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Chiselheart: Tier-0 Rules & Campaign Guide

Chiselheart is a tabletop role-playing game that allows players to create novice adventurers using a system compatible with Daggerheart, focusing on improvisation and collaboration in a dark fantasy setting. It includes rules for character creation, leveling, equipment, and a campaign framework called Delvers Deep, which supports dungeoneering and features a bestiary of creatures. The game aims to revitalize OSR-inspired adventures while providing a structured progression from Tier-0 to Tier-1 characters.

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adrienmassengo
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100% found this document useful (1 vote)
138 views36 pages

Chiselheart: Tier-0 Rules & Campaign Guide

Chiselheart is a tabletop role-playing game that allows players to create novice adventurers using a system compatible with Daggerheart, focusing on improvisation and collaboration in a dark fantasy setting. It includes rules for character creation, leveling, equipment, and a campaign framework called Delvers Deep, which supports dungeoneering and features a bestiary of creatures. The game aims to revitalize OSR-inspired adventures while providing a structured progression from Tier-0 to Tier-1 characters.

Uploaded by

adrienmassengo
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

CHISELHEART

Tier-0 Rules and Campaign Frame


CHISELHEART

Written by Ken McFerren

Co-Authored by Joe Brown

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
previous modifications by others.

Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical
Role, LLC and used with permission.

Cover art by Daniel Comerci – [Link]


Tier 0 Play..................................................................................... 4 Pale-Orc Stats.................................................................. 28
Character Creation..............................................................4 Wuraa.......................................................................................29
Ancestry and Community.........................................4 Wuraa Stats....................................................................... 30
Roll Your Traits................................................................... 4 Undergrowth Stalkers.................................................31
Record Additional Info................................................4 Cavern Aberrations.....................................................32
Optional Leveling............................................................ 4 The Soap Merchants........................................................33
Roll Starting Equipment............................................5 Credits.............................................................................................34
Finishing Touches..............................................................5
Tier-0 Equipment................................................................... 6
Armor............................................................................................6
Physical Weapons.............................................................6
Leveling Up, Tier 0...............................................................7
Tier 0 Leveling Options............................................. 7
Leveling up, Tier 1................................................................. 8
Tier 1 Leveling Options...............................................8
Special Rules for Tier-0...................................................9
Execution Attack...............................................................9
Stress Damage....................................................................9
Armor Proficiency.............................................................9
Coins In Chiselheart.......................................................9
Translating OSR entries to Daggerheart. 10
HD Conversion..................................................................10
Roles and Stats................................................................10
Features................................................................................... 10
Final Adjustments..........................................................10
Improvised Foes......................................................................11
Using Stress and Fear.................................................11
Adjusting Statistics........................................................ 11
Experiences............................................................................11
Special Abilities.................................................................11
Delvers Deep............................................................................ 12
Overview..................................................................................13
Ancestries (Recommended)................................. 14
Unique Ancestries.......................................................... 14
Communities (Recommended).......................... 15
Player Principles...............................................................18
GM Principles..................................................................... 18
Rumors (d12, hope).......................................................19
Warnings (d12, fear)....................................................19
Campaign Mechanics...............................................20
Delvers Deep Bestiary...................................................23
The Caparee.......................................................................23
Caparee Stats...................................................................24
Skinners and Their Ilk............................................... 25
Skinner Stats......................................................................26
Pale-Orcs................................................................................27
What Is This Game? Chiselheart isn’t an independent system; it
relies heavily on Daggerheart, though you
In Chiselheart, you'll play a novice need only publicly available and free
adventurer clinging to hope, improvising information from Darrington press to be able
their way through the darkness against the to play it.
strange and sometimes evil encounters that
Finally, Chiselheart isn’t finished. My
wait for them. Chiselheart characters are
intention is to grow and develop this for
clever, careful, and hopefully lucky; they'll
many of the OSR inspired game-systems I’ve
survive if they work together, despite the
enjoyed over the years, including pirating
world pitted against them.
and sailing, military and mass combat
Chiselheart is a handcrafted Daggerheart campaigns, westmarch style exploration, and
compatible reimagination that blends the Bӧrg-esque apocalyptic approaches.
best parts of Daggerheart with the best
If you've played this game and like it enough
ideas from the OSR gaming realm. It has
to leave feedback, please leave any
design elements in mind to take fresh
questions or suggestions on the drivethrurpg
Daggerheart characters into your favorite
product page.
OSR titles by way of easy translations for
existing OSR creatures.

This book lays out how to play with Tier-0


characters - those adventurers just starting
out - and includes a level progression to take
them from OSR adjacent to Daggerheart
Tier 1, Level 1 characters capable of being
used alongside any standard DH creations.

It also includes a system by which improvised


weapons and armor could be created from
scraps laying around: makeshift Tier-0 armor
and weapons.

The book also includes a full campaign


frame, Delvers Deep, designed to support
dungeoneering with mechanics for Hirelings,
statblocks for 25 tier-0 and tier-1 creatures,
and a world of strange mysteries for you and
your table to play through and develop
together.

Finally, it contains the outline for a one-shot


adventure, The Soap Merchants, in the vein
of an OSR dungeon crawl.

What This Game Isn’t


Chiselheart isn’t aiming to replace any OSR
product in your collection. On the contrary,
my fundamental desire with this product is to
breathe new life into the adventures that are
collecting dust on too many shelves.
Tier 0 Play Record Additional Info
Your starting evasion is 9. You have 3 HP
Chisleheart introduces Sublevels 6 through 0 and 3 Stress. You start with no Hope, and
to represent common folk who are just have a maximum of 3 Hope.
starting into their adventuring career.

By the end of the leveling progression track


Optional Leveling
in this system characters should be roughly Characters start at Tier-0 sublevel 6, or “-6”
matched to Tier 1, Level 1 characters in the proceeding to -5, then -4, and so on. Your
core daggerheart system. campaign frame or table may start
characters with a different starting point
than -6. Follow normal leveling steps to get
Character Creation to the desired sublevel.
1.​ Choose or roll an Ancestry.
2.​ Choose or roll a Community.
3.​ Roll Your Traits.
4.​ Record additional info.
5.​ Roll Starting Equipment

Ancestry and Community


If you are playing with a campaign frame,
use the community and ancestry guidelines
there. Otherwise, discuss with your table
which of these should be part of the game
world before choosing any.

Roll Your Traits


Roll 6d6 individually and associate each die
with the traits as they appear on your sheet.
Translate their values as follows:

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 a new experience at +1

❑❑ Gain 1 Stress

❑❑ Train with Tiered armor

❑❑ Train with Tiered weapons

Mark and increase 1 attribute by 1 point.


Each attribute has a small circle in the top
right corner. Put a mark, like a check or “x”, in
Characters start on sublevel 6 and advance that circle to indicate it has already been
to sublevel 5, then sublevel 4, and so on, as increased. Increase that trait by 1, such that a
the GM or campaign frame dictates. -2 becomes a -1, and so on. This trait cannot
be increased again until you are directed to
Tier 0, Sublevel 5 clear the marked traits at Tier 2.
●​Mark 2 options from your leveling choices.
Gain a new experience at +1. Based on your
●​Increase maximum hope by 1. recent adventures, come up with an
experience that matches your exploits,
Tier 0, Sublevel 4 attitude, or background. See the SRD or core
●​Mark 2 options from your leveling choices. rulebook, p.20, for ideas on experiences and
●​Increase maximum HP by 1. how to utilize them.

Tier 0, Sublevel 3 Gain 1 Stress. Increase your maximum stress


threshold by 1, from 3 to 4, or 4 to 5. You do
●​Mark 2 options from your leveling choices. not mark stress when you do so.
●​Increase maximum hope by 1.
Train with Tiered Armor. This selection
Tier 0, Sublevel 2 requires you to check both boxes for any
●​Mark 2 options from your leveling choices. benefit. When fulfilled, you gain the full
●​Increase maximum hope by 1. benefits of armor worn, and its tier will mirror
yours as described in the Tier-0 Rules section.

Train with Tiered Weapons. This selection


requires you to check both boxes for any
benefit. When fulfilled, you can use Tier 1
weapons, though Tier 0 weapons you are
carrying are not automatically treated as
Tier 1.
Leveling up, Tier 1 Tier 1, Level 1
●​Set your maximum stress threshold to 6.
Tier 1, Sublevel 1 ●​Gain the Hope Feature and Class
When you reach Tier 1, select a class. Features from your chosen class.
●​You are fully trained with tier 1 weapons
●​Instead of Let Fate Decide, you now have and armor.
access to the Risk it All and Blaze of ●​Treat higher tier weapons and armor as
Glory death moves from the core their original tier, using that tier’s
rulebook. statistics if they are donned or equipped.
●​Note the allowed Domains of this class. ●​Choose two options from the Tier 1
●​Update your base Evasion. leveling options list, and then clear any
●​Update your base HP. marked traits.
●​Choose 1 domain card from the level 1 ●​Gain access to the Avoid Death death
domain cards associated with this class. move.
You have this card in your loadout now.
After Tier 1 Level 1, follow the standard
●​Do not gain the class items, hope leveling for Daggerheart characters.
feature, class features, or any subclass
associated with this class yet.
Tier 1 Leveling Options
Additionally Mark and Increase any
●​Gain training in either Tier 1 Armor, Tier 1 ❑❑❑❑ unmarked trait by 1 point.
Weapons, or take 1 selection from the Tier
1 Leveling options. ❑ Gain a new experience at +1
●​Treat all higher tier armor and weapons ❑❑ Increase a +1 experience to +2
as tier 1.
●​Choose two options from the Tier 1 ❑ Increase a +2 experience to +3
leveling options list.
Mark and increase 1 trait by 1 point. Each
If you are untrained still with Tier 1 armor
trait has a small circle in the top right corner.
and/or weapons, treat them as Tier 0 armor
Put a mark, like a check or “x”, in that circle
and weapons until Tier 1 Level 1.
to indicate it has already been increased.
Increase that trait by 1, such that a -2
Tier 1, Sublevel 0 becomes a -1, and so on. This trait cannot be
●​Choose 1 domain card from the level 1 increased again until you are directed to
domain cards associated with your chosen clear the marked traits at Tier 2.
class. You have this card in your loadout
now. Gain a new experience at +1. Based on your
●​Choose a subclass associated with your recent adventures, come up with an
class. You gain the Foundation Features of experience that matches your exploits,
that subclass. attitude, or background. See the core
●​Choose two options from the Tier 1 rulebook, p20, for ideas on experiences and
leveling options list. how to utilize them.

Increase a +x experience to +y. If it makes


sense within your character’s behaviors to do
so, increase any of your +x experiences to +y
instead.
Special Rules for Tier-0 Armor Proficiency
In Chiselheart, characters who are trained in
The following rules will normally apply to Tier Tiered armor have armor stats equal to their
0 characters. current Tier, or Tier 1 if they are Tier 0. This
means that a character wearing Gambeson
●​Any found armor or weapon functions as Armor will have the Tier 1 thresholds and
Tier 0 for them, regardless of the actual armor score while they are Tier 1 themselves,
tier. but when they advance to Tier 2, they take
●​Only one downtime move per rest unless on the thresholds and armor score of Tier 2
you have a hireling or gear to say gambeson armor (Improved Gambeson
otherwise, or spend 2 hope to take a Armor). If their armor has special properties
second rest action. or magic to it, those properties remain the
same. Only the thresholds and armor score
Tier 0 characters have only one death move, adapt with the character
though others may be provided by gear or
hirelings.

●​Let Fate Decide: Roll duality dice. If they


are equal or the hope die is higher, you
live with 1 stress, and 1 hp, and are awake
(though you may feign death.)

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.

If it hits and the damage is not Severe, no


damage is done to the target. If the damage Coins In Chiselheart
is Severe, the target is executed or rendered Until a character reaches Tier 1, Level 1, it is
helpless in a way of the player’s choosing. encouraged that players track the individual
coins (assumed to be the universal gold coins
The GM may spend any number of Fear save of whatever land they are in) instead of
remaining HP on the target, one for one, so handfuls, with 10 coins making up a handful.
long as at least Severe damage is done to Most mundane things cost 1 coin, or 2 if the
them. thing is metal or finely crafted. Prices for
Tiered armaments depend on the campaign
Stress Damage frame in which you’re playing.
After rolling damage but before it is applied,
a player may elect to force the target to At Tier 1, Level 1, PCs are assumed to have
Mark 1 Stress instead of taking damage. enough of a reputation to warrant various
discounts, barters, and lines of credit robust
enough to ignore individual coins in favor of
handfuls.
Translating OSR entries Reclassify them as follows based on their
original statistics. Stop when you find a
to Daggerheart match.

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.

The King demands sacrifice: pay or Tone & Feel


enlist. Peoples of the far towns Desperate, Challenging, Inventive,
Unheroic, Dark.
scrounge desperately, braving the
pale-orcs and caparee for just a few Themes
more coins. Life is cheap. Pick your battles. Avoid the
darkness. Working together. Making due.
Complexity: Surprising Heroism.

The Pitch Touchstones


Read this section to your players to introduce OSE, Shadowdark, The Descent,
them to the campaign. Barbarian, 13th Warrior.
Corsland was a mighty empire, but is beset
on three sides by foes who sense the
weakness of its ruler. King Jearold is losing
his edge, and the various wars he’s fighting,
but is blinded by pride. The people of the
Far Towns worry equally about the distant
wars, their mad king, and the strange
denizens of the woodland caverns that guard
forgotten gold. In a Delver’s Deep campaign,
you’ll play lowly heroes, desperate to find
treasure so they can pay the taxes owed,
Overview streetcorner, but has slowly transformed into
an inland HQ for the various armies to
King Jearold has decreed from his throne in
coordinate from.
Jearaat that every family will pay a weekly
tax to support the war efforts or one of their Most of Corsland is besieged, armed,
own will be drafted. abandoned or on fire. That leaves the Far
Towns, a collection of smaller villages
Corsland borders three other nations and is
pressed amongst the jungles against the
fighting wars with each. They are given brief
southern reaches of the Tordahk Mountains
overviews here but do not feature heavily in
and the Selenor Crags. Their names are
Tier-0 play except as backdrops and
many and varied, with a long tradition of
occasional opportunities. Their details are
interlopers. In better days the Far Towns were
changeable to suit your vision for a Delvers
left mostly to their own devices.
campaign.
The denizens of the jungles, peaks, and
To the Northeast the Silverspine Empire
caverns around the Far Town are known and
boasts the richest silver and gold mines deep
feared, and in less desperate times would be
within their portion of the Tordahk Mountain
avoided. On the jungle floor the insectoid
range. The dwarves who rule here, distant
Carapree build labyrinthine paper cities and
relatives to those ruling Corsland, are of a
wield poisoned barbs; in the canopies the
milder temperament, though they are more
ape-like Wuraa build secretive cities and
xenophobic.
protect the trees from intruders; and in the
Northwest the deserts of Khoma-duun make caverns Pale-orcs spend their brief years
the fighting more like a 200 mile siege. The carving murals that are mysteries even to
light grey lizard-folk who reside in the themselves.
partially buried cities are known more for
There are several factions in Corsland that
their ingenuity than bravery, and their
have avoided becoming elements of the
strange elixirs and potions have become a
Corsland military. The Theraemon Society,
common technology throughout Corsland as
though mostly banished from Jaeraat, still
their war goes on.
strives to collect lost knowledge and forge
Finally, the Low Bitters are a set of human new magical formulas. The Evergreen
and elf clans that dwell amongst the plains Canopy serves to mitigate hostilities between
and forests to the Southwest. Their ferocity the Far Towns and the jungle dwellers. Lady
and minimalist living makes attacking them Warwick’s Wall protects the people of
highly unprofitable, while their skirmishes by Corsland by whatever means they can, while
night keep Corslander morale at an all time still serving the royal seat of power. There
low. The Bitter tribes have the benefit of are other religious, political, and social
being backed by an interested neighbor with movements but PCs would most likely
deep pockets. interact with these three from creation
onward.
These three places would not feature heavily
at the start of any campaign, but Tier 2 and
beyond characters might interact with them
at some point.

Within Corsland the largest city is the


capital, Jearaat, though many still refer to it
by its older name amongst friends, Allet
Corandar, a name which means Heart of the
People in the old tongue. Jaerann once
boasted cultural wonders on every
Ancestries (Recommended) Wuraa Exile
1d6 or 2d6 Ancestry The tree-priest likely didn’t explain what
- 2 Pale-Orc Ascendant offense she perceived. You found yourself
- 3 Caparee Ambassador begging for a while among the strange
- 4 Wuraa Exile
ground folk before you found your place
there.
1 5 Human
2 6 Elf Surefooted: As per the Goblin ancestry in
3 7 Half Elf the SRD.
4 8 Dwarf
Quick Minded: Mark a Stress to gain
5 9 Halfling advantage on a Knowledge action or
6 10 Half Orc reaction roll.
- 11 Orc
- 12 Awakened Skinner Human, Elf, Dwarf, Halfling, Orc
Various dwellers of the Far Towns may have
Pale-Orc Ascendant lived here their whole lives or moved recently
On occasion a pale-orc is rejected by its clan due to the wars. For these, use the features
for being malformed. You were likely of the ancestry with the same name in the
dropped at the outskirts of the nearest far SRD.
town or on trade routes. You were rejected
due to your barely rodent features, light blue
Half Elf, Half Orc
skin, thick hair, and by the fact you do not As above, but use the top half of the Human
possess teeth or nails for digging. or Dwarf ancestry and the bottom half of
the Elf or Orc ancestry.
Born in the Darkness: You do not suffer
from any result of being Shrouded and can Awakened Skinner
see a Far range in most darkness, or a Close At some point, a vision you received changed
range in pure darkness. everything. The horrors of your past haunt
your dreams now, and you work to regain the
Lost Melody: During any rest, all people trust of the locals. As a skinner, you stand
resting (including yourself) Gain 2 Hope if out a few feet taller than most, with broad
they had none at the start of the rest. shoulders and oddly green or blue skin.
Caparee Ambassador Endurance and Reach: as per the Giant
As with all Caparee, you were born with a ancestry in the SRD.
purpose. You have a face that can smile,
expressive eyes with antennae eyebrows, and Unique Ancestries
a desire to seek the company of others. If your table allows the strange ancestries
available only with the 2d6 roll and you are
Natural Friend: You have advantage on
lucky enough to have rolled one, be warned
checks to understand or speak with others.
that most civilized folk will not accept you at
Thick Skinned: When you are dealt damage face value. Except, of course, the Collectors,
you can Mark a Stress to increase your who will expect you to pay like everyone else.
thresholds by 3 while resolving the damage.
Communities (Recommended) Orderborne
d6 Community d6 Community These include example vows for the
Dedicated feature of orderborn, but are
1 Loreborne 4 Slyborne
recommendations, not prescriptions.
2 Orderborne 5 Wildborne
3 Ridgeborne 6 Wanderborne 1.​ Mountain Monk
Scattered order in secluded monasteries.
Loreborne Vows: Calm, Self-Control, Truth, Perception,
Peace. A ring of stone meditation beads,
1.​ Bookkeep walking stick.
These were once respected within Allet
Corandar, but few libraries remain open 2.​ Warwick Scout
after the decades of war. Sack of 5 books Warwicks send junior members out for intel.
with little to no value, 3 coins. Vows: Vigilance, Justice, Readiness,
Protection, and Honor. Warwick badge,
2.​ Scribe parchment, boot wax.
You left when scribes began being drafted
for wartime accounting. Inkwell and 2d6 3.​ E’ergreen Sapling
quills, metal rule for straight line marking. New members are given territory but little
instruction aside from “report back each
3.​ Theraemon Pledge season.” Vows: Fairness, Trade, Negotiation,
You work loosely through a mysterious and Balance, Equality. Minor Stamina potion,
often distant handler to support the efforts feathered cloak, jar of fermenting sap.
of the society. Magnifying Glass, Letter
Opener, Backpack. 4.​ Craibor Priest
Craibe, the Starward Goddess, saw the world
4.​ Tutor and now looks away in disdain. As a priest,
Your natural gifts lead you to many pupils, you have sworn to be worthy her gaze. Vows:
but a string of bad luck, on your part and Inspire, Vanquish, Impress, Tend, Rebuke.
theirs, has left you wandering the hidden Metal bound book of hymns, pious sash.
towns of the Southeast for work. Two extra
sets of clothes, soap, Mathemagical primer. 5.​ Caravaner
The guild keeps travelers safely on the road,
5.​ Hedgemage when they can find work, but gives
Technically, it wasn’t your magic. The magical preference to seniority. Vows: Guide, Shield,
firm lent it for use, but has since been Profit, Scheme, Manipulate. 5 coins, cudgel,
shuttered. You took what you could and fled. writ of recommendation.
Three marbles that float 2 inches high on
command, Tier 1 Wand. 6.​ Wyvern Syndicate
One must never cross a Wyvern. They have
6.​ Alchemist’s Apprentice loyalists everywhere. Vows: Family, Order,
The alchemist left in the dead of the night Hide, Enforce, Threaten. Gold ring, chisel,
for the Silverspine empire. You’ve scraped lockpicks.
some of his lab into a knapsack. Potion of
Stability, glass flask, vial of strong acid.
Ridgeborne Wanderborne
1.​ Selenor Crags 1.​ Lenoth Walkers
The sorrowful Selenor Crags border the far Before the wars the Lenoth followed the
towns, protecting the kingdom from invaders great herds, guiding them around
with their sudden chasms, harsh winds, and settlements and trading. Now, the herds have
brutal landscape. Thick bedroll, 2d6 pitons, dwindled, and the walkers dwindle with them.
Large backpack, umbrella, pouch of salt.
readystrike flint.
2.​ Far Town Trader
2.​ Greenpeak
Your people have always wandered the far
The lonely flattop is buffeted on all sides by towns in search of the right price, and the
dense greenery. Traders often meet the wars haven’t changed much except to bring
Greenpeak folk halfway. Inconvenient for new customers. A rite of passage sees many
both, but the safety and steady climate keep of them take up adventuring for a time
its residents happy. 50’ rope, grapple, before returning to the roads. 1 handful of
coins, inflatable bladder, bottle of perfume.
hammock.
3.​ Low Bitters Remnant
3.​ Honeyant Farmer
Despite what the new maps would say, the
In the midsections of many Southern trees Low Bitters was once much closer to the
the ants keep sugar as a camel keeps water. capital than it is now. Refugees from the
Their colonies can feed a whole town if current war zone try to make new homes
tended well. Farming them requires climbing wherever they can. Pungent tea leaves,
and a steady hand. Spiked cleats, long colorful poncho, wide straw shade hat.
leather gloves, 2x bonding honey.
4.​ Khoma-duun Nomad
4.​ Wuraa Go-between The wide stretch of dry scrub between
Khoma-duun and Corsland gives nothing to
The tree dwellers trust very few, but safe settlers, but the nomads once made a life
passage can be given in rare circumstances. between small oasis stops. 3 glass jars, sturdy
Wuraa favor script, hammock, Minor Stamina 15’ reed pole, square signaling kite.
Potion.
5.​ Corsland Orchardist
5.​ Delver From grove to grove the tree masters
Most suspect delvers must be mad. The trundled with carts hitched and shears
darkness seems to oppose all sane living sharpened. They followed the seasons from
things, but it hides many treasures. Delvers north to south between Corsland and
Silverspine, selling to each. Now the great
aren’t a formal community, but can spot Silverspine siege engines and armies block
each other at a glance. Pickaxe, 2d6 candles. the way, and the Orchardists look elsewhere
for life anew. Pruning shears, large basket.
6.​ Deepwood Messenger
Messengers are universally welcome in the 6.​ Corander's Forgotten Folk
southern towns. Caparee movements, The new kingdom hunts the dispossessed,
collector envoys, Wuraa war-parties, and and those who once lived on the ample
Skinner camps: everyone benefits from the surplus in Allet Corander find themselves
fleet footed runners who bring news of these afraid in Jearaat. Thick blanket, musical
instrument, large copper bowl.
events. Pouch of facepaint, 100’ of twine,
machete.
Slyborne Wildborne
1.​ Wyvern Syndicate 1.​ Accursed of Oad
The organization has sent many of its city The three generations before all bore the
operatives into the countryside to establish a mark of Oad and were cast out for it, but
foothold or collect on debts. Gold ring, list of not you. You’ve been bidden to return to the
small towns to make your own life. Pouch of
passwords, bottle of fine wine. strange herbs, stone icon of Oad, hollowed
wooden rod by which Oad may show secrets.
2.​ Pirate
Waiting for the sea lanes to clear up of 2.​ Krovish Steaders
patrols has you scrounging for work in the You come from the Krovish collective,
Far Towns. Long knife, 5’ steel cord, thick pledged to live as one with the wilds. The
overcoat. high priest has sent you to find allies for
dark times ahead, but failed to elaborate.
3.​ Highway Militia Unbreakable dinner plate, 50’ rope, trowel.
With a lack of soldiers for the interior, a 3.​ Adopted Wuraa
group of “well-meaning” citizens has taken In a rare act of empathy, a ground dweller
road safety into their own hands - for a price. was invited into the canopy. Now that you’ve
While they mainly patrol the trade lanes, reached an age of maturity, the Wuraa have
many are sent deeper into the jungle in instructed you to leave for your own people,
search of opportunity or information. Tree though on friendly terms. Wuraa favor script,
saw, bedroll, pouch of salt. pouch of potent berries, soft spun leaf-shoes.

4.​ Failed Rebel 4.​ Far Town Ranger


In the early days a few groups rose to Both your parents were rangers serving the
far towns, and both held in esteem. You
protest new wars and draconian policies. The spent much time with one or the other
bloodshed that followed sent many to the silently stalking strange creatures or Caparee
hills in hiding. Forbidden flag, 2d6 quick-burn villages. It’s been a while since their final
torches. patrol. Tier 1 Longbow, 2d6 arrows.

5.​ Deserter 5.​ Highroot Forager


You’ve seen enough of the front to know it’s The Highroots grow deep in the jungle within
not where you belong. When the last friend the bodies of trees. They are a staple in some
fell in battle you abandoned your vow. medicinal and spiritual practices in the Far
Towns, despite the danger involved in their
Hidden military issue sword, personal collection. 2d6 coins, small pick, side satchel.
grooming kit.
6.​ Guided
6.​ Smuggler Since childhood the shadowed figures
No war could bring a people’s desire for the followed and guided you. Their silent lessons
forbidden to a halt. Your particular outfit is on moving without trace and sacred hollows
reorganizing after its leaders were killed by often brought you deep into the jungle.
collectors. 1 bottle of Silverspine brandy, They’ve since vanished, but their lessons stay
etched in your mind. Circular rune stone,
hand-held meat hook, map of three secret walking stick, leafy shroud.
trails around the Far Towns.
Player Principles GM Principles
Think Outside the Box Make the Darkness Terrifying
The equipment rules for this version of the There are rules for torches for a reason.
system reward creativity. 10 strips of leather Evidence of lurking things should be
become makeshift gambeson armor. Your omnipresent. Sometimes creatures pause at
frying pan is now a tier-0 mace, or maybe in the light’s edge and then run quickly away,
the next scene, a shield. only to return when the torch has dimmed.

Choose Your Battles Make the War Tax Ominous


You're a lowly treasure hunter, scraping by to The Collectors and their visits should be
avoid the Mad King's draft. Don’t invent a dreaded and loathed, but if challenged,
new set of battles to fight instead! Sneak, should end in swift defeat for the party
barter, bribe, beg, flee, whatever you have to (most of the time). They are likely Tier 3 foes
do to stay alive. Unless you think you can if you need to stat them, and travel in large
take them. bands. They might be temporarily outwitted,
but only with a large helping of luck could
Employ Often and Wisely they be outmanned or cheated of their due.
Hirelings can keep you alive, but they’re The everpresent threat of poverty should
expensive. Some you should keep around. keep the characters in a cycle of treasure
Others you might want to keep for a one seeking, if not for themselves, for their loved
time job. ones and homes.

Be Connected Make the Factions Fickle


You may start to play as strangers and grow Over time the party may develop a working
to respect each other, but even at the start relationship with some sect of Caparee.
of the game, be connected to the far towns Spend fear to mess with that. They demand
and their people. Describe friends and family more, are suddenly rude, or have left
there. Drop in a favorite festival. Fear for altogether. Their ways are not understood
their safety and work to save them. well by the people of the far towns. The same
goes for any other faction in the game, even
the most “normal” one. The far towns should
be the only truly safe haven in the long term.

Don’t Hold Back


To honor the characters, don’t fudge rolls,
and don’t save them from their own choices.
If they start a fight with 50 pale orcs, they
are likely to die without a lot of help. In
Tier-0 games the characters revolve around
the world, not vice versa. Be true to the
fiction first.

Artwork by Diego Castro


Rumors (d12, hope) Warnings (d12, fear)
1.​ “This wine bottle is from a lost caravan, 1.​ “The Wuraa speak to the trees. You must
and the man that sold it to me got it never cut down a tree in this jungle, not
from a Carapree in the south hills. I bet even a small one.”
there’s more where that came from.” 2.​ “My half brother, Sabaan, told me the
2.​ “I know of a cavern east of here that Caparee prize leather above everything
none have entered yet. They say it sings else for trade.”
a strange song at night, but it’s probably 3.​ “The Caparee hide things in the walls of
an old folk tale” their paper cities. Look for the stronger
3.​ “Old Jarek died. He lived in the cabin out walls. They’re darker and don’t sound
East, and some swear he had a small hollow.”
fortune buried near his house.” 4.​ “I knew a woman who could go up the
4.​ “There’s a shrine North of Wayford that hollow trees like the Wuraa. She said
grants a coin when prayed to, but then it every fifth step up is designed to break,
whispers a request.” to keep intruders out.”
5.​ “Tibador’s gang hides in the Western 5.​ “The Collectors keep our names in sand.
woods. They’re sitting on a pile of loot Each of us is a grain. If you can break
and Collectors won’t do anything about it the nameglass they carry, they’ll forget
if they get their coin.” you for a while.”
6.​ “A thick bodied beast with claws like 6.​ “I barely escaped a pale-orc cave once.
hatchets has been killing my cows. I’ll pay The songs, the songs…you mustn’t listen to
3 handfuls of coin to anyone who brings the songs or all hope is lost.”
me its head.” 7.​ “Three or more torches going at once will
7.​ “The stranger staying at Nora’s Lost Wig, blind any pale-orc you meet.”
down the way, is a Theraemon sage. He’s 8.​ “If your companion in the jungle stops in
offering a bounty for some wild-flower their tracks and can’t speak or hear you,
from the mountains.” slap them hard. The purple spiders steal
8.​ “A great, old tree fell in the storm last your dreams unless you’re woken up.”
week. Hunters say the roots exposed a 9.​ “The threadbug nests are made of a
brick-layed staircase going down into the stronger fiber. If you can collect it and
earth.” boil it, you’ll have a sturdy rope worth a
9.​ “The Howlers are getting bold. They took handful of gold.”
Breyan and Nell from their home. Tabert, 10.​“If you wander in the rain, beware the
Nell’s brother, has a reward for their cover from it that’s too good to be true.
return, if it isn’t too late.” Rain-catchers will swallow an elf whole,
10.​“Six E’regreen knights are camped though it takes a few hours.”
outside Breyleaf. They say they’ve been 11.​ “In natural caves, if you see egg shaped
called, and will pay adventurers to guide clay balls in a neat pile, keep your torch
them through the woods.” to the wall. The burrowers follow the torch
11.​ “I swore a Warwick pact to protect those but can’t stand the heat.”
in need, but I can’t do it alone. Join me to 12.​“Always toss a pebble into water that isn’t
find the lost merchants in the Lintik clear. Sometimes, it isn’t water.”
Caverns and I’ll make it worth your while.”
12.​“I heard scratching beneath my floor, Have each new PC roll hope and fear.
growing closer every night. Now I’m Generate one rumor and one warning for
afraid to go back home. That’s why I them.
sleep here.”
Campaign Mechanics Hirelings Fighting Alone
Most hirelings will not fight unless they are
Hirelings aiding you with an attack or aiding with
damage. Some hirelings may have special
Hirelings require some upfront payment, and
combat abilities that will be listed in their
promise of payment as adventuring
statblocks. The statblock will outline how to
continues. Hirelings have a Tier, and will not
use them in combat to fight alone.
follow a PC that is lower than their own tier.
If a PC’s Tier is the same, they’ll charge Hireling Stats
double their normal rate. Hirelings have the following statistics.
New Hope Uses with Hirelings ●​Tier - Hirelings will not work for
●​ Spend 1 Hope to clear all stress on 1 characters of a lower tier than themselves.
hireling during a rest. This is the only ●​Wage - Weekly. After 1 week, if they are
way hirelings clear stress. not paid a wage and don’t expect to be
●​ Spend 1 Hope when a hireling would flee backpaid, hirelings will stop working for
the scene to encourage them to stay. you, or worse…
●​Difficulty - Works as expected.
Hirelings and Action Rolls ●​Stress - Hirelings don’t have HP. If they
Hirelings do not make action rolls. When a
would take any amount of damage, mark
player character makes an action roll that a
1 stress. If their final stress is marked, they
hireling has experience with, the player can
are out of the scene in a manner
utilize their experience if the table agrees it
appropriate to the source of their stress.
makes sense to do so. Declare this help
before making the action roll. ●​Courage - Higher courage means less
likely to flee in battle.
While a hireling is helping, a roll with fear ●​Experiences - Hirelings can aid PCs with
causes the hireling to Mark 1 Stress. these experiences where applicable.
●​Special Abilities - Hirelings often provide
In a violent or terrifying situation, a failure
special benefits or drawbacks. Their rules
with fear might also cause them to flee if
should be self contained in this section.
the Fear die meets or beats their Courage
score. They’ll begin to panic, dropping Tier 2 and Higher
anything they consider non- essential to their Beyond Tier 1, NPCs will not want to work for
own survival. pay. Instead, they'll work towards a common
cause or to repay a social debt. For side
Hirelings and Combat quests or extended campaigning, their Wage
Hirelings can be directed to help you with an
is “1 part”, meaning they expect an equal split
action roll as described above, or they can
of the treasure found and may have strong
be directed to help you with damage instead.
opinions about specific pieces of treasure.
In either case, the rolls with fear will impact
them identically. Tier 2 and higher NPCs don't use Hireling
statblocks, and don't aid with action rolls in
If they are helping with damage, then on a
the same ways. See the core Daggerheart
hit you’ll add their Damage Assist value to
book section on “Running GM NPCs” for
your own damage. This becomes a single
more information. Whereas Hirelings are
source of damage, such that the combined
largely controlled by their employing player,
value may exceed large thresholds.
Tier 2 NPCs are controlled by the whole
table with the GM having much more input.
Tier 0 Abilities
Name Wage Diff. Stress Crg. Armorer During any rest, roll 1d4 per
Barbarian 1 part* 9 6 10 armorer. Repairs that many armor slots
Exp: Break, Throw, Chop +2 distributed as their employer chooses.
DA: Greataxe, 2d8 | Combatant, Greedy* Combatant This Hireling can take the
Delver 1 coin 9 3 4 spotlight when fighting. Their employer rolls
an unmodified 2d12 for their attack, and
Exp: Lightless Work +2, Listen +1
gains any resulting hope. Their employer
DA: Pickaxe, 1d6 | Peter'd Out
can spend hope on their experiences. Deal
Hunter 1 coin 10 4 6 their listed damage on a hit.
Exp: Tracking +2, Weakpoints +1 Connections While in town, two rest moves
DA: Bow, 1d6 | The Land Provides may be taken by PCs
Mercenary 2 coins 10 5 8 Faithful Upon entering civilization, the Cleric
Exp: Battle +2 insists that you pay 2 coins to a local
DA: Longblade, 2d6 | Combatant, Armorer temple. If not, reduce their courage by 1.
Minstril 2 coins 11 3 4 Greedy This NPC considers themselves a PC
Exp: Performance +2, Rumors +1 in terms of treasure split. If they leave the
DA: Dagger, 1d4 | Soothing Song party by any means, they'll take what they
think is fair.
Squire 1 coin 11 4 11
Exp: At Your Service +1 Helpful Add +1 to any health gained, armor
DA: Shortsword, 1d6 | Helpful patched, or stress cleared during a rest.
Intercession You have a new death move: at
Thief 1d4 coin 10 3 5
0 HP your cleric saves you mysteriously. You
Exp: Stealing, Disarming, Unlocking +2 wake when healed or at the next rest. Their
DA: Dagger, 1d4+2 | Stubborn Expert new connection to god takes them
elsewhere next rest.
Tier 1 Mender Each rest all allies clear 1 HP in
Name Wage Diff. Stress Crg. addition to other moves made.
Archer 2 coins 10 5 7 Novice When the mage aids you with
Exp: Unshaken Aim +2 damage, but you roll with fear, you also
DA: Bow, 1d8 | Combatant take the damage they produce.
Chirurgeon 2 coins 10 3 7 Patient Expert After an action roll involving
their experiences, but before resolving fear
Exp: Healing +2, Deduction +1
or hope, the player may spend 1 hope and
DA: Scalple, 1d4+1 | Mender
10 minutes to roll again.
Cleric 3 coins 11 4 8
Peter'd Out While you are underground
Exp: Religion +2, Human Insight +1 Delver grants you a new death move:
DA: Mace, 1d6 | Intercession, Faithful Peter'd Out. At 0 HP, the delver pulls you to
Mage 8 coins 12 3 5 safety and takes up to one handful of gold
Exp: Arcana +2, Forgotten Languages +1 from you and then leaves your service.
DA: Cantrip, 1d10 | Patient Expert, Novice Soothing Song All in camp clear 1 stress
Mechant 1 part* 10 3 4 automatically on a long rest.
Exp: Negotiations +2, Fine foods +1 Stubborn Expert After an action roll
DA: Fine Dagger, 1d4 | Connections, Greedy* involving their experiences, but before
resolving fear or hope, the player may
Scholar 2 coins 10 3 5
spend 1 hope and 1 coin to roll again.
Exp: Esoteric Knowledge +2
The Land Provides When any ally Clears
DA: Heavy Book, 1 | Thoughtful Expert
Stress during a rest, the foods provided by
the Hunter allow them to clear +1d4 stress.
Thoughtful Expert After an action roll they
help with, but before resolving fear or hope,
the player may spend 1 hope and mark 1
stress to roll again.
Torches The War Tax
Nobody goes into the darkness without light. The war tax is due weekly. It’s collected by a
Torches can be collected or made easily in or smaller squad of Collectors who will note the
near town, but are not typically found names of those who were lacking. Once a
underground. For this reason, assume torches month, the main force arrives to take
are available any time the party is not within payment, in silver or in service.
a cave or buried ruin.
Start the War Tax at 2 coins per week, per
●​A tier 0 hireling can carry 1 torch, and a person. Each long rest roll a d6. If the roll is
tier 1 hireling can carry 2. a 6, or if it is higher than the current tax,
●​Each adventurer can carry 3 torches plus increase the tax by 1. Reset it to 2 at the end
their current tier. of the week.
●​Lighting a torch under pressure usually If you end a session with 9 or more fear,
requires a Finesse roll. spend 6 fear to increase the base war tax by
1 coin per week, such that it resets to 3
While Underground
instead of 2 coins, for example.
●​Any character not within torchlight is
Leveling Up
Shrouded.
In a Delver's Deep campaign it is expected
●​Indicate whether a torch is lit, and who is that a character in Tier 0 levels up once per
within its light. A torch typically lights one outing, whether that be to a shrine for a
room, or up to a far range. social encounter or a cavern for a dungeon
●​If either die of an action roll is a 1, the crawl. For particularly large dungeons a long
torch nearest that person begins to rest outside the dungeon between dives
flicker, and the light is reduced to close might be warranted.
range. On the next action roll containing
a 1 on either die, the torch goes out. At Tier 1, leveling should be roughly halved
(once every 2 outings, or once per longer
While Shrouded adventure), and should always have involved
some kind of danger, excitement, or difficulty.
●​A roll with fear grants the GM 2 fear
●​Any time you would mark any stress, also After Tier 1, Level 1, follow guidance from the
lose 1 hope. Daggerheart SRD or Core Rulebook
●​Action rolls requiring sight are done with concerning how often to level up.
disadvantage. Parties of Tier 0 and 1 can adventure
●​Leaving any underground area* requires together without a problem. After Tier 1,
an Finesse or Instinct roll, your choice. lower Tier party members are in much
greater danger adventuring with higher Tier
*An area could be a set of connecting party members, but it can still be done if
passages with a similar motif, or a
approached wisely.
large chamber with a dozen adjoined
rooms. This is not intended to force a
roll moving from one room to the next
100 times in a row.
Delvers Deep Bestiary behind their spear. Leftover venom means
they aren’t quick to violence.
The Caparee
At the heart of any Caparee group is the
Discarded husks, chewed bark and mud,
Queen, who ferociously guards her egg
crumbling paper-mache mounds; the signs of
clutch. Like her protective warriors she can
the Caparee are obvious and spotted often.
spread Caparee fever to her enemies, and
They don’t interact much with the Corsland
will fight with savage passion to drive
Southerners, and sometimes interactions can
intruders from her nest. The royal Caparee
even go well, as long as they are far from the
knows her true value, however, and once
Caparee nests.
sufficiently wounded will offer a truce or flee
Outside the nests, Builders carry supplies rather than fight to the death. The foremost
and make the mud and sawdust base for the thought on her mind day and night is the
construction of new nests. They’re the most continuance of her line.
likely to be carrying supplies to trade,
whether that’s a delicious earthy moss, a
recovered totem, or grave-robbed pendant.
Whatever they find, they’ll send for trade,
and they often seek exciting new liquids for
building experimentation or ornamentation.
They’re subsequently also the most likely to
carry a satchel or pack with them.

Drones are often spotted beyond the


perimeter of the nests, but are more about
filching what they can find to impress their
queen than doing anything productive. They
also serve as a first line of defense, clicking a
loud, percussive rhythm if they sense danger.

The nests of the Caparee can be built in a


few days, depending on size. They might be
a single spacious hut against a tree; a
multi-room dwelling across a creek gully or
over an abandoned caravan; or a sprawling
complex running through ruins and touching
the caverns beneath them. Caparee pick up
and leave when they sense danger, so long
as their eggs are safe to move, and once
moved they rarely assume the same
habitation again.

Within far range of such a nest the Warriors


will patrol, inside and out. They have a built
in stinger, but also carry previously shedded
stingers or the stingers of their forefathers as
sharp weapons. Such armaments could
contain trace amounts of an old poison if it
isn’t used often. Caparee warriors, on
meeting others, will often put this remnant
poison on display by holding a torchlight
Caparee Stats
Adversary Tier Type Diff. Ths. HP Stress Experiences
0 Standard 7 4/7 4 2 Courage +2
Caparee Warrior
Sting Spear (Melee) +1, 1d6 phy (Poisoned Barb)
0 Social 9 5/- 2 4 Build, Haggle +2
Caparee Builder
Clay Hammer (Melee) -2, 1d4 phy
0 Minion 8 -/- - 2 Escape +1
Caparee Drone
Bristles (Melee) -2, 2 phy
1 Solo 13 8 / 15 7 4 Intimidate, Observe +2
Caparee Queen
Venomous Bite (Very Close) +1, 1d10+3 mag

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.

A wonalog camp is often littered with Howlers


dressed in rags, covered with mud, scratches
and bugbits, sleeping in the open air through
the nightmares that will haunt them the rest
of their lives. A normal camp will often have
3d6-3 howlers, 2d10-2 lagtha-beasts, 1d8
Guards, and 1d2 wonalog. Depending on the
number of half-giants, there may be one to
ten tents, and their most prized possession
might include the belongings of their victims
(converted physically or spiritually) and their
spellbooks.
Skinner Stats
Adversary Tier Type Diff. Ths. HP Stress Experiences
Skinner Guard 0 Bruiser 8 4/7 7 4 Brute Strength +2
Greatspear (Very Close) +1, 1d8+1 phy

Howler 0 Standard 10 3/5 3 2 Ambush, Retreat +2


Stone Dagger (Melee) -1, 1d4 phy

Lagtha-beast 0 Skulk 6 4/7 3 2 Hunt +5


Bite (Melee) -1, 1d6 phy

Wonalog 1 Solo 11 7 / 13 6 3 The Spirits Guide Me +2


Greataxe (Very Close) +2, 1d10+2 phy
Wonalog 1 Solo 13 8 / 14 6 4 Rip and Tear +2
Demonbound Claws (Very Close) +2, 1d6+4 phy

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.

There is a curse of madness and


malformation on these creatures, who barely
resemble their former selves.

Haulers are the largest, reaching 8 feet tall


and 5 feet wide. Their slow, cautious steps,
careful aim, and tremendous strength serve
their desire to move larger rocks from one
place to another, or split them if needed.
Oddly, their desire for cleanliness drives them
to wash daily (at least), and an eerie, innate
comprehension of soap making has them
scouring the upper caverns or even the
jungles outside for new sources of fat and ash.

Deeper in the caves adventurers would hear


the Cantors before they saw them. Discordant
melodies in a forgotten tongue make resting
nearby uncomfortable. In the heat of battle
their music carries magical power that can
bolster their pale allies or terrify intruders. No
The Shovelers dig with clouded eyes, rat-like one has ever documented a Cantor eating
teeth, and twin hooked claws. They make anything apart from muddy water.
passages, rooms, and pits in a frenzy for days
on end, and then suddenly stop. They speak In the full darkness of the caverns the
no language but coordinate these digs by an Carvers work at solid rock with sharp,
instinct that was placed into them. diamond hard claws. Their murals decorate
many of the caves, depicting scenes of a
fallen empire since buried in the mountains.
Pale-Orc Stats
Adversary Tier Type Diff. Ths. HP Stress Experiences
0 Standard 6 4/7 3 3 Dig, Haul +2
Pale-orc Shoveler
Shovel (Melee) +0, 1d6-1 phy
0 Bruiser 8 6 / 11 8 3 Grip, Crush +2
Pale-orc Hauler
Boulder (Close) +1, 1d8 phy
0 Support 10 5/9 4 3 Sing +2
Pale-orc Cantor
Spiteful Chord (Far) -2, 1d4 mag
0 Leader 10 4/7 7 4 Command, Carve +2
Pale-orc Carver
Nails (Melee) +1, 1d8 phy

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.

The Wuraa have survived this long by


minding their business and keeping outsiders
out. Very rarely they’ll meddle, but only out of
guilt, empathy, or insanity. They prefer to
keep to their towns and villages within and
between the treetops, and go mostly unseen The smaller Leaf-Riders of the tribes are
thanks to the dense, everpresent foliage. weaker but still formidable. Their harrying
attacks at range keep invaders distracted and
The Tree Priests keep the old tales alive. lucky hits deal the damage of a hundred foot
Their connection to the green boughs and fall. The leaf riders act as scouts as well,
sturdy trunks above grants them sacred tending to spend the least time in their
awareness and abilities. They often share village. Of all Wuraa, they are most likely to
leadership with the highest ranked warrior, be spotted at ground level, for example, and
and are most likely to speak a language an some have even bartered silently for rations
adventurer might know. or potions.

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.

No one knows for sure how far back Wuraa


oral history goes, or how reliable it is. It is
rumored that they have an informal
“highway”, by which they can travel quickly
from village to village, but no living person
has ever done so. They also keep many secrets
regarding potions, salves, and medicines of
bark and leaf.
Wuraa Stats
Adversary Tier Type Diff. Ths. HP Stress Experiences
0 Ranged 8 8 / 11 3 3 Hiding +2
Leaf-Rider
Branchsling (Far) +2, 1d8 phy
0 Hoard 7 5/9 6 2 Follow Scent +2
Biter Swarm
Stings (Melee) +0, 1 mag
0 Support 7 7 / 11 5 3 Alchemy, Botany +2
Tree-Priest
Thorn-darts (Far) +1, 1d6+1 mag
1 Standard 11 6 / 11 3 2 Shove, Chase +2
Wuraa Warrior
Javalin (Close) +1, 1d8+4 phy

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

Arachana 0 Support 10 3/8 4 3 Weave, Climb +2


Dread Vision (Far) +0, 1d8 mag
Male 0 Minion 8 -/- - 1 For the Queen +2
Threadbeetle Tusk (Melee) -1, 2 phy
Female 1 Solo 11 8 / 13 7 4 Thick Shell, Strong Mind +2
Threadbeetle Acid Glob (Close) +2, 1d8+4 mag

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.

Additional artwork by Carlos Castilho, Diego


Castro, Daniel Comerci – [Link],
Mark Huffman, Maciej Zagorski of Forge
Studios, Blake Davis.

Thanks to my friends Janine, Joe, Luke,


Sophie, and GM Richard “Bluddworth” for
initial playtest feedback, and to my wife
Kelly for her constant support.

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