Crows Treasury

Crows Characters

It’s a Living

It also might be a dying, but you knew the risks when you became a crow. This book contains the rules for players to create and advance their crows, their equipment, and their village. Options here refer to rules in The Rules booklet.

Crow Creation

To create a crow, follow these steps.

1. Roll For Background

You weren’t always a crow. Your background informs the statistics and equipment your bring with you when you first enter the profession. To get a background, roll 2d6 on the Backgrounds table. The first die result is the left d6 column of the table and the second is the right d6 column.

2. Record Statistics

Record your background’s statistics on a piece of paper with a pencil. Each background gives you 1 use in some expertises, a Stamina score, and a starting trait from a trait tree (a full description of each trait is found in Traits). All PCs have a starting speed on 5.

Characteristic Adjustments

You background makes one of your characteristics a 2. Sometimes the background assigns this increase. Other times it gives you a choice. Your remaining characteristics can be your choice of a 1 and a 0 or a -1 and a 2, assigned however your like.

Name and Feature

Give your PC a name and a distinguishing feature. This could be a tattoo, distinct body odor, unique voice, strong personality trait, or the like. Just give them one thing stand out.

3. Equipment Cards

Your background also gives you a set of starting equipment. Every PC has an empty coin purse, a knife, a rope, six rations, and 3d6 gc.

4. Village Stuff

Make an NPC connection who lives in your village. If this is your group’s first time making PCs for a campaign, work with other players to make a village and name it (see The Village).

Backgrounds

d6 d6 Background
1 1 Acolyte of the Gardner
1 2 Acolyte of the Healer
1 3 Acolyte of the Smith
1 4 Acolyte of the Three
1 5 Acolyte of the Warrior
1 6 Alchemist
2 1 Apprentice Mage
2 2 Archer
2 3 Assassin
2 4 Beggar
2 5 Blacksmith
2 6 Bodyguard
3 1 Cartographer
3 2 Conjurer
3 3 Cook
3 4 Duelist
3 5 Entertainer
3 6 Executioner
4 1 Farmer
4 2 Gladiator
4 3 Hunter
4 4 Hydromancer
4 5 Illusionist
4 6 Keraunomancer
5 1 Knight
5 2 Merchant
5 3 Miner
5 4 Noble
5 5 Pugilist
5 6 Pyromancer
6 1 Sage
6 2 Soldier
6 3 Thief
6 4 Tinkerer
6 5 Transmuter
6 6 Village Watch

Backgrounds

Backgrounds are presented in alphabetical order.

Acolyte of the Gardner

You served the god of nature.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Enchantment: Material Transfer
  • Expertises: Athletics, Handle Pet, Nature Lore, Navigate, Religious Lore, Benefaction (2 uses), Elemental (2 uses)
  • Equipment: Holy symbol, torch, spellbooks: fire hands, minor healing, spark

Acolyte of the Healer

You served the god of healing.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Benefaction: Enhanced Healing
  • Expertises: Alchemy, Lift, Religious Lore (2 uses), Benefaction (2 uses)
  • Equipment: Holy symbol, surgical kit, torch, spellbooks: minor blessing, minor healing

Acolyte of the Smith

You served the god of creativity.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Enchantment: Hands for Tools
  • Expertises: Alchemy, Blacksmithing (2 uses), Enchanting, Religious Lore, Benefaction
  • Equipment: Blacksmith’s tools, holy symbol, torch, spellbooks: minor healing, summon object

Acolyte of the Three

You served the god of death, greeed, and knowledge.

  • Characteristic at 2: Mind or Strength
  • Stamina: 7
  • Trait: Necromancy: Soul Absorption
  • Expertises: Magic Lore, Monster Lore, Religious Lore, Necromancy (2 uses), Chopping
  • Equipment: Axe, torch, spellbooks: bone capture, minor curse, monster sense

Acolyte of the Warrior

You served the god of war.

  • Characteristic at 2: Mind or Strength
  • Stamina: 9
  • Trait: Benefaction: First Responder
  • Expertises: Religious Lore, Benefaction, Chopping
  • Equipment: Axe, holy symbol, torch, spellbooks: minor healing, minor ward

Alchemist

You crafted and sold acids, potions, and bombs.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Alchemy: Midnight Oil
  • Expertises: Alchemy (2 uses), Enchanting, Magic Lore, Monster Lore, Nature Lore, Search, Thievery (2 uses)
  • Equipment: Acid vial, alchemist’s tools, bucket, healing potion, lantern, oil flask, smoke bomb

Apprentice Mage

You studied several magic disciplines under a more experienced tutor.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Alteration: Alteration Stone
  • Expertises: Enchanting, Magic Lore, Monster Lore, Alteration (2 uses), Conjuration, Elemental (2 uses), Illusion
  • Equipment: Alteration stone, spellbooks: jaunt, light, spark, take shape, thunder

Archer

You served as a soldier or member of the watch who was specially trained with a bow.

  • Characteristic at 2: Agility
  • Stamina: 7
  • Trait: Archery: Point Blank
  • Expertises: Athletics, Stealth (2 uses), Bow (2 uses), Unarmed
  • Equipment: Bear trap, quiver of arrows, shortbow, spyglass, torch

Assassin

You were a killer who either worked paid contracts or served a higher purpose in a shady organization.

  • Characteristic at 2: Agility
  • Stamina: 5
  • Trait: Thievery: Sieze the Advantage
  • Expertises: Athletics, Gymnastics, Stealth (2 uses), Thievery, Bow (2 uses), Slashing (2 uses)
  • Equipment: Extra knife, poison vial, quiver of arrows, shortbow, torch

Beggar

You relied on the kindness of strangers to scrape together enough coins to live.

  • Characteristic at 2: Any
  • Stamina: 7
  • Trait: Leverage: More for Less
  • Expertises: Endurance, Lift, Search (2 uses), Stealth (2 uses)
  • Equipment: Gluepot, padlock, pot, string, tent, torch

Blacksmith

You forged and sold items made from metal.

  • Characteristic at 2: Strength
  • Stamina: 7
  • Trait: Smithing: Double Duty
  • Expertises: Blacksmithing (2 uses), Endurance, Lift, Thievery, Bashing
  • Equipment: Bear trap, blacksmith’s tools, chain, maul, torch

Bodyguard

You protected a person of importance.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Armor: Interposing Arm
  • Expertises: Endurance, Search, Slashing
  • Equipment: Ball bearings, light armor, shield, sword, torch

Cartographer

You drew maps of villages, ruins, or wilderness areas so others could find their way.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Travel: Orienteering
  • Expertises: Historical Lore, Monster Lore, Nature Lore, Navigate (2 uses), Search
  • Equipment: Compass, journal, lantern, lore book (Historical Lore), oil flask, quill and inkpot

Conjurer

You studied conjuration magic.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Conjuration: Jumper
  • Expertises: Handle Pet, Magic Lore, Monster Lore, Navigate, Conjuration (2 uses)
  • Equipment: Chain, torch, spellbooks: jaunt, summon object, teleport object

Cook

You worked as a cook at a tavern or organization.

  • Characteristic at 2: Any
  • Stamina: 7
  • Trait: Camping: Hearty Meals
  • Expertises: Alchemy, Endurance, Lift, Nature Lore (2 uses), Slashing
  • Equipment: Cook’s utensils, hearty ration (2), pot, torch

Duelist

You dedicated your youth to fencing in noble courts.

  • Characteristic at 2: Agility
  • Stamina: 9
  • Trait: Slashing: Finesse the Blade
  • Expertises: Gymnastics, Historical Lore, Slashing
  • Equipment: Light armor, lore book (Historical Lore), mirror, sword, torch

Entertainer

You were an acrobat, dancer, and/or musician.

  • Characteristic at 2: Agility
  • Stamina: 5
  • Trait: Camping: Song of Rest
  • Expertises: Athletics (2 uses), Endurance, Gymnastics (2 uses), Handle Pet, Historical Lore, Thievery (2 uses)
  • Equipment: 11-foot pole, mirror, musical instrument (lute), smoke bomb, torch

Executioner

You carried out capital punishment.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Chopping: Chop ‘Em Down
  • Expertises: Lift, Chopping, Unarmed
  • Equipment: Chain, greataxe, ladder, padlock, torch

Farmer

You plowed the fields and raise animals.

  • Characteristic at 2: Strength
  • Stamina: 7
  • Trait: Pets: Buddy
  • Expertises: Blacksmithing, Endurance, Handle Pet (2 uses), Lift, Nature Lore
  • Equipment: 11-foot pole, animal feed (6), goat (pet), pot, torch

Gladiator

You fought deadly battles for entertainment of others.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Stabbing: Bury the Point
  • Expertises: Athletics, Lift, Stabbing
  • Equipment: Light armor, mirror, pike, rage potion, torch

Hunter

You tracked animals in the wild and foraged for food.

  • Characteristic at 2: Agility
  • Stamina: 5
  • Trait: Travel: Foraging Expert
  • Expertises: Athletics, Handle Pet (2 uses), Nature Lore (2 uses), Navigate, Stealth, Bow (2 uses)
  • Equipment: Animal feed (6), bear trap, dog (pet), quiver of arrows, shortbow, torch

Hydromancer

You learned how to cast elemental spells that create and harness water.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Elemental: Water Shield
  • Expertises: Alchemy, Athletics, Enchanting, Magic Lore, Elemental (2 uses)
  • Equipment: Gluepot, journal, quill and inkpot, torch, spellbooks: create water, stream

Illusionist

You studied illusion magic.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Illusion: Lasting Illusion
  • Expertises: Magic Lore (2 uses), Monster Lore, Search, Stealth (2 uses), Thievery, Illusion (2 uses)
  • Equipment: Card deck, smoke bomb, whistle, spellbooks: cacophony, light, minor phantasm

Keraunomancer

You learned how to cast elemental spells that create and harness lightning and thunder.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Elemental: Hurl the Storm
  • Expertises: Blacksmith, Enchanting, Magic Lore (2 uses), Elemental (2 uses), Bashing
  • Equipment: Mace, net, torch, spellbooks: spark, thunder

Knight

You were a knight in the service of a noble or a hedge knight in service to no one other than yourself.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Slashing: Swordplay
  • Expertises: Handle Pet, Historical Lore, Slashing
  • Equipment: Animal feed (6), greatsword, lantern, light armor, oil flask, riding horse (pet)

Merchant

You were a merchant who traveled from village to village, trading your wares.

  • Characteristic at 2: Mind
  • Stamina: 7
  • Trait: Camping: Plotting
  • Expertises: Historical Lore (2 uses), Lift, Navigate, Search, Thievery
  • Equipment: Journal, lantern, merchant’s scales, oil flask, quill and ink pot, 50 extra gold coins

Miner

You worked in mines, digging and hauling ore.

  • Characteristic at 2: Strength
  • Stamina: 7
  • Trait: Leverage: Lasting Light
  • Expertises: Athletics, Endurance (2 uses), Lift, Navigate, Stabbing
  • Equipment: Chalk, grappling hook, lantern, oil flask, shovel, warpick

Noble

You grew up in a family that had wealth and power.

  • Characteristic at 2: Agility or Mind
  • Stamina: 7
  • Trait: Reputation: Call Daddy
  • Expertises: Handle Pet, Historical Lore (2 uses), Religious Lore, Stealth, Bow
  • Equipment: Animal feed (6), lantern, lore book (Historical Lore), oil flask, riding horse (pet), 50 gold coins

Pugilist

You made a living battling it out with bare knuckles.

  • Characteristic at 2: Agility or Strength
  • Stamina: 9
  • Trait: Unarmed: Pack a Punch
  • Expertises: Athletics, Unarmed (2 uses)
  • Equipment: Chalk, light armor, lore book (Monster Lore), net, rage potion, torch

Pyromancer

You learned how to cast elemental spells that create and harness fire.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Elemental: Burn Baby
  • Expertises: Alchemy, Enchanting, Historical Lore, Magic Lore (2 uses), Elemental (2 uses)
  • Equipment: Magnifying glass, smoke bomb, string, torch, spellbooks: fire hands, fire lance

Sage

You studied all subjects with a tutor or by burying your nose in many books (likely both).

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Knowledge: Cram
  • Expertises: Historical Lore (2 uses), Magic Lore, Monster Lore (2 uses), Nature Lore, Navigate, Religious Lore, Thievery
  • Equipment: Ball bearings, journal, lore book (Monster Lore), lore book (Nature Lore), quill and ink pot, torch

Soldier

You served as a soldier in an army dedicated to protecting others from the threats of the wilderness.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Armor: Stalwart
  • Expertises: Endurance, Bow, Stabbing
  • Equipment: Light armor, quiver of arrows, shortbow, spear, torch

Thief

You burgled places for money, either on your own or as part of a guild.

  • Characteristic at 2: Agility
  • Stamina: 5
  • Trait: Thievery: Stealthy
  • Expertises: Athletics, Gymnastics (2 uses), Search (2 uses), Stealth (2 uses), Thievery (2 uses)
  • Equipment: Crowbar, extra knife, grappling hook, lockpick set, smoke bomb, torch

Tinkerer

You created magic and mechanical inventions.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Knowledge: Improvised Equipment
  • Expertises: Alchemy (2 uses), Blacksmithing (2 uses), Enchanting, Search, Thievery (2 uses), Chopping
  • Equipment: Alchemist’s tools, blacksmith’s tools, handaxe, lockpick set, soap, torch

Transmuter

You studied alteration magic.

  • Characteristic at 2: Mind
  • Stamina: 5
  • Trait: Alteration: Lasting Alteration
  • Expertises: Alchemy, Blacksmithing, Enchanting (2 uses), Magic Lore (2 uses), Thievery, Alteration (2 uses)
  • Equipment: Chalk, torch, spellbooks: jaunt, animal form, repair, take shape

Village Watch

You kept a settlement safe.

  • Characteristic at 2: Strength
  • Stamina: 9
  • Trait: Armor: Stand Strong
  • Expertises: Athletics, Search, Stabbing
  • Equipment: Chain, lantern, light armor, oil flask, padlock, pike, whistle

Advancement

Whenever you recover treasure or equipment outside of a village that isn’t purchased by your group, crafted by your group, taken from an innocent human, or something that originally belonged to an ally, each PC gains experience points (XP) equal to the item’s total value in gc divided by the number of players. Unique items don’t have a cost. Their XP value is listed on their cards.

You keep track of the total XP your PC gains over the course of their adventuring career (called total XP or TXP), as well as XP you have spent.

You can only spend XP or gain bonuses from TXP when you finish a rest after earning the XP. You can spend XP on new traits (see Traits).

The Expertise & Stamina Advancement table shows the TXP required for your PC to increase their expertises or Stamina as well as the maximum number of uses an expertise can have. When you get a bonus, choose one of the following options:

  • Gain three uses in expertises (including expertises you don’t already have) divided however you choose without exceeding the maximum number of uses for a single expertise.
  • Increase your Stamina maximum by 2.
  • Gain one expertise uses as described above, and increase your Stamina maximum by 1.

Expertise & Stamina Advancement

TXP Bonus Expertise Max Uses
100 1st 2
500 2nd 2
1,250 3rd 2
2,250 4th 2
3,500 5th 2
5,000 6th 3
10,000 7th 3
20,000 8th 4
30,000 9th 4
Every 30,000 after 10th and up 4

The Characteristics Advancement table shows the TXP required for your PC to increase one of their characteristics by 1, to a maximum of 4. If all of your characteristics are 4 when you get this bonus, your Stamina maximum increases by 2 instead.

Characteristics Advancement

TXP Bonus
5,000 1st
15,000 2nd
30,000 3rd
Every 30,000 after 4th and up

New PC After Death

If your PC dies and you make a new PC to take their place in the same campaign, you can roll on the Backgrounds table an additional number of times equal to the dead PC’s number of bonuses on the Expertise & Stamina Advancement table and choose any background for the new PC from the results you get.

Starting With More (callout)

If all of the other crows in the party have 5,000 or more TXP when you create a new PC, your character lags significantly behind the others in terms of power and survivability. This imbalance is a fun challenge for some players to offset with caution, equipment, and clever tactics. The disparity doesn’t last long. The new PC gains XP fast with experienced crows. For other groups, the new PC is a burden that leaves some folks feeling annoyed or ignored. To offset this unevenness, the Ref can decided that a new PC starts with XP equal to the lowest TXP of a crow already in the party.

It’s unlikely that a new crow will need better equipment than what they start with, since their dead counterpart likely left gear behind that they’ll get, but the Ref can give the PC gold pieces equal to half their starting XP to be used to buy better equipment. This money must be spent on equipment and not upgrading village institutions.

Traits

Traits are character options that enhance your PC’s ability to create and use equipment. Your background grants you a trait. Traits are themed and grouped in trees.

Buying Traits

Whenever you finish a rest, you can spend XP to buy one or more traits. You can only purchase a starting trait on a trait tree or a trait connected by a line to another trait you already have on the same tree. Starting traits appear at the top of trait trees and cost 500 XP each. You can only purchase a trait once.

Minimum Modifier

Whenever a trait increases or decreases a number equal to one of your characteristics, the minimum number of that increase or decrease is 1, even if your characteristic is lower.

Trait Trees

Trait trees are presented in alphabetical order.

Tree Specialization
Alchemy Creating alchemy items
Alteration Alteration spells
Archery Bow weapons
Armor Armor and shields
Bashing Bashing weapons
Benefaction Benefaction spells
Blacksmithing Creating armor and weapons
Camping Rest activies
Chopping Chopping weapons
Conjuration Conjuration spells
Elemental Elemental spells
Enchantment Creating magic items
Illusion Illusion spells
Knowledge General lore
Leverage Getting the most out of gear
Necromancy Necromancy spells
Pets Directing and raising animals
Reputation Villages
Slashing Slashing weapons
Stabbing Stabbing weapons
Thievery Breaking and entering
Travel Overland travel
Unarmed Unarmed attacks

Alchemy

For creating and using acid, poisons, potions, and bombs.

Midnight Oil

XP Cost: 500 (Starting)

When you work on crafting an alchemy item as part of the Craft Equipment rest activity, you can make two crafting rolls for the item or make a second crafting roll for a different alchemy item.

It Burns

XP Cost: 500 (Starting)

Acids and poisons you craft deal additional damage equal to twice your Mind. Bombs you craft deal additional damage equal to your Mind.

Potent Potion

XP Cost: 500 (Starting)

Healing potions you craft restore additional Stamina equal to your Mind or remove 1 additional wound if the drinker is already at full Stamina.

Alchemy Epiphany

XP Cost: 1,000

When you make a crafting roll for an alchemy item, you get a crit when the dice without modifiers equal 18, 19, or 20.

Big Boom

XP Cost: 1,000

Bombs you craft have the size of the cube they effect increased by 1.

Lasting Brew

XP Cost: 1,000

Potions and poisons you craft that have a duration listed in UD gain 1 additional UD.

Eschew Ingredients

XP Cost: 1,500

You can ignore the material requirements for crafting an alchemy item if the item’s crafting goal is 100 or lower.

You In Particular

XP Cost: 1,500

When you use a bomb, choose one creature who must make the RR against its effects. That creature takes -2 penalty to the RR against the bomb.

Potion to Gas

XP Cost: 1,500

As an action, you can turn a potion you carry into a gas. The potion is immediately consumed and two creatures of your choice within 1 square of you, including you, are affected as if they drank the potion.

Two for One

XP Cost: 2,000

When you finishing crafting an alchemy item, you craft two of the item instead of one.

Don’t Waste a Drop

XP Cost: 2,000

You can use an acid or a poison twice before it is consumed.

Alchemy Belt

XP Cost: 2,000

You gain an additional belt slot that can only be used to hold alchemy items.

Alteration

For maximal use of alteration spells.

Lasting Alteration

XP Cost: 500 (Starting)

When you cast an alteration spell with a duration listed in UD, add an additional 1 UD to the duration.

Grow Scales

XP Cost: 500 (Starting)

When you cast an alteration spell, you can harness the magic to grow temporary scales on your body and gain AD equal to your Mind. The AD granted by this trait disappears at the end of a rest.

Alteration Stone

XP Cost: 500 (Starting)

As a rest activity, you can create an alteration stone (which has an equipment card). This stone disappears if you create a new one.

Alteration Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 alteration spells you cast don’t add to the chaos count. Your alteration spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Hooves

XP Cost: 1,000

When you cast an alteration spell, you can harness the magic to change your feet into powerful hooves until the end of the DT. While you have these hooves, your speed increase by your Mind.

Morphing Stone

XP Cost: 1,000

A creature who holds the stone can use a maneuver to change it into the shape of a mace, maul, flail, or back to its original form. The stone gains the stats of its weapon form while retaining its own stats.

Improved Animal

XP Cost: 1,500

When you cast an alteration spell that allows you to turn into an animal, you can turn into an animal with power equal to what the spell says plus your Mind.

Horns

XP Cost: 1,500

When you cast an alteration spell, you can harness the magic to grow horns from your head that last until the end of the DT. You can make an unarmed attack with the horns as a maneuver.

Movement Stone

XP Cost: 1,500

Add the following benefits to those your stone can confer:

  • You can breathe underwater and gain a swimming speed equal to your speed.
  • You gain a climbing speed equal to your speed.

Split Alteration

XP Cost: 2,000

When you cast an alteration spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

Wings

XP Cost: 2,000

When you cast an alteration spell, you can harness the magic to grow wings that last until the end of the DT. While you have these wings, you gain a flying speed equal to your speed.

Spell Stone

XP Cost: 2,000

Choose up to three alteration spellbooks in your possession. The stone absorbs and destroys those books. A creature wielding the stone has those spellbooks equipped. The stone can only hold three spells.

Archery

For mastery of bows.

Point Blank

XP Cost: 500 (Starting)

When you make a ranged attack with a bow, you don’t suffer the -1 penalty for having an enemy within 1 square of you.

Range Finder

XP Cost: 500 (Starting)

While you wield a bow weapon, it’s range increases by 2 squares. This bonus stacks with Greater Range.

Prone Position

XP Cost: 500 (Starting)

If you are prone, you gain a +1 bonus on attacks made with crossbows.

Aim

XP Cost: 1,000

You can use a maneuver to aim while you have a bow weapon equipped. If you make an attack with that weapon before the end of this turn, the attack gains a +1 bonus.

Greater Range

XP Cost: 1,000

While you wield a bow weapon, it’s range increases by 2 squares. This bonus stacks with Range Finder.

Scrap Arrows

XP Cost: 1,000

As a rest activity, you can turn sticks and scraps of nearby wood into arrows and gain 2d6 arrows when you finish the rest.

Walls Can’t Save You

XP Cost: 1,500

Attacks you make with bows don’t suffer a penalty for the target having cover.

Shot in the Dark

XP Cost: 1,500

Attacks you make with bows don’t suffer a penalty for the target being in dim light or similar concealment, and they only suffer a -2 penalty against target in darkness or similar concealment.

Double Tap

XP Cost: 1,500

When you make an attack with a bow, you can use two pieces of ammunition per target. If the attack hits, it deals additional damage equal to your Agility.

Split Shot

XP Cost: 2,000

When you make an attack with a bow, you can use twice as much ammunition and select two targets within range for the attack.

Careful Shot

XP Cost: 2,000

When you get a non-doom tier 1 result on an attack made with a bow, you don’t hit an ally within 1 square of the target.

Double Quiver

XP Cost: 2,000

You can hold up to 40 arrows in one quiver and it takes up only 1 slot.

Armor

For getting the most out of protective wear.

Interposing Arm

XP Cost: 500 (Starting)

When you wield a shield with at least 1 AD and a creature makes a weapon attack against a creature adjacent to you, you can use your reaction to cause the damage to apply your shield before the target.

Stalwart

XP Cost: 500 (Starting)

While wearing armor, the distance you can be force moved is reduced by 1, and you can’t be knocked prone by tier 1 and 2 attack results or by tier 2 and 3 RR results.

Stand Strong

XP Cost: 500 (Starting)

While you wear armor, you gain a +1 bonus on Strength RRs.

Hurl Shield

XP Cost: 1,000

You can make a ranged weapon attack with your shield. This attack is a Strength test that is ranged 5 and deals 3 + S damage on a tier 2 result and 6 + S damage on a tier 3 result.

Sacrifice Armor

XP Cost: 1,000

When an attack reduces armor you wear or a shield you wield to 0 AD and there is still damage left, you can reduce the remaining damage to 0. If you do, the armor reduced to 0 AD is destroyed.

Headgear

XP Cost: 1,000

While you wear armor or a magic item in your head slot, you gain a +1 bonus on Mind RRs.

Wall of Protection

XP Cost: 1,500

While you have a shield equipped, you gain a +1 bonus on Agility RRs. When you make an Agility RR while wielding a shield, you can use a reaction to grant a +1 bonus to adjacent allies on the same RR.

Immovable

XP Cost: 1,500

Creatures of your size can’t force move you or knock you prone with mundane attacks or the Knockback maneuver while you wear heavy armor.

Jury-Rig Repairs

XP Cost: 1,500

You can quickly repair a piece of armor while you are not in combat, restoring 1d6 AD to it. You can’t use this trait again until you finish a rest. This trait stacks with Emergency Repairs from the Blacksmithing tree.

Shield Bash

XP Cost: 2,000

When get a tier 3 result on the Knockback maneuver and force move the target while you have a shield equipped, the target is also knocked prone.

Second Skin

XP Cost: 2,000

Armor you wear occupies 1 fewer slots.

Pierce This

XP Cost: 2,000

When you take piercing damage you can turn it into regular damage (no action required). Once you use this trait, you can’t use it again until you finish a rest.

Bashing

For mastery of hammers, maces, mauls, and flails.

Push ‘Em Back

XP Cost: 500 (Starting)

When you get a tier 3 result on an attack with a bashing and pummeling weapon, you push the target 1 additional square. This trait stacks with Further Back.

Destructive

XP Cost: 500 (Starting)

You deal double damage to objects with bashing weapon attacks.

Tripping Counter

XP Cost: 500 (Starting)

When you counter with a bashing weapon against a creature who got a doom result on the triggering attack, you knock the target prone regardless of their size.

Further Back

XP Cost: 1,000

When you get a tier 3 result on an attack with a bashing and pummeling weapon, you push the target 1 additional square. This trait stacks with Push ‘Em Back.

Big Ain’t Nothing

XP Cost: 1,000

You can force move and knock prone creatures one size category larger than you and smaller with bashing weapon attacks.

Piledriver

XP Cost: 1,000

When you knock a creature prone with a bashing weapon attack, you deal additional damage to them equal to your Strength.

Collision Damage

XP Cost: 1,500

When you force move a creature into an object with a bashing weapon attack, the creature takes additional damage equal to the forced movement remaining when they collide.

Bashing Crit

XP Cost: 1,500

You score a crit on bashing weapon attacks when the dice without modifiers equal 18, 19, or 20.

Bone Breaker

XP Cost: 1,500

When you hit a grappled, prone, vulenarble, or weakened with a bashing weapon attack, you deal additional damage equal to your Strength.

Knock ‘Em Together

XP Cost: 2,000

When you force move a creature into another with a bashing weapon attack, both creatures take damage equal to the forced movement remaining when they collide.

Bashing Holster

XP Cost: 2,000

You gain an additional belt slot that can only hold bashing weapons.

Down You Go

XP Cost: 2,000

When you get a tier 3 result on a bashing weapon attack that results in the target being pushed, you can knock the target prone instead of pushing them.

Benefaction

For maximum use of benefaction spells.

Lasting Benefaction

XP Cost: 500 (Starting)

When you cast an benefaction spell with a duration listed in UD, add an additional 1 UD to the duration.

Enhanced Healing

XP Cost: 500 (Starting)

When you cast a benefaction spell that restores Stamina to a target, the target regains additional Stamina equal to your Mind.

First Responder

XP Cost: 500 (Starting)

When you have a benefaction spell that can restore Stamina to a creature equipped and a creature within the spell’s range take damage, you can use your reaction to cast the spell, targeting that creature.

Benefaction Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 benefaction spells you cast don’t add to the chaos count. Your benefaction spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Many Blessings

XP Cost: 1,000

When you cast a benefaction spell that makes the spell’s target blessed, you can become blessed as well. You can use this trait a number of times equal to your Mind, regaining all uses when you finish a rest.

Benefaction Ward

XP Cost: 1,000

When you cast a benefaction spell, you can harness the magic to ward a creature within 5 squares who gains AD equal to your Mind. The AD granted by this trait disappears at the end of a rest.

Ranged Benefaction

XP Cost: 1,500

When you cast a benefaction spell with a range of Melee 1, you can change it to Ranged 5.

Some For Me

XP Cost: 1,500

When you cast a benefaction spell that restores Stamina for another creature or removes at least 1 of their wounds, you regain Stamina equal to your Mind plus the spell’s rank.

Blessed Benefaction

XP Cost: 1,500

When you cast a benefaction spell, you harness the magic to make a creature within 5 squares of you blessed.

Split Benefaction

XP Cost: 2,000

When you cast an benefaction spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

Stitching Magic

XP Cost: 2,000

When you cast a benefaction spell that makes the spell’s target lose at least 1 wound, they lose 1 additional wound.

Burn Blessings

XP Cost: 2,000

When you cast a benefaction spell on a blessed target, you can remove the blessed condition from them. The target regains 1d6 Stamina or removes 1 wound for each level removed (your choice).

Blackmsithing

For creating armor and weapons.

Double Duty

XP Cost: 500 (Starting)

When you work on crafting a blacksmithing item as part of the Craft Equipment rest activity, you can make two crafting rolls for the item or make a second crafting roll for a different blacksmithing item.

Armor Expert

XP Cost: 500 (Starting)

When you make a crafting roll for an armor item, double the result to determine the number of crafting points added to the project.

Weapon Expert

XP Cost: 500 (Starting)

When you make a crafting roll for a weapon item, double the result to determine the number of crafting points added to the project.

Smithing Epiphany

XP Cost: 1,000

When you make a crafting roll for an blacksmithing item, you get a crit when the dice without modifiers equal 18, 19, or 20.

Repair, Repair

XP Cost: 1,000

When you take the Repair Armor rest activity, you can choose up to two pieces of armor and restore their AD instead of one.

Weapon Upgrade I

XP Cost: 1,000

When you craft a weapon, you can add the Brutal or Pummeling qualities to it if the weapon doesn’t already have those qualities.

Made with Spirit

XP Cost: 1,500

You can ignore the material requirements for crafting a blacksmithing item if the item’s crafting goal is 100 or lower.

Emergency Repairs

XP Cost: 1,500

You can quickly repair a piece of armor while you are not in combat, restoring 1d6 AD to it. You can’t use this trait again until you finish a rest. This trait stacks with Jury-Rig Repairs from the Armor tree.

Weapon Upgrade II

XP Cost: 1,500

When you craft a weapon, you can add the Defensive or Dismembering qualities to it if the weapon doesn’t already have those qualities. Alternatively, you add a range of ranged 5 to the weapon.

No Waste

XP Cost: 2,000

When you craft a blacksmithing item, you only use half the prerequisite materials required.

Enchant Armor

XP Cost: 2,000

You can use your blacksmith’s tools as enchanter’s tools and your number of uses in the Blacksmithing expertise in place of Enchantment when crafting magic armor.

Enchant Weapons

XP Cost: 2,000

You can use your blacksmith’s tools as enchanter’s tools and your number of uses in the Blacksmithing expertise in place of Enchantment when crafting magic weapons.

Camping

For getting more out of your rest.

Hearty Meals

XP Cost: 500 (Starting)

As a rest activity, you can turn a normal ration into something more if you have cook’s utensils. The ration becomes a hearty ration (which has an equipment card).

Plotting

XP Cost: 500 (Starting)

As a rest activity, choose up to three pieces of equipment you can touch. The first time you or an ally uses this equipment as part of a test before the end of your next rest, they gain a +2 bonus on the roll.

Song of Rest

XP Cost: 500 (Starting)

As a rest activity, you can play a song on an instrument. At the end of the rest, each ally who rested with you is blessed.

Leftovers

XP Cost: 1,000

As a rest activity, you can use cook’s utensils and rations to make a meal for you and each human with you. You use half as many rations as there are humans. This meal counts as rations for the rest.

Prepare Campsite

XP Cost: 1,000

Before you rest, you can ask the Ref for the EN. If it is 5 or lower, you can use a journal, quill, and inkpot to sketch out and plan a safer campsite, increasing the EN by 1, but you can’t take a rest activity.

Song of Travel

XP Cost: 1,000

As a rest activity, you can play a song on an instrument. At the end of the rest, each ally who rested with you gains a +2 bonus on tests related to their travel role. This bonus lasts until they finish a rest.

Kitchen Alchemy

XP Cost: 1,500

You can use your cook’s utensils instead of alchemist’s tools when crafting an alchemy item.

Weakness Diagram

XP Cost: 1,500

As a rest activity, you can use a journal, quill, and inkpot to sketch a monster you have seen before. You and each ally who rests with you gains a +1 bonus to attacks against this creature until you finish another rest.

Delayed Inspiration

XP Cost: 1,500

When you use the Song of Rest trait, instead of your allies ending the rest blessed, they can choose to be blessed at the start of any DT before they finish their next rest. They can only make this choice once.

Soothing Candies

XP Cost: 2,000

As a rest activity, you can use your cook’s utensils to turn a ration into 1d10 soothing candies (which have an equipment card).

Prepare Your Gear

XP Cost: 2,000

As a rest activity, you can choose up to two pieces of gear you can touch that have UD. The number of UD these items have is increased by 1 until you finish another rest.

Bard

XP Cost: 2,000

Your Song of Rest feature allows allies to become blessed twice during the day instead of once.

Chopping

For mastery of handaxes, axes, greataxes, and halberds.

Axe Hurler

XP Cost: 500 (Starting)

While you wield a handaxe, it’s non-melee range increases by 2 squares. This bonus stacks with Mighty Arm.

Hone the Blade

XP Cost: 500 (Starting)

As a rest activity, you can sharpen the blade of up to two chopping weapons. These weapons gain a +1 damage bonus that lasts until you get a tier 1 result on an attack with the weapon or you finish a rest.

Chop ‘Em Down

XP Cost: 500 (Starting)

When you roll on the Dismember table after scoring a crit with a chopping weapon, roll twice and choose the result.

Mighty Arm

XP Cost: 1,000

While you wield a handaxe, it’s non-melee range increases by 2 squares. This bonus stacks with Axe Hurler.

Where I Want You

XP Cost: 1,000

When you get a tier 3 result on a melee chopping weapon attack against a target of your size or smaller, you can slide the target 1 square after resolving all other effects of the attack.

Unrelenting Death

XP Cost: 1,000

When you score a crit with a chopping weapon, any other chopping weapon attacks you make one the same turn gain a +2 bonus.

Hurl in the Dark

XP Cost: 1,500

Ranged attacks you make with handaxes don’t suffer a penalty for the target being in dim light or similar concealment, and they only suffer a -2 penalty against target in darkness or similar concealment.

Stop

XP Cost: 1,500

When you hit with an opportunity attack made with a chopping weapon, the target’s speed is reduced to 0 until the end of the current combat turn.

Chopping Crit

XP Cost: 1,500

You score a crit on chopping weapon attacks when the dice without modifiers equal 18, 19, or 20.

Double Axe

XP Cost: 2,000

When you are wielding two handaxes, you can throw both as a ranged attack, dealing double damage to the target on a hit.

Chopping Holster

XP Cost: 2,000

You gain an additional belt slot that can only hold chopping weapons.

Improved Chop

XP Cost: 2,000

You score a crit on chopping weapon attacks when the dice without modifiers equal 17, 18, 19, or 20.

Conjuration

For maximal use of conjuration spells.

Lasting Conjuration

XP Cost: 500 (Starting)

When you cast a conjuration spell with a duration listed in UD, add an additional 1 UD to the duration.

Jumper

XP Cost: 500 (Starting)

When you cast a conjuration spell that teleports a target, you can teleport the target an additional number of squares equal to your Mind. This trait stacks with Long Distance Jump.

Summoning Ward

XP Cost: 500 (Starting)

Creatures you summon with conjuration spells have AD equal to their power.

Conjuration Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 conjuration spells you cast don’t add to the chaos count. Your conjuration spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Long Distance Jump

XP Cost: 1,000

When you cast a conjuration spell that teleports a target, you can teleport the target an additional number of squares equal to your Mind. This trait stacks with Jumper.

Blessed Summons

XP Cost: 1,000

When you summon a creature with a conjuration spell, they are blessed.

Blip

XP Cost: 1,500

When you cast a conjuration spell, you can teleport a number of squares equal to your Mind after the spell resolves.

Baleful Teleport

XP Cost: 1,500

When you teleport a target with a conjuration spell, you can choose to have the target take damage equal to twice your Mind.

Improved Summons

XP Cost: 1,500

When you cast a conjuration spell that allows you to summon a monster, you can summon a monster with power equal to what the spell says plus your Mind.

Split Conjuration

XP Cost: 2,000

When you cast a conjuration spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

Portal Pocket

XP Cost: 2,000

You gain an additional belt slot that exists in an extradimensional space only you can access. If you die, any items in that slot disappear into the void.

Telepathic Connection

XP Cost: 2,000

When you summon a creature with a conjuration spell, you can telepathically communicate with them and use their senses as your own (while still using yours) over any distance until the spell ends.

Elemental

For maximal use of elemental spells.

Burn Baby

XP Cost: 500 (Starting)

When you cast an elemental spell that deals damage to a target, the target takes additional damage equal to your Mind.

Hurl the Storm

XP Cost: 500 (Starting)

When you cast a ranged elemental spell, the spell’s range increases a number of squares equal to your Mind.

Water Shield

XP Cost: 500 (Starting)

When you cast an elemental spell, you can harness the magic to surround your body in a water ward and gain AD equal to your Mind. The AD granted by this trait disappears at the end of a rest.

Lingering Fire

XP Cost: 1,000

At the start of your combat turn, you can choose a creature you dealt damage to with an elemental spell on your last turn (no action required). The creature takes damage equal to your Mind.

Elemental Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 conjuration spells you cast don’t add to the chaos count. Your conjuration spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Water Cannon

XP Cost: 1,000

When a Huge or smaller creature takes damage from an elemental spell you cast, you can slide the creature a number of squares equal to your Mind after the spell resolves.

Fire Ward

XP Cost: 1,500

When you cast an elemental spell, you gain a fire ward that lasts until the start of your next combat turn. When a creature deals damage to you with a melee attack while the ward is active, they take 1d10 damage.

Selective Storm

XP Cost: 1,500

When you cast an elemental spell that affects all creatures in an area of effect, you can choose a number of creatures equal to your Mind. Those creatures aren’t targeted by the spell.

Might of Waves

XP Cost: 1,500

When you force move a creature into an object with an elemental spell or the Water Cannon trait, the creature takes additional damage equal to the forced movement remaining when they collide.

Burned in the Brain

XP Cost: 2,000

As a rest activity, you can absorb an elemental spellbook. The book is destroyed, and you always wield it. It occupies no slots. If you use this rest activity again, you lose previously absorbed books.

Spreading Storm

XP Cost: 2,000

When you cast an elemental spell that creates an area of effect, you can increase all dimensions of the area of effect by 1.

Split the Sea

XP Cost: 2,000

When you cast an elemental spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

Enchantment

For creating and using magic items.

Material Transfer

XP Cost: 500 (Starting)

As a rest activity, touch two armors or weapons that can be crafted from the same material but are not, such as iron heavy armor and a steel sword. The materials used in each item are magically swapped.

Twice Enchanted

XP Cost: 500 (Starting)

When you work on crafting an enchanting item as part of the Craft Equipment rest activity, you can make two crafting rolls for the item or make a second crafting roll for a different enchanting item.

Hands for Tools

XP Cost: 500 (Starting)

You don’t need tools to make crafting rolls for alchemy, blacksmithing, or enchanting items.

Enchantransfer

XP Cost: 1,000

As a rest activity, choose two weapons or two suits of armor or two shields you can touch. At least one item must be magic. The magic properties of each item are swapped with the other.

Enchanting Epiphany

XP Cost: 1,000

When you make a crafting roll for an enchanting item, you get a crit when the dice without modifiers equal 18, 19, or 20.

Mind Protection

XP Cost: 1,000

When you wear a magic item in your head slot, you gain a +1 bonus to Mind RRs.

Most of Magic

XP Cost: 1,500

When you finish a rest, you gain a magic charge for each magic item worn in a slot. You can spend a charge after you make a test to give it a +1 bonus. Old charges disappear when you gain new ones.

Lasting Items

XP Cost: 1,500

Enchanting items you create that become useless when they have no UD gain an additional 1 UD.

Strong Back

XP Cost: 1,500

When you wear a magic item in your waist slot, you gain a +1 bonus to Strength RRs.

Energy Transfer

XP Cost: 2,000

As a rest activity, choose a magic item you can touch and an item you’re crafting. You destroy the magic item, and the other item gains a number of crafting points equal to the destroyed item’s crafting goal.

Five Steps Ahead

XP Cost: 2,000

When you start crafting a new enchanting item, the item automatically gains crafting points equal to 5d10 multiplied by your Mind.

Fast Feet

XP Cost: 2,000

When you wear a magic item in your feet slot, you gain a +1 bonus to Agility RRs.

Illusion

For maximal use of illusion spells.

Lasting Illusion

XP Cost: 500 (Starting)

When you cast an illusion spell with a duration listed in UD, add an additional 1 UD to the duration.

Long-Distance Illusion

XP Cost: 500 (Starting)

When you cast a ranged illusion spell, the spell’s range increases a number of squares equal to your Mind.

Free Light

XP Cost: 500 (Starting)

When you cast an illusion spell, you can choose to have an object held or carried by your or a willing ally glow with 0/5 light until the end of the DT.

Illusion Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 illusion spells you cast don’t add to the chaos count. Your illusion spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Mind Shatter

XP Cost: 1,000

When a creature makes one of your illusions created by an illusion spell you cast disappear by interacting with it, they take 1d6 damage.

Strong Glow

XP Cost: 1,000

The light granted by your Free Light trait becomes 5/5.

Big Dreams

XP Cost: 1,500

When you cast an illusion with a size (such as Small or Medium) the illusion’s size increases by 1.

You’re a Believer

XP Cost: 1,500

When you cast an illusion spell that targets a creature, you can choose to take 1d6 P damage before you roll to gain a +1 bonus on the casting against that creature.

Goodbye

XP Cost: 1,500

When you activate your Free Light trait, you can choose to become invisible until the end of your next combat turn instead of creating light. This invisibility ends if you attack or cast a spell.

Split Illusion

XP Cost: 2,000

When you cast an illusion spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

It’s Real

XP Cost: 2,000

When you cast an illusion spell, you can choose one mundane object that is part of the illusion that becomes real until the end of the DT.

Telepathic Connection

XP Cost: 2,000

When you use your Goodbye trait, you can choose another creature within 5 squares of your to become invisible instead of you.

Knowledge

For recalling lore and clever improvisation.

Cram

XP Cost: 500 (Starting)

When you read a lore book as a rest activity, you can read a second lore book as part of the same activity.

Schematics

XP Cost: 500 (Starting)

You can sketch a room with a journal, quill, and inkpot. As a rest activity, you can study the sketch. You gain a +2 bonus on tests made to interact with the room. It lasts until you finish a rest.

Improvised Equipment

XP Cost: 500 (Starting)

As a rest activity, you create an object that can be used as any mundane item. After using the object once to complete a task (per the Ref), it is destroyed. If the item has a duration, it’s duration becomes 1 DT.

Specific Research

XP Cost: 1,000

As a rest activity, you can read a lore book. Instead of gaining its normal benefits, you can ask the Ref up to three questions about the book’s subject, which the Ref answers honestly if the answer isn’t secret.

Quick Reference

XP Cost: 1,000

When you fail a Mind test to recall lore and have a lore book that relates to the lore, you can attempt the test again. You can use this trait a number of times equal to your Mind, regaining all uses when you finish a rest.

Labeled Inventory

XP Cost: 1,000

Each of your backpack slot’s number is reduced by 1 (minimum 1), making it easier to pull equipment from your backpack.

Shared Knowledge

XP Cost: 1,500

When you read a lore book as a rest activity to gain an expertise, you can read the book aloud. If you do, choose one human who rests with you. They gain the benefit too.

Expert Plan

XP Cost: 1,500

When you take the Prepare for Task rest activity and have a journal, quill, and inkpot, you can diagram your preparations to share with your allies. Each human who rests with you gains the activity’s benefit.

Improvised Bomb

XP Cost: 1,500

As a rest activity, you can make 1 fire bomb without any materials or crafting rolls. The bomb becomes useless at the end of your next rest.

Memorization

XP Cost: 2,000

As a rest activity, choose a lore book you have to study. You gain its expertise and are always wielding it even when you don’t have it until you use this rest activity again.

Monster Expert

XP Cost: 2,000

When you are wielding a monster lore book and a monster is in your line of effect, you know the monster’s Stamina, power, and the names of their attacks and traits.

Special Item

XP Cost: 2,000

As a rest activity, choose a nonweapon, non-armor mundane item you have. You gain a +1 bonus on tests that reasonably incorporate the use of this item (per the Ref). The bonus lasts until you use this activity again.

Leverage

For getting the most out of your equipment.

One More Spell

XP Cost: 500 (Starting)

You can cast a spell from a spellbook that has no UD remaining. If you do, the spellbook is destroyed after casting the spell.

More for Less

XP Cost: 500 (Starting)

When you roll a UD for a piece of mundane equipment that has only 1 die remaining at the start of rolling the item’s dice, then you can only lose the UD on a result of 1.

Lasting Light

XP Cost: 500 (Starting)

When you carry a mundane light source, its UD maximum increases by 1.

Recycling

XP Cost: 1,000

When a potion is consumed, you can retrieve the vial that is left behind. When you have 10 vials from the same potion, you can collect the residue into one vial to create a potion of that type as a rest activity.

Break It

XP Cost: 1,000

When you use a piece of mundane equipment as part of a test to overcome a goal and get a non-doom result on the test, you can destroy the equipment to improve the result of the test by 1 tier.

Torch Warrior

XP Cost: 1,000

You can wield a lit torch as a melee weapon with a range of melee 1 that deals 3 + A or S damage on a tier 2 result and 6 + A or S damage on a tier 3 result.

Organ Harvester

XP Cost: 1,500

When you harvest crafting materials from the corpse of a creature, there is a 25% chance you gain enough of the component to craft two items.

Half Portions

XP Cost: 1,500

You only need to eat half of a ration’s worth of food during a rest to get the benefit of resting.

Lights Out

XP Cost: 1,500

If you damage another creature with a torch attack, you can choose to have the torch be extinguished and destroyed in the attack. The damage is doubled.

Drink Fully

XP Cost: 2,000

You can consume a healing potion as an action instead of a maneuver. If you do, you don’t roll dice to determine how much Stamina you regain. Instead, you gain the maximum amount the dice allow.

Stacks on Stacks

XP Cost: 2,000

When you carry an item with a stack limit greater than 1, its stack limit increases by 1.

Fire Bomb

XP Cost: 2,000

You can use a lit lantern like a fire bomb. The lantern and its oil are destroyed after being used this way.

Necromancy

For maximal use of necromancy spells.

Soul Absorption

XP Cost: 500 (Starting)

When you cast a necromancy spell that kills a creature, you gain AD equal to your Mind. This AD disappears when you finish a rest.

Distant Necromancy

XP Cost: 500 (Starting)

When you cast a ranged necromancy spell, the spell’s range increases a number of squares equal to your Mind.

Undead Fortitude

XP Cost: 500 (Starting)

When you cast a necromancy spell, you don’t need to breathe and can’t suffocate until the end of the DT. If you are already under this effect, you can choose a willing ally within 5 squares of you to have it.

Many Curses

XP Cost: 1,000

When you get a tier 3 result on a necromancy spell that targets a creature, you can make the target weakened. You can use this trait a number of times equal to your Mind, regaining all uses when you finish a rest.

Necromancy Mastery

XP Cost: 1,000

Non-doom tier 1 results of rank 0 and 1 necromancy spells you cast don’t add to the chaos count. Your necromancy spells of rank 2 and higher are treated as 2 ranks lower when they trigger a backlash.

Flow Like Blood

XP Cost: 1,000

When you cast a necromancy spell, you have an amorphous body and gear until the end of the DT. While in this state, you can fit through openings that are at least 1 inch square.

You’ll Suffer

XP Cost: 1,500

When you cast a necromancy spell that targets a creature, you can choose to take 1d6 P damage before you roll to gain a +1 bonus on the casting against that creature.

Blessings for a Curse

XP Cost: 1,500

When you cast a necromancy spell that targets a creature, you can remove the blessed condition from you and any willing ally within 5 squares of you to make the target vulnerable.

Demon’s Sight

XP Cost: 1,500

When you cast a necromancy spell, you treat dim light and darkness as if they were bright light until the end of the DT.

Sacrifice

XP Cost: 2,000

When you cast a necromancy spell that deals damage to creature, you can choose to take 1d6 P damage to deal additional damage with the spell equal to the damage you take.

Split Necromancy

XP Cost: 2,000

When you cast a necromancy spell that has a target of 1 creature, object, ally, enemy, or target, you can target one additional qualifying target.

Angelic Presence

XP Cost: 2,000

When you cast a necromancy spell, enemies who are within 2 squares of you take a -1 penalty to their RRs until the end of the DT.

Pets

For raising and commanding animals.

Buddy

XP Cost: 500 (Starting)

As a rest activity, choose a number of pets you own equal to your Mind (minimum 1). You gain a +2 bonus on Mind tests made to interact with those pets until you use the activity again.

Tricks

XP Cost: 500 (Starting)

While you own a pet, they gain a two expertises from the following list: Athletics, Endurance, Lift, Search, or Stealth. This trait stacks with Extra Tricks.

Mounted Speed

XP Cost: 500 (Starting)

While you ride a pet you own, their speed is increased by 1.

Pack Animals

XP Cost: 1,000

The Stamina maximum of each pet affected by your Buddy trait is raised by 4 multiplied by the number of pets affected by your Buddy trait.

Travel Animal

XP Cost: 1,000

When you make a test related to the forager, guide, or scout travel role, you can have one pet you own help you. The test gains a +1 bonus.

Dungeon Critter

XP Cost: 1,000

Squeezing doesn’t halve the speed of or grant a bonus to attack the pets you own.

Move Together

XP Cost: 1,500

When you use the Command maneuver, you can take the Move Speed maneuver as part of the same maneuver.

Extra Tricks

XP Cost: 1,500

While you own a pet, they gain a two expertises from the following list: Athletics, Endurance, Lift, Search, or Stealth. This trait stacks with Tricks.

Charge

XP Cost: 1,500

If you hit a target with a melee weapon attack while riding a pet you own after they move at least 2 squares on the same turn, the attack gains a +2 bonus to damage.

Beastheart

XP Cost: 2,000

When you take the Command maneuver, you can command up to two pets you own.

Share Food

XP Cost: 2,000

You can stack rations and animal feed in the same slot. You can eat animal feed and pets you car for can eat rations.

Beast of Burden

XP Cost: 2,000

At the end of a rest, choose one pet you own. This pet gains two additional backpack slots. The additional slots disappear at the end of your next rest.

Reputation

For getting the most out of your village.

Call Daddy

XP Cost: 500 (Starting)

Choose a merchant in your village. When you need to roll for an item’s availability from that merchant, the AO increases by 5%. You can change your choice of merchant once every cycle.

Discount

XP Cost: 500 (Starting)

Choose a merchant in your village. You can purchase items in that merchant’s shop for 5% cheaper. You can change your choice of merchant once every cycle.

Favorite Customer

XP Cost: 500 (Starting)

Choose a merchant who crafts items in your village. When that merchant crafts an item for you, they make two crafting rolls a day instead of one. You can change your choice of merchant once every cycle.

Also Mommy

XP Cost: 1,000

Your Call Daddy trait can apply to two merchants of your choice. You can change one or both once every cycle.

Here’s One for Free

XP Cost: 1,000

When you purchase 5 or more a single item that is destroyed or useless after being used (such as a torch, ration, or potion) from the merchant affected by your Discount trait, you get one of that item for free.

VIP Treatment

XP Cost: 1,000

When a merchant affected by your Favorite Customer trait begins crafting an item for you, the item starts with 10% of its crafting points.

Call Grandaddy

XP Cost: 1,500

Your Call Daddy trait increase the AO chances by 10% instead of 5%.

Double Discount

XP Cost: 1,500

Your Discount trait can apply to two merchants of your choice. You can change one or both once every cycle.

Have it in the Back

XP Cost: 1,500

You can ask the merchant affected by your Favorite Customer trait to start crafting an item you don’t have the materials for. There’s a 20% they have the materials and charge you 10% for the work.

And Grandmommy

XP Cost: 2,000

Your Call Daddy trait applies to three merchants of your choice. You can change up to three once every cycle.

On Sale

XP Cost: 2,000

Items affect by your Discount trait are 10% cheaper for you instead of 5%.

Building Efficiency

XP Cost: 2,000

The merchant affected by your Favorite Customer trait operates as if they were 1 level higher than their actual level.

Slashing

For mastery of knives, swords, greatswords, and glaives.

Finesse the Blade

XP Cost: 500 (Starting)

You can use Agility instead of Strength when making an attack and dealing damage with a sword.

Quickstep

XP Cost: 500 (Starting)

When you use the Shift maneuver while wielding a slashing weapon, you can move 3 squares instead of 2.

Swordplay

XP Cost: 500 (Starting)

You can add your Strength to the Parry quality of any slashing weapon you wield.

Swift Block

XP Cost: 1,000

You can add your Agility to the Parry quality of any slashing weapon you wield.

Dance Away

XP Cost: 1,000

When you counter, you can take the Shift maneuver as part of the reaction while you are wielding a slashing weapon.

Interceding Blade

XP Cost: 1,000

When you wield a slashing weapon and a creature makes a weapon attack against a creature adjacent to you, you can use your reaction to cause the damage to apply your weapon before the target.

Knife Chucker

XP Cost: 1,500

When you wield a knife, it’s non-melee range increases by 2 squares.

Follow Up

XP Cost: 1,500

When you push a target with the Knockback maneuver while wielding a slashing weapon, you can move into any space they vacated without provoking opportunity attacks as part of the maneuver.

Break the Blade

XP Cost: 1,500

When an attack reduces a slashing weapon you wield to 0 AD and there is still damage left, you can reduce the remaining damage to 0. If you do, the weapon is destroyed.

Double Knife

XP Cost: 2,000

When you are wielding two knives, you can throw both as a ranged attack, dealing double damage to the target on a hit.

On the Move

XP Cost: 2,000

When you deal damage to another creature with a melee slashing weapon attack you can move 1 square without provoking opportunity attacks.

Scabbard

XP Cost: 2,000

You gain an additional belt slot that can only hold slashing weapons.

Stabbing

For mastery of stilettos, spears, warpicks, and pikes.

Javelin

XP Cost: 500 (Starting)

You can make a ranged attack with a spear with a range of ranged 5.

Bury the Point

XP Cost: 500 (Starting)

When you hit a creature with a melee stabbing weapon attack, you can deal twice as much damage as you normally would, but the weapon becomes useless until you use a rest activity to fix it.

Stabathon

XP Cost: 500 (Starting)

When you score a crit with a stabbing weapon, any other attacks you make one the same turn gain a +2 bonus.

Grappling Spear

XP Cost: 1,000

If you attach your spear to a rope, you can use it like a grappling hook.

Spinning Shaft

XP Cost: 1,000

When you get a tier 3 result on a melee stabbing weapon attack, choose another target within the weapon’s distance. That target takes damage equal to your Strength.

Triple Crit

XP Cost: 1,000

When you score a crit with a stabbing weapon, you deal triple the weapon’s tier 3 damage instead of double.

Get Over Here

XP Cost: 1,500

When you hit with a ranged attack with a stabbing weapon attached to a rope and they are your size or smaller and not further from you than the rope’s length, you can pull the target 1 square towards you.

Nope

XP Cost: 1,500

When you hit with an opportunity attack made with a stabbing weapon, the target’s speed is reduced to 0 until the end of the current combat turn.

Stabbing Crit

XP Cost: 1,500

You score a crit on stabbing weapon attacks when the dice without modifiers equal 18, 19, or 20.

Stabbing Holster

XP Cost: 2,000

You gain an additional belt slot that can only hold stabbing weapons.

Wind Up

XP Cost: 2,000

While you are wielding a stabbing weapon, you can use a maneuver to prepare an attack. If you make a melee attack with the stabbing weapon this turn, it deals additional damage equal to your Strength.

Improved Stab

XP Cost: 2,000

You score a crit on stabbing weapon attacks when the dice without modifiers equal 17, 18, 19, or 20.

Thievery

For breaking, entering, hiding, and sneaking.

Sieze the Advantage

XP Cost: 500 (Starting)

When you hit with a weapon attack using Agility that has at least one edge and no banes, you deal additional damage equal to twice your Agility.

Safe Cracking

XP Cost: 500 (Starting)

When you use lock picks on a test made to pick a lock, you can roll the test twice and choose either result.

Stealthy

XP Cost: 500 (Starting)

When you make a test to hide or sneak while you are not wearing armor, you can roll the test twice and choose either result.

From the Shadows

XP Cost: 1,000

When you make a weapon attack against a target you are hidden from using Agility, the attack gains a +3 bonus instead the normal +2 bonus for being hidden.

Into the Pack

XP Cost: 1,000

When you use the Move Speed maneuver, you can use the Pick Up Item maneuver too. You don’t need to have a free hand slot and can put the item in any free slot when you use the Pick Up Item maneuver.

Above It All

XP Cost: 1,000

You gain a +2 bonus to tests made to climb, jump, swim, or do gymnastics while you are not wearing armor.

Dark Senses

XP Cost: 1,500

While you are not wearing armor and not wielding a shield, you treat dim light and darkness as if they were bright light until the end of the DT.

Out of the Pack

XP Cost: 1,500

Each of your backpack slot’s number is reduced by 1 (minimum 1).

Dodgy

XP Cost: 1,500

You gain a +2 bonus on Agility RRs while you are not wearing armor.

Seeing Things

XP Cost: 2,000

When you get a tier 1 or 2 result a test made to hide from or sneak by another creature wile you are not wearing armor, you can reroll the test but must use the new result.

Bursting Purse

XP Cost: 2,000

You can carry an additional 500 gc in a coin purse.

Tumble

XP Cost: 2,000

When you take damage while not wearing armor, you can use your reaction to halve the damage. You can use this trait a number of times equal to your Agility and then must finish a rest before your use it again.

Travel

For fast, safe, and profitable overland travel.

I Spy

XP Cost: 500 (Starting)

When you make a test related to the scout role while carrying a spyglass, you can roll the test twice and choose either result.

Orienteering

XP Cost: 500 (Starting)

When you make a test related to the guide role while carrying a compass, you can roll the test twice and choose either result.

Foraging Expert

XP Cost: 500 (Starting)

When you make a test related to the tracker roll and gain at least 1 ration, you gain 1 additional ration. This trait stacks with Food Finder.

Fade Away

XP Cost: 1,000

When you are in the scout role and carrying a spyglass and encounter other creatures while traveling, you can begin the encounter hidden from those creatures.

Troubadour

XP Cost: 1,000

When are in the support role while carrying a musical instrument, any test you make that grants a bonus to other travel roles has that bonus increased by 1.

Hunting Expert

XP Cost: 1,000

When you make a test in the tracker role to hunt carrying a bow weapon and ammunition for it, you can roll the test twice and choose either result.

Must Go Faster

XP Cost: 1,500

When you are in the scout role and carrying a spyglass and encounter other creatures while traveling (not resting), you and each creature in your party can take 3d6 P damage to avoid the encounter before it starts.

Camp Builder

XP Cost: 1,500

When you are in the support role and get a tier 3 result on the test to make camp while carrying blacksmith’s tools, you can ignore the normal benefits to create a camp that counts as resting outside of the Miasma.

Food Finder

XP Cost: 1,500

When you make a test related to the tracker role and gain at least 1 ration, you gain 1 additional ration. This trait stacks with Foraging Expert.

Ambush

XP Cost: 2,000

When you get a tier 3 result on a test related to the scout travel role while carrying a spyglass, any creatures you encounter while traveling are surprised by you and your allies.

This Way

XP Cost: 2,000

When you make a test related to the guide role while carrying a compass that doesn’t result in the group getting or remaining lost, you can increase the group’s distance traveled that day by 1 hex.

Specialized Hunter

XP Cost: 2,000

When you are in the tracker role while carrying a compass, you can choose two tasks in the role and make a test for both during a travel day.

Unarmed

For mastery of kicks, punches, headbutts, and improvised weapons.

Throw Stuff

XP Cost: 500 (Starting)

When you use an improvised weapon that occupies 1 slot, it has a range of melee 1/range 5.

Pack a Punch

XP Cost: 500 (Starting)

For you, an empty hand slot is an unarmed strike that deals 2 + S or A dam on a tier 2 result and 4 + S or A dam on a tier 3 result. This unarmed strike has the Light weapon property.

Extra Push

XP Cost: 500 (Starting)

While you have at least 1 hand slot free and push a target with the Knockback maneuver, you can push them 1 additional square.

Everything’s a Mace

XP Cost: 1,000

When you use an improvised weapon, ask the Ref if it most resembles a hammer, mace, maul, or flail. The improvised weapon uses the same stats except that it has no weapon qualities.

Wrestle Big

XP Cost: 1,000

While you have at least 1 hand slot free, you can target creatures 1 size larger than you or smaller with the Grab maneuver.

Big Push

XP Cost: 1,000

While you have at least 1 hand slot free, you can target creatures 1 size larger than you or smaller with the Knockback maneuver.

Break Stuff

XP Cost: 1,500

When you hit with a melee attack with an improvised weapon, you can break the weapon and deal additional damage equal to your Agility or Strength (your choice).

Hard to Pin

XP Cost: 1,500

While you have at least 1 hand slot free and use the Escape Grab maneuver, you can roll twice and choose either result and if you get a tier 3 result, you can counter the grabber as part of your escape.

To the Walls

XP Cost: 1,500

When you force move a creature into an object while you have at least 1 hand slot free, the creature takes additional damage equal to the forced movement remaining when they collide.

Bashing Benefits

XP Cost: 2,000

Any improvised weapon you wield counts as a bashing weapon and has the Pummeling quality.

Pack a Big Punch

XP Cost: 2,000

While you have at least 1 hand slot free, your unarmed strikes deals additional damage equal to your Agility or Strength.

You Are My Weapon

XP Cost: 2,000

When you force move a creature into another while you have at least 1 hand slot free, both creatures take damage equal to the forced movement remaining when they collide.

Equipment

An adventurer’s equipment is essential to their survival. Torches, swords, spellbooks, rations, and more make the difference between a big payday and your last day ever.

Inventory Cards

Items that you can hold in your inventory are detailed on cards that are included with this game. These cards contain the item’s game statistics as shown on this page.

Marking Cards

There isn’t a card included for every variation of an item within the game. For example, alchemist’s tools and masterwork alchemist’s tool use the same card, as do an iron sword and a steel sword. If you’re using a digital version of the game, you can copy and modify cards or print them out and write on them as you like.

If you have a physical copy of this game [Playtest note: no one does yet], clear plastic card sleeves were included with it. An inventory card fits inside of a sleeve and you can write on the sleeve with dry erase marker. All physical versions include the digital files, so you can also print out more cards as needed.

Blank Cards

Blank cards are included with the game to allow the Ref to create their own equipment as needed.

Think Outside the Card

Inventory cards detail specific ways you can use an item, but that’s not all you can do with that equipment. You can do anything with it that you could do with in real life. Just because a sword’s card doesn’t say anything about it being used as an impromptu pry bar, doesn’t mean you can’t use it that way. You can turn some 11-foot poles and a tent into a raft! The sword might break, and the raft might sink, but isn’t all that gold worth giving it a shot?

Money

The currency of Cornath is gold coins (gc). An inventory slot can hold 250 loose coins or 1 purse that holds up to 500 gc.

Shopping

The equipment the PCs can buy depends on the level of the merchants in their village. See Village for more information.

Gear

Gear is a term that encompasses all the mundane equipment crows use that doesn’t include armor or weapons. A compass, a grappling hook, and even a torch—it’s all gear.

Fine and Masterwork

Some pieces of gear have a fine and masterwork version indicated on their card, each being an improved version of the standard. The full price of the fine and masterwork versions are listed in parentheses next to the description of their improved statistics. Other than price, the fine and masterwork statistics stack with the item’s standard statistics, but not with each other.

Gear Prices

Gear Price Fine MW
11-Foot Pole 5 gc
Alchemist’s Tools 15 gc 500 gc 1,000 gc
Animal Feed 1 gc
Ball Bearings 5 gc
Bear Trap 250 gc
Blacksmith’s Tools 15 gc 500 gc 1,000 gc
Block & Tackle 100 gc 500 gc 1,000 gc
Bucket 2 gc
Caltrops 5 gc
Candle 1 gc
Card Deck 1 gc
Chain (10 ft.) 5 gc
Chalk (1 piece) 5 gc
Coin Purse 1 gc 500 gc 1,000 gc
Cold Weather Gear 10 gc
Compass 10 gc 1,000 gc 2,000 gc
Cook’s Utensils 15 gc
Crowbar 10 gc
Enchanter’s Tools 15 gc 500 gc 1,000 gc
Grappling Hook 10 gc
Holy Symbol 15 gc
Journal 2 gc
Lantern 25 gc 1,000 gc 2,000 gc
Oil Flask 5 gc
Ladder 30 gc 500 gc 1,000 gc
Lockpick Set 25 gc 750 gc 1,500 gc
Lore Book 50 gc 1,000 gc 2,000 gc
Magnifying Glass 100 gc
Merchant’s Scales 50 gc
Mirror 100 gc
Musical Instrument 100 gc
Padlock 25 gc 750 gc 1,500 gc
Plague Mask 500 gc
Pitons (10) 5 gc
Pot 5 gc
Ration (1 day) 2 gc
Rope 2 gc 500 gc 1,000 gc
Shovel 10 gc
Soap 1 gc
Spyglass 100 gc 500 gc 1,000 gc
String (1,000 ft) 1 gc
Surgical Kit 100 gc
Tent 100 gc
Torch 2 gc 100 gc 200 gc
Whistle 5 gc

Alchemy Item Prices

Item Price
Acid Vial 10 gc
Acid Vial, Strong 250 gc
Fire Bomb 250 gc
Gluepot 125 gc
Healing Potion 100 gc
Poison Vial 10 gc
Poison Vial, Strong 250 gc
Rage Potion 250 gc
Smoke Bomb 50 gc
Speed Potion 100 gc

Armor

You can only benefit from a shield’s AD by wielding it. You can only benefit from a suit of armor’s AD by wearing it. To wear a suit of armor, it must be in your backpack slots. You can only wear one suit of armor at a time. You can’t don or doff a suit of armor when you are not in a situation tracked in combat rounds.

Armor Types

There are four types of armor, each with its own inventory card:

  • Shields: Metal shields of all shapes
  • Light: Cloth, hide, and leather
  • Medium: Chain and scale mail
  • Heavy: Plate, ring, and splint mail

Armor Prices

Item Price Slots AD
Light Armor 50 gc 2 10
Medium Armor 150 gc 3 15
Heavy Armor 400 gc 4 15
Shield 15 gc 1 5

Upgraded Armor

Each armor item can have its AD increased with new materials that you can find or purchase. The armor upgrade tables below show each upgrade’s AD bonus and price. The Crafting Upgraded Armor table shows the number of Blacksmithing expertise uses, materials, and crafting goal required to make armor from these materials.

Light Armor Upgraded

Upgrade AD Bonus Price
Bloodhide +4 500 gc
Undead Bone +8 2,500 gc
Demon Hide +12 5,000 gc
Angel Hide +16 10,000 gc
Elemental Essence +20 15,000 gc

Medium Armor Upgraded

Upgrade AD Bonus Price
Steel +4 625 gc
Archmage Obsidian +8 3,125 gc
Necromancer Silver +12 6,250 gc
Star Diamond +16 12,500 gc
Elemental Essence +20 18,750 gc

Heavy Armor Upgraded

Upgrade AD Bonus Price
Steel +4 750 gc
Archmage Obsidian +8 3,750 gc
Necromancer Silver +12 7,500 gc
Star Diamond +16 15,000 gc
Elemental Essence +20 22,500 gc

Shield Upgraded

Upgrade AD Bonus Price
Steel +2 375 gc
Archmage Obsidian +4 1,875 gc
Necromancer Silver +6 3,750 gc
Star Diamond +8 7,500 gc
Elemental Essence +10 11,250 gc

Crafting Upgraded Armor

Upgrade Uses Armor Materials Goal
Bloodehide 1 Light 10 blood creature parts 25
Undead Bone 2 Light 10 undead parts 125
Demon Hide 3 Light 10 demon parts 250
Angel Hide 4 Light 10 angel parts 500
Elemental Essence 4 Light 10 elemental parts 750
Steel 1 Medium 5 treated iron bars 30
Archmage Obsidian 2 Medium 5 archmage obsidian bars 155
Necromancer Silver 3 Medium 5 necromancer silver bars 310
Star Diamond 4 Medium 5 star diamond bars 625
Elemental Essence 4 Medium 10 elemental parts 935
Steel 1 Heavy 10 treated iron bars 35
Archmage Obsidian 2 Heavy 10 archmage obsidian bars 185
Necromancer Silver 3 Heavy 10 necromancer silver bars 375
Star Diamond 4 Heavy 10 star diamond bars 750
Elemental Essence 4 Heavy 10 elemental parts 1,125
Steel 1 Shield 3 treated iron bars 15
Archmage Obsidian 2 Shield 3 archmage obsidian bars 95
Necromancer Silver 3 Shield 3 necromancer silver bars 185
Star Diamond 4 Shield 3 star diamond bars 375
Elemental Essence 4 Shield 5 elemental parts 560

Armor Enchantments

Armor enchantments can be added to suits of armor or shields. The Armor Enchantments table shows the number of Enchanting uses, materials, and crafting goal required to enchant the armor and if the enchantment can be placed on a shield, suit of armor, or both. It also shows the price for buying the enchantment. If you buy armor with an enchantment on it, add this price to the armor’s base price.

A suit of armor or shield can contain multiple enchantments. The total number of expertise uses needed to craft all of an armor’s enchantments can’t exceed 4.

Some armor has unique enchantments that aren’t listed here. The information for crafting that armor is listed on the item’s card.

  • Banishing: When a creature hits you with a melee attack while you wear or wield this armor, you can use a reaction to push them 1d6 squares. If a creature gets a crit on a melee attack against you while you wear or wield this armor, you fly vertically up 1d6 × 10 feet and then fall and can’t use your reaction to activate this armor in response to the attack.
  • Climbing: While you wear this armor, you gain a climbing speed equal to your walking speed. If you are knocked prone while climbing, you immediately fall and this armor’s enchantment ceases to function until the end of the DT.
  • Dancing: As a maneuver while wielding this shield, you command it to float in the air and follow and protect you, freeing it from your hand slot though you are still considered wielding it, until the end of the DT. A creature who scores a crit against you while the shield is floating can grab it and wield it (no action required), causing the shield to stop floating. The shield can’t be made to float again until you finish a rest. You can only have one dancing shield active at a time.
  • Deep: While wearing this armor, you gain a swimming speed equal to your walking speed and can’t suffocate. When you fall while wearing this armor, the fall damage increases by 1d6.
  • Demon’s Head: A demon’s head is emblazoned on both sides of this shield. While you wield it, you deal additional damage with a counter equal to your Agility or Strength (your choice) as the outer face bites your target. When you take damage from a counter, you take an additional 1 damage as the inner face bites you.
  • Feather: While you wear this armor, whenever you fall, the damage is reduced by 3d6. When you are force moved, you can be moved 1 additional square.
  • Flying: As a maneuver while wielding this shield, you can place it on the ground and make it hover. While hovering, a Medium or smaller creature can ride on the shield and gains a flying speed equal to their walking speed and counts as wielding the shield. The shield can fly until the end of the DT or until it loses all of its AD, at which point it and any creature using it to fly falls. Any attacks or damaging effects made against the creature flying that originate from below first damage the shield before any other armor the creature wears. The shield can’t be made to fly again until you finish a rest.
  • Glow: While you wear or wield this armor, you can use a maneuver to make it glow, giving off light 5/5. This effect has 2 UD and the UD recharge when you finish a rest. Once you turn this effect on, it can’t be turned off until the UD expire. If you roll a doom while wearing, wielding, or carrying the armor and the light effect is available but hasn’t been turned off, the effect activates.
  • Heavy: While you wear this armor and are force moved, you reduce the move by 1. If you are knocked prone, you must use your action to stand up instead of a maneuver.
  • Luring: When another creature hits you with a melee attack while you wear or wield this armor, you can use a reaction to slide them 1 square. If a creature gets a crit against you with an attack, you can’t use this enchantment’s reaction until the end of the DT and the creature can slide you 1 square.
  • Passthrough: While you wear this armor, you use a maneuver to move up to your speed. While you move, mundane walls and other obstructions can’t hamper your movement. If you end this move inside of a solid object, you are shunted back to the space where you entered it and take 1d6 P damage for each space you are moved through on your way back. This maneuver has a 1 UD that must be rolled after activating the effect. The UD recharge when you finish a rest.
  • Revenge: When you take damage while wearing this armor it gains 1d6 charges. When you hit a creature with a melee attack, you can expend all charges built up in the armor and deal additional damage equal to the charges spent. If the charges reach 12 or higher, they are all expended and you take P damage equal to the charges spent. All charges in the armor disappear at the end of a DT.
  • Silent: While wearing this armor, you gain a +1 bonus to tests made to hide and sneak. If you get a tier 1 result on a test made to hide or sneak, you are weakened.
  • Slick: This armor secretes an non-flammable oil. While wearing it, you can move 1 additional square when you use the Shift maneuver and you gain a +1 bonus to the Escape Grab maneuver’s test. When you roll a doom on an Agility or Strength test, you fall prone.
  • Speedy: While you wear this armor, your speed increases by 1. If an attack against you is a crit, your speed is reduced to 0 until the end of your next combat turn.
  • Spell-Storing: As a rest activity or as part of the Repair Armor rest activity while repairing this armor, you can touch a spellbook to it. While wear or wield the armor, you can cast the spell as if you were holding the spellbook. If you roll a doom on any test while wearing, wielding, or carrying the armor, the spell is immediately cast, and the Ref picks the targets. If there are no viable targets, add 1d6 to the chaos count and the spell is expended from the armor. Once you cast the spell, it is gone from the armor. The armor can only store one spell at a time. When a spell is placed in it, and old spells are gone from the armor.
  • Sustaining: While you wear this armor, you don’t need to eat to avoid starvation or gain the benefits of a rest. If you die while wearing this armor, it consumes any items you have in your hand and belt slots when you die.
  • Telepathic Node: As a rest activity while wearing this armor, you can choose up to five other willing humans who rest with you to become connected to the armor until you use this rest activity again or die. While you wear this armor, any of the creatures connected to the armor can communicate telepathically with each other and you as long as they have line of effect to you and you can communicate telepathically with them regardless of distance or obstacles. If a creature connected to the armor dies, you and the other creatures connected take 1d10 P damage. If you die, connected creatures take 2d10 P damage.
  • Victory: When you kill another creature while wearing this armor, you are blessed. If you have a wound while wearing this armor, you can’t be blessed by any effect.
  • Waterwalking: While wearing this armor, you can walk on the surface of any liquid as if it were solid ground. If you fall prone while standing on liquid, this armor’s enchantment ceases to function until the end of the DT and you take a -2 penalty on a tests made to swim.

Armor Enchantments

Enchantment Price Uses Armor Materials Goal
Banishing 5,000 gc 3 Both 10 undead parts 250
Climbing 7,500 gc 4 Suit 20 plant parts 375
Dancing 5,000 gc 3 Shield 10 angel parts 250
Deep 3,000 gc 2 Suit 10 blood creature parts 150
Demon’s Head 1,000 gc 1 Shield 5 demon parts 50
Feather 1,000 gc 1 Suit 5 plant parts 50
Flying 7,500 gc 4 Shield 20 angel parts 375
Glow 1,000 gc 1 Both 5 undead parts 50
Heavy 500 gc 1 Suit 5 undead parts 25
Luring 1,000 gc 1 Both 5 angel parts 50
Passthrough 7,500 gc 4 Suit 20 blood creature parts 375
Revenge 10,000 gc 4 Suit 20 demon parts 500
Silent 1,000 gc 1 Suit 5 undead parts 50
Slick 1,000 gc 1 Suit 5 blood creature parts 50
Speedy 5,000 gc 3 Suit 10 angel parts 250
Spell-Storing 1,000 gc 1 Both 5 plant parts 50
Sustaining 5,000 gc 3 Suit 10 plant parts 250
Telepathic Node 2,000 gc 2 Suit 5 angel parts 100
Victory 5,000 gc 3 Suit 10 demon parts 250
Waterwalking 500 gc 1 Suit 5 blood creature parts 25

Weapons

A weapon’s equipment card shows how much damage it deals on a tier 2 or 3 result with an attack. It doesn’t show the tier 1 result, which is always a miss.

Weapon Types

A weapon’s type determines the expertise that can be applied to attacks made with it. A weapon can a be bashing, bow, chopping, slashing, stabbing, or unarmed weapon.

Weapon Qualities

A weapon can have any of the following qualities:

  • Brutal: When you get a crit on an attack with this weapon, you deal twice as much damage with the attack as your normally would.
  • Cumbersome: The weapon only occupies 1 slot on your backpack or belt but requires 2 hand slots to wield.
  • Disengage: When you take the Shift maneuver while wielding this weapon, you can move 1 additional square as part of the maneuver. If you wield two weapons with this quality, the benefits stack.
  • Dismember: When you score a crit on an attack made with this weapon, it removes one of the target’s limbs. Roll on the Dismember table to determine the limb removed.
  • Light: When you hit with a melee attack while wielding two light weapons, you deal additional damage equal to the unused weapon’s tier 2 result (without the inclusion of your Agility or Strength as part of the damage). While a hand slot is empty, it counts as a light weapon that can be used to make unarmed strikes.
  • Parry X: While you wield this weapon, you can use it to absorb damage as if it were a shield. The weapon has AD equivalent to X. When the weapon’s AD is 0, it takes a -1 damage penalty. You can repair the weapon as if it were a shield using the Repair Armor rest activity.
  • Pummeling: When you get a tier 3 result with an attack made with this weapon against a creature who is your size or smaller, you can push them 1 square. When you get a crit on an attack with this weapon, you can knock a target of your size or smaller prone.
  • Reload: You must use a maneuver to load 1 piece of ammunition into this weapon before it can be used to attack. After being used to attack, it must be loaded again before it can be used to make another attack.
Dismember
d6 Limb and Effect*
1–2 Arm: The attacker chooses which arm is removed. Any object held in the arm is dropped and any creature grabbed by the arm is no longer grabbed. If the creature uses the arm as part of a natural weapon attack (such as with claws) the attack takes a -1 damage penalty. If the creature has no arms remaining, they can’t make any attacks or complete tasks that require arms.
3–4 Leg: The attacker chooses which leg is removed. The creature’s speed is reduced proportionally. If the creature has no legs remaining, they can’t stand and their speed is 0.
5 Arm or Leg: The attacker chooses to remove an arm or leg of their choice.
6 Head: The creature dies.

*Some creatures have only legs. Others have limbs that serve as both arms and legs. When you remove a limb from such a creature, the Ref determines which effects on the table are appropriate, combining or adjusting as they see fit. If a creature doesn’t have discernible anatomy, you instead deal twice as much damage against them as you normally would with a crit rather than dismembering them.

Weapon Prices

Item Price Slots Type Range Qualities/Notes
Hammer 10 gc 1 Bashing Melee 1/Ranged 5 Light, Pummeling
Mace 12 gc 1 Bashing Melee 1 Pummeling
Flail 15 gc 2 Bashing Melee 2 Pummeling
Maul 15 gc 2 Bashing Melee 1 Pummeling
Handaxe 10 gc 1 Chopping Melee 1/Ranged 5 Dismember, Light
Axe 12 gc 1 Chopping Melee 1 Dismember
Halberd 15 gc 2 Chopping Melee 2 Dismember
Greataxe 15 gc 2 Chopping Melee 1 Dismember
Knife 10 gc 1 Slashing Melee 1/Ranged 5 Disengage, Light, Parry 2
Sword 12 gc 1 Slashing Melee 1 Disengage, Parry 4
Glaive 15 gc 2 Slashing Melee 2 Disengage, Parry 6
Greatsword 15 gc 2 Slashing Melee 1 Disengage, Parry 6
Stiletto 10 gc 1 Stabbing Melee 1/Ranged 5 Brutal, Light
Spear 12 gc 1 Stabbing Melee 1 Brutal
Pike 15 gc 2 Stabbing Melee 2 Brutal
Warpick 15 gc 2 Stabbing Melee 1 Brutal
Shortbow 10 gc 1* Bow Ranged 10 *Cumbersome
Longbow 12 gc 2 Bow Ranged 20
Crossbow 15 gc 2 Bow Ranged 15 Reload
Quiver of 20 Arrows 5 gc 1 Ammunition Used with shortbow and longbow
Case of 20 Bolts 5 gc 1 Ammunition Used with crossbow

Upgraded Weapons

Ammunition and weapons that aren’t bows or unarmed can have their damage increased by using better metal to create them. Bows can have their range increased by using better wood in their construction. The weapon upgrade tables below show each upgrade’s bonus and price. The Crafting Upgraded Weapons table shows Blacksmithing skill bonus, materials, and crafting goal required to make weapons and ammunition from these materials.

Metal Weapons Upgraded

Upgrade Tier 2 Dam Bonus Tier 3 Dam Bonus Price*
Steel +1 +1 500 gc
Archmage Obsidian +1 +2 2,500 gc
Necromancer Silver +1 +3 5,000 gc
Star Diamond +1 +4 10,000 gc
Elemental Essence +2 +5 15,000 gc

*Price is for 1 weapon or 5 sets of ammunition.

Wood Weapons Upgraded

Upgrade Range Bonus Price
Yew +1 375 gc
Archmage Willow +2 1,875 gc
Necormancer Deathtree +3 3,750 gc
Starwood +4 7,500 gc
Elemental Essence +5 11,250 gc

Crafting Upgraded Weapons

Upgrade Uses Materials Goal*
Steel 1 3 treated iron bars 30
Archmage Obsidian 2 3 archmage obsidian bars 155
Necromancer Silver 3 3 necromancer silver bars 310
Star Diamond 4 3 star diamond bars 625
Elemental Essence 4 5 elemental parts 935
Yew 1 1 yew log 15
Archmage Willow 2 1 archmage willow log 95
Necormancer Deathtree 3 1 necromancer deathtree log 185
Starwood 4 1 starwood log 375
Elemental Tree 4 5 elemental parts 560

*Goal is for 1 weapon or 5 sets of ammunition.

Weapon Enchantments

Weapon enchantments can be added to existing weapons. The Weapon Enchantments table shows the number of Enchanting expertise uses, materials, and crafting goal required to enchant a weapon. It also shows the price for adding an enchantment to a weapon. If you buy a weapon with an enchantment, add its price to the weapon’s price.

A weapon can have multiple enchantments. The total number of expertise uses needed to craft all of an weapon’s enchantments can’t exceed 4.

Some weapons have unique enchantments that aren’t listed here. The information for crafting those weapons are listed on the items’ cards.

Unarmed weapons can’t be enchanted.

  • Absorbing: When you get a crit on an attack with this weapon against a creature, you can choose one attack from the creature’s stat block and make that attack using the creature’s stats this turn. When you get a doom on an attack made with this weapon, you can’t make attacks with it until the end of your next combat turn.
  • Dancing: As a maneuver while wielding this weapon, you command it to float in the air and follow and fight for you, freeing it from your hand slot(s) though you are still considered wielding it, until the end of the DT. A creature who scores a crit against you while the weapon is floating can grab it and wield it (no action required), causing the weapon to stop floating. If the weapon is ever more than 1 square from you, it stops floating. The weapon can’t be made to float again until you finish a rest. You can only have one dancing weapon active at a time.
  • Defending: The weapon gains the Parry 5 quality or if it already has the quality, it increases by 5. When the weapon’s AD is 0, it takes a -2 damage penalty.
  • Exploding: When you kill a creature with this weapon, they explode. Each creature within 1 square of them takes 1d6 damage. If the creature already explodes on death, any damage they deal is increased by 1d6. When you get a doom on an attack with this weapon, a mundane item you carry (chosen by the Ref) is destroyed.
  • Flaming: As a maneuver while wielding this weapon, you can command it to ignite in a magical fire that gives the weapon a +2 damage bonus and causes it to shed light 5/5. You can use another maneuver to extinguish the flames. When you get a doom on an attack with this weapon, you take 1d10 damage as the weapon suddenly bursts with flame and then its fire goes out and you can’t ignite it again until the end of the DT.
  • Frosty: When you get a tier 3 result on an attack with this weapon against a creature, the creature’s speed is reduced by 1. This effect can’t reduce a creature’s speed below 2. When you get a doom result on an attack with this weapon, your speed is reduced to 2 (if it isn’t already lower) until the end of the DT.
  • Gashing: When you get a tier 3 result on an attack with this weapon against a creature, the creature gains a bleeding gash. The gash deals 1d6 P damage to a creature at the start of their combat turns. If target recieves magic healing or the gash’s damage result is 6, the gash stops dealing damage to the target. When get a doom on an attack with the weapon, you get a gash.
  • Hewing: This enchantment can only be added to non-bow weapons. As an action, you can use this weapon to make a hole in a wall, floor, or ceiling that has a circumference of 1d10 feet and a depth of 1d10 feet. This effect has 1 UD rolled on use and recharges on rest. When the UD are 0, you are vulnerable.
  • Hungry: When you kill a creature with this weapon, you gain 3 AD. AD gained this way disappears at the end of the DT. If you wield the weapon in a combat encounter and the encounter ends without you having killed anything with it, you take 1d6 P damage.
  • Impact: When you get a tier 3 result on an attack with this weapon and the target isn’t force moved, you can push the target 1 square. If the target is already force moved by the attack, you can force move them 1 additional square. If you get a doom on an attack with this weapon, the Ref slides you 1d10 squares.
  • Infinity: This enchantment can only be added to bow weapons. If you don’t load ammunition into this weapon, it generates its own phantom ammunition that can be used to make attacks. The ammunition has a -1 damage penalty.
  • Lightning: When you hit a target with an attack with this weapon, you can choose a second target within 3 squares of the first. That creature also takes the attack’s damage. This effect has 1 UD rolled on use and recharges on rest. When the UD are 0, you are weakened.
  • Poisoning: As a maneuver, you can command this weapon to drip poison, an effect that has 1 UD to be rolled on use and which recharges on rest. If the next attack you make with your weapon is a hit, the target is weakened. If you miss with your next attack, you are vulnerable.
  • Raging: When you kill another creature with this weapon, you can use a reaction to enter a rage that lasts until the end of the DT. While in the rage, you gain a +2 bonus to damage on attacks with this weapon and a +1 bonus to speed while you wield this weapon. When the rage ends, you are weakened.
  • Returning: This enchantment can only be added to non-bow weapons. The weapon’s ranged attack range increases by 5 and after you use it to make a ranged attack, the weapon return to your hand slot(s). If you get a doom on a ranged attack made with the weapon, it deals its tier 3 damage to you when it returns.
  • Slaying: You choose a specific creature type when you place this enchantment on a weapon. The weapon gains a +1 bonus on attacks against creatures of that type and a -1 penalty on attacks against all other creatures. You can only place one slaying enchantment on a weapon.
  • Sworn Foe: As a maneuver while wielding this weapon, you can choose a creature within 10 squares of you. You deal an additional 2 damage on attacks with this weapon against that creature. If that creature counters you, you take 2 additional damage. If you choose a new creature, the effects of this weapon no longer apply to the old creature.
  • Teleporting: When you deal damage to another creature with this weapon, it gains 1d6 charges. As a maneuver, you can expend all charges from it and teleport up to a number of squares equal to the charges spent. If the charges reach 12 or higher, they are all expended and you take P damage equal to the charges spent. All charges in the armor disappear at the end of a DT.
  • Vicious: When you get a crit on an attack with this weapon, you deal an additional 1d10 damage. When you get a doom on an attack with this weapon, you take 1d10 P damage.
  • Weakening: When you hit a creature with a tier 3 attack made with this weapon and do so again before the end of your next combat turn, the creature is weakened. When you get a doom on an attack with this weapon, you are weakened.

Weapon Enchantments

Enchantment Price Uses Materials Goal
Absorbing 500 gc 1 5 plant parts 25
Dancing 5,000 gc 3 10 angel parts 250
Defending 1,000 gc 1 10 undead parts 50
Exploding 2,000 gc 2 5 blood creature parts 100
Flaming 5,000 gc 3 10 demon parts 250
Frosty 4,000 gc 2 10 demon parts 200
Gashing 10,000 gc 4 20 demon parts 500
Hewing 7,500 gc 4 20 angel parts 375
Hungry 5,000 gc 3 10 undead parts 250
Impact 1,000 gc 1 5 undead parts 50
Infinity 5,000 gc 3 10 angel parts 250
Lightning 2,000 gc 2 5 angel parts 100
Poisoning 2,000 gc 2 5 blood creature parts 100
Raging 1,000 gc 1 5 demon parts 50
Returning 7,500 gc 4 20 plant parts 375
Slaying 1,000 gc 1 5 parts of the enchantment’s creature type 50
Sworn Foe 2,000 gc 2 5 undead parts 100
Teleporting 10,000 gc 4 20 angel parts 500
Vicious 500 gc 1 5 undead parts 25
Weakening 7,500 gc 4 20 plant parts 375

Crafting Materials

Crafting materials (such as iron bars and demon hides) have one generic inventory card that comes in different sizes to allow for different stack limits. Most crafting materials, particularly monster body parts, can be found on adventures, but some are also available for purchase as shown on the Crafting Materials for Sale table.

Crafting Materials for Sale

Material Size Price
Archmage obsidian bar Small 600 gc
Archmage willow log Medium 1,800 gc
Iron bar Small 5 gc
Hickory log Medium 5 gc
Star diamond bar Small 1,225 gc
Starwood log Small 2,475 gc
Necromancer deathtree log Medium 3,675 gc
Necromancer silver bar Medium 7,425 gc
Treated iron bar Small 100 gc
Yew log Medium 300 gc

Treasure

Mundane treasure that isn’t coins is divided into two categories: art objects (jewelry, paintings, sculptures, etc.) and gems (diamonds, emeralds, rubies, etc.). Both have generic cards in the set that allow you to write the item’s specific name and value. Art object come in different sizes. The Ref determines the value of a gem or art object.

Pets

Pets are animals who follow a single human owner. You own pets your buy. You can give a pet you own to another willing human who becomes their owner. If you meet a friendly animal with no owner, you can become their owner with the following test.

2d10 + M

Result Outcome
1 The animal refuses to engage with you.
2 The animal follows you at a distance for the next 24 hours, but doesn’t heed your commands. If you spend your next rest activity bonding with them, you become the owner when you finish the rest.
3 You become the animal’s owner.

Pet Stats

A pet has backpack inventory slots that can be used to carry equipment for their owner. A pet comes outfitted with a special harness that holds equipment and if the animal is Large or larger, a saddle and other equipment required to ride it. These backpack inventory slots take wounds just like a PC’s.

You can ride any pet who is larger than you. You occupy 6 of a creature’s inventory slots when you ride them.

Pets need to eat each day just like PCs and must eat during a rest to get the benefits of a rest. While traveling in the wild, a pet can hunt and forage for themselves, but in a dungeon or other place with no food sources, they must consume animal feed (the equivalent of rations for them). A Large pet needs twice the amount animal feed to gain the benefits of a rest an avoid starvation, a Huge pet needs four times the amount, and a Holy Shit pet needs eight times the amount.

Pets are not equipment.

Barding

Pets can wear armor, provided they have the backpack slots to hold it. Barding for a pet costs requires multiplying the base cost of the armor multiplied by a number found on the Pet Barding table based on the pet’s size. The pet’s size also modifies the number of inventory slots the armor takes up.

Pet Size Price Modifier Slots Occupied
Medium ×2 +0
Large ×4 +2
Huge ×8 +4

Pets for Purchase

Playtest Note: The list of pets is incomplete and stat blocks are nowhere close to final form.

Any animal can be purchased as a pet unless the Ref deems otherwise based on the game’s setting. The Pet Shop table shows how much a pet costs based on their power. The pet’s stat block is in the Bestiary.

Pet Shop

Power Price
0 5 gc
1 10 gc
2 50 gc
3 100 gc
4 500 gc
5 1,000 gc
6 2,500 gc
7 5,000 gc
8 7,500 gc
9 10,000 gc
10 15,000 gc

Vehicles

Carts, wagons, and the like require animals to move across the land. These vehicles can be loaded up with treasure and supplies to make excursions to distant dungeons more survivable and worth the trek.

The Vehicles table shows each vehicle’s price, Stamina, size, slots for how much equipment it can hold, and the number of Large animals required to move it. A Huge creature counts as two Large animals for the purposes of moving a vehicle and a Holy Shit! creature counts as eight. Animals hailing a land vehicle can’t serve as mounts or have any of their slots occupied by equipment. All of their slots are considered filled by the vehicle they pull. A vehicle’s speed and pace is that of the slowest the slowest animal moving it.

If a vehicle’s Stamina is reduced to 0, it is destroyed. A wheelwright (see The Village) can repair a vehicle.

Playtest Note: More vehicles are coming in future versions.

Vehicles Table

Vehicle Price Stamina Size Animals Required Slots
Cart 1,000 gc 25 Large 1 250
Wagon 5,000 gc 50 Large 2 725
Freight Wagon 15,000 gc 75 Huge 4 1,500

Hirelings

Hirelings are NPCs you can hire to come with you on an adventure. Their stat blocks and equipment can be found in the Bestiary.

Employment Terms

Each hireling has these employment terms, which are standard in Cornath:

  • Each hireling expects payment and a day’s worth of food at the start of each day they spend in the service of a PC. The daily gc payment for a hireling is equal to their power multiplied by 10 (minimum 10 gc).
  • If a hireling dies while in the service of a PC, all of their equipment (or treasure of equivalent value) and salary already paid plus a death payment equal to the hireling’s power multiplied by 500 gc is owed to their family upon returning to the village where the hireling was hired.
  • If a hireling doesn’t receive payment, they leave the service of the PC. If they don’t receive their daily payment or if they die and their family doesn’t their equipment, payment, and death benefit, word gets around that the PC and other crows associated with them are jerks, and other hirelings refuse to work with them until the debt is paid.

Controlling Hirelings

Hirelings know the danger of working with crows. For the most part, the player of the PC who hired the hirelings controls the hireling for their employment period. The Ref reserves the right to take control of the hireling if the player has them do something very out of character or outlandishly dangerous for little to no reward.

Hirelings follow the same rules as PCs, except that they can’t gain or spend XP. They can use equipment, have expertises, and take all the same actions, maneuvers, and rest activities. They are willing to use equipment given to them by the PCs and willing to return anything borrowed.

Death of a PC

If a hireling currently in the employment of a PC learns of that PC’s death, they approach any living PCs at the earliest convenience and ask if those PCs would like to continue working with them. If there are no PCs willing to work with the hireling, the hireling returns to the village where they were hired.

The Village

Crows die and retire, but their village remains. With Cornath recovering from near destruction, your village is one of the only places left for humans to survive. Invest in your village, and your community will thrive and better prepare you for delving into ruins. If you ignore your village, it will decay, leaving you without a place to buy equipment, sell treasure, or safely survive your time outside of dungeons.

In Cornath every village is contained within a ruin. These structures are enclosed, protecting the people within from the Miasma and the monsters wandering the wilds.

Other Villages (callout)

As you travel from one dungeon to another, you might stop in a village other than your own to rest or trade. These villages function the same way as your own, except you can’t invest in them and the Ref doesn’t have to worry about tracking their prosperity or events. The Ref determines the level of each institution in another village.

If you want to invest in more than one village, ask the Ref. You’ll need to start tracking Prosperity, events, and all the other stats for that village yourself. It’s a challenge to keep up with more than one village. Don’t attempt something like this until you have the hang of it with one.

Starting Village

At the start of a campaign, your village institutions include a blacksmith, crypt, general store, inn, and temple. As a group, choose one other institution already established in your village. All these institutions are 1st level. Then come up with a name for your village as a group.

NPC Connection

When you create a village or create a new PC that’s part of an existing village, you should create an NPC who lives in that village who is important to your PC in some way. They’re likely a relative, friend, mentor, or someone else who matters a lot to you. This NPC is called a connection since they help link your character to the village. Give this NPC a name, define their relationship to you, and pick one of the following benefits that your connection gives you:

  • Animal Lover: The connection loves animals, and will look after any of your pets while they are in the village, feeding them for free. Animals that rest with this connection heal 2 additional wounds, or 3 additional wounds if the village’s Prosperity is 6 or higher.
  • Caretaker: The connection likes to look out for the people they care about. When you rest in the village, you can rest in their home. If you do, you heal 2 additional wounds, or 3 additional wounds if the village’s Prosperity is 6 or higher.
  • Concerned: This connection is worried about you whenever you leave the village. Once per cycle when you leave the village, they give you 1 torch.
  • Crafty: The connection has a natural ability to aid in crafting items, though they lack formal training. When you make a crafting roll in the village, you gain a +2 bonus to the roll.
  • Foodie: This connection loves to make food for their friends. Once per cycle when you leave the village, they provide you with a number of rations equal to half the village’s Prosperity (minimum 1 ration).
  • Magic Enthusiast: This connection has gathered a lot of knowledge and texts about magic items. Each day, they can examine a number of magic items equal to the village’s Prosperity (minimum 1 magic item) and learn all of its properties and share them with you.
  • Money Bags: The connection is willing to lend you money. While you’re in the village, you can ask them for a loan of up to 100 × the village’s Prosperity gc (minimum 100 gc). The connection won’t grant you another loan until any previous loan is paid back in full.
  • Monster Collector: The connection enjoys collecting and trading monster parts. They are willing to trade monster parts you have for ones that they need. They trade 1 monster part of a specific monster type for 5 monster parts of another type.
  • Rival: This connection is a rival crow. Once per cycle when you leave the village and go to a dungeon, they make a bet with you to see who will have a more monetarily successful adventure away from town. When you return, roll any die. On an even result, you win. On an odd result, they win. The loser pays the winner 50 gc.
  • Smarty Pants: This connection finds research exciting. While you are in the village, you can ask this connection a question, and the Ref will tell you if the answer is something the NPC can find out through researching in books or by talking to experts in the village. If they can, the connection provides the answer 1 day later. The connection can only research 1 question at a time.

Village Cycle

Village cycles track when events occur, when new institutions get established and upgraded, and when merchants restock. A village cycle is 10 days long.

Prosperity

Your village’s Prosperity is a numerical representation of how happy and economically well off the people of your village are. As institutions improve, so do opportunities for the villagers. The higher the Prosperity, the more villagers care about each other, and seek to protect and help their neighbors. If Prosperity falls, the village’s infrastructure begins to degrade. With less money coming into the town, there are fewer opportunities for villagers, and many become destitute or turn to crime to live.

At the start of a campaign, your village’s Prosperity is 0, which is average. It’s not doing amazing, but it’s not doing terrible. This number is important in determining item availability (see Trade) and the type of events your village experiences (see Village Events).

Raising Prosperity

When you invest the money to found or upgrade an institution, you increase your village’s Prosperity by 1. If you spend at least 10,000 gc in a village during a cycle on goods from merchant institutions, the village’s prosperity increases by 1. The highest Prosperity a village can have is 10.

Lowering Prosperity

When a village ends a cycle during which nothing occurred that could raise its Prosperity, its Prosperity decreases by 1. The lowest Prosperity a village can have is -10.

Village Events

At the end of each village cycle, the Ref rolls for an event that occurs during the next village cyle (which happens whether or not the PCs are in the village). This event impacts the village or the PCs in some way. The higher the village’s Prosperity, the more likely the event is to be a boon to the PCs. The lower the Prosperity, the more likely the event is to have a negative impact.

When a village event occurs, roll on the Village Event table to determine what happens. Unless otherwise specified, when an institution, item, or PC is referenced by the table, that institution, item, or PC is randomly chosen by the Ref.

[Playtest Note: The Village Event table will have more events, thus decreasing the odds for any one event.]

Trade

You can buy or trade goods in your village, provided you have merchants who can supply them. A merchant’s description in Institutions lists what the buy and sell.

Buying and Availability

Merchants provide certain goods and services based on their level. If you want to buy the best equipment from a merchant, you must increase their level to the maximum. See Institutions for more information.

Unless otherwise noted, items are purchased for the price listed in the rules, either in a booklet or on their cards.

Selling

Items can be sold in the village to an appropriate merchant. The money gained from the sale is a percentage of the item’s base cost based on the village’s Prosperity, as shown on the Sale Percentages table.

Sale Percentages

Prosperity Sale Percentage
-10 30%
-9 to -6 40%
-5 to -2 45%
-1 to 1 50%
2 to 5 55%
6 to 9 60%
10 70%

Village Crafting

Some institutions, called artisans, provide crafting services for PCs. If the PC can’t find a craftable item they want and wish to craft it themselves, they can pay the institution with a high enough crafting bonus to do it.

  • To begin the project, the institution must be given the crafting materials for the item and payment, which is the item’s full price.
  • The institution makes one crafting roll per day toward crafting the item (because they have more than just your business on their plate). The institution’s stats include the bonus you should add to this crafting role. You should keep track of the crafting points.
  • If you pay twice as much, the institution makes it a rush job and makes two crafting rolls a day for the item.
  • When the item is complete, you can visit the institution and pick it up.

Village Event

d10 + Prosperity Event
-9 A monster attack destroys an institution.
-8 A monster attack seriously damages two institutions. These institutions levels decrease by 1 each. If both institutions are 1st level before the decrease, one is destroyed instead.
-7 Bandits raid an institution, killing some of its members and stealing supplies. Its level decreases by 1. If the institution is 1st level before this decrease, it is destroyed.
-6 A monster attack leaves many folk dead and homes destroyed. Decrease the village’s Prosperity by 1. If its Prosperity is already -10 before this decrease, then an institution is destroyed.
-5 Monsters attack the village. The villagers blame the PCs for drawing monsters to the town. Until the PCs show they mean to take care of the village by founding a new institution, no one in the village does business with them.
-4 A PC’s quarters are broken into and vandalized as they are out and about town. A mundane item in storage or their possession is destroyed.
-3 The village experiences a slight recession. Items sold to institutions have their sale percentage reduced by 5%.
-2 The steward of an institution is murdered. The institution ceases all operations for the next cycle while they attempt to recover and find a new steward. The murdered steward can’t be a retired PC.
-1 Villagers vandalize an artisan institution. During the next cycle, the artisan can’t make any crafting rolls or sell any tools or materials used in crafting.
0 A merchant institution suffers a devastating robbery. Their level decreases by 3 until the end of the cycle. If this reduces the merchant’s level to 0, they are closed for business until the end of the cycle.
1–2 A merchant institution suffers a series of small thefts. Their level decreases by 1 until the end of the cycle. If this reduces the merchant’s level to 0, they are closed for business until the end of the cycle.
3–4 A merchant institution is low on supplies until the end of this cycle. If a PC attempts to buy something from the store, there is a 30% the store doesn’t have the item in stock.
5–6 A merchant institution is low on stock until the end of the cycle but can afford more. This is the same effect as 3-4, except that the sale percentage of goods they buy increases by 5%.
7–8 A merchant institution has a small surplus. Treat them as 1 level higher until the end of the cycle.
9–10 Grateful villagers supply the PCs with 6 rations each for their next outing.
11 A merchant institution has a surplus. Treat them as 2 levels higher until the end of the cycle.
12 A merchant institution rewards the PCs for all they’ve done for the town. They give each PC 100 gc in credit to spend on goods or services from the institution. The credits expire at the end of the cycle.
13 An artisan institution hires more help. The institution makes two crafting rolls a day toward each item they craft during the next cycle.
14 Grateful villagers gather their coins and buy a healing potion for each PC.
15 The village experiences a slight economic boom. All items sold to institutions have their sale percentage increased by 5%.
16 A merchant festival occurs in town! Treat each merchant institution as 1 level higher until the end of the cycle.
17 The village has an abnormally prosperous cycle. Increase its Prosperity by 1. If its Prosperity is already 10 before the increase, the sale percentage of all items bought by merchants increases by 10% for the next cycle.
18 A merchant institution rewards the PCs for all they’ve done for the town. They give each PC 500 gc in credit to spend on goods or services from the institution. The credits expire at the end of the cycle.
19 An institution with a level lower than 5 had an extremely profitable cycle. Their level increases by 1.
20 A group of villagers with money to spare want to found an institution, but they aren’t sure what the best investment would be. They ask PCs and found the new institution suggested.

Institutions

Institutions are the merchants, temples, and other sites, services, and organizations that you can interact with while you are in the town.

You should write down and keep track of each institution’s level and it’s steward, which is the person who owns or is otherwise in charge of it. Stewards are NPCs played by the Ref. When you found an institution in your town, the Ref can provide the name and personality of the steward, or they can ask the player whose character invests in the institution to create the steward.

Each institution has the following details:

  • Founding Price: The price to establish the institution in your village. When you pay to establish an institution, it doesn’t start operating until the start of the next village cycle.
  • Services: The services provided by the institution are detailed here. Some services are only available when an institution achieves a specific level.
  • Level: Each institution has a level that increases when you pay to advance it. An institution’s starting level is 1. Its maximum level is detailed on its advancement table.
  • Advancement Table: An institution’s advancement table shows the price to increase an institution’s level, and the benefits that come from advancing the institution. When you pay to upgrade an institution, it doesn’t start operating at its new level until the start of the next village cycle. Merchant item availability is shown on this table.

Alchemist

Founding Price: 3,000 gc

Alchemist Artisan

The alchemist can craft alchemy items that they have are given materials for. They make crafting rolls with a bonus equal to their level.

Alchemist Merchant

The alchemist provides the following services:

  • Alchemy Items: They buy and sell any items that require the Alchemy expertise to craft. The availability of items depends on the number of Alchemy uses required to craft them and the institution’s level.
  • Alchemist’s Tools: They buy and sell standard, fine, and masterwork alchemist’s tools.
  • Identify Alchemy: They can provide the properties of any alchemy item brought to them for a fee of 10 gc per item.
  • Alchemy Workshop: For a price of 5 gc a day, you can rent space in the alchemist’s workshop. For the day you do this, you have access to their facilities, which grant you a bonus on alchemy crafting rolls equal to the alchemist’s level.
  • Loyalty Health Potions: When the alchemist is 4th level and the village’s Prosperity is 10, the first time during a cycle that you buy something from the alchemist, they give you a free healing potion.
Alchemist Advancement

The Alchemist Advancement table shows the availability of alchemy items based on the number of expertise uses required to craft them and the price increase the alchemist’s level.

Level Price Item Prerequisites
1st 1 alchemy expertise use
2nd 1,500 gc 2 alchemy expertise uses
3rd 3,000 gc 3 alchemy expertise uses
4th 6,000 gc 4 alchemy expertise uses

Auction House

Founding Price: 2,000 gc

Auction House Merchant

The auction house has the following services:

  • Buy Any Valued Item: They sell any item that has a price, including gems and art objects. To figure out the availability of an item, consult the institution’s advancement table. To figure out the cost of an available item, roll any die. If the result is even, the item is discounted by 1d6 × 10%. If the result is odd, the item costs 1d6 × 10% more.
  • Buy Unique Items: On rare occasion the auction house sells a unique item, such as a magic horn of which only one exists in the world. You can only roll for the availability of such an item if the Ref allows it on the institution’s advancement table. The cost of such an item is 2d10 × 1,000 gc, or 1d10 × 100 gc if it can become useless after being used.
  • Sell Anything: You can sell any item at the house. Instead of the normal price, the item sells for 1d10 × (10 + village Prosperity)% of its value. If you sell a monster part or a unique item, use the calculations in the bullets above to determine the base value before the sale price. Once you commit to selling an item at auction, it must be sold, regardless of the sale price rolled. You can buy it back for whatever it sold for plus an additional 10% of the item’s value.
  • High Roller Auction: When the auction house is 5th level and the village’s Prosperity is 10, once per cycle when you sell an item at the auction house and the item would sell for less than 80% of its sale price, you get 80% of the sale price instead.
Auction House Advancement

The Auction House Advancement table shows the availability of items based on if they are a valued item or a unique item.

Level Price Valued Unique
1st 15% 5%
2nd 500 gc 20% 10%
3rd 1,000 gc 25% 15%
4th 2,000 gc 30% 20%
5th 4,000 gc 35% 25%

Barracks

Founding Price: 3,000 gc

Barracks Merchant

The barracks provides the following services:

  • Hirelings: They have hirelings you can hire.
  • Provisions: When the barracks is 5th level and the village’s Prosperity is 10, each hireling you hire from the barracks has an additional 12 rations, which they use to feed themselves before you have to start feeding them.
Barracks Advancement

The Barracks Advancement table shows the maximum power of a hireling that can be hired from the barracks and the price to increase the barrack’s level. Available hirelings and their stats can be found in the Bestiary.

Level Price Maximum Power
1st 2
2nd 750 gc 4
3rd 1,500 gc 6
4th 3,000 gc 8
5th 6,000 gc 10
Beacon

Founding Price: 4,000 gc

The Fire

The beacon is a tower that juts out of the village enclosure and is lit with an enormous flame at its top. This flame is tended to night and day, always burning with a special fuel that disperses nearby Miasma.

When the beacon is constructed, the hex containing the village and every adjacent hex is no longer affected by the Miasma. Humans in these hexes are unaffected by the Miasma, even while outdoors. The radius of the beacon’s effect expands every time the institution levels up.

Beacon Merchant

You can pay to have yourself and up to four other creatures enter the flame of the beacon, and emerge in a hex affected by the beacon. The cost of this transportation is the number of hexes traveled × 100 gc.

Burn Bright

When the beacon’s level is 5 and the village’s Prosperity is 10, the fire’s effective radius is 6 hexes.

Beacon Advancement

The Beacon Advancement table shows the effective distance of the beacon’s fire and the price to increase the beacon’s level.

Level Price Fire Effective Radius
1st 1 hex
2nd 1,500 gc 2 hexes
3rd 3,000 gc 3 hexes
4th 6,000 gc 4 hexes
5th 12,000 gc 5 hexes

Blacksmith

Founding Price: 3,000 gc

Blacksmith Artisan

The blacksmith can craft blacksmithing items that they are given materials for. They make crafting rolls with a bonus equal to their level.

Blacksmith Merchant

The blacksmith provides the following services:

  • Blacksmithing Items: They buy and sell any items that require the Blacksmithing expertise to craft, including barding. The availability of items depends on the number of Blacksmithing uses required to craft them and the institution’s level. They also deal in magic armor and weapons, with availability based on the number of Enchantment expertise uses.
  • Crafting Materials: They buy and sells the items listed on the Crafting Materials for Sale table in Crafting Materials.
  • Smith’s Tools: They buy and sell standard, fine, and masterwork blacksmith’s tools.
  • Armor Repair: They can repair any armor you have for 5 gc per suit or shield repaired.
  • Blacksmith Workshop: For a price of 5 gc a day, you can rent space in the blacksmith’s workshop. For the day you do this, you have access to their facilities, including the forge, which grant you a bonus on blacksmithing crafting rolls equal to the blacksmith’s level.
  • Hone Weapon: When the blacksmith is 4th level and the village’s Prosperity is 10, they can hone a non-unarmed weapon for 500 gc. The weapon gains a +1 bonus to damage which doesn’t stack with additional honing from any blacksmith. If you get a doom on an attack with this weapon, it is no longer honed.
Blacksmith Advancement

The Blacksmith Advancement table shows the availability of blacksmithing items and magic weapons and armor based on the number of expertise uses required to craft them and the price increase the blacksmith’s level.

Level Price Item Prerequisites
1st 1 blacksmithing expertise use
2nd 1,500 gc 2 blacksmithing expertise uses; 1 enchanting expertise use
3rd 3,000 gc 3 blacksmithing expertise uses; 2 enchanting expertise uses
4th 6,000 gc 4 blacksmithing expertise uses; 3 enchanting expertise uses

Bookseller

Founding Price: 3,000 gc

Bookseller Merchant

The bookseller provides the following services:

  • Spellbooks: They can buy and sell spellbooks. The availability of spellbooks depends on the spell’s rank and the institution’s level.
  • Lore Books: They buy and sell standard, fine, and masterwork lore books.
  • Read A Little Longer: When the bookseller is 6th level and the village’s Prosperity is 10, they can give one of your spellbooks an additional 1 UD for 250 gc. This bonus 1 UD lasts until it expires and doesn’t return when you finish a rest. It doesn’t stack with other UD granted by any booksellers.
Bookseller Advancement

The Bookseller Advancement table shows the availability of spellbooks based on the spell’s rank and the price increase the bookseller’s level.

Level Price Spellbook Rank Sold
1st Rank 0
2nd 750 gc Rank 1
3rd 1,500 gc Rank 2
4th 3,000 gc Rank 3
5th 6,000 gc Rank 4
6th 12,000 gc Rank 5

Crypt

Founding Price: 2,000 gc

Honor the Fallen

When a crow dies during an adventure, their remains (whatever that may be), can be brought to the crypt and interred there. When the crow is interred, their player picks a boon from the list below. Once per cycle, the dead crow can instill upon another crow who prays at their grave gains the boon. A crow can only benefit from one boon at a time, and only one crow can have that dead crow’s boon at a time. If you already have a boon and pray for another, the new one replaces the old one.

Expending a boon requires no action. After you expend the boon, you no longer have it.

  • Boon of Cooperation: When you make an assist, you can expend this boon to grant an additional bonus to the test you aid equal to twice the crypt’s level.
  • Boon of Disappearance: You can use this boon to become invisible for a number of combat rounds equal to the crypt’s level.
  • Boon of Escape: You can expend this boon to teleport a number of squares equal to three times the crypt’s level.
  • Boon of Flight: You can use this boon to gain a flying speed equal to your speed for a number of combat rounds equal to the crypt’s level.
  • Boon of Fury: When you deal damage with an attack, you can expend this boon to deal additional damage to the target. You deal an additional d6 damage to the target for each level the crypt has.
  • Boon of Greed: You can expend this boon when you are in a dungeon to learn the direction of the most valuable treasures on the same level as the dungeon as you and how many chambers, including hallways, you must pass through to reach them. The number of treasures you learn about is equal to the crypt’s level, in order from most valuable to least.
  • Boon of Knowledge: When you expend this boon, choose a specific creature, place, event, or organization with a proper name that you know. You can ask the Ref up to a number of questions equal to the crypt’s level about the subject, which they must answer honestly.
  • Boon of Rescue: After you roll a RR, you can use this boon to improve the result by 1 tier. You can use this boon a number of times equal to the crypt’s level before it is expended.
  • Boon of Swiftness: When you expend this boon, your speed increases by a number equal to the crypt’s level until the end of the DT.
  • Boon of Vitality: When you regain Stamina, you can expend this boon to regain additional Stamina equal to twice the crypt’s level.

When the crypt is 5th level and the village’s Prosperity is 10, it is considered 6th level for boon effects.

Crypt Advancement

The Crypt Advancement table shows the cost to increase the crypt’s level.

Level Price
1st
2nd 500 gc
3rd 1,000 gc
4th 2,000 gc
5th 4,000 gc

Enchanter

Founding Price: 3,000 gc

Enchanter Artisan

The enchanter can craft enchanting items and enchant weapons and armor with any enchantments that they are given the materials for. They make crafting rolls with a bonus equal to their level.

Enchanter Merchant

The enchanter provides the following services:

  • Enchanting Items: They can buy and sell any items that require the Enchanting expertise to craft or weapons and armor with enchantments on them. The availability of items and enchantments depends on the number of Enchantment uses required to craft them and the institution’s level.
  • Enchanter’s Tools: They buy and sell standard, fine, and masterwork enchanter’s tools.
  • Enchanting Workshop: For a price of 5 gc a day, you can rent space in the enchanter’s workshop. For the day you do this, you have access to their facilities, which grant you a bonus on enchanting crafting rolls equal to the enchanter’s level.
  • Ward: When the enchanter is 4th level and the village’s Prosperity is 10, they can give a creature a personal ward for 500 gc. The creature gains 10 AD that lasts until removed by damage. This ward doesn’t stack with additional wards from any enchanter.
Enchanter Advancement

The Enchanter Advancement table shows the availability of alchemy items based on the number of expertise uses required to craft them and the price increase the enchanter’s level.

Level Price Item Prerequisites
1st 1 enchantment expertise use
2nd 1,500 gc 2 enchantment expertise uses
3rd 3,000 gc 3 enchantment expertise uses
4th 6,000 gc 4 enchantment expertise uses

General Store

Founding Price: 1,000 gc

General Store Merchant

The general store has the following services:

  • Adventuring Gear: They buy and sell any mundane equipment that isn’t weapons or armor. The availability of these items depends on the institution’s level and their quality: standard, fine, or masterwork. They buy, but don’t sell, gems and art objects.
  • Buy 3, Get 1: When the general store is 3rd level and the village’s Prosperity is 10, whenever you buy 3 of a ration, oil pint, or a torch of any quality, you get 1 additional item of the kind you purchased for free.
General Store Advancement

The General Store Advancement table shows the availability of items based on their quality and cost to increase the store’s level.

Level Price Item Quality Available
1st standard
2nd 1,500 gc fine
3rd 3,000 gc masterwork

Inn

Founding Price: 1,000 gc

Inn Merchant

You have a home in your village, so you don’t need to stay the night at the inn. However, if you’re in another town (or want to stay at the inn in your village for some reason), the cost of a night at the inn, which includes a day’s worth of food, is 5 gc.

Gambling

As a rest activity, you can gamble at the common room of the inn. The maximum bet you can place is based on the inn’s level. Minimum bet is 1 gc. You can play the following games at the inn.

  • Over/Under 7: State whether you think the result of a 2d6 roll will be over, under, or exactly 7 and make a bet. Then roll the dice. If you were wrong, you lose your bet. If you were right and guessed over or under 7, your money is doubled. If you guessed a result of exactly 7 right, your money is quadrupled.
  • Guess the Number: You must guess a number from 1 to 6. Then the Ref rolls a d6. If you guessed the result incorrectly, you lose your bet. If you guessed correctly, your winnings are five times your bet.
Find It Here

When the inn is 5th level and the village’s Prosperity is 10, you can find a special traveling merchant at the inn. Once per cycle, you can purchase any item that has a price from this merchant, but the cost of the item is increased by 25%.

Inn Advancement

The Inn Advancement table shows the maximum bet you can make at the inn while gambling and the price to increase the inn’s level.

Level Price Max Bet
1st 15 + Prosperity gc
2nd 250 gc 25 + Prosperity gc
3rd 500 gc 35 + Prosperity gc
4th 1,000 gc 45 + Prosperity gc
5th 2,000 gc 60 + Prosperity gc

Stables

Founding Price: 2,000 gc

Stables Merchant

The stables have the following services:

  • Pet Shop: They buy and sell pets with availability of a pet based on their power and the institution’s level.
  • Vehicles: They buy and sell vehicles.
  • Vehicle Repair: They can restore a vehicle’s Stamina to maximum. The cost of repairing damaged vehicle is 5 × the amount of Stamina restored in gc.
  • Animal Feed: They buy and sell animal feed.
  • Buy 3, Get 1: When the stable is 5th level and the village’s Prosperity is 10, whenever you buy 3 days of animal feed you get 1 additional day of feed for free.
Stables Advancement

The Stables Advancement table shows the maximum power of a pet that can be purchased from the stables and the price to increase the stable’s level. Available pets and their stats can be found in the Bestiary.

Level Price Maximum Power
1st 2
2nd 750 gc 4
3rd 1,500 gc 6
4th 3,000 gc 8
5th 6,000 gc 10

Temple

Founding Price: 2,000 gc

Temple Artisan

The priests of the Smith can craft alchemy, blacksmithing, and enchanting items and enchant weapons and armor with any enchantments that they are given the materials for. They make crafting rolls with a bonus equal to the temple’s level.

Temple Merchant

The temple has the following services:

[Playtest Note: At least one more temple service will be in a future version.]

  • Greed Exchange: You can place a magic item into a chest of the Three, an enchanted iron box, and close the lid and then reopen it. When you do, the item you placed inside disappears and is replaced with a new item. If the item placed inside is worth 1,000 gc or lower, it is replaced with an item rolled randomly on the Minor Interesting Things table. If the item placed inside is worth more than 1,000 gc, it is replaced with an item rolled randomly on the Major Interesting Things table. Both of these tables are found in The Ref, and the Ref should make the roll, adding the temple’s level and the village’s Prosperity to determine the result. [Playtest note: Future versions of these tables will be updated to better accomodate the greed exchange rules.]
  • Heal Wounds: You can donate 100 gc or an item of equivalent or greater value to the temple and get a number of wounds equal to the temple’s level removed by priests of the healer.
  • Mount’s Prayer: You can donate 100 gc or an item of equivalent or greater value to the temple and have the priests of the Gardner place a blessing on one pet that lasts for a number of days equal to the temple’s level. While this blessing is active, the animal’s speed increases by 3.
  • Prayer of Returning: You can ask the priests of the Three to perform a ritual that returns an item you lost and is currently not in the possession of any other creature. The item must be one that you had in your possession for at least 24 hours and last had no more than a number of days equal to 5 times the temple’s level. The cost of retrieving the item is 50% of its value. For unique items that don’t have a value, the cost is 1d10 × 1,000 gc or an item of equivalent or greater value.
  • Higher Authority: When the temple is 5th level and the village’s Prosperity is 10, it is considered 6th level for its services.
Temple Advancement

The Temple Advancement table shows the cost to increase the temple’s level.

Level Price
1st
2nd 500 gc
3rd 1,000 gc
4th 2,000 gc
5th 4,000 gc
6th

Your Home

Every player character has a small living space they call home within their village. This house is a secure place to keep equipment and treasure that you keep stocked with food. While you’re in your village, you don’t need to worry about tracking money to spend on food and shelter.

Retirement

When your PC has 60,000 or more TXP, you can retire them to the village. If you do, your PC becomes an NPC and no longer delves into dungeons. You can give your equipment to a worthy successor, perhaps a new PC you create or one of the other crows your retired adventurer delved alongside. A retired PC gives up the dangerous life of dungeon delving.

When you retire to the town, choose one of the following benefits that the town gains. If you have 100,000 or more TXP, you can choose two benefits:

[Playtest Note: More retirement benefits will be in a future version of the test.]

  • Best Steward Ever: Your retired PC becomes the steward of an institution in the village (taking over from the previous steward). This institution always operates as if the village’s Prosperity is 10, even if it is lower.
  • Crow Daddy: Your retired PC is sure to give helpful tips to new crows. Choose one starting trait your retired PC knows. When you or another player creates a new PC from the village, that PC can start with that trait in addition to any other traits they start with. A new PC with 0 TXP can start with a maximum of three traits.
  • Generous Benefactor: Your retired NPC still loves to hear stories about the crow life and hangs out at the inn common room or a tavern listening to all the latest adventures. Once per cycle, the PCs can visit your retired PC who gives them a gift rolled on the Minor Things table in The Ref.
  • Master Mentor: Choose up to three trait your retired PC knows. Other PCs can learn these traits from your retired PC, making them cost half as much XP as they normally do.
  • Work With My Hands: Your retired PC goes to work at an artisan institution in the village. This institution gains an additional +4 bonus to crafting rolls, and provides an additional +4 bonus to anyone renting and working in the institution’s workshop, if it has one.

Not Your Village

When you travel to a village that isn’t your home, the Ref determines the village’s Prosperity and available institutions. The Ref doesn’t need to track cycles or events for these villages. They can decide what is there based on whatever makes the most sense for the story. More advice on making these villages is in The Ref.

[Playtest note: No it’s not ... yet.]

Founding Other Villages

There may come a time when you and your fellow players wish to found another village. Perhaps you want the challenge of starting fresh, or maybe you feel you’ve raided all the nearby dungeons and want a new home closer to fresh loot!

You can create a new village in a suitable ruin by spending 15,000 gc. It takes ten days for your new village to be established and for the starting institutions to be founded. This new village can have NPCs, including your connections and retired crows, relocate to it as you wish.

When you create a new village, that one becomes your home. You can visit your old village still and benefit from its institutions, but the village’s Prosperity is now tracked by the Ref.


© 2026 MCDM Productions LLC