity
Strength Bindingweed Paint Uncommon
Strength Bindingweed Rare
Duration
Duration
Area of Effect Paint (Red) Uncommon
Area of Effect Seawater Common
Will Candles Common
Will Life plant (any) Common
Distance
Distance
Root of the Discrimination Nightshade Incense Uncommon
Discrimination Rare
Damned

33 A Short Adventure – Crafting Recipes A Short Adventure – Crafting Recipes 34


The Fae of Miradzuki Yari the Gisei Yako Inoshi Onabi Wo Lai’s Hinnagami
If players decide to initiate sacrificing again in Mura A doll-like spirit that grants wishes but is easily enraged,
Stats
M iradzuki is home to a number of strange spirits
or monsters. Some of them can be killed and
some cannot. Some form the frame of the plot,
while others don’t. Here, we capture each of the
Type
CR
DPR
Folk Fae
6
31
Shichu as a function of ignoring the village healer, they
will anger an actual Onabi spirit who will come down
from the mountains to destroy the village.
the Hinnagami will become the main enemy ifWo Lai is
killed or is outed as the cause of the village’s troubles.

The Hinnagami is a powerful, angry spirit that grants


monsters unique to this setting and plot. Size Large This Onabi will be nearly fifteen feet long, poisonous to wishes with malicious intent and never [Link] stop it,
Prof. +3 the touch, and furious. Looking like a writhing mass of players will have to bind it to the material plane and get
HP 450 black worms pouring from the decaying body of a giant whoever controls it to wish them dead.
Possible Bosses Move 40ft elk, the Onabi does not have secrets or tricks to kill it--it
These monsters can possibly be the cause of the string of Check DC 17 is simply very angry, and very powerful. Wo Lai’s Hinnagami
murders in Mura Shichu. AP 4
PD 18 Stats
MD 16 The Inoshi Onabi Type Folk Fae
Yari the Gisei Yako CR 6
Power Finesse Wiles Courage Fate Stats DPR 26
The angered spirit of village sacrifice, Yari is the 3 3 1 2 2 Type Wild Fae
principle antagonist of the Shrine of the Onabi--and is a Size Small
Abilities CR 6
Prof. +4
ferocious spiritual fae. DPR 26
GrabA: Choose one creature within 30ft. Attempt to give 4 HP 500
levels of Pin (Finesse check negates).Yari may not move this Size Large
Yari is nearly eleven feet tall, and composed of six Move 30ft
limb when grappling a creature. Prof. +4
separate spirit pieces - four limbs, a torso, and a head, Check DC 17
HP 550
each grotesquely detached and nailed to floating boards HarmA: Choose one creatureYari is grappling. Deal 3D8 AP 4
Move 40ft
of wood inscribed with runes. Each part of his body is damage/level of Pin they have (Power check halves). PD 16
Check DC 16
that of a different animal. Though he is invisible,Yari’s MD 16
MaulA: +9 vs. PD/2D6+3 slashing damage. 30ft Range. AP 4
head floats above the rest of his body with glowing, fiery Power Finesse Wiles Courage Fate
IfYari’s hand is bound through any cause, reduce the range of PD 18 0 1 4 1 3
eyes, peering out from a large elk skull. MD 15
Maul to 5ft. Abilities
Power Finesse Wiles Courage Fate
Crushing SlapA: Choose one target within 30ft. 4D6 4 2 0 1 1 Mind StrikeA(6): +9 vs. MD/1D10+4 mental damage. 60ft
bludgeoning Damage. Finesse Check [Link] must have Abilities range.
two of his four limbs free to make this attack.
GoreA: +9 vs. PD / 1D10+4 piercing damage. 10ft Range. KnifeA(10): +9 vs. PD / 1D8 + 4 piercing damage. 5ft range.
Defensive ParryR: with any available limb,Yari may parry an The Hinnagami makes this attack against all targets within 5ft.
Spreading StrikeA: The Inashi allows its rage to spill out in a
attack. Roll 1D6 and subtract it from the to-hit for each limb he
bellowing scream. Black, toxic worms spread all around it, Controlling the MindF: Choose one target to makeWiles
uses in this reaction. He may use any number of free limbs, but
dealing 2D8 points of damage to anything in a 30ft radius Checks against 3 levels of [Link] Hinnagami’s control is
may only get one reaction this way.
(Finesse Check halves).The Inashi may only use this once per treated as a level 3 adversarial condition. At level 3, the
SacrificeP: WheneverYari brings a creature to 0hp, he gains turn, and cannot use it once it has 2 or fewer Rage Counters. Hinnagami has full control over the enemy’s actions and may
2D10 hp. use their turn for them. At level 2, the Hinnagami controls the
Painful to the TouchP: The Inoshi’s flesh is like rot itself.
creatures body, but not its mouth, and uses all but one of that
Spirit StepA: Yuri can teleport any or all part of his body Whenever a creature successfully makes a melee attack against
creature’s AP. At level 1, the Hinnagami may control only the
within 60 feet of him with a body action. He can only do this if this creature, they take 1D4 points of damage.
creature’s legs, and uses the first AP of that character’s turn.
his torso is not bound.
ChargeA: +9 vs. PD/1D10+4 bludgeoning [Link]
Ethereal ReplyR: If a creature moves within 5 feet of you, you
Sinister StareA: +9 vs. MD / 1D10+2 mental damage, 60ft makes a Finesse Check against the Onabi’s Check DC or is
may use a reaction to teleport to an empty spot within 30ft.
range. pushed back 5ft.
Secrets
Secrets Secrets
Ethereal Doll [N]:
The Invisible Yokai [N]: Enraged Onabi [NG1]:
The Hinnagami is fully ethereal, and unless it can be bound to
Yuri is invisible at all times. In order to see and attack him, a the Inoshi’s rage is paramount, and it has four rage counters on
the material world, it cannot be affected by physical attacks.
party will need to either gain the ability to see him or bind him itself. It has 1X advantage on all attacks it makes as long as it is
This can only be discovered narratively.
to the material [Link] must be discovered narratively. [Link] calm it, players may make a Religion Check,
Wilderness Check, or Folklore Check. If its rage counters are Possessing Spirit [N]:
Teleporting Spirit [N]:
reduced to 2, it no longer has advantage on all attacks. At 0, it The Hinnagami may possess people, and cannot be forced out
Yuri may easily cross the barrier between material and spiritual
gains 1x disadvantage to all attacks. without special rituals. If this ability is undiscovered, targets
planes, and can therefore teleport all or any part of [Link] stop
gets 1x disadvantage to prevent ‘Controlling the Mind’.
that, he must be forced into the material [Link] must be
discovered narratively.

35 A Short Adventure – Fae A Short Adventure – Fae 36


The Basan and the Baba Fixed Point Fae The River Kappa The Aoi Furutsubaki
If players ignore the general plot in favor of exploration, The river Kappa is a strange fellow. An odd green duck- The spirit of a flowering tree, the Aoi Furutsubaki is a
These monsters exist in specific locations around the
they will eventually come across the Basan and the Baba like turtle creature with a bowl cut of brown hair, atop spring flower spirit who lives in the mountains and
island, and can be encountered if players meet the right
as the cause of the violence around [Link] Baba which sits a small cup filled with water. protects a group of magical flowers. Though normally
[Link] creatures are unique to “The Shrine of
appears as a weathered old, crooked woman, demanding very polite or peaceful, she will attack creatures who
the Onabi”.
face powder or sake from travelers while carrying a The Kappa has a fantastical boat shaped like a turtle pick flowers.
chicken with fiery plumage. If they have none, she will shell, and will very politely offer to ferry players across
sic her Basan on the party, and leave their bodies The Westlake Glaistig the bridge. It is inordinately polite to a fault. If players Appearing like a woman in a radiant blue kimono, the
ritualistically as a warning to others. The Westlake Glaistig is the most powerful creature on accept its offer for safe passage, it will attempt to drown Aoi Furutsubaki appears as a regal young woman. The
the island of Miradzuki, and is a spiritual Fae that has the party and kill them. only note of her inhuman nature is her blue eyes, which
The Baba control over Westlake itself. Rumors on the island have no whites.
Stats suggest that the Westlake Glaistig lives in ruins on the The River Kappa
Type Folk Fae bottom of the [Link] what these ruins could be, The Aoi Furutsubaki
no one knows. Stats
CR 4 Type Folk Fae
DPR Stats
CR 5 Type Wild Fae
Size Medium The Glaistig appears as a sea-green haired woman, wet, DPR 26 CR 5
Prof. +3 with glittering eyes, shriveled skin, and four arms. Size Medium DPR
HP 250 Prof. +3
Move 30ft The Westlake Glaistig HP 330
Size Medium
Prof. +3
Check DC 15 Stats Move 20ft on land, 40ft in water HP 340
AP 3 Type Wild Fae Check DC 16 Move 30ft (float)
PD 16 CR 9 AP 3 Check DC 15
MD 14 DPR 35 PD 16 AP 3
Power Finesse Wiles Courage Fate Size Medium MD 14
0 0 3 2 3 PD 15
Prof. +5 Power Finesse Wiles Courage Fate MD 14
Abilities HP 900 3 4 3 1 1 Power Finesse Wiles Courage Fate
Sake ThrowA: Move 10ft on land, 60ft in water
+7 vs. PD/1D4+2. 30ft [Link] next time Abilities 0 2 2 0 3
(during this quick rest) that that target takes fire damage, add Check DC 18
AP 4 ClawA: +7 vs. PD / 1D8+2 Slashing Damage. 5ft Range. Abilities
3D6 fire damage.
PD 20 BeeF: Choose one target within [Link] make a Fate Check
DrownA: Initiate on a target you have given [Link] makes
Stop!A: Choose one creature. Attempt to give them 3 levels of MD 17 or turn into a [Link] a bee, a creature has a 10ft Fly Speed
a Power check, taking 3D6 damage per round you maintain
Fatigue. Fate Check negates. Power Finesse Wiles Courage Fate but can do nothing else. At the end of each round, they may
Focus and they retain Pin.
3 4 3 1 1 make another Fate [Link] turn back into their natural
FroghopA: The Kappa can hop like a frog up to 20 feet form when the Aoi Furutsubaki loses Focus. After 5 rounds of
The Basan Abilities
without provoking an attack of opportunity. It can do this while being a bee, the transformation is permanent.
Stats ClawA: +12 vs. PD/2D8+3 Slashing Damage. 5ft range.
in water as well.
Type Folk Fae Ethereal ClawA: +6 vs. MD / 1D8+2 Salt Damage.
HairthreadA: Choose up to 3 targets within 30ft. Attempt to
CR 5 FrogwrestleA: Choose one target within [Link] make a
give all of them 4 levels of [Link] Glaistig can move while Stunning SporesA: All enemies within 30ft make Power
DPR Finesse Check against 5 levels of Pin, with 1X Disadvantage if
maintaining this pin provided all pinned targets remain within Checks against 3 levels of Fatigue.
Size Small they are in water.
30ft of her.
Prof. +3 Poisoning SporesA: All enemies within 30ft make Power
HP 350 SongbirdA: Choose any number of creatures who are not in Checks against 3 levels of Hemorrhage.
Move 30ft combat. Initiate combat and all target creatures make a Fate
VinestepA: The Aoi Furutsubaki causes vines to coil around
Check DC 16 Check. Any who fail use their first turn to move using all
the feet within 30 feet of the spiritual tree, creating difficult
AP 3 available actions towards the Glaistig.
terrain.
PD 16 BiteA: +12 vs. PD/4D8 piercing damage. 5ft range.
MD 13 Secrets
Automatically crit against any creature given Pin by Hairthread.
Power Finesse Wiles Courage Fate Spiritual Aura [NG1]:
Can use once per turn.
1 3 0 2 0 The Aoi Furutsubaki is ethereal, and her body does not take
Abilities Secrets damage. Instead, she takes damage when her tree is [Link]
Westlake Dependent [NG1]: can be discovered through Fables: Nature Fae.
Fire BreathA: Choose a line extending 20ft. All creatures in
The Glaistig is not effective outside of water, and if somehow
that line make a Finesse Check or take 2D6+3 Fire Damage.
maneuvered out ofWestlake, it cannot use [Link] can
TalonsA: +8 vs. PD/1D10 slashing to all enemies within 5ft. be discovered through Fables:Wild Fae.

37 A Short Adventure – Fae A Short Adventure – Fae 38


Random events The Wagon in the Road (V. 1) The Wagon in the road (V.3) Ring of SacrificeR:When worn, you may use a reaction to
As players wander the road, they come across an old As the players are traveling, they come across a reduce damage to one ally within 10ft of you fully in
While players are exploring the Island of Miradzuki, man and his cart that require assistance, as the wheel destroyed wagon with two corpses next to it. The exchange for taking half the damage that would be dealt to
any number of these events can take place. Use your has come off the cart. He has with him a young corpses are swarming with rats! them through a single effect.
judgement, and feel free to replace any random woman who also looks nervous. On the back of the
biome encounter with these events. cart is a dead boar, dripping blood into the road. If the players kill the rat swarm and give the two Staring Contest
corpses a proper burial, the deceased will appear as As the players are setting down to make dinner for
The Hidden Pool If the players help the man with his cart, he will thank spirits and grant the party a [Link] next time they the night one night, they see a human skull lodged in
As players are exploring, they come across a hidden them and offer for them to share in his boar stew. If forage for a craft ingredient, they roll their rarity the dirt at the edge of their campsite. If they move to
pool of pristine, clear water soft sand. On the center the players accept, he will take cook a stew for them, check with advantage. look at it, the skull will begin to wobble, shift,
of the island is a single rock jutting out of the water. and he is an accomplished chef. His stew will give the dislodge, and begin rolling away. As the party
Trees hang low all around it. If players are in an alpine players 5 Physical Resistance for the next day. Old Ruins watches, skulls everywhere rise from the earth and
region, the pool is naturally heated by hot springs. As the party is exploring the forest, they come across tumble towards one another, forming a staring
The Wagon in the road (V.2) old and weathered ruins buried under either the deep contest! They stare at one party member at random.
Should players rest in the pool, they will gain all As players wander the road, they come across an old forest leaf cover or possibly under snow. GMs should refer to the Starting Contest Monster
health they may have missing and gain the effects of a man and young woman with a cart. The wheel has Card for more details.
fitful rest with just an hour of resting in the pool. come off and they are asking for assistance. The If the players are perceptive or know anything about
They also gain a status condition which gives them 1x woman looks [Link] the players attempt to help ruins, they might be aware after seeing a low wall that
advantage on the next roll they make, no matter what Stampede!
him with his cart, three arrows will fly out of the the ruins may be buried. If not, they may be too late,
it is, provided it takes place in the next day. As the players are traveling through a mountainous,
trees, initiating combat. and discover the ruins by falling into a deep hole. snowy region, they will feel the rumble of heavy
Whoever falls into the hole takes 6D6 damage, and hooves - lots of [Link] the players stand there, they
The Tree of Faces There are six people in this fight: 4 bandits and 1 falls 30 feet into the earth, where they land on hard grow closer and closer. Anyone with Wilderness
Players come across a Face Tree in the road. Any bandit bruiser (the old man, who it is revealed rocks at the bottom. Perhaps more dangerously, the Knowledge can roll to know that this is a stampede
player with knowledge of folklore will know a little quickly is actually quite fit). The young woman will hole in the ground is now the home of a very angry from something big, possibly elephants.
bit about it - that you are supposed to laugh at it. not assist in the fight and will instead run and hide. Dire Bat, and it has been awoken by this encounter.
Otherwise, they will know nothing. If players attack Furthermore, the walls of the hole are icy and cold-- There is a large rock near them that the players can
it, it will lash out. If players kill the bandits, the young woman will try the party must defeat the bat and pull the person out! crawl on if they are quick! They have one round (and
to surrender, and tell the party that she was only one round) to make it, after which the stampede
kidnapped and told she must help. She claims to be Prior to doing so, something small and shiny rests on
Avalanche of elephants will come (effects of charge from 12
from Mura Nishi. She is lying, but she will give the the ground - the remains of a small sacrifice to an old
When players wake up one morning on their travels elephants).After the stampede ends, the party will be
party information about the location of the bandit spirit. If the player takes the item, it is a Ring of
(only when they are in a mountainous region), snow surrounded by agitated, upset elephants. They must
camp, which players may go to in order to help clear Sacrifice. If they put it on, it has the following
will have freshly fallen across the ground, making it find a way off the rock and away from the elephants,
up the island. effect.
pristine and [Link] land is beautiful. Players will or wait a day until the elephants leave.
hear giggling laughter from the woods around them, The bandit camp has the following bandits in it:
but see nothing. A successful perception or
knowledge check will reveal to them that this is a I. (1) Supporting Bandit Captain
Sylnid of some kind. If players attempt to pack up and
leave that day, the Sylnid will cause an avalanche--in II. (1) Bandit Bruiser Tanks
order to avoid causing trouble, they must wait a day III. (4) Simple Bandits
before continuing, or else they must fight the Sylnid
of Avalanche. IV. (2) Bandit Poisoner

The bandit camp is a difficult location and players


The Bandit Strike cannot fight all of these bandits in a single fight (this
If players wander through the woods, it is possible fight will require stealth and strategy), but if players
that they come across a scene of carnage--a burning succeed, they will be well rewarded. The bandit
cart overturned in the woods, and three bandits captain has on him a magical necklace (+1 MD)
pillaging the remains of the [Link] the players which gives 1x advantage on Checks against mental
are too late to help, they may fight the bandits (3 attacks that target a single creature, and players can
bandit poisoners). A successful knowledge check gain a vial each of the poisons the bandit poisoner has.
will reveal that the dead died of poison, rather than Finally, the bruiser tanks each have a set of iron
their wounds. bracers that can be worn.

39 A Short Adventure – Random Events A Short Adventure – Random Events 40

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