p.8
All prices are in crowns, items can be sold for ½ their price. Follow the page numbers to learn more on certain items.
Improvised (always mark a dot after a fight) Light (dagger, axes, swords, maces, etc.)
10c
Items with a ( ! ) take up 2 slots.
( ! ) Heavy (longsword, great axe, maul, etc.)
40c
( ! ) Polearm (halberd, spear, glaive, etc.)
30c
Bottle, clay
1c
Bottle of Holy Water Bound Book, blank
30c 150c
Bucket, wood
3c
( ! ) Chain, 10ft
25c
Chalk, box
Sling (requires stones) ( ! ) Bow (requires arrows) ( ! ) Crossbow (requires bolts)
-
70c
Stones, pouch
1c
Cooking Pots p.2
10c
Arrows, quiver
10c
( ! ) Fishing Gear p.2
20c
Bolts, quiver
10c
12c
Hammer and Nails
5c
Hand Mirror, glass
150c
Hand Mirror, steel
10c
Healing Salve p.2
80c
Holy Symbol, silver p.8 120c Holy Symbol, wood p.8
4c
Traps, small game p.2
3c
( ! ) Instrument, master 400c Instrument, regular p.2 Lockpicks
12c 50c
Manacles and Key
8c
Net, man-sized
12c
Oil, flask
25c
Padlock and Key
20c
( ! ) Rope Spool, 30ft
25c
Scroll and Quill, case
20c
Tool (shovel, crowbar, pickaxe, sledge, etc.)
10c
Tub of Lard
5c
Whistle
1c
( ! ) Wooden Pole, 6ft
2c
p.7
Repair One Usage Dot 10%
Silver Weapon (always x10c mark a dot after a fight) p.8
Improv. Shield (has only one usage dot) Shield (round, kite, tower, buckler, etc.)
3c
Bunkhouse (per night)
2c
Inn (per night, provides meals and refills supplies for free)
5c
p.7
Caches take up 6 slots when 2c held by a person (2x3) and can hold up to 6 slots worth of 40c items. They have no usage dots.
1c
Grappling Hook, hook
Stabling (per night)
20c
Lockable Cache (crates, 40c chests, barrels, etc.) Open Caches (shelves, weapon racks, etc.) Sack (not lockable, only holds 4 slots of items)
Noble Clothes p.8 Winter Cloak p.16 Traveler’s Cloak p.16
400c
3c
Horse p.3
100c
Warhorse p.3
500c
Saddle p.3
75c
Saddlebags p.11
30c
Animal Feed, 3 days
Light Armor (linen, 150c leather, cloth, furs, etc.) ( ! ) Heavy Armor (plate, chain, etc.)
30c
4c p.1
Each transport type allows for a max capacity of riders/caches
500c Pricing is per rider/cache, per 75c watch spent traveling, or 3 times 30c the price per day spent travelling if going long distances
Buying a vehicle costs x100 the price for transport and cannot Masterworks Weapons, be done at every settlement Ammo, and Armor x20c (only mark a dot on a Cart (carries 4) 5c roll of 6 after a fight) Carriage (carries 8) 8c p.8
Coach (carries 12)
Torches (unrepairable)
5c
Lantern (can be refilled with oil, can be worn)
50c
Oil, mark a dot of oil to fully repair a lantern
40c
10c
Armored Coach (carries 40c 10) Riverboat (carries 12)
10c
Sailing Ship (carries 12)
24c
Large Ship (a lot)
40c
Crowns is a tabletop roleplaying game for 2-10 players. It is built to fulfill the fantasy of a dark age where magic is real, monsters prowl the wilderness, and combat is deadly. Sometimes the best plan is one where the dice aren’t touched. Your goal is to find crowns (gold coins) in the dangerous wilderness and bring them back to settlements, the last bastions of civilization. The following are all the original Kickstarter backers that made this possible: Special thanks to Peter Graff, Andrew, Ian McFarlin, Steven Lord, David, Javier A Verdin, Josh, Szymon, Jon Terry, Lee Smith, Randy fisher, John Di Pietro Jr., Juergen barters, Ian Wells, Rebecca, Mocharaid, Bradly Hawkins, Obadiah Psalter, InqMcThol, Steven Warble, Erin Wendland, Chris Striker, Gus, McKay Brown, Bad Goblin Games, Brian Hum, David Buswell-Wilbe, Hugo, Randy Smith, New Comet Games, Nikolas Barto, Benjamin Griggs, Justin Moss, Stefan, William Cosgrove, John “johnkzin” Rudd, Jonas Schiott, Jared Rosenau, Guy Edward Larke, Jason Gabel, and ParlainthTownie, Creative Commons Attribution 4.0 International License: You are free to share and adapt this material for any purpose as long as you give attribution. Written by Reese R Surles. Illustrated by Jacob Fleming. Inventory Art by Inked Gas.
1 Core Rules 1.1 Attributes 1.2 Time 1.3 Travel
2 Rest & Healing 2.1 Short Rests 2.2 Long Rests 2.3 Full Rests
3 Combat 3.1 Actions in Combat 3.2 Attack & Defense 4.1 Utility Actions 4.2 Taking Damage
5 Character Creation 6.1 Backgrounds
7 Inventory 7.1 Usage Dots 7.2 Storage Caches 7.3 Large Items 7.4 Conditions 7.5 Storing Loot
8 Combat Gear 8.1 Armor 8.2 Weapons 8.3 Ammunition 8.4 Coin Purses 8.5 Noble Clothes 8.6 Bedrolls 8.7 Light Sources 8.8 Holy Symbols
9 Grimoires & Spells 9.1 Dots & Recharging 9.2 Casting Spells 9.3 Identification
10 Advancement 10.1 Experience Milestones 10.2 Gaining Feats 10.3 Reward Amounts
11 Followers 11.1 Hirelings 11.2 Beast of Burden 11.3 Mercenaries
12 Warbands 12.1 Fortifications
13 GMing Crowns 13.1 When to ask for Saves 13.2 Consequences
14 Making Adventures 15 Dungeoneering 17 Wilderness Travel 17.1 Making Maps 18.1 Offroading 18.2 Weather 18.3 Wilderness Encounters
19 Language 19.1 Monsters 20.1 Example Monsters
23 Feats 24.1 Feats Chart
31 Magic Items 32 Potions 33 Spells 35 Settlement 35.1 Going to Market 36.1 Settlement Growth 36.2 Buying Property 36.3 Setting Up Shop
37 Factions 37.1 Building a Faction 38.1 Faction Turns
38.2 Campaigns 39 Social Encounters
This game requires a full set of polyhedral dice, and some starter knowledge of TTRPGs.
Each character has 4 attributes that measure the character’s strengths and weaknesses.
COR (coordination) agility, melee skill, riding, balance SEN (senses) reflexes, aim, accuracy, empathy VIT (vitality) athleticism, endurance, constitution WIL (willpower) courage, spellcasting, charisma
Time is broken down into three scales for ease of understanding and coordination.
Rounds are the time it takes for one character to act in combat, lasting about one minute Turns are used during dungeon exploration and take around 10 minutes. 6 turns are equal to 1 hour Watches take about 36 turns or 6 hours. There are 4 watches in a day. They are used for resting and travel
While on foot/ riding vehicles, you can travel 6 miles per watch. In difficult terrain (jungle, Characters also have resolve which is a tundra, heavy forest, etc.) you can only travel measure of their ability to push through stress. 3 miles per watch.
When success or failure is uncertain and will cause consequences, make a save based on an attribute as instructed by the GM. Roll a d20. If you get equal or under the attribute’s value you succeed, otherwise you fail. A 20 always fails, a 1 always succeeds.
While mounted on horses/ sailing ships, you can travel 9 miles per watch. In difficult terrain you can only travel 3 miles per watch.
Player characters must mark one dot of rations per day or gain the starving condition. Players must also spend 1 watch a day sleeping or gain the exhausted condition (see Combat Gear). This goes with player mounts as well, Some items or abilities have modifiers (mods) eating animal feed. to different rolls. Such as shields, which give +2 While asleep, characters are assumed to not to SEN when defending. That mod is added have their pack on, or wearing/ holding any (or subtracted) from the attribute, not the roll. items. However, all items are within an arm’s So, in the case of the shield, the SEN attribute reach. Mounts would be tied up nearby, would be 2 higher than it would normally be. although their saddlebags would not be worn.
Adventuring is a dangerous business, and sometimes it’s good to take a break. Resting can restore resolve and clear conditions. How much depends on how long you rest for.
Full rests take a week in the safety of a settlement. Restore all resolve. Remove short, long, and full rest conditions. A week’s worth of food costs 35c per person at most taverns. During a full rest, players gain 2 full rest actions they can perform during their full rest.
Short rests take 1 turn (10 minutes). Restore 2d6 resolve. Clear short rest conditions. This is If the settlement has a smith or an armorer the only rest than can be performed in a you can commission a masterwork item. dungeon or dangerous location. If a settlement has a temple or an abbey, you can commission a silver weapon. Long rests take 1 watch (6 hours) and includes taking a much-needed break. This does not count as time spent sleeping. Return to full resolve. Clear short and long rest conditions. Each player may choose to mark one dot of a healing salve to remove 1 wounded condition per long rest and perform a long rest action.
Spend time cooking to remove a wounded condition from the cook or another character by marking a dot on their rations and succeeding a COR or SEN save while having cooking pots on their person.
If a settlement has a tailor or an artist, you can commission noble clothes or a master instrument.
You learn some new information about your quest, your enemies, the environment, the world, rumors, etc. It is encouraged that the GM always have many of these handy. Depending on the services in a settlement, different information may be available.
Spend your time forming a warband (see Warbands) or hiring followers (see Followers).
Spend time foraging to erase up to d3 dots of ration supplies, spread out among the party as If the settlement has a temple or abbey, you sees fit. Do not remove conditions if foraging. can give them a magic item or grimoire and If this character has the fishing gear or small 50c to have it identified. After a week of study game trap items and it can be used in their and prayer, they will tell you all its properties. present environment, they may mark a dot on the item and erase d3 extra rations dots.
Spend time reveling with the party. If at least one other player character also revels, all reveling players gain a free reroll. If left unused until the next long or full rest, it is lost. If a reveler has a regular instrument, they can give one non-reveler a free reroll as well (this other party member need not be a player character). If it is a master instrument, they may give out two free rerolls to non-revelers.
Train intensely to improve. Spend experience obtaining a new feat (see Advancement).
Spend time living your best life. If you are religious or scholarly, perhaps this is spent in prayer or deep in a good book. If not, it may be spent at the local tavern or brothel. In either case, spend your level x 50c to gain a free reroll. If left unused until the next full rest, it is lost.
If one side is ambushing the other, they and their allies go first. Otherwise, make a COR save to see if they act before their targets. This save reoccurs at the start of each turn.
Attacks can also be enhanced by attacking a prone target in melee, attacking an incapacitated enemy, exposing an enemy’s unique vulnerability, etc. Roll a 1d12 for damage, regardless of the weapon, and this attack cannot be defended against.
On your turn in combat, you can move up to 30ft, and perform up to two main actions. You cannot perform the same main action twice in a single turn.
Attacks can be impaired by attacking a prone enemy at a range, attacking an enemy that’s in cover, fighting unarmed, etc. Roll a 1d4 for damage regardless of the weapon.
A main action can be anything from:
Attacking Sprinting (move an additional 20ft) Attempt a Utility Action Scrounging through your pack
You can break up one or both main actions into two quick actions if you’d like. Quick actions are for minor things, like pulling a lever, picking up an item, passing off an item to an ally, drinking a potion, etc.
When performing a melee attack, select a target up to 5ft away, then perform a COR save. For ranged attacks, select a target up to your weapon’s range away, then perform a SEN save. On a success in either case, you hit and deal weapon damage, your turn ends.
Light weapons can be held in a character’s off hand. If dual-wielding weapons, do not make two attacks. Instead, you may reroll your tohit save. If your weapons have effects, use whichever one of the two weapons you’d prefer (this may be decided after rolling).
Being on a mount in combat lets you exchange your characters movement for the mounts. A horse and warhorse both have a 45ft move and a 25ft sprint. If you take critical damage while mounted, you must succeed a COR save to not fall prone on the ground. If your mount has a saddle, gain +2 to this roll. If your mount is a warhorse, you gain +2 to this roll as well.
If a player character is getting attacked, they can defend themselves by attempting a SEN save. On a success, the attack deals half of its original damage. If the attacker is a monster that had already missed, no damage is dealt.
If attacking a mounted character, damage targeting the mount (unless it has an area-ofeffect) is redirected to the rider. The rider makes the defense saves. Horses have 3 resolve, 1 DEF, 9 MOR; warhorses have 2 DEF.
If a player character rolls a natural 1 while attacking, their attack becomes enhanced. If they roll a natural 1 while defending the enemy attack becomes impaired.
Melee attacks targeting unmounted targets while the attacker is mounted are enhanced. Unless the rider has a polearm, riders cannot target prone enemies while mounted.
On their turn, a player to attempt a utility Incoming damage first reduces a character’s action as a main action. If you succeed a utility resolve. When all resolve is reduced to 0, they action, you get what you want, and your turn become bloodied. ends. If a bloodied character takes regular damage Utility actions are the following: (including damage that carried over from when they were pushed down to 0 resolve) Expose. Make a SEN save, you must they must attempt a VIT save minus the have a weapon equipped and the amount of damage they took over their target must be within range of the resolve. If they fail, they take critical damage. weapon. On a success, the next If a bloodied character takes fear-relatedsuccessful attack against the target damage, follow the same rules as above but by an ally or the exposer is enhanced. If unused, this effect ends with a WIL save. On a failure, the character at the end of the exposer’s next turn. gains the panic condition. Hinder. Make a COR save. On a success, the next attack the target makes is impaired. When a character takes critical damage, they Push. Make a VIT save, target must gain the wounded condition, and must make a be the same size or smaller than you WIL save. and be in melee range. On a success, If they succeed, they press on. If they fail, they the target is moved up to 5ft in any fall incapacitated, gain the peril condition. If a direction. If this causes them to be player’s entire pack is full of conditions, they pushed into impassible terrain (a fall incapacitated. Allies that see this must wall) they take 1d4 damage. Tackle. Make a VIT save, target must pass a WIL save or gain the panic condition.
be the same size or smaller than you in melee range. On a success, you and the target are prone (melee attacks made against prone targets are enhanced, ranged attacks are impaired). Taunt. Make a WIL save, the target must be within line-of-sight and earshot. On a success, the target must attack the taunter on their next turn or have their next attack impaired.
A player can spend a dungeon turn (10 minutes) tending to the incapacitated player, removing one random condition from them, and restoring them to consciousness. This is not a short rest. If left untended for 6 turns (1 hour) they die.
The call to adventure is not limited to the upper echelons of society.
11 Archon (leader)
41 Fire (brilliance)
12 Champion (reveler) 42 Loom (creative) Each character has 4 attributes that measure the character’s strengths and weaknesses.
COR (coordination) agility, melee skill, riding, balance SEN (senses) reflexes, aim, accuracy, empathy VIT (vitality) athleticism, endurance, constitution WIL (willpower) courage, spellcasting, charisma
13 Maiden (beautiful)
43 Pearl (pure)
14 Saint (wise)
44 Skull (reserved)
15 Student (curious)
45 Tower (rebellious)
16 Warlord (belligerent) 46 Wheel (industrious) 21 Eagle (proud)
51 Ivy (mysterious)
22 Hound (loyal)
52 Juniper (usurper)
23 Ox (stubborn)
53 Oak (steadfast)
24 Serpent (venomous) 54 Water Lily (graceful) 25 Swine (humble)
55 Wildflower (joyful)
For each attribute, in order, roll 3d6. Ignore the 26 Warhorse (powerful) 56 Willow (depressive) lowest roll and add the two remaining dice 31 Coronation (noble) 61 Basilisk (intense) together for the value. 32 Festival (merry) 62 Dragon (passionate) Add up all your attributes together. If the total 33 Harvest (generous) 63 Kraken (unrelenting) is less than 32, you may reroll your lowest one. 34 Ill-Omen (unlucky) 64 Phoenix (adaptive) You may swap any two values. 35 Prophecy (lucky) 65 Unicorn (selfless) Roll on the born under the sign of… and physical details tables to get a few more character details at random.
36 Sacrifice (martyr)
(roll twice) 11 Athletic build
Roll 1d6 for your starting resolve. Roll 1d6 for your starting crowns (gold coins).
Cross reference your starting resolve and crowns on the Backgrounds table to gain your background and starting items. Your background represents what you used to be before you took up adventuring. You weren’t particularly good at it, otherwise you would’ve stayed. Then add the following to your inventory:
Torches A weapon of your choice (and the appropriate ammo if it is ranged) or a shield
Bold and italicized items in the Backgrounds list replaces a player’s starting torches.
66 Wyrm (secretive)
41 Bright eyes
12 Portly frame
42 Eye patch
13 Scrawny build
43 Narrow eyes
14 Shorter than most 44 Spectacles 15 Slender frame
45 Tired eyes
16 Taller than most
46 Wide-set eyes
21 Balding
51 Foreign clothes
22 Braided hair
52 Hooded cloak
23 Cropped hair
53 Multiple tattoos
24 Curly hair
54 Patchwork clothes
25 Shaved head
55 Stylish clothes
26 Wild hair
56 War paint
31 Broken nose
61 Cold voice
32 Button nose
62 Heavily accented
33 Perfect teeth
63 Lightly accented
34 Rosy cheeks
64 Raspy voice
35 Scarred face
65 Soothing voice
36 Sneering grin
66 Strong voice
1
1
Occultist
Grimoire
Holy symbol, wood
1
2
Noble
Noble Clothes
100 extra crowns
1
3
Officer
( ! ) Heavy Armor
Follower: Loyal soldier
1
4
Messenger
Horse
Lantern
1
5
Pilgrim
Holy symbol, silver
Bottle of holy water
1
6
Burglar
Lockpicks
20 extra crowns
2
1
Courtier
Noble Clothes
30 extra crowns
2
2
Brigand
Light Armor
Follower: Lacky
2
3
Mercenary
Light Armor
Polearm
2
4
Far Traveler
Traveler’s Cloak
Lantern
2
5
Lamplighter
Lantern
( ! ) Lamp stick (6ft pole)
2
6
Merchant
20 extra crowns
Follower: Bodyguard
3
1
Poor Knight
( ! ) Heavy Armor
Horse
3
2
Physician
Healing Salve
Holy symbol, wood
3
3
Blacksmith
Lead Apron (light armor) Hammer (tool)
3
4
Librarian
Lantern
Book, forgotten lore
3
5
Oil Squeezer
Oil, flask
Cooking pots
3
6
Chef
Cookpots
Latest creation (rations)
4
1
Militia
Light Armor
Shield
4
2
Stable Hand
Horse
Saddle
4
3
Hunter
Bow
Quiver, arrows
4
4
Prison Guard
Shield
Manacles and key
4
5
Fisher
( ! ) Fishing Gear
Net, man-sized
4
6
Bard
Instrument, regular
Follower: Backup Singer
5
1
Ranch Hand
Horse
Whistle
5
2
Woodcutter
( ! ) Lumber Axe (heavy) Tub of Lard
5
3
Sailor
Grappling hook, hook
( ! ) Rope spool, 30ft
5
4
Carpenter
Crowbar (tool)
Hammer and nails
5
5
Brewer
Cookpots
Bottle of Ale
5
6
Trapper
Traps, small game
Sling
6
1
Miner
Lantern
Pickaxe (tool)
6
2
Street Thug
Heavy weapon
Bottle of ale
6
3
Bricklayer
Sledgehammer (tool)
Bucket, wooden
6
4
Swineherd
( ! ) Crook (6ft pole)
Follower: Stubborn pig
6
5
Farmhand
Tub of Lard
Dried crop (rations)
6
6
Scribe
Book, forgotten lore
Chalk
( ! ) takes up 2 slots Bold and italicized items replace a player’s starting torches
Adventurers carry items in their inventory slots (one item per slot). Items are 1” squares, that are printed and cut out on thick paper. If playing online, write down the different items on paper.
The inventory is split into two sections: supply counters and inventory slots. Supply counters are for matches, rations, and an adventurer’s bedroll, to keep track of these common items. Inventory slots come in three types: hand slots, worn items, and pack slots.
Items in hand slots are carried in the character’s hands, and may be used on their turn Items that are in worn slots are carried on the character (in pockets, scabbards, on the back, etc.) and can be swapped into their hands freely on their combat turn Items in the character’s pack slots are tucked away and require more time to retrieve in combat. A character can spend a main action to swap any items in their hands or worn into their pack, as well as pull items out of their pack.
Most items have three dots. Exceptions to this rule are specifically noted in the Prices for Gear section. When all three dots are marked the item is either depleted or destroyed. A dot can be erased (repaired) from weapons/armor/shields by paying 10% of the item’s original cost (minimum of 1c). Most items mark dots when used in a way that could wear them down or use its resources. If unclear if an item would be depleted by use, roll a die. Some items have special rules for marking dots.
Sacks and lockable caches work the same as pack slots, taking a main action to rummage through during combat. Open caches can be accessed as part of a quick action.
Items larger than one slot may be stored however the holder wants. Whether sideways or up-and-down. Characters can push/pull items that take up to their VIT in inventory slots. Such as sacks of loot or heavy stones.
Conditions are placed in a character’s pack slots (the specific slot is chosen by the player). One condition/item per slot, conditions must stay in pack slots. Conditions can only be removed when their clear condition is met. See Taking Damage when a pack is full of only conditions
Banks & goldsmiths in settlements can store crowns and other treasure. See Full Rests and Settlements for more.
In combat, you can mark a dot on the weapon you are using to reroll an attack roll.
Ranged weapons require the appropriate ammo to be worn to fire them. Ammo can be refilled from other ammo items, on a dot per dot basis.
Always mark a dot after using this in a fight Deals d6 damage Main hand
Each slot can hold up to 200 crowns. The first 100 crowns are kept in a coin purse, and do not take up a slot.
Can be thrown up to VIT * 3ft Deals d6 damage Main hand/ Off hand When a melee weapon, armor, or ammunition is used in combat, roll a 1d6. On a 56, mark a usage dot.
You can mark a dot on armor you are wearing (or shields you are wielding) to reduce incoming damage by 2.
Deals d10 damage
Mark a dot anytime the holder gets messy. Nobles don’t start with a Reason to Doubt someone wearing this.
Both hands Melee range is considered 10ft for the wielder, and they have -2 to-hit while indoors
Anytime you sleep outside roll a 1d6. On a 5-6, mark a dot on your bedroll. Doing so without a bedroll causes you to wake up with 0 resolve.
Deals d10 damage Both hands
Increases SEN by 2 when defending in combat
Deals d6 damage
Worn
120ft range Requires stones, pouch
Reduces all incoming damage by 1
Main hand
Worn
Deals d8 damage
When lighting a light source, mark a dot on your matches. Light sources mark a dot after 6 turns (one hour) of use. Torches must be relit after marking a dot, while lanterns do not need to be relit. Lanterns can be worn while still providing light.
300ft range Increases SEN by 2 when defending in combat Main hand/ Off-hand Only has one usage dot Increases SEN by 2 when defending in combat Main hand/ Off-hand
Requires arrows, quiver Both hands Deals d8 damage, +5 to-hit, two main actions to reload 240ft range Requires bolts, quiver Both hands
Undead, fiends, and unholy monsters must make a MOR save to willingly enter within 30ft of a character holding/wearing a holy symbol. If it is made of silver, their save has -5. Mark a dot for each successful save. Deal 1d4 damage to the unholy monster for every save, use the wielder’s WIL to wound.
When someone holding a grimoire in their hand speaks the grimoire’s power word it unleashes the spells inside, causing magical effects. See Spells for a list of example spells.
Before anything else the player must decide the spell power, a number up to the grimoire’s unmarked dots. For each point of power being used the player rolls a d6. For every 4-6 rolled mark a dot. At this point, the spells effect occurs.
If the spell is performed within 60ft of the spell’s source (noted in the spell’s description), the spell’s strong effect occurs.
Grimoires are large, ancient tomes that can contain hundreds of pages. Each page is covered in eldritch incantations, runes, and sigils that lure and trap multi-dimensional spirits inside of them. These spirits are called spell spirits (or spells for short).
If all the power dice rolled result in 1s then the spell miscasts, performing its miscast effect. The caster gains the crazed condition.
In future context the number of dice rolled is [DICE], the highest individual number rolled Spells are elemental hosts that cause much of on the dice is the [HIGH], and all the dice the laws of nature to function. Containing added together is the [SUM]. them in this way gives the wielder the ability to bend the laws of space-time, temporarily. Each grimoire is unique in nature, with two grimoires built to hold the same spells potentially looking totally alien when compared. The art of making grimoires has been lost to time, residing only with the most insane of spellcasters, locked away in the tallest and most remote of arcane towers.
When a grimoire is fully depleted it cannot be used to cast spells. The dots on a grimoire can only be recharged by completing the recharge condition, which allows one to erase one marked dot every time it is performed.
When a character first finds a grimoire, its secrets will be unknown to them. They can make inferences based on its appearance, perhaps its otherworldly aura, but it cannot be utilized until they learn the power word. The power word (as well as all other information about the grimoire) can be obtained by paying a temple or abbey during a full rest to identify the grimoire (see Full Rests). Alternatively, locations that hold these ancient texts, usually have secret writing or riddles around the grimoire that reveal the power word. One could also learn the power word by hearing someone else say it.
The party earns 1 experience point (xp) (divided between the players) for every crown’s worth of treasure they bring back to the safety of a settlement from the “wilderness”, not including those gained through selling non-treasure items (stolen weapons, armor, etc). You can earn additional xp by spending your treasure selflessly (donating it to the church, the poor, or on improving the whole community) or wastefully (parties, binge drinking, visits to the local brothel). For every 4 crowns spent this way gain 1 xp.
When the total amount of experience a character has earned in their lifetime reaches certain milestones they level up.
1
5
5500
2
500
6
9000
3
1500
7
13500
4
3000
8+
+6000
When a character reaches the next level, they gain 1d3 more resolve (to a maximum of 15) and roll a d20 for each of their attributes. If they roll over their attribute, they may increase that attribute by one, to a maximum of 15. If they fail to roll over 3 or more saves, they may increase any one attribute by 1, even an attribute that was already increased this level.
Experience points may be spent, as part of the Prepare & Train full rest action (see Full Rests), on feats (see Feats). Feats are either passive or active boosts to your character that, once bought, cannot be lost or refunded. In the fiction they are talents, skills, or fighting styles you honed while resting. Some feats may be rewarded by the GM for completing important tasks, or the GM may allow for some feats to be trained into characters by masters of their craft.
A common question is, “How much experience (treasure) is a good amount?” And the answer is simple. Think of experience (treasure) in terms of experience milestones. Ask yourself, “If my players loot EVERYTHING, should this dungeon level them up?” If the answer is yes, then you know much you need. Note, players will often not “loot everything”.
A third of the treasure is just lying around. This rewards players for just showing up to play. Another third is guarded and is rewarded for outsmarting/ fighting monsters or traps. The last third is behind secret doors and puzzles that is rewarded for exploration and investment. This isn’t mandatory, just advice.
Sometimes the party needs a little help. Followers have character sheets like player characters, with attribute scores, resolve, xp, and inventory. A human follower’s inventory has 2 hand slots, 2 worn items, and 2 pack slots. Animal followers have 2 worn items, 2 pack slots, and 4 more pack slots that can only be used if their wearing saddlebags. A follower’s wages per day already considers food and housing. Payments are made at the end of a week or task (whichever is first).
In most settlements, you can spend the full rest action Hire Help (see Full Rests) to ask around for people in search of work. To Hire Help, roll the number die for the type of help followers you were looking for. The result is the number that can be found in the settlement. This number is doubled in cities and has -1 in small hamlets (this can result in 0s).
These followers are not prepared for combat.
Torchbearer
1d6
3c
Laborer (miners, teamsters, etc.)
1d6
5c
Specialist (artisans, guides, smiths, etc.)
1d3
8c
Rare specialist (doctors, scholars, interpreters, etc.)
1
30c
All torchbearer attributes’ maximum is 9. Specialists have 10 or higher (if rolled) in their relative attribute. Rare specialists have a 15 in their relative attribute.
Oxen, large swine, donkeys, horses, camels, are beasts of burden. Roll 2d6 for the number that are up for sale, 30c to purchase. They use monster morale rules, they have 9 MOR.
The average follower will have a random 2d6 in all their attributes, and 1d6 resolve. Followers who are willing to fight in combat. When a follower is placed in a stressful situation, such as going without food or pay, Local Toughs 1d3 5c being potentially bought out by another party, Men-at-arms 1d2 10c or doing something more dangerous than Lieutenants 1 25c what they signed up for, they make a WIL save. On a failure, the follower deserts the Knights 1 30c party at their next opportunity. Perhaps Local toughs suffer -2 to all loyalty saves, formally, perhaps silently in the night. come with light weapons or a sling and ammo. When a follower receives a bonus in treasure, they gain 1xp per crown they are given above their daily wages. When a follower reaches their next milestone, they increase their attributes and resolve as a player would, to a max of 12 for attributes and 10 for resolve.
1
3
1000
2
500
4+
+1000
Men-at-arms have light armor, a light weapon, and a shield. Alternatively, they could have light armor and a polearm, or only a heavy ranged weapon and ammo. Lieutenants always have 12 WIL. When an ally within 30ft and earshot makes a loyalty roll, they can use the lieutenant’s WIL instead of their own. Lieutenants have light armor and medium melee weapon. Knights always have 12 COR and 12 VIT. They also have heavy armor and heavy weapons.
Some adventures require a large team to accomplish. In these situations, it may be best to rally together a warband.
A warband is made up of 20 or more fighters, plus a handful of non-combatants (squires, cooks, armorers, leatherworkers, etc.). A character can form a warband by performing a Hire Help full rest action (see Full Rests). In addition to this, they will need to spend 100c on schmoozing, and succeeding a WIL save. If you fail the save, you can spend an additional 200c to make up for the lack of personality with more drinks. The warband starts with 2d6 Resolve, 9 MOR, and d6 damage (slings and light weapons). It costs 500c a week for upkeep and wages. Failure to pay may result in desertion or mutiny, this is checked by performing MOR saves at every day without pay.
Battles between warbands, or monsters large enough to threaten an entire warband on their own (such as dragons or krakens) work the same as battles between individuals (including utility actions for warbands led by players). Attacks made by warband-scale entities to a non-warband scale targets are enhanced and are considered quick actions. Any damage done to warbands from non-warband scale creatures is ignored unless it is particularly destructive or large scale (like a fireball).
New equipment can be bought for warbands (weapons, horses, etc.) just like individuals. Multiply the purchase price by 20. By spending a week training (or perhaps naturally after a handful of battles) your warband will veteranize. As combat veterans they gain +3 MOR. As veterans they also demand more pay, asking to be paid 250c more a week. Spending two weeks constructing siege equipment, allows for all damage to fortifications to be enhanced. Siege equipment reduces warband movement to 3 miles per watch, even with mounts. If the warband routes, the siege equipment is lost.
Fortifications act like warbands that can’t attack. Fortifications must be destroyed before the warbands using them can be targeted by attacks. When the resolve of a fortification is reduced to 0, the defenses crumble. Some strongholds are made up of multiple layers of fortifications. However, a stronghold cannot have more than one of the same type of fortification, except towers. A tower may be added to any fortification, doubling that fortification’s resolve, and costing double that fortification’s cost. It takes half the number of days to build.
Barricade
1d6
Lumber walls 2d6
250c
Resolve
1000c 14
Stone walls 4d6 3000c 56 When a warband takes critical damage, their Tower * * * leader must make a WIL save (or MOR save if the leader is not a player) with the damage they are taking in this attack acting as a negative modifier. On a failure, the warband is Repairing a hurt or destroyed fortification, or restoring an ancient one, requires laborers routed, they disperse (due to casualties or equal to half the fortifications maximum fleeing), and gain the injured condition. resolve, and restores 1 resolve per day. Warbands recover resolve and shake off Oftentimes the defending warbands act as the conditions like individuals do with short, long, repairmen during days without enemy attack. and full rests.
The following are best practices for GMing Crowns.
The GM should only ask for saves when the players are trying to avoid the possible consequences for their actions.
While the players are off on adventure, the world they behind progresses. Threats develop, schemes come to fruition, and NPCs get married and have kids. See Factions.
Players normally should not need to roll for social interactions unless they are trying to avoid consequences. See Social Encounters.
SEN saves to view a room are not necessary unless the players are trying to avoid consequences. For example, an adventurer making a SEN save to not be ambushed.
The consequences players suffer or that they will be rewarded by should be telegraphed and partially explained before they roll. Create multiple failure states. Maybe if the players fail a roll, what they want still happens, but so does an additional consequence.
Give the players warnings when danger is near, through sounds, smells, or sight A potentially fun moment is the players admitting, “we’re walking into an ambush” before getting ambushed and losing the fight. A potentially upsetting moment is the players getting ambushed without warning and then losing the fight. Do not pull punches, but don’t shoot chickens with buckshot. Get a feeling for what your players can and can’t handle.
Do not make the players perform a save that, if the players fail, will utterly halt progression. If success is mandatory to progress, don’t leave it up to chance.
If the players get smart and solve your puzzle or kill the big, bad, evil, boss monster, reward them. There will be other, probably easier, puzzles and battles where they struggle for no conceivable reason, let them enjoy this small victory. See Treasure and Selling Special Items.
COR saves. Avoid consequences through coordination or stealth SEN saves. Avoid consequences through reflexes or empathy VIT saves. Avoid consequences through strength or endurance WIL saves. Avoid consequences through force of will or charisma
Damage. d4 damage is minor, d6 is dangerous, d8 could wound a level one character, anything above is deadly Conditions. The exhausted or panic conditions are good-old reliables Lose time. Waste a turn in the dungeon, causing torches to burn low and wandering monsters to make visits Mark dots. Mark 1-3 dots on an item Make noise. If in a dungeon, roll a wandering monsters check
If the players lose a fight, but you do not want to kill them, try kidnapping them instead. If the threat is human, maybe they want to get information from the players, sell them as slaves, or ransom them off. If the threat is a monster, maybe it takes them back to eat them later or to feed them to its babies, or to sacrifice to its dark overlord. There are some monsters (such as golems or undead) that are mindless and will kill wantonly. Telegraph this to the players so they are not surprised when it happens.
In Crowns, parties of characters go on adventures to find dungeons they can loot to advance their goals. These adventures and dungeons are found out in the wilderness, beyond civilization. Adventures have roughly three phases:
Investigation Exploration Extraction
Once the players have decided they’ve spent enough time spending their money in town and want to make money, they move on to exploration. This stage includes going to locales and raiding the dungeon. Locales are micro-dungeons that, when explored, gives hints to puzzles, the layout, and the inhabitants in the dungeon. Locales should also hold treasures, secrets, and dangers of their own. Some example locales are:
The investigation process usually starts with an adventure seed being planted from an item from a previous adventure (such as a mysterious, unexplained item or phrase) or from the players looking into local rumors. Both can be done as a full rest action (Do Research/ Dig For Leads). This action should lead to a few things:
Some locals, either in town or out in the wilderness, that can be interviewed for more information Some documents (from the local temple/abbey), artwork/artefacts (from the local tailor/artist or a noble/aristocrat), or a story from oral tradition Another place to get better research An interesting locale that requires exploration
Minor shrines and tombs in the same style as the dungeon Bandit outposts or campsites that have notes of the main fortress Sacred barbarian sites and caves with markings depicting the dark ritual
Once the players reach the dungeon, they can begin the final descent (see Dungeoneering).
The extraction phase is very important, it involved the difficulty of getting the treasure out of the dungeon.
The dungeon should still be dangerous, but a different kind of dangerous. If there was a final climatic situation (such as a boss fight, or a ritual that was stopped) perhaps these monsters/traps only become activated post climax (such as newly risen undead, bandit The amount of information needed to further reinforcements, falling rocks, ect). the plot should given after the first full rest This phase could be used to clean out the action, however, try to have more dungeon, turning it into a base-of-operations information on hand in case they do want to do more research or multiple players research for the players. In this case, the original threat will have been squashed, but a new (or simultaneously. changed) threat will have taken its place. A good investigation should always lead to Alternatively, the climax may have caused the more questions that the players can only dungeon to wither and a timer is set (the floor answer through exploration. is crumbling into nothingness, a fire is Questions like: spreading, oxygen is low this far underground, ect) creating a race for the exit. What’s causing the dead to rise?
What kind of treasure lies inside? Why isn’t it used anymore? Why is this place so important?
Whatever the case, the players will have to make decisions as to what to bring with them, they cannot take everything.
Dungeons are areas of the world where treasure is stashed, hazards persist, and adventure awaits. See Social Encounters for greater encounter diversity in your dungeon. They are made up of rooms (distinguished areas) which come in 4 sizes, which are referred to in some dungeon actions.
Small Room (around 15ft x 15ft) Medium Room (around 30ft x 30ft) Large Room (around 50ft x 50ft) Huge Room (anything bigger than a large room)
When exploring a dungeon, a player can perform one dungeon action per turn. Nonplayer party members (unless they are specialists doing their specialty) cannot perform dungeon actions.
When exploring a dungeon, roll a d6 for a wandering monsters every three turns. On a 6, an encounter occurs. On a 5, an omen occurs (signs or hints of an enemy, roleplayed as if an encounter were about to occur). This encounter could involve traps or monsters. You can either roll to determine which it is or do what’s best for the situation. Monsters start 2d6 x 15ft away from the players, headed their direction. Roll 2d6 on the table below to know the enemy’s disposition.
2-3
Actively hunting down the players
4-6
On alert, but not actively hunting
7-9
Wandering and not suspecting trouble
10-12 Mostly oblivious in pursuit of a task
Dungeon actions take about 10 minutes, and different party members can perform different dungeon actions at the same time.
Unless the players are moving recklessly, traps should be hinted at during exploration. Traps are best used as puzzles and hazards.
While performing dungeon actions, characters hands must be free, placing their items on the ground or in their pack. Because of this, it is suggested some players stay on-guard, not performing actions as to keep their weapons ready. Most actions can be performed by multiple players at the same time.
When a trap is triggered, roll a d6. Only on a 56 does the trap go off. To disarm a trap the players can make a COR save with +2 if they have helpful tools. The trap goes off if they fail. This takes a turn.
After (or before) performing a dungeon If the players become reckless in their actions action, the party can move one small room for (such as making excessive noise, running or free. This does not apply to turns spent sprinting in the dungeon, or doing something moving the whole time. to bring unwanted attention to themselves) they are more likely to encounter resistance. Some common dungeon actions are:
Disarming a Trap Fighting a Combat Encounter Lifting a Portcullis Moving up to 3 Small Rooms (or 120ft) Moving up to 5 Small Rooms (or 200ft, this action is reckless) Nailing a Door Shut Searching a 15ft x 15ft Area Taking a Short Rest Tending to an Incapacitated Ally Working an Opening
While acting recklessly, traps cannot be detected while reckless.
A player can search a 15ft x 15ft area (or a small room) in one turn. Whether or not they are in a place that hides a secret, have the player roll a SEN save. If they succeed, and there is a secret, they find it. If there are no secrets, the players learn that on a success. On a failure, they learn no new information. An area may be searched indefinitely.
If the players are out of line-of-sight of monsters, and there is a place to hide, they can hide. If a non-oblivious or otherwise occupied monster enters the room, have each hiding player make a COR save. If the monster is not particularly on alert, the players have +2 to the save. If the monster is hunting them, they have -2 to the save. A group that is carrying lit light sources cannot ambush their enemies or hide.
Dungeons are often places with cracks in the walls, or doors that have become sealed shut due to rockfalls, overgrowth, or because they have just always been that way. In these situations, it is good to give the opening a WORK value which represents how much work needs to be done to get it usable.
Lighting anything on fire costs the player one dot of their matches. If players attempt to perform any saves in the dark, they have -5 to that save and are travelling recklessly. Light sources give off roughly 15ft radius of light or enough to fill a small room, matches only give a 1ft radius of light. Lanterns can be set on the ground or worn. Wall sconces and braziers can be lit as quick actions during combat.
Secret doors can be spotted if a player has successfully searched a room with one in it. Locked doors can be unlocked by a character with lockpicks, and successful COR save. On a fail, mark a use on the lockpicks. This can be attempted indefinitely. If there is a lock, there is also a key. Locks can be forced open. Some doors are just stuck and must be forced open. To force open a door, have the player make a VIT save, and (succeed or fail) make a wandering monster roll. On a success, the door is open. This takes a main action in combat and can be attempted indefinitely. Small portcullises, roughly the size of a door, can be attempted to be lifted, requiring at least two people (up to 4) to attempt a VIT save. Two simultaneous successes are needed to continue. This takes one turn to attempt; a second attempt can be tried in the same turn. Doors can be barricaded or nailed shut by using a dot of a hammer and nails. This takes a turn. If a monster attempts to get through, it must succeed a MOR save to break down the door/barricade, or 2 saves if they both apply.
1-3 WORK. A door overgrown with old vines, or a loose brick wall with something behind it. 4-6 WORK. A door blocked by heavy debris or rockfall, or a crack in a stone wall that needs to be enlarged to get through. 7+ WORK. A massive, ancient stone door, sealed for centuries.
If a player with a useful and relevant tool succeeds a VIT save, they can reduce the WORK value by 1. One character can only attempt one of the saves per turn. If it is ever reduced to 0, the opening has been made open. This may or may not cause a wandering monsters roll, depending on the job.
Grab a handful of dice of all sizes. Drop them onto two blank sheets of paper, side-by-side. Each die represents a landmark, a place where paths convene, and decisions are made on where to turn. They represent potential dungeon locations, locales, or places of refuge. Use this table to determine the landmark: 1 Natural bridge
15 Lost lodge
2 Massive tree
16 Crumbling mine
3 Outcropping caves 17 Deep quarry 4 Large lake
18 Abandoned village
5 Overgrown ruins
19 Ancient canal
6 Collapsed tower
20 Forgotten fort
7 Silent graveyard
30 Low stone walls
8 Barrow mounds
40 Hot springs
9 Fallen chapel
50 Rushing waterfall
10 Rustic shrine
60 Standing stones
11 Fairy circles
70 Ancient battlefield
12 Decrepit castle
80 Hidden temple
13 Sprawling farmland 90 Fungal grove 14 Old Lumberyard
00 Fossilized trees
If dice end up touching one another, they become a complex. Essentially, this is more than a landmark. It is a dungeon, who’s reward is in part the loot, but mostly the benefit of traveling quickly. It can’t be explored all at once (ancient locks, cave-ins, etc.) Use the table below, and what kind of dice make up the complex, to help define the complex. Here, “x” means “more than one”.
After marking down the result, where, and what kind of dice each landmark is on the paper, drop 1d4+1 coins onto the paper as well. These are your settlements. If a settlement lands inside of a landmark, the landmark is part of the settlement. If a settlement lands inside of a complex, it can only be found by exploring the complex. The locals are changed by their environment. Draw lines between each settlement and 2-4 of its closest neighbors. Now draw lines between other landmarks and their neighbors (every landmark should get one). Lines may not cross one another. These are routes. Roll a 1d6 for each, on a 5-6 it starts hidden. The length of each route should be about 6 miles at the shortest. Anything smaller can be a part of the landmark. Use the table below, and what kind of dice the route is between, to define the route. Here, “c” means complex and settlements are d10s. 4/4 Game trail
8/10 Crumbling stone
4/6 Creeping caves 8/12
War-torn path
4/8 Dead grass
8/20 Viable stream
4/10 Cart path
8/c
4/12 Rocky path
10/10 Old stone road
Eyrie silence
4/20 Babbling brook 10/12 Pilgrimage trail 4/c Overgrown path 10/20 Manmade canal 6/6 Lost tunnels
10/c
Untraveled road
6/8 Ancient tombs 12/12 Hangman’s path 6/10 Paved ground
12/20 Strong river
6/12 Dug trenches
12/c
Old ramparts
6/20 Sub-aqueduct 20/20 Rushing rapids 6/c Eldritch tunnels 20/c Ancient canal
1d4 Natural features xd4 Corrupt Nature 1d6 Ancient ruins
8/8 Ossuary tunnels c/c
No suitable path
xd6 Eldritch ruins
1d8 Undead activity xd8 Real Infestation 1d10 Religious site
xd10 Demented site
1d12 Military aspect
xd12 Ruined citadel
1d20 Civilian element xd20 Lost city
Players can discover new routes by talking to NPCs or doing research. However, there is a reason they are not often spoken of or used. Perhaps they been overtaken by monsters or are blocked by some large obstacle.
Players can go off the beaten Roll 2d6 for weather each day. path, traveling between Each watch spent traveling in points without the use of rough weather causes every routes. This is very dangerous. player to make a VIT save or If they do this, draw a new gain the exhausted condition. route as a dotted line, If you sleep outside without a between where they wat to bedroll & Firestarters while in go, and where they are, then bolded weather, you secretly roll a 1d6. automatically gain the exhausted condition. 1
Half the total distance
2-3 Twice as dangerous 4-5 Double the total distance 6
Twice as dangerous and double the total distance
2
Rainstorm
Thunder storm
3-5 Drizzle
Very hot
6-8 Overcast
Clear, hot
9-11
Bright and sunny
12 Clear, warm
2
Pleasantly sunny Wonderfully warm
Wild winds Snowstorm
Gain +5 to saves against rain, thunder, and wind with a traveler’s coat.
3-5 Heavy rain Hail
Gain +5 to saves against snow, sleet, and cold with a winter coat.
12 Clear, warm Clear, crisp
6-8 Overcast
Bitter Cold
9-11Cool rain
Overcast
Bolded weather is “rough”
When exploring the wilderness, the GM rolls a d6 for encounters in secret at the start of every Sunrise and Sunset. On a 6, an encounter occurs. On a 5, an omen occurs (signs or hints of trouble, have a few on hand). On a 1-4 nothing happens. Roll a 1d12 to find out what hour the encounter/ omen occurs in.
If the players encounter a creature whose disposition is not obvious, roll 2d6.
2-3
Hostile
4-6
Unfriendly
7-9
Unsure
10-12 Talkative
Tip for Creating an Immersive Map! I recommend giving the players access to a fully realized map of their local area (like the one above) but with several inaccuracies. Allow them to write on it and correct it!
For each local area prepare a 1d6 tables of encounters. 1-3 should be the encounters relating to the route itself, 4-5 should be encounters relating to the local area, and 6 should be a very exotic encounter (possibly a new dungeon, a lead to one, or a new path). Make sure to have extra omens on hand.
In the past, language was not the same as it is now. Peoples a few weeks distance away may sound very alien to one another. People can find ways to communicate in most situations.
People living within roughly 60 miles of each other speak the same language People living within roughly 240 miles can communicate with some difficulty People living within roughly 720 miles need to make a WIL save to see if they can communicate Beyond that, people cannot communicate using spoken language
Many languages can trace their words back to ancient dialects. Players with 10 or higher WIL can make spend 10 minutes and attempt a WIL save to read a blurb of ancient text. If a player fails, they cannot attempt to read that blurb again. On a success, they read the blurb.
On their turn, Monsters can perform a 30ft move and one full action (or two quick actions). They cannot perform utility actions. Monsters replace all saves with MOR (morale) saves. If a monster fails an attack, they still deal half damage to the player. If a player successfully defends against a failed monster attack, the damage dealt is reduced to 0. If a monster has “critical damage” in their stat block, it details an effect that occurs when the monster deals critical damage to a character. Monsters can get over or through obstacles (cliffs, stuck doors, etc.) without needing a save, unless the players actively try to stop them. In which case, have the player make a roll to delay the monster’s inevitable advance. In the case of nailing a door, barricading a path, or doing something else that relies more on the method than the user, the monsters succeed a MOR save. See Dungeoneering.
Monsters’ resolve works the same way the player’s does. When a bloodied monster takes critical damage, and the attacking player succeeds on a VIT save plus the amount of damage dealt over the monster’s resolve, the monster loses 1 defiance (DEF). Anytime a monster would gain a condition, instead loses 1 DEF. When reduced to 0 DEF, it is defeated (it flees, surrenders, or dies).
Whenever one of the following situations occurs, monsters that are not immune to peril must make a rally save (using MOR). On a failure, the monster must flee or surrender. Monsters can only make one rally save a turn. Leader monsters allow allied monsters within 45ft to use their MOR for rally saves.
This monster takes critical damage for the first time An ally stronger than it is defeated This monster realizes its horribly outgunned or outnumbered
3 Resolve, MOR 12, DEF 2 Attacks: shortsword d6, sling d6
Warband Scale 12 Resolve, MOR 15, DEF 3, Armor 2 Attacks: swipe d6, once every 3 turns uses breath weapon d10 ignores armor
Wants treasure and glory
Wants to sleep undisturbed on its gold hoard
Rival Adventurers (d6)
Dragon Color (d6)
1
Horst, a rogue knight with a temper
2 Kendall, starving for anything magical 3 Jackie, a smart, charismatic con artist 4 “Mayfly”, living a short life of glory
1
Black, wrathful, breathes acid
2 Blue, slothful, breathes lightning 3
Dracolich, undead, breathes necrotic energy, immune to peril and exhaustion
5 Winston, trying to buy back their farm
4 Green, envious, breathes poison gas
6 Yessica, a foreign tough that fights dirty
5 Red, prideful, breathes fire 6 White, gluttonous, breathes frost
3 Resolve, MOR 9, DEF 2 Attacks: hand axes d6 (dual wielding) Wants to capture fresh sacrifices Barbarian Clans (d6) 1
Beastmasters, animals fight for them
2
Fallen, deformed, mutated by magic, led by an innate spellcaster
3 Firstborn, wear light armor on horseback Ironskins, wear heavy armor and wield 4 shields 5 Spiritmasks, unearthly resilience, DEF 3 6
Waywatchers, stealthy ambushers with bows and traps
3 Resolve, MOR 9, DEF 1 Attacks: bites d6 Critical damage: webbed, VIT save or become immobile, all attacks made against them are enhanced, all attacks they make are impaired Wants to feed its babies Spider Species (d6) 1
Architect, creates mazes of webbing
2 Mammoth, massive, warband scale 3
Swarm, non-area-of-effect attacks made against this enemy are impaired
4 Trapdoor, sets up ambushes for its prey 5 Widow, poison bite d10 ignores armor 6 Wolf, hairy, hunts in packs of d6+1
Leader 7 Resolve, MOR 12, DEF 2 Attacks: brutal mace d6 Holds a fully charged grimoire Wants to bring forth their dark god Cultist Powers (d6) 1
Enthrall, the player’s NPC allies may turn on them during the fight
12 Resolve, MOR 12, DEF 3, Armor 1 Attacks: slam d8 Immune to peril and exhaustion Wants to obey its master’s last orders Golem Materials (d6) 1
Bone, can shoot shards d6 30ft, DEF 2
2 Fateseer, gets a free reroll each roll
2 Clay, molded clay, hardened by fire
3 Ghoulcaller, commands the undead
3 Flesh, stitched flesh, can go berserk
Mindwarp, as an action, cause a player to 4 make a WIL save or not be able to attack
4
Iron, armor 2, non-magical weapon attacks are impaired, DEF 4
5
Stone, non-magical weapon attacks are impaired
5 Regrowth, heal allies 2 resolve each round Unholy Champion, wears heavy armor 6 and wields a great sword d10
6 Wood, carved wood, flammable
Leader 3 Resolve, MOR 15, DEF 2, Armor 1 Attacks: rapier d6 Wants to serve their commanding officer to the best of their ability Known Lieutenants (d6) 1
Daedalus, intelligent, anxious, trustworthy
2 Ichabod, cold, calculating, efficient 3
Kord, a reveling champion, straightforward, brutal to his enemies
4 Leland, bold, courageous, inspiring 5 Queue, energetic, driven, unorthodox 6 Sive, manipulating, scheming, traitorous
3 Resolve, MOR 9, DEF 1 Attacks: metal club d6, sling d6 Usually come in packs of d6 local toughs Wants to intimidate and rob their next target Local Gangs (d6) 1
Cultists, wants to further the cults goals
2
Deserters, wear light armor and wield shields
3 Highwaymen, ambushers and trappers 4
Local Militia, wear light armor with polearms
5
Pillagers, salt and burn while on horseback
6 Squires, loyal to their noble masters
Leader 7 Resolve, MOR 15, DEF 2, Armor 2 Attacks: longsword d10 Usually comes with a retinue of d6 men-atarms
3 Resolve, MOR 12, DEF 2, Armor 1 Attacks: warhammer d6 and shield or bow d8 Considered “veterans” if a warband
Wants to honor their oath
Wants to care for their family and to go home at the end of the day
Knights Oath (d6)
Man-at-Arms Heraldry (d6)
1
Crown, protect their liege lord
1
Dragon with a shield and sword
2 Glory, earn glory in any way
2 Knights with a flaming sword
3 Oathbreaker, has taken up banditry
3 Lion with a bird’s wings
4 Purge, slay all evil creatures in the land
4 Roses wrapped around a castle tower
5 Reconquest, take back stolen property
5 Skull with the fleur-de-lis in its eyes
6 Vengeance, enact revenge on another
6 Three headed wolf on a full moon
3 Resolve, MOR 9, DEF 1, Armor 1 Attacks: ancient sword d6, worn sling d6 Undead, immune to peril and exhaustion Wants to protect its burial place Skeletal Forms (d6) 1
Blazing, throws fireballs d8 60ft
2 Bone Horror, warband scale 3 Defender, wields a shield and has DEF 2 4
Inscribed, a spell is infused into its skull which it uses in combat
5 Warlord, leader, MOR 12, DEF 2 6 Warrior, broken longsword d10, MOR 12
3 Resolve, MOR 9, DEF 2 Attacks: claw d6 Undead, immune to peril and exhaustion Players have -2 in VIT saves to deal critical damage to this monster Wants to feed on the flesh of the living Zombie Strains (d6) 1
Armored, wears torn chainmail armor 1
2
Flaming, is on fire, starts with 0 resolve, its attacks ignore armor
3 Rotten, only has DEF 1 4
Runner, base movement of 40ft, and capable of complex movement
5 Shredding Claws, d10 3 Resolve, MOR 12, DEF 1 Attacks: bite d6 Usually come in packs of d6 wolves Base movement of 40ft Wants to feed its pups Wolf Breeds (d6) 1
Dire, poisonous bite d6 ignores armor
2
Grave, undead, immune to peril and exhaustion
3 Hell, breathes fire d10 once per battle 4 Timber, white fur, ignores the cold 5 War, wears light armor 6 Warg, massive wolves, DEF 2, bite d10
Leader 7 Resolve, MOR 15, DEF 2 Attacks: soul devour d8 ignores armor Critical damage: give player panic Intelligent undead, immune to exhaustion Only hurt by silver or magical weapons Wants to feed on the souls of the living Wraith Powers (d6) 1
Commander, wears spectral plate armor 2
2
Doom, players must succeed a WIL save or gain panic
3 Rally, can summon 1d3 shadow skeletons 4 Rot, mark a dot when attacking this wraith 5 Sorcerer, innately knows one spell 6 Wraithblade, d10 ignores armor
6 Shrieking, calls in d6 allies when alerted Optional Rule: Zombie Infection Critical damage: the zombie bites, possible infection, the player gains the panic condition, and the GM rolls a VIT save for the player in secret. On a failure, the player will turn into a zombie over the course of 1d6+1 days, a process that is easy to hide at first, but halfway through becomes debilitating.
Feats are passive abilities that are bought by player characters by using experience. This can be done during the Prepare & Train full rest action (see Full Rests).
Requires Costs 500xp (500xp) (750xp) May be bought three times
As a new long rest action, this character can spend time repairing a single weapon, armor, Some feats can be bought multiple times, the shield, or ammunition. The item cannot be magical, silver, or a masterwork. They may price of these subsequent buys will be put in parenthesis next to the original price in order. erase one dot from the selected item. These feats are clearly marked. If bought twice: Spending current experience in this does not detract from the character’s lifetime experience. Lifetime experience can only ever go up, and it used to measure your level. Some feats grant more abilities as their holder increases their attributes, either by levelling up or by using magic items, potions, etc. Feats can also be rewards that the DM can bestow upon the party for completing exceptional tasks. Feel free to come up with more feats, maybe some that are specific to your setting, this is just a starting list. You may have feats that require having other feats first to obtain.
Requires 10 SEN Costs 750xp This character cannot be ambushed, and instead rolls initiative as normal. They may perform a SEN save anytime they or their nearby allies would be ambushed. On a success, they give the party a warning such as, and the party is not ambushed, but still must roll initiative as normal. This character also gains +2 to avoid traps they did not know about.
Requires 10 WIL Costs 500xp (750xp) May be bought twice When casting a spell and rolling the power dice, the player rolls an extra die, and ignores one die roll of their choice. If bought twice: Player rolls 2 extra dice, ignoring two rolls.
You may erase two dots from a single item or erase one dot from two separate items. If bought three times: Instead of erasing two dots from a single item or one dot from two separate items, you can erase one dot from a silver or masterwork item.
Requires 10 COR or 10 VIT Costs 500xp (750xp) May be bought twice It the character’s COR is 10 or above: When this character performs any gymnastic, acrobatic, or any other form of non-combat physical exertion that uses COR gain +2 to that roll. If the character’s VIT is 10 or above: When climbing, swimming, sprinting, jumping, kicking down a door, or any other form of non-combat physical exertion that uses VIT, gain +2 to that roll. If bought twice: All bonuses given increase to +5.
Requires Costs 750xp (1000xp) May be bought twice If this character is tending to an incapacitated character, they can choose to mark a dot on a healing salve. Instead of rolling to remove a condition, the revived character can choose one condition they’d like to remove. If bought twice: The revived character can still roll (once) to lose a condition randomly when they awake.
Use this chart to skim through all 36 feats quickly, to see which ones might be available to you. 11
Alert
10 SEN
750xp
-
-
12 Arcane Conduit
10 WIL
500xp
750xp
-
13 Armorer
-
500xp
500xp
750xp
14 Athletic
10 VIT or 10 COR
500xp
750xp
-
15 Battle Medic
-
750xp
1000xp
-
16 Big Game Hunter -
500xp
-
-
21 Blood Frenzy
-
750xp
750xp
-
22 Carpenter
-
500xp
-
-
23 Close Grip
-
500xp
-
-
24 Crusader
-
750xp
500xp
750xp
25 Detective
10 SEN
500xp
500xp
-
26 Dual-Wielder
10 COR
500xp
500xp
-
31 Escape Artist
-
350xp
-
-
32 Empath
10 SEN
500xp
-
-
33 Gourmand
-
500xp
500xp
1000xp
34 Grounded
10 WIL
1000xp
-
-
35 Ironskin
10 VIT
1000xp
-
-
36 Inspiring
10 WIL
500xp
750xp
750xp
41 Juggernaut
-
500xp
750xp
-
42 Lancer
-
500xp
500xp
750xp
43 Locksmith
-
500xp
1000xp
-
44 Manhunter
-
750xp
500xp
1000xp
45 Parry & Riposte
10 COR
500xp
750xp
750xp
46 Pommel Strike
-
350xp
-
-
51 Quick Draw
10 SEN
350xp
-
-
52 Scavenger
-
500xp
-
-
53 Scout
-
350xp
-
-
54 Shieldbearer
-
500xp
750xp
-
55 Shieldbreaker
10 VIT
350xp
-
-
56 Spell Cage
12 WIL
1250xp
-
-
61 Stalwart
10 WIL
750xp
1250xp
-
62 Trapmaker
-
500xp
1000xp
-
63 Warlord
10 WIL
500xp
500xp
750xp
64 Weatherproof
-
350xp
-
-
65 Weapon Master
-
500xp
750xp
-
66 Witch Hunter
-
500xp
350xp
750xp
Requires Costs 500xp This character can make attacks against warband scale monsters (but not warbands) as if they were normal monsters, but all attacks made are impaired. If the character has access to equipment or abilities that allow them to do more than impaired damage to a warband scale creature, it is enhanced.
Requires Costs 750xp (750xp) May be bought twice While this character is bloodied, they gain +2 on all melee weapon to-hit and damage, and throwing weapon to-hit and damage, rolls as well as on WIL saves to ignore peril. If bought twice: While this character is bloodied, gain +2 on saves performed in order to injure monsters, and on WIL saves to fall incapacitated.
Requires Costs 500xp This character always builds barricade fortifications that has 6 resolve and can do so in 2 days, or a barricade fortification that have 3 resolve in 1 day. Gain +5 when performing saves that involve carpentry, creating barricades, or nailing doors shut. If the character’s COR is 10 or above: Building a lumber wall fortification with 12 resolve takes 10 days, or a lumber wall with 6 resolve takes 5 days. A lumber wall tower can be constructed in 10 days.
Requires Costs 500xp This character can ignore polearms having -2 to attack indoors. If the character’s VIT is 10 or above: They can also wield heavy melee weapons in one hand if their other hand does not have a shield, light weapon, or grimoire.
Requires Costs 750xp (500xp) (750xp) May be bought three times When this character attacks undead, fiends, eldritch, or an otherwise unholy creature they gain +1 to-hit and +1 damage. If bought twice: They also gain +1 on WIL saves to ignore panic and peril caused by unholy things and on VIT saves made to wound unholy creatures. If bought three times: All bonuses increase to +2.
Requires 10 SEN Costs 500xp Gain +5 on SEN saves involving searching a room for secrets and detecting traps, as well as other detective actions.
Requires 10 COR Costs 500xp (500xp) May be bought twice When making a dual-wielding attack, this character can roll the damage dice twice and keep the highest number. If bought twice: If both the initial roll and the reroll in a dualwielding to-hit save would hit, the attack is enhanced.
Requires Costs 350xp When attempting to break out of restraints, such as ropes, chains, manacles, or from being held by another being, gain +5 to that roll. This feat can apply to other similar situations as well, although only physical situations and not social situations. Having this feat may allow you to attempt things that non-Escape Artists can’t.
Requires 10 SEN Costs 500xp Gain +5 on SEN saves involving trying to read someone else’s emotions (they must be human) or when trying to determine how someone really feels about a specific subject. On a success, this character does not get a specific answer, but multiple clues (at least 2) that can lead them to the right answer. If the character’s SEN is 15: You have reached an expert level of reading people and can directly tell if a human is lying or not. You even expanded into the world of demi-humans, gaining the previous ability when interacting with sapient demi-humans.
Requires Costs 500xp (500xp) (1000xp) When cooking during a long rest, as well as removing 1 wounded condition from themselves or another character, they can mark an additional ration dot (that is 2 ration dots in total) to remove 1 wounded condition from another the character including themself. Always succeed the COR save or SEN save associated with cooking. If bought twice: Instead of removing 1 wounded condition from two separate characters, you can remove 2 wounded conditions from one character. If bought three times: This character can choose to spend an extra ration (that is 3 ration dots in total) to remove 1 wounded condition from a third character.
Requires 10 WIL Costs 1000xp You are a natural “heat sink” for arcane power. If a spell miscasts, you get one chance to reroll one of the power dice. If you are targeted by a hostile spell, you may reroll any amount of its power dice once.
Requires 10 VIT Costs 1000xp Gain +2 on VIT saves this character makes when to avoid gaining the wounded condition due to taking critical physical damage.
Requires 10 WIL Costs 500xp (750xp) (750xp) May be bought three times Gain +2 on WIL saves involving your follower’s loyalty when you’re around and on WIL saves performed to form a warband.
Requires Costs 500xp (750xp) May be bought twice When this character would mark a dot on their armor because they are reducing incoming damage by 2, they roll a 1d6. On a 6, the dot is not marked. If bought twice: On 5-6, the dot is not marked.
Requires Costs 500xp (500xp) (750xp) May be bought three times When this character is mounted and attacking unmounted targets who are smaller than the mount, they gain +1 on to-hit and damage rolls. If bought twice: This bonus extends to attacking other mounted targets and targets that are as large or larger as the mount as well.
If bought twice: If bought three times: All previous bonuses increase to +5, and this All bonuses increase to +2. character gains +2 on WIL saves involving keeping their warband from becoming routed. If bought three times: All bonuses increase to +5.
Requires Costs 500xp (1000xp) May be bought twice Gain +2 on COR saves to pick locks with lock picks. If the character's COR is 10 or above: This character may also now attempt a bust the lock roll, this is a VIT save. If they succeed, the lock is broken, and not enough sound is made to warrant a wandering monsters roll, and the goods inside are not hurt (if the lock is on a cache). If bought twice: Lock picking bonus increases to +5, gain a +2 bonus for busting the lock (if eligible).
Requires Costs 750xp (500xp) (1000xp) May be bought three times
Requires 10 COR Costs 500xp (750xp) (750xp) May be bought three times If this character is attacked in melee, they succeed in defending, and they have a melee weapon in their hand, they can attempt to riposte. To do this, after taking damage, they perform an impaired attack against their attacker. This can only be done successfully once per round. If the character's COR is 15 or above: On a successful riposte, this character rolls their weapon’s normal damage die. If bought twice: Gain +2 to perform the riposte COR save. If bought three times: Increase the riposte bonus to +5.
Requires When this character attacks humans or Costs 350xp generally humanoid creatures, they gain +1 toIf this character is holding a melee weapon, hit and +1 damage. they can perform an impaired melee attack (a If bought twice: quick jab or a hit with the weapon’s pommel) They also gain +1 on WIL saves to ignore panic by spending a quick action. This can only be and peril caused by humanoid schemes and done successfully once per round. on VIT saves made to wound humanoids. If the character's COR is 10 or above: If bought three times: If a pommel strike defeats their target, this All bonuses increase to +2. character gain back their quick action.
Requires 10 SEN Costs 350xp This character always acts first in combat if they are not ambushed and they gain +2 to initiative saves permanently.
Requires Costs 500xp The following use of “on their person” refers to items being held or worn by the character. This character can move one item from their pack onto their person, swap one item from their pack with one on their person, store one item on their person into their pack, or do any of those with items in/on caches, bodies, or the environment without it costing an action.
Requires Costs 350xp When off-roading the GM rolls with -1. When travelling the wilderness or a complex (not dungeons), the party cannot be ambushed.
Requires Costs 750xp (750xp) May be bought three times When you successfully defend from an attack with a shield, you can reduce the incoming damage by 1. If the character’s SEN is 10 or above: If an adjacent ally is targeted by an attack that you can see coming, you can make a SEN save to get in front of them with your shield, forcing the attack to target you instead of your ally. If bought twice: Increase the bonus to SEN defense saves to 3 while wielding a shield.
Requires 10 VIT Costs 500xp If this character deals critical damage to an enemy with armor while wielding a melee weapon, their armor is reduced by 1.
Requires 10 WIL Costs 1250xp During the full rest they gain this feat, this character can transfer the power of a grimoire into a spell cage. Through a process of memorization, alchemy, ritual, and sheer willpower, they create a cage in their minds to trap spell spirits like that of a grimoire (called a spell cage). The grimoire they worked with’s spell may now be cast from this character’s mind, by shouting the power word, with the same rules as normally casting a spell. To recharge the spell, this character must do a version of the spell’s recharge condition as decided between them and the GM. If this condition would deal them damage (such as bathing in fire), it doesn’t until the spell is fully recharged (high intensity exposure, such as from a dragon’s breath weapon, may recharge the spell faster). This character permanently gains the unhinged condition, which reduces all of their WIL saves by 2. They also gain strange mannerisms dealing with the spell spirits dwelling in their head. This is permanent.
Requires 10 WIL Costs 1000xp (1250xp) May be bought twice Gain +2 to WIL saves to resist peril and panic. Gain an additional +1 to those same WIL saves for every condition you have that is not panic, peril, or crazed. If bought twice: Starting bonus increases to +5.
Requires Costs 500xp (1000xp) May be bought twice Gain +2 to saves involving disarming and/or building traps, with an additional +2 if you have relevant, useful tools. If bought twice: All bonuses increase to +5.
Requires 10 WIL Costs 500xp (500xp) (750xp) May be bought three times When commanding a warband, the warband gains +1 to-hit and damage. If the character’s WIL is 15 or above: This character is an expert commander, pushing their fighters onwards to take on overwhelming odds. Give the warband this character is commanding +2 to perform all utility actions. If bought twice: The warband also gains +1 on WIL saves to ignore peril and on VIT saves to injure targets. If bought three times: All bonuses increase to +2.
Requires Costs 350xp Gain +5 on VIT saves to ignore the effects of the weather while traveling.
Requires Costs 500xp (750xp) May be bought twice When this character would mark a dot on their weapon because they are rerolling an attack, they roll a 1d6. On a 6, the dot is not marked. If bought twice: On a 5-6, the dot is not marked.
Requires Costs 500xp (350xp) (750xp) May be bought three times When attacking an enemy that is holding a grimoire or innately knows magic, gain +1 tohit and damage. If bought twice: Gain +1 on WIL saves to ignore panic or peril manifested by spells, magic, or magic effects. If bought three times: All bonuses increase to +2.
Magic items are imbued with supernatural powers, either due to their construction, or enchantments placed on them. There are multiple types of magic item, as seen below. The requires section shows what kinds of items can have that magical effect.
Requires armor, cloak, arrows, bolts, holy symbol, holy water, weapon
Magic items do not lose dots due to use in combat (unless they are ammo). They cannot be repaired by mortal means. Instead of marking a dot when they are overused (such as armor reducing more damage by marking a dot) they roll a 1d6. Only on a 5-6 mark a dot.
Requires armor, cloak, shield Body armor sewn of dragon scales, a sign of power
A relic, fallen from heaven, once This item gives the wearer wielded by angels immunity from a damage This item will glow like a light type relative to the color of source when within 120ft of the scales (red is fire, blue is an undead, fiend, eldritch, or lightning, etc.). If shield, the otherwise unholy creatures. If immunity is given whether or armor, cloak, or a holy not the user successfully symbol, unholy creatures defends. If cloak, the wearer who attack the wearer are also gains an additional +2 to impaired. If a weapon or SEN defense saves in combat. ammo, attacks against unholy creatures are enhanced.
Requires arrows, bolts, heavy armor, melee weapon, shield
Requires bolts, crossbow, heavy armor, melee weapon, shield Masterfully crafted in the lost forges of the dwarf lords
A metal, forged using the spell spirits of primordial fire
This item never marks dots unless put under extreme Immune to damage through stress or if a 6 is rolled when heat or fire. If armor or shield, overused. If heavy armor, the the wearer shares that wearer gains +2 to VIT saves immunity. If a weapon or to resist becoming wounded ammo, the wielder can use a after taking critical damage. quick action to have the item light on primordial fire, making attacks enhanced. Requires arrows, bow, cloak, melee weapon, light armor Requires arrows, bolts, melee weapon The strange metal of the faerie This item is treated as if it is silvered but does not suffer silver’s problems with dots.
Perfectly balanced, silent as a thief in the night If armor or a cloak, the wearer gains +5 to stealth or hiding related COR saves. If a weapon or arrows, gain +2 tohit enemies.
Requires melee weapon This weapon thirsts for the blood of its enemies When this weapon’s wielder deals critical damage to an enemy, they regain resolve equal to the damage dealt over the enemy’s resolve.
Requires melee weapon Legend says, nothing bites harder than a vorpal blade When this weapon successfully deals critical damage to an enemy, that enemy must succeed a rally save or else take double damage.
Potions are bottles (sometimes glass, sometimes clay or metal) with alchemical fluids inside. The creation of these potions is complex, and the art has been lost to time, save for a handful of hermitic alchemists spread across the entire globe.
Potions can be drank as a quick action, giving the drinker the potion’s effects. Every potion has about three uses in it. Each use can be used individually or drank all at once to lengthen the effect. Every potion (even two of the same kind) is unique in color and taste.
11
Healing
Regain 2d6 resolve, and clear up to two wounded conditions
12
Reinvigoration Regain 3d6+3 resolve, and clear all panic conditions
13
Restoration
Remove all conditions that take a short rest to clear, and remove one condition that takes a long rest to clear
14
Heroism
For the next 10 minutes you clear all panic, peril and exhaustion conditions you have or are given and are immune to the same
21
Stoneskin
For the next 10 minutes gain +5 on VIT saves to not become wounded due to critical damage
22
Steelskin
For the next 10 minutes gain +10 on VIT saves to not become wounded due to critical damage
23
Glowing
For the next 30 minutes, you glow like a light source and cannot hide. This potion is constantly glowing, and can act like a light source when worn, a character wearing this item cannot hide
24
Nightvision
For the next 20 minutes, ignore the negative effects of darkness
31
Dexterity
For the next 20 minutes, gain +5 to COR saves
32
Focus
For the next 20 minutes, gain +5 to SEN saves
33
Strength
For the next 20 minutes, gain +5 to VIT saves
34
Intellect
For the next 20 minutes, gain +5 to WIL saves
41
Lightstep
For the next 20 minutes, instantly pass all saves relating to hiding, sneaking, or avoiding notice and enemies automatically fail all saves to find you or notice your existence if you are attempting to be hidden
42
Quickness
For the next 10 minutes, you can move 50ft in combat, and an additional 40ft if you would like to sprint
43
Weaponskill
For the next 10 minutes you do not need to immediately mark a dot on your weapon when you want to reroll an attack. Instead, roll a 1d6. On a 5-6, mark a dot
44
Dispelling
For the next 10 minutes you are immune to all magical effects including those caused by grimoires, magic items, and other potions
You can roll on this table to get a random spell. Use these as examples to create your own.
Fireball
Burnt exterior, always shedding ash and embers
Shoot a fireball up to 300ft. Deal [SUM] + [DICE] damage to all creatures within 15ft
12
Lightning
Looks as if it was struck by lightning, cracked like glass, always generating static on your arms
Fire a bolt of lightning up to 450ft away. Deal [SUM] x [DICE] damage to one target. For every 12 damage dealt in this way, automatically wound the target
13
Missiles
Almost weightless, bound in Shoot three prismatic bolts of light. Deal [SUM] refracting glass + [DICE] damage to three targets up to 300ft
14
Freeze
Always cold to the touch, Give the Frozen condition to [HIGH] targets. sometimes too stiff to open, Frozen: Moving counts as performing a main drops snowflakes action, clears after a short rest
21
Heal
Dark black, blood red ink inside, skull on the cover
Heals a target you can tough [SUM] + [DICE] resolve, and remove one injured condition
22
Grow
Covered in vines, fungus, and flowers
Cause a 30ft square area to become overgrown and impassible for [HIGH] turns
23
Restore
Angelic cover, heavenly choirs are heard when opened
Remove all exhausted, panic, hungry, or crazed conditions from [DICE] + 1 creatures you are touching
24
Light
Cover is reflective and has metal apparatuses for candles to be held
Force [DICE] creatures to make a WIL save or lose their next turn. Alternatively generate a floating, following orb of light for [SUM] turns
31
Covered completely in Make your meaning clear to [DICE] creatures Understand random tales and musings, and understand them for [DICE] turns written in 1000 languages
32
Grease
Cover a 30ft square area in slippery, flammable Slippery, slimy, and smells grease, causing a COR save to not slip when like gasoline crossing
33
Invisibility
Seems like a normal book, Turn invisible for [HIGH] turns, or until you are written in invisible ink hurt in some way or attack someone
34
Knock
Wrapped in several broken Open a door or container without touching it as locks and chains, very heavy if your VIT was 10 + [SUM]
41
Fear
Movement under the pages, Give the Peril condition to [HIGH] creatures whispers from within
42
Darkness
Pitch black cover, pages are Create a [SUM] x 2ft sphere of penetrable black written with white ink darkness for [HIGH] turns or until dismissed
43
Command
Gilded, highly illuminated cover, perfect handwriting
44
Raise
Bound in human flesh with Raise an intact human corpse or any complete the face on the cover skeleton as your personal servant for 1 week
11
[DICE] creatures must succeed a WIL save or be forced to obey a one-word command you give them for [HIGH] rounds
(one dot) Heart of a fire
Deal [SUM] + [DICE] damage to all creatures within 30ft
Center fireball on the caster
Place in the heart of a fire for a day
[DICE] bolts strike out Storm Have it get struck by Deals [SUM] x ([DICE] + [HIGH]) at the closest targets, overhead or lightning, full recharge; damage to the target dealing [SUM] damage tesla coil book attracts lightning to each target Sunlight or a prism
Shoots 5 bolts, and can target up Only one bolt is fired, Place between two to 5 creatures hitting only one target mirrors for a day
Snow, or strong winds
Apply the Frozen condition to [HIGH] + [DICE] targets
Pools of blood
Remove all injured and wounded Caster takes [SUM] + conditions from the target [DICE] damage
Plentiful natural life
Affected area become impassible Nearby plants explode Bury in very fertile for [HIGH] hours/ until dismissed loudly, no real effect ground for two days
Holy symbol or sunlight
Remove listed conditions from [DICE] + [HIGH] creatures
Caster gains the Frozen Keep it below 0°F for condition a day
Glows brightly, then fizzles out, nothing happens
Have it absorb all the blood of a fresh kill
Respect the memory of a loved one while carrying this grimoire
Sunlight, All are affected by the It affects [HIGH] creatures with 2 Bathe it in sunlight for Sparks, or a spell; all the lights to their WIL saves a day fire within 120ft all go out Dictionary, Caster uncontrollably Tell it a true story no Affects [HIGH] + [DICE] creatures thesaurus, a babbles (unable to one has ever heard for [HIGH] + [DICE] turns lot of books hide) for [DICE] turns before Oil, fat, or Creatures have -5 to COR saves combustible not to slip in the grease gases Total darkness
Turn invisible for [HIGH] + [DICE] Only caster reflects all Carry without opening turns, same rules apply light for 1 minute your eyes for a day
Constrained Open as if your VIT was 10 + walls ([DICE] x 6) Caster is bloodied
Caster is covered in Feed the grimoire grease; COR save to 50lbs of animal fat or move without slipping a 10 gallons of oil
Caster flies back as if hitLock it in a box, in a by [SUM] damage box, in a box, for a day
Give the Peril condition to [HIGH] Caster gains the Panic Cause great fear to + [DICE] creatures condition others while carrying
Sunlight or Darkness’ shape can be changed Caster goes blind for bright lights to another with the same volume [DICE] rounds
Place in a pitch-black space for three days
The caster is Targets obeys your command for Only the caster obeys Do not speak for two a noble of [DICE] turns the command days while carrying some kind The target is Undead gains +1 DEF and +1d6 very fresh resolve
The raised dead do not Capture someone’s obey the caster last breath
Settlements are flickers of civilization, scattered around the world. When players enter a settlement, they are awarded experience for the crowns and treasure they have brough back from the wilderness. Settlements are necessary for the players to adventure. They provide places to spend experience, heal conditions, improve characters, and find new adventures.
If a settlement is at least medium sized, it has a bank or goldsmith that can store items and crowns for players while they go off on adventure. The players are issued paper IOUs from the bank they can use to pay for things in town. Upon leaving town, IOUs are returned. Banks and goldsmiths have records of their clients.
If a settlement is on a coast or major riverway, it probably has a dock or shipyard. Here, Transportation By Ship, as well as ship themselves can be bought for the right coin.
See Food & Lodging (front inside cover) to see the prices for bunkhouses and inns (see Rest & Healing as well). If a character stays the night in proper lodging, they may may erase all marked dots on their rations, bedroll, and Some settlements are large enough to earn matches by performing a little maintenance the stay of nobles, aristocrats, and other and refilling a few essentials. bourgeoisie. Players can sell grimoires, magic items, potions, as well as any other unique items they find along their journey to the rich. Perhaps they will use it as a mantle-piece. In a settlement, players may buy and sell goods at will. However, not all settlements have access to all services. This is up to the GM to decide. All settlements have a general store. Here players can find most of the items on the General Items, Weapons, Armor, Clothes, Lights, Mounts, and Caches item lists as well as get those items repaired. Some more specialist items can’t be found here however, such as warhorses, silver holy symbols, etc.
If a settlement is home to a master metalworker or armorer, they can accept commissions for masterworks (see Full Rests).
If a settlement is passed through often (even if it is relatively small) then there is a good chance a stable or teamsters office has set up shop in the area. They provide Transportation services, as well as sell warhorses to those who can afford them. The more traveled the area, the greater the services provided.
If a settlement has multiple nobles or many wealthy people, they will most likely have tailors and artists to serve them. Tailors sell noble clothes to anyone who can afford them. Artists can create instrument, masters that can create almost unearthly music. Both must be Commissioned, see Full Rests.
Not all churches are temples or abbeys. Players can sell grimoires and magic items to temples and abbeys, which are then locked away to keep the magic contained. Players may also buy silver holy symbols, holy water, and silver weapons, and can have magic items, potions, and grimoires identified (see Full Rests).
As players adventure, they will bring wealth to the settlements they visit. To represent this, settlements should grow bigger overtime, gaining new services, and creating new links to adventure. New interesting characters can join the cast, and foreign rulers seek to control the power of the settlement.
If a player wants to buy a house (a basic wood and stone one, not too shabby), they can do so for 150c. This will reduce the cost of them staying in the settlement to 10c a week. If a player wants to buy a homestead (that’s a house with some workable land), that will cost 400c. It gives the same benefits as a house, but it allows for a new full rest action, Attend to Mundane Matters. Performing this action gives the player 30c (no experience gained), which helps counteract the cost of living.
If a player wants to own a storefront, choose a service from the chart below that their storefront will perform. The player pays the cost and waits the days for the store to be built/stocked. They roll 1d6 for each day the store was open while the player was away or 7d6 after a full rest, it gains that many crowns in profit (no experience gained). If the new service was not already in the settlement it is now and is treated like any other. Although they cannot have special items, grimoires, treasure, potions, etc.) Once the cost has been made in profit, the business “settles in” and all services it provides to players are half priced from now on.
*Bank / Goldsmith 500c
21
Dock / Shipyard
100c
14
General Store
60c
7
Inn / Bunkhouse
60c
14
Smith / Armorer
100c
7
Stable / Teamster
120c
7
Tailor / Artist
300c
14
**Temple / Abbey 500c
28
*Banks and goldsmiths roll 3d6 for profits **Temples and abbeys do not make profits
Factions are any non-player groups that can exert power over the local area and are looking to make big moves. A single area should have around 3-4 factions operating in it.
Assets can be exhausted to give certain effects during the faction turn. Each asset can only be exhausted once per faction turn. They can be used on any faction’s turn, not just the holder’s turn (except economic assets).
Each faction starts with a theme, 1-3 assets, a goal, and 1-2 tags.
Military assets may be exhausted to give +1 when a faction attacking or defending.
Factions are ran without player input, however, the players actions may still effect the outcomes of a faction’s goals. Whenever players assist a faction pursue their goal, mark 1-3 progress dots on that goal. Likewise, whenever players hinder the pursuit of a goal, erase 1-3 progress dots.
Every faction should have a theme. This is a basic idea the faction is built around. Some examples are:
A band treacherous of bandits A holy order of knights A single, evil necromancer
In the game, all the factions’ actions should be contextualized with changes to the world. Such as war-torn landscapes, new leaders, the replacement of old horrors by new threats.
Every faction starts with between 1 and 3 assets. This represents the scope of the faction’s reach and influence. Each one is designated as military, intelligence, or economic. Some assets may seem to fit more than one category, in these cases, try to narrow it down to one. Some examples are:
A racketeering ring (economic) A mighty castle (military) Access to a pit of souls (intelligence)
For every 2 assets a faction has it can field a warband or warband scale monster.
Intelligence assets may be exhausted to reroll any one die (including the resource die) during a faction turn (theirs or someone else’s). Economic assets may be exhausted to unexhaust other assets. Economic assets may only be exhausted on the holder’s turn.
Every faction starts with a goal. There are four types of goals, and with each goal the performing faction must make clear which asset (or what kind of asset in the case of earning a new one) is being targeted.
Earn a new asset Destroy an enemy asset. Commandeer an enemy asset Repurposing an asset
Earning a new asset takes 2 progress dots + 1 for every asset this faction already has. The faction may expend resources on its turn on a one-for-one basis to mark progress dots. When all dots are marked gain a new asset. Destroying an enemy asset is done in a series of attacks and takes 3 progress dots to complete. After each successful attack, mark a progress dot. When all dots are marked gain +1d3 resources and remove the targeted asset. Commandeering an enemy asset is done exactly like destroying an asset, except when all dots are marked, instead of gaining a resource, gain their asset. It cannot be exhausted until it is repurposed. Repurposing an asset is only done to assets you have commandeered. It takes 5 progress dots which are marked by expended resources like earning an asset. When all dots are marked you can use the repurposed asset as normal.
For each faction, choose 1-2 tags that represent that factions modus operandi.
Deep Roots Militant
One of this faction’s assets can never be targeted by goals
If you want to string together a chain of adventures that ultimately lead to an epic final confrontation or mega-dungeon, then you may be looking to create a campaign.
Over the course of the campaign, the game This faction has a free warband it world should be changing as the narrative progresses. Things like: can always field
Piratical
If this faction declares an attack as stealing, before rolling, and they follow through they gain +1 to the roll
Resilient
Military assets exhausted to defend from attack give +2
Scavengers
Start a repurpose action with 2 progress dots
Scheming
This faction’s warbands successfully scheme on a 3-6
Secretive
To target this faction with a goal that faction must spend 2 resources
Zealous
When destroying another faction’s asset, gain +1d2 progress dots instead of just 1
The faction with the least assets goes first, rolling off on ties. On its turn, the faction first performs warband actions (attacking or scheming) up to the number of warbands they can field. Then the faction gains 1d3 resources and can spend as resources to progress goals. Finally, they can create a new goal (up to a maximum of 3 at once).
Attacking is done by both sides rolling a d6 to see who gets the higher number (attacker winning ties). If the attacker wins, they can either mark a progress dot on one of their destroy or commandeer goals or steal 1 resource from the defending faction if they have one to steal.
New paths are found, old paths are lost New dungeons are created, old dungeons need to be re-explored New factions are founded, old factions are annihilated
Sandbox campaigns are worlds that have a status quo, (or more likely, several status quos) that the players interrupt through their actions. This relies heavily on the faction mechanics (see Factions) and can sometimes struggle with a lack of direction. However, in Crowns that lack of direction can be fixed through a nice spread of rumors and investigatory options from the beginning. It is recommended the players begin their campaign either investigating or exploring a dungeon. This first dungeon sets up the players with experience, treasure, and leads that connect them to the rest of the game world if they choose to explore it.
For games where you want to lead the players to a climactic battle, world ending event, or final mega-dungeon, try a plot-point game. This is like a sandbox narrative, but there are a few pre-planned adventures that the players encounter, that shape the whole of the narrative. In-between these adventures, the players do other more “normal” dungeonruns, building up experience and treasure for the big, important, narrative runs.
An example plot-point campaign would be Scheming allows the faction to roll a 1d6. On a most procedural paranormal TV shows. A 4-6, they generate an extra resource this turn. mixture of monster of the week and narrative.
Players will sometimes want to convince other creatures to their point of view. Normally a conversation should play out between the characters, it is not necessary to save. A save should only occur if the player is trying to avoid consequences. In this case, the players make a WIL save. Use the chart below to decide what disposition the conversing target is in, and what the best outcome of the roll could be.
Openly Hostile
Might leave the players alone (emphasis on might)
Players get some of what Reason to Doubt they want, but not all, and at a heavy cost The players get some of what they want, but not all, Confused About and if pushed further this the Situation character might begin to doubt Thoroughly Intimidated
Players get what they want
No Opinion / No Players get what they want Reason to Doubt Proactively Friendly
Players get what they want, and maybe some more
Nobles and aristocrats are always assumed to have a Reason to Doubt non-nobles.
If the players want to intimidate an enemy for information, the GM should determine how the enemy treats the information. It can either be easily affordable (they’ll give it up quickly), close to heart (the players need a successful save to be intimidated), or beyond them (they’ll never give it up, no matter what).
Prices at the market, are non-negotiable, unless the players have a previous friendship with one of the vendors.
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91 93 95 97 99
Aidan Atol Banning Brogan Bryce Camden Chapman Daegal Dalton Derian Desmond Devon Douglas Earl Edgar Edmund Edric Edward Elliot Fairfax Felix Fleming Freeman Fugol Garrett Geoffrey Gildas Godric Gordon Graham Grimm Holt Hrothgar Kendrick Landry Lucian Mann Maxwell Oswald Pendragon Perry Pierce Putnam Ripley Russell Shepard Tovar Wallace Wright Wulf
2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 60 62 64 66 68 70 72 74 76 78 80 82 84 86 88 90 92 94 96 98 100
Aislev Anna Ashley Bliss Bodicia Brigette Catarina Cate Catherine Chelsea Clover Courtney Daisy Darlene Dawn Devona Easter Eda Edith Edme Elda Elswyth Engel Erin Esme Freya Hildi Hilda Ida Julia Juliana Kendra Kim Linni Lora Loretta Lynn May Meghan Mercy Mildred Odelia Ora Paige Rheda Rowena Shelley Whitney Winter Yirra
In the darkest of dungeons, full of monsters and brigands, there is always treasure. Treasure items, when first brought back to a settlement, gives experience like crowns.
1 Amber 2 Andar 3 Carnelian 4 Moonstone 5 Obsidian 6 Tiger eye
Not all items can be exchanged for gold at the local general store. Whether because of rarity, value, or relatively specific uses, these items can only be sold to special buyers. If one of these items is not sold to a special buyer, it sells for one tenth its original price.
1 Beautiful statuette
1 Amethyst
2 Silk banner
2 Citrine
3 Silk vestments
3 Coral
4 Silver ring
4 Garnet
5 Silver bracelet or necklace
5 Jet
6 Silver dishes
6 Pearl
A fully charged grimoire can be sold to nobles and aristocrats or at temples and abbeys for 1d6 x 100 crowns.
1 Ceremonial gold chalice
1 Aquamarine
2 Cloth of gold vestments
2 Jade
The price is halved for each dot marked.
3 Gold, gemstone necklace
3 Peridot
4 Gold, gemstone ring
4 Rose quartz
5 Gold, silk crown
5 Topaz
6 Silver or gold idol
6 Turquoise
1 Cloth of gold banners
1 Alexandrite
Cloth of platinum 2 vestments
2 Emerald
3 Gold, gemstone chalice
4 Lapis lazuli
4 Gold, gemstone idol
5 Star pearl
5 Platinum, gemstone ring
6 Sapphire
3 Fire opal
6 Platinum, silk crown 1 Black pearl Ceremonial gold chest 1 plate
2 Black sapphire
2 Cloth of platinum banners
4 Jacinth
3 A holy relic
5 Ruby
3 Diamond
4 Platinum, gemstone idol
6 Piece of a fallen star
Platinum, gemstone, silk 5 crown
Art takes up 1 inventory slot.
6 Spider silk vestments
3 gemstones can be grouped into a single inventory slot.
Magic items can be sold to nobles and aristocrats or at temples and abbeys for their item’s base value times 40c.
Potions can be sold to nobles and aristocrats for 1d6 x 50c.
Treasure items can be exchanged for their value in gold at banks and goldsmiths or nobles and aristocrats. Inspiration taken from Mausritter (Game), Darkest Dungeon (Game), Into the Odd (Game), Questing Beast (YouTube), Steven Lumpkin (Twitch/ Youtube), Esoteric Enterprises (Game), Goblin Punch (Blog), Torchbearer (Game), Last Gasp Grimoire (Blog), and My Dad (Person)