Chiselheart: Tier-0 Rules & Campaign Guide
Chiselheart: Tier-0 Rules & Campaign Guide
This product includes materials from the Daggerheart System Reference Document 1.0, ©
Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL)
License. More information can be found at [Link] There are no
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d6 1 2-3 4-5 6
Trait -2 -1 +0 +1
Roll Starting Equipment
Roll two items on a d66 (one d6 as the tens digit and one for the ones digit). Pick 1 more.
11 Shovel 31 Barrel Lid 51 Chisel
12 Rake 32 10 Foot Pole 52 Sleaker
13 Thick Bottle 33 Fence Post 53 10’ Chain
14 Kitchen Knife 34 2d6 Bricks 54 30’ Rope
15 Large Sack 35 Shears 55 100’ Twine
16 Fishing Rod 36 Auger 56 Shortbow, 2d6 arrows
21 Rolling Pin 41 Grooving Iron 61 Meathooks
22 Wheelbarrow 42 Saw 62 Iron Pan
23 Hammer 43 Adze 63 2d6 Leather Strips
24 Wood Axe 44 Plane 64 Coin Handful
25 Bag Of Nails 45 Awl 65 Sling, 2d6 stones
26 Washboard 46 Crowbar 66 Scythe
Use the equipment rules below to form these into tier-0 weapons and/or armor.
Finishing Touches
Give yourself a name and a quick description.
Tier-0 Equipment To find the stats for a tier 0 weapon, find a
comparable weapon on the following
Tier 0 equipment represents the cobbled example list and update the name to that of
together efforts of commoners trying to your everyday object. There are no Tier-0
emulate the important folk they’ve seen magical weapons by default, as no ordinary
come through town. A sword might be a object would serve such a function.
large kitchen knife. A mace is instead a
No Tier-0 weapons have positive features,
garden hoe or rake.
but those marked with * are Unwieldy: -2 to
Agility while wielded.
Armor
Most commoners would start out with Tier 0 Physical Weapon Examples
commoners clothes, which have a base score Dmg.
of 1, base thresholds of 4/8, and provide +2 Name Trait Range Hands
(phy)
to evasion. Broadsword Agility Melee d8-1 1
Attempts to create actual armor, such as Longsword Agility Melee d8 2
wearing extra layers of clothes or donning Battleaxe Strength Melee d10 2
pot lids tied with ropes can be approximated Greatsword Strength Melee d10 2
to their Tier 1 equivalents, but each should Mace Strength Melee d8-1 1
subtract 1 from the upper value of the Warhammer* Strength Melee d12 2
threshold (making Gambeson Armor 5/10) Dagger Finesse Melee d8-1 1
and 1 from their base score. Quarterstaff Instinct Melee d10 2
Cutlass Presence Melee d8-1 1
Base Base Rapier Presence Melee d8-1 1
Name
Thresholds Score Halberd* Strength V. Close d10 2
Makeshift Gambeson 5/10 2 Spear Finesse V. Close d8 2
Flexible: +1 to Evasion Shortbow Agility Far d6 2
Makeshift Leather 6/12 2 Longbow* Agility Very Far d8 2
-
Tier 0 Secondary Weapon Examples
Makeshift Chainmail 7/14 3
Dmg.
Heavy: -1 to Evasion Name Trait Range Hands
(phy)
Makeshift Full Plate 8/16 3 Shortsword Agility Melee d8-1 1
Very Heavy: -2 to Evasion; -1 to Agility Paired: +2 to primary weapon damage to targets
within Melee range
Physical Weapons Round Shield Agility Melee d4-1 1
Protective: +1 to Armor Score
It is very unlikely you will start with anything
like a Tier 1 weapon. Instead, use everyday Tower Shield Strength Melee d6-1 1
objects to represent your starting weapons. Barrier: +2 to Armor Score; −1 to Evasion
Even a somewhat dangerous item, like a Small Dagger Strength Melee d8-1 1
sledge hammer, is likely to be less effective in Paired: +2 to primary weapon damage to targets
your hands. within Melee range
Whip Strength V. Close d6-1 1
Startling: Mark a Stress to crack the whip and
force all adversaries within Melee range back to
Close range.
Grappler Strength Close d6-1 1
Hooked: On a successful attack, you can pull the
target into Melee range.
Leveling Up, Tier 0 Tier 0 Leveling Options
❑❑❑ Mark and Increase any
unmarked trait by 1 point.
❑❑ Gain 1 Stress
Execution Attack
An execution attack can be made by any
player against any creature at any time.
Announce the execution attack in advance. If
the target is of a higher Tier than the
character, the attack is made with
disadvantage.
The general idea for translation is to find an ●If they have high health or well above
appropriate tier for the creature based on its average speed, make them a Solo.
HD, assign one of the Daggerheart roles to Multiply their flat damage bonus by 2 (so
2d8+2 becomes 2d8+4). Give them 3 stress
it, and use the standard building rules from and 6 HP.
daggerheart to build outwards from there.
●If they make multiple attacks or roll
multiple damage dice, they are a Bruiser.
HD Conversion Multiply their flat damage bonus by 2 (so
If the HD is unknown, divide the HP by 4.5 2d8+2 becomes 2d8+4). Give them 3 stress
and round down. and 8 HP.
●If they can summon or encourage others
HD Tier mechanically, make them a Leader. Add 1
1 0 to 1 to their flat damage bonus (so 2d8+2
becomes 2d8+3). Give them 3 stress and 7
2-4 2 HP.
5-8 3
●If they heal or do area control, make them
9-10 4 Support. Give them 3 stress and 4 HP.
Roles and Stats ●If they are meant to harass the party from
somewhere besides the front lines, make
●Subtract their Tier from their AC (if the Ranged or Skulk. Give them 3 HP and
ascending AC). This is their Difficulty. 2 stress.
●Subtract their Tier from their Attack ●For most other enemies make them
bonus. This is their new Attack bonus. Standard adversaries with 3 stress and 4
●Pick the highest damage die they have at HP.
their disposal. Their damage is TdX+T, Features
where T is their tier and X is the die
chosen. For example, if a creature does d6 Special attacks, signature spells, and
claw and d8 bite, and is found to be Tier battlefield mechanics are all covered under
2, 2d8+2 is their damage. the Features section of your creature. If they
●Thresholds start at 3 + HD and 3 + (HD x should be limited to x times per day, force
4), so a 7 HD creature would have 10 / 31. them to use Stress to use the feature.
Generally aim for around 1 feature per Tier
●Creatures with high or low health in an
OSR game would have high or low level, going over or under as needed.
thresholds instead. For Tier 1 creatures,
reduce or increase thresholds by ±1 / ±2, or Final Adjustments
±2 / ±4 for other tiers. Tinker with attack, HP, Stress, difficulty, and
●Give them a number of one word experiences to represent your vision for the
experiences equal to their tier based one creature, adjusting each by no more than +2
of the following: their natural habitat, or -2.
their means of attack, a specific skill
mentioned in their original stat block, their
culture, their job, or their ancestry.
Improvised Foes Adjusting Statistics
If you are hoping to improvise on the fly for ●As a rule of thumb, if you adjust
a lower tier enemy, you can use the following something up, adjust something else
down.
table.
●Difficulty should not go above 12 for
Description Diff HP | Str. | Thresh. Atk | Dmg Tier-0 foes.
Minion 8 1 | 1 | NA -2 | 1 ●HP should not go above 8 at the most.
Guard 9 4 | 2 | 4/8 +0 | 1d6 ●Minions should never have more than 1
Bruiser 9 6 | 3 | 6/12 +2 | 1d8+1 HP. Thresholds should never be added to
minions.
Specialist 10 5 | 4 | 5/10 -1 | 1d6
●Keep stress above 0 and below 6.
Cannon 9 3 | 3 | 4/8 +1 | 1d10+1
●The lower threshold is roughly half the
Minions are fodder that die with any upper threshold, but this isn’t a hard rule.
damage, and many die at once, usually one ●Attack should never be above +2.
per 2 damage done if they are in range. ●Damage above 1d10+1 is extremely lethal:
use sparingly.
Guards take more than 1 hit and are all
around useful. They could be bouncers, ●Enemies with 3 HP or less can be killed in
watchmen, town guards or orc scouts. 1 good hit.
Experiences
Bruisers are deadly foes who can take a few
For improvised enemies assume they have
hits and impress with strength or accuracy.
one experience at +2: Personal History.
Ogres, gladiators, knights and the like could
Whenever their difficulty should be higher by
be bruisers.
virtue of how you see them in the setting, you
Specialists are survivable and have lots of can spend 1 fear to make it so. Best practice
stress to spend on tricks, spells, or abilities for improvised enemies is to
you need them to have. Specialists include ●use experiences sparingly
assassins, hedgemages, shapechangers, ●use them when they strongly apply to the
shaman, and alchemists. NPC and situation
Cannons do damage, likely from a distance, ●use them before rolls are made
but might die quickly if hurt. They might use ●use them more frequently for more
their stress to create cover or flee from a important NPCs and less for henchmen
fight. Snipers, warmages, or berzerkers could and mooks
be cannons. Special Abilities
Some enemies might apply a condition when
Using Stress and Fear they attack, or spend fear for extra damage.
If you think your NPC should do something For Tier-0 enemies, these should be thematic
only it can do, and which uses limited to the enemy, and should only add a single
resources, mark stress. basic condition (Restrained or Vulnerable),
add a single damage die, double movement,
If they are doing something that will invoke or grant a unique mode of attack. Unlike
fear in your players or their characters or OSR games, applied conditions should never
that is highly situational, spend fear. be save vs death or save vs suck type effects.
If you can’t decide, use fear.
facing creatures in the pressing darkness
Delvers Deep below.
WARRIOR Taller and wider than their brethren, DRONE Half-sized Caparee with short wings
warriors wield the barbs of their forefathers as and fuzzy fur-like bristles.
weapons. Motives & Tactics: Take, Sneak, Overwhelm
Motives & Tactics: Scuttle, Stab, Frighten
FEATURES
FEATURES Minion (2) - Passive: Standard Minion Damage.
Poisoned Barb - Action: Mark 1 Stress to poison Group Attack - Action: Standard Group Attack.
the next attack made by this warrior. Denote this Pilfer - Action: Mark 1 Stress. A target in very
with a token. Spend the token to cause Caparee close range makes an Instinct Reaction roll. On a
Fever in the target due to the Caparee poison. failure the Drone takes one thing from their
Caparee Fever - Condition: A target affected by person that is not directly worn or carried (i.e.
Caparee Fever makes any Finesse or Agility rolls items in backpacks or pockets are fair game).
with disadvantage. This condition clears when an The target is fully aware of this pilferage.
affected roll succeeds with hope, or at the next
rest. QUEEN A full grown queen takes on a
centipede form that is 4 feet wide and over 10
BUILDER Builders are smart, blunt, short, and feet long, growing as they age.
wide. They resemble dung beetles and have a Motives & Tactics: Command, Poison, Feed
smaller extra pair of arms.
Motives & Tactics: Trade fairly for supplies, patch FEATURES
broken things, keep walls in place Poison Bite: Every attack made by this creature
incurs a Strength reaction roll. Failure applies
FEATURES Caparee Fever to the target.
Distrust for Authority - Passive: When Builders Caparee Fever - Condition: A target affected by
deal with people in uniform, increase their Caparee Fever makes any Finesse or Agility rolls
difficulty to 12. with disadvantage. This condition clears when an
Efficient Scavengers - Passive: If asked for affected roll succeeds with hope, or at the next
specific tools, Caparee Builders can find or rest.
create them in a day. Tremorsense - Passive: While within a Caparee
Distress Chirp - Action: If they suspect violence is nest, the Caparee Queen can always sense the
at hand, they can summon 1d4 Caparee Warriors location of creatures in the next and can always
to their defense provided it is plausible to do so. communicate this to other Caparee in the nest.
Long Live the Queen - Passive: When the Queen
takes damage from any source, spend 1 Fear
summon 1 Caparee Warrior and 2d4 Caparee
Drones to her location.
The Wisdom of Age - Action: When the Queen
reaches 2 HP or lower, spotlight her. She begs
for her life and the life of her nest. She promises
riches buried in the walls of the nest if she is
allowed to live.
Skinners and Their Ilk Skinner Guards are also half-giants,
There are few sounds more feared than the sometimes larger than their priestly leaders.
howl of the skinner cultists. The “Skinners”, as They vary in color from deep green to light
the half-giants are called, keep an old and blue. Their primary function is to guard the
cruel mysticism alive. They move in packs from Wonalog, but some may set out in search of
deep in the shrouded woods to the outskirts of fresh meat. All skinners share an interest in
town, and then back again. The people of the the esoteric, but no guard can cast spells.
Far Towns have learned to huddle together Instead, they'll often leave totems or fetishes
when the empty screams come singing out of carved of fresh bone in the jungle to heighten
the jungle, sometimes drowning out the drone the fear of those they seek, making them
of insects and birds for hours at a time. easier to track down later.
At their center are the Wolalog priests, easily If they do, they'll rarely be spotted without
identified by their frayed and twisted skin, their Lagtha-beasts. Lagtha are the size of a
giant proportions, and vacant smiles. They large dog, but more closely resemble a rat
rarely leave an encampment, relying on their with a spiny back and pale green eyes. They
acolytes and worshipers to bring them fresh aren't native to the jungle and rely entirely on
skin with which they bind their occult tomes. their giant handlers for food above ground
level, but are extremely loyal to giants. The
With enough magical potency collected a Lagtha-beasts have special pens near their
Wonalog can invite something from the other handlers, or sleep in the same tents, and are
side to share flesh with, transforming into the treated almost as children when they aren't
hideous Wonalog Demonbound, a being actively pursuing something.
powerful enough to break through the
common defences of a Far Town hamlet. If a At the bottom of the Skinner social order are
Skinner congregation doesn't leave for a few the Howlers. Humans, elves, dwarves, wuraa,
days, the wisest in town pack up and leave in pale-orcs, caparee, and any other sapient
numbers before such an entity appears. creature, could fall victim to a state of abject
worship and obedience. Every so often a
victim brought back is “of interest” to the
Wonalog. They are spared from bodily death,
but killed in spirit. The visions imposed upon
them by Wonalog ritual drives them against
their former Corslanders. After this, they
move, attack, and howl as one unit.
GUARD 10 foot tall lanky giant with blank eyes WONALOG One of the giants, particularly
and a spear the width of a fruiting tree. gaunt, whose desires to consume living creatures
Motives & Tactics: Pierce, Crush, Capture once their skin has been removed.
Motives & Tactics: Skin, Consume, Worship
FEATURES
Hurl - Action: Make an attack at disadvantage at FEATURES
far range. If struck, the target is Restrained. Phased - Passive: At 0 HP, replace it with the
Swatting Blows - Action: Spend a fear to attack Skinner Demonbound stats below.
all targets in close range. On a hit, deal 1d6 Relentless (2): As per Relentless rules.
damage. You may push that target anywhere in Unsheath - Action: Spend 1 Fear. The Wonalog
close range. makes an attack against a creature in Far
range, but applies the creature’s Presence as a
HOWLER Sapient local creature taken to penalty to the roll. On a success, they take 1d8
worshipping the Skinners as demigods. They magical damage and Mark 1 Stress as skin peels
spend time between their well-earned vision trips away from their body uncannily.
catching, killing or stealing as required.
Motives & Tactics: Grab, Stab, Knab WONALOG DEMONBOUND The Wonalog
glows with a dim violet light. Hints of sulfur and
FEATURES heat regale all in very close range. Lengthened
Howl - Action: Spend 1 Fear. All nearby Howlers claws and sunken eyes betray the demon within.
emit a deranged howl. PCs make a mental
reaction roll of their choice, marking 1 stress on a FEATURES
failure. Hirelings with courage below the PCs Relentless (3): As per Relentless rules.
fear die result flee or mark 1 Stress in panic. Ruthless: When the Demonbound misses with an
attack, gain 1 Fear.
Trampling Rush: Spend 1 Fear to move the
LAGTHA-BEAST Spine-backed rats the size Demonbound within Close range. All creatures it
of a dog with barbed tails and keen senses. passes within Very Close range of make a
Motives & Tactics: Corner, Wound, Follow
reaction roll or take 1d6+2 damage.
FEATURES Shadow Seep: Spend 1 Fear to make the
Natural Hunter - Passive: Always add Hunt for Demonbound vanish into a dark shadow. It
free when it would apply. reappears when the next player rolls with fear,
Tail-lash - Action: Mark 1 stress to make an attack attacking them or one of their Hirelings with
with the barbed tail. On a hit, deal d6 damage advantage.
and make the target Restrained.
Pale-Orcs
The mountains, crags, and chasms between
Coursland and the distant territories beyond
them hide thousands of caverns. These are
both natural and carved, and range from
single chambers to dark labyrinths dozens of
miles long. The Pale Orcs are the first
denizens adventurers are likely to encounter
upon entering them. They live in groups that
could barely be called communities ranging
from a few to hundreds of individuals.
SHOVELER Squat, pale humanoids with four CANTOR Dark-robed, bone-white singers whose
dark eyes, rodent teeth, and thick, shovel-like melodies carry magic of the deep caverns.
hands. Motives & Tactics: Sing, Encourage, Admonish
Motives & Tactics: Burrow, Clear, Carry
FEATURES
FEATURES Song of Return - Action: Mark 1 Stress. All targets
Bury - Action: Mark 1 Stress to have the Shoveler in Far range may move to somewhere in Very
dig soft earth and rocks onto a target in very Close range of the Cantor.
close range. Make an attack roll against them, Song of Revival - Action: Spend 1 or 2 Fear. One
and on a success deal 1d6 damage and the target of your choice recovers 1 HP for each Fear
target is Restrained. spent this way..
Song of Regret - Action: Mark 1 Stress. Make a
HAULER Glowering, tall, and thick pale-orcs. standard attack. On a hit, the target Loses 1
Their obsession with cleanliness forces them to Hope in addition to taking damage.
collect fresh fat for soap. Disturbing Melodies - Passive: While this choir
Motives & Tactics: Lumber, Smash, Study sings, creatures other than Pale-Orcs suffer -1 to
any Rest moves they make (1 less HP, Stress,
FEATURES
Wind Up - Action: Spend 1 Stress to place a Armor, or Hope, and -1 to any roll made during
Windup token on this creature. rest.)
Full Force - Passive: When this creature attacks,
discard one Windup token to deal 2d8 instead CARVER Short and stocky humanoids of the
of 1d8 damage. dark with long arms and thin, sharp nails for
Hoist - Action: Make an attack against a target in making patterns in rock.
Very Close range. On a hit, that target is Motives & Tactics: Etch, Protect, Vault
Restrained, and you carry it with you. FEATURES
Two for One - Action: While you have a Scuttling Strike - Action: Mark 1 Stress to move
combatant Restrained, make an attack against up to Far range and make a standard attack.
another combatant in Close range, hurling the
first at the second. The enemy you hurled takes On a hit, this attack deals +3 damage.
1d8 damage, and on a hit the target does as Visionary Commander - Action: Spend 1 Fear to
well, and you gain 1 Fear. spotlight 2 other Pale-Orcs.
Inspired Selection - Action: Mark 1 Stress to place
a token on a target. Attacks against that target
have +2 damage. The token is lost when that
target rolls with hope or when you place another
token.
Singular Obsession - Passive: When an Artist
successfully attacks an Inspired Selection, that
target Marks 1 Stress before taking damage
Wuraa
At the top of the jungle canopy the world is
run by Wuraa. They stay up there, and the
Grounders stay below. They were here before
any interlopers, Caparee, and some say even
the Pale-orc creation was witnessed by the
Wuraa, whose sapien sages recite the poems
of the cave dwellers.
Wurra Warriors act as you’d think. Their Over the many centuries the Wuraa
nimble strength makes them formidable even developed an understanding of jungle
on the ground; challenging them hundreds of creatures. Instead of cows and sheep, the
feet in the air is an act of extreme bravery or Wuraa harvest rare flowers, dog-sized aphids,
foolishness. and Biter Swarms, which they keep as pets
and for defense. Wuraa perfumes protect
them from the Swarms, which seek
unprotected blood whenever their cage is
rattled.
LEAF RIDER Simian warriors in camouflage TREE-PRIEST Simian holy figure with colorful
armor and green face paint. arm and leg bands with blue-dyed hands.
Motives & Tactics: Harass, Defend, Stalk Motives & Tactics: Study, Anoint, Commune
FEATURES FEATURES
Natural Climber - Passive: Leaf Riders can climb Anoint - Action: Mark 1 Stress to target one
all natural surfaces as though taking a normal creature within Very Close range to anoint with
movement action. They can also leap a close Tepra Oil. If they are Wuraa, this grants them +1
distance horizontally or very close distance on attack rolls. If not, the target may make a
vertically as a normal movement. Finesse roll to avoid being Temporarily Coated.
Coated - Condition: Coated creatures make
BITER SWARM Thumb sized flying insects that physical trait rolls with disadvantage. Tepra Oil
travel in groups. Kept by Wuraa for defense, can be wiped off with a successful Instinct or
who wear a special oil to ward them off. Finesse action roll by the target or someone
Motives & Tactics: Harass, distract, annoy aiding them.
Commune - Action: Spend 1 Fear. The Tree-Priest
FEATURES touches a tree. Put a token on the priest. Discard
Relentless (2): As per Relentless rules.
Horde (1 Stress) - Passive: Standard Horde Rules. this token to turn a roll with hope into a roll with
Flying - Passive: The Biter Swarm can only fly a fear if the associated character was touching the
very close range as their movement, or a close same tree. Each priest can have two such tokens
range if they take no other action. on themselves which are lost if they are not
Venomous Bites - Passive: Damage done by the touching the tree at any time.
Swarm is direct damage. The target marks either
Stress or HP, whichever has the most slots
remaining. WURAA WARRIOR Large, muscular,
vicious, and unafraid. The Wuraa warriors stop
at nothing to protect their clan.
Motives & Tactics: Topple, Kill, Protect
FEATURES
Falling Blow - Action: Mark a Stress. Fall 10’ to
30’ and attack a target in Melee range of your
landing. Add +1d8 to the damage on a hit.
Tackle - Action: Shove an opponent in Melee
range. They make a Strength reaction roll. On a
failure, they choose either to be pushed back in
Very Close range in a direction of your choosing
or take 1d6+3 physical damage.
Undergrowth Stalkers
Adversary Tier Type Diff. Ths. HP Stress Experiences
Bog Worms 0 Hoard 7 5 / 10 5 2 Slither, Catch +2
Spike Tooth (Melee) -2, 1d6+1 phy
Toothy Frog 0 Minion 6 -/- - 1 Hop, Swim +1
Swarm Dull Teeth (Melee) +1, 1 phy
BOG WORMS Thrashing mass of foot long ARACHANA Hand-sized bright blue spider
grey and red striped worms that hunger for imbued with magic. Highly intelligent, but
flesh, alive or dead. uninterested in conversation.
Motives & Tactics: Overwhelm, Scour, Clean Motives & Tactics: Trick, Subdue, Drink
FEATURES FEATURES
Horde (1d4 - 1) - Passive: Standard Horde Rules. Illusory Thread - Action: When the Arachana
Constrict - Reaction: On a successful attack the moves it can leave a single semi-corporeal
Bog Worms can Mark 1 Stress to make the strand of magical thread along its path. Any
target Restrained. other creature moving over the weave must
make a Finesse action roll to avoid it. Threads
last 1 day.
MALE THREADBEETLE Small, brown- Starlit Vision - Reaction: When any creature
golden hued beetles with ornate horns for touches an Illusory Thread spend one Fear to
carrying and collecting thread. have them make a Presence reaction roll. On a
Motives & Tactics: Push Away, Regroup, Defend failure, they Mark 1 Stress as hallucinations
begin to cloud their vision.
FEATURES Hold Still Please - Passive: If a creature has
Minion (2) - Passive: Standard Minion Damage. marked all its Stress boxes damage delt by the
Group Attack - Action: Standard Group Attack. Arachana is direct damage. After one such
Snag - Action: Spend 1 Fear. Make an attack instance of damage, the Arachana becomes
against a target. On a hit, remove an exposed silent and invisible, and intent on leaving the
item from their inventory and start to scuttle scene.
away with it.
TOOTHY FROG Perpetually cross-eyed, chir-
FEMALE THREADBEETLE Large, blue- ping, and exceedingly stupid frogs. Typically
found in great numbers under dirt or in ponds.
green beetle with ten antennae. Motives & Tactics: Grab, Clamp, Stare
Motives & Tactics: Protect Eggs, Spray Intruders
FEATURES
FEATURES Minion (2) - Passive: Standard Minion Damage.
Nest Bound - Passive: Threadbeetle nests are Group Attack - Action: Standard Group Attack.
arranged neatly beneath leaves and dirt at the Clamp Down - Passive: Toothy frogs that
forest floor. Their threads are not sticky or successfully attack a target are Restrained, but
harmful, and are water, acid and fire resistant. the target is not. Track the number of frogs
Nests are typically 60’ to 100’ wide. attached to a target and subtract that number
Thread Call - Passive: While this beetle touches from their physical action rolls and damage.
its nest, all beetles touching the nest have Wriggle - Action: Spend a Fear. Spotlight all
advantage on attacks. clamped frogs on one target. Make a group
Acid Shower - Action: Mark 1 Stress. Make an attack roll against the target with +2 attack, and
attack against all targets in very close range of do 2 damage each on a hit.
a point within close range of the Threadbeetle.
Cavern Aberrations
Adversary Tier Type Diff. Ths. HP Stress Experiences
0 Minion 7 -/- 1 1 Dig, Rend +2
Troll Ant
Pincer (Melee) -1, 1 phy
Troll Ant 0 Standard 6 4/9 3 2 Sniff out, Flit +2
Drone Horn (Melee) +1, 1d6 phy
0 Skulk 10 3/8 6 2 Hiding, Engulfing +2
Sludge
Venomous Tendril (Very Close) +0, 1d6 mag
TROLL ANT Fuzzy, badger-sized ants SLUDGE Looks like black water until it moves or
burrowing for food. is touched.
Motives & Tactics: Dig up, Tear Apart, Eat Motives & Tactics: Wait. Eat.
FEATURES FEATURES
Minion (3) - Passive: Standard Minion Damage. Deceptive Surface - Passive: The surface ripples
Group Attack - Action: Standard Group Attack. and reflects like water, but can’t be successfully
Burrower - Passive: Instead of moving the Ant can scooped, sampled or splashed without an attack.
enter or exit the ground, if it is soft enough. Quenching - Passive: Any attack that includes fire
in it deals +1 HP marked. If the attack was from
While within the ground, attacks against it are a torch, the torch flickers as though a 1 had been
reduced by 4 damage and its movement is rolled.
reduced to melee range. Gaseous Defense - Action: Mark 1 Stress. All
creatures in Close range make Strength reaction
roll or be Dazed. While Dazed, all mental trait
TROLL ANT DRONE Twice the size of the rolls are made with disadvantage. Clear dazed
standard Troll Ant, the drone can fly short with a rest or with fresh air.
distances and scurry surprisingly fast. Engulf- Action: Spend 1 Fear. Make an attack
Motives & Tactics: Study, Direct, Sample against a creature in Melee range. On a success,
the target is Engulfed. While Engulfed, attacks
FEATURES against the Sludge also damage the target.
Dart - Action: The Drone flits quickly within close Dazed - Condition: All mental trait rolls are made
range. If it then attacks, it can flit back to with disadvantage. Clear Dazed with a rest or
somewhere in close range of the attack. with fresh air.
Coordinated Attacker - Passive: The Drone has Engulfed - Condition: Attacks against the Sludge
advantage on attacks against targets that are also damage the Engulfed creature. Start a
in melee range of another Ant. countdown (6 + Engulfed creature’s Strength).
Flighty Target - Reaction: Spend 1 Fear when the Each roll with fear or each time the Sludge takes
drone is attacked to impose disadvantage on the spotlight, reduce the countdown. At 0, the
the attack. The drone moves to somewhere in target takes 1 direct damage, and takes another
Very Close distance after the attack. direct damage each time the sludge is spotlit
thereafter. To escape Engulfed a creature must
make an Instinct reaction roll to feel the
weak-points in the sludge around them.
The Soap Merchants If you see fit to call for a roll, the difficulty is
usually 8, except where marked by an asterix,
in which case it is 12. Areas designated by
Backstory pink background are affected by the Cantor
Two merchants heard from a Caparee “Disturbing Melodies” passive feature unless
builder that a nearby cavern had treasure all Cantors have been slain.
for the taking. They’ve forced the builder to Cave entrance. Tracks of at least 10
show them the way, and then killed him in 1) pale-orcs, mostly human sized but one
the cavern so they wouldn’t need to split it. much larger.
One of the merchants has been killed. The
other will try to claim innocence to the 30’ round-ish cavern. A dead, stout
Caparee murder and trick the party into 2) Caparee has been killed here.
Examination: she was killed by a sword.
escorting him to the treasure if released.
Tracks lead mostly North and East.
Hook Long, narrow passages requiring some
3)* crawling. 2d6+3 Troll Ants bite
A Warwick agent has been sent to find two intruders.
missing merchants, last seen heading south
into the deep green. With more pressing Minor treasure room, long abandoned.
matters arising, he’s hoping to get some 4)* Roll Treasures 1d12, 1d12+8. Consumable
ambitious adventurers to follow up. 1d12+4.
4 Pale-orc Shovelers dig here against a
On the Way 5) soft wall with mounds of dirt behind
them. Hostile to intruders.
From whatever village the party is leaving,
the cavern is 2 days deeper into the jungle. 6) The passage splits. Most tracks,
including 2 humans, head North.
Things you could highlight on the way:
●Caparee tracks, indicating a new nest 1d4+1 Cantors sing at the far upper end
somewhere nearby. of a triangular, ascending passage. The
path to (6) or (8) does not pass by
●Wuraa leaf-rider tracking them. Would 7) them. They could be avoided if the party
trade honey (clear 2 stress) for 1 coin. so chooses. Each carries a statute of
●Old campsite, signs of 3 folk there. Two carved quartz 3 inches wide and a foot
humans, one caparee. long, likely worth 6 coins.
●Abandoned wagon, covered in a tarp and On the right 1d6+3 Shovelers watch a
hid under brush (near the cavern.) stew cook over a dim fire. Behind them 2
●Mild rain makes travel difficult (strength haulers carefully make soap. On the
reaction vs 1 stress) right, cages line a steep embankment
8) between natural pillars. One cage has a
The Cavern human male in fine undergarments.
Fighting here may alert the creatures in
(9). The discarded belongings of victims:
treasure rolls of 1d12, 1d12, and 2d12.
A Carver (or 2, your choice) works on a
new mural depicting hieroglyphic
9)* characters. Even a native speaker would
find it indecipherable. 1d6-1 Shovelers
sleep or admire her work.
A small pile of treasure (4d20 coins, 2x
2d12 treasure per PC) waits in the center
10) of a pool of water. This water is actually
a disguised Sludge waiting for its next
meal.
A long curving chamber with floor to
ceiling carved murals and writings.
11)* Innate knowledge carved by a long
dead Carver. Its thesis is left for you
and your table to determine. 5 Cantors
sing here
character sheet here
Credits
Some artwork © 2015 Dean Spencer, used
with permission. All rights reserved.