SS&SS - 2nd Edition 24102021

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Sharp Swords & Sinister Spells - 2nd

Edition
A Rules Light Sword and Sorcery Role Playing Game with an Old
School Spirit

Preface
In ages past great kingdoms covered the world. Now their ruins dot the savage wilderness that
encroaches the few decadent city-states of our current time. In this perilous world brave
adventurers bearing sharp swords and sinister spells look for glory, gold and forbidden
knowledge.

I can’t believe this unpretentious journey I began in November of 2016 would take me here,
making a new edition of my first published game, with the support of many great friends I made
in this epic adventure that is publishing RPG material.

I created this game because I wanted a sword and sorcery RPG that didn’t quite exist, tending
to all my tastes and requirements. I made SS&SS for myself, but apparently my tastes are
similar to many gamers, and now this game of bold adventurers and greedy thieves is not only
mine, but ours! Thank you all for that.

This new edition compiles content not only from the original rule book and its Addendum, but
materials from my blog, other games that I’ve written, and some other writings made by friends
and collaborators. This tome also makes some slight updates to the rules and introduces new
rules and tools to help players and Referees make more of their gaming experience.

So come again with me in this perilous adventure. Sharpen your swords and ready your sinister
spells. Our journey will take us anywhere we want to!

Chapter 1: Introduction
Are you sure you want to be an adventurer? Risk your life for a few silver coins? Enter haunted
ruins to search for forbidden artifacts of lost civilizations? Well, you must be mad…

Sharp Swords & Sinister Spells is a Rules Light Sword and Sorcery Role Playing Game with
an Old School Spirit. But what does that mean?
It’s Rules Light

This means the base game has only the essential rules for play, avoiding subsystems to detail
every aspect of gameplay, and preferring general rules and a referee’s rulings to govern the
almost endless possibilities that come up in play. The system has only a few different
mechanics, and once those have been mastered, the need to consult the book for rules
clarification will hardly come up during play, allowing for a more fluid and exciting game.
Essentially, you can learn and teach all that you need to play in a single session.

It’s Sword and Sorcery

The game is based on pulp fantasy literature, especially those tales written by authors such as
Robert E. Howard, Fritz Leiber, Michael Moorcock, Clark Ashton Smith, Lin Carter, and many
others. In these stories, savage but honorable warriors prowl a corrupt world full of ruins and
monsters, searching for gold, glory, and fame. Sometimes the protagonists end up helping
those in need, but they aren’t like the heroes in other stories, as they are usually only pursuing
their own ambitions. Sorcery is a powerful force, but it corrupts the souls of mortals, and is
usually associated with demons and alien entities. The common folk don’t trust those that
meddle with this sinister practice. Ultimately, sword and sorcery is about daring adventures
taken by the bold in pursuit of their own ambitions. The worlds of this genre are brutal and grim,
but also mysterious and populated by weird and alien things hidden just out of sight. This is not
your grandfather's fantasy game.

It’s a Role Playing Game

In this type of game, participants work together to create and experience a tale of adventure.
One of them, called the Referee, creates a setting with different characters (each with their own
goals), interesting locations and a set of events about to unfold, usually instigating the other
participants to take some action relating to them (opposing them, taking advantage of them,
helping them to reach their end or even ignoring them in favor of something else). This group,
called the players, create fictional characters inspired by the Referee's setting and the fiction
they love and make the decisions for them. They decide what their characters say and do
according to the descriptions of the Referee. In turn, based upon the characters’ actions, the
rules of the game, and their own judgement, the Referee describes what happens afterward,
instigating the players to take further action, thereby renewing the cycle. Through these
interactions, both the Referee and the players create a tale of adventure together, without any of
them really knowing what will actually happen in the end.
It has an Old School Spirit

Although not directly related to an older role playing game, Sharp Swords & Sinister Spells
was designed to be played with the same spirit and style. All the principles of the classic A
Quick Primer for Old School Gaming by Matt Finch apply to this game (and if you don't know
about A Quick Primer for Old School Gaming, you should Google it), although this is not
properly a retroclone. It does take inspiration from, and is based on, many Old School games.
However, to avoid the controversy of calling itself an OSR Game, Sharp Swords & Sinister
Spells calls itself a game with an Old School Spirit. But what does that really mean, you ask?

First of all, it relies on the Referee to make judgement calls for how, when, and why rules apply.
This is called rulings over rules, and implies that the system has an abstract set of rules to
resolve situations and it's up to the Referee to determine how those rules apply to each
situation, or to come up with a solution based upon them when needed. Additionally, this game
focuses on player skill rather than on character skill. The system is very simple and abstract,
providing players with characters with a few iconic abilities and very broad statistics. How to use
them to create solutions to the challenges the Referee comes up with will depend solely on the
players. Social and intellectual challenges rely more on the players' ingenuity than on the roll of
the dice.

Also, according to the Old School sensibilities, characters can be heroes, but they risk a lot in
doing so. It's something they can achieve, but it's not something they can do easily with little
concern for their own safety. The rules make sure the characters are a little more capable than
the average person, but they are not superheroes, capable of facing entire battalions by
themselves.

Finally, the game system ignores the modern concept of game balance and “appropriate
encounters,” preferring the approach of setting consistency and challenging gameplay.
Obstacles might appear during the game which players have no way of resolving. Their best
strategy could very well be to run, to try to negotiate, or simply to avoid conflict completely.
That’s the Old School way!

What Do You Need to Play?

You do not need much to play Sharp Swords & Sinister Spells. Aside from this book, you will
need at least a couple of friends (but you can play with many more people too, as many as your
Referee can manage), a twenty sided die (d20) and about 3 common six sided dice (d6) per
player, a character sheet for each player, and pencils and paper for everyone to take notes. All
else is optional.
How Do You Play This Game?

Players will create their characters using the rules in Chapter 2: Character Creation. Then,
using an adventure the Referee has previously prepared (using the guidelines in Chapter 7:
Running the Game), they narrate the first scene of the game session, generally involving some
event that requires or instigates immediate action from the characters. The players then narrate
their characters’ actions and resolve the outcomes according to the Referee’s judgement and
the game rules.

Based on the outcome of the characters’ actions, the Referee then narrates the consequences
and the process begins again, until the situation is resolved and another one begins. This goes
on until the players and the Referee are satisfied with the tale they are creating or when the
gameplay leads to a scene where the story has ended (like when all characters are dead, when
they all retire from adventuring after reaching their goals, or something similar).

Even though the story created can be one of success or miserable failure, the objective of the
game is to have fun discovering what happens and pretending to adventure in that fantastic
universe. The journey is more important than the destination in this game!

Rolling Dice

This game uses two different dice, the d20 and a d6. Sometimes the rules may ask for a d3 roll,
which is the result of a d6 divided by 2 and rounded up, or a d66, which combines the numbers
rolled on two separate d6s, forming a two digit number ranging from 11 to 66 (so, if in one die I
rolled a 2 and on the other a 4, that's a 24). A d20 can also be used as a d10 by just ignoring
the second digit (so both the natural 3 and the 13 would be a 3, as 10 and 20 would both be a
10). Using this same principle, two d20s can reproduce the results of a d100 (also known as
percentile dice), using the first die to determine the first digit and the second die to determine
the second digit.

What Will You Find in this Book?

This book contains everything you need to know to play Sharp Swords & Sinister Spells.
Within these pages you will find rules to create characters, run combats between characters,
invoke powerful spells, resolve actions, and other situations that come up in play, and much
more. What follows is a brief description of each chapter of this book.

Chapter 1: Introduction is the one you are reading that explains the concept of the game.
Chapter 2: Character Creation contains everything you need to know to create brave
adventurers for this game.

Chapter 3: Equipment and Coins lists weapons, armor, adventuring gear, and other items that
might be useful to adventurers, as well as the system governing the acquisition of said items.

Chapter 4: Rules of the Game presents the core rules of the game (upon which all others are
based) as well as a few other optional rules.

Chapter 5: Combat details the rules regarding combat, damage, healing and death.

Chapter 6: Sorcery contains the rules for sorcery, use of true names, ritual casting, and
a list of sample effects users of said techniques may manifest.

Chapter 7: Running the Game is a guide for Referees, presenting the characteristics of the
game’s theme, as well as tips and advices to run the game and create adventures appropriate
to the feel of sword and sorcery tales.

Chapter 8: Bestiary contains the rules regarding NPCs and Opponents’ statistics, how to
handle them, and a list of sample Opponents. Additionally, a generator for new Opponents,
supernatural beings and monsters is presented to inspire Referees.

Chapter 9: Treasury has rules information regarding the hoards of gold and relics one can find
in the ancient dungeons and perilous ruins of the worlds of sword and sorcery. A generator is
also provided to help Referees create instigating treasures.

Finally, The Tomb of Tuhan is an introductory adventure intended to help springboard a


campaign using Sharp Swords & Sinister Spells in the fastest way possible. A perfect way to
end the book and begin playing the game!

But that's not all! At the end of the book you will find a few Appendices with optional rules,
extra tools and generators, inspirational material, and an example of play to make everything
clearer!

Chapter 2: Character Creation


Only fools and crazy individuals enter the ruins of the Zartar. Bold barbarians from the north,
greedy rogues raised by the grim reality of decadent cities, and ambitious sorcerers lured by the
whispers of demons from the Abyss. These are some of the types of people that do these sorts
of things.
In Sharp Swords & Sinister Spells, players create characters that have high ambitions and a
desire for adventure, unlike the common people of the world. They are warriors that want to
prove their prowess or die a glorious death. They are rogues looking for their next big score or
just an excuse to escape their pursuers. They are sorcerers and witches hunting down the last
valuable tomes of ancient and forgotten spells of past ages.

To create an adventurer, players should follow the following simple steps. They can use a
character sheet, provided with this book, or note all the details on any sheet of paper.

1. Roll for Attributes

Characters in this game are broadly defined by four Attributes: Physique, Agility, Intellect, and
Willpower. To determine the score of each, roll 2d6+3 in the order presented (a Referee can
allow a player to assign the rolled scores as they please if they have a clearly defined character
concept). Each of them will have a value ranging from 5 to 15, with the values of 9 and 10
representing the average for human beings. This method prevents characters beginning with
Attribute scores that are either too low or too high.

Alternate Methods

More experienced players will certainly know or be accustomed to different methods of


generating the PCs Attribute scores. We will not go into the more well known and traditional
methods, such as the classic “rolling 3d6 down the line”, “rolling 4d6 and dropping the lowest
result” and other similar methods. We present below a couple of methods we think bring some
interesting twists and offer choices to the players while keeping the old school feel of the game
and the power balance relatively low.

Rolling 3d6 With a Possible Reroll

This method consists of rolling 3d6 to generate the value of an Attribute with the option to reroll
one die, but keeping the new result no matter if it’s lower or higher than the original one. The
results are assigned in order to Physique, Agility, Intellect and Willpower. This result in scores
slightly better than the traditional 3d6 method and definitely not as high as 4d6 discarding the
lowest while. The great thing is putting a choice in front of the players: Should they risk the reroll
or not?

Rolling 12d6 and Assigning Dice to each Attribute


In this method, the player rolls a poll of 12d6 and then assign as many dice as they want to
each Attribute. A die cannot be divided between Attributes. Its whole value is assigned to a
single one. Each Attribute needs to have at least a die assigned to it and the scores can’t end
up lower than 3 or higher than 18. If this happens, the dice need to be reassigned to a different
Attribute. This method allows for a more customized character creation, giving players the ability
to put better scores on the Attributes they want while keeping the average score still around 9 or
10.

Physique

Physique is a measure of physical strength, resistance and fortitude. This is important in melee
combat, and is used for determining your chances to cause damage to opponents. This value
helps determine your total Vitality. Physique is tested to make melee attacks, endure harsh
conditions (such as extreme temperatures, forced marches, famine), resist poison and
diseases, lift heavy objects, force doors and other feats of strength and stamina.

Agility

Agility measures the character’s coordination, balance, reflexes and precise manipulation of
objects. It is very important for characters that focus on subterfuge and nimbleness, and helps
determine the chances of being hit in combat. Agility is tested when making ranged attacks,
dodging falling rocks, doing acrobatics, or any other action that requires reflexes and
coordination.

Intellect

Intellect represents the character's memory, perception and accumulated knowledge. It is


important for characters that will be dealing with ancient tomes, scriptures, as well as those
trying to master the secrets of sorcery. Intellect is tested when trying to decipher ancient
languages, learning spells, remembering information, noticing details and other actions relating
to memory and perception.

Willpower

Willpower symbolizes the character’s force of will, determination and driving force. It is
important for characters who try to manipulate the chaotic energies in the form of spells, and for
anyone who wishes to resist effects that manipulate their minds and take away their free will.
Willpower is tested when a character tries to manifest a spell, when trying to resist magical
control over your mind, avoiding shattering their sanity when facing the manifestations of the
Abyss, and other tests of determination.

Michelle is creating her Sharp Swords & Sinister Spells character, and she is starting by rolling
her character's Attributes. She grabs two six-sided dice and starts rolling them. The first die
comes up a 4, the second a 6. Adding 3 to the result, she gets a 13 for her Physique Attribute.
Repeating the process, she rolls an 8 for Agility, 14 for Intellect and 10 for Willpower.

2. Create a Character’s Concept

With the Attribute scores defined, it's time to define who your character is. This is called your
character’s Concept, and it establishes what they know, what they are good at, what they are
bad at, what culture they belong to, and can even tell us about their personality.

Players have almost total freedom to create their character's Concept, as long as they stay
within the confines of the setting and the style of game defined by the group (if everybody
agrees to play outlaws, don't make a virtuous law-abiding knight). All they need to do is create a
single phrase that explains who the character is, what they do, what culture they are from, and
that can also define other minor details about them.

As an example, one could say their character is a "curious barbarian from the cold north", and
that would say quite a lot about them. First of all, they are driven by their curiosity. This probably
puts the character in situations they can't really deal with all by themself, but maybe this gives
them some confidence when they need it most. Being a barbarian, they know a lot about how to
track animals in the woods, how to hide in savage wastelands, and where to get whatever they
are looking for in the wilderlands. Additionally, being from the cold north, they know information
regarding these northern regions, the people who rule them, the safe places a group of
adventurers could find shelter, and the places where they can find a job fast!

There is no real rule for how to create a character Concept. However, some guidelines may
help:
● Establish some personality detail about them.
● Define their occupation or vocation.
● Determine if they are from a specific culture.
● Say where they are from or if the character is part of some organization.

This way, there is no defined list of Concepts and players can exercise their creativity freely. It
is advised that players and Referees discuss the Concepts beforehand, and agree with what
each element means in the game. In addition to providing players with guidance on how to
portray and roleplay the character, Chapter 4: Rules of the Game will discuss how the
Concept affects the game rules.
After rolling her character’s Attributes, Michelle has to come up with a Concept for her
adventurer. Looking at her scores for inspiration, she sees her character as a tough individual
but with a good mind for details and knowledge. She figures a noble duelist could be a good fit.
She sees her as a cocky and educated swordswoman with an apetite for danger. She writes
down “Cocky noble swordswoman from Mezzanthia”. She can define more about her role in the
city of Mezzanthia during the game.

3. Choose an Archetype

After defining the character’s Concept, players need to choose a character Archetype.
Archetypes are classical representations of characters commonly found in the sword and
sorcery fiction that inspires Sharp Swords & Sinister Spells.

The three Archetypes in this game are The Warrior, The Rogue, and The Sorcerer. Each of
these characterize a specific style of character and grants Special Abilities that fit those roles
better.

Combining these Archetypes with the characters’ Concepts, players have a wide range of
possibilities without the need for complex systems and rules.

Each Archetype entry presents the following details:


● Prime Attributes: This indicates which Attributes are the most important for these
characters and which they more easily increase when leveling up.
● Recovery Roll: The roll a player makes when resting and recovering Vitality points.
● Special Abilities: This entry presents the iconic abilities and powers of each
Archetype, as well as the rules for using them.

The Warrior

You’re a proud barbarian from the savage lands, a greedy mercenary from the Free Cities, a
honorable knight serving a religious order, or even a ambitious gladiator from the corrupt City-
State of Mezzanthia. Your trade is the sword, the axe, the bow. You deal death in the battlefield
and learned to dodge its sickle after many scars.

The Warrior is an Archetype for characters that excel in combat and physical conflicts. These
characters have the best martial training and the endurance that let them survive situations that
would spell doom to other characters. This makes them essential to any adventure party that
want to survive the many perils that will certainly befall them.

Prime Attributes: Physique and Agility


Recovery Roll: 1d6+2
Special Abilities:
● Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Warrior
immediately regains 1d6+Level Vitality points. This represents the character’s strong
resilience and unfaltering determination.
● Feel the Pain: No one strikes as hard as The Warrior. All damage inflicted by the
character is increased by 1 (so if the weapon’s normal damage is 1d6, The Warrior
would cause 1d6+1 points of damage when using that weapon).
● Battle Born: If The Warrior hits with their attack they can make an additional attack as
long as it is directed against a different Opponent than the last one. They can do that a
number of times per round equal to their Level. Additionally, they can always combine an
attack with a Maneuver, instead of choosing to do one or the other. If they hit the target,
the victim can try to resist the Maneuver rolling against The Warrior’s Attributes.
● That’s my Favorite: The Warrior chooses one particular type of weapon (swords, axes,
lances, bows) as their favorite. When using weapons of that type, the character rolls a
Positive Die when attacking.

The Rogue

A petty thief that used to rob the nobles’ manors in the City-State. A wary ranger living in the
outskirts of civilization. An assassin with a desire to do more. A treasure hunter that knows too
much about the deadly traps of the Zartarian. You’re a rogue, a thief, a charlatan, a spy,
someone who specializes in subterfuge and stealth over brute strength. If you have an obstacle,
you find a way to overcome it with wits and not steel.

The Rogue is an Archetype for characters that focuses on nimbleness, stealth and
resourcefulness. Even though not as good in combat as The Warrior, the characters excel in a
number of skills that males then invaluable in any group of adventurers, allowing them to reach
places they would never be able to, or getting things they could never reach.

Prime Attributes: Agility and Intellect


Recovery Roll: 1d6+1
Special Abilities:
● Artful Dodge: The Rogue’s main ability in combat is avoiding getting hit. The character
can impose a number of Negative Dice on attacks against them per combat equal to
their Level.
● Death from the Shadows: If The Rogue strikes a previously unaware target with an
attack, they inflict a number of extra 1d6 points of damage equal to their Level (so 3d6
extra damage at 3rd Level). Some creatures may be immune to this ability, especially
those without vulnerable anatomy.
● Luck is on My Side: For some reason, these individuals seem to be favored by the Three
Fates. Characters of this Archetype start with an extra point of Luck and can remake a
number of Luck Rolls equal to their Level per adventure.
● Many Talents: The Rogue have many peculiar talents, making them one of the most
resourceful individuals out there. They receive a Positive Die on all tasks related to
stealth, subterfuge, perception, manipulation of mechanical devices and traps, as well as
other thieving activities. Additionally, every Level these characters acquire a new talent,
some kind of activity or profession, in which they also benefit from a Positive Die on
Attribute Tests.

The Sorcerer

You are a wizard, drawing power from the depths of the stars. A witch, who learned the
traditions of your coven from your mother. A necromancer who wants to unravel the secrets of
life and death. An elementalist who seeks power in the primal and chaotic forces from other
planes. You are unlike other mortals, who are content with this veil of self-imposed reality. You
seek truth and power through the teachings of supernatural and alien beings. This may cost you
your life and soul, but you’re willing to pay the price.

The Sorcerer is an Archetype for characters that meddle with arcane arts, wielding powerful
spells, but risking a lot when doing so. They are not as competent in combat and other skills as
the other Archetypes are, but they compensate by being capable of extraordinary feats that no
other characters can do, often making the difference in the direst of circumstances. With so
many strange perils in the world, it helps a lot to have The Sorcerer around.

Prime Attributes: Intellect and Willpower


Recovery Roll: 1d6
Special Abilities:
● Sense Magic: By making an Intellect test, The Sorcerer can sense magical and
supernatural effects within long range. The Difficulty of said test is determined by the
Referee taking into account the intensity of said effect, if it was meant to be discreet, if
there is anything preventing its detection or some other factor they judge appropriate.
● I Make My Own Reality: The Sorcerer begins the game knowing a number of spells
equal to half its Intellect score, and can cast them according to the rules on Chapter 6:
Sorcery. Each time the character gains a new Level or improves their Intellect score,
they may learn a new spell. The Sorcerer can know a number of spells up to their
Intellect score.
● Blood Sacrifice: There is a price to be powerful. The Sorcerer may burn points of
Physique or Agility to temporarily add them on a one per one basis to their Willpower
for a single spellcasting attempt. These points can be healed back using the rules
described in the Rest and Healing section of Chapter 5: Combat.
● Spell Mastery: The Sorcerer is always in search for the mastery of arcane arts. Thus,
every Level they acquire the mastery of a spell they already know, being able to cast
that spell with a Positive Die. In this way, every character of this Archetype begins the
game with one spell mastered.
After determining her Attribute scores and her character’s Concept, Michelle has to decide on
an Archetype for her character. After reading their descriptions, she decides that she will be
The Rogue. The dodge ability really made her choice, and having a wide set of skills will serve
her well when swords won’t do the trick.

The Sorcerer as an Optional Archetype

Some groups prefer to keep those individuals who meddle with the sinister forces of sorcery on
the other side of the screen, making player characters initially unable to wield spells. This is
more in line with traditional sword and sorcery tales of brawny barbarians and clever thieves
facing malicious sorcerers in search for treasure and glory. If the group prefer to keep sorcery in
the realms of the opposition, so be it. The Sorcerer Archetype can be optional.

4. Create a Complication

The next step is creating an interesting Complication for the character. Everyone has one,
something that makes their life more difficult and exciting.

Some characters have huge debts to Crime Lords. A few have become bitter enemies of
bloodthirsty pirates. Others owe loyalty to organizations that can put them at odds with their
current goals. Some can be addicted to rare drugs or even pure adrenaline. There are many
different Complications, and players are encouraged to come up with their own.

This not only helps players establish their characters within the fiction of the game, but also
gives the Referee a tool they can use to make the game more personal.

If need be, players can use the following table to generate their Complications or to inspire them
to create others. All they need to do is roll a d66 and consult the results below.

d66 Complication

11 Owes something to a corrupt noble.

12 Owes something to a wealthy merchant.

13 Owes something to a sinister sorcerer.

14 Owes something to a crime lord.

15 Owes something to a corrupt guard.

16 Owes something to a supernatural entity.

21 Addicted to drugs.
22 Addicted to sorcery.

23 Addicted to pleasure.

24 Addicted to adrenaline.

25 Addicted to gambling.

26 Addicted to stealing.

31 Hunted by assassins.

32 Hunted by evil cult.

33 Hunted by a criminal guild.

34 Hunted by the local militia.

35 Hunted by an evil sorcerer.

36 Hunted by a supernatural entity.

41 Enemies with a obsessed rival.

42 Enemies with a crime lord.

43 Enemies with a former lover.

44 Enemies with a influential priest.

45 Enemies with a former master.

46 Enemies with a supernatural entity.

51 Hides a secret of treason.

52 Hides that they’ve made a sinister pact.

53 Hides a crime in their past.

54 Hides a secret obsession.

55 Hides a secret identity.

56 Hides a forbidden knowledge.

61 Has duties with their family.

62 Has duties with the military.

63 Has duties with a criminal guild.

64 Has duties with a religious order.

65 Has duties with a former master.


66 Has duties with a secret society.

Michelle now has to create a Complication for her character. She thinks about what could
complicate her character’s life and at the same time be interesting during the game. She
decides she wants to have some kind of rival that is always trying to outmaneuver her character
and prove that they are better than her. She writes down “Obsessed Rival”, and explains to the
Referee that the rival is a former friend who was mentored by the same swordmaster but now
hates her for some misunderstanding.

5. Choose Equipment

Afterwards, players decide what gear their characters carry around with them. Players can
choose all the non-magical equipment they want, making sure they follow the Encumbrance
rules in the next chapter.

However, any magical equipment can only be acquired through adventuring, since these are
rare and hard to come by.

Players should remember to choose at least one weapon, some armor, and survival equipment
(such as backpacks, rope, torches, rations, wineskins and other items).

Michelle is not sure what she will need on her adventures. To be safe, she picks a Rapier, a
light crossbow and a set of leather armor. Being a resourceful duelist, she is going to carry a set
of thieves’ tools (for when she needs to misbehave) and a lantern. To round up her gear, she
picks a backpack, 50 ft of rope, 3 flasks of oil, a wineskin and 3 days of rations.

6. Final Details

The last step in creating a character is to fill in a few final statistics on the character sheet.
These are usually derived from previously established statistics, or are defined by the following
rules:

Vitality

This statistic is derived from the characters Physique score. It determines the amount of
physical punishment they can sustain, and when it reaches zero, the character runs the risk of
dying. Each character’s total Vitality is equal to its Physique plus 1 point per Level. The
Warrior, however, gets an extra Vitality point per Level, giving them 2 additional points per
Level.

Sanity

This represents the mental stability and the grasp of reality the character possesses. When
witnessing horrible scenes and events, characters may suffer traumas and lose their Sanity
points. All characters begin with a Sanity score equal to their Intellect. This statistic does not
usually increase, but can be recovered under special circumstances (see Sanity and Madness
in Chapter 4: Rules of the Game).

Sanity as Optional Rule

Not all groups will want to insert this element of horror in their games. Many characters in sword
and sorcery tales face otherworldly horrors and do not lose their minds. They become afraid and
usually run for their lives, but they do not become insane and losing touch with reality. Thus, the
rules regarding Sanity and Madness can be optional and not used in every game. For those
wanting a more dark and terrible world, these rules can help providing those themes.

Luck

The universe conspires in favor of some individuals, or at least that's what those lucky bastards
say! Be it just plain luck, the favor of powerful supernatural entities, or a strong connection to the
forces of Chaos that are spreading throughout the world, the Luck stat can make a big
difference in the character’s destiny. All characters begin the game with a Luck score of 3,
unless they belong to The Rogue Archetype, which means their Luck starts at 4 (for more
information regarding Luck Rolls, see Chapter 4: Rules of the Game). A character can never
have a Luck score higher than 5.

Coins

Nothing is free in a world ruled by greedy tyrants and corrupt trade guilds. Weapons, armor,
rope, and even food can cost almost everything a person has, depending on the supplies and
temperament of the merchant they are dealing with. Because of this volatile nature of commerce
throughout a medieval world (and the design intent of focusing on adventuring gameplay
instead of bookkeeping), Coins is an abstract score that represents the available resources a
character can make use of. The default starting score for Credits is 2, meaning characters are
usually down on their luck and in need of resources to get by (for more information regarding
Coins and its use in the game, see Chapter 3: Equipment and Coins).
Name

What are the names of the adventurers being created? The world of Sharp Swords & Sinister
Spells is incredibly vast and possesses an impressive number of cultures, allowing players great
freedom to create the names of their characters. However, some caution must be taken.
Although names have no mechanical impact on gameplay, players should avoid choosing silly
and funny names for their characters, as this may break down the suspension of disbelief of
others at the table. It's just common courtesy to choose names appropriate to the spirit of the
game.

Other Details

Many other details regarding a character can be defined by a player. Where are they from? How
old are they? What do they look like? What is their personality? All of this can be important to
play and should be considered by the players, but these aspects can be defined as the game is
played as well. Although these details have no mechanical impact, they help define the
character's place in the world and may give the other players enough information to help them
immerse themselves in the story being created by the game.

Now it's time to define the last details about Michelle’s character. First, she writes the total
Vitality points she has. Her Physique is 13, and since she is a 1st level character, her total
Vitality is 14. Her character is quite tough. Next, she checks her Sanity score. Having an
Intellect of 14 gives her the same amount of Sanity, making her mind quite resilient. Since her
character is The Rogue, her starting Luck is 4, which is quite lucky. Because this is a world in
decadence, where people struggle to get by, her initial Coin score is 2, giving her a good reason
to go out adventuring. Finally, Michelle has to come up with a name for her duelist. Thinking for
a bit, she decides to name her Laeria. Regarding the other details, she thinks it's better to come
up with them as she plays along.

Characters’ Relationships

Oftentimes the game will start on the premise that the PCs already know one another in some
manner. This is done to speed up game play and get to the adventure as quickly as possible.
After all, everyone is there to have thrilling escapades in a sword and sorcery setting, and
relationships actually take a long time to form.

Thus, it is usually a good idea for each character to establish some sort of relationship to at
least two other PCs in the group. This is not mandatory, but it can create interesting
entanglements and spark ideas that can even lead to new adventures. Some of these can be
good relationships but others can be even of rivalries. Players are encouraged to look at their
characters, their Concepts and Complications, and create bonds related to those. Alternatively,
they can roll on the following table for inspiration.

d20 Character’s Relationships

1 You are stepbrothers/stepsisters that never really liked each other, but now depend on
one another. How was that happened?

2 You worked together in some illegal activity and although you almost got caught, you
escaped by relying on one another. What did you do?

3 You were lovers once but are now separated. Do you still have feelings for each other?

4 The character once helped you when you were in a very rough spot and now you fell
like you owe them something. How did they help you?

5 You were both involved in some terrible event and were the only survivors. What
happened and why did you survive?

6 You are both responsible for a terrible tragedy but no one knows you are to blame.
What did you do and why?

7 You found about the existence of something terrible you thought was only a legend at
the same time. How did that happen and how did you become complicit?

8 You feel like you need to protect the other character. Why is that?

9 You confide in the character, trusting their advice and judgment. Why do you trust
them?

10 You were rivals in a field you both feel connected to, but that rivalry turned into
comradery. How did that happen?

11 You were friends since childhood but have grown apart over the years. Now you have
found one another again. What drove you apart?

12 You both were friends of a third party that died recently in front of both of you, while you
were trying to help. How did they die?

13 You studied together and never really liked one another, but circumstances now force
you to work together. What are these circumstances?

14 You were both betrayed by the same person and that has brought you two together.
Who was that betrayer?

15 Although not related, you two look almost like twins and feel strongly connected to each
other. What’s behind this?

16 The character saved your life putting themselves in great risk. Why?
17 The character knows a secret about you that you would prefer he never revealed to
anyone. What is this secret?

18 You two discovered something important and valuable together and now don’t know
what to do with it. What did you discover?

19 You are both members of an organization. What’s is this organization and its goals?

20 You mentored the character in some important activity. How was that mentorship?

Chapter 3: Equipment and Coins


All an adventurer needs to face the perils in this world is a stout heart. A strong sword, sound
armor, and well maintained equipment may help, but in the end, without a stout heart, you are
doomed.

The worlds of sword and sorcery tales are usually medieval, with a few being more
underdeveloped. However, it’s not uncommon that previous civilizations had access to more
advanced technology that allowed them to craft and build more advanced items and devices.
Those, however, are lost and forgotten by the current inhabitants of the settings.

Mundane Equipment

In game terms, characters will usually only have access to the mundane equipment available in
the medieval age. The formidable items crafted by fallen civilizations and the magical artifacts
created by sorcerers and other beings can only be obtained through adventuring in the game.

Acquiring Mundane Equipment

When creating a character, all a player needs to do is to write down the items they desire to
start with. They should pay attention to the Encumbrance rule and make sure they are not
overwhelmed with excessive gear, but other than that, they are free to choose equipment as
they please. After gameplay has started, acquisition of mundane items should require a Coin
Roll. The Referee can apply a modifier of up to +5 to reflect the scarcity or difficulty to find and
purchase such items. See the Coins section below for details.

Durability and Ammunition


Mundane gear usually has a Durability score of 3. This is applied to armor, weapons,
ammunition for weapons and other items. The Referee, however, can decide some specific item
has a lower Durability score or even is a one use only kind of item, like a flask of oil or ration.
For more information on Durability Rolls, see Chapter 4: Rules of the Game.

Melee Weapons

Swords, axes, spears and many other melee weapons are indispensable tools in the daily life of
adventurers. Since the world of Sharp Swords & Sinister Spells is still very savage and
violent, almost everyone has some sort of weapon, and most people carry at least a dagger with
them all the time. Instead of defining statistics for every single weapon imaginable, Sharp
Swords & Sinister Spells groups weapons in large categories for ease of play. First we have
the basic Unarmed category, which means a character is using their own body as a weapon
(punching, kicking). This does 1d3 points of damage and has no other effect. Then we have the
Small category, comprising weapons with a length up to the size of a forearm (brass knuckles,
knives, short swords, hand axes). They inflict 1d6-1 points of damage, but they give a Positive
Die when someone tries to hide them. Next we have the Medium category, composed of
weapons up to the size of a human’s full arm (axes, long swords, maces, warhammers, short
spears). These weapons cause 1d6 points of damage but offer no other benefit. Finally, there is
the Large category, which includes weapons larger than a human’s arm (claymores, battle
axes, halberds, spears, mauls). These do 1d6+1 points of damage when used, but provide a
Negative Die when someone tries to hide them, and need two hands to be wielded. The table
below summarizes this information.

Weapon Category Damage* Notes

Unarmed 1d3 -

Small 1d6-1 Provides Positive Die to hide weapon.

Medium 1d6 -

Large 1d6+1 Imposes Negative Die when hiding weapon.


* A successful attack always does at least 1 point of damage.

Weapons of Special Materials

Some players may want to acquire weapons made of uncommon materials, such as a silver
bladed sword, bronze axe, or things like that. These are harder to find, and will usually need to
be commissioned with a Coin Roll with a modifier of at least +2. Additionally, these items
usually have a lower Durability score of 2, since these are not ideal materials for weapons.

Ranged Weapons

Spears, bows, crossbows, and other throw weapons are used by many combatants to keep
enemies at bay. Although considered by some the weapons of cowards, it’s wise to carry a
ranged weapon when there are monsters which the mere touch can melt your skin. As with
melee weapons, we separate ranged weapons into larger categories. The Small category is
comprised of easy to carry ranged weapons that can be fired with just one hand (hand
crossbows, daggers) and usually can't fire on targets that are too far away. They inflict 1d6-1
points of damage, fire normally up to short range and provide a Positive Die to be hidden. The
Medium category includes weapons that usually need to be used with both hands but aren’t
bigger than the characters arm (javelin, short bow, crossbow, throwing axe) and have a fairly
good range. They do 1d6 points of damage, fire normally up to medium range, but impose a
Negative Die if fired with just one hand. Next, the Large category is composed of ranged
weapons that need both hands to operate, are cumbersome to carry (heavy crossbow, long
bow, throwing spear) and usually have a very good range. They cause 1d6+1 points of damage,
fire normally up to long range, but impose a Negative Die to be fired into close range and to be
hidden. They also can only be used with both hands. The table below summarizes this
information.

Weapon Category Damage* Normal Range Special

Small 1d6-1 Medium Provides Positive Die to hide


weapon.

Medium 1d6 Long Imposes a Negative Die if


used with just one hand.

Large 1d6+1 Distant Imposes a Negative Die when


hiding weapon and when firing
into short range. Must be
used with both hands.
* A successful attack always does at least 1 point of damage.

Ammunition of Special Materials

As happens with melee weapons, some players my want to acquire ammunition made of
uncommon materials for their characters. Using the same outlines described earlier, if someone
wants a silver arrow or golden pointed spear, they need to pass on a Coin Roll with a modifier
of at least +2. Additionally, these items usually have a lower Durability score of 2, since these
are not ideal materials for weapons.

Armor

With so many dangers in the world, everyone needs some kind of protection. This is where
armors come in. They protect the wearer from damage, but they can also slow them down if
they are too bulky. That's why most people only wear the lightest of them. As we did with
weapons, this game categorizes armor into 3 general groups. First there is the Light category,
composed of heavy clothing and leather armors and coats. These reduce all physical damage
by 1 point. Then there is the Medium category, comprising reinforced leather armor, chain mail
armors, scale mail and other similar garments. They reduce physical damage by 2 points but
limit the effective Agility score to a maximum of 13, due to their weight parts and bulkiness. The
Heavy category includes armor that have metal plates and cover the whole body, such as a full
suit of mail and plate armor. It reduces physical damage taken by 3 points, however it limits the
wearer’s Agility to 13 and imposes a Negative Die on all actions regarding movement or
reflexes. Additionally, the use of any armor makes spell casting harder, as the precise gestures
of this ritualized art are hindered, increasing the Difficulty of any Willpower test by the same
amount of Damage Reduction the armor gives. The table below summarizes this information.

Armor Category Damage Reduction Notes


(DR)*

Light 1 -

Medium 2 Limits effective Agility to 13.

Heavy 3 Limits effective Agility to 13, and imposes a


Negative Die on actions involving movement
and reflexes.
* The same number is added to Willpower tests to cast spells.

Shields

Shields are great instruments of defense, being able to block sword thrusts, arrows and other
attacks. If used properly, a shield can save the life of a warrior more than their sword can. In
game terms, shield bearers can opt to make a Physique test against physical attacks made
against them. This test is influenced by all normal rules, including the Powerful Opponent rule.
If they succeed, the attack is negated. The number of times a character can do that depends on
the shield size category. Small shields can attempt to block 1 attack per round, and allow the
user to use an item in their shield hand if they forgo their block attempt. Medium shields allow 2
block attempts per round, but the user cannot equip other items in their shield hand. Finally,
Large shields allow 3 block attempts per round, but they impose a Negative Die to actions
related to movement and attacks, unless the bearer stands still.

Shield Category Blocks / Notes


Round

Small 1 Allow the use of shield hand when not blocking attacks.

Medium 2 Wielder can’t hold other items in shield hand.

Large 3 Imposes a Negative Die to actions related to movement and


attacks, unless the bearer stands still.

Adventuring Gear

However important weapons and armor might be, characters will need much more than that to
survive. Backpacks, rations, tools, rope, torches, flasks of oil and many other items can mean
the difference between life and death on the desolate wilds they will visit. There is no hard rule
around the use of these items, but the Referee may decide that some actions can only be
performed with the right tool, or that some other actions are harder or easier to perform
depending on the characters possessing the right item. The table below lists the most common
items used by adventurers. Players and Referee may invent other objects and devices if they
desire.

Item Item

Backpack Pen and Ink

Rations (week) Flint and Steel

Toolkit (mechanical, thieves’ tools, Holy Symbol


alchemical)

Lantern Signet Ring

Hand Mirror Tent

Flask Oil Spyglass

50 ft Rope Bedroll

Grappling Hook Medicinal Herbs

Bag of Caltrops Link of Chains

Wineskin Box of Chalk

Belt Pouch Iron Spikes

Pack of Torches Sack

Manacles Lock

Handbound Book Crowbar

Backpack: Sturdy canvas or leather backpack to carry equipment. Increases the


Encumbrance limit by 4.

Rations (week): A pack of dried meats and bread that gives sustenance for up to a week. Not
tasty but edible.

Toolkit: This entry represents any type of toolkit appropriate to the character Concept. It can
be mechanical tools, thieves’ tools, alchemical tools and whatever the player desires.

Lantern: A lantern that can be lit with a flask of oil and flint and steel. Its light reaches up to
medium range..

Hand Mirror: A small steel mirror that can be held in one hand.
Flask of Oil: A glass vial containing flammable oil used in lanterns. Can also be used as an
improvised weapon when lit a cloth for 1d6 points of damage against anyone within close range
of the impact point.

50 ft Rope: A rope made of either silk material or hemp.

Grappling Hook: A metal object with multiple hooks used on ropes to help climbing attempts
when they are thrown.

Bag of Caltrops: A small bag with dozen metal caltrops that can be spread over a area with
short distance radius. Those stepping on the area must halve their movement or suffer 1d3
points of damage.

Wineskin: A resistant recipient made of cloth and leather made to hold wine, water and other
liquids.

Belt Pouch: A small pouch that can be tied to the waist or even to the leg. Adds 2 to the
Encumbrance limit.

Pack of Torches: A bundle of oiled torches that can be lit to shed light up to short range.
Durability Rolls should be made every turn or so.

Manacles: Manacles can be found in many sizes and shapes, able to restrain most humanoid
beings.

Handbound Book: An empty handbound book to be written upon. Can be used and a
character journal or spellbook.

Pen and Ink: A small case containing a writing pen and a flask of ink to write with.

Flint and Steel: The sharp edge of the flint is used to violently strike the fire steel to light fires
such as in torches and lanterns.

Holy Symbol: A mundane holy symbol made of wood or silver carried in a necklace,
representing a god of the character’s faith.

Signet Ring: A ring used to mark wax seals as pertaining to an specific individual, family or
organization.

Tent: A tent used by adventurers and travelers in the wild. Can accommodate up to 3 people.

Spyglass: A long device used to look over places in the distance.

Bedroll: A rolled-up sleeping bag or other form of bedding, which traveller can carry with them
to sleep in the wild.

Medicinal Herbs: A bundle of rare herbs collected by herbalists that can be used during a rest
to grant a Positive Die on the Physique test and to increase the amount of Vitality points
regained by 1d6-1.
Link of Chains: A strong link of chains of about 20 feet long. It is quite resistant and can be
used to secure locations and bind individuals, among other things.

Box of Chalk: A small box containing pieces of chalk that can be used to write on floor and
walls.

Iron Spikes: Spikes of iron used to help with climbing attempts, wedge a door in place, or any
other creative use.

Sack: A sack can be strapped to the characters waist or shoulder, helping them carry their gear.
It increases the character’s Encumbrance limit by 2 points.

Lock: Locks can be found in many shapes, sizes and complexities.

Crowbar: Metal tool used to forcefully open locks.

Other Items

It would be impossible to list all possible objects and items someone could possibly want. So we
didn’t. If someone in the game wants to acquire an item not listed here (a pair of iron boots, for
example), the Referee will define if it’s available and if a Coin Roll is necessary to acquire it.
Some items may be harder to find and may not even be available in the campaign.

Drugs and Other Substances

Herbalistic preparations can be a blessing or a bane depending on the situation. Mercenaries,


soldiers, and even other people make use of some of them occasionally, as they can
temporarily increase a person’s metabolism, attention span, strength and even offer a boost of
stamina. However, abuse of these substances can hinder the user and make them addicted. In
game terms, using these substances grants temporary advantages (lasting 1d6 turns) while
also imposing certain side effects (lasting 1d6 hours). Repeated use (more than once per week)
can cause dependency. When using more than once within a week, the player must make a
Willpower test with a Difficulty equal to the number of doses used in this period. If they fail,
their character suffers a Negative Die to all tests for a whole month if not under the effects of
the drug. After one month they can make a Willpower test to overcome this addiction. A failure
means the player needs to wait a week to try again.

In the following table we present some sample drugs and other substances with their effects
and side effects. Acquiring them should not be as simple as getting other items, making their
acquisition a matter of adventuring or, at least, engaging in interesting encounters.

Substance Effect Side Effect

Fury Incense User gains a Positive Die to all User suffers a Negative Die to
melee attacks and inflicts an all tests involving actions that
additional point of damage with require concentration and a
melee weapons. They need to attack calm state of mind.
the nearest enemy in the most
violent way they can each round. A
Willpower test can be made to avoid
this effect.

Demon Powder User may move twice in the same User feels the need to move
round, taking half as much time to every round and can’t stay still
reach distant places. They are also for more than a few minutes.
considered to have an additional 1d6 The Overlord may ask for a
Levels to determine Initiative. Willpower test if the player
takes too long to act and if they
fail, the character acts
recklessly.

Lotus Drops User is able to focus their mind User must define which task
sharply, granting a Positive Die to they are concentrating on.
Intellect tests for actions involving They will suffer a Negative Die
concentration. on all tests regarding other
tasks.

Golden Lotus Syrup User becomes more self confident User becomes arrogant and
and receives a Positive Die on all dismissive of other people’s
Willpower tests. ideas. They need to pass a
Willpower test to abandon
their own ideas in favor of
someone else’s.

Liquid Muscle User can exert a strength beyond Immediately after the initial
their normal limits, granting a effect ends, the user receives a
Positive Die on all tests regarding Negative Die for all physical
raw physical prowess. actions.

False Life User feels a surge of life and If after the effect ends the
becomes exhilarated. They receive character reaches zero HP,
2d6 temporary Vitality points. they are in shock and may die,
unless they pass a Luck Roll.

Purple Lotus Tea User feels relaxed and sleeps well User needs to pass a
for 8 hours straight. They regain the Difficulty 3 Willpower test to
full amount of their Recovery Roll. wake up before the full 8 hours
have passed. They will also
need to pass a Willpower test
to sleep on the next day.

Red Lotus Smoke User has their metabolism Right after the initial effect
accelerated to a state where they ends, the user suffers 1d6+1
can perform 2 Actions per round. points of damage and receives
a Negative Die to all physical
actions.
Liquid Courage User is immune to fear and doesn’t User will not choose their
need to make Sanity Rolls. actions carefully. Every time
there is an opportunity for a
reckless action, the user will
take it, unless they succeed at
a Willpower test.

Blood Stick User immediately recovers 1d6+1 User will need to consume
Vitality points. twice as much food and water
that day, otherwise they will
receive a Negative Die for all
actions the next day.

Services

Sometimes, adventurers will require services to be done for them. After all, they have much
more important things to do with their time than to fix their broken armor, or to craft a small
wooden statuete to fool a collector. It may also be necessary to hire some hirelings,
bodyguards, messengers, assassins, and other sorts of professionals. What follows is a sample
of possible services and professionals to hire. The Referee will usually require a Coin Roll and
some research in case of more obscure and illegal services.

Professional Service

Messenger Deliver messages directly to the recipient in a safe way. Coin Roll modifier
varies according to distance, importance of message, and the people
trying to intercept it.

Fence Intermediate deals between sellers and buyers of illegal goods and other
uncommon items. This will usually increase the modifier on Coin Rolls to
acquire said items or reduce the amount of Treasure Points characters
receive when selling something.

Artificer Fix something that is broken. Coin Roll modifier will vary with how
complex the item to be fixed is, how available the materials or parts are,
how urgent the fix is, and other factors.

Spy Infiltrate some place or organization and then provide information


regarding the place or organization. This service will require weekly Coin
Rolls and the modifier will vary according to how secretive and dangerous
the location or group is.

Assassin Kill a designated target. Coin Roll modifier will vary according to the
method, whether it will be done stealthily or not, if the target is well
defended or is a prominent person. The attempt, however, might not work
every time (make a Luck Roll).
Caravan Master Drive a caravan or pilot a ship to some location, carrying passengers
or Captain and/or cargo. Coin Roll modifier will depend on whether the pilot will use
their own vehicles or use a vehicle provided by their clients, how far the
journey is, how dangerous it is, if it includes a return ticket and other
factors.

Sage Provide information and insight regarding a specific scholarly subject. Coin
Roll modifier will vary based on the obscurity of the matter and how fast
the client wants the information.

Mercenary Perform military duties for money. Mercenaries can provide security,
additional attack forces, and perform patrols. A Coin Roll is needed
weekly and varies according the the level of experience and expected
lethality of the job.

Herbalist Treat wounded people, prepare polstices, collect herbal ingredients. Coin
Roll modifiers will vary with complexity of treatments, rarity of ingredients,
and quantity needed.

Forger Produce false but believable forgeries of documents, artwork, and other
items. Coin Roll modifier will vary according to the level of detail and
complexity of the forgery.

Lawyer Perform legal procedures and give legal advice. Coin Roll modifier will
vary with the complexity of each case and obscurity of the legislation.

Informant Provide information regarding familiar subjects, prominent people, and


current events. Coin Roll modifier will vary with the obscurity of the
information, how perilous it is to share, and how desperate people are for
the information.

Guide Guide clients through unknown terrain, difficult paths, dangerous cities,
and other exotic places. Coin Roll modifier varies according to how well
the guide knows the place and how dangerous it is, and needs to be made
weekly for extended services.

Face Provide public relations services for people and organizations. Coin Roll
modifier varies according to the issue being negotiated, legality of the
matter, values involved, and other factors.

Illegal Goods

Under the reign of tyrannical rulers, almost anything that may provide some sort of
independence or that may help people challenge the authority of the Overlords can be illegal in
the world. That means characters will need to negotiate prices with smugglers, fencers and
other criminals. Sometimes this can lead to dangerous situations, job propositions, and other
interesting events (look at Appendix C: Cast Generator for ideas of interesting merchants,
their motivations, desires, and possible job offers). Such is the life of an adventurer in the world
of Sharp Swords & Sinister Spells!

Encumbrance

Adventurers need all sorts of equipment and gear, so the temptation of carrying as many items
as one physically can is understandable. However, the ability to run when danger approaches
and to jump out of the way of incoming projectiles is a must in the perilous world of this game.
That’s when the Encumbrance rules come in. Characters carrying too much gear won’t be as
fast as those carrying just the essentials, or those that choose carefully what to take with them.

In game terms, each character has an Encumbrance limit equal to their Physique score. This
is the number of items with roughly the size of a medium weapon the character may carry. Most
objects are assumed to count as one item for this Encumbrance limit (unless the Referee rules
otherwise). Clothes and armor do not count against this limit, as they already take into account
their effect on the user’s movement. Backpacks and other items used to carry equipment do not
count against the limit too, and can increase said limit by a few units.

When carrying more than their Encumbrance limit but less than twice this number, a character
receives a Negative Die to all tests regarding movement, reflexes and strength, while also
needing to choose between moving or acting in each round. Their overland speed is halved for
all purposes. When carrying more than twice the Encumbrance limit, a character may only
move a few meters before having to stop and rest. They can’t take actions in this situation.

Laeria, Michelle’s character, was exploring a ruined temple in the depths of the Forest of Living
Shadows in search of the legendary treasure of the Sisters of Eternal Sleep. She was sure she
would make quite a fortune selling anything she found, but suddenly her luck went south. An
amorphous creature of dark mucus broke out of a crack in the mural and was heading toward
her. Since she was carrying 18 items in total, beyond her 13 Encumbrance limit (as her
Physique score is 13), she was soon losing ground to the terrible creature. She had no option
other than to leave behind some of the objects she found. Dropping 5 items allowed her to
make an Agility test and reach the exit before the monster could wrap its tentacles around her
neck.

Coins

Everything has a price in the perilous world of Sharp Swords & Sinister Spells. However, this
game chooses a more abstract approach to the bookkeeping of expenditures and credits. Thus,
every character has a Coins score (the standard value of it being 2) and when they are
purchasing something, be it an item or a service, they make a Coin Roll. This consists of rolling
a d6 and obtaining a value equal to or under their current Coins score. A success means the
purchase was made without much problem. A failure, however, means the buyer didn’t have
enough resources, and now their Coins score is reduced by one point until the end of the
adventure. This sounds simple, but things can get more complicated.
Coin Modifiers

When an item is more valuable, a modifier might be added to the Coin Roll, making it more
difficult to purchase. These modifiers are determined by the Referee and are based on the
rarity, quality, legality and general disposition of the seller toward their clients. A quick way to
determine the Coin Roll modifier for each purchase is to look at each of these elements and
consider if any or all of them justify a modifier. For example, when trying to purchase a silver
sword the Referee might impose a +3 modifier to the roll (+1 each for rarity, quality and
disposition, as it's somewhat rare, difficult to craft, and the seller is used to dealing only with the
nobility).

Treasure Points

During their adventures, characters will acquire treasure and goods that are translated into
Treasure Points (TP) by the system. This allows the Referee to present players will all sorts of
goods and currencies, representing the many ways trade is made in the world without the
bookkeeping of actually calculating the exact value of each item. All they need to do is assign
an abstract Treasure Points score. Usually, mundane goods will have between 1 and 5 Credit
Points, while more sophisticated and rare items could range from 6 to 20 or more points! The
Referee can use the same criteria used for calculating the Coin Roll modifier to evaluate the
item’s worth.

Spending Treasure Points

Before making a Coin Roll, a buyer may opt to spend Treasure Points to add the amount
spent to their Coins score. This represents an influx in monetary power coming from sales and
negotiations with the items represented by those Treasure Points spent. Then, they make the
Coin Roll applying all the normal modifiers. A successful roll means the goods and credits were
exchanged, but a failure results in not only not getting the item, but discovering the merchandise
the buyer had to spend for the purchase wasn’t worth what they believed it was. The Treasure
Points spent are lost, unless the player chooses to make a Luck Roll to save half of the points
spent.

After escaping from that amorphous terror in the ruin, Laeria rushed to the nearest seedy tavern
in a nearby town. She needed to repair her leather armor and buy new bolts for her crossbow,
maybe even some silver-pointed ones. According to her calculations, the treasure she took from
the temple totaled 6 Treasure Points. The Referee decides the modifier for the Credit Roll for
the armor repair will be just +1, it’s not especially rare, but there is only one leatherworker in
that small town.

Having a Coin score of 2, Kaylia decides to spend 2 Treasure Points to take her score
temporarily to 4 before the roll. She gets a 2 and with the +1 modifiers, the result is 3, below her
current score. That means she sold some of the silver coins she took from the ruins and fixed
her leather armor. Now it was time to see if she could buy some silver-pointed bolts for her
crossbow. Analyzing the purchase, the Referee judges it will have a +3 modifier to the Coin Roll
(it’s rare, it’s of good quality and the seller doesn’t have much silver left). Having a Coin score of
2, she spends the last 4 Treasure Points to attempt the roll. This takes her Coin score to 6,
meaning she has to roll 3 or less to make the purchase, but she rolled a 5. Not only did she not
buy her new bolts, but she lost the 4 remaining Treasure Points. She could try making a Luck
Roll, but she decides not to trust her luck at this time.

Where did my Treasure Go?

Treasure comes and goes in Sharp Swords & Sinister Spells. Characters are adventurers in
search of their next treasure hoard, a place where they can find a good life and escape the
terrible grim life of the decadent world they live in. They do not hold onto their wealth like
hoarders; they try to make the most of their life and enjoy it while it lasts before their inevitable
deaths.

This is reflected in the game by the automatic reduction of Treasure Points between
adventures. Before the start of the each adventure, every character loses 1d6 Treasure Points
due to various reasons. Players are encouraged to come up with their own reasoning for this
reduction (possibly adding ideas and adventure hooks the Referee can use during the
campaign) or they can roll on the following table.

d20 Where did my gold go?

1 You threw an enormous party, indulging yourself with wine, drugs and other vices and
pleasures. However, upon waking up, you find a curse rune inscribed on your chest. A
voice sounds in your head. It says they will remove the curse if you perform a mission.
What’s the quest you are sent to do?

2 You gambled your Coins at the local gambling den and now have a debt with the ruler
of the place, Lazhar the Pale. He has a proposition to settle your debt. What is it?

3 Criminals beat you up and stole your Coins, but not before giving away the fact that
they knew your name and where you were going. Someone set you up. Why?

4 Guards of the Corrupt Overlord caught you with illegal goods, but they made a deal you
couldn’t refuse to escape with your life. Now you are working for them. What do you
need to do?

5 Tricked by a con artist, you gave away your Treasure. Now you seek revenge. How did
they trick you?

6 Celebrating your latest accomplishments in a seedy dockside tavern, you are drugged
and pass out. When you wake up, you find out your coins are gone, as well as an
important object you were carrying. What was it?

7 Betting on yourself in a competition you were sure you couldn’t be bested at, you lose
to someone you never thought could defeat you. Who did that? Did they cheat?

8 Accused of cheating in a game of chance in a gambling den, you had your goods
confiscated and got banned. You think someone set you up. Who did this?

9 A bounty hunter found you, but you negotiated your freedom for your Treasure. Who is
hunting you? And why?

10 The Death Guard of the Cult of the Lord of the Abyss attacked you and you had to
abandon your possessions. Why are they after you?

11 You paid for a good time in a seedy tavern but it turned out your coins were counterfeit.
Now you’ve got someone very angry with you and a debt to pay. What are they going
to do to you if they catch you?

12 After a night of drugs and carnal pleasure you wake up aboard a strange ship.
Apparently you hired this crew to take you to a distant island in search of a legendary
treasure. What is it?

13 During a party on a backwater town you accidentally accepted a marriage proposal. To


get out of this mess, you had to proffer a sizable gift to the intended’s family. However,
they didn’t forgive you, and now they seek revenge. What will they do to you?

14 A strange old man with a peaceful voice convinced you to purchase an ancient artifact.
However, after a few days, it vanished. Where did it go?

15 You show up to a meeting with a potential patron but discover it is just a distraction.
Returning to your current residence, you find the place ransacked. Who did this?

16 You are not sure how this happened, but you joined a secret society and had to give
them a lot of Coins. What are they up to?

17 You received a message from an old rival. He is blackmailing you. He knows your
darkest secret. What did you do?

18 A distant relative shows up asking for Coins and they know exactly how to get them
from you. What do they need the Coins for?

19 While traveling through the wilderness, a violent storm hits your caravan and you lose a
good part of your cargo. Apparently the storm was created by something or someone.
Who is behind this?

20 You spend your last few Coins to acquire a cryptic map that supposedly leads to a relic
of an old civilization. What is this relic?

Buying Bigger Things

This system of Coin Rolls and Treasure Points works fine for most personal items, but it may
get a little less effective when a player decides they want to buy a castle. When the Coin Roll
modifier goes beyond a +20 or so, using a d6 for the roll will be less important than the amount
of Treasure Points you spend, so we recommend you switch to rolling a d20 or even a d100
depending on the scale of the purchase. However, these should be pretty rare events. As it
happens in sword and sorcery tales, characters rarely will have enough time and resources to
buy castles and even ships. They are adventurers, always on the go, and if they end up on a
castle, they probably earned it through their deeds and not their pockets. If they need a ship,
they can chart one, or even steal one in the docks.

Chapter 4: Rules of the Game


The Brotherhood of the Silver Dagger had many archaic and cryptic rules, but one was clearer
than all the others. You can only practice thievery in Mezzanthia if you were a member. If you’re
not and still insist on practicing their craft, you shall pay the price with blood.

Sharp Swords & Sinister Spells is a Role Playing Game, and as such, has rules to determine
the outcome of situations where the consequences aren’t obvious, and where both failure and
success can result in interesting scenes.

This chapter presents the core rules of the game that govern almost all situations, and also
gives advice on when to roll dice and how to resolve social encounters and intellectual
challenges. It also covers the rules regarding the actions of NPCs, the measurement of time and
distance, the effects of losing Sanity, and the advancement of characters.

Combat rules will be explained in Chapter 5: Combat.

Core Rules

These are the rules that establish the foundation for all others, which the Referee will usually
use to resolve any unpredicted situation in the game.

Attribute Test

Every time a situation arises in which the efforts of the character have a say in how well it goes,
the players make an Attribute Test. This consists of rolling a d20 against the appropriate
Attribute. Success happens when the result is equal to or lower than the Attribute score, but
higher than the Difficulty. NPCs and Opponents have to roll higher than the appropriate player
character Attribute, and use the Powerful Opponent rule, or they are considered to have an
Attribute score of 10 plus their HD (for more information regarding NPCs in Action, see
below).

Normally, Michelle would not need to test Laelia’s Physique just to climb a tree, but since she is
fleeing a pack of bloodthirsty wolves, she will need to this time. She rolls a d20 and gets a 12, a
number under her Physique score of 13, which means she managed to climb the ladder to get
away from those beasts.

Avoidance Rolls
Most of the time, players will make Attribute Tests to accomplish something their characters
want to do. Sometimes they will need to make these tests to avoid harmful effects. The Referee
will decide which Attribute should be used for each Avoidance Roll, using the following
guidelines:
● Physique: Tested to avoid the harmful effects that attack the physical constitution of the
character, such as poisons, diseases, petrification, and other similar effects.
● Agility: Tested to avoid threats that could be dodged or avoided by sharp reflexes, such
as jumping out of a blast radius, dodging a blade trap about to slice you in half, and
other such daring maneuvers.
● Intellect: Tested to resist mind boggling effects that will try to trick and confuse the
character, such as illusions, disorienting spells, and other such effects.
● Willpower: Tested to resist effects that will try to rob the character of their free will, such
as the seductive powers of a Demon of Seduction, the mind-dominating powers of
Sorcerers, and other such effects.

As Laeria reached to top of the tree, the pack of wolves arrived and started to circle around it.
The one who seemed to be the alpha, however, decided to try to shake the tree to make her
fall. It was a great beast, and its muscles made the tree tramble. The Referee, then, asked
Michelle to make an Agility or Physique test to either balance herself or hold tight.

Positive and Negative Dice

Some situations may make tasks easier or more difficult. Climbing a wall when it’s pouring rain
is a lot more challenging than when it’s sunny. Firing at an enemy from higher ground gives a
distinct advantage. That’s what Positive and Negative Dice are for. When a test is made with a
Positive Die, the player rolls 2d20s and choose the one they prefer for the result (normally the
one that results in a higher number but still within the success interval). On the other hand,
when a Negative Die is imposed on a test, the player rolls 2d20s and the Referee chooses the
one to use as the result (usually the one that complicates the adventurer’s life the most). The
Referee has the final word on whether a Positive or Negative Die is applied to a test, even
though the rules have many situations where the use of them are suggested.

In the scene where Laeria was climbing the tree, the Referee could have decided that since it
was dark she would have had to make the Attribute Test with a Negative Die, rolling 2d20s and
taking the worse result.

Difficulty

Some tasks are harder than others. Trying to jump over a five foot long chasm in the Howling
Hills is simple enough, but jumping over the infamous Chasm of the Dark Depths, with its twenty
foot long distance, even with a running start, can be quite challenging. That’s what Difficulty is
for. The Referee can assign a Difficulty to any test he deems more challenging than usual.
Usually, this will be a number between 1 to 5, but it can go higher, depending on the situation.
The Difficulty number can be determined by other factors too, like by the Powerful Opponent
rule below and the Power Level of the spell or mind power being used.
After escaping the bloodthirsty wolves, Laeria arrives at the gates of an ancient manor deep
within the Howling Hills. Being quite skilled at these things, she decides to pick the lock. he
Referee determines that it’s a fairly complex lock, and assigns a Difficulty 2 for the test.
Michelle, however, rolls a d20 but gets a 2, which is within the Difficulty value. It’s a failure, but it
is one within the character’s potential. The Referee rules she managed to open the gates but
her lock pick is destroyed in the process.

Powerful Opponent

Some enemies are tougher, more agile, more resilient or simply more savage than others. In
game terms, enemies with higher HD are tougher to defeat than those with lower HD. Actions
against Opponents and NPCs have a Difficulty equal to the difference between the enemy’s
HD and the Level of the character attempting the action. Similarly, if an Opponent is making a
test against the character, they add that difference to their d20 roll (see NPCs in Action below).

Running through the hills before reaching the old manor, Laeria has to evade the pursuing
wolves. Since their leader has 3 HD and Laeria is still a 1st level character, the Agility test to hit
him will have a Difficulty of 2. This is going to be rough, as her Agility is only 8.

Failure and its Meaning

When a player rolls above their Attribute score or equal to or below the Difficulty, they fail the
Attribute Test, but these failures may have different meanings. In game terms, when a player
rolls above their Attribute score, the task may very well be beyond their capabilities. That’s the
common failure we are all accustomed (the lock is beyond their lock picking skills; the language
in which the scriptures are written is beyond their deciphering skills; that rock that fell atop their
companions is too heavy for them to lift; their mind is not strong enough to resist the lure of the
pleasure demons).

However, when the player rolls under the Difficulty, they usually are within their capabilities but
the challenges inherent to the task made them fail somehow. This could have various
consequences, depending on the situation and judgement of the Referee (the lock was almost
opened, but the lockpick broke inside; they translated the scriptures changing the real meaning
of what was written; the heavy rock that fell on your friends slipped through your fingers and
crushed their bones; the lure of the pleasure demons is so strong that, although you could resist
for a few seconds, part of your soul just gave in). Another option is allowing a “Yes, but” kind of
result when the result is within the Difficulty (you manage to pick the lock, but you break the
picks inside the lock; you correctly translated the old scriptures, but the truth behind it shattered
your mind, making you lose 1d3 Sanity points; you’ve made a great effort and managed to lift
the rock and release your companions, but in doing so you sprained your muscles taking 1d3
points of damage to your Physique; you closed your eyes and ran away from the pleasure
demons, but their image will haunt you for weeks, and you will need another Willpower test to
sleep every night).

Firing her crossbow at the wolves, Laeria rolls a d20 and gets a 17, way past her Agility of 8.
She misses wildly. If, however, she had rolled a 1 or 2 (within the Difficulty value) she would
have fired in their direction but since it’s a failure, they would have probably dodged the shot.
Resisted Tests

When two characters are attempting opposing actions, whether a character is trying to sneak
past a guard unnoticed, or trying to win a dispute against another, or any similar opposed test,
we make a Resisted Test. When this happens, both players make their tests regularly, applying
all the normal rules, and the one who succeeds with the highest roll wins. Normally, Resisted
Tests are only used when player characters are opposing each other, because when the
opposition is an NPC or Opponent, a player just make the test normally using the Powerful
Opponent rule. However, should the Referee deem it important, an Opponent may be
considered to have an Attribute score of 10 plus their HD for the purpose of Attribute Tests,
receiving Positive or Negative Dice according to their nature (more details on NPCs in Action
below).

Laeria and her friend Rivaldi are spending some time away from perilous adventures in a
friendly tavern, and they decide to play a game of darts. To decide who wins this competition,
both make an Agility test, hoping to succeed and to get a higher result than their opponent.
Laeria rolls a 7 and Rivaldi rolls a 10! Both are successes (as she has an Agility of 8 and he has
an Agility of 14), but Sarto rolled higher, so he wins! In the end, he scored more points with his
precise aim.

Pushing the Roll

Normally, if an Attribute Test results in a failure, the task is beyond the character capabilities or
something happens that makes it harder to try again. However, the player may try to Push the
Roll. In game terms, the player describes how their character is putting extra effort into the task
and they may try the Attribute Test again, but if they fail, dire consequences will ensue, and the
Referee has all the right to complicate the character’s situation even further.

Still at the friendly tavern, Laeria decides to try her luck and her wits at a gambling table. They
are playing skull die, a dice game where you have to reach 33 points. She decides to try
counting everyone's dice, which is actually forbidden in this game. The Referee decides there
will be a Difficulty of 1 Intellect test, since one gambler at the table has 2 HD and is quite good
at the game. She rolls a 17, way above her 14 score, so she really can’t do the counting. But
she decides to try harder, to really pay attention and Push the Roll. The Referee informs her
that, if she fails, they will catch her doing that and she might be in trouble, making the tavern not
so friendly anymore. She picks the d20, rolls again and get a 15. Now, two burly hands
suddenly rest on her shoulders.

Critical Successes and Fumbles

Sometimes, things go extremely well. At other times, all hell breaks loose. When making an
Attribute Test, there are special results called Critical Successes and Fumbles.
A Critical Success occurs when a player rolls the exact score of the Attribute tested on the
d20, or when NPCs and Opponents roll a natural “20”. This means the task attempted is
accomplished extremely well, and further benefits may be gained, according to the Referee’s
judgment.

Seeing, how the situation was evolving, Laeria decides to run. The people pursuing her were
not in their best shape, but there were a few of them with a good physique, so the Referee asks
her to make an Agility test with a Difficulty of 2 to escape. Michelle picks the d20 and rolls a 14,
her exact Agility score, scoring a Critical Success. Not only did she escape her pursuers, but
she made them believe she went in another direction altogether!

A Fumble happens on a roll of natural “20” for players and on a roll of “1” for NPCs and
Opponents, and it represents a catastrophic failure. Not only is the task unsuccessful, but the
situation is aggravated, and complications arise in consequence of the action. Again, the
Referee should use their judgement when deciding what happens.

Having ran away from the tavern, Laeria soon found herself in the middle of the Whispering
Woods, with very little to orient herself in the dark. Michelle says she wants Laeria to get back
to the Old North Road to head back to Mezzanthia and the Referee asks her for an Intellect
score but gives her a Negative Die due to the darkness and the fact that she ran away without
much worry about where she was going. Picking the 2d20s, she rolls a 7 and a 20. Because of
the Negative Die, the Referee picks the 20 as the result, making the action a Fumble! Now she
is lost in the haunted woods!

Durability Roll

In the grim and savage world of Sharp Swords & Sinister Spells, nothing lasts forever.
Swords can break, bows may run out of arrows, armor can be reduced to fragments, and you
can run out of people to ask favors from. Hence, every item or resource can have a Durability
score, symbolizing how deteriorated a resource is. This rating varies from 0 to 5, 0 indicating
that the resource is destroyed or completely drained, and 5 being a very sound and durable
resource that has been barely tapped. The usual score for most items and resources is around
3. This Durability score can be used for almost any resource that can be used, like items, fuel,
food, and even favors with people and factions.

To keep track of the deterioration, we use Durability Rolls, which consist of rolling a d6 and
comparing the result to the Durability score. A result of equal to or lower than this number
means the item has not lost its durability, ammunition, or whatever represents the utility of the
resource. However, a result higher than the score means the resource has been diminished and
the Durability is reduced by 1. The frequency of the Durability Rolls depends on how
unforgiving the Referee wants their setting to be, varying from one every encounter when the
item is used, to once every adventure.

As this score decreases, the resource runs the risk of being destroyed or completely depleted.
Players can and should try to repair them, either paying someone to fix it, getting more
ammunition, buying more oil or whatever needs to be done (and the Referee should make sure
that magical objects are harder to fix or recharge). Once the Durability score reaches zero, the
resource is depleted, the item is destroyed, there is no more ammunition or charges, or
otherwise the item is unusable.
Laeria’s crossbow started the game with a Durability of 3, but along the many perilous forays
through the world of Anttelius, the weapon’s Durability has been reduced to 1. Now, she finds
herself stranded in the haunted region of the Whispering Woods, where she became lost after
fleeing some enemies. The Referee remembers she hasn’t asked for a Durability Roll for a few
sessions and asks for one now. Michelle, Laeria’s player, rolls a 4. This means her crossbow is
out of bolts. Let’s hope she doesn’t run into trouble.

Luck Roll

They say our luck is written in the stars, but some entities can realign those stars or even
destroy them. Every player character has a Luck score, representing their inherent ability to be
in the right place at the right time, the favor of the gods, or just good fortune. Thus, whenever a
situation arises in which the capability of the character has no influence and the Referee still
wants to decide it by chance, they can call for a Luck Roll.

This consists of rolling a d6 and comparing it to the character’s Luck score. If the result is equal
to or lower than the Luck score, the situation develops in favor of the character. They were
lucky. On the other hand, rolling above that score means things go south for them, and their
Luck score is reduced by 1 until the end of the adventure. They were unlucky. What that means
will vary from situation to situation, and is determined by the Referee. Once the Luck score
reaches zero, the character fails all subsequent Luck Rolls.

After walking hours and hours in the woods, Laeria runs into an abandoned shrine of a forgotten
god. Looking around, she can’t see any immediate peril nearby, and she decides to approach it.
She tells the Referee that she will look for something she can use, opening cases and tapping
the altar to find any hidden compartment or anything of value. Since the Referee hadn’t really
prepared anything for the location, she asks her to make a Luck Roll. If she is lucky, she might
find something useful.

When to use a Luck Roll?

But when does the destiny of the adventurers rest on their luck? Well, whenever they can’t rely
on something else, basically.

The Luck Roll can be used by the Referee as a tool for determining whether a previously
undefined fact about the environment or scene is true or not, especially when this affects the
interest of the player characters. Is there a patrol passing through at that moment? Are there
any oil barrels stocked in the abandoned warehouse on the docks? Is there food or water in the
ruins found in the Desert of Purple Desolation? All of this can be decided by a Luck Roll.

It’s important to notice that Luck Rolls can be the result of both the players’ questions about the
scene (“so, are there any sharp tools inside the workshop?”) or the desire of the Referee to find
out about something (“as you remove the crystal skull from the altar, the whole temple complex
starts to shake, and rocks start falling from the ceiling. Make a Luck Roll to see if any one of
them falls on you!”).
Refusing a Luck Roll

A player may want to preserve their Luck for later, and refuse a Luck Roll. This makes the
scene develop as if they had failed the roll but doesn’t reduce their Luck score as an actual
failure does. Thus, the Referee should try to at least imply the possible consequences of each
Luck Roll, so players can make informed decisions about risking their Luck.

As Laeria is about to exit the shrine, she finds a loose flagstone on the floor and lifts it up.
Inside, she can see a small set of stairs leading to a rough hewn tunnel that still has some
strange phosphorescent fungi, and a vine covered floor. Since she has ran out of torches, she
asks if there is a sconce with a torch nearby in the ruins, and the Referee asks for a Luck Roll.
Not wanting to risk her Luck too often, she refuses and just presses on into the tunnel, hoping
the dim light of the mushrooms will be enough.

Refreshing Luck

At the beginning of each adventure, the character’s Luck score is refreshed to its original value,
unless something in the current events of the campaign dictates otherwise (like a curse, an
arcane device that draws the favors of the Gods, or something similar). Luck comes and goes
in the world of Sharp Swords & Sinister Spells, and as in the literature that inspires the game,
adventures as usually episodic, with some amount of time between them. This allows for the
stars to realign and set the characters’ destinies back on their tracks.

Laeria had to count on her Luck several times while adventuring in the Known Lands, even
having an occasion where her Luck score was reduced to zero. Thankfully, in this new
adventure, her Luck score returns to 4!

Using the Character’s Concept

Characters are just like real people--they have multifaceted lives and identities. That’s the
purpose of a character’s Concept -- it establishes details and aspects of said character, and
this has an impact on how the game is played.

Every characteristic in a character Concept can possibly affect actions during the game and
both the players and the Referee may announce their effects in the game or propose a setback
as described below.

Claiming Advantage

Whenever an action being attempted should benefit from a detail in the character’s Concept,
the player may claim an advantage and receive a Positive Die on tests related to that action.
The Referee has the final say in whether the character Concept applies in the situation, but
they should work on the applicability with the player.
After a few days wandering in the haunted woods, Laeria finally found a way out and reached a
narrow dirt path skirting the whispering woods. She says she wants to know if this trail leads
back to Mezzanthia, her city. The Referee says she needs to succeed on an Intellect test to
remember if she ever heard about such a path. Since she is a noble from Mezzanthia, she will
benefit from a Positive Die on the test.

Determining Disadvantage

When an action should be harder for a character because of something established by their
Concept, the Referee can determine they are at a disadvantage, and impose a Negative Die
on tests regarding that action.

During the days Laeria spent lost in the Whispering Woods, she had a really hard time trying to
find food and water. Although the Difficulty of the Intellect test to find shelter, edibles and water
wasn’t that high, the Referee would always impose a Negative Die to her test since she is
clearly a more urbane person, not accustomed to the wilderness, as her Concept establishes
that she is a noble from Mezzanthia.

Accepting a Setback

If the consequences of a failure in some action seem interesting enough, the Referee can offer
a setback to the player. In game terms, the character fails the test or performs an action that will
lead them to a dangerous situation and, in exchange, they gain a temporary bonus of 1 point to
their Luck score (that can be used as normal, but will go away at the end of the adventure). A
player can also suggest their own setbacks to the Referee, but the latter still has the final say in
the proposition. A character can never increase their Luck score above 5.

In one of the nights Laeria spent lost in the woods, she tried to find shelter and the Referee
offered her a Setback, due to her being cocky and more prepared in the city. She would wander
into some ruins looking for a place to sleep, and would stumble into something bad. Needing to
increase her Luck, she accepts it and prepares for the worst.

Using a Character’s Complication

Nothing is so bad that it cannot get worse. Characters’ lives are full of adventure, they run into
trouble looking to gain something in the end, but sometimes trouble comes looking for them.

During character creation, every player establishes a Complication for their characters. This
not only helps develop a stronger foundation for the character in the gaming world and provides
the Referee with possible hooks, but the player can use the Complication to insert even more
trouble in the adventure. But why would they do that?

To get a temporary point of Luck. By activating their Complication, the player gives the
Referee the permission to insert the character’s Complication at any moment they deem
appropriate for the immediate benefit of a temporary point of Luck (that will go away at the end
of the adventure if not lost before that). That means the Complication doesn’t have to come
into play immediately, and the Referee can use it later, in a more dramatic moment, to make the
lives of the players’ characters more exciting! This can be done once per adventure, and the
Luck score can’t go higher than 5.

Having almost run out of her Luck points, Michelle says she is activating Laeria’s Complication
to gain a point of Luck. Now, whenever he thinks it would be dramatically appropriate, the
Referee can introduce the “Obsessed Rival” to torment her.

When to Roll Dice

Player characters are competent adventurers who often get into problems much bigger than
themselves. This means that most of the time they will be trying to accomplish feats that are not
easily done, and that the consequences of success and failure are both interesting. But that
may not always be the case.

Some actions are just mundane and don’t require an Attribute Test, like cooking a meal, riding
a horse through a calm valley, or lighting a torch outside the dungeon. An Attribute Test comes
into play when something else is happening to make these actions more interesting and
dangerous, or makes the outcome of both success and failure important. Trying to cook an
extravagant meal to impress a foreign envoy, riding a horse when arrows are falling from the
sky and lightning the torch while a horrible monster tries to eat you, for example, might warrant
an Attribute Test, since the consequences of success and failure are equally interesting and
there is a significant chance things can go wrong.

Normally, climbing a tree would never require an Agility test, but when Laeria was being
attacked by bloodthirsty wolves, the Referee asked for one, because the consequences of
failure or success were important and equally interesting.

Social and Intellectual Challenges

There are rules governing many aspects of the game, but for some of them, we left blanks (such
is the way of Old School gaming). You roll dice to see if you hit your enemy with your sword, if
you managed to dodge the scythe trap, or to see if you find the right scrolls on the Overlord’s
library, but we suggest you don’t roll dice for every challenge, especially social and intellectual
ones.

When the player characters decide to interact with someone, the Referee asks them what they
are saying.

● What are they hoping to get out this interaction?


● How are they trying to accomplish this?
● If they are making a proposition, what is it and why do they think the other party will
agree to it?
● If they are threatening someone, what is the threat?
● What is their leverage if they have one?
● What are they willing to offer to the other party?

Players don’t need to make theatrical performances (although speaking in character and
gesturing like they would can be a lot of fun for everyone at the table). Using creativity and
ingenuity to solve social challenges instead of just rolling dice can be one of the best parts of a
game session.

The Referee will take that information and will make a judgment call based on the NPC’s
motivation, personality and overall disposition. They should, however, keep in mind that in an
Old School game, we are hoping to encourage player’s creativity and problem solving, so if
they see the players making an effort to come up with a solution, they should give it a chance to
work.

Some things to keep in mind and help the Referee make a judgment call on whether the PC’s
argument is enough to convince the opposition or solve the problem:
● What does the opposition want out ot the encounter?
● Is there something else they desire?
● Do they fear anything that could be used against them?
● Are they corruptible or willing to compromise?
● Do they have any weakness that can be used against them?
● Are they willing to risk something important to get what they want?

If you still decide to use die rolls, try allowing good results to provide answers to those questions
above. They will provide important information the players can use to better propose solutions
and form better strategies to get what they want out of the encounter. They will still have to use
their creativity, but their characters abilities will also be able to contribute.

Similarly, an intellectual challenge, like a puzzle, a riddle or even a maze can be presented
during the game for the players to solve, instead of their characters. It’s part of the Old School
style to challenge the players instead of their characters. The Intellect Attribute in Sharp
Swords & Sinister Spells represents the knowledge and perception of the character, but not
their reasoning and ingenuity. That’s where the player comes in. It’s part of the fun of the game
to solve this situation with other resources instead of simply die rolling. Figure out the puzzle,
think about what the riddle means, trace a path to escape the maze. Obviously, the Referee
should choose challenges that aren’t too hard, or use them in non-essential parts of the
adventure. They don’t need to solve the puzzle to defeat the Undead King, but if they do they
will earn something that will make their task easier.

As an option, players could use tests or even describe how their investigate such challenges
and the Referee should try to answer a few questions such as:
● What is this puzzle connected to?
● Does it possess moving parts?
● Is it related to math? Language? Art?
● Answer yes or no questions of the players.

In the end, however, this is up to the Referee and the group of players. How do they want to
tackle these situations? If they prefer to resolve everything with a die roll, it’s their game now.
But I strongly suggest giving the method described above a try. Different challenges can have
different ways to resolve them. As they say: “Variety is the spice of life” (and, why not, games).
Laeria found an old tome in one of the ruins she stumbled upon. It seems like an old journal
written by a bandit lord who stole a great gem from a Zartarian sorcerer in the past. Apparently
it was hidden somewhere in the howling hills, and the bandit drew a map with a series of riddles
and puzzles to actually use it. Now, Michelle would have to solve these in order to get to the
treasure. No die roll would help her. Luckily she is quite good with riddles.

Language and Communication

In the vast world of Sharp Swords & Sinister Spells, a large number of languages are used,
and even monsters have their own form of communication. Although this could prove a tough
challenge for adventurers, in the stories that inspired this game, this was never really a barrier,
or at least, not for long. As such, there exists a common tongue that most cultures in the world
can speak (inhabitants of isolated towns are probably an exception, as are xenophobic cultures
who refuse to learn the language of others), or at least understand, a language originating in the
glorious days of the Zartarian Empire. But how do we know if a character speaks a specific
language?

My first suggestion is looking at the character’s Concept. Does it make sense that a “Diplomat”
knows the language of a culture that is in all the major City-States around Arthasia? Probably.
Does a hunter who hails from a backwater village know the same language? Probably not. If
you are still in doubt, ask for a Luck Roll. Lucky characters have learned languages without
even realizing they know them.

Laeria studies many languages under the tutelage of scholars in her youth. The nobles of
Mezzanthia were supposed to be well versed in literature of many people. So it makes sense
that she can understand the Zartarian language. However, Ancient Zartarian might be a little
harder, and when she was trying to read the grimoire of an old Sorcerer-King, the Referee
asked her to make a Luck Roll.

Action and Scene Resolution

Most of the time, we roll dice to find out the outcome of an action. When you fire your crossbow
against the Great Devouring Snake, you make an Attribute Test. When you try to jump over
the chasm when the Punishers are behind you, you make another test. A test represents the
attempt of an action, and that usually takes a few seconds in the game world.

However, some tests can represent more than one action. When a character spends hours
browsing through the old records in the ruins of an archive, the player makes just one Attribute
Test, instead of hundreds of them for each tome they searched through. To properly file the
right forms to get the cargo liberated by the merchant guild of the Guild of Coins, you only make
one Attribute Test, even though you had to fill dozens of forms and go to their headquarters six
times.

Ultimately, it’s up to the Referee to decide how a task will be resolved, using tests for single
actions or to represent a whole endeavor or scene in the ongoing story.
Even though she can understand the Zartarian language, the old Sorcerer-King who wrote the
grimoire has hidden a secret message in the text. n order to decipher it, Laeria would need to
read the whole tome, deciphering every page. This would take hours, if not days. The Referee
could ask for a test for every entry in the book, but this would result in too many die rolls,
slowing down the game, so he decides to ask for a single Difficulty 5 Intellect test. This isn’t
going to be easy for Laeria.

NPCs in Action

Most of the tests in this game are focused on the player character's capabilities, as they are the
main characters of the story being created. It’s also much easier for the Referee to rely on the
character’s statistics than to create detailed statistics for every NPC and Opponent the players
might run into.

Thus, if an NPC is attempting an action against a player character, they roll a d20 and need to
obtain a result higher than the pertinent Attribute score of said character. Note that the
Powerful Opponent rule applies here, adding the difference between the NPC’s HD and the
character’s Level to the die roll.

Spotting a nearby ruin, Laeria runs towards it and closes its stout metal door behind her. The
giant serpent was soon upon the door, pushing its weight against it. The Referee rolls a d20 + 4
(since the creature has 6 HD and Laeria is a 2nd Level character) and gets a total of 13, which
is the exact score of her Physique. Even though the worm is incredibly strong, Kaylia manages
to keep the door closed for a sufficient amount of time for it to lose interest.

However, there may be times when the Referee wants to highlight the ability or proficiency of
some NPCs and Opponents, and it is important to assign an Attribute score to them. A
practical way to do this is to assume they have an Attribute score of 10 plus their HD, and give
them a Positive Die for tasks they should be good at or a Negative Die on tests they shouldn’t
be very good at.

Inside the ruins, Laeria finds recent footprints of boots. Someone has entered the structure just
before her. The Referee rolled a random encounter and got an assassin as result, but decides
to actually use one of the campaigns main villains. Since the villain’s HD is 4, he judges that the
villain should have an Agility of 14 and makes an Attribute Test to see if he can sneak near
Laeria for a possible surprise attack.

Finally, when an NPC acts against another NPC, they both roll a d20 and add their HD,
comparing the results. The one with the higher result wins the dispute and gets to do what they
want. This is used especially when characters have retainers and they are used to battle other
NPCs and Opponents.

Luckily, Laeria dodges the assassin’s attack and runs outside of the ruins again, pursued by
him. When she gets out, she asks if the giant serpent is still there and the Referee decides it is.
She asks if it attacks her or the assassin, and the Referee asks for a Luck Roll. When she
passess it, the Referee decides it attacks the assassin. He rolls 2d20s and add the creatures
HD to each of them to decide what happens. If the snake rolls higher, it bites the assassin, and
if he rolls higher, he dodges the snake and can act.
Measuring Distance

During a fast and action packed adventure of Sharp Swords & Sinister Spells, the last thing
you would want to do is count squares, feet, meters or whatever measuring unit you are
accustomed to using. That’s why this game opts for an abstract way of handling distances.

There are 5 broad distance categories: close, short, medium, long and distant. Close
encompasses everything within a couple of steps away. Short distance would be up to what a
person could normally walk in about 10 seconds. Medium would be up to the distance someone
could run in the same 10 seconds. Long range would be up to the distance a person could run
in a minute. The distant category would then encompass the distance a person could run in 10
minutes.

Now that the snake bought Laeria some time, she decides to hide in the shadows of the trees
and wait. She chooses a spot at distant range from the ruins, hoping to be able to hit the
assassin from there. If she misses, she will still be pretty far and can try to hide again.

Measuring Time

As with the measurement of distance, this game measures time in two abstract units we call
rounds and turns.

A round takes as much time as is usually needed for a character to take an Action and make a
Movement in an action scene or combat. This usually means a round lasts around 10 seconds
or so, but that can vary according to the Referee’s judgment.

On the other hand, a turn usually lasts until a scene is resolved (see Action and Scene
Resolution above). Sometimes this involves the resolution of a series of rounds, but other
times a whole scene can be resolved in one test and this takes a turn. Most of the time, this
means a turn lasts for about 10 minutes. However, the Referee may judge that a turn may take
more time, such as a day, a week or even a month (for when the characters are traveling for a
long time, making extensive research, or something similar).

During the fight with the assassin, each Action Laeria took happened during a round. She could
move, attack him with her sword, dodge attacks, etc. While she was exploring the ruins, looking
for treasure and even traps, each action would take a turn, as she would walk slowly and
cautiously, tap the floor and walls, look for signs of movement, etc. When she was lost in the
woods, looking for shelter, food and a way out, each action would be measured in turns of 3 to
4 hours.

Sanity and Madness


Some things are not meant to be seen by mortal eyes. Others are way beyond the
comprehension of the simple minds of the humans, and this can shatter their grip on reality.

In game terms, every character has a Sanity score equal to their Intellect. This represents their
grip on reality and their ability to rationalize what they have witnessed in order to preserve their
minds.

When a character witnesses something that can affect their fragile minds, the Referee will ask
for a Willpower test with a Difficulty appropriate to the gravity of the event (usually varying
from 0 to 5). A success means the character had the mental fortitude to preserve their sanity
and create a reasonable explanation for what they have seen, even if it’s just to preserve their
sense of reality.

When a character fails, however, they lose some of this mental resolve. The amount of Sanity
points lost varies with how disturbing each experience is. Weird encounters might inflict just 1d3
points of Sanity damage. Bizarre encounters make the character lose 1d6-1 points of Sanity.
Terrible experiences will make the character lose 1d6 points of Sanity. Finally, mind-
shattering ones will reduce the character’s Sanity by 2d6 points.

Laeria can’t quite remember everything she saw in the few days wandering in the Whispering
Woods. During one of the haunted nights, she saw a vision that made her mind almost collapse.
She could have sworn she saw herself, dead, with the roots of a dark sinister tree swallowing
her body, as evil laughter echoed through the trees. On this occasion, the Referee asked her to
make a Willpower test against a bizarre vision with Difficulty 2. She failed, rolled a 19 on the
d20, and experienced a few nights of nightmares, as her Sanity score was reduced.

Acquiring Madness

Once a character’s Sanity is reduced to zero, they acquire a Madness and their Sanity score is
restored to the initial value. The madness should be related to what made them lose the Sanity
points. This can only happen 3 times though, as explained below.

The first time this happens the Madness acquired manifests just as a minor quirk, being quite
manageable. The character is nervous around situations that remind them of their madness, but
there is no mechanical effect yet. By the second time, the Madness becomes stronger and can
affect the character in critical situations. Once per adventure, the Referee may impose
Negative Dice to the character’s actions for a full scene if they fail a Willpower test. By the
third time the Madness is acquired, it becomes a constant disturbance in the character’s life.
Once every session (or twice in a single session adventure), the Referee may impose Negative
Dice to the character’s actions for a full scene if they fail a Difficulty 3 Willpower test. If the
character’s Sanity score is reduced to zero a fourth time, the Madness takes over their mind
completely, and they no longer can be played.

Laeria fails her Willpower test and loses enough Sanity points to earn her first signs of
Madness. Now, whenever she sees roots of trees, she will be reminded of that bizarre vision
and shiver. The Referee hopes to develop this Madness further, if she loses her Sanity again,
so that when she enters forests and other areas with trees, she will start to feel afraid and
nervous.
Perilous Journeys

In a violent and savage world inhabited by ancient beasts and monsters spawned in the
deepest abyss, traveling is a feat in which few people regularly engage. Going from one
City-State to the next is an adventure all on its own.

Many dangers can befall travelers in their journeys, not only monsters and bandits, but
many other hazards such as storms, wildfires and foetid swamps. Additionally, when
adventurers explore savage and unknown lands, any raging river, steep mountain, or
tortuous trail can become an obstacle.

In game terms, each character needs to make a Luck Roll for each leg of the journey. If
the majority of the group succeeds, nothing bad happens. However, if most of them are
unlucky, something unfortunate befalls the group. When this happens, roll on the table
below.

d20 Travel Hazards


1. Mundane animals of the region are strangely agitated and act in weird and disturbing
ways during the night. The group cannot sleep well and everyone receives a Negative
Die during the next scene, unless they pass a Physique test.
2. The Durability score of rations and similar supplies are reduced by 1d3 points due to
insects or other creatures that seemed strangely attracted to the party's food stock.
3. The trail ahead is blocked and the party needs to make a detour, increasing the travel
time by 1 day.
4. Bad weather reduces visibility drastically, forcing the party guide to make an Intellect
test or lose 1 day of travel time to make sure they do not deviate from their trail.
5. After a good night of rest, the party wakes up to find out they've been robbed. They
lost 1d6 Treasure Points divided among them.
6. The landmarks the guide was using as reference have disappeared. She now has to
make an Intellect test or the party will follow the wrong path.
7. A group of untrustworthy merchants is met on the road and tries to take advantage of
the party. Each character must pass an Intellect test or lose 1d4 Treasure Points.
8. Having to flee from a terrible threat (a creature or hazard), each character loses one
random item of equipment.
9. A traveling warlock curses the group, reducing their Luck score by 1 until they perform
a task for him. The curse can be resisted by passing a Willpower test.
10. A ghost appears to haunt the party until they help it finish its final mission.
11. The party's scout needs to pass an Intellect test or the adventurers will fall for a trap
or ambush set by bandits or viler creatures.
12. Something or someone is following the group. The watcher can test Intellect to detect
the pursuer. What may it be?
13. The party crosses the territory of a powerful individual or creature and now needs to
negotiate passage, be it by combat or more civilized ways.
14. Strange nightmares take hold of the adventurers’ dreams, disturbing their sleep. Each
character needs to make a Willpower test to decipher the prophetic signs hidden in
their vision. If they fail, when they confront the situation the dream was based upon,
they will receive a Negative Die for all actions. Those who succeed will receive some
information that might help them with their adventure.
15. A perilous obstacle needs to be surpassed (a cliff, a ravine, a raging river.) Characters
need to make a Physique or Agility test. Failure indicates that they suffer 1d8 points
of damage.
16. Predators from the region are following the adventurers. To escape confrontation, they
need to shake them off (Intellect test) or be quicker than their pursuers (Agility test.)
17. The food consumed today travel was poisoned. The characters need to pass a
Physique test or suffer 1d4 points of damage to that Attribute.
18. A fanatical warrior from a local community challenges one of the characters to a fight
to the death. He doesn't seem to be willing to take no for an answer.
19. The party is exposed to the radiation emitted by an ancient civilization's technological
artifact. All characters need to make a Physique test or suffer 1d6 points of damage to
Physique or Agility.
20. A supernatural entity casts an illusory spell on the party. The adventurers need to pass
an Intellect test to realize the reality they are seeing is false. Only one test can be
made per day.

During the days Laeria was lost in the haunting woods, the Referee asked her to make a Luck
Roll to see if she would run into any Travel Hazards. As she rolled above her current Luck
score, he rolled a d20 and got a 14, making her have some terrible nightmares.

Character Advancement

During their exploits throughout the many ruins, dungeons, and other perilous locations, the
adventurers will learn a lot of things. They will get better at what they do. They will also become
more resilient and capable of greater deeds.

To represent this in the game, characters have Levels of advancement assigned to them.
Everyone starts at first Level, and as they gain more experience through a number of
adventures, they get to advance to the next Level. As characters become more experienced,
leveling up takes more time.

To advance to the next Level, each character is required to participate in a number of


adventures determined by the table below. The adventure does not need to be successful and
an adventure is anything the characters set out to accomplish, even completely personal
objectives.

Next Adventures Required


Level

2nd 2

3rd 3

4th 4

5th 5

6th 6
7th 8

8th 10

9th 12

10th* 14
* Each subsequent Level requires the same number of adventures required for the previous
Level plus 2 more.

Laeria started as a first level character, and needed to go on 2 complete adventures to reach
2nd Level. Now she will need to participate in 3 more adventures before she can advance to the
3rd Level!

Level Advancement Benefits

Leveling up provides a number of benefits:


● Character Level is one higher, making it easier to face Powerful Opponents.
● Many of the Archetype’s Special Abilities improve as the character advances through
Levels.
● The character gains 1 additional point of Vitality (The Warrior gains 2 points)
● The character makes Improvement Rolls for a chosen Attribute first, and then for their
Archetype’s two Prime Attributes. An Improvement Roll consists of rolling a d20 and
comparing it to the Attribute score in question. If the roll results in a number higher than
the Attribute score, the Attribute is improved by one point (to the maximum natural
score of 18). If the result is equal to or lower than the Attribute score, it’s not improved.
An Attribute can only be improved once per Level, even if the player chooses to roll for
one of their Prime Attributes as their chosen Attribute’s Improvement Roll.

Now that Laeria’s reached second level, she gains various benefits. First of all, she is more
capable at fighting her enemies now as Powerful Opponents will compare their HD to two
Levels instead of one. Now she can also dodge more attacks in combat, she improved her array
of talents, her attacks from the shadows become more deadly, and she is even more lucky! It’s
also time to make the Improvement Roll for her Prime Attributes. She rolls first for her Agility,
getting a 9 on her d20, which is higher than it’s score. This means her Agility becomes 9.
However, when rolling against her Intellect, she only gets a 5, way below her 14 points of
Intellect, meaning this Attribute won’t improve this Level.

Learning New Abilities

Even though characters can learn a lot and improve many of their capabilities when leveling up,
some things they just learn the hard way, through their own efforts in adventures!

To acquire new abilities, special powers, new skills not provided by their Archetypes, player
characters will have to accomplish daring feats to earn them during play. There isn’t a set in
stone formula for this, however. The suggested procedure is to have the player inform the
Referee of what their character would like to learn how to do. Then, they and the Referee will
come up with how this ability will work in game terms, with the Referee having the final word.
After that, the Referee will start offering hooks and rumors regarding ways in which the
character can accomplish some deed to learn the Special Ability in play. They will probably
have to go into a crazy adventure to do that, and that’s part of the fun!

Below we present a few examples of abilities and daring deeds characters would have to
accomplish to obtain them.

Berserker Fury: The character becomes capable of entering a state of savage frenzy once per
day per Level. When in this state, all damage inflicted by him is increased by 1 point and all
damage taken is also reduced by 1 (DR 1). This frenzy lasts for a full turn, in which the
character needs to take a violent action every round (even when there aren’t enemies around.)
To resist this impulse, the character needs to make a Willpower test. If the character wants to
interrupt this rage, he needs to pass 3 consecutive Willpower tests. To obtain this ability, the
character needs to travel to the most remote and savage areas of the world until they find the
avatar of the Spirit of Primordial Rage and dominate it with their will. Only after this
accomplishment will they be able to control and harness their inner fury.

Shadow Servant: A sinister spirit from the Shadow World serves the character, spying and
performing tasks that only a living shadow could. It is immune to physical attacks and possess
the same amount of HD as the character has Levels. To obtain the services of a Shadow
Servant the character needs to travel to the Shadow World and find his shadowself. Once they
best it in a duel, it becomes theirs to instruct as they see fit.

Loyal Mount: A supernatural mount, an ancestral and noble spirit, allies with the character to
achieve common goals. It is faster and more vigorous than mundane mounts and possesses
quasi human intelligence. Furthermore, the character and the mount develop a mystical bond,
being capable of communicating telepathically over short distances. The Loyal Mount has the
same amount of HD as the character has Levels. To obtain this mount, the character needs to
find a primordial and rare specimen of their chosen mount and perform an ancient ritual in which
they will need to prove his worth to the mount’s spirit.

Animal Form: The character can assume the form of a specific animal a number of turns equal
to their Level. In this Animal Form, he acquires a Concept related to the animal besides their
own. They also acquire all the natural abilities of the animal and, if the animal has natural
attacks, they receive those with the damage determined by their size (small, medium or large).
To obtain this ability, the character needs to go to the original habitat of the creature and
perform an ancient ritual to enter the spirit world and contact the totem spirit of the animal.
There, they will be put to a series of tests to prove their honor and affinity with the animal spirit.

Vision Beyond Shadows: The character becomes capable of seeing normally even in dark
and shadowy places. In total darkness, his vision is limited to short range, however. To obtain
this ability, the character must journey to the Shadow World and swallow the dark flame, a rare
magical fire protected by malevolent shadows.

Sense Sorcery: The characters can sense the foetid smell of sorcery up to short range. Once
per Level per day, he can make an Intellect test to sense the presence of magic in his
surroundings. The character needs to have a traumatic experience with sorcery to acquire this
ability, having dedicated himself to the hunting and elimination of warlocks and sorcerers for at
least 2 Levels.
Stone Skin: The character can make his skin assume a rocky texture and become more
resistant to physical attacks. In game terms, he acquires a Damage Reduction of 1. To acquire
this ability, the character needs to swallow a diamond heart from an earth elemental lord.

Supernatural Patron: The character becomes a servant of a powerful supernatural being and
earns the favor of said entity. He gains a Positive Die on all actions related to the patron’s
portfolio and can reduce their Luck score voluntarily by 1 to invoke a favor from his patron in
dire situations. In this case, the patron will want something in exchange (which will probably
lead the character to a new adventure.) To acquire this ability, the character needs to discover
the ritual that will forge a pact with the desired patron and make that being a worthy offering. If
they survive the meeting with the entity, they can strike a bargain.

Fear Immunity: The character is immune to any fear effect and does not need to make
Willpower tests to resist similar effects. To gain this ability, the character must travel to the
Dreamlands to face his greatest fear and best it.

Rewrite Destiny: The character’s Luck score is increased by 1 permanently and they can
modify their Concept as they wish. To do this, they must steal the Book of Destiny from the
Sisters of Fate and rewrite their birthstars.

Danger Awareness: The character makes all perceptions checks with a Positive Die and can
negate any situation in which they are considered surprised with a Luck Roll. To acquire this
ability they must travel to the jungles of the Ungawa and survive for at least a full year on their
own. After this period, the tribes of hunters will consider teaching the outsider how to attune to
their surroundings. To prove their worth, the character will have to perform a quest on the
depths of the jungle, far away from the Mother Tree, where the worst predators live.

Shadow Cloak: When in a location with a shadow big enough to cover the character, they can
become invisible for a number of turns equal to their Level per adventure. To learn this ability,
the character must find a Shadow Assassin and convince them to teach this ability. This won’t
be easy, as it’s believed that there aren’t any Shadow Assassins left in the world, all being killed
in the last wars of the Zartarian Empire.

Having read a book where the protagonist could move through shadows, Michelle asks the
Referee if Laeria could learn to do this in the game, and the Referee thinks a bit about it. He
then replies she can, but she will need to research some legends about this, and maybe do an
incursion in the Shadow World to learn how to travel through shadows. This will inevitably lead
Laeria into a dangerous adventure, but one she wants to participate in.

Chapter 5: Combat
Anttelius is a brutal world, and many conflicts can only be settled with steel and blood. So be
ready and sharpen your weapons. At any moment a savage beast can pounce on you while you
travel from one village to another. A shadowy assassin might attack you from a dark alley, paid
by an enemy you didn’t even know you had. Or the person you thought was your friend might
be possessed by a demon from the Abyss and be compelled to eat your entrails. Trust me, that
can happen.
For good or bad (mostly bad), many situations in the brutal world of Sharp Swords & Sinister
Spells are settled with violence. This game assumes the setting is grim and savage, with
tyrannical Overlords, bloodthirsty pirates, greedy crime lords, corrupt nobles and mind
shattering aberrations from the Abyss. Thus, sooner or later, adventurers will have to face
enemies on the battlefield.

The previous chapter presented the core rules of the game, which are applicable to combat, but
this chapter will detail and specify rules to use during the exchange of arrows and sword swings.

The Role of Combat

Even though the world is dangerous and violent, the Referee should try to offer a diverse
selection of challenges for the players. Combat should never be the only option or the only
possible obstacle between the characters and their objectives.

However, once combat happens, anything goes. Don’t pull punches, or the excitement of these
encounters will be lost. Victory will feel cheap. Also, unbeatable enemies should give some
opportunities for the players to escape. Their deadlines should be telegraphed before the
adventurers find them. Corpses are found near its location. Rumors of their cruelty could be well
known. The characters could see a NPC being annihilated in front of them.

In the end, combat should be just another way to handle a situation, and usually not the best
way.

Combat Procedures

Once combat begins, the rules of the game become a little more structured, so to prevent
doubts and confusion as to what is really happening. Time starts to be measured in rounds,
and the Referee follows these simple steps.
1. Assess Surprise situation.
2. Determine Initiative.
3. Combatants act in order of Initiative each round.
4. At the end of every round, the Referee assesses the situation.

1. Assess Surprise Situation

Sometimes, a group of combatants gets the drop on their opponents, being able to act before
they can react properly. In game terms, that’s called Surprise. The Referee will adjudicate if the
current situation warrants Surprise or not, often asking for Attribute Tests to prevent or
guarantee this advantage.

When this happens, the party that surprised the other can have a full round of actions before
anyone else can act for free. This can possibly tip the odds strongly in their favor.
While hidden in the bushes and behind trees, Laeria could see the assassin approaching. He
had some minor wounds and was still a little shaken from his encounter with the giant snake.
Since he was not aware of her presence, Laeria could have a full round of actions if she
decided to attack him, as he would be surprised.

2. Determine Initiative

To determine the other in which the combatants will act after the round of Surprise, the player
characters make an Agility test. If they succeed and roll a number higher than an Opponent’s
HD, they act before that Opponent. If they succeed but roll a number equal to or lower than the
Opponent’s HD, the Opponent acts first. Usually, if the character fails the roll, they act after all
opponents. Opponents act in order of HD. Characters can act in the order they want as long as
they respect the aforementioned rules.

After the Surprise round, Laeria makes an Agility test and rolls a 7 on the d20. That’s below her
Agility score and more than the assassins HD of 4, so she will act before him.

3. Combatants Act in Order of Initiative Each Round

In order of Initiative, each combatant can make a Movement and perform an Action. Note that
some rules and Special Abilities allow characters and opponents to move or act more than
once per round.

Having caught the assassin off guard, Laeria readies another bolt with her crossbow and fires
again at him, hoping to bring him down before he can reach her.

4. At the end of Every Round, the Overlord Assesses the Situation

After everyone has acted in the round, the Referee will assess the situation. If combatants are
still alive and want to keep fighting, another round begins, using the same Initiative order. Just
repeat steps 3 and 4 until something changes.

However, if one side of the combatants has been defeated, wants to surrender, flees or has
been captured, the combat may have ended. Other actions may also end the conflict, possibly
leading the game to another kind of challenge, such as a chase, a negotiation or something
else, as the Referee deems appropriate.

After a few rounds of brutal combat, Laeria strikes a mortal wound against the assassin, who
falls to the floor in a pool of blood. Combat is over.

Movement
Combatants are always moving around during combat. They try to dodge attacks, move to
reach their enemies with their swords, position themselves for more effective attacks and so on.
Every combatant can perform a Movement each round (unless stated otherwise).

As Sharp Swords & Sinister Spells uses an abstract way to measure distance (explained in
the previous chapter under Measuring Distance), an unencumbered character may move up to
a short distance and still perform an Action, or move up to a medium distance if they forgo
their Action. Encumbered characters have to choose between performing a Movement or an
Action every round. Moving within close distance can be part of an Action.

Luckily for Laeria, when she encountered the giant snake in the Whispering Woods she wasn’t
carrying much gear with her, so she could use her full movement to reach a medium distance
from the monster. If she had performed, however, she could only move away a short distance.

Actions

A lot can happen in a round of combat. Arrows are shot, swords are swung, punches are
thrown, obstacles are jumped. In reality, any Action can be attempted during combat, so it
would be impossible to list and explain how to proceed with each one. Instead we will present
guidelines for the most common Actions combatants usually take in battles. The Referee,
using the simple rules presented in the previous chapter, shouldn’t have any problem resolving
other unpredicted Actions.

Melee Attacks

Swinging an axe, slashing with a sword, thrusting with an iron spear, all of these are melee
attacks. When performing a melee attack, characters need to make a Physique test with a
Difficulty determined according to the Powerful Opponent rule. If they roll equal to or below
their Attribute score while also overcoming the Difficulty, they hit and inflict damage according
to the weapon used. Rolling higher than their Physique means the character misses the attack,
while rolling equal to or below the Difficulty means the opponent did something that prevents
them from being wounded (they dodged, parried, blocked, their skin is too thick). On the other
hand, Opponents just need to roll over the character’s Agility, using the Powerful Opponent
rule, to hit them and inflict damage.

When Laeria got out of her hidden spot, she drew her short sword and attacked the assassin
with all she had. Since the assassin had 4 HD and she was a first level character, she would
have to roll equal to or below their Physique, but above 2.

Unarmed Attacks

A character may also make melee attacks using their body as a weapon. This may not be as
effective as using actual weapons, but it allows the combatant to make the test against either
their Physique or Agility. These attacks encompass many forms of martial arts and for
simplicity sake, all of them inflict 1d3 points of damage, which can be Lethal or Non Lethal, as
the combatant chooses.

Had she dropped her blade, Laeria could try to hit the assassin with her elbow, trying to knock
him out. She could use either her Physique or Agility Attribute to make the attack.

Grappling

Instead of hitting an enemy with their elbow, a character may decide they want to grapple their
Opponent. They may want to immobilize the target, pin them to the ground, get something from
them (like an item in their possession), or something similar. To do so, they must still make a
normal unarmed melee attack successfully, but the Opponent may resist by trying to roll higher
than their Physique using the Powerful Opponent rule. If the Opponent fails, the character
managed to do what they wanted. If the victim succeeds, they break away from the grapple.
Every round, the character doesn’t need to do anything to keep grappling their target, but the
Opponent may make another test against the character’s Physique to break away. The
grappler, if they want, can make a Physique test to inflict 1d3 points of damage as an unarmed
attack.

Later, in Mezzanthia, Laeria is surprised by a corrupt sentinel working for an enemy noble.
Startled, her instinct made her grapple him to immobilize his arms. She made an unarmed
attack against him and he couldn’t roll higher than her Physique to resist. He was gagged for
now.

Ranged Attacks

Although considered weapons of cowards by some cultures in the world of Sharp Swords &
Sinister Spells, the use of bows, crossbows and throwing weapons is widespread. Attacks
made with these weapons follow the same rules as attacks with melee weapons, but the test is
made against the combatant’s Agility. The player makes the test with a Difficulty determined
by the Powerful Opponent rule. If they roll equal to or below their Attribute while also
overcoming the Difficulty, they hit and inflict damage according to the weapon used. Rolling
higher than their Agility means the character misses the attack, while rolling equal to or below
the Difficulty means the opponent did something that prevents them from being wounded (they
dodged, blocked, the attack hit their cover, their skin is too thick). On the other hand, opponents
just need to roll over the character’s Agility, using the Powerful Opponent rule, to hit them and
inflict damage.

Little did Laeria know this was a trap set up by her old enemy to capture her. A dozen or so
mercenaries revealed themselves with weapons at hand. Laeria pulled her crossbow and dived
for cover. To fire, she would need to succeed at a Difficulty 1 Agility test (the mercenaries have
3 HD, and she is now 2nd level).

Weapon Range
Ranged weapons also have a standard range used to determine up to what distance the
weapon can be fired without a penalty. Weapons can be fired against opponents up to one
distance category further away, but the attacker suffers a Negative Die to their attack roll.

Laeria can shoot with her crossbow without any problem against enemies up to a long distance,
but against those on at distant range, she suffers a Negative Die on her Agility test.

Aiming

Characters can spend some time aiming at enemies to improve their chances of hitting them. By
spending a full round aiming a shot, the attacker my benefit from a Positive Die on their next
attack with the same weapon and at the target they aimed their attack against.

Critical Hits and Fumbles

Hitting the target in the bullseye or striking a vital organ of the beast are examples of Critical
Hits. When a character rolls their exact Attribute score when making an attack, and they
succeed at hitting the target, they have obtained a Critical Hit. The player, then, must choose
between inflicting the full weapon damage plus the normal damage roll for that weapon (if the
weapon inflicts 1d6+1 points of damage normally, the Critical Hit would inflict 7 plus 1d6+1);
benefiting from a Positive Die on actions against the target for 1d6 rounds, or imposing a
Negative Die for all actions that opponent attempts for 1d6 rounds, while still inflicting normal
damage. Opponents achieve a Critical Hit on a natural 20 on their attack roll.

Laeria shots her crossbow with deadly accuracy, hitting the apparent leader of the group right in
the head. She rolled an exact 8 on her attack, the same number as her Agility score! That’s a
Critical Hit! Now she must choose between gaining some advantage over her enemy or
inflicting more damage.

On the other hand, sometimes the sword hilt slips from the hand, you drop your guard
momentarily, or trip over tree roots in the forest. That’s what happens on a Fumble during
combat. If a player rolls a natural 20 on their attack, or if an opponent rolls a natural 1, their
attack turns into a Fumble. The combatant will have to choose between: inflicting the normal
damage from their weapon on themselves or an ally; suffering a Negative Die to all their actions
for 1d6 rounds; or granting a Positive Die to an Opponent for all actions against them for 1d6
rounds.

Seeing their leader suffering such a devastating attack must have made some impact on the
mercenaries. One of them rolled a natural 1 on the attack, which means a Fumble for
Opponents. Thus, the Referee decides that he hits one other mercenary, reducing their
numbers.

Cover, Concealment and Other Modifiers


It may sound simple, but in actual combat, participants will do what they can to tip the conflict to
their favor. They will seek higher ground to have an advantage over their foes. The ones who
want to survive will get behind something when arrows start flying, or some ancient arcane
artifact might conceal its user, granting a tremendous advantage to them.

In game terms, whenever a situation provides some form of advantage, the one benefiting from
it enjoys a Positive Die for their actions in which the situation would improve their chances of
success. Similarly, when someone finds themselves in a situation that hinders their chances of
success, they should receive a Negative Die to actions related to that action.

The following table presents a few examples of situations that might provide Positive and
Negative Dice, but the Referee should be able to assess other situations quite easily,
especially with these examples in mind.

Positive Die Negative Die

Attacking from higher ground. Trying to outmaneuver someone else in higher


ground.

Attacking from a concealed position. Trying to fire against someone you cannot see.

Grappling an opponent half your size. Trying to pin down an opponent twice your
size.

Attacking an unaware target. Firing at an opponent with cover.

Attacking a prone target with a melee Attacking a prone target with a ranged weapon.
weapon.

Attacking an immobilized target. Shooting at a running target.

The mercenaries attacking Laeria all receive a Negative Die, as she is behind cover. Since one
of them is on a higher ground, however, he compensates for this, nullifying her advantage.

Blocking

Shields, or even spells might allow combatants to block attacks completely. As explained in
Chapter 3: Equipment and Coins, a shield bearer may opt to make an Attribute test to avoid
an attack, effectively blocking the attack. This test uses all the normal rules, including the
Powerful Opponent rule. For normal shields, the user rolls against Physique. For other
shields, each one should list the appropriate Attribute to be tested.

As more mercenaries began to arrive, Laeria decided the best strategy was to get away.
Looking at her side, she saw a fallen enemy with a small shield on their back and decided to
pick it up. She grabbed it and made a run for it. Now, she could make a Physique test if
someone would hit her.
Maneuvers

Player characters will try all sorts of crazy things, such as trying to collapse a wall to bury
enemies under rubble, swinging on a fancy antique chandelier to get to the other side of the
Lord’s hall, doing a backflip jump in an attempt to confuse an opponent, or any other outrageous
stunt you can think of.

Referees should exercise their creativity in these situations, while also encouraging a player’s
ingenuity. Usually, a maneuver will require an Attribute Test, often with a Difficulty determined
using the Powerful Opponent rule, and will provide some sort of advantage (giving a Positive
Die on their next action), or will allow an action that wasn’t possible before. Below we present a
few examples:
● Disarming: Make a normal attack against the target and if you hit, you need to make a
Physique test to disarm them.
● Outmaneuvering: Make an Intellect or Agility test, depending on how the character
approaches the maneuver. If successful, they gain a Positive Die on their next attack.
● Pushing: Make a Physique test, you can push an Opponent up to a short distance.
You receive a Negative Die if the target is twice as big or more than you.
● Defending: Make an Agility test against an Opponent to defend an ally from their
attacks. That Opponent has to attack you instead of your protected ally.
● Tumbling: Make an Agility test to pass by an Opponent in combat without letting them
hit you. You can make your normal move and the Opponent has to chase you down if
they want to attack you.

As Laeria runs through an alleys, the mercenaries sound an alarm to alert the city sentinels to
close the district gate. Desperate to escape, Laeria tries to slide under it before it closes
completely and the Referee asks her for a Difficulty 2 Agility test. This ain’t going to be easy.

Multiple Melee Attacks

Some warriors prefer to make a whirlwind of imprecise attacks instead of more focused and
precise blows. A player may decide to make additional attacks per round, but each extra attack
increases the Difficulty of all Physique test to make them by 2. An opponent making additional
attacks receives a -2 penalty on all d20 rolls per extra attack.

Having escaped the trap, Laeria runs away but is caught by a captain of the sentinels. Having
run out of bolts, she draws her short sword and makes a desperate effort, making 3 attacks in a
single round. The attack would normally be a Difficulty 2 Physique test, but since she is making
two additional attacks, each one will be a Difficulty 6 test. Let’s hope she can make it.

Multiple Ranged Attacks

Some ranged weapons allow the user to fire more than once in a single round. However, doing
so means sacrificing precision for more chances of damaging opponents. In game terms, the
Referee may authorize some combatants to shoot more than once per round depending on the
ranged weapon used (bows, darts, daggers) used, but each additional shot increases the
overall Difficulty of all the Agility tests by 2. An opponent making additional attacks receives a
-2 penalty on all d20 rolls per extra attack.

One of Laeria’s allies sees her struggling against the captain and throws his axes at him.
Deciding for a less subtle approach, he throws two axes against the enemy, making each Agility
test with the Difficulty increased by 2 beyond the normal Difficulty. So if the standard Difficulty
would be 3, now it’s 5.

Fleeing

Sometimes, the best strategy in a conflict is to flee. That way, you can fight again in another
opportunity. However, turning away to run can open yourself up to attacks. A character running
away may forgo their Action to escape, moving up to a medium distance, but doing so will give
the opportunity to every enemy within close range to make an attack against them if the
Opponents forgo their Action that round. If the fleeing character opts for a slower escape, they
can forgo their action and move up to a short distance and this won’t allow immediate attacks
against them.

When Laeria ran from the sentinel captain, she was within close distance from him, so when
she moved away from him, getting to medium distance, the Opponent was allowed to make an
immediate attack against her. Lucky for her, he missed.

Casting Spells

Some characters possess the ability to cast spells and use other similar Special Abilities. They
have been trained to tap into the energies of the Abyss and can use this infinite power source to
alter the reality around them. Detailed rules about the use of these Special Abilities are
presented in Chapter 6: Sorcery. However, they usually take an Action to be used and require
a Willpower test to manifest. Normally, Opponents use these powers as if making any other
attack, having to roll higher than a character’s Attribute, using the Powerful Opponent rule.

Other Actions

One of the greatest strengths of RPGs is the infinite possibilities they provide. Although we
described many possible actions in this chapter already, players will always think of something
else they want to do in combat. That’s perfectly normal, and even desired. Creative players that
think beyond the obvious choices make the game more exciting for everyone. Thankfully, Sharp
Swords & Sinister Spells is a very flexible and simple game, and all the Referee has to do is
determine if an Attribute Test is necessary, and assign a Difficulty to it, either using the
Powerful Opponent rule (if the action is directed against an opponent) or plain common sense.
Damage

Being cut by a sword, shot by an arrow, crushed by a maul, all of these hurt a lot, and in game
terms, cause damage. Damage reduces Vitality points, which if reduced to zero can lead to
death. Besides attacks, many other things may cause characters and NPCs or creatures to lose
Vitality points, such as falling from a cliff, burning in a building on fire, starving in a wasteland
desert and any other thing that could wound, hurt or rob the character of their health.

Being shot by an arrow causes 1d6 points of damage, while being shot by a spear causes
1d6+1 points of damage, the same amount as being cut by a two handed axe.

Lethal and Nonlethal Damage

Usually, when we talk about damage, we are talking about lethal damage. So if we say that the
bite of the Hound of Yadalo does 2d6 damage, we can imagine these hellish beast to be very
dangerous and their bite deadly. However, some attacks and effects can inflict nonlethal
damage, which can lead to unconsciousness instead of death. Hitting someone with the blunt
side of a sword, with a staff, or trying to knock them unconscious does nonlethal damage.

In game terms, both lethal and nonlethal damage reduce Vitality points, but if a character’s
Vitality is reduced to zero and the total of lethal points is below the Vitality score, the character
is unconscious. They will wake up after an hour if conditions are good enough (and they are not
suffering further damage).

Normally, if the reason the character took the nonlethal damage is no longer affecting them,
nonlethal damage goes away after 1 hour of rest.

When Laeria was locked in the dungeons of the Overlord, she accrued several points of
nonlethal damage due to the lack of food and water. This nonlethal damage didn’t go away until
she ate and drank something.

Death

Nothing lasts forever, and even gods and demons can die. Normally, all NPCs and other
Opponents die once their Vitality scores reach zero. However, player characters are another
breed of adventurers. Their destiny may be greater than the rest of the people around them.

Once a character’s Vitality reaches zero, they are knocked down and are dying. If someone
heals them within a number of rounds equal to their Level, they may regain Vitality points
normally. After this time, they will rely on their destiny. If someone tries to help them before 1
hour has passed, they may make a Luck Roll and, if lucky, they have survived their wounds
and regain 1d4 Vitality points, but permanently lose 1 point of either Physique or Agility, as
they choose, and receive a Negative Die on all actions for 1 hour. On the other hand, if unlucky,
the character is dead.
Rhiranus was Laeria’s friend. On one of their dangerous adventures, he was gravely wounded
by a Ravenous Beast. His companions managed to drag his unconscious body out of the ruins
they were on before 1 hour had elapsed. Using what they had at hand, they tried to reanimate
him, allowing a Luck Roll. Unfortunately, Rhiranus’s player rolled a 6, making him unlucky.
Rhiranu died in his companions’ arms.

Healing and Resting

Adventurers can be injured in a variety of ways, but with proper care and some rest, they can
get well again. In game terms, characters can take either short rests or long rests.

Short rests can be taken after a combat or action scene in which characters have taken
damage. Resting for 10 minutes (a turn), in which the character recovers their breath, drinks
from their waterskins, and binds their wounds, allows the player to make a Physique test with a
Difficulty equal to the total number of short rests taken in that day. If successful, the character
recovers a number of Vitality points determined by their Recovery Roll (which varies according
to the character’s Archetype). Failure means the character didn’t have the constitution to
recover any of their health.

After a bloody combat, Laeria stops and check her injuries. They are not so grave, so she binds
them and drinks some water. After 10 minutes she makes a Physique test to recover 1d6+1
Vitality points, according to The Rogue’s Recovery Roll.

On a long rest, the character rests in a comfortable and safe place for about 8 hours. If these
conditions are fulfilled, they automatically recover an amount of Vitality points determined by
their Recovery Roll and 1 point of a damaged Attribute. Alternatively, if the character receives
proper medical care in this period, they recover 2 Recovery Rolls worth of Vitality points and 2
points of a damaged Attribute during the long rest.

At the end of the last adventure, Laeria had only 3 Vitality points left. She was really beaten up.
Luckily, she had friends on a nearby village that could help her and even provide some
comfortable bedding and an herbalist healer. Thus, everyday she could regain 2d6 Vitality
points automatically. If no proper care was available, she would only regain 1d6 points.

Hazards and Other Dangers

Although deadly enough, adventurers face many other dangers besides swords and arrows
across the many places of Anttelius. Falling from high towers, being exposed to acid, being
burned in an incendiary building, being sliced in half by a blade trap, etc. All of these and more
can end the life of a player character, so we took the time to prepare a quick guide on how to
handle these situations in game.

Darkness
The most common way creatures perceive their surroundings is through vision. When
something prevents a character from fully orienting themselves to the environment they are in,
be it utter darkness or even blindness, they will receive a Negative Die to all actions that rely on
their vision. The same principle may be applied to situations regarding other senses as well.

Acid

Acid and other corrosive substances can damage not only the equipment, weapons and
treasure the characters carry, but if it reaches their skin, it can cause grave wounds. Acid
damage varies according to how big the area exposed to it is, and happens every round unless
the acid is removed or cleaned from the individual. Small areas exposed to it would suffer only
1d3 Vitality damage per round. Medium areas could suffer 1d6 points of damage. Large areas
exposed to acid could suffer 2d6 points of damage per round, and a body fully covered by acid
would suffer 3d6 points of damage every round.

Falling

Most creatures and monsters have breakable bones, and can suffer a lot when they fall from
high places. In game terms we categorize falling distances similarly to other measurements,
such that falling from short heights (about 10 feet or so) causes 1d6 points of damage; falling
from medium heights (about 10 to 30 feet) cause 2d6 points of damage; falling from a long
(somewhere between 30 to 60 feet) fall causes 5d6 points of damage; a distant fall (up to 100
feet or so) causes 10d6 points of damage. A fall higher than this is a deadly fall and will simply
kill the character.

With the permission of the Referee and a description of a daring and creative action, the
character may revert their fall to the previous category (from deadly to distant, distant to long,
and so on) with an Agility test and a Difficulty determined by the Referee according to the
circumstances and the action taken.

Fire

The all-consuming raging fire. Player characters can face this relentless foe all the time, and
when doing so, they should take all necessary precautions. Being exposed to fire causes an
amount of damage every round according to the size of the fire. Small fires (like those from a
torch) cause only 1d3 points of damage per round; medium sized fires (like from a campfire)
causes 1d6 points of damage per round; large fires (such as from a small room on fire) can
cause 3d6 points of damage per round; and finally, gigantic fires (such as from a whole
building in flames) cause 5d6 points of damage per round.

Arcane Radiation
The direct exposure to corrupting energies of the Abyss can prove deadly to characters. In
game terms, each round of unprotected exposure causes an amount of damage varying
according to the intensity of said radiation. Light Abyss radiation may cause 1 point of damage
per round. Medium radiation would inflict 1d3 points of damage per round. Heavy radiation
can inflict 1d6 points of damage per round. Finally, extreme radiation from the Abyss can
cause 2d6 points of damage per round to unprotected creatures. Some spells or the use of
arcane artifacts from ancient races and civilizations may reduce the damage to a category lower
than what it really is.

Traps

The development of mechanical devices and the ingenuity of some trapmakers has allowed the
greedy to implement a variety of deadly devices to keep their possessions secure from the
masses of thieves and opportunists. In game terms these devices are often installed in doors,
safes, corridors, and walls that are near a place that someone intends to keep secured. They
are often hidden and are not obviously detected by interlopers, so player characters might be
Surprised by them if they are not diligent. When activated, the players often have a chance to
avoid them, or at least mitigate the damage, with an Attribute Test (normally, Agility).
Surprised characters will receive a Negative Die on these tests though. Failure means they
suffer the full effects of the trap. Success might mean they completely avoid it or they suffer only
half the normal damage ( as when, for example, a large area is blasted with fire, or some other
harmful effect).

Below we present some sample traps. Referees should use these as inspiration and come up
with their own devious devices to protect the vaults of the many foes that will cross paths with
the adventurers.

Energized Floor: The floor around a valuable object is trapped with a powerful spell in such a
way that it will blast anyone who steps on it with Abyssal energy if it’s not deactivated properly.
Normally it causes 2d6 points of damage, but there are deadlier spells that can cause up to 5d6
points of damage. An Agility test may let a character jump out of the trapped floor, avoiding
damage completely.

Flame Breath Statues: Usually built in highly decorated places with many statues and
ornaments, this trap is a favorite of the old sorcerers of Zartar (they liked burning their guests
when not pleased). The trap can be activated by command or triggered by a pressure plate or
other device. Once triggered, statues cover an area up to short range with raging flames
capable of melting the flesh and carbonizing bones. Normally, anyone in the area suffers 5d6
points of damage. An Agility test allows characters to jump away from the affected area, but
they still suffer half damage from the intense heat.

Bladed Cage: Usually built around a valuable possession that, once taken from its rightful place
without the appropriate measures, activates the trap which imprisons the burglars. Being made
of sharp blades, this cage appears very quickly, requiring an Agility test with a high Difficulty
value to avoid. Failure means that the character is stuck inside the cage and a failure within the
Difficulty interval means not only that, but also that the character is slashed by the blades. The
cage inflicts 1d6 points of damage to anyone touching it, each round. Some sadistic trap
makers design the cage to shrink a little every few minutes, and this version is popular amongst
the Crime Lords or Evil Sorcerers.
Automated Spear Launchers: Spears hidden in the walls and linked to triggering plates, this
trap fires the weapons at intruders who step on the plates. The spears are shot from their hiding
places and get a Surprise round of attacks if the characters fail an Intellect test to notice their
presence. They make attacks as a creature of 3 HD, but more advanced targeting units do exist,
allowing the trap to fire as a creature of higher HD. The spears cause 1d6+1 points of damage.

Poison

Old as time, the use of poison is quite popular in the world of Sharp Swords & Sinister Spells,
especially among the petty nobles and members of thieves and assassins guilds. Poisons vary
greatly, but for ease of use, they all have an intensity score (which determines the Difficulty in
an Attribute Test to resist its effects) and an effect. Most common poisons inflict a d6 of
damage per intensity point, but some rarer substances can make the victim fall asleep for a
number of hours equal to their intensity value, paralyze the victim for a number of turns equal
to their intensity, and so on. Overlords can exercise their cruel imaginations and come up with
a varying array of poisons with strange and sadistic effects. Below we provide a few exemplary
poisons:

Dying Lotus Powder: A dust that can be added to food or drink without leaving any taste or
smell. It will make its victims die a slow death, like that of a rotting flower, losing 1 point of
Vitality per week. The damage suffered from this poison cannot be healed, and only a special
antidote can stop further loss of Vitality and allow the recovery of the lost points. Dying Lotus
Powder is a very popular poison among crime lords, as they use it to poison those who owe
them money and then send the poor bastards on tasks in exchange for the antidote.

Worm’s Saliva: Taken from the gigantic worms of south jungles, this liquid once injected in a
victim will make them see things that are not there, while also making them very susceptible to
questions and suggestions. A victim poisoned must succeed on a Difficulty 5 Willpower test to
lie when a question is asked of them, and needs to succeed on a normal Willpower test to
avoid doing what is suggested to them.

Petrifying Serum: This serum is obtained by extracting the oils of the grey lotus that grow in
the bogs in the eastern lands. If a bladed weapon is covered in it and some of it makes contact
with the victim's skin, they will need to make a Physique test to avoid becoming paralyzed for
1d6 turns after 1d6 rounds have elapsed.

Disease

Everywhere you go in the world, you will see danger--monsters in every ruin, traps in every
dungeon. But there are also the dangers you cannot see: diseases that can knock down even
the strongest of adventurers. In game terms, when a character has come into contact with a
vector of these diseases, they need to make a Physique test with a Difficulty based on how
contagious the disease is. A failure means the character is infected and after the incubation
period they will start suffering the effects of the malady. A character can be cured of a disease
with rest and appropriate care, as well as another Physique test (they can try once every 1d6
days after the effects begin). As with poisons, the Referee is encouraged to come up with a
varying array of different and strange diseases to reflect the many illnesses that exist in the
universe. Below we give just a few possible examples.

Burning Fever of Gargus: Originally, this disease was contained to the Red Swamps, but it
has since spread to almost all hot, humid bogs and swamps. Mosquitoes are the main vector of
this illness, and if characters are traveling through such locations without proper gear to protect
them against these pests, they need to make a Luck Roll to avoid being bitten by an infected
insect. Failure means the victim will need to make a Difficulty 3 Physique test or contract the
disease. It manifests 1d6 days later with a burning fever and red dots all over the host’s body.
They will lose 1d3 Physique points per day, or only 1 point if they stay in bed. Proper care
allows for another Physique test to fight off the disease.

White Rot: This terrible disease is rumored to have been created by a cruel necromancer
during the centuries-long wars at the end of the Empire of Zartar, but it has since spread beyond
their control. Infected individuals begin to rot on the places they have touched other hosts, and
the rotting area grows each day. Whenever a character touches or is touched by someone with
the disease, they need to make a Physique test to avoid being infected. Failure means they will
start losing 1 point of Physique everyday, until they die. There is no known cure for the disease,
but some manage to survive by immediately severing the infected limb as soon as the disease
is diagnosed. Anyone who is seen carrying the disease is usually immediately killed, preferably
by burning, to prevent further infections. It’s rumored that if the disease runs its course, the host
becomes a zombie under the control of the necromancer’s spirit.

Mind Worms: These parasites are actually demons, and once they infect a host, they control
the host’s mind and body. They infect their victims through spores that are released by another
host’s sneezes. A character in contact with a host must make a Luck Roll to see if the host
sneezes or not. Failure means they are sneezed at and need to make a Physique test to avoid
being infected. If infected, the new host has 1d6 weeks to find a cure before the worms grow
and burrow into their brain, dominating their mind.

Extreme Temperatures
Both extremely hot or cold regions can be deadly for adventurers, especially ill-prepared ones.
In game terms, the Referee may ask for a Physique test every day, or even every hour or turn
spent in such environments, to avoid accruing 1d3 points of damage. The hotter or colder the
location, the more frequent the tests. Thermal clothing, temperature regulated locations, and
other details might make the test be called for less frequently, from turns to hours, hours to
days and so on.

Starvation

Almost all living beings across the brutal world of Sharp Swords & Sinister Spells need to
ingest food to maintain their health on a daily basis. In game terms, characters can survive 3
days without food, but every day after that initial period they need to make a Physique test with
a Difficulty equal to the number of days they haven’t eaten. Failure means they suffer 1d3
points of damage. Once the character eats again, the loss of Vitality points ceases, and they
can start to regain their Vitality points again following the normal rules described in Healing
and Resting above.
Dehydration

As with the necessity of food, living beings usually need to keep hydrated. In game terms,
characters can go 1 day without drinking liquids, but will start to suffer on the next day, having to
make Physique tests with a Difficulty equal to double the amount of days without hydration.
Failure means 1d6 points of damage. As with starvation, the consumption of liquids will cease
further Vitality loss, and will allow the healing process to begin normally.

Drowning

If the lack of liquids can kill someone, so can the excess, or at least, when it’s so much that it
floods the person’s lungs. To tread calm waters, no Attribute Test is usually necessary, but if
the waters are agitated, or there are other dangers involved in the situation, a Physique or
Agility test may be necessary to stay afloat and cover ground. A failure within the Difficulty
only means the character hasn’t been able to move at all. However, a failure above the
character’s Attribute means that the character has gone under the waves and may start to
drown. Characters can hold their breath for a number of rounds equal to their Physique score
if they know they will need to do that. In combat or in a stressful situation, they can only hold
their breath for half that amount of rounds. After that, they will need to make a Physique test
with a Difficulty equal to the number of rounds they’ve lost their breath or suffer 1d3 points of
damage. Whenever to character spends a full round above the water regaining their breath,
they stop suffering further damage. If the character rests for a full turn, they regain 1d6 Vitality
points, and an additional 1d6 points for each additional turn rested.

Suffocation

Poisonous gas, dense smoke, lack of oxygen, all of this, in addition to hands strangling
someone’s neck, can cause suffocation damage. In game terms, this functions very similarly to
drowning. If unable to breathe, characters can hold their breath for a number of rounds equal to
their Physique score if they know they will need to do that and are prepared. In combat or in a
stressful situation, they can only hold their breath for half that amount of rounds. After that, they
will need to make Physique tests, with a Difficulty equal to the number of rounds they’ve lost
their breath, or suffer 1d3 points of damage. Whenever a character spends a full round
regaining their breath, they stop suffering further damage. If the character rests for a full turn,
they regain 1d6 Vitality points, and an additional 1d6 points for each additional turn rested.

Chapter 6: Sorcery
Sorcery is much older than humanity. Beings from other worlds and dimensions practiced this
sinister art long before men and women rose from apedom. But it was with the Zartarians, at the
height of their empire, that humanity finally achieved dominion and mastery of sorcery. The
Sorcerer-Kings and Sorcerer-Queens were capable of altering reality in ways no mortal mind
could have imagined. Now, however, these secrets are lost again, and those that dabble in this
art must look for this forbidden knowledge in the tomes of these forgotten despots.

The strength of steel has made swords and other weapons one of the main symbols of power in
the world of Sharp Swords & Sinister Spells but they pale in comparison with the power of
sorcery and the arcane arts. Being almost the antithesis of reality, this art allows those who can
manipulate its energies, or those who have been tainted by it, to corrupt the laws of existence,
to manipulate the threads of the universe, and to distort the senses of the less initiated.

The Sorcerer-Kings of the fallen Empire of Zartar were masters of sorcery. Their tomes of spells
are now considered one of the most precious treasures a sorcerer of this world could ever hope
to find. This is because this art has almost been lost and those that dabble in it in this era are
merely trying to mimic the techniques of these and other forgotten masters

The Sorcerer is the only player character Archetype who can use sorcery, but this comes at a
great cost. They are imperfect practitioners of this sinister art, imitating formulas and procedures
handed down by generations of sorcerers trying to emulate the old masters of yore. Even then,
their spells can be very powerful and at the same time very costly. As these powers come from
the chaotic energies of the Abyss, their use drains life energy from the user and, sometimes,
from everything around them.

This chapter will detail the rules regarding the use of sorcery, the costs it charge of their users,
and presents a list of sample spells characters can learn. Additionally, we present a small
section regarding Arcane Artifacts, the use of True Names and ways of learning new powers.

Casting Spells

Every Magic-User character begins the game with a number of known spells, and need to
make a Willpower test every time they need to use them, as well as an expenditure of life
energy. The energy used for each power must come from somewhere, and the most immediate
source is the sorcerer themselves.

Thus, to use a power, The Sorcerer spends an amount of Vitality points equal to the difference
between the Power Level (PL) of the power and the character’s Level, and makes a Willpower
test with a Difficulty equal to the PL (its full value). Using armor can also increase the Difficulty
of this test by the amount of damage it reduces from attacks, as explained in Chapter 3:
Equipment and Coins.

The Power Level defines the strength of the spell cast, and is defined by The Sorcerer at the
time of manifestation of each individual power. He can cast the same spell with a lower PL one
time, and with a higher PL on a different occasion.

A success on the Willpower test means the character manifests the power as intended, at the
PL chosen. Note however that some spells may allow targets to make a test to resist their
effects (see Resisting Spells below).
On the other hand, a failure means the spell didn’t manifest, or at least, didn’t manifest as the
user intended. A failure in which the character rolls above their Willpower score means the
character, for one reason or another, cannot manifest this spell for the day. Maybe they aren’t
properly aligned with the arcane currents that channel that spell, or that they simply are not in
the state of mind necessary for doing so.

A failure within the Difficulty range means something else. The character is able to channel the
energy but something goes wrong in the process and now the character must make a choice.
They either lose the spell for the rest of the day, or they suffer a Backlash (which means the
energy channeled manifests in a way that is detrimental to the character, possibly harming them
or their allies).

Additionally, a roll of a natural 20 (a Fumble), means even more problems for the user. When
this happens, they lose the spell for the day, suffer a Backlash and must make a Luck Roll to
avoid automatic Corruption. If they are unlucky, they suffer a Sorcery Corruption. This means
that the corrupting energies of the Abyss have affected the character in a lasting form, possibly
deforming their body, shattering their mind, and consuming their soul.

When Mahik, a friend of Laeria, needed to protect his allies, he manifested an Arcane Shield
power. He had to specify how strong the shield would be, and how long it would last, essentially
defining its Power Level. With that defined, Mahik’s player made a Willpower test with a
Difficulty equal to the PL.

Backlash

When The Sorcerer channels the energy necessary to manifest a spell but fails to control it
appropriately, it turns against them and their allies. That’s called a Backlash, and it can happen
when a character fails the Willpower test to manifest their powers.

In game terms, the Referee has the freedom to determine what exactly happens, and they can
base their decision on the spell being used, its PL, the character’s Concept, and the situation at
hand. Uncontrollably manifesting a fire based spell on a rocky wasteland and on a dry field
covered with leaves and sticks might have drastically different consequences. Generally, the
higher the PL used for the power, the direr the consequences.

Spells that damage enemies may damage the sorcerer of their allies for 1 point per PL. Spells
that confuse the senses may fool the user or their allies into believing that something is true
while it actually isn’t for half the duration of the intended power.

If necessary, the Referee can roll on the following table to determine more generic Backlash
effects when they cannot immediately think of an appropriate one. To determine the result, the
player rolls 1d6 and adds the intended PL of the power they were trying to manifest.

Having determined the PL of the spell as 4, Mahik makes a d20 roll and gets a 3, meaning the
spell fails to work as intended, and he has to decide if he will lose the spell for the day or if he
keeps the spell and a Backlash happens. He chooses the later, and the Referee decides that,
accidentally, he creates a weak shield around every enemy within short range.
Sorcery Backlash

1d6 Sorcery Backlash


+PL

2 Energy from the Abyss is not properly released and the character has the Difficulty of
their next Willpower test to cast a spell increased by 1.

3 The currents of energy are altered and the Difficulty to cast spells is increased by 2 for
1d3 turns.

4 The Abyss currents have changed and it will take some time to adapt to them. The
character receives a Negative Die to cast the spell that provoked the Backlash for 1d3
hours.

5 Character becomes blind as they only see the infinite Abyss for 1d6 rounds.

6 The energies channeled turn against the sorcerer and cause 1 point of damage per PL
used.

7 Darkness originating from the Abyss blurs the senses of the sorcerer and their allies up
to short distance, imposing a Negative Die to all actions that rely on vision and other
senses. This lasts for 1 round per PL.

8 The character is blocked from the chaotic currents, and cannot cast spells for PL turns.

9 The horrors of the Abyss assault the character’s soul and they fall unconscious for PL
turns.

10 The accumulated energy from the Abyss interferes with the casting of the next PL
spells, increasing their Difficulty by 5.

11 Crackling entropic energy from the Abyss blasts the sorcerer and their companions
within short distance for 1d6 points of damage per PL of the spell used. This damage
may be divided among the caster and their allies as they decide.

12 The channel through which the character channels the energies from the Abyss is
compromised and they now need to sacrifice an additional 1d6 Vitality points for every
spell they cast for a full day.

13 The energies from the Abyss become unstable and the character will receive a
Negative Die to cast spells for a full day.

14 Every time the character casts a spell, the Abyss demands more and more energy,
making the allies of the caster within short distance pay the same amount of Vitality
points as the caster.

15 The Abyss drains the life energy of the caster and their allies within short range to
power their forces. Everyone affected suffers 1d6 points of damage distributed
between their Physique or Agility.
16+ The character accidentally summons an entity from the Abyss, possessing PL HD and
1d6 Special Abilities defined as the rules in ***Chapter 9: Aliens, Robots and Other
Creatures. The entity is determined to devour them and their allies.

Corruption

The arcane currents can be not only unpredictable, causing strange effects and harmful
experiences, but can also deeply corrupt the ones meddling with its energies, changing those
individuals forever. When The Sorcerer rolls a natural 20 on the Willpower test to manifest a
power, besides the other effects described above, they may suffer a Corruption.

When this happens, the player needs to decide if they want to make a Luck Roll to avoid the
Corruption. If they don’t do it, or they are unlucky, they are corrupted in some manner, as
determined by the Referee, using the same principles as the ones used for creating a
Backlash, with the difference that a Corruption is permanent.

A power that inspires fear in a target may corrupt the user in the form of a madness (as in
Sanity and Madness in Chapter 4: Rules of the Game). A damage-inflicting power might
permanently damage a character’s Attribute. A power that lets the character travel through the
Shadow World might leave them stuck there.

Similarly, we created tables to generate all-purpose Corruption for when the Referee needs
inspiration. When necessary, the player will roll 1d6 and add the PL of the power which caused
the Corruption.

If Mahik had rolled a natural 20 on the Willpower test to manifest the Arcane Shield, he would
have lost the spell for the day, a Backlash would happen and he could even suffer a Corruption
effect. Some of the possibilities, besides rolling on the Corruption table, could include creating a
new Complication for the character in which he would be imprisoned in an energy shield every
now and then.

Sorcery Corruption

1d6 Sorcery Corruption


+PL

2 Strange and terrible symbols of Chaos appear on the character’s body in a place they
can hide.

3 Part of the character’s body is deformed, making it clear they are connected to the
practice of sorcery (scaly arms, strange eyes growing over their chest, eyes that
emanate a purple shimmering light).

4 One of the character’s limbs is transformed into something else, like a tentacle, crab
pincer or a spider leg.
5 Chaotic energies blast the character and they acquire a gruesome wound that never
heals completely, making them lose 1d3 points of Vitality permanently.

6 The character’s face is deformed in such a way that it’s impossible to hide their
connection to Chaos (their skin falls off, they gain dozens of spikes and red eyes, they
assume a demonic visage). Interactions become a lot more complicated.

7 The Abyss drained so much of the character’s life essence they permanently lose a
point of either Physique or Agility.

8 The entities from the Abyss sap the character’s resolve, permanently draining 1 point of
Willpower.

9 The spirits from the Shadow World cloud the character’s mind and senses, reducing
their Intellect by 1d3 points permanently.

10 Terrible nightmares, showing horrors from the Abyss, haunt the character’s dreams.
Every night, the character must make a Willpower test or lose 1d3 Sanity points.

11 Energies from the Abyss emanate from the character, making anyone near them feel a
strong discomfort, and anyone touching them directly suffers 1 point of damage per
round.

12 The rot of Chaos infects the character and they begin to lose their life energy as time
goes by. Every beginning of an adventure they must make a Willpower test or lose 1
point of Physique or Agility.

13 The character acquires a Madness related to the situation that caused the acquisition
of this Corruption, or increases the gravity of an already obtained Madness.

14 The embryo of a Chaos entity is put inside the character’s body and grows with time. If
at any time their Luck score drops to zero, the embryo is born and the character dies.

15 Somewhere, a portal to the Abyss opens and a clone of the character steps out of it,
determined to take their place, with the help of the forces of Chaos. The character now
has this as a new Complication.

16+ A portal to the Abyss appears and sucks the character, and everyone within short
distance of them, into the that hellish dimension.

Resisting Spells

The spells wielded by sorcerers and warlocks can be quite powerful, but some of them can be
resisted by resilient minds and strong bodies.

Whenever a spell allows the target a chance to resist it, that target can make a roll to do so and
either avoid its effects entirely or reduce its effectiveness drastically (each individual effect will
determine what happens when it is resisted).
Player characters resisting a spell effect make an appropriate Attribute Test with a Difficulty
determined by the Level or HD of the creature manifesting the spell.

NPCs and other Opponents trying to resist a spell need to make a d20 roll and obtain a result
greater than the character’s Willpower score, using the Powerful Opponent rule. This means
the more experienced the character is, the harder it is to resist their powers.

On a different occasion, Mahik tried to use his False Friendship spell against a sentinel in the
Overlord’s Palace to get an audition with the ruler of Mezzanthia. The sentinel got the chance to
resist the effect by rolling a d20 to get a result higher than Mahik’s Willpower, but rolled only a
3. He had the same amount of HD as Mahik had Levels, so he got no bonuses from the
Powerful Opponent rule. The spell was too strong for his weak resolve.

Manifesting Lost Spells

With great effort, sorcerers may manifest spells they wouldn’t be able to due the result of
previously failed tests.

When a spell has already been lost for a day (or more), a character may try to manifest it again
by sacrificing 1 point of either Physique or Agility to make a new test. This must be done every
time they try to manifest said spell until they can regain it through rest. These Attribute points
may be regained normally through long rests.

Having failed to manifest his Arcane Shield power, Mahik needs to sacrifice a point of either
Physique or Agility to try to use it again. He chooses to lose a point of Physique, as Agility might
be useful to avoid being hit.

Regaining Lost Powers

Sometimes, the arcane currents that allow The Sorcerer to use their spells get blocked and
they are unable to manifest them for a time, usually a full day.

After this period has passed, a character must take a long rest and spend a full turn
concentrating on their form of craft (according to the character Concept) to be able to use those
lost spells again.

Had Mahik chosen to lose his Arcane Shield spell, he would have to take a long rest once he
was at a safe place, and meditate for 10 minutes before he could make another normal attempt
to manifest it with a Willpower test.

Learning New Spells

Learning new spells is not easy. The secrets behind the manipulation of energies from the
Abyss and the development of rituals one possesses are closely guarded by those who know
them. Knowledge is power, and in a world where power is used to enforce the will of the few
who wield it, having or sharing said spells may be extremely dangerous.

At each Level above first, The Sorcerer may learn a new spell. However, this is not automatic,
as the character has to find a way to learn said spell. This can happen through a master who
teaches them, through the Voices of Abyss that resonate from a sinister obsidian rock, through
the pages of the secret tomes of a Sorcerer-King, or through something else. The Referee
should include opportunities to find ways to learn new spells in the adventures he prepares.

Once a source is found, the character needs to study the formula for a few weeks, and pass an
Intellect test with a Difficulty determined by the Referee according to how easy it is to learn
from the source. If they succeed, the spell is learned. Failure means the character could not
really understand and master the spell yet, but may try again once they achieve a new Level.
The character can try to learn other spells normally though.

Once Mahik gained a new Level, he had the chance to learn a new spell. He found some pretty
strange and mystical artifacts in his journeys, so he informs the Referee that he will study them
in the time between the next adventures. One of them is a metallic pyramid that projects the
image of a strange alien talking about the power to project his mind to far away places. The
Referee informs Mahik that he can learn the Project Consciousness spell through that device,
and Mahik decides to try to do so. Unfortunately, Mahik rolls a 19 on his Intellect test and is not
able to master this power until he gains another Level. He can try to learn another spell though,
even though he hasn’t gained a new Level yet.

True Name

There is real power in names. Not the mundane names used daily to crudely identify things and
people, those are only simple labels. The power lies in the true name of an individual and entity.

If someone knows the true name of an entity, they hold power over it. In game terms, a
character may gain a Positive Die when performing actions against a creature whose true
name they speak out loud. Doing so, however, will invariably rouse the fury of said creature,
who will want to protect its true name.

Knowing the true name of a creature will also make a creature that is normally immune to
certain attacks temporarily vulnerable to them if used against those beings as described in the
previous paragraph.

A terrible demon from the Abyss sent by the Sorcerer-King of the Ruined City of Gabhur was
hunting Mahik for months after he stole one of their spell tomes in a quick raid at one of their
libraries. The beast seemed immune to all attacks he could throw against it, and he only
managed to survive by fleeing from it. But one day, when examining the stolen tome, he found a
tale of such a demon, and it told of a name, the name which needed to be uttered if the beast
ever turned against its summoner, it’s true name. It was only by invoking this name while
throwing everything he had against it that Mahik survived the last encounter he had with the
demon.
Rituals

Some spells can he enhanced if cast in the form of lengthy rituals. This practice allows for a
greater accumulation of arcane energies and the possibility of harnessing power from many
sources besides the sorcerer casting the spell. However, when manipulating that level of power,
sorcerers risk a lot more than when they simply cast normal spells.

In game terms, The Sorcerer can ritualize the casting of any spell they know. To do this, they
must spend a number of turns equal to the PL they want to cast the spell with, and can use
other people’s Vitality and Attributes to power their spellcasting. Instead of paying the Vitality
cost of spells themselves, other can spend Vitality in their place on a two per one basis (for
every 2 points of Vitality other characters spend, it counts as 1 for the purpose of paying the
cost of the spell). Additionally, participants may sacrifice points of Physique and Agility to reduce
the Difficulty of the Willpower test to cast the spell. To reduce the Difficulty by 1 point, they must
sacrifice 2 points of either Physique or Agility). This will allow The Sorcerer to cast very powerful
spells, while at the same time subjecting everyone in the ritual to the possible effects of
backlash and corruption if they fail their Willpower test.

In extreme cases, a ritual may be rushed, allowing The Sorcerer to cast a ritual in 1 round per
PL of the spell. All the above rules apply, but the Willpower test is made with a Negative Die.

Knowing that they would soon be surrounded by a horde of evil spirits summoned by the
vengeful Sorcerer-King of Gabhur, Mahik urges his companions to form a circle and prepare a
mighty ritual to protect them. He plans on casting a PL 20 Arcane Shield to protect him and his
allies against the horde of demons, while they work on defeating the sorcerer who summoned
them. As a level 2 The Sorcerer, he would need to pay the cost of 18 points of Vitality to do so,
but having his friends to split the cost helps. He spends 6 points himself and each of his four
companions sacrifice 6 points (as they need to spend two points to count as one for the
purpose of the spell). With a Willpower of 14, Mahik spends 4 points of Agility to boost this to 18
before the Willpower test and each friend spend 2 points of each Physique and Agility, reducing
the difficulty from 20 to only 10. Mahik better roll well, or everything might be lost.

True Sorcery

The sorcerers of the current age are merely tricksters, naïve imitators of the true sorcerers of
yore. Even so, the spells they cast are capable of altering reality in fantastic and perilous ways.
Imagine, then, the works of power and awe of which the true sorcerers were capable.

Called True Sorcery, the art of ancient warlocks is much more powerful than the one usually
practiced by player characters. Thus, its use in the game should be episodic and happen only in
extraordinary situations. The nature of these spells themselves favors this type of use, and the
acquisition of the tomes in which they are recorded should be the focus of their own adventures.

Learning a True Spell


All spells of the game can have a True Sorcery version in which their effects are increased in
amazing proportions (affecting hundreds of targets, having a permanent duration, causing
catastrophic disasters, affecting gods and demons as if they were mere mortals, etc.) To learn
such versions, the character needs to discover an original source of the spell, which can be the
tattered spellbook of a Sorcerer-King of a past age or an ancient and undying entity who will
trade its secrets for favors and tasks in the mortal world - everything has a price! With the
formula in its hands, the The Sorcerer needs the interval between adventures and an Intellect
test (with the Difficulty determined by the Referee) with a Negative Die to impress the right
rituals in his mind. If they fail the test, they will need to gain an additional level to try again.

Casting True Spells

True Spells are not as easily and quickly cast as normal spells. To cast one, the Magic User
needs to perform a Ritual lasting PL hours and make a Sacrifice of 1 point of Physique or
Agility per PL (1 point of each Attribute sacrificed is permanently lost.) The Willpower test is
also made with a Negative Die and any failure results in an automatic Backlash and Corruption
involving everyone participating in the Ritual. In addition, a natural 20 will invariably attract the
attention and ire of supernatural entities and ancient sorcerers who don’t look kindly on mortals
trying to manipulate such powers. Referees are thus free to exercise their evil creativity.

True Spells Example

True Spells should be used as plot elements and adapted by Referees according to the needs
of their campaigns. There isn't a perfect formula for how they should be created or used, but we
present a few examples below.

True Summoning
The Sorcerer summons an entity of up to twice PL in HD to their location. For each HD of the
creature summoned, a sentient being must be sacrificed. The spell duration is permanent but
the entity is not placed under the control of the caster, who must instead bargain with it for
favors.

True Project Consciousness


The Sorcerer can project their consciousness to any place they have ever been, have a token
from, or can visualize. The spell lasts for up to PL hours, and The Sorcerer can cast spells
through their consciousness as if they were there.

True Somnolence
Up to PL targets within sight are put to sleep for PL years. A fulfillable condition must be given
in which the targets will wake up. Can be resisted.
Rare Ingredients

Sharp Swords & Sinister Spells’ spell casting system does not require note keeping of
ingredients and components for common spells. Magic Users are assumed to possess
the materials needed for their craft, unless some spell states otherwise. However, when
the Magic User acquires a special and rare ingredient for a specific spell, he can obtain
certain advantages when casting that spell.

In game terms, these Rare Ingredients should give Positive Dice when casting certain
spells and are spent using a Durability Roll rule. Some even rarer ingredients can
increase the spell’s PL or can cause additional effects.

There isn't a definitive list of these ingredients. The Referee should use them as special
rewards and objectives for adventures, according to the needs of the campaign. These
ingredients should never be found being sold as common trade goods. What follows are
a few examples of Rare Ingredients.

Somnolence Sand
Acquired by trading a pure dream with the Sandman on the Oneiric World, this sand
grants a Positive Die to castings of Somnolence when blown over the target’s eyes.
Very important and dear dreams can be traded for more potent sand that can reduce
the Vitality cost of casting the spell by 1d6.

Abyss’ Ember
An ember originating from the ruins of Flarmah, the realm of flames, in the Elemental
Plane of Fire. This grant a Positive Die and 1d6 additional PL when casting any fire
based spell.

Flask of Shadow
When spilled over a target, grants a Positive Die when casting Shadow Cloak. The
Durability score varies according to the amount of Living Shadow captured in the
Shadow World.

Ogh’Oid’s Tear
Obtained from one of Ogh’Oid’s infinite eyes spread around the cosmos, this tear grants
a Positive Die to castings of Glimpse Future while also increasing the duration of the
spell for PL turns when used as eye drops.
Weird Effects of Lost Tomes

The search for lost spells and forbidden knowledge must be one of the prime
motivations for adventurers, especially for Magic-User characters. The acquisition of
spells should be something dangerous and adventurous. Spellbooks are valuable and
powerful treasures, but also potentially perilous.

When the characters find a spellbook that once belonged to an ancient warlock or
sorcerer, accessing its secrets should not be simple. Sometimes learning new spells
can be an adventure all to itself. The Referee is encouraged to create peculiar situations
and effects for each spellbook. The table below can be used as inspiration.

d20 Strange Effects of Ancient Spellbooks


1. The author’s writing is confusing and has been enchanted to cloud the mind of whoever
tries to decipher its secrets. The Sorcerer who tries to read this tome must pass an
Intellect test or have a curse placed upon their mind. If they fail, they will receive a
Negative Die on Intellect tests until they can lift the curse.
2. The pages of this tome were written by a powerful necromancer and can only be read
under the cold lights of the Obsidian Tower in the Shadow World. The journey to that
place is a perilous one.
3. Whoever tries to decipher the secrets of this ancient tome risks losing themselves
inside of it. When a character tries to learn a spell written in this spellbook, they must
make a Willpower test or have their mind captured by the book. When this happens,
they also need to make a Luck Roll. If unlucky, the mind of another prisoner is
released into their body.
4. In order to trick their rivals, the sorcerer wrote the true spells on invisible ink. False
spells were written over them with normal ink. If The Magic User doesn't use a magic
formula to reveal the true spells, the spells they learn will have their Difficulty doubled.
5. This spellbook was completely written in an alien language, making it impossible to
read by mortals. However, in the page borders are scribbled a ritual to contact an alien
entity. Maybe this being can help translate the tome, but most assuredly at a high cost.
6. The spells written in this spellbook are more powerful than normal. The Difficulty of
casting them is reduced by half, but they also require a Physique test with the same
Difficulty to cast them successfully.
7. The spellbook is actually a channel of communication with a sorcerer from another
plane of existence. This sorcerer is willing to teach some of his spells to whoever is in
possession of the tome, but he charges a price for every lesson - he wants strange
deeds done and stranger items to be recovered from the ruins of old civilizations.
8. The soul of the warlock who has written this tome is imbued in the spells written in it.
For each spell learned, The Sorcerer needs to make a Willpower test with a Difficulty
equal to the total number of spells learned from the spellbook. If they fail the test, the
character is possessed by the antediluvian sorcerer’s spirit. This happens about six
months after the study of the tome.
9. The spells transcribed in this spellbook carry the cosmic weight of all the atrocities
committed by the warlock who wrote it. Every time The Magic User uses a spell
learned from this tome, they must make a Luck Roll at the end of the day. If they fail,
their dreams will be disturbed by the spirits of the hoary sorcerer’s enemies.
10. This book was written by a warlock from the Mirror Dimension and can only be truly
comprehended if studied in front of a mirror created on that plane. Rumors say that one
of these artifacts exists inside the tower of a sinister sorcerer. Is it worth trying to get to
it?
11. The sorcerer who wrote this spellbook is still alive on another world, and they realize
their secrets are being violated. Once per adventure The Magic User must make a
Luck Roll. If they are unlucky, the sorcerer will use their cosmic influence to make the
character’s life more difficult, sending monsters their way or making unfortunate
coincidences happen to the character.
12. The sorcerer who wrote this tome still lives in another plane and realizes that someone
is studying their work. They see The Sorcerer as their apprentice and heir to their
legacy. Once per adventure the character can make a Luck Roll to have a prophetic
dream of the ancient sorcerer where they offer counsel and cryptic messages. The
Referee can use this effect to introduce adventure hooks and small tips.
13. Every time The Sorcerer casts spells learned from this spellbook they receive glimpses
of the past, scenes where the same spells were used by the ancient sorcerer who
wrote the tome. The visions seem to be trying to convey a message, but what do they
mean?
14. Every time The Sorcerer casts spells learned from this spellbook they receive glimpses
from the future. A terrible catastrophe is about to happen, affecting a large number of
people. What will happen? Can it be stopped?
15. There are interesting notes on the page borders of this spellbook. If deciphered, The
Sorcerer can learn an ancient ritual that can make their mastery of spells stronger (+1
to Willpower) at the cost of some of their life force and constitution (-1 to both
Physique and Agility.)
16. The spells transcribed in this spellbook are particularly charged with chaotic energies.
While learning them, The Sorcerer acquires an arcane corruption, inflicting a -1 on
Physique and Agility. On the other hand, the character always rolls a Positive Die
when casting these spells.
17. The warlock who wrote this spellbook used the vitality of inhabitants of another plane to
fuel their sorcery. At the end of each day in which The Sorcerer uses spells from this
tome, they must make a Luck Roll. If unsuccessful, the character receives visions of
an alien Sorcerer-King promising revenge against the cruelty of the character, and this
revenge will come soon!
18. The sorcerer who wrote this tome did not take the needed precautions when
manipulating the threads of reality. After casting spells learned from this spellbook, the
chances of Random Encounters are doubled for 2 hours.
19. The warlock who wrote this spell book used subterfuge to assure their immortality.
Each time a spell learned from this tome is cast, the ancient sorcerer has a 1%
cumulative chance of being resurrected to begin the rebuilding of his lost empire.
20. This spellbook is a trap meant to imprison the enemies of the ancient sorcerer. For
each spell learned, the Magic User receives a +1 modifier to the Luck Roll they will
have to make a month after the end of their studies. If the character fails, they and
everyone near them (up to long range) are taken to an extra-dimensional prison.

Sample Spells

No one really knows how many different spells exist in the universe. Some even speculate new
ones can be created by individuals with a strong connection to the Chaos currents.
What follows is a small sample list of spells that can be learned by sorcerers and other
practitioners of arcane arts. They are presented in such a way that they can be featured in the
game in various ways, depending on the character’s Concept. An Arcane Projectile manifested
by a astromancer could be a falling star that burns the flesh of their targets with cosmic
radiation, while a pyromancer sorcerer’s Energy Projectile would be small bolts of fire that they
hurl toward their enemies.

# Power Effect

1 Accelerate Up to PL targets touched (which may include the character


casting the spell) can make an additional Movement and an
additional Action per PL rounds. After the effect has expired,
everyone affected will need to make a Difficulty PL Physique
test or fall unconscious for PL turns.

2 Animate Dead The character can animate up to PL HD in undead creatures


they touch. They can sacrifice a HD to give a creature a Special
Ability. Once animated, these undead can resist being
controlled rolling against the character’s Willpower.

3 Augment Reflexes The character or a target touched makes all Agility tests with a
Positive Die for PL turns.

4 Augment Strength The character or a target touched makes all Physique tests
with a Positive Die for PL turns.

5 Bad Luck A target within long distance receives a Negative Die to all
Avoidance Rolls and adds +1 to all Luck Rolls for PL days.
Can be resisted.

6 Gift from the Abyss The character or a target touched gains 1d6 temporary Vitality
points per PL that lasts for PL turns. Once the effect expires,
the Abyss demands a payment of twice that amount of Vitality
points, which the target will have to provide from themselves or
from creatures they are touching.

7 Cannibalize The character can regain up to 1d6 per PL Vitality points if they
devour the flesh of up to PL HD creatures.

8 Change Body The character can transfer their consciousness to another body
they are touching of up to PL HD per PL days. During this time,
their own body is inert. Can be resisted.

9 Confusion Up to a total of PL HD in creatures become confused for PL


rounds. During this time, whenever they would act, the
Overlord rolls a d6 to resolve their actions. On a 1, they act
normally. On a 2 through 5 they don’t act at all. On a 6 they take
an act detrimental to their goal, which may include attacking an
ally. Can be resisted.
10 Consult Supernatural Concentrating for PL turns, the user can make up to PL yes or
Entity no questions to an entity from another plane. After that, the
character must make a Difficulty PL Willpower test to avoid
losing 1d3 Sanity points. The character needs to have the
entity’s name before contacting it.

11 Damaging Touch The caster can immediately make a melee attack with a
Positive Die to cause 1d6+1 points of damage per PL. The
user may specify a specific kind of energy appropriate to their
Concept when manifesting this power.

12 Death Aura All beings within medium distance with up to PL Vitality points
left immediately die. Can be resisted. This power causes an
automatic Corruption every time it’s used.

13 Death’s Kiss An enemy touched, which has up to PL HD and is currently


below half its total Vitality, immediately dies. Can be resisted.
This power causes an automatic Corruption every time it’s
used.

14 Disrupt Spell A spell effect, up to the same PL when this spell is cast, that is
being manifested or currently manifested within medium range
is cancelled. The being who cast said spell can resist this effect.

15 Drain Powers A target up to PL HD within medium range cannot cast spells


for PL rounds. Can be resisted.

16 Arcane Blade The character materializes an energy melee weapon that


causes 1d6+PL points of damage to anyone hit. The weapon
lasts for PL turns. The user may specify a kind of energy
appropriate to their Concept when manifesting this power.

17 Arcane Blast Causes an energy explosion within long distance. Anyone


within short range of the explosion suffers 1d6 points of
damage per PL of the power. Can be resisted to halve the
damage.

18 Arcane Channel The character inscribes a focus rune in an object or person


through which they can cast their other spells as if they were at
the location of said rune. This lasts for PL days. The character
may have a number of active runes equal to their Level.

19 Arcane Projectile The character hurls an unfailing energy projectile that hits a
target within long range for 1d6 points of damage per PL. The
user may specify a specific kind of energy appropriate to their
Concept when manifesting this power.

20 Arcane Shield The character creates an energy shield around themselves or a


target touched that can absorb 1d6+1 points of damage by PL.
The user may specify a specific kind of energy appropriate to
their Concept when manifesting this power.
21 False Face The character or someone they touch assumes another
appearance for PL hours. If the character wants to assume the
appearance of a specific individual, they must have a token of
said person, or receive a Negative Die to cast this spell. If a
person has reason to doubt the identity of the user, they can
make a test to resist these effects.

22 False Friendship Offering a gift to a target of up to PL HD, the character can


make it think they are friends for PL hours. Can be resisted.

23 False Vision The character creates a static illusion in an area up to long


range for PL turns. The illusion cover an area up to medium
distance, and can be changed if the character concentrates for
a full round. If a person has reason to doubt the illusion, they
can make a test to resist its effects.

24 Fearful Phantom A target of up to PL HD sees its worst fear in front of them and
flees for PL turns. If forced to act, they receive a Negative Die
to all actions. Can be resisted.

25 Ferocity The character, or a target touched, receives a Positive Die to


melee attacks, inflicts +1 point of damage on melee attacks,
and ignores 1 point of damage from all physical sources for 1d6
rounds per PL. The subject of the spell must attack any target
within close range in the most brutal way they can every round
under the effect of this power, unless they pass a Difficulty PL
Willpower test. After the power’s duration expires, the target
must make a Difficulty PL Physique test or fall unconscious
for PL turns. Can be resisted.

26 Flight The character or a target touched can clumsily fly for PL turns,
moving at the same rate as they would on the ground, but
without the difficulty of traversing rough terrain.

27 Glimpse Future By concentrating for a full turn on a course of action they might
take, the character receives cryptic glimpses of future
happenings. For PL turns, the user gains a Positive Die when
performing actions related to that course of action.

28 Hypnosis Targets of up to PL HD that meet the character’s eye become


hypnotized and must answer yes or no questions truthfully for
PL turns. Can be resisted.

29 Imprison Binds a target creature of up to PL HD in invisible chains for PL


turns. Can be resisted.

30 Invoke Ghosts Inscribing runes over an area of up to medium distance radius,


the character creates manifestations that haunt the place for PL
hours. Anyone but the character who enters the area suffers a
Negative Die to all actions attempted there. Can be resisted.
31 Language For up to PL turns, the character or someone they touch can
Comprehension comprehend a specific script or language they have some
sample to examine (they can be listening to someone talk, they
can be examining writing).

32 Life in the Deep The character or a target touched by them gains the ability to
live underwater for PL hours. The subject of this spell can
breathe and move freely under the waves.

33 Mark of the Hunter A target the character can see (by whatever means) receives
the Mark of the Hunter and is pursued by a supernatural
creature of PL HD per PL days. The user must possess a token
linked to the target to cast this spell. The creature summoned to
hunt them will demand some sort of payment and can have 1d6
Special Abilities.

34 Mind Control The character takes control of a target’s mind for PL minutes,
as long as they concentrate for the whole time. The target must
have up to PL HD and the character must be able to look into
the target’s eyes (by whatever means).

35 Mystic Compartment The character inscribes a Rune of Recall on a chest, and is able
to invoke it to their location for up to PL years. The chest can
hold up to PL Encumbrance points in items. The character can
only have one Rune of Recall active at a time.

36 Nauseating Aura The character creates a nauseating aura within long range,
affecting everyone within a short distance radius for PL turns.
Everyone affected suffers a Negative Die to all actions while in
the area. Can be resisted.

37 Open Breach The character creates a rift in reality affecting an area up to


short distance radius within long range. The area affected is
treated as vacuum and is under extreme cold temperatures,
causing 1d3 points of damage to anyone inside it. The rift
closes after PL turns.

38 Prismatic Illusion Targets of up to PL HD within medium range are mesmerized


by the spectacle of lights and colors created for PL rounds.
During this time, creatures affected automatically fail tests
related to perception and must make a Difficulty PL Willpower
test to act. Additionally, they suffer a Negative Die to resist
other mind affecting powers while mesmerized by this effect.
Can be resisted.

39 Project The character can project their consciousness to any place they
Consciousness can see (by whatever means) or to a place of which they have a
token. The character can see, hear and smell as if they were
there for PL turns.

40 Protection from the The character must inscribe runes in an area up to short
Abyss distance radius that will be protected from creatures tainted by
Chaos of up to PL HD for PL turns. The Referee decides which
creatures are tainted by Chaos, but Sorcerer-Kings and most of
the monsters would qualify. The creatures cannot enter the
protected area. However, if they resist the spell, they can pass
through the runes. Can be resisted.

41 Protective Shield The character materializes a magic shield capable of blocking


physical attacks like a normal shield. The character can block
up to PL attacks per round with an Intellect test. The shield
lasts for PL turns.

42 Pyrokinesis The character is capable of controlling a source of fire of up to


PL areas of close distance for PL minutes. The character can
increase or decrease the fire intensity by one category (see Fire
on Hazards and Other Dangers on Chapter 5: Combat) each
round by concentrating.

43 Ray of Weakness A target at up to long range which has up to PL HD suffers a


Negative Die to all strength related tests (melee attacks
included) for PL turns.

44 Read Thoughts The character can read the mind of a target they can see (by
whatever means) of up to PL HD for PL turns. Can be resisted.

45 Rot Matter Rots non-living matter in PL areas of up to close distance


radius within medium range after 1 turn. Can be resisted if said
item is carried by a creature.

46 Shadow Cloak The character or a target touched has their body covered by the
shadows of the Shadow World and can now hide in plain sight
with an Agility test made with a Positive Die. This effect lasts
for PL turns.

47 Shadow Travel The character opens a portal to the Shadow World and up to PL
individuals may enter it to travel quickly to another portal
opened somewhere else. This power lasts for PL turns, and
each turn travelling through the Void is equivalent to travelling a
full day in the normal universe. However, the Referee will roll for
a Random Encounter (see Chapter 8: Bestiary for more
details) each turn spent inside the Shadow World.

48 Sigil of Return Inscribing the Sigil of Return on a location, and then uttering a
single word, causes the character and other individuals within
short range (up to PL creatures in total) to instantly return to
said location. This spell lasts for PL days, and the user can only
have one Sigil of Return active at a single time.

49 Slow Time A target of up to PL HD within medium distance has the time


around them slowed for PL rounds. The target must now
choose whether to perform a Movement or an Action every
round, and acts last in the Initiative order. This effect lasts for
PL rounds. Can be resisted.

50 Somnolence Targets in an area of a short distance radius within long range


that have up to PL HD fall asleep for PL turns. Can be resisted.

51 Song of Seduction A target of up to PL HD that can hear the character’s voice


becomes enamored with them for up to PL days. Can be
resisted.

52 Song of Serenity By singing a song, everyone within listening distance and up to


PL HD is compelled to cease all hostilities as long as the
character continues to sing. Can be resisted.

53 Strangulation PL targets of up to PL HD within medium range start to


suffocate, suffering 1d3 points of damage per round and
receiving a Negative Die to all actions for PL rounds. Can be
resisted.

54 Summoning The character summons a creature of up to PL HD for PL


turns, after which it returns to whence it came. The user must
have a token linked to said creature (such as a statuette of it, a
tuft of hair, a vial of blood) and the creature can resist the spell
to avoid being controlled.

55 Telekinesis The character can manipulate objects and even individuals up


to long distance as if he had a Physique of 10 + PL. This lasts
for as long as the user concentrates.

56 Telepathy The character can create a mental link to communicate


telepathically with up to PL Individuals who are up to distant
range. This spell lasts for PL turns.

57 Transfer Life A target touched (make a melee attack made with a Positive
Die) is drained of 1d3 Vitality points per PL and either the
character or another individual touched regains the same
amount of Vitality points.

58 Unnatural Growth The target doubles in size for PL turns, gaining PL Vitality
points and inflicting an additional 1d6 points of damage.

59 Ventriloquism The character projects their own voice to any place they can
see (by whichever means) for up to PL minutes. With an
Intellect test, the user may simulate other sounds. Can be
resisted.

60 Sinister Pact PL willing targets make a pact to act in accordance to some


principles. Whoever acts contrary to these suffers 1d6 points of
damage (that cannot be healed) per day, until they make
amends for their actions. This pact lasts for PL weeks.
Chapter 7: Running the Game
The true rulers of this world are not to be seen by mere mortals. They hide in the shadows,
manipulating those we call kings, overlords, archbishops or anything we think have real
authority. But few people know this truth, and it’s better that way. The truth can be maddening
sometimes.

One of the participants of this game will assume the mantle of the Referee, the person
responsible for running the game for the other players. Although everyone in the game has an
important role, it’s undeniable that the Referee has a lot of responsibilities and can really help
the game reach its full potential.

This chapter is dedicated to Referees of Sharp Swords & Sinister Spells. It contains pieces of
advice and orientation regarding the fine art of refereeing, creating adventures, challenging the
players and even some tools to make the life of the Referee easier.

At the end of the chapter, the book presents a little information about the game’s main setting,
Anttelius - A World of Warlocks & Barbarians.

The Role of the Referee

The Referee is many things. A host, a creator, a director and a judge.

As a host, they set up the game to receive the players and their characters. Usually this means
they will prepare not only the initial situations of the game but also the location, the game table
and such things. They are the one to unite the whole group, as they are the center link of the
game. They need to be almost like a diplomat and make sure everyone feels welcomed and
secure.

As a creator, they come up with the game world, NPCs, situation, locations and many other
elements of the game. It’s important to notice that they are not as a book author, as they are not
here to create scripts and decide how the story created in the game will end or transcribe. They
create things to be played with by the players.

As a director, they work to make the players and their characters interact with all these
creations, orchestrating interesting and exciting situations for the game. Their job is to make the
player characters the protagonists of the story and provide all the tools they need to play that
role, even if that means providing them with the means for an early and painful death.

Finally, as a Judge, their job is to assess situations that arise in the game and apply the rules in
a fair way. They create challenges and play the roles of monsters and villains, but they don’t
play against the characters. They don’t favor the players’ side either however, as doing so
would make the challenges meaningless, draining the fun of overcoming them.

Good Referee Practices

This section is intended to function as a quick reference guide for Referees that are unfamiliar
with the Old School style of play, or even more experienced Referees that like to keep these
practices in their immediate mind. This was inspired by many resources such as A Quick Primer
for Old School Gaming by Matt Finch, the Principia Apocrypha by David Perry and the Referee
Book for Lamentations of the Flame Princess by James Raggi IV.

The principles outlined below are not absolute however. As the first principle outlines, this game
is yours now, and you should play it the way you feel more comfortable and have more fun with
it. If you don’t like one or some of these practices, just ignore them. Take what you want and
leave the rest.

Make the Game Your Own

This game has almost everything you need to play adventures inspired by the pulp literature of
sword and sorcery. However, your vision of how the world and the game should work may be
slightly different from what we envisioned here. So change what you want. Alter the Archetypes.
Create new ones. Change the way spells work in your game if you want to. My only advice is to
try the game as is first and then alter what you think isn’t working. No one will knock on your
door and tell you to stop. There is no SS&SS police. Actually, this game encourages you to
experiment with it, create new things, and modify it as you please. And if you like, share your
modifications with the community.

Rulings over Rules

The rules presented in this book are simple and flexible, but do not cover every possible
situation imaginable--to do so would be almost impossible, and would unnecessarily bog the
game down every time someone needed to consult the book for the precise rules for a given
circumstance. Thus, there are gaps in the rules, as they cover only the essential situations and
serve as the basis for everything actions in the game without specifying exact situations and
minutiae. The Referee in an Old School game is also a Game Designer, and that’s part of the
fun. Use the rules already explained and extrapolate from them to judge situations not explicitly
covered. That’s what we call rulings.
Let the Dice Fall Where They May

This game relies on dice rolling to resolve many different situations. When you roll dice, respect
the result and have fun discovering what will happen together with the players. Part of the fun of
playing is being surprised by what happens, for good or ill. Resist the temptation to fudge dice
rolls to steer the story in a particular direction. Instead, explore the new possibilities the dice will
lead you to. This makes sure the game is fair and encourages the players to interact with the
game world and not the Referee.

Prepare Situations Not Stories

The job of the Referee is to set the stage and moving pieces for the players to interact with.
They are not novel writers; they don’t play the game to tell a story they prepared in advance.
They play the game to allow stories to be created in the game world they create. Instead of
stories, prepare locations with unique situations that might interest player characters. Create
NPCs and factions with their own goals and motivations that will put them at odds with each
other and the player characters. Some events could be planned, but their consequences should
be open ended. You might have an idea about what will happen without the interference of the
PCs, but what will happen once they interact with these elements will only be revealed during
game play.

Show Consequences

Actions have consequences, some of them good and some of them bad. Make sure to show the
players the consequences of their characters’ actions. Take note of what the PCs manage to
accomplish and make an effort to show signs of the consequences of their deeds. If they
cleared the bandits plaguing a road to the village, have more traders arriving there in the next
session, due to the improved safety of the travel. If they defeat a faction in the city, tell them
they hear rumors of another rival moving in the territory, or about a new one forming in its place.
It can be something small that won’t have much of an effect on their adventures, but it will have
an impact because they will perceive see the game world as a living thing.

Let the Randomness Inspire You

Inspiration can come from a lot of places, some of them unexpected. To rely solely on our own
ideas can become repetitive and predictable. Let an unexpected die roll result lead you
someplace new. Use the Reaction Table for monsters. Use random tables to generate content
such as NPCs, monsters, locations and even adventures (check out the Appendices of this
book). This will not only make you think about possibilities you wouldn’t have conceived of by
yourself, but will make the game surprising for everyone involved.

Set Them Free

Let the players explore the game and the world as they please. Don’t force them onto any path
you think is more appropriate or that you have prepared in advance. If you need to improvise
something due to their choices, look into the practice Let the Randomness Inspire You--use
random tables or use some of the ready-made material that’s available either for free or for very
reasonable prices on the Internet. For example, search Google for One Page Dungeon entries.
Letting the players take the lead will not only allow them to have fun as they prefer, but will
make the game exciting and surprising for you too.

Reward Exploration and Ingenuity

This game has many ways to reward player characters, such as points of Luck, Coins, Daring
and even the accomplishment of goals that are necessary to advance Levels of experience.
Find a way to reward exploration of new things and the creativity of the players. If they come up
with an unexpected and fun way to accomplish a task, give them a Daring Point or a Positive
Die on their Attribute Test. If they discover a secret location or region that’s important in the
game, award them a Luck point or count it as a goal towards the next Level. Treasure, Artifacts,
new spells, and even new powers can be nice rewards for players that discover and accomplish
creative deeds in the game.

Cleverness Should be Incentivized

This game is more about challenging the players than challenging the numbers on their
character sheets. In a tough situation, if the players come up with a clever way of solving a
problem, let it work, or give them a good advantage on the die roll to make it work. This will
encourage them to try new things and new approaches to problems that are handled with
simple die rolls in other games. You can present them with situations that are not simply
resolved by the use of an ability or spell, such as having to pass through a passage that would
only open in certain circumstances, riddles, puzzles and things that don’t have a clear solution.
Do not attach yourself to preconceived solutions and answers. If they come up with clever and
ingenious solutions, reward them.

Ask for Clarification of Actions


Encourage the players to interact with the world with their characters and not through the use of
the rules. If they say they will open the door, ask them if they pull or push it. If they open with
their right or left hand. If they enter a room, ask if they are walking slowly and carefully or if they
move quickly if they cross the boundaries of the mosaic on the floor or if they skirt it. Make one
or two of these questions often, even if there are no traps or real consequences for doing it one
way or another. This builds suspense and help the players visualize their actions in their
imaginations. Eventually they will start to describe their actions this way naturally and will
interact with the environment spontaneously. They will look for secret doors, try to manipulate
the arms of statues, move books on shelves, and all sort of things.

Make the World Interactive

To make the last practice more valuable, create things to be manipulated by the PCs. Create
factions in the world that can be interacted with, making one oppose another. Put levers and
effects the players can use in their favor, or simply experiment with. Present neutral NPCs that
can either help or oppose the PCs depending on how they deal with them. Magical fonts that
change some aspect of the characters are a staple of the genre and can be very interesting.
Dungeons should have different routes and passages that can be discovered or created
(crumbling walls, bridges, secret passages).

Provide them with Interesting Toys

Magic items should be more than simple items with numerical bonuses (if you need this, just
present them as very well made objects, or even made of special material). They should be
unconventional, strange and possess specific powers that can be used by clever players. A ring
could have the ability to charm whoever it’s given to. A mirror could show the reflection of the
place it is pointed to in the past. A spoon could be able to move large amounts of sand and
earth. A candl hi e could illuminate only creatures tainted by chaos. The possibilities are
endless, and sometimes you won’t be sure how to use them, but the players will figure
something out. Make sure these items also have a downside, a cost for using them. Magic
should never be trivial.

Engineer Tough Choices

RPGs are mainly about choices and consequences. Offer the players choices so that they have
to assess the risk and reward equation of each one. Maybe the known paths to the ruined
fortress they believe hides ancient treasures are either short but extremely dangerous or long
and confusing (there may be a third route that isn’t so long but safer, but they need to
investigate to find it). As they explore the gigantic tomb of the First Sorcerer, it’s first levels have
less treasure but fewer perils than the deeper ones, which have never been entered before.
Should they go deeper? As their resources dwindle, they will naturally have to make the choice
of risking a bitter defeat for the possibility of further rewards, or returning to a safer place and
abandoning this possibility.

Allow Multiple Solutions to Problems

Problems should never have one and only true solution. Try to think of at least three possible
interesting solutions to each challenge; one of them can even be a secret the players might
need to dig deeper to find out about. Some problems may not even have a clear solution you
thought about. All you need to do is allow players to come up with their own creative answers. If
those make sense and are logical within the game world, allow them to work. This will
encourage the players to seek alternative options instead of relying on the old tactic of beating
everything to bits. It’s more fun to everyone.

Surprise Them

We all have expectations in our games. The majority of people who will sit down to play SS&SS
with you have probably already played other fantasy roleplaying games, read fantasy books,
watched dozens of movies, and even played hours and hours of fantasy games on their
consoles or computers. They probably have preconceived notions of what magic is, what a
monster can do, and what powers a magic sword has. Surprise them. Make monsters do things
they don’t usually do in the fiction. Allow for the option that what initially seems to be bad may
actually be good in the end. Make the magic sword actually work as a vehicle somehow. Take
their expectations and turn them around.

Adventuring is Perilous

Player characters are adventurers leaving the relatively safe lives they had to plumb the depths
of ancient ruins and forgotten tombs in search of glory, treasure, and power. If this was an easy
and safe proposition, either there wouldn’t be serfs anymore or there wouldn’t be any more
treasures to be found in these places. That means being an adventurer is dangerous. Traveling
in the wild is risky. There are monsters out there that not only want to eat your flesh, but also
devour your soul. If a king of a civilization from the past ordered a trap to be built to guard his
treasure, it will be a deadly one. This will keep the game exciting and rewarding for those
players that actually defeat and avoid these dangers (not to mention making the game world
feel real).
Put Pressure on Them

It’s important to instill a sense of urgency or peril in the players. The game itself is built with
tools to do that, as random encounters will occur from time to time, making passive player more
likely to run into danger before they reach their goal, and the diminishing resources that will run
low as they take more time to solve their problems. However, it’s also a good idea to put
pressure on them through the game world. Maybe the necromancer in the catacombs is
performing a ritual that will raise the elite guard of the ancient Sorcerer-King by the full moon. Or
maybe the portal to the Oneiric dimension will only stay open while the strange new star shines
in the night sky. Many things can make the players tense and put pressure on them. Look into
the fiction that inspires the game for inspiration.

Don’t Rob the Dice of their Fate

If dice are rolled, respect the outcome of them. This will keep the game interesting and exciting
for everyone. The players will know you are a fair Referee, even when their characters die
facing apparently simple challenges. Sharp Swords & Sinister Spells has a fairly deadly system,
but it also allows for very quick character generation, and if the characters have followers and
hirelings in their party, the player can easily assume the role of one of them and continue the
game. Players will get attached to their characters, not because they spent hours creating them,
but because they survived great peril and now have something to lose.

Be Their Senses

It’s the Referee’s job to be the senses of the player characters in the game world. Tell them
what they can see, smell, hear, feel and even taste sometimes. If their characters should know
or notice something, just tell the players. As this game focus on offering choices to players,
these choices need to be informed to make any sense. There can be hidden information
however, and if you follow the previous practices, the players will be avid to interact with the
environment to discover .

Build Layers of Information

Present information to the players in layers they have to explore to find out. When describing a
scene, mention all the obvious information, considering the PCs are adventurers that are
cautiously exploring the environment (unless it’s clear they are not being cautious). Then think
about what can be found out if the characters inspect those first obvious things they noticed.
After that, consider what might actually be hidden behind all that. Create layers that have to be
unveiled by the players. One piece leading to the next one, encouraging interaction with the
game world.

Keep Information Useful

Make sure all the information you hand out to player are actually useful and linked to their
characters in some way. It can be fun to create the history of your world, the cuisine of a
kingdom or region, and the complicated hierarchy of an order of scholars, but of those have no
impact on the adventures of the PCs, nor relation to their actions, they don’t need to know it.
Although all of this can be interesting curiosities, the limited time the group has to play should
be focused on this relevant to the game being played.

Make NPCs Real

The NPCs, monsters, and organizations in the game world should feel real. To do this, they
need motivations, goals, and even flaws. Think about what they want and what they are going to
do to accomplish their goals. They don’t exist only to interact with the PCs and will not stand still
waiting to be found. Having motivations, goals and flaws in mind, you can judge accordingly and
determine what NPCs will do in almost any situation, making them dynamic and interesting.
These individuals should be as active as the characters.

Keep the World Spinning

Take this same approach to the whole world around the characters. Remember the practice that
taught you to show the consequences of the PCs actions, but go even further. Things can
happen without the interference of the players. Factions may attack each other. An army can lay
siege to the City-State the characters live in. Pilgrims might arrive in the city to visit a sacred
site. Make the world responsive to the characters’ actions and independent from them at the
same time.

Sword and Sorcery Adventures

This is a sword and sorcery RPG, inspired by pulp literature and comics. Although this falls into
the fantasy games category, there are a few key differences that might be worth mentioning
between generic or high fantasy and sword and sorcery. This section will briefly outline some of
the core themes of sword and sorcery stories and how to apply them to the game.
Ancient Worlds

The settings of sword and sorcery adventures are usually very old, with dozens of ancient
civilizations, hundreds of ruins and many mysteries lost to history. Cities are built above the
ruins of previous cities. Crumbling monuments can be found in the wilderness, signaling that
there was once something in that location. Broken statues can be found in the abandoned
buildings and plazas of the City-States, depicting forgotten heroes and unknown kings. Show
how old the world is by spreading ruins all over the landscape, presenting relics inscribed with
languages almost no one can decipher anymore, putting strange statues of lost kingdoms in the
characters’ path, and anything else that might convey how old the world is and how many other
civilizations have already passed through it.

Different Cultures

There is no unifying culture, civilization or ethnic group amongst humanity. These many different
people have to either live side by side as best as they can, competing for resources, power and
space, or fiercely battle each other over their differences and prejudices. The few great City-
States of the world are centers of commerce, culture, trade and crime, where almost all of these
groups mingle, cooperate and, sometimes, face each other. Some of these men and women are
decadent city dwellers, others are savages from wild places; some are from almost alien
cultures from far away, while others live side by side with few but very distinct differences. There
might even be secret people living under the surface of the earth, or in isolated mountain ranges
and on ocean isles. Diversity and rivalry is the norm. Explore different cultures, customs,
traditions, and personalities in the game. In the great City-States, people can be from anywhere.
Seek inspiration in real world cultures, religions, and organizations. If that fails you, look into the
many different and creative authors from sword and sorcery tales and even other genres.

Civilization Versus Barbarism

This theme is common in sword and sorcery stories, where in the wild men and women are
courageous, strong, fierce and uncorrupted, while people in the civilized places are corrupt,
weak and decadent. That might not always be the norm, as there are good people and bad
people anywhere and it might be fun to subvert players’ expectations too. To portray this theme
in your game, describe how filthy the cities are, how the dead are just piled on the side of the
alleys, how the nobles spend most of their time intoxicated and asleep in deep drug-induced
dreams. At the same time, describe savage tribes with strong leaders, ancient traditions, rich
culture and strong character. They might not always have the best intentions toward other
people, but they are usually less passive and decadent.
Post-Apocalyptic Worlds

Normally, in the settings of sword and sorcery tales, humanity has reached its most advanced
and rich state in the past, but something happened to throw them back to a more primitive and
less advanced stage. This usually means a mysterious (or not) cataclysmic event changed the
world and now humanity is just a shadow of its former glory. Sometimes, these cataclysms have
occurred a number of times already, and the past hides advanced civilizations and even alien
races that inhabited the world in past ages. Highlighting this theme in the game involves placing
more advanced technology and architecture in ruins and monuments of the past. Inside the
ruined cities, the PCs might find working inventions, great aqueduct, beautiful paintings, and
objects of art almost impossible to reproduce in the current age.

Small Scale Stories

Different from more well-known fantasy stories, sword and sorcery adventures usually have a
smaller scale and focuses on the interests of a few people or a city at most. Characters are
moved by their own ambitions and desires instead of any heroic aspirations or duty to
goodness. Characters seek gold, glory, power, and other personal ambitions such as love,
vengeance, or the truth about some mystery in their past. When preparing adventures and
hooks for the PCs, try to learn what the PCs want and create hooks and situations that will
entice them to action. Make things personal. If a cult is performing sacrifices, make them try to
sacrifice someone the characters care about. If they hear rumors of a tomb under the ravine that
just opened with last week’s earthquake, let them hear that the artifact they were seeking is in
there, or that there is a map with directions to something they want inside. Put their enemies in
front of them, and make them want revenge!

Sorcery is Evil

In worlds of sword and sorcery, the practice of the arcane arts is strongly associated with evil
and chaos, and sorcerers are usually villains and antagonic to the interests of the protagonists.
In fact, sorcery in Sharp Swords & Sinister Spells is a corrupting force. It can give those that
wield it a lot of power, but it will slowly and surely damn their minds and souls. Magic is rare and
feared amongst most of humanity’s cultures. In the game, avoid making magic something
common. Don’t make magic potions, weapons and objects easily available or for sale. Magic
and sorcery should remains mysterious, rare and dangerous. Players should always consider
the risk and reward equation when dealing with spells and artifacts.

Strange Things from Other Worlds


Although the worlds of this genre of fiction are usually from a medieval era, some of its contents
are clearly not. The stories that debuted in this genre were written in a time when there wasn’t
really a distinction between fantasy, science fiction and horror, so in the same tale you could
find barbarians, wizards, flying machines, and terror from another dimension capable of
shredding a person’s sanity. Don’t be afraid to do this too. Even though the world is strongly
within a medieval level of culture and technology, civilizations from the past could have
achieved a level of advancement equivalent to super-science fiction, not to mention the
possibility of alien beings who have come to this world and left their artifacts behind. Deep
within the earth, terrors from past ages and sinister dimensions lay waiting for the time they can
take over this reality. Use horror and science fiction in your fantasy.

The Uncaring Beings from Beyond

Gods are not always benevolent and are rarely active in worlds of sword and sorcery. It’s not
wrong to say they are as active and present as in our own world and reality. Priests, clerics and
other eclesiastic people are quite common in a world plagued by superstition and the fear of
unknown, but true faith and individuals capable of wielding powers bestowed by real gods are
rare, very rare. You can create many churches and religions in your campaign, but they should
remain a place of superstition, fearmongering and even intrigue, as religious leaders usually
desire power and influence over the blessings they claim to seek. Some of them may even be
capable of supernatural deeds, but that’s because they dabble in the forbidden art of sorcery.

Creating Adventures

The main job of a Referee is to create adventures that the players will enjoy. They do not create
stories with beginnings, middles, and ends, but they create situations with locations, NPCs,
problems, and complications, and potential solutions for the player characters to interact with
and, as a result, create a story.

The Five Questions

When creating an adventure, you can begin trying to answer five important questions about it:
“Who?”, “What?”, “Where?”, “Why?” and “How?”. This helps you organize your thoughts and
makes you focus on what really matters in the adventure.

Who?
Who are the main movers and shakers? What are their assets? What are their weaknesses?
What do they want? What motivates them to do what they do? Think about all of these
questions and how each of those individuals relate to one another. Are they rivals? Allies?
Enemies? How could they meet with the PCs and how would they relate to them? Try to create
individuals and factions that can be manipulated by the PCs in interesting ways if they are
clever.

What?

What is happening? What are the PCs trying to accomplish? What are the NPCs and factions
doing and how is this affecting the PCs? What is the goal of the adventure? What’s it all about?
This question is maybe the easiest to answer, but it is also the most important. Referees need
to make the “What“ interesting and uncertain to incite the players to interfere. The actions of the
player characters need to be able to affect the outcome of any situation, for better or worse.

Where?

Where does the adventure take place? Where are the characters going? Where is the treasure
hidden? Where are the NPCs and factions usually located. Try to think about at least three
provoking and interesting locations for the PCs to explore. Define a theme for each of them, like
a theme park, something that will stick in the players’ minds. Think about a place and start
adding strange things, things the PCs can interact with, things that set it apart from other similar
locations. Picture in your mind’s eye what’s it like there, what would someone see, smell, feel
and hear there, and write down a few words to remind you about it. Ideally, adventure locations
should be like a toy play set, with a strong theme and lots of things to mess around with.

Why?

Why is this happening? Why should the characters care? Why are the NPCs and factions
involved in this? Having a clear idea why things are happening and why are the NPCs
interested in it can really help the Referee to improvise when things go out of the rails (and they
will). Additionally, having an idea why characters would care about what’s going on in the
adventure will help you prepare more interesting hooks to get them without making it seem
forced. These may not actually end up being the reason the PCs get involved, but it helps
building the game world to think about them.

How?

How are the events are going to unfold and involve the PCs? How are the NPCs and Factions
going to react to the PCs actions? Are they likely to oppose them? Help them? Ignore them? All
of these answers need not be set in stone, but they help the Referee think about the many
possibilities of the game and be more secure while improvising developments during play. How
everything will actually turn out will certainly diverge from what’s planned, but that’s part of the
fun!

Elements of a Good Adventure

It’s really hard to define a foolproof formula for creating good adventures, but some elements
certainly help make it more interesting and exciting for everyone playing it. Like everything else,
however, a single group may not be interested in all of these elements, but it’s usually a good
idea to try to insert them in the adventures first to see how they respond.

Choices that Matter

RPGs are first and foremost about making choices--choices that matter,not simply mechanical
choices during character creation, or whether to attack one bandit or another,. Choices can
dramatically alter the events in the story, so these choices need to be informed choices too. It
makes no difference to choose between two paths in the forest with absolutely nothing to tell
them apart from each other. Give them information, feed their senses. Think about what you can
tell them about the choices they have to help them make a judgment call, and let their choices
really affect the outcome of the game. Never prepare situations with just one possible solution
and choice.

Deadly Challenges

This is a game of sword and sorcery adventure, where PCs face monsters, demons and evil
entities that would sunder the minds and souls of any mortals who looked at them. Even though
the characters are set apart from the common people, they are still humans. They can bleed
and die. The peril of this happening is one of the exciting sensations that will thrill the players as
they play the game. But for this to happen, the possibility of character death must be real. This
doesn’t mean the Referee is out there killing characters left and right, but that there should be
challenges in the adventure that could very well kill them if they don’t play smart and are
unlucky with their die rolls. It’s very important to notice that if something is deadly the Referee
should also telegraph it’s lethality to players, so they can make informed choices with dealing
with it. If entering through a demon mouth tunnel will disintegrate you, let them hear rumors that
anyone who has ever entered there was never seem again. Describe how they see body parts
around the entrance. Tell them of the blood stain on the lips of the demon mouth.
Possibility of Failure

Remember that a Referee is not in the game to tell a story, but to present a situation from where
a story can be created through play. And that story can be about how the PCs fail to accomplish
what they set out to do. The fun of the game is in the journey, in the attempt to do those things,
not necessarily in the objective. This is very similar to the element Deadly Challenges described
above. It’s great to accomplish one’s goal, but if there isn’t really a chance that the characters
could fail, then the sense of accomplishment is diminished and the characters’ achievements
become meaningless. The secret is to make the journey to their objectives fun and full of
possibilities. Offer the players choices and things to interact with and they will feel that the end
result doesn’t matter as much as playing the game. After all, they made their choices.

Multiple Factions

Not every NPC the characters meet in the adventure should be out to get them. Of course,
some of them are planning to do exactly that, but there also should be opportunities to meet
more helpful parties and neutral individuals that might do one thing or the other depending on
how they are dealt with. There can also be multiple factions that are opposed to one another,
and the PCs should have the option to help one of them, oppose them all, or find another
alternative altogether. Adventures should be more than a simple series of combats and die rolls.
Make the players have to deal with multiple interests and see how they react to them. This will
show them they are not the only interests that matter in the game world.

Varied Challenges

This game offers many different ways to challenge the PCs, but the Referees should also try to
challenge the players. Adventures can have combat (as this is one of the simplest way to
challenge PCs, give them important choices and threaten their characters), but it should also
have social interactions that could complicate their lives, puzzles they could solve to gain some
advantage, riddles they could decipher to find out new information or open up new opportunities
to explore. Think about how you could challenge all the aspects of the PCs, their different
Attributes, their Special Abilities, their Concepts. Make the environment an obstacle to their
efforts. Make them have to dig for information. Make them have to resist urges. With a variety of
challenges, the game won’t feel repetitive and this will keep your players wondering what will
come next.

Interesting Rewards

All this trouble should be worth something for the PCs. Think about that they want and try to
insert some of it in the adventure somewhere. Maybe one of the villains has a powerful weapon.
Maybe inside the tomb there is a dusty library with dozens of books. Some of them could have
powerful spells, others could have information leading to ancient treasures or unexplored
regions. Maybe their actions could make them famous. They could earn the gratitude of a whole
community which will treat them as heroes for a while (as long as they don’t mess this up).
Treasure is always a good option, but try to think about intangible things that might interest the
players, like nfluence with some group, reputation, favors with an influential faction. Entice their
desire.

Preparing for the Game

This is a game of simple and flexible rules that really shine on improvisation and provides lots of
tools to help the Referees create content on the fly. But preparation can always be useful, and
you can prepare to improvise better. There secret is to prepare just enough to feel safe to create
the rest on the fly, but not so much as to feel obliged to use what you’ve created. We live in a
busy world, and the limited time we have to prepare for our game should be focused on the
essentials. Thus, this book proposes that you take about 30 minutes and make a few notes
regarding the following details.

Adventure’s Possible Goals

Make notes of a few possible objectives the characters might have in the adventure. If you know
which the characters are involved in the adventure, try to think of good reasons and good
objectives that might attract them to get involved with the whole situation. This will help you
visualize what else you need to prepare and what you need to have in mind when you sit down
to play.

Adventure’s Antagonists

Take some time to write a few words about the possible antagonists of the adventure. You don’t
need full backgrounds--just a few notes defining their name (obviously), their motivation, their
goal, their personalities and some distinctive trait that will help set them apart from other NPCs
and will help the players remember who they are. With these notes, the Referee will feel much
more confident when they have to interpret these individuals and factions during the game when
the PCs do something unforeseen (and they will certainly do that).

Adventure’s Supporting Cast

As said previously, there should be different NPCs and Factions in the adventure, some of them
that are not in direct opposition to the characters’ goals. Do the same thing you did with the
antagonists, making notes about their names, motivations, goals, and also think about how they
could react to the PCs, both in a good way and a bad way.

Adventure’s Locations

Take notes about a few important locations that will be featured in the adventure. Give them
evocative names that can be used in the game, and list a few traits related to them, things that
can be found inside them, to what faction or NPCs are they related to, and if they are connected
to any other element. If you have time, write up a few descriptive features that you can use to
help the players imagine the setting in their minds, and come up with a few things they can
interact with there.

Adventure’s Complications

Things never happen in a predictable way in our lives, so it should never happen in a
predictable way in the PCs lives either. Think about things that could happen to complicate the
characters’ lives that are not directly linked to the adventure. Maybe a heavy storm hit the city.
Maybe the city’s thieves’ guild is on open war with itself. A revolution might be starting just as
the PCs arrive to deliver an important letter to a noble prince. This not only makes things more
interesting, but also instill the players with an impression that the game world is real and is not
there just to serve as a stage for their PCs.

Adventure’s Secrets

Think about all the pieces of information and clues the PCs might find out during the game. You
don’t need to know exactly how these pieces of information will be presented not where they will
be located, just what they are. Things like “the nobles have formed a cannibal cult,” “the owner
of The Golden Swan has forged the cultists’ rings,” “the cult is divided by an internal conflict,”
and other similar pieces of information. Present them whenever it makes sense. If they invade a
noble’s manor and go through their stuff, make them find information about the cult, their robes,
their masks, some sinister sketches. If they examine the cultists’ regalia and possessions, call
attention to the craftsmanship of the ring and how they only know one jeweler capable of doing
that. They could also find out this information by following a cultist to a quick meeting they are
having in the jeweler’s cellar. Be open to the many ways the same piece of information can get
in the characters’ hands.

Adventure’s Rewards
Make notes about the possible gains for the PCs in the end. If there are magic items they could
find, make a few notes about them. If they can acquire treasure, describe it briefly and decide
how much it’s worth. Again, take some time to write down non-material things they could gain
out of the whole deal: allies, favors, reputation, valuable information, secrets about their
enemies and rivals. In the same fashion, you don’t need to firmly define where and how all
those things can be obtained beforehand, just hand them out when it feels right.

Possible Scenes

If you have some minutes left, try to outline from 5 to 10 scenes that you think are likely to
happen. Don’t feel attached to them, because they may never happen. But the exercise to think
about them will help you outline various possible events and make you more comfortable when
the time comes. Make sure to outline scenes that incite action on the part of the PCs.
Something happens near them, with someone they know, in a place they are interested in. Try
to come up with a starting scene that put them right into action, making them decide on a course
of action right away.

Before the game starts, take a few minutes to read your prepared notes, and grab your dice.
The adventure is about to begin.

A World of Warlocks and Barbarians

Sharp Swords & Sinister Spells is a game fit to be played in many different worlds of sword and
sorcery fiction. A Referee could easily use one of the worlds created by the many inspiring
authors of this genre and set their campaigns there. The Appendix I: Inspirational Material has
lists of different sources of inspiration that can be used for world building or direct use of the
fictional settings created by the authors listed there.

However, this game has an implied setting that will be published in a self contained book called
Attelius - A World of Warlocks and Barbarians. Created under the influence of the work of many
authors, real world history and cultures, and a bit of this author’s own ideas, Anttelius will be a
setting toolkit made to be used at the table and not memorized and put on the shelf. Tools will
help Referees to create adventure hooks, world events, happenings, changes in the world, and
to make it their own. The book will be released soon after this one. Keep an eye out for it.

Chapter 8: Bestiary
Terrible beasts hide in the shadows of abandoned ruins. Creatures from a past age when
humanity was just starting to walk on two feet. Creatures created by mad alien sorcerers and
infused with the chaotic energies of the Abyss.

Sooner or later the player characters will have to face terrible monsters in combat, and before
that, they will certainly have to draw blades against bandits, cultists and other more mundane
enemies.

This chapter deals with the opposition--monsters, NPCs and other creatures that the PCs might
encounter. Throughout the rules, we call them all Opponents. This section will cover not only the
rules concerning their use in the game, but also some guidance on how to make them more
interesting during play. In the Appendix M: Monster Generator, a complete set of tools to create
new creatures can also be found.

The Role of Monsters and NPCs

It’s important to point out that not all NPCs and creatures encountered by the player characters
are supposed to be faced in deadly combat. That option does exist, of course, but it may not be
the best course of action most of the time.

Some NPCs and creatures may actually be beyond the capability of the PCs, forcing them to
find another way around them. They may choose to negotiate with the Opponents, deceive
them, hide from them, or any other option that the PCs can imagine. It’s the Referee’s job to
provide sufficient information to the players about the situation so they can make an informed
choice on how to proceed. They may see signs of how powerful and vicious a beast is and
decide not to attack it head first. They may hear rumors that the Elder Serpent is a collector of
precious gems and offer one in a bargain for passage.

In any case, NPCs and other Opponents may have many different roles in the game, including
the role of enemies to be faced in combat, but not limited to that.

Is This Fight Fair?

No, and it doesn’t need to be. This game does not believe in balanced encounters for game
play. It believes in encounters and challenges that make sense within the grim and savage
worlds where it takes place.

If it makes sense that an ancient and terrible being from ages past is heading towards the ruins
the player characters are exploring in search of an ancient treasure, so be it. They better hurry
up, find a way to stop or deviate the beast, or they just may need to run away!

This means that even though the player characters are the focus of the game, the game itself
should not be rigged in their favor. Things can go wrong. The characters may die. A happy
ending is not guaranteed, and if they want to be heroes, they better deserve the title and face
odds that no sane person would face.

Even though this may make the game difficult to some players, they will appreciate it in the end.
There is no better feeling than accomplishing some great deed that you actually worked hard at
and almost failed to reach. If the challenges aren’t real, the victories aren’t, either.

Handling Opponents

The majority of the rules regarding how to deal with opponents (NPCs, monsters and other
creatures ) were explained in the NPCs in Action section of Chapter 4: Rules of the Game.
However, there are a few extra details that the Referee needs to know to properly run
encounters in the game.

Opponent’s Reaction

When the adventurers encounter an NPC, monsters, or any other creature, the Referee needs
to determine its reaction toward the PCs. Is the Sentinel happy to see them after all the trouble
they have been causing? Is the fugitive friendly to them, or is he afraid and attacks first?

In many situations, the circumstances of the adventure will make it clear what the reaction
should be. If the characters have been causing havoc in the gang’s territory without making any
effort to remain undetected, the gang leader won’t be friendly to them. However, when they are
being introduced to the town leader after rescuing villagers that were captured by pirates, the
elder’s reaction will probably be very favorable to them.

However, there will be situations where the reaction of an individual won’t be so clear. When
someone first meets a traveler in a seedy tavern at the docks, no one knows for sure how things
are going to turn out. That’s where the Reaction Roll comes in.

To determine the reaction of an individual randomly, the Referee rolls 2d6 and consults the
following table. The higher the result, the more favorable the reaction is. Likewise, the lower the
result, the worse the reaction.

2d6 Opponent’s Reaction

2 Hostile. The individual will attack, deny what the player characters desire, or make an
effort to hinder their efforts.

3-5 Dislike. The individual is inclined to oppose the player characters and may attack,
hinder or demand something valuable not to interfere with their actions. They won’t go
out of their way just to do that, though.

6-8 Neutral. The individual is not inclined to help or hinder the player characters. They
may ignore the characters, negotiate with them until they reach an agreement or just
leave.
9-11 Affinity. The individual is inclined to help the player characters in some way. If this
help won’t hinder them in anyway, they will point the characters in the right direction,
provide information, give them some resources or something similar.

12 Friendly. The individual will help the player characters in any way they can, even if this
means risking their lives, if this is compatible with their nature.

Even though the reaction is determined randomly, players can try to influence NPCs and
creatures they encounter with well thought out actions. If they come to meet a haughty noble
with a valuable gift, and treat the individual with deference, the noble will probably react more
favorably to them. If they come to meet the same noble wearing ragged clothes, bearing arms
and acting as if they were equals, the noble will probably react worse than they would normally.

The Referee, then, can adjust the probability of the Reaction Roll to make it more likely to
result in a positive or negative reaction. To do so, they roll 3d6 and discard the die with the
lower result if the encounter is more likely to go in the characters’ favor. If the Referee judges
that the probability of the encounter going south is higher, they do the same but discard the die
with the higher result.

When Laeria and her allies arrive to meet the local Crime Lord, in a desperate attempt to gather
support and information in the City-State, they bring her some fancy liquor. This may help the
odds of the criminal leader helping them, so the Referee rolls 3d6 and discards the die with the
lowest result to determine her reaction. Rolling a 3, a 2 and a 6, he discards the 2 for a total of
9, which is just enough to influence the Crime Lord to their side.

Opponent’s Morale

Whether or not the player characters keep fighting or flee, even when the odds are stacked
against them, is completely up to the players. On the other hand, when an NPC, monster or any
other Opponent faces a situation that tests their courage and determination, the Referee can
use a Morale Check to determine whether the individual keeps on fighting or not. This consists
of rolling a d20 and adding to the result the difference between the creature’s total HD and the
overall Level of the player characters. A result higher than or equal to 10 means the creature
can keep fighting without a problem. If the total is below 10, however, the Opponent fears for
itself and will try to avoid the current situation, either fleeing, surrendering, giving up, or
something similar.

A Morale Check should be made when an important member of the individual’s group is
defeated, when more than half of its companions are killed, or whenever the situation looks
bleak on its side. In the end, it’s up to the Referee’s judgment to call for a Morale Check, as it’s
a tool to help them decide how to portray the actions of NPCs, monsters and other Opponents.

When Laeria and her companions hit a deadly shot at the captain leading the Pirates of the
Dead Sea, the Referee calls for a Morale Check to see if they retreat or keep on fighting.
Luckily for them, most of the men and women decided to give up, making the job of dealing with
the remaining two much easier.
Random Encounters

The world of Sharp Swords & Sinister Spells is unpredictable. Anything can happen, and
adventurers must always be on the lookout for trouble (especially since those individuals seem
to attract trouble no matter where they are). Thus, every 30 minutes of game session time, the
Referee should roll a d6 to determine if a Random Encounter happens.

If the result is a 6, a Random Encounter happens and the PCs will face some unforeseen
circumstances. This may be a monster approaching, a patrol of guards coming their way, a
sudden chaotic storm forming ahead, or even a strange entity who manifests as an energy
being and may bestow special powers to those who help them. On a 4 or 5 the PCs don’t
encounter anything, but see signs related to these encounters. The Referee may roll on their
Random Encounter tables and narrate how they see signs of these creatures or events. They
may see tracks left by them, observe the strange clouds forming on the horizon, and so on. Any
other result on the d6 indicates that nothing unexpected happens.

After spending a few hours gathering information about the strange cult that is kidnapping
children in the slums, Laeria and her companions decide to head back to the inn where they will
be sleeping. Since it’s been half an hour since the game began, the Referee rolls to see if a
Random Encounter occurs. He rolls a d6 and gets a 6. That means trouble.

What is the Random Encounter?

To determine what exactly happens, many Referees prepare Random Encounters tables,
usually utilizing 2d6 to determine what is encountered. This allows the placement of the more
common encounters in the 5-7 range and uses the lower results for more perilous encounters
and the higher results for potentially beneficial ones. The Random Encounters tables in both
adventures presented in this book were created with that in mind, allowing for both perilous and
potentially beneficial encounters.

Since the Random Encounter is happening in the slums of a decadent city-stare, the Referee
rolls on his prepared table and gets an encounter with a Local Violent Gang. That won’t be nice.

Running Random Encounters

It’s important to notice that when a Random Encounter is rolled, that does not mean the actual
encounter happens right away. It means the encounter will likely occur if nothing is done to
prevent it from happening.

If the Referee rolls for the Random Encounter and it determines that a Giant Two-Headed
Serpent is going to be encountered, it doesn’t magically appear in front of the player characters,
ready to charge at them. Instead, the Referee starts introducing signs and other indicators that
the encounter will occur. Maybe the players’ get to make an Intellect test to sense the ground
trembling as the creature approaches, or to find its discarded skin on the ground. It’s up to the
players to act in some fashion to avoid or make the encounter easier for them using this
information. They should always have the opportunity to try to avoid it or find a better way to
deal with it.

The Local Violent Gang, however, does not spring up from the ground to attack the
adventurers. The Referee introduces them in the game slowly and gives the players
opportunities to choose what to do. The Referee says that while heading back to the place they
are staying, they notice the streets get somewhat deserted, and a lot more graffiti is seen in the
crumbling walls of the slums. Then, he asks the players for an Intellect test to see if they notice
gang symbols and weird looking people eyeing them from burned out buildings. If they pass the
test, they will notice a group of rough looking individuals with bats coming toward them. If not…
oops.

Opponent’s Statistics

Sharp Swords & Sinister Spells opts to keep the statistics of the Opponents very simple and
easy to improvise. The system uses the player characters’ statistics to base most of the
mechanics and the Opponents’ are used to modify how this is done. This allows the game to
flow more easily, giving importance to the characters and making the life of the Referee a lot
easier. Basically, the game assigns each Opponent a Hit Dice (HD) and Special Abilities
(SA), and that’s all you will need.

The HD will determine how tough the creature is, as it shows how many d6 are rolled to
determine the creature’s Vitality points. It’s also a very important number, as it is used with the
Powerful Opponent rule (explained in Chapter 4: Rules of the Game) and to determine how
much damage it usually inflicts according to the Standard Damage by HD table.

HD Standard Damage HD Standard Damage

1 1d6-1 6 2d6+1

2 1d6 7 2d6+2

3 1d6+1 8 3d6

4 1d6+2 9 3d6+1

5 2d6 10* 3d6+2


* After 10 HD, each additional HD adds +1 to the damage inflicted.

The Special Abilities entry serves the purpose of customizing the Opponent in any way the
Referee judges appropriate. They can give an Opponent the ability to use sorcery, a better
damage output than normal, different attacks, resistances, immunities, weaknesses, and all
sorts of things. The sample Opponents of this chapter will serve as a good example of how this
works, and the Appendix M: Monster Generator has a great table to generate all sorts of
Special Abilities.
More Important than the statistics, though, is the way in which the Referee presents these
Opponents. Instead of simply revealing a creature’s name and completely describing it, do it
little by little. Do not reveal a creature’s name immediately, describe them slowly. First, their
overall form and a very distinctive feature that calls the attention of observers. Then, each
subsequent time, add more details: their smell, the way they move, the sounds they make, and
other details. When this is done well, the Referee creates tension and keeps the creatures
mysterious.

Mobs

When the characters become more experienced and powerful, they will be able to tackle many
more powerful Opponents. However, the game system was designed in such a way that
creatures with a small amount of HD can still offer a challenge to higher Level characters,
especially in larger numbers.

Managing a combat with 30 Opponents won’t be simple, as the Referee would have to make
too many dice rolls. Instead, they can combine lower HD Opponents into a single Mob, which
is treated as a single creature with a total number of HD equal to the sum of the individuals’ HD
it’s composed of. All other statistics remain the same as the original Opponent (Standard
Damage and Special Abilities). This makes combat quicker and allows lower HD creatures a
better chance of hitting higher Level characters.

As the Mob gets damaged, each point is applied to one of its members at a time, making it lose
HD as the fight progresses and a member is defeated. If it’s needed, the Referee can combine
weakened Mobs to make a stronger one to keep the combat interesting.

Later in Laeria’s career, she and her veteran friends break into the hall of the Silver Dagger
Brotherhood in search of a valuable artifact that was stolen from them. However, once they
break in, a large group of 20 thugs of 2 HD are waiting for them. Instead of making 20 attacks of
2 HD creatures per round, the Referee combines them into 5 groups of 8 HD mobs of
opponents. This will make them more of a threat to the characters, increasing their odds to act
first and to hit their opponents.

List of Opponents

The world of Sharp Swords & Sinister Spells is full of threats and dangerous creatures, each
one with their own objectives and agendas. It would be impossible to catalogue all of them in
this book, and it would defeat the purpose of such a simple and flexible system of designing
them. Referees are encouraged to create their own Opponents, using the list below as
examples and the Appendix M: Monster Generator as inspiration and a starting point. Thus,
what follows is a mere sample of possible opponents in this game and should be used by
Referees that need a reference for their own creations or something ready to drop into the
game.
The Worst Enemies are Ourselves

In sword and sorcery adventures, most of the time the worst opponents in the path of the
protagonists are other men and women, not monsters and demons. Using humanity as the main
source of opposition has brings many interesting elements to the game.

First, using men and women as the most common type of enemies makes the use of actual
monsters more special. When these creatures are not everywhere, they become more unique
and rare. When they show up, everyone knows something is really wrong. Using humanity as
opposition helps make monsters more monstrous.

Second, when the individuals you are supposed to face are other people, you have many
different options on how to do that. When the opposition is capable of dialogue, can be
manipulated or even convinced to join you, hacking them to pieces becomes one of the least
practical options. This allows a much more varied experience in game.

Additionally, when the opposition is just like you, other matters come to mind. Should we really
be killing these guards? Are they intrinsically evil or have they been mislead? Moral, ethics, and
questions of humanity can arise, bringing new depths to the game.

What follows is a brief list of the most common types of people the characters are more likely to
face in their adventures. In the Appendix N: NPCs Generator the Referee can find a number of
tables to help flesh out these individuals with names, characteristics, appearance, personalities
and much more.

People of the Wilderness

These individuals live away from the so-called civilized centers of the world. They live in solitude
or small communities with little comforts when compared to the manors and palaces of nobles
and merchants. Rarely found away from their home regions, these individuals have strong
traditions and sometimes weird customs that keep civilized folks away.

1d6 What Are They Doing?

1 Patrolling their territory after a recent attack.

2 Hunting prey to feed their people.

3 Investigating strange happenings in the region.

4 Looking for a missing companion.

5 Fighting another group of people.


6 Running from a predator.

1d6 What Do They Want?

1 Expand their territory.

2 Keep all intruders away.

3 Protect a holy site.

4 Vengeance against the outside world.

5 Help to fight a powerful threat.

6 Survive another day.

Tribes of the Jungle

People that live in the warm and humid jungles of the world, under the cover of gigantic trees
covered in vines and other vegetation. Usually hostile to foreigners, these individuals live in
great houses either under the trees or on their tops.

Warrior HD: 2-4


Special Abilities: Can hide using camouflage, imposing a Negative Die to any tests made to
locate them; When attacking a target in conjunction with another individual of their tribe, they
gain a Positive Die.

Hunter HD: 3-5


Special Abilities: Can hide using camouflage, imposing a Negative Die to any tests made to
locate them; Gain Positive Die to track and locate others in the wilderness; Usually
accompanied by an animal companion of the same HD or lower.

Shaman HD: 3-6


Special Abilities: Can hide using camouflage, imposing a Negative Die to any tests made to
locate them; Can cast a number of spells equal to their HD as if they had Attribute scores of
10+HD; Can call for the aid of 2d6 Warriors who arrive in 1d6+1 rounds.

Chieftain HD: 4-7


Special Abilities: Can hide using camouflage, imposing a Negative Die to any tests made to
locate them; When attacking a target in conjunction of another individual of their tribe, they gain
a Positive Die; Accompanied by two animal companion of the same HD, and a Shaman; Can
call for the aid of 2d6 Warriors who arrive in 1d6+1 rounds.
Tribes of the Desert

Usually composed of a tribe of nomads who move from oasis to oasis in great caravans,
mounted on strong and resilient camels and horses. Although usually divided into factions,
these tribes share a common culture and traditions, often uniting under a strong leader in times
of need.

Raider HD: 3-5


Special Abilities: Mounted combatant; Gains Positive Die to attack foes that are not mounted;
Triple damage when charging with a spear against stationary targets; Isn’t slowed down by the
sandy desert.

Warrior HD: 2-4


Special Abilities: DR 1; Damage inflicted increased by 1 step on the Standard Damage table;
Isn’t slowed down by the sandy desert.

Scout HD: 1-3


Special Abilities: Can move twice per round; Isn’t slowed down by the sandy desert.

Priest HD: 2-5


Special Abilities: Can cast a number of spells equal to their HD as if the had Attribute scores of
10+HD; Can call for the aid of 2d6 Warriors or 1d6+1 Raiders who arrive in 1d6+1 rounds.

Tribes of the Mountains

Hardy folk living in isolated communities, protected by the mountains they live in. Living off the
hardy vegetables they grow and the herd they shepherd, some communities manage small
mines, which minerals and metals they forge into weapons and trade with people from the
plains.

Mountaineer HD: 2-4


Special Abilities: Gain a Positive Die to survive in their home region, scale mountains, find
tracks and other activities; Can call 1d6 other Mountaineers by blowing a horn, who will arrive in
2d6 rounds.

Warrior HD: 3-5


Special Abilities: DR 1; Gain a Positive Die to survive in their home region, scale mountains, find
tracks and other activities; Can call 1d6 other Warriors by blowing a horn, who will arrive in 2d6
rounds.

Druid HD: 3-5


Special Abilities: Can cast a number of spells equal to their HD as if the had Attribute scores of
10+HD; Can assume the shapes of and speak to of animals of their home region.
Local Lord HD: 4-6
Special Abilities: DR 2; Can call 2d6 other Warriors by blowing a horn, which will arrive in 1d6+1
rounds; Inflicts damage increased by one step on the Standard Damage table.

Tribes of the Steppes

A people of proud horse riders that keep their lands safe from bandits and other threats, but
keep to themselves most of the time, even when a bigger threat is upon them.

Shepherd HD: 1-2


Special Abilities: Accompanied by a mastiff of equal HD.

Horse Rider HD: 2-3


Special Abilities: DR 1; Always mounted on a horse, thus can move up to three times per
round.

Knight HD: 3-4


Special Abilities: DR 2; Always mounted on a horse, thus can move up to three times per round;
If they can charge an enemy, they gain a Positive Die on the attack roll and inflict double the
amount of damage.

Horse Lord HD: 4-5


Special Abilities: DR 2; Always mounted on a horse, thus can move up to three times per round;
If they can charge an enemy, they gain a Positive Die on the attack roll and inflict double the
amount of damage; Can summon 2d6 Knights by blowing a horn, who will arrive in 1d6+1
rounds.

Theng HD: 5-6


Special Abilities: DR3; Always mounting a horse, thus can move up to three times per round; If
they can charge an enemy, the gain a Positive Die on the attack roll and inflict triple the amount
of damage; Can summon 3d6 Knights blowing a horn, who will arrive in 1d6 rounds.

Barbarians of the North

A people of fierce warriors and animal spirit worshippers. Each of their tribes has an animal
totem whose traits they embody as a paragon of virtues. They are usually fighting one another
but easily unite against an outside threat.

Bear Warrior HD: 3-5


Special Abilities: DR 2; Maximum Vitality points; If they score a Critical Hit, they make a bear
hug attack and inflict automatic damage every round unless the victim succeeds in a Physique
test against the Bear Warrior.

Lion Warrior HD: 2-4


Special Abilities: DR 1; Once per day can make a roar to force all enemies who can hear them
to make a Willpower test to avoid becoming shaken and suffering with a Negative Die to all
Attribute Tests against them; Two attacks per round.

Stag Warrior HD: 2-4


Special Abilities: DR 1; Can move twice per round and attack at any point during the movement.

Goat Warrior HD: 2-4


Special Abilities: DR 2; They can charge enemies dealing twice as much damage as they
normally do.

Animal Shaman HD: 3-6


Special Abilities: Can cast a number of spells equal to their HD as if the had Attribute scores of
10+HD; Can turn into their tribe’s totem animal a number of turns per day equal to their HD.

Hermits

Hermits are solitary individuals who live in desolate regions, away from people of any culture.
They do that for many reasons. Some seek peace, enlightenment and knowledge they wouldn’t
be able to get in the company of others, while the rest seek solitude for more vile reasons. Most,
however, have become insane due to isolation.

Hermit HD: 4-7


Special Abilities: Can cast a number of spells equal to their HD as if they had Attribute scores of
10+HD; Immune to any mind affecting spells, as their minds do not function like other people’s;
Can communicate with animals near their abode.

Pirates of the Seas

Wolves of the seas, reavers above the waves. These individuals live in their ships, prowling the
seas of the world in search of blood and treasure. Some of them follow codes of honor, while
others just follow their darkest instincts and act as sea devils!

Pirate HD: 2-4


Special Abilities: Gain a Positive Die when acting against an enemy not accustomed to fighting
aboard a ship or on the water; Negative Die on Morale checks.
Pirate Captain HD: 3-6
Special Abilities: Gain a Positive Die when acting against an enemy not accustomed to fighting
aboard a ship or on the water; Damage increased by one step on the Standard Damage table; If
there is a Pirate within close range, a Captain may transfer the damage they take to them.

Pirate Lord HD: 6-7


Special Abilities: Gain a Positive Die when acting against an enemy not accustomed to fighting
aboard a ship or on the water; Damage increased by one step on the Standard Damage table; If
there is a Pirate within close range, a Captain may transfer the damage they take to them; Give
a Positive Die to Morale checks to all Pirates within Medium range; Can summon 2d6 Pirates
who will arrive in 1d6 rounds.

Sea Witch HD: 3-6


Special Abilities: Gain a Positive Die when acting against an enemy not accustomed to fighting
aboard a ship or on the water; Can cast a number of spells equal to their HD as if they had
Attribute scores of 10+HD; Has an aura of fear that affects only male enemies, forcing them to
make a Willpower test or suffer a Negative Die on actions against them.

Neanderthal

Primitive people who live isolated in regions untouched by civilization. Whether they never
evolved to become like their more advanced brothers or they regressed to this stage is debated
among the scholars of the world.

Hunter HD: 2-4


Special Abilities: Positive Die on any task related to survival, stealth and hunting in their natural
environment; Attacks carrie a burning poison that imposes a Negative Die to Actions for 1d6
rounds for those who fail a Physique test after taking damage.

Warrior HD: 3-5


Special Abilities: Can attempt to block one attack per round; For each additional Neanderthal
attacking the same target, they inflict an additional point of damage.

Shaman HD: 3-5


Special Abilities: Can cast a number of spells equal to their HD as if the had Attribute scores of
10+HD; Has a spiritual companion that can grant them a Positive Die for a full hour to any task
related to any animal of their natural environment if they can prepare a ritual lasting 1 turn.

People of the Cities

The civilized people, as they like to call themselves. These individuals live in many different
ways, both in extreme poverty and extreme luxury, worshipping gods and demons, defending
the peace or working towards bringing chaos and death to their equals.
Criminals

An essential and inseparable part of civilized life, criminals make their living breaking the very
laws that make civilization civilized.

1d6 What Are They Doing?

1 Hunting enemies that entered their territory.

2 Battling the local authority.

3 Pressing an individual to join their ranks.

4 Looking for a missing companion.

5 Coming back after a successful job.

6 Battling each other.

1d6 What Do They Want?

1 Expand their territory.

2 Find a new and more lucrative job.

3 Quit this damn life of crime.

4 Gain enough to buy the freedom of a loved one.

5 Finally become the big boss.

6 Revenge against the big boss of another criminal organization.

Thug HD: 1-3


Special Abilities: Maximum Vitality points; Damage increased by one step on the Standard
Damage table.

Knave HD: 2-4


Special Abilities: DR 2; Gain a Positive Die on attacks when another Knave is attacking the
same target.

Thieves HD: 2-4


Special Abilities: DR 1; Gain a Positive Die on all Attribute Tests relating to stealth and burglary
activities.

Assassins HD: 3-5


Special Abilities: DR 1; Gain a Positive Die on all Attribute Tests relating to stealth, burglary
activities, handling poison and attacking people in vulnerable positions; When attacking people
unaware of their evil intentions, they deal triple damage.

Slayers HD: 4-6


Special Abilities: DR 2; Can attempt to Block one attack per round using a shield or parrying;
Damage increased by one step on the Standard Damage table; When attacking people
unaware of their evil intentions, they deal double damage.

Crime Lord HD: 6-8


Special Abilities: Maximum Vitality points; Damage increased by one step on the Standard
Damage table; Can summon 2d6 Slayers who will arrive in 1d6+1 rounds; Has favors amog
many influential individuals and factions in their cities with a Durability score of 4 or 5.

Assassin Queen HD: 6-8


Special Abilities: DR 1; Gain Positive Die on action related to stealth, thievery, disguises, poison
use and making and similar activities; When attacking people unaware of their evil intentions,
they deal triple damage; Their normal attacks have a poison that makes others receive a
Negative Die on all Attribute Tests for 1d6 turns unless they resist with a Physique test.

People of Arms

Bearer of arms, caravan guards, town militia, soldiers and sentinels of the overlord of
Mezzanthia. These are individuals with military training and a duty, either to an individual or a
faction.

1d6 What Are They Doing?

1 Being bribed by criminals.

2 Patrolling their area.

3 Pressing an individual to join their ranks.

4 Brutally beating a suspect.

5 Collecting protection money from someone.

6 Gambling on duty.
1d6 What Do They Want?

1 Just do their job and live their lives.

2 Find a new and more lucrative job.

3 Become the leader of their force.

4 Prove their worth to their commander.

5 Use their position to gain advantages.

6 Use their position to facilitate criminal activity.

Mercenary HD: 1-3


Special Abilities: DR 1; Gain a Positive Die to actions against a specific target they were hired to
attack.

Caravan Guard HD: 1-3


Special Abilities: DR 2; Gain a Positive Die when attacking the same target as another Caravan
Guard.

Town Militia HD: 1-3


Special Abilities: DR 1; Can call 1d6 other Town Militia who will arrive in 2d6 rounds.

City Guard HD: 2-4


Special Abilities: DR 2; Can call 1d6+1 other City Guarda who will arrive in 2d6 rounds.

Overlord’s Sentinel HD: 3-5


Special Abilities: DR 2; Damage increased by one step on the Standard Damage table; Can call
1d6+1 other City Guards who will arrive in 1d6 rounds; Positive Die on Morale checks.

Soldier HD: 2-4


Special Abilities: DR 2; Can Block one attack per round; Gain a Positive Die when attacking the
same target as another Soldier.

General HD: 4-6


Special Abilities: DR 3; Can make attacks against them target a Soldier within close range;
Damage increased by one step on the Standard Damage table; Can summon 2d6 Soldiers who
will arrive in 1d6-1 rounds.

Nobles

The elite of the civilized world, which they believe they have the right to rule. They are rich,
influential and powerful, but also decadent and full of vices. They abuse others with their
privileges and use their influence to bend the rules in their favor. A noble may not be a threat in
actual combat, but their words can bring your death as fast as a sword.
1d6 What Are They Doing?

1 Discussing philosophy with one another or with themselves.

2 Being carried by servants on an elevated chair.

3 Physically punishing a disobedient servant.

4 Dreaming a drug infused dream.

5 Looking for something they lost on the street.

6 Trying to decide what to do with all the gold and free time at their hand.

1d6 What Do They Want?

1 Find a meaning in their meaningless lives.

2 Indulge in all their vices and desires.

3 Prove to everyone else how much better they are.

4 Rise in their station, and one day be the Overlord.

5 Just find an honorable way to die.

6 To awaken the dead god of the depths.

Knight HD: 3-5


Special Abilities: DR 2; Always gets a Positive Die if mounted on their horses; Inflict double the
amount of damage if they charge a target; Accompanied by a squire of 1 or 3 HD.

Minor Noble HD: 1-3


Special Abilities: Can call on the local militia or common guards, summoning 1d6 of them who
will arrive in 1d6 turns; If they have time to prepare, they will use poison on their weapons,
paralyzing victims who fail a Physique test after 1d6+1 rounds.

Baron HD: 3-5


Special Abilities: Can call on the local militia or common guards, summoning 2d6 of them who
will arrive in 2d6 rounds; Can use a drug and lose 1d6 Vitality points to gain advantage on a
task they are focused on for 1d6 turns.

Lord HD: 4-6


Special Abilities: Can call on the local militia or common guards, summoning 2d6 of them who
will arrive in 1d6 rounds; Damage increased by one step on the Standard Damage table; Always
accompanied by a number of servants equal to their HD with 1 HD each.

Overlord HD: 8-?


Special Abilities: Can call on the elite guard that protects them, summoning 2d6 of them who will
arrive in 1d6 rounds; Have a varying array of Abilities determined by the Referee as needed
(who can use the Appendix M: Monster Generator if they wish).

Magic Users

These mad individuals can see and manipulate our reality like no other mortals can. Thanks to
that, they sap into the Chaos currents that permeate our world, coming from the depths of the
Abyss, and operate miracles and catastrophes with little care for the consequences of their
actions.

1d6 What Are They Doing?

1 Looking for a book they misplaced.

2 Journeying to a distant location to perform a ritual.

3 Looking for able-bodied people to send on a quest for a rare ingredient.

4 Trying to assess the damage after a failed experiment.

5 Looking for possible sacrifices fir their newfound ritual.

6 Trying to fulfill the condition on their pact with a supernatural entity.

1d6 What Do They Want?

1 Power, more power!

2 To achieve immortality somehow.

3 To awaken a forgotten god who will elevate them to a new status.

4 Overcome their odious rivals.

5 To steal the spell book of their former master.

6 To open a portal to a more evolved plane.

Apprentice HD: 1-2


Special Abilities: Can cast a number of spells equal to their HD as if they had Attribute scores of
10+HD, but can’t cast with a PL higher than their HD.

Initiate HD: 2-4


Special Abilities: Can cast a number of spells equal to their HD as if the had Attribute scores of
10+HD; May call an Initiate friend with 50% chance of success, who will arrive in 1d6 turns.
Wizard HD: 4-7
Special Abilities: Can cast a number of spells equal to twice their HD as if they had Attribute
scores of 10+HD; Has 1d6-1 Apprentices they can summon unless a character passes on a
Luck Roll; Can steal a spell from a caster who fails a Willpower test.

Astromancer HD: 5-8


Special Abilities: Can cast a number of spells equal to twice their HD as if the had Attribute
scores of 10+HD; Can travel in the sky as a star, concentrating for an hour, journeying to other
planets; Can alter the target’s destiny written in the stars, reducing their Luck score by 1, unless
they pass on a Willpower test.

Necromancer HD: 6-9


Special Abilities: Cannot be truly dead unless their true soul is found and also destroyed; Can
cast a number of spells equal to twice their HD as if they had Attribute scores of 10+HD; Can
summon 5d6 HD worth of Undead which will arrive in 1d6+1 rounds.

Elementalist HD: 5-8


Special Abilities: Takes half damage from all sources unless it is from the element opposed to
the one they are specialized in; Can cast a number of spells equal to twice their HD as if they
had Attribute scores of 10+HD; Have an elemental companion with half as many HD as they
have.

False Priest HD: 4-7


Special Abilities: Can cast a number of spells equal to their HD as if they had Attribute scores of
10+HD; Accompanied by 1d6+1 Initiates who share their secret; Can summon a flock of 10d6
faithful followers of 1 HD who will arrive in 1d6+1 turns.

Cultists and Religious Individuals

Life is cruel and unforgiving, leading some people to find solace in religion and cults. These
organizations offer an answer, a path, something to believe in, even if it’s the inevitable doom of
all things or some false hope created to extract coins from the uneducated.

1d6 What Are They Doing?

1 Proselytizing on the streets about everything others are doing wrong.

2 Performing a religious ritual, chanting and burning some foul smelling incense.

3 Making a mournful procession to a sacred site.

4 Researching sacred scriptures for some missing truth.

5 Having lotus induced hallucinations they think are visions from their gods.
6 Collecting donations and offerings to their gods.

1d6 What Do They Want?

1 To make their god worshiped in all the corners of the world.

2 To get all the gold they can from those foolish enough to believe them.

3 To become powerful and influential through their religious organization.

4 To hide their hideous acts with a facade of religiousness

5 To undermine all other religious cults.

6 To become a god themselves.

Acolyte HD: 1-2


Special Abilities: Positive Die on Morale Checks due to their fanaticism.

Priest HD: 2-4


Special Abilities: If allowed to speak for a full round, gives a Positive Die to all actions to their
allies within medium range.

Crusader HD: 3-5


Special Abilities: DR 2; Positive Die on Morale Checks due to their fanaticism; Damage
increased by one step on the Standard Damage table.

Bishop HD: 4-6


Special Abilities: If allowed to speak for a full round, gives a Positive Die to all actions to their
allies within medium range; Can summon 2d6 elite guards of 2 HD who will arrive in 1d6 rounds;
Usually have a few favors with local nobles with a Durability score of 4.

Archbishop HD: 6-8


Special Abilities: If allowed to speak for a full round, gives a Positive Die to all actions to their
allies within medium range; Can summon 2d6 Crusaders who will arrive in 1d6 rounds; Usually
have a many favors with local nobles and factions with a Durability score of 5; Some of them
can cast a number of spells equal to their HD as if the had Attribute scores of 10+HD.

Cultist HD: 2-3


Special Abilities: Positive Die on Morale Checks due to their fanaticism; Can use the
Summoning spell with an Attribute score equal to 10 plus the number of total Cultists assisting
in the casting, who must spend a number of rounds participating in a ritual equal to half as many
HD as the creature they intend to summon.

Cult Leader HD: 4-6


Special Abilities: If allowed to speak for a full round, gives a Positive Die to all actions to their
allies within medium range; can cast a number of spells equal to their HD as if the had Attribute
scores of 10+HD; Can summon 2d6 Cultists who will arrive in 1d6+1 rounds.

Monsters and Other Creatures

Humans are the most common and usually the worst enemies characters will ever face, but
there are other threats in the world of Sharp Swords & Sinister Spells.

Monsters and other creatures offer the opportunity to face things that are different, horrible,
incomprehensible and fantastic. Being different from other humans, monsters are vectors of
uncertainty, surprise and mystery.

Thus, the Referee has the mission to make monster mysterious, as to keep the PCs on the
edge of their seats when facing them. To help with that daunting task, we offer the advice
below:
● Make them few and far between: For something to be unique and mysterious, it must be
rare. If the majority of the foes PCs face are humans, when they encounter an actual
monster or supernatural creature, the impact of that encounter is much more meaningful.
If you can, also make them unique. There no minotaurs, but The Minotaur, the legendary
guardian of the Labyrinth of Bones, where the Scepter of Life and Death was hidden.
● Don’t use their known names: Don’t make use of well known names for monsters if you
can avoid it. The Minotaur described above could be referenced to as the Horned
Guardian in some text, spoken as the Bull Demon by the primitives who live nearby the
labyrinth, or anything similar. Using different names for the same creatures in the game
world makes them appear more mysterious, and keeps the players guessing if it’s the
same creature. There usually isn’t a well known repository of knowledge about those
creatures anyway, merely legends and rumors.
● Change known monsters: If you are going to use well-known monsters in your game, try
to change them somehow to subvert the players’ expectations and keep the encounter
surprising. Think about what the creature represents to you, to the setting, and create
some new way they can fulfill this role, be it changing their appearance, their culture,
their powers or their statistics. Make them mysterious again.
● Create your own creatures: If you have the time and desire to surprise your players even
more, create your own creatures. This will force players to discover these monsters just
as their characters do. They will be more cautious, they may try to research legends
about the creatures, seek rumors, and face them with the same expectations as the
PCs.
● Make them different from one another: Just like people are different from one another,
so too can be monsters. If you use a group of monsters, differentiate them from one
another some how. Some may have different appearances, being taller, smaller, or with
strange mutations. They may wear different outfits, they can have slightly different
abilities and powers, they may be stronger, weaker, or focused on different tasks. Not
only this will keep the players on their toes, but will instill a sense of reality and
uniqueness to the creatures.

Beats

Giant beasts are a staple of sword and sorcery tales. Deep within the ancient tombs of the old
Zartarian Sorcerer-Kings, gigantic serpent guardians lie waiting for interlopers to arrive and
relieve them of their thirst for blood. In the deep and warm jungles of the south, a great enclave
of savage gorillas live in the ruins of a forgotten civilization. Far beyond the rim of the world, a
paradisiac island still harbors the colossal reptiles of a bygone age. In the Appendix M: Monster
Generator, more exotic and monstrous beasts can be easily created.

1d6 What Are They Doing?

1 Devouring a recently acquired meal.

2 Looking for food.

3 Tracking a rival who entered their territory.

4 Taking care of their offspring.

5 Looking for a partner in reproduction cycle.

6 Battling each other for dominance of the territory.

1d6 What Do They Want?

1 Expand their territory.

2 Find a new lair.

3 Become the dominant animal in the region.

4 Eat!

5 Reproduce!

6 Defend their younglings.

Panther HD: 3-5


Special Abilities: Positive Die on actions related to acute reflexes, stealth and speed; Can make
an additional attack per round.
Lion HD: 4-6
Special Abilities: Positive Die on actions related to acute reflexes, strength and ferocity;
Damage increased by one step on the Standard Damage table; Can make a roar and force
enemies who hear to make a Willpower test or suffer a Negative Die on tests against them.

Tiger HD: 3-5


Special Abilities: Positive Die on actions related to acute reflexes, strength and ferocity; When
pouncing on unsuspecting foes, can make 4 attacks.

Shark HD: 5-8


Special Abilities: If they roll a natural 20 they swallow a target’s limb randomly chosen; Can
smell blood from a distant range.

Megalodon HD: 8-10


Special Abilities: If they roll a natural 20 or surpass the target’s Agility by more than 5 they
swallow a target whole, and the victim will suffer HD points of damage per round until they
escape; Can smell blood from a distant range; Is followed by 1d6 Sharks who feeds of the
remains.

Giant Constrictor Snake HD: 4-7


Special Abilities: After a successful attack, the victim must make a Physique test each round to
escape from the snake’s grasp, or suffer damage one step under the Standard Damage table
per round; If, after constricting a victim, the damage roll scores maximum damage, the snake
swallows the victim, who continues to take normal damage but cannot act.

Venomous Serpent HD: 2-3


Special Abilities: After a successful attack, the victim must make a Physique test or receive a
Negative Die to all tests for 1d6 hours; Can spit the venom as a ranged attack that will blind the
target for 1d6 rounds.

Giant Venomous Serpent HD: 4-6


Special Abilities: After a successful attack, the victim must make a Physique test or die in 2d6
rounds; Can spit the venom as a ranged attack inflicting Standard Damage and bliding the foe
for 2d6 rounds; 2 attacks per round.

Crocodile HD: 3-5


Special Abilities: DR 1; If the Crocodile rolls a 20 on the attack roll, they grab the victim and roll,
inflicting Standard Damage again.

Giant Crocodile HD: 5-8


Special Abilities: DR 2; If the Crocodile attack rolls surpassess the victim’s Agility by more than
5 they grab the victim and roll, inflicting Standard Damage again; If they roll a natural 20 on the
attack roll, they swallow the victim who suffers damage one step below the creature’s Standard
Damage per round until they escape.
Gorilla HD: 4-6
Special Abilities: DR 1; Damage increased by one step on the Standard Damage table; Their
movement may include climbing without the necessity of a test.

Giant Ape HD: 8-12


Special Abilities: DR 2; Damage increased by one step on the Standard Damage table; 2
attacks per round; May make a terrible roar and force enemies to make a Willpower test or
suffer a Negative Die to all tests against it.

Giant Carnivorous Dinosaur HD: 9-14


Special Abilities: DR 3; If they roll a natural 20 or surpass the target’s Agility by more than 5,
they swallow a target whole, and the victim will suffer HD points of damage per round until they
escape; When they move, all foes within medium range must make an Agility test or be knocked
to the ground; 2 attacks per round.

Fast Carnivorous Dinosaur HD: 3-5


Special Abilities: DR 1; Positive Die when attacking the same target as another Fast
Carnivorous Dinosaur; Damage Improved by one step on the Standard Damage table; May
move twice in the same round, making great jumps for the entirety of their movement (avoiding
obstacles).

Demons

Entities from the Abyss and other planes corrupted by Chaos, these enigmatic and alien
creatures are sometimes seen as demons, as gods, or as simply powerful beings to bargain and
negotiate with. They come to this world through breaches in reality and by the summoning of
deranged sorcerers and witches who believe they could gain something from this foolish act.

1d6 What Are They Doing?

1 Passing through a crack in the veil of reality.

2 Devouring the flesh of a still living being.

3 Convincing a mortal to debase themselves with their vices and darkest desires.

4 Torturing some fool who broke a pact with them.

5 Angrily waiting inside a circle of summoning made to contain them.

6 Signing a contract with a mortal for their soul.


1d6 What Do They Want?

1 To be free and roam the mortal world.

2 To corrupt mortals and sow chaos.

3 To rise in the hierarchy of the Abyss.

4 To overcome its evil nature.

5 To rule over mankind.

6 To open an ancient gate to the Abyss.

Imp HD: 1-2


Special Abilities: Gives a Positive Die to a mortal in close range who follows their terrible advice
and lets themselves become corrupted.

Hate Demon HD: 4-6


Special Abilities: They have an aura that makes people more susceptible to hate towards their
companions, forcing them to make a Willpower every round or attack a nearby ally for some
past perceived slights they may have committed; When people that are hearing their council act
on hatred, they gain a Positive Die.

Fear Demon HD: 5-7


Special Abilities: Aura of fear that forces everyone within medium range to make a Willpower
test or suffer a Negative Die to all actions; May look straight at a victim’s eye to force them to
make a Willpower test or faint for 1d6 turns (a critical failure means they died of a heart attack).

Lust Demon HD: 3-6


Special Abilities: Lustful presence makes people see them as the most sexually desirable being
they ever saw, requiring a Willpower test not to resist lusting after the demon; When kissing a
victim, they inflict automatic double damage and regain that same amount in Vitality points.

Death Demon HD: 5-8


Special Abilities: Everyone who reaches 0 Vitality points within long range of the Death Demon
dies with no chance of resurrection; Their attack causes Maximum damage; The weak and sick
die faster and surely when the Death Demon passes nearby.

Fire Demon HD: 6-8


Special Abilities: Immune to mundane damage; Anyone within short distance suffer HD points of
damage per round; Whoever suffer damage from the Fire Demon’s attack must make an Agility
test or suffer 1d6 points of damage per round as they catch fire.

Ice Demon HD: 6-8


Special Abilities: DR 3; Aura of cold inflicts half as much points of damage as the Ice Demon
has HD to anyone within short range; If the Ice Demon scores a critical hit, they also break a
piece of equipment randomly determined from the victim.

Demon Lord HD: 10-15


Special Abilities: Immune to mundane damage; DR 4; 2 attacks per round; Aura of fear that
forces everyone within medium range to make a Willpower test or suffer a Negative Die to all
actions; Can turn immaterial as an Action and turn back as another one.

Undead

Those that refused or were prevented from continuing their path to the Afterworld. Due to
sorcery, the corruption of the Abyss, or the strength of the creature’s resentment, they rise from
their graves, with their rotting corpses or as a manifestation of their demented soul, to prey on
the living and to spread their suffering to everyone.

1d6 What Are They Doing?

1 Feeding off the living.

2 Looking for something they’ve lost.

3 Pretending to be someone they are not.

4 Attacking mortals who enter their domain.

5 Resting from their eternal damnation.

6 Planning their next step.

1d6 What Do They Want?

1 To finally resolve the issues that made they become undead.

2 To outlive all their enemies.

3 To rule over the unworthy mortals.

4 To become the most powerful being in the world.

5 To bring back their loved ones.

6 To bring the blessings of undeath to the worthy.

Skeleton HD: 1-4


Special Abilities: Blunt weapons inflict maximum damage; Immune to mind affecting spells and
attacks that would only affect living beings.

Zombie HD: 2-5


Special Abilities: Suffer only half damage from all attacks; Whoever suffers damage from their
attacks must make a Physique test or contract a rotting disease, suffering 1d6-1 points of
damage per round until a cure is found (whoever dies from this turns into a Zombie).
Shadow HD: 3-5
Special Abilities: Immaterial (immune to mundane damage); Aura of cold inflicts half as many
points of damage as the Shadow has HD to anyone within short range; Shadow attacks inflict
1d6+HD points of damage to the victim’s Physique); Automatically become invisible in shadowy
locations.

Ghost HD: 3-5


Special Abilities: Immaterial (immune to mundane damage); Melancholy aura forces everyone
within medium range to make a Willpower test to act every round; Can make an attack to cause
fear in a target who must make a Willpower test to avoid running away for 1d6+HD rounds (a
critical failure makes the target faint for 1d6 turns).

Banshee HD: 4-6


Special Abilities: Immaterial (immune to mundane damage); Melancholy aura forces everyone
within medium range to make a Willpower test to act every round; Can make an attack affecting
anyone within medium range for half damage and making them deaf unless they pass on a
Reflex save.

Vampire HD: 5-7


Special Abilities: Regenerates HD points of Vitality per round unless they suffer non mundane or
fire damage; If they attack a helpless target they inflict automatic damage and recuperate the
same amount of Vitality points; If looking straight into a targets eye, they can force the victim to
make a Willpower test or be charmed and controlled by the Vampire.

Vampire Lord HD: 8-10


Special Abilities: Regenerates a number of points of Vitality equal to twice as many HD per
round unless they suffer non mundane or fire damage; If they attack a helpless target they inflict
automatic damage and recuperate the same amount of Vitality points; If they speak loudly,
everyone who hear them speak must make a Willpower test to avoid being charmed by the
Vampire Lord; Can turn into a dark fog, wolf or a great bat with an Action and turn back with
another one.

Monsters

Creatures that defy the laws of nature, created by experiments of ancient sorcerers, mad gods,
and sadistic demons. These monsters roam the land defiling what humanity holds dear,
devouring the flesh of mortals, and spreading chaos.

1d6 What Are They Doing?

1 Hunting near their lair for intruders.


2 Fighting another predator for prey.

3 Scouting for a new lair.

4 Sleeping.

5 Fleeing from something worse than themselves.

6 Devouring some freshly killed prey.

1d6 What Do They Want?

1 To be left alone for in their lair.

2 To satiate their endless hunger.

3 To be accepted by the other races.

4 To put humanity in their place.

5 To serve their old masters.

6 To strike vengeance upon their old masters.

Basilisk HD: 5-7


Special Abilities: DR 2; 2 attacks per round; Can squirt a paralyzing venom from their eyes at all
targets in front of them within medium distance who fail an Agility test, making them unable to
act until an antidote is used on them or a full day has passed and they start to petrify.

Dragon HD: 8-10


Special Abilities: DR 2; 3 attacks per round; Gigantic lizard, gaining a Positive Die when its size
would be an advantage; Can spit a cloud of acid in a cloud of short distance radius within
medium range, inflicting a number of points of damage equal to their current Vitality scores
(victims may make an Agility test to reduce the damage by half).

Dwarf HD: 3-5


Special Abilities: DR 3; Can eat precious gems and minerals, restoring 1 HD per Treasure Point;
Can smell valuable minerals and gems within long range.

Chaos Ooze HD: 3-10


Special Abilities: Can squeeze through any passage big enough for a small rat to pass through;
Any mundane weapon striking it loses 1 point of Durability automatically; Each time the Chaos
Ooze strikes a target, they learn one ability of said target and can use it for 1d6 turns.

Werewolf HD: 4-7


Special Abilities: DR 1; 2 attacks per round; Can turn into human or wolf with an Action and turn
back as another action; Suffers maximum damage from silver weapons; can summon 2d6
wolves which will arrive in 1d6 turns.

Mutant HD: 3-6


Special Abilities: DR 1; 2 attacks per round; 2 random powers from Appendix M: Monster
Generator.

Things from Beyond

Utterly alien and destructive creatures that entered this reality through ungodly means forgotten
in our current age. Scholars debate whether some of these beings are rational, irrational or with
an intelligence so beyond our own we cannot comprehend them. What they are certain of,
however, is that these beings’ mere presence can warp the reality around them and shatter the
sanity of anyone who sees them.

1d6 What Are They Doing?

1 Waiting for the stars to align.

2 Building some ancient and powerful artifact.

3 Vivisecting a human.

4 Recording their memories in an alien device.

5 Sleeping their thousand dreams sleep.

6 Speaking to themselves with dozens of different voices.

1d6 What Do They Want?

1 Study this world for future consumption.

2 Find a new way to keep their species alive.

3 Build a new colony in this primitive world.

4 Find the necessary resources they need in this world.

5 Enslave the human race and lord above all beings.

6 Teach humanity the error of their ways

Deep One HD: 2-4


Special Abilities: Can act and breathe as freely in the water as on land; Their appearance
causes humans to feel disturbed and afraid, forcing them to make a Willpower test not flee (a
natural 20 makes them faint and lose 1d3 points of Sanity); They can only reproduce with
humans and often do so by kidnapping them and taking them to their lair.

Kriz’Ard HD: 4-7


Special Abilities: DR 2; Immune to any energy based attacks; can fly freely; Can cast a number
of spells equal to twice their HD as if they had Attribute scores of 10+HD; Can communicate
telepathically with anyone within distant range no matter which language they speak.

Thing from the Deep HD: 10-15


Special Abilities: Makes a number of attacks equal to their HD as a creature of half its total HD;
Mumbles incoherently with a thousand voices, forcing anyone who can hear it make a Willpower
test every round or lose 1d3 points of Sanity; Immune to any mind affecting spell, forcing
anyone targeting them with such a spell to make a test to resist the effects of the spell as it is
reflected back upon the attacker.

Elder Thing HD: 6-8


Special Abilities: Can fly freely, even through the emptiness of the cosmos; Can automatically
understand and use any technological artifact; Has 1d6 Artifacts with Special Abilities
(generated in the Appendix M: Monster Generator).

Being from Beyond Space and Time

These creatures are from another time or dimension and have come to the world in search of
resources, treasure or answers. They may have arrived eons ago and still linger on old ruins, or
may be arriving just now on flying artifacts of steel or alien materials.

Ancients HD: 4-8


Special Abilities: Can cast a number of spells equal to their HD as if they had Attribute scores of
10+HD as a psionic ability without the need to spend any Vitality points; Can use any
technological artifact without needing to comprehend it before use; Can communicate
telepathically with anyone within long distance independently of language.

Greys HD: 4-7


Special Abilities: DR 5 (thanks to a technological artifact); Can cast a number of spells equal to
their HD as if the had Attribute scores of 10+HD as a psionic ability without the need to spend
any Vitality points; Can read the intentions of anyone within medium range (can be resisted with
Willpower test), imposing a Negative Die to all Actions against them; Can use any technological
artifact without needing to comprehend it before use; Has 1d6 Artifacts with Special Abilities
(generated in the Appendix M: Monster Generator).

Androids HD: 4-6


Special Abilities: DR 2; Can cast a number of spells equal to their HD as if they had Attribute
scores of 10+HD as a technological ability without the need to spend any Vitality points.
Living Statue HD: 5-7
Special Abilities: DR 4; Damage increased by one step on the Standard Damage table; Their
lifelike appearance instills a despair into mortal souls, forcing them to make a Willpower test not
to receive a Negative Die to all actions while they remain in its presence; Indistinguishable from
a normal statue if remaining still.

Chapter 9: Treasure and Ancient Artifacts


Inside the ancient and forgotten tomb, incalculable treasure could be found, if those looking for
it could get past the deadly traps and the unforgiving guardians.

One of the main reasons the adventurers in this game leave their homes to risk life, limb, and
soul is to acquire treasure of one sort or another.

Some seek valuable objects and gold to buy them better and more comfortable lives. Others are
in search of ancient artifacts created by powerful sorcerers, or those crafted by forgotten
civilizations that reached unparalleled levels of advancement. There are still a few that seek
even more valuable treasures, knowledge, and secrets.

This chapter contains guidance focused on making better use of treasure, and tools to generate
more interesting objects to entice players and create more interesting adventure situations.

Using Treasure as Motivation

One of the most efficient ways to entice players to embark on an adventure hook is to let them
know that some interesting piece of treasure might be found if they investigate.

If they are adventurers always on the lookout for gold, gems, and jewels, they may hear how
much wealth it is believed to be hidden inside the tomb of that legendary Sorcerer-King. If they
seek powerful arcane artifacts, they might have read somewhere that inside the Forbidden
Citadel is rumored to be found the Obsidian Skull of the First Sorcerer. If the character is more
interested in fascinating objects of the lost ages, make sure they hear that deep inside the
caves there may lay the ancient city the Zartarians fled to when the wars began. In a nutshell,
the Referee should understand what is it that the characters seek and create gaming content
that can potentially contain these things, so that they become interested in that content.

How to make the characters aware of this information is another issue. Rumors they hear in
taverns or from travelers and others miscreants are always an option. Common people will
rarely know about these sort of things, unless it’s a well known legend. Thus, legends are
another great source of information. Characters could already know about them (especially
more scholarlly PCs), read about them in a book or scroll found recently (while performing
research between adventures or found in a previous adventure), hear it from sages, cryptic
hermits, drunk people possessed by ancient spirits, and other enigmatic individuals, or any
other possible source the Referee can come up with (prophetic dreams, old songs, dubious
maps and scrolls sold by charlatans in the bazaars, etc.).

Mundane Treasure

Coins, gems, jewels, and much more comprise what we call “mundane treasure”. These are
objects that to be worthy of being called treasure must have some sort of value, be it monetary
value, historic value, artistic value, or some combination of these.

In sword and sorcery tales, characters are always searching for wealth and gold to improve their
lives and let them live any way they prefer (usually involving drinking, carousing, and all sorts of
decadent entertainment). These rules even establish that the PCs will lose a few Treasure
Points between adventures due to this very reason.

Because of that, Referees will have to put quite a bit of mundane treasure in the adventures,
and this section contains tables to help them generate more interesting objects to interest
players. Referees are free to roll or select the results they want and make them as unique as
they prefer.

Object Type
d100 Object Type d100 Object Type

01 Bowl 51 Perfume

02 Bell 52 Holy Symbol

03 Brooch 53 Textile

04 Amulet 54 Purse

05 Figurine 55 Pen

06 Cup 56 Scissors

07 Bracelet 57 Scroll

08 Breastplate 58 Plate Mail

09 Astrolabe 59 Ring

10 Alchemical Set 60 Robe

11 Game 61 Sandals
12 Coins 62 Scimitar

13 Comb 63 Sickle

14 Cloak 64 Spear

15 Dress 65 Staff

16 Earing 66 Religious Relic

17 Crossbow 67 Statue

18 Dagger 68 Jar

18 Mace 69 Spices

20 Hammer 70 Pipe

21 Crown 71 Whip

22 Compass 72 Axe

23 Hourglass 73 Spear

24 Dice 74 Shield

25 Horn 75 Veil

26 Gauntlets 76 Scepter

27 Gloves 77 Rope

28 Helmet 78 Mirror

29 Halberd 79 Chest

30 Lance 80 Skull

31 Bow 81 Bottle

32 Lantern 82 Boots

33 China 83 Mail Shirt

34 Liquor 84 Telescope

35 Book 85 Map

36 Music Box 86 Vial

37 Microscope 87 Telescope

38 Silverware 88 Chandelier
39 Key 89 Throne

40 Doll 90 Belt

41 Lamp 91 Censer

42 Locket 92 Hat

43 Leather Armor 93 Cape

44 Mask 94 Table

45 Necklace 95 Flute

46 Sword 96 Harp

47 Maul 97 Chariot

48 Lock 98 Drums

49 Manacles 99 Anklet

50 Painting 100 Tablet

Object Traits
d66 Object Traits d66 Object Traits

11 Ancient 41 Artistically Made

12 Legendary 42 Made by Famous Crafter

13 Gem Encrusted 43 Fragile

14 Hand Sculpted 44 Immovable

15 Owned by Famous Character 45 Damaged

16 Religious Importance 46 Ruby

21 Historical Importance 51 Royal

22 Golden 52 Sapphire

23 Inscribed with Arcane Language 53 Pearl

24 Alien Design 54 Carefully Painted

25 Ivory 55 Mosaic

26 Obsidian 56 Moonstone

31 Diamond 61 Altered
32 Star Metal 62 Exotic

33 Jade 63 Repaired

34 Platinum 64 Bloodstone

35 Inlaid Silver 65 Corroded

36 Gold Inscribed 66 Bone

Object Secret
d20 Object Secret

01 Blessed

02 Arcane Powers

03 Cursed

04 Falsified

05 Illusory

06 Possessed

07 Indestructible

08 Disguised

09 Secret Message

10 From Evil Cult

11 Is Sought by an Evil Sorcery

12 Created by a Forgotten God

13 Slowly Changes the User

14 Intelligent

15 Creature in Disguise

16 Hidden Object Inside

17 Serves as Key

18 Fatal to Someone

19 Can Resurrect Someone

20 Reveals a Secret Message


Somewhere

Books

Books are a great treasure, both for those who seek wealth and for those who want knowledge
and secrets. They can contain all kinds of information and knowledge, from the records of past
civilizations, to recipes, to magical formulas written by the powerful Sorcerer-Kings. The table
below helps determine what the book contains.

d66 Book Subjects d66 Book Subjects

11 Astrology 41 Jewelry

12 Astromancy 42 Prophecy

13 Biology 43 Laws

14 Biomancy 44 Art

15 Herbalism 45 Demonology

16 Beasts 46 Witchcraft

21 Ancient Civilization 51 Battles

22 Archeology 52 Poetry

23 Geography 53 Traditions

24 Legends of a Region 54 Diary

25 Religions 55 Monsters

26 Necromancy 56 Empire’s Conquests

31 Architecture 61 Pornography

32 Alien Technology 62 Anthropology

33 Psionics 63 Linguistics

34 Elemental Magic 64 Illusions

35 Death 65 Lost Places

36 Forbidden Cults 66 Music


Using Books in Game

Books can be used as a source of information and a resource that can be depleted with use.
Each tome usually have a Durability score of 2 or 3, and each time the players seek an
information inside it, a Durability Roll is made. If it’s a succesful roll, they find an answer to a
question (even though that might not be as clear as they want). A failure on the roll reduces the
Durability score by one and the answer is not there, as the author of the book rambles about a
pointless subject.

Treasure Points

Treasure Points is a simple and abstract way of dealing with the monetary issues of the game. It
certainly isn’t realistic, but neither are many things in the sword and sorcery genre. However,
counting coins isn’t really a significant part of any of the tales that inspired this game.
Characters in those stories either had the gold they needed, or they didn’t, And the Coin Roll
and the Treasure Points system emulates this aspect of the genre.

Don’t overthink how many Treasure Points each piece is worth. Just set an amount you think is
appropriate and that should be enough. It’s not an exact science. If Referees need a reference,
1 Treasure Point is roughly equivalent to 100 gold coins in more traditional systems. This means
most mundane items commonly found would have around 1 to 50 Treasure Points, and more
unconventional objects could be worth a lot more, but shouldn’t be so easy to carry around or
get rid off to buy something. Items worth more than 100 Treasure Points should be really hard to
transport and keep safe or intact.

Arcane Artifacts

The majority of magic users of today are nothing more than dabblers meddling with something
they don’t fully comprehend. The true sorcerers of yore were capable of great feats, including
crafting powerful artifacts that could alter reality and give them incredible powers. The last
known beings that were capable of creating such powerful objects were the Sorcerer-Kings of
the Empire of Zartar, but scholars believe many other creatures, including mortal sorcerers,
gods, demons and alien entities had this capability.

The effort necessary to create them, however, is so great and taxing that many creators died in
the process or a few years after completing their work. Truth be told, very few understand how
these objects were created, to what purpose, and even how to use them properly. All that is
known is that these artifacts are unique, have the capacity to change the way reality works, and
can be very dangerous to use by humanity.

These objects, unlike from technological devices, have some form of sentience and a purpose.
They provide great power to their users, but they also charge a great price, especially from
those who defy their wishes and purposes.
Thus, because of their uniqueness, we won’t present here a list of defined arcane artifacts, but a
set of tables intended to help Referees create their own artifacts for their campaign.

Creator

One of the defining elements of Arcane Artifacts are their makers. These objects possess
sentience, and their intelligence and personality are derived from their creators. If the Referee
already possess a specific creator for said artifact in mind, they can use the Intellect score of
that creator and a strong trait of their personality to use for the artifact. Otherwise, roll 3d6 to
define the Intellect score of the object, and a d20 on the table below to define who created the
item.

1d20 Artifact Creator

1 A dead and forgotten god from another dimension who still lives in the artifact.

2 An alien sorcerer who came to this world.

3 A long dead sorcerer who turned the chaos inside them into light.

4 The First Sorcerer as he first experimented with the forces of the Abyss.

5 A sentient star that wishes to consume the whole universe.

6 A traitor of the Order of Chroniclers who has been erased from all records.

7 A servant of a Sorcerer-King who sacrificed their soul and sanity to take their master’s
place.

8 A spirit who fought a war with the forces of the Abyss.

9 A demon, bent on corrupting this universe, like it did hundreds of other dimensions.

10 A powerful sorcerer who lives inside the Great Scar.

11 A shadow elemental with a sentient mind and a desire to destroy all existence.

12 A sentient mineral who wants revenge against humanity.

13 The Living Engine, god of all inventions, who despises living beings.

14 The Undead Queen, who controls a fleet of undead ships that ravages the Outer Sea.

15 The imagination of the last survivor of an alien species who is comatose.

16 A ruined city who acquired sentience when millions of sentients were killed and their
blood absorbed by the soil.

17 An interdimensional sorcerer stuck in this universe and who has gone mad.
18 A sentient psychic crystal that knows everything that has happened, is happening,
and will happen.

19 The Abyss itself, trying to get a stronger footing in this world..

20 The collective minds of a race destroyed during the first ages of this world.

Purpose

An artifact is always created for a specific purpose. No one would go through such an ordeal
without a very good reason.

Therefore, when creating an arcane artifact for their campaign, the Referee must define a
purpose for it, one that can help drive the campaign and lead to further adventures, presenting
tough choices. If need be, the Referee can roll a d66 on the table below to define the artifact’s
purpose.

d66 Artifact Purpose

11 Kill an important individual or roll a d6: (1) A Chaos Lord; (2) a Sorcerer-King; (3) an
alien mystical spirit; (4) a God; (5) the Living Artifact; (6) the Undead Queen.

12 Attack an organization or roll a d6: (1) The Sisterhood of Death; (2) the Barbarian
Legions; (3) the Forces of the Abyss; (4) the Eyes of Ogh’Oid; (5) the Pirates of the
Blood Sea; (6) the Claws of the Red Sun.

13 Destroy a culture or roll a d6: (1) humans; (2) snakemen; (3) artists; (4) dominant
culture; (5) atlanteans; (6) all non humans.

14 Destroy an object or roll a d6: (1) a weapon from a past age; (2) a spell book; (3) the
Crystal Skull; (4) the Void Claymore; (5) the Crown of Serpents; (6) another rolled
artifact.

15 Attack a place or roll a d6: (1) the first temple of a forgotten religion; (2) the Heart of
the Abyss; (3) Mezzanthia; (4) the Great Scar; (5) the Blood Moon; (6) another
dimension.

16 Destroy an immaterial force or roll a d6: (1) hope; (2) love; (3) light; (4) darkness; (5)
individuality; (6) chaos.

21 Discover a path or roll a d6: (1) to the Heart of the Abyss; (2) to the Shadow World; (3)
to the Lost City; (4) to the tomb of the First Sorcerer; (5) to the first temple of a lost
religion; (6) to another world.

22 Find an important individual or roll a d6: (1) the last surviving knight of a Religious
Order; (2) the Redeemed, a Sorcerer-King who abandoned their ways; (3) the
Immortal; (4) the King of the Night Knights; (5) the Ghost Emperor; (6) The Chaos
Bringer.
23 Find a place or roll a d6: (1) the Palace of the Undead Queen; (2) the Fortress in the
Shadow; (3) the nest of the Great Devouring Worm Mother; (4) the first temple of the
Sisterhood of Death; (5) the Seclusion of the Blind Oracle; (6) the Island of Paradise.

24 Find an artifact or roll a d6: (1) the Helm of Despair; (2) the Tome of Infinite Life; (3)
the Hourglass of Continuum; (4) the Forge of Stars; (5) the Life Machine; (6) another
rolled artifact.

25 Find a resource or roll a d6: (1) Living Blood; (2) a Magic Ingredient; (3) Precious
Gems; (4) Treasure; (5) Weapons; (6) Life Energy.

26 Find a power or roll a d6: (1) eternal life; (2) resurrection; (3) become a god; (4) go
back in time; (5) be omnipresent; (5) control the will of others; (6) love.

31 Capture an important individual or roll a d6: (1) a leader; (2) an influential noble; (3) the
Great Devouring Worm Mother; (4) the Blood Pirate King; (5) the Great Priestesses of
Destiny; (6) the last surviving knight of a forgotten religious order.

32 Steal a power or roll a d6: (1) life energy; (2) from a star; (3) from the environment; (4)
from fire and warmth; (5) from the Abyss; (6) from another reality.

33 Steal knowledge or roll a d6: (1) about the origins of the world; (2) about the Order of
Chroniclers; (3) about the Abyss; (4) about an ancient civilization; (5) about an Artifact;
(6) about the Shadow World.

34 Imprison a creature or roll a d6: (1) Devouring Worms; (2) Chaos Spiders; (3) Ghost
Panthers; (4) Shadow Bats; (5) Three Headed Lions; (6) Golden Serpent.

35 Steal an immaterial force or roll d6: (1) willpower; (2) intelligence; (3) happiness; (4)
dreams; (5) fear; (6) free will.

36 Steal an object or roll d6 (1) the Serpent Destroyer; (2) the Golden Gauntlet; (3) the
Time Crystal; (4) the Hell Diamond; (5) the Opener of Gates; (6) the Kaleidoscope of
Dimensions.

41 Protect important individual or roll a d6: (1) a Leader of people; (2) the last knight of a
religious order; (3) the Blind Oracle; (4) a Chronicler; (5) the Overlord of Mezzanthia;
(6) the Undead Queen.

42 Protect organization or roll a d6: (1) the Seventh Sanctum of Sorcerers; (2) the Order
of Chroniclers; (3) the Eyes if Ogh’Oid; (4) the Invisible Academy; (5) the Barbarian
Legions; (6) the Shadow Watchers.

43 Protect place or roll a d6: (1) the planet’s core; (2) the first temple of a religious order;
(3) the Caverns of Many Worlds; (4) The First City; (5) the Shadow World; (6) the
Abyss.

44 Protect an object or roll a d6: (1) the Forge of Hearts; (2) the Void Claymore; (3) The
World Ender; (4) the Gate Opener; (5) a great weapon from the Last Wars; (6) the Eye.

45 Protect secret or roll a d6: (1) that can destroy a god; (2) that can destroy the city of
Mezzanthia; (3) that can open a passage to the Abyss forever; (4) that can close all
portals to other dimensions; (5) that can open a passage to another plane; (6) that can
awaken a dead god.

46 Protect a culture or roll a d6: (1) the Ancient Ones; (2) humans; (3) the strange
Ælfiend; (4) Serpent People; (5) Atlanteans; (6) the Fallen.

51 Discover the weakness of an enemy or roll a d6: (1) of the Overlord; (2) of the Great
Devouring Worm Mother; (3) of a Demon from the Abyss; (4) of the Undead Queen; (5)
of the Thousand Eyed God; (6) of an immortal.

52 Discover a new place or roll a d6: (1) the capital world of the People of the Deep; (2)
the First City; (3) the Living World of Sarth; (4) the Emerald City of the Blind Oracle; (5)
the Deathless Island; (6) the City in the Shadow.

53 Discover a way to prevent an event or roll a d6: (1) the death of a loved one; (2) a
world about to explode; (3) a constant war; (4) a life drained of all its life; (5) the
ascension of a forbidden god; (6) a natural disaster.

54 Discover a new power or roll a d6: (1) to control other people’s minds; (2) how to
resurrect a loved one; (3) how to avoid death; (4) how to create life; (5) how to give
and take away sentience; (6) how to travel to other planes.

55 Discover the truth about a myth or roll a d6: (1) the creation of the world; (2) the origin
of sorcery; (3) the Fall of the Gods; (4) the origin of a powerful organization; (5) the
passages to the Abyss; (6) the destiny of a legendary hero.

56 Discover a knowledge or roll a d6: (1) how to create an Arcane Artifact; (2) how to
destroy a god; (3) how to control a weapon; (4) how to become a god; (5) how to close
a gate to the Abyss; (6) how to travel to another time.

61 Survive the wrath of an enemy or roll a d6: (1) a City-State Overlord; (2) a barbarian
Warlord; (3) the Undead Queen; (4) a Crime Lord; (5) the Emperor of People of the
Deep; (6) the Overmind of the Khazars.

62 Survive an unforeseen situation or roll a d6: (1) a volcano eruption; (2) a civil war; (3) a
terrible storm; (4) a never-ending night; (5) being stuck in a sinking temple; (6) an
invasion from hostile culture.

63 Escape the persecution of an organization or roll a d6: (1) the Punishers of the
Overlord; (2) the Hunters of Infidels; (3) the Pirates of the Dead Sea; (4) the Barbarian
Legions; (5) a religious order; (6) the thieves’ guild.

64 Escape a cult or roll a d6: (1) the Sisterhood of Death; (2) the Cult of the Devouring
Great Worm; (3) the Cult of the Faceless God; (4) the Cult of the Deathless; (5) the
Cult of the Devouring Prince; (6) the Cult of the Raging Chaos.

65 Survive the attack of a monster or roll a d6: (1) the Thing from the Deep; (2) the Great
Devouring Worms; (3) the Council of Rats; (4) the Great Horned One; (5) the King of
Beats; (6) the Living Pain.

66 Survive the coming of a God or roll a d6: (1) the Queen of Death; (2) the Thousand
Eyed God; (3) the Three Sisters of Fate; (4) the Laughing God; (5) the Great
Libertarian; (6) the Dreadful Awakening.

Power and its Cost

These arcane artifacts possess astonishing powers, capable of defying the reality around them.
They are a great boon to their users, but they also exact a hefty toll from them.

When the Referee is creating such artifacts, they have great leeway to give them some
powerful effects, but they also have an obligation to make them charge a price from their users.
The greater the power, the greater the cost.

The Referee should also create these costs based on the powers themselves, making the
whole artifact thematically cohesive. An artifact that makes its owner invisible will also make
those he cares for forget who they are, or will make others ignore their presence even when not
invisible. Another one that makes a character control the minds of others makes them an
arrogant tyrant.

Below we present a small sample of powers and costs that the Referee can use to generate
their artifacts and to inspire the creation of additional powers and costs.

d66 Power Cost

11 The user can become invisible at will, Each time the artifact is used, the character
even while attacking opponents in receives a token. Once they have more
combat. tokens than their Willpower score, they have
to make a Luck Roll every time they want to
be noticed or remembered by someone.

12 The user can control the minds of Every time the artifact is used, the user
others with a Willpower test. They accumulates a token. Once they have more
can control a number of people equal tokens than their Willpower score they have
to their Level at the same time. to make a Willpower test to avoid treating
others like inferiors.

13 The user becomes capable of entering Every time this artifact is used, the character
a state of destructive rage, gaining a receives a token. Once they have more
Positive Die on all melee attacks, tokens than their Willpower score, they
inflicting an additional d6 die of become incapable of controlling their anger,
damage on any melee attack, and can and must pass a Willpower test to avoid
make an additional attack per round. entering in a rage, like the power.
Every round, the character must
attack someone in melee, or move
closer to attack someone if there is no
one in close range. Once activated,
this state will only stop with a
Willpower test with a Difficulty equal
to the number of rounds in which the
character has been in rage.

14 The user can teleport to known The character receives a token every time the
locations with an Intellect test, and to artifact is used. Once they have more tokens
locations to which they have a than their Willpower score, they won’t be able
symbolic token with an Intellect test to stay in the same place for long. After the
made with a Negative Die. first day in a place, they will need to make a
Willpower test with a Difficulty equal to the
amount of days they have stayed in the same
place not to teleport somewhere else.

15 The user becomes immortal, at least Every time the artifact is used the character
against normal diseases, the ravages receives a token. Once they have more
of time, and mundane damage. tokens than their Willpower score, the
However, they are still vulnerable to character becomes reckless and uncaring.
sorcery, psychic powers and other Whenever the character would avoid doing
non-mundane effects. Additionally, something because of the risks to themselves
they are vulnerable to a specific kind or others, they need to make a Willpower
of attack the Referee will specify. test, or proceed with the risky action, no
matter the consequences.

16 The character can read the minds of Every time the artifact is used, the character
everyone within medium distance, receives a token. Once they have more
effectively making it impossible to tokens than their Willpower score, they
surprise them, or to deceive them. cannot stop listening to other thoughts and
have trouble differentiating them from their
own. Whenever they are performing actions
that require concentration and there are other
thinking creatures nearby, they receive a
Negative Die.

21 The user can become immaterial, Each time the artifact is used, the character
partly shifting to the Shadow World. accumulates a token. Once there are more
This allows them to ignore mundane tokens than the character’s Willpower score,
damage and traverse walls and other the character runs the risk of getting lost in the
physical obstacles. Shadow World every time the artifact is used.
This is represented by making a Luck Roll
each time they become immaterial. If they are
unlucky, they become stuck in the Shadow
World.

22 The user can change their Each use of the artifact gives a token to the
appearance at will, even resembling user. Once they have more tokens than their
other species and specific individuals. Willpower score, they start losing their sense
Anyone who suspects they are not of themselves. Each time they use the artifact,
who they seem must succeed on a they need to make a Willpower test or believe
test against the character’s Intellect. they are someone else entirely.

23 The user can drain the life of other Every use of the artifact gives the character a
living beings to strengthen token. Once they have more tokens than their
themselves. By touching a target, they Willpower score, the character becomes
inflict 1d6 + Level points of damage addicted to consuming life energy. Every day
and adds the same amount to any of they don't use this power they must make a
their Attributes for a full turn. Willpower test with a Difficulty equal to the
total number of days they have gone without
consuming life energy. Failure means they will
use this power on the next living being they
see until they kill said creature.

24 The user can absorb Chaos energy to Every use of the artifact gives the character a
empower their sorcery. Every time a token. Once they have more tokens than their
power is used against them, they can Willpower score, the character becomes
make a Resistance Test (even when addicted to consuming Chaos energy.
that is not normally allowed). If they Everyday they don’t absorb an amount of PL
succeed, the power is nullified and in Chaos energy equal to their Level they lose
they absorb its PL. They can then use 1d3 points of Attributes. These points can be
those PL to manifest their own powers regained normally through rest if they absorb
without making any tests. enough PL in Chaos energy equal to their
Level.

25 The character can shoot powerful Every use of the artifact gives the character a
energy rays against their enemies at token. Once they have more tokens than their
will, making a ranged attack and Willpower score, the character starts to have
inflicting 1d6 points of damage per difficulty in controlling this raw energy power
Level to targets within long range. coursing through their body. Every time they
use this power they must make a Luck Roll
not to make an additional attack against a
nearby ally.

26 The user can bring others back from The cost is already specified by the power
the dead, sacrificing a point of used. The character needs to sacrifice some
Attribute for each Level of the of their life to bring others back from the dead.
deceased individual. These sacrificed
points are never healed again.

31 The user can manifest the False Every use of the artifact gives the character a
Friendship power at will and with a token. Once they have more tokens than their
Positive Die against everyone within Willpower score, the character becomes
medium range. addicted to being the center of attention. In
every social interaction in which the character
isn’t the center of attention, they must make a
Willpower test or do whatever they can to
become it, effectively losing the focus of the
conversation.

32 The character is considered to have Every use of the artifact gives the character a
all scholarly professions as part of token. Once they have more tokens than their
their Concept, making them an expert Willpower score, the character becomes
in many fields of knowledge. arrogant and will usually ignore other
opinions. Whenever the character has to
change their opinion to those supported by
another individual, they must succeed at a
Willpower test.

33 The character can look into the past of Every use of the artifact gives the character a
a location making an Intellect test token. Once they have more tokens than their
with a Difficulty determined by how Willpower score, the character can become
long ago something has happened. lost in the past. Everyone time the character
No Difficulty for something that uses the power, they have to make a
happened days ago. Difficulty 2 for Willpower test not to believe they are in that
something that happened weeks ago. said time, losing connection to the reality
Difficulty 4 for months ago. Difficulty around themselves.
6 for years ago. Difficulty 8 for
decades ago. Difficulty 10 for
centuries ago, and so on.

34 The user can assume the form of a Every use of the artifact gives the character a
powerful inhuman creature of 10 HD token. Once they have more tokens than their
chosen by the Referee. This lasts for Willpower score, the character has difficulty
as long as the user wishes to keep returning to their real form. Thereafter, every
that form. time the user assumes the creature’s form
they have to make a Willpower test or remain
in that form forever.

35 The user doesn’t need to rest as other Every use of the artifact gives the character a
mortals. Instead, they only need to token. Once they have more tokens than their
meditate for a full turn to enjoy the Willpower score, the character runs the risk
same benefits as a full long rest. They of not awakening from their meditations. Every
can only benefit from this once a day. time they meditate thereafter, they need to
make a Willpower test or be lost in their
dreams.

36 Can project their consciousness to Every use of the artifact gives the character a
any place they have ever been or to token. Once they have more tokens than their
which they have a token. They need to Willpower score, the character can lose the
make an Intellect test to do so and sense of where they really are. Thereafter,
must concentrate the whole time. any time they try to use the artifact and fail the
Intellect test, they project their consciousness
to some other terrible place and witness a
terrible scene, making them lose 1d6 Sanity
points

41 The character becomes capable of Each session in which the character uses the
seeing invisible objects and creatures, artifact, they accumulate a token. Once they
including those made of shadows. have more tokens than their Willpower score,
they acquire a new Complication, indicating
they see things that are not actually there.

42 The character becomes capable of Each scene in which the character uses the
acting twice per round, as they artifact they gain a token. Once they
acquire supernatural speed and accumulate more tokens than their Physique
competence. score, they age 1d6 years every scene they
use the artifact.

43 The character can glimpse into the Every use of the artifact gives the character a
future as long as they spend a full token. Once they have more tokens than their
hour concentrating on it. The Referee Willpower score, the character becomes
will then narrate a future event that is addicted to contemplating the future. Every
probably going to happen and would time the artifact is used thereafter, the
affect them or their close allies. character needs to make an Intellect test to
come back to their own time, avoiding being
stuck in the future.

44 The character can divide themselves Every use of the artifact gives the character a
in up to as many “copies” as they have token. Once they have more tokens than their
Levels. All of them share the same Willpower score, the character can start to
pool of Vitality points though, and develop multiple personalities and lose control
consequences to one affect all the of their copies. Thereafter, each use of the
other “copies”. artifact requires a Willpower test with a
Difficulty equal to the number of “copies”
created. Failure means the copies become
autonomous, and the character loses control
over them.

45 Can turn back time up to 1d6 turns Every use of the artifact gives the character a
per Level with a Willpower test with a token. Once they have more tokens than their
Difficulty equal to the amount of Willpower score, the character can become
turns traveled back. stuck in an endless loop, repeating the same
period of time over and over. Thereafter, each
time the artifact is used, if the character fails
the Willpower test, they go back in time, but
are stuck there, repeating the same period
forever.

46 Can communicate telepathically to Every use of the artifact gives the character a
anyone within sight, even when not token. Once they have more tokens than their
sharing a language in common. Willpower score, the character can become
unable to communicate with others, lost in
their own thoughts. After that, every use of the
artifact requires a Willpower test.

51 The user can create an illusion over Every use of the artifact gives the character a
an area up to long range. The illusion token. Once they have more tokens than their
can change as long as they Willpower score, the character can become
concentrate and it can hide creatures lost in their own illusion, preferring to live there
inside of it. Anyone with a good than on the real world. Then, every time the
reason to doubt the veracity of the artifact is used, the character must make a
illusion can make an Intellect test to Willpower test with a Difficulty equal to the
resist it. number of turns in which the character keeps
the illusion active.

52 The user can create an invulnerability Every use of the artifact gives the character a
shield around themselves and up to a token. Once they have more tokens than their
number of allies equal to their Level. Willpower score, the character can become
Nothing can hurt those inside the stuck in this shield forever. Thereafter, every
shield, but they cannot harm anything use of the artifact requires a Luck Roll, and
outside it either. When using this an unlucky character becomes imprisoned in
power, the character must make a the invulnerable shield for the rest of their
Willpower test with a Difficulty equal days.
to the number of rounds the user
wants to keep the shield up.

53 The user becomes capable of healing Every use of the artifact gives the character a
all wounds and diseases affecting a token. Once they have more tokens than their
touched target immediately. Willpower score, the character will start
spreading the corrupting influence of Chaos.
Every time someone is healed after that, they
acquire a Corruption.

54 The user can open portals to other Every use of the artifact gives the character a
places, allowing a number of token. Once they have more tokens than their
individuals equal to their Level to Willpower score, the character runs the risk
travel instantly. The user must have of being taken to the Chaos Abyss.
been to said places before, or possess Thereafter, every use of the artifact asks for a
a token linked to the destination. Luck Roll, and an unlucky roll means that the
portal leads to the Chaos Abyss without the
user knowing.

55 The artifact eliminates the necessity of Each adventure in which the character
food and water for its owner. They can benefits from this artifact, they must make a
survive indefinitely without the Willpower test with a Difficulty equal to the
ingestion of nutrients. total number of adventures without eating. A
failure means the character becomes addicted
to food, as it is now merely a source of
pleasure. They acquire this addiction as a new
Complication.

56 The user can control the Great Every use of the artifact gives the character a
Devouring Worm Mother and all of her token. Once they have more tokens than their
offspring with a Willpower test. Willpower score, the character becomes
susceptible to falling under the control of the
Great Devouring Worm Mother herself. Every
time the artifact is used thereafter, the
character receives a Negative Die to the
Willpower test and, if they fail, they are now
under the control of the Worm Mother.

61 The user becomes capable of harming The possession of said artifacts draws the
a God with this artifact if it is a attention of the Gods. The character acquires
weapon, or with any of their normal a Complication linked to this fact and is now
attacks if it’s not. hunted by them.

62 The user can summon a powerful Once summoned, the creature will require a
entity from the Abyss with a payment for its services, even if the payment
Willpower test. This entity has a is the soul of the user themself. The artifact
minimum of 10 HD and several owner will need to negotiate the terms of
Special Abilities. service with the entity.

63 The user can consult a supernatural Every time the artifact is used, the owner
entity, probing its alien wisdom for needs to make a Willpower test with a
secrets and terrible truths. This can Difficulty equal to the number of powers
lead to the automatic learning of a learned through the artifact. Failure means
new power. they lose 1d6 Sanity points.

64 The user can destroy an entire planet After the planet is destroyed, the user will
using the artifact. This is usually a one need to make a Willpower test every time
use only artifact, and needs to be they sleep. Failure means they have
pointed at the target planet before it nightmares of all the souls they’ve killed in the
can be activated. destruction of said planet and cannot rest for
that night. A Fumble means they are
possessed by the soul of one of their victims.

65 The user can infuse matter with life The power already specifies a cost for using
energy taken from themselves. By the artifact.
sacrificing a number of permanent
points of Physique or Agility, they
create a creature of an amount of HD
equal to the number of points
sacrificed. Depending on the matter
used, the creature can possess
various Special Abilities and
Weaknesses.

66 By sacrificing their own liberty and The power already specifies a cost associated
succeeding at a Willpower test, the with the use of the artifact.
user can imprison an enemy for
eternity. Both of them can only be
freed together by someone who finds
the artifact.

Sample Artifacts

What follows are a few arcane artifacts created following the procedures specified in the
previous pages.

The Blood Claymore

A gift from the Lords of Chaos to a king of a civilization who betrayed his people, this powerful
weapon made him extremely powerful, but its influence also led to the user’s demise. This
weapon deals 2d6 + the user's Level or HD in damage (and the d6 explodes on a 6), and gives
a Positive Die to attack other members of the user’s species. By making an Intellect test the
wielder can detect the presence of enemies up to distant range. Additionally, half of the
damage the user inflicts is converted to Vitality points they can regenerate. However, each time
the user regenerates Vitality points this way they need to make a Willpower test with a Difficulty
equal to the total number of Vitality points regained, or become addicted to consuming others’
Vitality, effectively gaining another Complication.

The Helm of Despair

Created by a forgotten god of madness and despair, this helm has a strange property. It
resembles a collection of horned faces of creatures that inspires fear and despair to whoever
looks at it. Each individual sees it as a different thing. As such, a mortal merely looking at the
Helm must make a Difficulty 2 Willpower test not to lose 1d3 Sanity points. The user can also
concentrate on a well known target, or on a target from which they possess a token, and that
victim must make a Difficulty 6 Willpower test or lose 2d6 Sanity points while suffering a
sudden bout of madness. Additionally, the Helm’s wearer is immune to all madness inducing
effects. This artifact was created by the forgotten god for their chosen messiah, so that they
could properly spread their worship across the world.

The Mirror of Dimensions

This tubular device was created by a Sorcerer-King bent on spreading their dominion over
multiple dimensions. Looking at its surface, the user can focus their vision to look at the same
location projected upon other planes of existence, and even allow a portal to open to said
locations with a Willpower test made with a Negative Die. Success allows the user to transport
up to a number of individuals equal to the result rolled on the dice to the target dimension
instantly. Failure, however, transports the user to an unknown reality without the means to
return.

Necklace of Imposed Emotions

This heart-shaped necklace of ruby gemstone is decorated with many lines of gold and
platinum. Crafted by an insidious sorcerer from Zartar, bent on controlling the empire, even if it
was from behind the curtains. This artifact allows the wielder to make people within their line of
sight (even if viewed through scrying devices) feel the emotions they want to, from crippling
despair to exhilarating excitement. To do so, the wielder makes a Willpower test with a Difficulty
equal to the number of people being affected at the same time. The effect lasts as long as the
user concentrates, plus 1d6 hours thereafter. After a number of uses equal to the wielder’s
Willpower, the user can’t help but project their own feelings to everyone within long range,
unless they make a Willpower test to avoid this. The exact effects of this have to be adjudicated
by the Referee.

Goggles of True Sight


Made of a crystal brought to this world by an extinct alien race, these goggles were created by a
powerful illusionist who wanted to be sure he himself would never be fooled by his own powers.
This goggles enable the user to see things as they truly are, no matter what. They can never be
fooled by disguises, illusions, invisibility, or any other kind of effect or action that would confuse
their vision. As a side effect, if the user wears the goggles for a number of days greater than
their Intellect in the same year, they start having difficulty to imagining things and thinking
creatively. The Referee, then, should ask for a difficult Intellect test every time the user has a
creative idea, as the character now has a hard time thinking in new ways.

Technological Artifacts

Ancient and more advanced civilizations lived in the world of Sharp Swords & Sinister Spells.
Civilizations that were capable of amazing technological advancements no people of today’s
world can dream of achieving.

Invariably, the adventurers will find strange and technologically advanced artifacts sooner or
later in their journeys. These will be as magical to them and as mysterious as the Arcane
Artifacts described above, but they function somewhat differently.

These are usually more reliable than their arcane counterparts, but are harder to comprehend
and need some source of energy or fuel to work, having a limited number of uses before
another source must be found.

Understanding Technological Artifacts

When a character acquires one of these enigmatic objects, they need to understand them
before it can be used. This requires at least a full day of study, possible more if the artifact is of
alien design and creation. Additionally, the character will need to succeed at a difficult Intellect
test after this period. Only by succeeding in this test they can make use of the technological
advanced object. With a failed test, the character can’t understand the object and must wait a
goodly amount of time (1 month, a full Level of experience, or a couple of adventures) before
they can try again.

Using Technological Artifacts

Once the PCs have understood how the object works, its use should not be that difficult. Unless
the artifact is damaged somehow, activating the item should be pretty straightforward and it
should work as planned. The issue, however, is the impact that these alien and advanced
technologies have on human minds, and the scarcity of the fuel used by these extraordinary
objects. The effects of these machines challenge the sense of reality, and often shatter the
Sanity, of mortals using them. Thus, their use usually requires a Willpower test to avoid losing
points of Sanity (from 1d3 to 2d6 points).

In the case of the fuel necessary to operate them, what that fuel is varies immensely, but it is
usually some rare or very unorthodox substance. Thus, their Durability is commonly low, such
as 1 or 2. Possible materials used as fuel could be diamonds, alien blood, dreams, magma and
star metal.

Sample Technological Artifacts

Below are presented a few technological artifacts created according to the principles outlined
above. Referees can use these examples as inspiration for their own designs.

Cloning Chambers

This pair of glass and metal tubes are connected to a large pyramidal engine made of a
greenish metal and a series of levers, buttons, and light bulbs. To understand the function of
this device a character needs to spend 2d6 days of intense study after deciphering the language
used by the civilization that created it, and a Difficulty 10 Intellect test. When activated, a
creature put on one of the tubes is cloned, and an exact duplicate of it is created on the other.
The process is extremely taxing to the subject and when they see their clones, they need to
make a Difficulty 6 Willpower test or lose 1d6+1 Sanity points immediately. The clone itself has
no prior knowledge but possess the same tendencies as the individual cloned. This artifact uses
demon blood as fuel.

Refraction Cloak

A silvery cloak of indestructible material, worn on the shoulders and, when in use, over the
head. When not activated, its shimmering coloration certainly draws attention, as the cloak
resembles a textile made of shining silver. The cloak itself functions using a specific psionic
frequency that is very hard to synchronize without much training, so characters will need 1d6
weeks of intense practice before they can really understand how to use it and align their
thoughts to the cloak, and a successful Difficulty 6 Intellect test. When activated, the character
effectively becomes invisible, as the cloak changes the way light behaves around it. However,
the cloak itself is fueled by the wearer’s own willpower, and each time it’s used, it drains 1 point
of the Willpower Attribute, for each hour spent invisible. These points can be regained normally
through rest and other treatments, but if at any point the user reaches 0 Willpower, they vanish
forever.

Immaterializer

This strange and bulky device, resembles a large crossbow without its bow. Made of many
colored metal pieces, with wires (that resemble colored thin ropes), buttons and levers, this
device can dematerialize objects and creatures, either temporarily or permanently. However, to
properly operate this dangerous device, the user must carefully adjust all its settings to the
correct density and composition of the target, or risk forever disintegrating it. Thus, to fully
understand how to use the Immaterializer, a character will need at least 2d6+1 days, a lot of
things to train with (so they probably can’t do this in the middle of an adventure) and a Difficulty
5 Intellect test. Once the proper handling of the artifact is understood, the character will need to
properly set it to each target, which requires a full round of adjustments that can’t be interrupted,
and an Intellect test to make sure the settings are correct. If the test is a success, they can use
one of the following effects on the target:
● Target become immaterial for 1d6 hours, being able to move around. When the duration
expires, they materialize again, and if they do this inside an object, they suffer the
consequences (the Referee should adjudicate this harshly).
● Disintegrate the target, forcing them to make an Agility test to dodge the ray fired by the
artifact. Failure means instant death. A success however, indicates the target dodged
the ray and suffers no ill effects.
● Target is immaterialized permanently (maybe they can reverse the effects if someone
tries to modify the artifact), permanently imprisoning the target in an immaterial state .
The object uses very rare and ancient alien batteries made of charged star metal.

Creating More

The Referee is encouraged to create other devices for their campaign as they feel the need. As
we live in a modern age of high technology, almost everything we use in today’s world could be
turned into a powerful technological artifact. A voice recorder could have the power to steal
someone’s voice. A monitor could show what is happening somewhere else, as ancient and
alien satellites scry the world. Think about the small things you use everyday and extrapolate it
for your game as something fantastical and dangerous.

Adventure: The Tomb of the Deathless King


Beneath the ruins of old Mezzanthia lies many more cities. And within them, lie treasure hoards,
tombs and demons waiting to be released into the world once again.

The Tomb of of the Deathless King is a short adventure intended to be used as an introduction
both to the Sharp Swords & Sinister Spells RPG and to the Old School style of play. It is ideal
for a group of 3-6 characters of first level, and can be played in a quick 4 hour session.

Introduction

In this adventure, characters brave the ruins of Old Mezzanthia in search of the legendary tomb
of a Sorcerer-King of old Zartar. There, they hope to find riches, ancient artifacts and the lost
knowledge of that old empire.

Following rumors, old maps and their own knowledge of the terrain, they seek an entrance to
the Undercity and a passage to the forgotten tomb. There they will face many challenges, from
puzzles, traps, monsters and other creatures, to have a chance to escape with their lives and
the treasures they desire. Drawing blood might not always be the best solution, and the players
will have to use their wit and creativity to successfully complete this adventure.
Background

During the height of the Zartar Empire, a powerful sorcerer, one of the first to be referenced and
a Sorcerer-King, ruled the great city of Mezzanthia. Called the Great Tuhan by his servants, this
despot was fascinated by the sorcery of life and death, and was certain he could cheat his
mortality if he had enough time. So, before the war between the many sorcerers reached him,
he sealed himself and his spouses in a secret tomb, so he could continue with his research.
Things didn’t go exactly as the Sorcerer-King planned, and although he achieved immortality,
this cost him his soul and sanity, as well as those of his spouses.

Now, eons after his efforts, lethargy has taken over, and their immortal bodies lie waiting in the
tomb for the moment of return. The presence of mortals in the tomb will inevitably alert them
that the time of awakening has arrived, and it will only be a matter of time before they can
reclaim dominion over Mezzanthia.

Adventure Hooks

But how do the PCs arrive in the tomb and why would they be interested in braving its depths?
Referees running this adventure for their current ongoing campaign can certainly insert hooks in
their games linking it to the tomb and the immortal Sorcerer-King that lies there. Additionally, we
present the following possible hooks to inspire Referees in need.
● A suspicious old man approaches the party claiming he has a map that can lead them to
a great treasure. He claims only he knows how to read it and that he could sell it to the
group if they paid him a small amount of gold (a simple Coin Roll would suffice). In fact,
the old man is a manifestation of Tuhan’s subconscious, seeking freedom.
● For years, the PCs hear legends of a Sorcerer-King who took all his treasure and most
powerful artifacts and hid from his rivals in the last days of the Empire of Zartar. The
tales say that his hideout could only be found when the Red Cross was high in the
cosmos. Tonight, the same constellation is flaring in the sky, brighter than any them
have ever seen, and its tip appears to be pointing to a low hill in Old Mezzanthia.
● While doing anything else in Old Mezzanthia, an unexpected tremor reveals tunnels
under the ruined buildings. The tunnels are made of a strange bright green stone, almost
luminescent. Symbols of the ancient empire and astronomy can be seen in the
stonework. And the characters remember the stories of riches buried in the deep.
● Searching for the answer to some arcane problem, the party’s sorcerer finds scriptures
talking about the Eye of Ogh’Oid and in it there an answer can be found (or an influential
and rich person wants to find it and is hiring adventurers to find it for him).
● Humanity has always sought way to live forever, and according to old scriptures found in
one of their adventures, this Sorcerer-King of the fallen Empire of Zartar had found a
way to do that, creating a fountain of life and hidden it in his tomb, so he could drink its
waters when his spirit returned from its journey in the Abyss. Now, rumors abound of the
location of the tomb, and the possibility to acquire eternal youth might attract rich patrons
as wells as bold adventurers.
Rumors

The Great Tuhan is almost a mythological character, and has populated the imagination of
Mezzanthia’s inhabitants for a very long time. Rumors and legends about his tomb, his
treasures and the things he kept hidden in his domains range from what the scholars at the
Order of Chroniclers debate, to children’s tales. The Referee can give each character a random
rumor and let them roll on the table again if they take actions that would allow them to know
another piece of information, like spending a night buying drinks in a tavern, talking to the crazy
old lady who tells stories of ancient times as if they were happening now, consulting a sage,
stealing a book from the Order of Chroniclers, or some other means.

1d20 Rumors

1 Tuhan has a skull of pure gold, with eyes of rubies, capable of stealing the lives of
anyone who looks directly at it. Don’t look at him.

2 Slaves were also entombed with the mad Sorcerer-King to serve him and his spouses
eternally. Their souls and minds shattered, they now roam the depths of Old
Mezzanthia, enacting vengeance over anyone that draws breath.

3 Inside Tuhan’s tomb, characters will find their own self-doubts and will have to face
them if they want to leave the place with any treasure.

4 The old sewers opened many passages and some of them inevitably pass near the
tomb of Tuhan.

5 Tuhan held the secret to both life and death, and he won’t hesitate to use his powers
on his enemies.

6 The inside of the tomb changes, as the stars define in which dimension Tuhan and his
spouses now lie. Only under the constellation of the Blood Sword will the tomb be
accessible from our world.

7 If adventurers stay too long inside the tomb, they will lose their souls forever, like the
Great Tuhan and his spouses did.

8 The statues inside the tomb are Turhan’s former generals, given more durable
bodies to last the Sorcerer-King’s eternal rule.

9 Pay attention to the stars, as they will show you the path to follow.

10 An older, alien thing dwells in the tomb, older than Tuhan or Zartar. Do not disturb it.

11 As Tuhan spent thousands of years in his tomb, its space and time are now subjected
to his will and perversity.

12 Do not trust your eyes, as they will lead you even further into an inescapable labyrinth
of death.

13 No mortal can harm the undead body of Tuhan and his wives.
14 The Great Tuhan is vulnerable only to his own powers and weapons.

15 The blood of other Zartarians is a strong link to Tuhan and his powers.

16 A woman named Leukar entered the tomb centuries ago. She claimed she saw a
vision of Tuhan coming back and enslaving all mankind under his rule. She was never
seen again.

17 A Zartarian named Alzhadur is also searching for the tomb. He claims to be a direct
descendant of Tuhan, and rightful heir to all his possessions.

18 For you to have any chance of coming out of the tomb alive, you must find Tuhan’s
True Name and use it against him.

19 Do not let your torch burn out, for there is evil in the darkness inside the tomb.

20 Inside the tomb you will find enemies and allies, pay attention to the way you treat the
deathless inside it.

The Tomb

The Tomb of the Deathless King is located under the ruins of an old cathedral in Old
Mezzanthia. Locals talk about how the old ruins are haunted by cruel spirits, and some of the
children in the region dare one another to enter the cathedral from time to time. Recently,
however, one hasn’t come back from one of these dares.

The tomb itself is made of gigantic slabs of a bright green stone, almost luminescent. On the
walls of any corridor one can see inscription of mathematical formulas and astronomical
calculations. The doors are predominantly of bronze, with details and decorations depicting past
and future conquests of Tuhan.

Inside the tomb there is almost no light source (unless when specified) and it’s usually dead
silent. However, occasionally moaning sounds and whispering can be heard in the tomb. The
temperature is cold but humid. Although completely under the ground, a strange breeze flows
from time to time, carrying the strange sounds aforementioned.

How to Find It

There are many ways the PCs can find the tomb and its entrances (there are two, but Referees
might want to create more). The map described in the Adventure Hooks section can lead the
PCs to the cathedral, but not exactly to the entrance, which is under the tallest statue in the
main hall. If the players spend some time searching old scriptures of late Zartar, they can find
some information and a rough map that indicates the tomb should be where the ruined
cathedral is. Examining the floor near the statues will quickly reveal scratch marks near the
tallest statue. If pushed, a set of narrow stairs are revealed, leading to the main entrance (entry
number 1 bellow)
The local inhabitants living nearby the cathedral avoid the place, but some inquiries will reveal a
group of children sometimes go inside it. If talked to and treated well, they will reveal a cavern
on the side of the hill where the cathedral sits upon that leads to an underground river that
passess through some strange underground rooms. They also talk about Rhamar, a small boy
who entered to river to explore the strange room and hasn’t come back since. Venturing the
river will lead the PCs to the Guardian Pool room (entry number XX).

Random Encounters

Inside the Tomb of the Deathless King, not everything sits still, waiting for their time to awake
again. After every 30 minutes of session time and everytime players are taking too long to make
a decision or act, roll for a Random Encounter. On a roll of 1 on a d6, roll 2d6 on the following
table.

2d6 Random Encounter

2 Szris’Lah, the deathless guardian, a serpent demon bound to the carcass of a giant
serpent of a lost age. HD: 5; Special Abilities: Two attacks per round (two heads);
Spits boiling blood (Agility test or takes damage 1 step below Standard for 5 rounds).

3 A Living Blood monster created with the blood of Tuhans, his wives and all the
anguished slaves entombed there. HD: 4; Special Abilities: Can squeeze through any
small crack; Half damage from cutting and piercing damage; Half the amount of
damage dealt is recovered in Vitality points.

4 1d6+2 Skeleton Blood Soldier who in previous lives served under the armies of Great
Tuhan. HD: 2; Special Abilities: DR 1; Can attempt to Block one attack per round.

5 1d3 Agonizing Ghosts of past victims and slaves of Tuhan wishing to make others
suffer how they suffered. HD: 3; Special Abilities: May forego the damage of an attack
to instill despair into the victim’s heart, forcing a Willpower test not to flee desperately
for 1d6+3 rounds; Half damage from all physical sources.

6 Whispers echo through the walls, speaking sinister words and delivering forbidden
messages. Everyone should make a Willpower test. A failure means the voices
whisper a terrible secret about themselves to the other PCs. What is it? Aske the
players.

7 Screams and moanings in the wind. Characters must make a Willpower test or they
will believe they heard the scream of a loved one in suffering. If they fail the test, they
will receive a Negative Die to all tests in their next encounter or scene.

8 Blood start to spill on the walls, as if they were bleeding themselves. Whoever
touches it suffer 1d3 points of damage per round until they clean it from their hands.

9 Small tremor causes part of the walls or ceiling to fall over the characters. Everyone
must make a Luck Roll or are forced to make an Agility test to avoid falling debris and
suffer 1d6+1 points of damage.
10 A swarm of Blood Rats, infused with the deathless sorcery of Tuhan. They can be
repelled by fire and bright light. HD: 4; Special Abilities: Takes only half damage from
piercing and slashing weapons; Can make up to 4 attacks per round; Half of the
damage dealt is regained as Vitality points; Damage decreased by one step on the
Standard Damage table.

11 A group of mercenaries under the service of Alzhadur looking for the Skull of Tuhan
and other treasures. They have lost a companion already, and could benefit from a
temporary alliance with the PCs (and possibly betraying them when it benefits them).
HD: 3; Special Abilities: DR 1.

12 Leukar, a ghost of a woman that wants revenge against the Sorcerer-King and his
cruel wives. Determine its reaction randomly. The Referee can use it to disperse
information to the PCs and if they treat it well, she will reveal secrets and weakness of
Tuhan and can lead them to her sword (entry 8). HD: 2; Special Abilities: Can sing a
song of lamentation that will force listeners to make a Willpower test or become
depressed and unresponsive for 1d+2 rounds after she stops singing; Half damage
from all physical sources.

1. Hall of Guardians

A wide hall, about 10 feet wide, with 3 alcoves on each side housing lifelike statues of armored
soldiers holding greatswords. At the end of the hall, a small chamber is located where one can
see a large and heavy bronze door with circular designs and small gems encrusted on it.

As the PCs move along the corridor, describe how they see the statues slightly move through
the corner of their eyes, but when they face the statues they seem to be completely immobile.
The statues are not actually going to animate and attack the characters, but Tuhan has put an
illusory spell on them to keep his enemies guessing and instill paranoia. Only allow a test to
resist the illusion if the player either interact with the statue or clearly announce that they think
this is an illusion.

At the small chamber, the heavy bronze door is locked but there is no keyhole. To open it, the
players will have to solve a riddle. If examined, the circle designs on the door are small
inscriptions, written in the ancient language of Zartar. Since the trade tongue is derived from
this ancient language, any character can try to decipher it with an Intellect test, and characters
with an arcane background can make the test with a Positive Die. If successful, they can read
the following riddle:

When the red sword is raised high, and the blood of my enemies flow, Tuhan will return, and his
domains will grow.

Essentially, the characters will have to arrange the gemstones on the door (which are movable
but stuck on the door) in the same configuration of the Red Sword constellation and drop blood
on each star to open the door. Characters with arcane backgrounds will immediately know
about the constellation of the Red Sword, and if they pay attention they will notice there is the
same number of movable gemstones on the doors as there are stars in the constellation. The
part of the blood, however, should be deduced by the player characters. The door could also be
forced, with a Difficulty 8 Physique test (it is pretty sturdy). If the door is opened, Tuhan and the
deathless spirits will awaken and will slowly come back to life

2. Serpents’ Antechamber

A small chamber, about 25 feet wide and 15 feet deep, with a large archway on the opposite
wall. Two golden skeletal giant serpent statues flank the archway facing the door you just came
in. Through it you can see what seems to be a larger room.

Made of the same material and design if the other rooms, this one has two huge statues of
skeletal serpents, painted with a thick layer of gold (that can be scraped with arduous work,
providing 1 Treasure Point per turn spent, up to a total of 4 Treasure Points each). For every 3
turns spent, roll for a Random Encounter.

Stepping right into the chamber triggers a trap. The two serpent statues release a breath of
flames, blasting anyone directly in front of them up to the entrance of the room for 2d6 points of
damage. Victims may make a Difficulty 2 Agility test to jump out of the way and receive only half
damage. Careful players may be able to avoid the trap if they take necessary precautions.

3. Hall of Stars

This is a very large octagonal room, possibly 80 feet wide and long. In the very center of it, a
great circle is inscribed on the floor, showing astronomical images and the formation of the Red
Star constellation. The stars on the floor seem to faintly glow. On each of the cardinal directions
there is another archway leading further inside.

Once the characters arrive in this room for the first time, randomly determine an encounter here
using the Random Encounter table.

The inscriptions on the floor have no mechanical effect, but could be studied by a character with
astronomical knowledge or arcane background. Such study would require a full hour and a
Difficulty 5 Intellect test, or could be done in half as much time with a Negative Die. Success
would reveal the True Name of Tuhan: Tula Hansur. Using it would certainly give an advantage
against the deathless sorcerer, but it would also attract his ire.

4. West Corridor

A 10 feet wide corridor stretches in the distance for what seems to be around 60 feet, ending on
a statue of a spearman in attack position. To each side, north and south, a heavy bronze door
mark the middle of the stone wall. None of the doors are locked, but they are heavy and make
loud noises to open as the hinges move. The North door has a moon engraved on it, and the
south door has the image of a sun.

This long corridor has triggering plates on the floor, about 15 feet inside, that once stepped on
will release the statue on the back, sending it hurtling through the corridor, spear at hand, to
impale anyone in its path. Those that are not careful and don’t avoid the trap will need to make
a Difficulty 2 Agility test or suffer 2d6+2 points of damage. For each individual hit in front of
them, reduce the damage by 1, as the statue loses momentum.

Behind the statue, one can find a secret door if they press a stone right behind it on the back
wall. Someone passing closely with a light source can detect it with an Intellect test.

5. Fountain of Life

Beyond the strong and tarnished bronze door with the image of a sun rising from a hill, you find
a triangular room with mosaic murals on the walls. In the junction of both side walls sits a large
pool and a fountain made of a statue of a voluptuous woman pouring a large vase of water in
the pool. The room temperature is warmer than the rest of the tomb, and surprisingly it does not
smell of mold.

The mosaic depicts bucolic scenes of naked people living in natural environments, with various
strange trees and animals. A closer look reveals they all seem to be from the same ethnic
group, Zartarians of the past, and many of the trees and animals have since become extinct=.
The image somehow feels alive, but no one can quite see it moving.

Over the statue over the fountain, there is a panel with a message engraved on it in Ancient
Zartarian, which could be deciphered with a simple Intellect test for anyone familiar with the
current Zartarian language, or with a Difficulty 5 Intellect Test by anyone spending 1d6 turns
deciphering it. The inscriptions say something in the lines of “Beyond Life, there can be only
Death”.

The water in the fountain is dirty and infused with lichen and other biological matter. It smells
badly and is strangely thick, and if searched, one could find a skeleton or two in the pool’s
bottom. However, it’s full of life. Anyone drinking from it once recovers all lost Vitality and is
cured of all maladies. If taken away from the fountain, the water loses its powers within a few
minutes. The water can even revive the dead, as long as they have died recently. Drinking twice
from it in the same month, however, will immediately kill a person, no matter how much they
drink it before (no Attribute Test to resist this effect). The inscription above the statue is a clue to
this fate.

6. Fountain of Death

Similarly, beyond the stout bronze doors with the depiction of a full moon one will find a large
triangular room with another mosaic on the walls. In the junction of both side walls sits a large
pool and a fountain made of a statue of a robed skeleton pouring a large vase of water in the
pool. The room temperature is very cold and smell of death and decay.

On the walls, a scene depicting a desolate landscape with corpses piled on top of each other
forms a grim visage. A closer inspection of the mosaic revels that although all life seems gone,
larvae are eating the corpses and small plants are beginning to grow. A character who closely
inspects the mosaic must make a Luck Roll or they will see themselves as one of the dead
bodies, which then will force them to make a Difficulty 3 Willpower test to avoid losing 1d6-1
points of Sanity.

The fountain spills a dark cold water into the pool. For some reason, natural light cannot
penetrate the depths of the water, but if the players somehow figure out a way to see through it,
they would see that the pool isn’t as shallow as the one on the opposite room, and has
hundreds of skeletons forming the lower floor of it. Above the skeleton statue there is a slab of
stone where it’s inscribed a small message in Ancient Zartarian: Only through Death can life be
born again. This is also indicative of the effects of the water.

Drinking from this pool or the fountain will immediately kill the drinker. However, if someone
manages to pour water down the deceased throat, he will be revived immediately, but with a
Negative Die to all Attribute Tests for 1d6 turns, due to desorientation. This only works once
each year, however, and if a person dies again the water has no effect.

7. East Hidden Corridor

After pressing the slightly discolored stone slab behind the trapped statue, a narrow passage
opens in the wall as the stones move aside. It’s dark, dank and with a crude stone work. Spider
webs stretch from floor to ceiling, and centipedes, and other small animals can be seen
skittering through the walls and cracked floor, while the noise of running water and droplets
echoes through the passage.

The rough hewn corridor quickly turns north after 15 ft and the party sees what seems to be the
discarded skin of a gigantic snake already rotten and full of flies and maggots. It seems to have
been discarded fairly recently. Passing through the corridor will inevitably put the PCs in contact
with the rotted skin, which will expose them to parasites if they are not careful.

Passing through the rotted skin will require a Luck Roll to avoid being targeted by the Rot
Grubs. Those that are unlucky are attacked by these creatures, and now need to make a
Physique Test with a Difficulty equal to 1d6 or die when the Rot Grub reaches their heart after 1
hour. They can try to take out the rot grub on its way to the heart, but that requires a Physique
Test with a Difficulty of 5 with a small bladed weapon, each attempt inflicting the weapon
damage to the PC. They may die bleeding out trying to save themselves.

After about 40 feet, the narrow corridors open up into a larger natural cavern with a small pool
formed by what seems to be a natural underground river running west to east.

8. Cold Water Pool

The East Hidden Corridor (7) opens up into a large natural cavern. It appears that a tremor has
split the corridor open and now a small drop leads the characters to a cold pool of dark water,
formed by a slow-running underground river. The corridor continues on the other side of the
cave (needing to climb the rough wall to reach it) and the river forms a small passage running
west to east.
If not dealt with entering from the cavern from the river passage in the east, a group of 1d6+2
Ragged Mutants are here, eating, sleeping and defecating. These creatures resemble wretched
humans with hunchbacks and various deformities. They are very territorial, secretive and
suspicious of outsiders.

Inside the cold dark waters of the river, one can find the corpse of an old warrior princess that
tried to end the reign of terror of the Great Tuhan. Finding it requires either a turn and a
Difficulty 3 Intellect test searching the pool, or a Luck Roll while traversing the water.

The woman’s corpse is half decomposed, still wearing a chain hauberk, with a rusted sword
attached to her belt. The rust on the sword, however, is only superficial, and a character
examining it could notice this with a Difficulty 5 Intellect test or if they purposely try to remove
the rusted parts. The corpse also has a silver medallion with the symbol of an older order (which
can be any the Referee wants to insert in their game) worth 3 Treasure Points.

The sword was forged with star metal thousands of years ago and is extremely well made. It
wasn’t originally a magical sword, but the traumatic death suffered by the warrior princess
imbued it with all its enmity towards Tuhan and her desire to cleanse the world of foul sorcery.
The sword is called Soul of Leukar, and has the purpose of permanently killing Tuhan, as well
as battling the forces of Chaos. A wielder using the weapon in a manner that doesn’t apply to
these goals suffers a Negative Die to all actions with it.

When someone wields this weapon they can’t help but feel a strong hatred towards the tomb
and its occupants. They may very well be aware these feelings do not come from themselves. If
they let themselves be overcome by these feelings, they gain a Positive Die to all attacks with
this weapon (and if they already would have a Positive Die due to some character Ability, they
halve the Difficulty to all attacks with it), inflict an additional point of damage with all attacks and
once per day per per level of the wielder they can inflict an additional 1d6 of fire damage with an
attack. If the wielder by any chance is a sorcerer of some kind, the mere touch of the weapon
burns their skin, inflicting 1 point of damage per round.

If a character finds and uses the sword, Leukar, the warrior princess, can appear in their dreams
and be used as a source of adventure hooks by the desperate Referee, haunting the character
if they refuse to follow her guidance.

9. Upriver

Following this path will make characters head upriver. The path is usually about 6 feet wide and
10 feet high, with the river occupying half of the height and the entire width in the lower part. As
above, the water is dark and cold, with many slippery rocks and loose stones.

The walls of this passage are natural stone, full of crevices and alcoves, and climbing them
would require a simple Attribute Test. Traversing the river is relatively safe, it just takes a long
time to do it. Going from area 8 to 10 takes 2 full turns going through the water or 1 turn
climbing the walls. A character could try going faster through the water but that would require a
Difficulty 3 Intellect or Agility test to navigate the obstacles. Failure would initially strand the
character somewhere along the way. A failure after Pushing the Roll would result in the
character being taken away by the currents and suffering 1d6 points of damage as they hit
rocks and the walls.
10. The Guardian’s Pool

The river passage leads to a great deep pool where the cold dark water seems to be coming
from. On the north shore a small platform can be seen, from where a narrow flight of stairs go
up, to room XX. On the platform there is a great granite block, stained from the blood of
hundreds of sacrifices which have been offered here before. It’s unknown how deep the pool is,
and it could lead to a whole underwater weird complex, inhabited by ancestral beings long
forgotten by humanity, or even to another dimension from whence came the creature that lives
here.

If the PCs arrive threading the waters, the guardian will already be aware of their presence. It
won’t attack them immediately unless they are carrying the Soul of Leukar or any of the treasure
found in Tuhan’s Brides Tombs or Tuhan’s True Tomb. It will however attack them if they try to
climb the stairs without offering it any sacrifice. If a living creature roughly the size of a young
human is sacrificed at the altar, the guardian is placated and will remain so for an entire day.

The Guardian creature is an entity from beyond this world, bound in service by Tuhan
thousands of years ago. It hates its master, but can’t do anything to escape its position of
servitude unless Tuhan himself is brought to the sacrificial stone.

Guardian HD: 10
Special Abilities: DR 2 (or none if attacking eh body underwater); Can divide it’s HD in any
number of attacks (from one attack as a 10 HD create, to 10 attacks as a 1 HD creature);
Looking into the body of the guardian underwater forces a character to make a Willpower test
not to lose 1d6 points of Sanity; Can use one of its HD of attack to emit a shriek capable of
deafening everyone within medium range.

What will be immediately seen when the guardian attacks are its meaty tentacles covered with
dozens of sharp toothed mouths. The creature has ten of those, and they whirl uncontrollably as
it becomes infuriated. Even though the vision of said tentacles is disturbingly enough, the true
terror lies underwater, where the body of the monster lies. Anyone who swims underwater and
tries to reach the body of the creature will see its body, which is made of hundreds of corpses
sewn together, with arms, legs and appendages moving randomly. The creatures many eyes
gaze at the person with an anguished look.

11. Waterfall Entrance

One of the small canals that run through Old Mezzanthia and that turns into open sewage
comes from a small waterfall in a low hill where the ruins of an old abandoned tower lie.
Characters that are familiar with Old Mezzanthia and its many ruins and catacombs might know
about this ruin and the rumor that a great evil sleeps underneath it (the guardian from entry 10).
Some of the kids in the poor parts of the city sometimes find coins and antique pieces they sell
to curious collector and merchants in the channel, but some of them have gone missing when
they explore inside the cave the water comes from. To enter here, the party will have to climb
the wet stones, which won’t be so easy (Difficulty 5). Failure could mean some bad bruises
(1d6+1 points of damage) and alerting the inhabitants to their presence.
Here dwells a small family of deformed mutants contaminated by the corrupting sorcery of
Tuhan, buried there for many centuries. They are very territorial and mostly eat fish from the
river, but are not opposed to add human flesh to their diet, if it’s readily and easily available.
They all wear ragged clothes stolen from nearby buildings and houses, but they smell of vomit,
urine and feces. Their reaction roll is made with a Negative Die unless players present them
with something to eat or something shiny to draw their attention.

This small natural cave has many stalactites and stalagmites formed from the constant dripping,
and the underground river almost cuts it in two perfect halves. People on the river would be at a
real disadvantage if combat ensued against others above.

Deformed Mutants (1d6+2) HD: 2


Special Abilities: Can climb walls easily as part of their movement; If jumping on another from
above, they gain a Positive Die to their attack rolls.

13. Narrow Passage in the Wall


In the cavern of the cold pool (entry 8), someone looking closely for something in the north wall
will find a narrow passage opened naturally by what seems to be a recent tremor. Characters
carrying more equipment than their Physique score won’t be able to fit in through the passage,
and those with less than that will still move slowly through it.

The passage is filled with spider webs, small centipedes, and other vermin. Characters
squeezing through it must make a Luck Roll to avoid being stung by some of them and suffer
from a Negative Die for all actions for 1d6 turns afterwards, as the pain aches all over their
body.

The passage will lead them all the way to The Library (entry XX), right behind one of the stone
bookcases filled with ancient and fragile tomes. If they want to enter this way, they may have to
knock the books over, possibly damaging them. If they do this, reduce the number of possible
useful books they find in the Library by 1d6.

14. Hall of Mirrors


The Brides of Tuhan were extremely proud of their cultivated beauty and lavish dresses that
they used their powers to create. This circular room is adorned with many mirrors of different
shapes and sizes over the walls, and a gigantic mirror-like surface in the ceiling. Bringing light
in this room will make it reflect all over the mirrors and, somehow, amplify its brightness,
possibly temporarily blinding anyone not covering their eyes (if carrying more light than that
provided by one single torch, everyone in the room must make an Agility test to cover their eyes
in time or be blind for 1d6 turns after they cover it or turn off the lights).

Without any source of light, a secret will be revealed. Anyone in the room will notice that a faint
light will be emanating from the great circular mirror on the ceiling. For some unknown reason,
only people with Zartarian blood on their veins will be reflected on the image it portrays.
Investigating the mirror closely (which will require some way to be lifted up), a character who
knows the ancient language of Zartar can make an Intellect test to decipher the runes inscribed
all over the borders of the mirror, which says the following: “Look deeper than mortal eyes can
show, and the mirror will show you the truth when you cannot see it.”

Characters who stare at the mirror intensely and then close their eyes in an effort to “see the
truth” will receive a vision. The nature of the vision will vary depending on whether they manage
to focus their minds or not with a Difficulty 3 Willpower test. Those that are successful will see
scenes of Tuhan’s great conquests in the old Empire of Zartar very briefly, leading up to the
great war between the many Sorcerer-Kings and the construction of this tomb where he, his
three brides, and his slaves were entombed. One of them, a woman with full hair, dark skin and
bright eyes seem to be able to see you, and hands you a silver amulet in the shape of a beetle.
Before you can get it though, the three brides of Tuhan pull her down, and step on her body.

Those who fail, however, will see much more sinister scenes. They will see the same scenes of
conquest of Tuhan and the construction of the tomb, however the scenes will be darker and
more blood will fall from victims. They will also enter the tomb with them and once inside will see
the brides, Tuhan, and the slaves attacking them. At this moment, describe how these creatures
are coming to attack them and let them react. They will be attacking their own companions, and
the Referee may hide this in the beginning but once they score a hit, the other players will know
for sure. They can make the illusion go away by knocking the character down, or appealing to
his senses, which will require 3 successive Willpower tests by the character being affected.

The other mirrors in the room are mostly common, although very well made and adorned with
gold, silver, and precious gems. They can be sold for a lot of Coins, but are very fragile. Each
of them count as 3 items for Encumbrance purposes, but any damage the characters take (that
could reasonably break them) will force a Luck Roll to see if they broke the mirror and took an
additional 1d3 points of damage.

Referees could, of course, include more magical mirrors in the room, as Tuhan’s Brides are
competent sorcerers in their own right. Mirrors that create clones, open portals, show true
forms, answer questions, imprison onlookers … Who knows?

15. Tomb of the Three Brides


The narrow corridor leads to this more spacious room, with a life-sized statue of three beautiful
women wearing veils, posing with their favorite possessions. The one on the left, with long
straight hair, is holding a large hand mirror. The one in the middle is holding a harp and has
curly short hair, and the one on the right has wavy long hair and is holding a scythe.

At the back of the room there are three archways leading to smaller crypts, where the corpses
of the Brides have been mummified under a sarcophagus decorated with jewels and gold. An
eerie aura hangs on these rooms, and the character can feel a chill crawling on their skin.

There is a secret passage under the statue, which can be revealed if someone turns the scythe
on the hands of the bride on the right of the other two. It will slide to the side revealing a narrow
set of stairs leading to an underground corridor.
15A. Tazz’Anar’s Crypt
The archway on the left leads to a small crypt with a lavishly decorated sarcophagus in the
center. The walls are decorated with surprisingly preserved paintings, mirrors, and luxurious
clothing. These items taken to the city could be sold for the right buyer for up to 3d6 Treasure
Points together.

The sarcophagus is made of stone, painted with a layer of gold and silver, decorated with gems
and jewels. Scraping it for treasure can take quite a while (1d3 turns) and will make noise
unless robbers take twice as long to do it. To open it, PCs will need a crowbar and a Physique
Score of at least 12, or a combined score of 20. Inside they will see the mummified remains of a
woman wearing a purple dress with gold threads, necklaces of gold and gems, as well as a
small crown (each piece worth 1d6+1 Treasure Points). She has her arms crossed over her
chest, holding a golden mirror on her right hand. A veil covers her body, but people can see
through it.

The corpse lying in the sarcophagus is Tazz’Anar, the most vain wife Tuhan ever had. She
won’t rise unless a mirrored surface reflects her face. Thus, the Referee should use his best
judgment to decide if a reflective surface is brought within her sight (a metal shield for example,
or if they take the mirror from her hand), and could ask for a Luck Roll to determine if her face is
reflected or not. If players avoid this circumstance, they can loot this crypt clean without much
problem (aside from a possible random encounter as this can take a few turns).

Tazz’Anar HD: 4
Special Abilities: Can create up to 4 reflections of herself to confuse others, forcing them to
succeed at an Intellect test to attack the real wife; 2 attacks per round; Half damage from
mundane sources; If all mirrors within sight are shattered she gains a Negative Die to all tests
and can be damaged by mundane attacks normally.

15B. Ebonearez
The crypt in the middle is a little larger than the other two. The walls of the crypt have many
tablets with inscriptions that resemble music sheets, as well as ancient musical instruments
made by very talented artisans, which could be restored and be sold for 1d6 Treasure Points
each (there are 2d6 of them, but each count as 2 items for the sake of encumbrance).

The sarcophagus is also made of stone, but the lid is shattered, and can be easily removed by
anyone slowing picking them up. Inside, the corpse of a slim tall woman with white curly hair is
surprisingly preserved. She wears a very revealing black silk dress and holds a silvery harp (10
Treasure Points) over her chest. Besides a pair of earrings and a silver necklace with a note
shaped amulet, she wears no other jewelry. She will only get up if someone plays any
instrument near her or if they try to take the silver harp from her (Difficulty 3 Physique test).

If she rises from the sarcophagus she will first analyze the musical ability of the characters
playing the instruments. If they stop playing these, Ebonearez will demand they play a song. If
they refuse, she will attack. If they comply, they must pass on an Intellect test. If they are
successful, they let them go with the instruments they played (but not others, nor the harp). If
they fail to please her, she attacks. She will also attack anyone who tries to steal her beloved
harp.

Ebonearez HD: 4
Special Abilities: Has 2 actions per round; Can cast the following spells with an Intellect score of
14: False Friendship, Song of Seduction, Confusion, and Arcane Blast; Half damage from
mundane sources.

15C. Eazectrass
The archway to the right leads to another small crypt with a sarcophagus in the middle. This
one, however, is decorated with hundreds of skeletons, skulls and bones. A small number of
skulls and other bones are covered with gold (2d10 of them, worth 1 Treasure Point each),
portraying a sinister scene when the characters come inside with their torches, as shining
specters of death stare into them.

The sarcophagus is also decorated with bones and looks like a sinister demon with a protruding
skeleton. The lid on this sarcophagus is strangely heavier than the other two, needing a
combined score of 60 Physique to open (up to 6 people can help push it to the side). Inside they
will find the skeleton and the putrefied remains of white haired woman. She holds a hafted
scythe, and a red spark in her eyes lights up as the lid falls to the ground.

Eazectrass was Tuhan’s executioner and will look into each character’s soul to see any taint left
by their past lives. When she does that, every character must make a Luck Roll. Unlucky ones
will have a taint and will feel a strong sentiment of shame and regret. Eazectrass will then
launch her attacks, focusing on these characters. If no one has a taint, she will try to leave the
tomb to judge the infidels of Mezzanthia.

Eazectrass HD: 4
Special Abilities: Has 2 actions per round; Characters with a taint provide a Positive Die to her
attacks; Her attacks ignore any DR from armor; Half damage from mundane sources.

17. Slave Tunnels


Under the statues of the three brides, a set of narrow crude stairs lead to a cramped tunnel. The
tunnel is narrow and has a low ceiling, being quite claustrophobic to walk through, having mold,
vermin, and dark water puddles on the ground. Progress is slow, and weapons of medium and
large sizes are wielded with a Negative Die inside it.

In the middle of the tunnel the characters will see the skeleton of a woman, still with long
strands of black dried hair and clutching an amulet on its neck. In order to take the amulet, one
will have to break the bones on the skeleton’s hands. If taken from the skeleton, characters will
see the amulet is made of silver, and roughly shaped like a beetle (worth 2 Treasure Points).
However, if they do that, the ghost of the woman will appear to test them.

Ghost of Thea HD: 2


Special Abilities: Immaterial (immune to physical attacks); Forces living beings within medium
range to make a Willpower test to avoid becoming frightened and receiving a Negative Die for
all actions as long as they can see her; Attacks drain 1d6 points of Physique instead of dealing
damage.

Thea will initially ask them what are they doing in the tomb and why are they taking the amulet.
She will try to enlist the characters in her vengeance against Tuhan. If they show any indication
of possibly aligning themselves with the Sorcerer-King, Thea will attack them and try to take her
amulet back at all costs.

Convinced that the PCs are in fact allies in her battle against Tuhan and his brides, Thea will
touch the amulet and it will start shedding a fait white light. She will tell that as long as this light
is shining, the evil its light rays touch will be weakened, giving them the chance to strike them
down once and for all. She will lose much of her strength doing that, and will only be able to
guide them for 1d6 turn before disappearing forever. She urges them to slay the Sorcerer-King,
lest he returns the world to an age of strife and shadow. The amulet will only function while the
PCs are in the tomb. Once they leave, it will lose its light and will not work again.

The corridor ends in a wall of stones that are partly loose. Apparently, there is no way out of the
corridor, but if someone tries to move the stone on the walls, they can reach the Labyrinthine
Stairs (19).

18. The Great Pit


This large circular room has a great pit in its middle. A set of stairs surround it and descend
about 30 feet into its interior, ending in a blood stained platform. The pit descends about another
hundred feet or so before reaching the waters below. On the walls, there are mosaics showing
images of priests offering human sacrifices to a being made of tentacles and eyes, but the
colors are almost erased and it is necessary to succeed on an Intellect test to actually see these
scenes. On one of them, the creature brings forth a black sphere and gives it to a warrior
wearing a skull helmet. In the opposite wall, a passageway leads to a wide hall.

If anyone offer a sacrifice of a living intelligent being to the creature in the pit, it will bring forth
the same gift. This black sphere is cold to the touch, and seems to contain a grey purple cloud
trapped inside it. Anyone touching it must immediately make a Luck roll. Lucky characters
attract the attention of Ogh’Oid, a supernatural entity believed to know all secrets of the
universe and will be able to strike a bargain with it to learn more spells and even gain additional
benefits (see Ogh’Oid as a Patron below). Everyone will immediately feel a strong power inside
the orb, and will enjoy a Positive Die to cast spells related to shadow and death while wielding it.
However, a roll of 19 or 20 results in a magic catastrophe, causing both corruption and
backlash automatically.

Anyone getting close to the edge of the pit will suffer from a strong sensation of vertigo and will
need to make an Intellect test or accidently fall. Those nearby can make an Agility test to catch
them, but if they fail they will fall too. Falling into the pit will inflict 5d6 points of damage, or half
as much for those that pass a Difficulty 3 Agility test, as they hit the rocks in the water.

19. Labyrinthine Stairs


The wide corridor very quickly descends into a dark set of stairs engraved with strange
geometric symbols that seems to move outside of the characters’ vision. As the party climb
down the stairs, they will each see it making various turns, going up and down, getting wider
and narrower and, each by each, their companions will get out of their sight and disappear.
At this point, each player will need to make a Difficulty 4 Willpower test. Success means they
will be able to resist the illusions and disorientating effects of Tuhan’s sorcery and will arrive at
the bottom of the stairs safely (reaching area 20 - The Library of Tomorrow).

Those that fail this test will then be taken to a demiplane constructed to imprison enemies of the
Zartarian Sorcerer-King. In a mere glance, the stairs give space to this claustrophobic maze of
blood stained stone mase with the dismembered parts of past victims pinned on the walls, which
try to reach and grab onto the characters. Some of these poor souls still haunt this dark and
sinister place and will do what they can to force the same fate upon the adventurers.

At this point, the Referee will pull off the Maze Handout and give it to each player who failed the
test. They will have a full minute each to find the exit once they start it, but there are a few rules
that need to be followed.
1. Once they put the pen or pencil tip on the paper, they cannot pull it up again, or they
suffer 1d6-1 points of damage.
2. Every time the player needs to turn back after choosing the wrong turn, they will need to
roll on the Maze’s Random Encounter table below and resolver the effects in order after
the time runs out.
3. If the player hits a wall while tracing their path they also take 1d6-1 points of damage, as
the undead parts on the walls try to grab and bite them.

If the players reach the exit before 1 minute and survive the damage and the encounters, they
arrive at area 20 - The Library of Tomorrow with no further consequences. If the players take
more than one minute to reach the exit of the maze (and survive), they arrive at the same area,
but the guardian of area 21 - The False Tomb is now aware of their presence and will prepare
accordingly.

20. The Library of Tomorrow


This spacious room has several bookshelves spread through the walls and four book cases in
the middle, two to the east and two to the west. They are covered with thick layers of dust and
cobwebs are almost everywhere, some too big to be made by ordinary spiders.

On the back of the room,between two large bookshelves is an archway decorated with golden
figures painted on the stone. The figures show scenes of a strong tall man with a horned skull
with a gem instead of a head facing many different enemies, from king and queens of
civilizations long gone to mythical creatures and monsters. This passage leads to area 21 - The
False Tomb.

On the various shelves one can find books of many different subjects, but they are all from the
future and other worlds, from where Tuhan stole his knowledge and power. Many deal with
mathematics far ahead of what sages of current era are capable of understanding, science so
advanced it seems like sorcery (on which Tuhan has made several notes on the pages), biology
of alien creatures, chemistry that deals with highly unstable formulas that could be used as
powerful weapons if one could put their hands on the many reagents and anything the Referee
might want to include.

Someone looking for anything specific, like sorcery formulas and spells, would need to spend a
few hours combing through the shelves, cleaning the dust and cobwebs out of the covers and
perusing the immense volumes. Searching this way requires an Intellect test and each
successful attempt take 20 minus the rolled result in hours to find what the individual is looking
for. A failed test means the subject is not available (unless you push the roll, which could lead to
some serious complication).

There can be found a total of 8 specific pieces of information (be it spells, formulas, prophecies,
calculations) in this library. There are also 2 spells devised by Tuhan himself that can be
learned by a bold sorcerer if they dare. These must be found using the same procedure
described above, but a failure after a Pushed Roll will release these spells against the
characters (the Referee is free to be as devious as they please).

Death Dreams
The character assumes the face of Death itself, and merely looking at him can drain the soul out
of a mortal. A number of living targets up to PL who are up to PL HD who look into the caster’s
face must make an immediate Willpower test with a Difficulty equal to the PL or fall
unconscious. While unconscious, the target will see an avatar of death with a PL HD and a
number of Special Abilities equal to half the PL, which will try to kill them. If they are killed in
their dreams, they also die in real life. The dream lasts for PL turns.

Gem of Burning Light


To cast this spell, the caster must have a precious gem on its hand or body, from which they
can shoot powerful rays of energy that they use to burn their enemies. For PL rounds the caster
can shoot a ray of energy with an action and an Intellect test for a 1d3 points of damage per PL.

21. The False Tomb


In this square room of white marble floor lies a golden sarcophagus sculpted to resemble a king
lying down holding a giant serpent over his chest, with the head replaced with a horned skull.
Inside the sarcophagus, besides a mummified corpse with cheap jewels made to resemble old
masterpieces of the Zartarian Empire (2 Treasure Points), there is a rusty lever (Physique test
to move it) which will open an alcove behind the sarcophagus. Inside it, a narrow flight of stairs
lead down to area 22.

Thick cobwebs cover the room and on it and over the floor human bones in various stages of
decay can be found. Moving through the room will require the PCs to deal with the webs in
some manner. But depending how they handle this, they will alert the old Tuhan’s familiar of
their presence.

The creature is a demonic spider with two heads and with humanoid faces who guards the
resting place of its master for centuries and is quite insane. The creature will initially believe the
characters are offerings sent from Tuhan for it to feast. Depending on how the players approach
the encounter, they might discover the secret passage or it could evolve into a fight.

Arachia, Tuhan’s Familiar HD: 6


Special Abilities: Can scale walls and ceilings as a spider; can jump its full movement evn
upwards; Two attacks per round; Can spit webs that imprison targets; Can speak disturbing
truths about the character’s past forcing them to make a Willpower test or receive a Negative
Die to all rolls against it until they leave its presence.
22. Tuhan’s Tomb
The stairs behind the sarcophagus lead to pentagonal room of dark green stone, with runes and
arcane symbols engraved on the floor. The smell of rot and the cold becomes overbearing. In
the middle of the room, inside a gigantic pentagram is a throne made of obsidian bones, where
the mummified corpse of a man with a grinning skull for his head sits. He is Tuhan, the
Sorcerer-King. Cold green flames burning where the eyes should be. By his side, a great sword
made of iridescent metal and in his lap a dodecahedron the side of his fists. Around the throne
there are piles of ancient coins, gems and other valuable objects. If scooped, all these items are
worth 3d10 Treasure Points. It takes a round to gather enough items to carry (1d6 Treasure
Points).

On each corner of the room, a small platform is raised where magic circles where drawn and a
puddle of dry blood empowers the ancient spell Tuhan places there. Above them, translucent
images of tormented people float, waiting for the opportunity to share their torment with others.
They will attack when Tuhan order them to. If the blood is cleaned, however, the respective
ghost also disappears. It takes a full round to clean the blood from the circles.

Unless the characters have a way to enter unnoticed, Tuhan will greet them as his slaves,
asking if they have found “the flower”. Of the PCs give any sign they don’t know what this is
about, Tuhan will attack, accusing them of incompetence and being worthless. He does bot
tolerate lazy servants. Clever players may be able to stall him for sometime to try something
crazy and creative. Allow them. The Tormented attack at the same time as Tuhan.

Tuhan HD: 8
Special Abilities: DR: 5 (reduce by one each time one of the Tormented goes away); Can shoot
a death ray from his against anyone in front of him who fails an Agility test (damage reduced by
1 step on the standard damage table); If armed with his great sword, can deflect direct spells
aimed at him with a Resistance test.

Tormented (5) HD: 3


Special Abilities: immune to mundane damage; Instead of normal damage, can inflict 1d6 points
of damage to the victims Willpower (if it reaches zero the target becomes paralyzed with fear);
Won’t leave the tomb; Disappears if the blood in its magical circle is cleaned.

Moonblade: This great sword made of iridescent dark metal used by Tuhan is a magical artifact
of great power, forged by himself with a mineral that fell from the sky in ages past. It inflicts an
additional 1d6 points of damage (2d6+1 total) and gives a Positive Die to attack those not
aligned with the forces of Chaos. Additionally, the wielder can try to block direct spells against
them with an Agility test, as if they were resisting the spell. Using this artifact causes the wielder
to slowly be consumed by Chaos and his most egotistical desires. Every month using this
weapon the user gains 1d6 Corruption Tokens, and need to make a Willpower test with a
Difficulty equal to the total of Corruption Token accumulated. If the character fails the test, they
become a pawn in the eternal war of Chaos and Order.

Eye of Ogh’Oid: This dodecahedron with many different eyes engraved on its sides is a gift from
a chaotic entity called Ogh’Oid, known as the Thousand Eyed God. It has the power of
channeling the infinite eyes of the entity to locate and purview any place or reality. By making a
Willpower test with a varying Difficulty (1d3 for places within a month of travel, 1d6 for any place
in the continent, 2d6 for anywhere in the world and 3d6 in other planes) the user can spy what’s
happening in another location as if they were there, even moving around. However, the user
becomes unaware of their surroundings while using the artifact. Each use requires the
revelation of a secret to the alien intelligence inside the dodecahedron. Sometimes Ogh’Oid will
reveal which secret should be unveiled in the user dreams. The Referee can use this to send
them to quest aimed to further the interest of Ogh’Oid’s cult in the campaign.

The Flower
This item referred by Tuhan is a rare ruby lotus only found in the depths of the great Ungwa
Jungle in the south. A flower that only blossoms around the oldest tree in the world, the Mother
Tree of the Ungawa people. Such flower is believed to be infused with the power of life, pure
from any influence from the corruption of the Abyss. The efforts of Tuhan have failed to keep
him with the vitality he deemed necessary to rule eternally, and The Flower was his last hope.
The exact power and location of The Flower is left open for the Referee to determine according
to the needs of their campaign. This could lead to further adventures and could even inspire a
campaign arc.

Concluding the Adventure


The Tomb of the Deathless King does not have a predetermined ending. The characters might
come to this place for many different reasons and may decide to leave it in different moments
too, if they get the opportunity to choose. There is quite a good amount of treasure and even a
few magical artifacts in there before Tuhan is even encountered. But if Tuhan is not dealt with
and the tombs entrance is broken, it’s shambling corpse might venture out and try to recover
what it once had. He will wait a few days after the tomb has been violent to regain some of his
strength before going after his lost relics to accomplish his goals. The PCs might encounter the
Sorcerer-Kings again in future adventures.

If the PCs just gather a few pieces of treasure, especially those from the former wives of the
despot, he might come after them in the future. It might be his intention to use The Flower to
bring them back as his lieutenants. Or, who knows, he might use his sorcery to turn those who
possess his wive’s artifacts into his past lovers.

The artifacts in the tomb have in game hooks that can develop in future quests and situations to
be explored by the Referee. Their use and implications will drive the game inevitably to some
new point and that’s intentional. The adventure never really ends.

All in all, the Referee should just keep their eyes open for possible consequences and
developments according to the actions of the PCs and the circumstances in the campaign.
Depending on how the characters got to the tomb, a group of thieves might be waiting for them
once they get out of there (it’s probably easier to rob them now that they have been beaten up
inside, right?). A Zartarian sorcerer who believes to be a descendant of Tuhan’s might look for
them if they let the word out about where they found all that treasure. There is really no reason
the adventure would just end when they leave.
Adventure: The Cult of the Devourer

In the decadent city-state of Mezzanthia, a sinister cult is terrorizing the population. Demon
faced cultists stalk the shadowy streets, taking its victims away and dragging them to a
macabre ritual in the bowels of the undercity. Under the guidance of the Famine Oracle, they
plan on bringing forth the Great Devourer and to learn from its wisdom. But a dispute in the
inner circles of the cult might bring outsiders in its path. Will the players' characters be the ones
who put an end to this sinister group?

The Cult of the Devourer is a short investigative urban adventure where the player’s characters
will have the opportunity to investigate attacks throughout the city, interact with victims,
informants and suspects, track the hideout of the cultists and evaluate their chances in facing
what lies below the filthy streets of the greatest city of Anttelius.

It is an adventure appropriate for 3-6 first level characters, but can work well with characters
with 1 or 2 levels above as well.

Background

Recently, a young haughty Elean noble discovered ancient scriptures describing the practices of
a demon worshiping cult of Ancient Zartar called the Cult of the Devourer. Recruiting some his
most depraved fellow Eleans and using the influence he had within the city, they captured their
first victims and dragged them to the site of the old cult under the city streets. As the blessings
of the Devourer began to appear, word of the cult spread through the nobility and more
members came. Now, the Cult of the Devourer is back and is highly influential on Mezzanthia.
However, when a dispute of power outside the cult made the young leader, now called the
Famine Oracle, choose the next victim of the ritual sacrifice to be a rival noble's daughter, things
started to get out of control.

Blessings of the Devourer


Members of the cult that participates in the cannibalistic rituals receive demonic blessings, such
as improved strength, augmented senses, regenerative powers and other sensations that bring
pleasure and a sense of superiority to the cultist’s mind.
Getting the Characters Involved

PCs can get involved in a variety of ways.

If this adventure is being used in an ongoing campaign. the referee can incorporate the cult
gradually in the campaign. Initially only as a rumor, when an unknown poor bastard goes
missing and the tales of daemonic man eaters crawling in the shadows of the night star to
spread. But as the campaign progresses, disappearances turn into sinister attacks and the
myths about the man eating demons becomes well known. Only a few sages know that these
must be deplorable cultists of a cannibalistic sort. In an ongoing campaign, we suggest the
following hooks to get the characters involved.

1d6 Hooks for Ongoing Campaigns

1 A friend or ally of the PCs is taken by the cultists, and they find signs of a battle and
a trail of blood leading to a passage to the underground of Mezzanthia.

2 A friend or an ally of the PCs asks for their help as a beloved one was taken by the
cultists.

3 A noble friend or ally of the characters reports on the strange activities of his fellow
nobles involved in the cult, asking the PCs to investigate.

4 A member of the guard who have the PCs in good regard come to them asking for
help. The commander is ignoring the disappearances, claiming it's just gang
fighting.

5 Searching for a way to cure a terrible plague, the PCs stumble upon a passage that
mentions the rituals of an ancient cult in Mezzanthis that could cure any maladies
affecting mortals. The ritual, however, could only be found in the decrepit tomes of
the sinister Cult of the Devourer.

6 In their dreams, PCs start to see the image of a large humanoid creature with a
huge maw in their chest, calling them to fulfill their destiny, to either ascend to
godhood or become the food of the gods in their holy banquet.

However, for one shots and starting campaigns, integrating the PCs and getting them hooked
on this adventure might require a little more work on the part of the Referee. The following
hooks might be useful to these situations.
1d6 Hooks for One-Shot Games

1 After a night of drinking on the Bloody Octopus tavern in the docks, the PCs hear
screaming from the back alley. When they go there to investigate, they see a group
of five robbed individuals wearing demon masks attacking the young son of the
tavern keeper. Some will stay behind to fight the PCs while others will try to run with
the boy to the nearest sewer entrance.

2 After hearing from previous exploits of the PCs, one of the cult’s members, who is
being threatened by the Famine Oracle, looks for them for help. The cult plans on
taking his young son next. He offers a substantial reward in exchange for help.

3 They hear a “crazy” priest of the old gods claiming that the devourer demons have
awaken and the time of the men of living flesh is at the end. He has visions that are
surprisingly accurate about the cultists activities and in them, only the PCs can stop
the resurrection of the Devourer Prince.

4 A deformed beggar is seen with a large golden coin that seems to belong to the old
Zartarian Empire. Rumors say that he stalks the tunnels of the sewers and that he
knows passages that can lead to the ancient temples of the blasphemous gods of
the Zartarians, where much treasure still lies unmolested. He indeed knows of such
a place, and it is the very same temple the cultists have found.

5 Demonic hounds attack the PCs during a festival on the streets. The Famine Oracle
has seen them in one of their stupor visions after a great feast of flesh. They
believe the PCs are a threat to the cult and must be eliminated for the ascension of
the Great Devourer.

6 While fleeing a band of assassins sent by an enemy, the PCs stumble upon a
group of cultists carrying an unconscious victim through the sewers. The cultists
don’t say anything and try to stay out of the PCs way. Later, they may find out one
of their friends, allies or contacts were taken that very night.

Personalities Involved

There are some important personalities involved in the adventure, and the Referee should take
some time to understand their roles, motives and goals in the whole affair. This will help him run
the adventure as a more fluid experience, able to adapt to the players’ choice of actions and
determine how each of them react, instead of just relying on a scripted set of events. This will
make the game more interesting to everyone and is very important in an investigative
adventure.

Famine Oracle (cult leader): They are the cult leader. No one remembers their real name,
however, or they made them forget. They were an Elean noble who under the dreams of lotus
had a vision and found the temple and the scriptures of the Devourer. Now they are the oracle
of the Devourer Prince, and receives most of their blessings. Their body also carries a
manifestation of the demon they worships as a daemonic face on their chest. They desire to be
important, to be the center of attention, to rule over others and to strike fear in their enemies.
The cult gives this to them, and they are thankful for that. They are a fanatic. The use the cult’s
power and influence to benefit their allies and attack their rivals.

Horealtis (regretful cultist): He is an older Elean noble, attracted to the cult’s promises of
youth, power and eternal life. He is a coward and fears for his life, and after a dispute with the
Famine Oracle regarding commercial issues outside the cult, he now fears for the life of his son.
If he sees that someone, possible the party, can take out the Famine Oracle, he will try to send
secret messages to them and help them kill his superior. He will then try to reestablish the cult
as the new leader.

Gho (deformed beggar): A mutant, a low-life, a stalker, a hoarder. He walks on the dark
streets of Mezzanthia, begging for coin, observing, taking notice, stealing things. His face is a
deformed mass of flash, with eyes in strange places and a mouth that never seems to close. He
knows the ins and outs of the sewers and the undercity. He knows where the cultists are
gathering. He can help the party. But he wants to be paid. He desires pleasure, luxury, love. If
treated poorly, however, Gho will try to lead the character to a location near the temple used by
the cultists, but which is inhabited by a ravenous ancient beast, The Thing from the Deep, who
will surely try to devour the adventurers.

Fyandar (Rumanic Thug): Originally from the cold north, Fyandar has already found his place
in the unscrupulous city of Mezzanthia. This large and corpulent mercenary is a bully, and will
do anything if the price is right. If the party actions gets noticed by the noble cultists, Fyandar
will be paid to discourage the group from taking further actions regarding the cult. And he will
bring his buddies with him.

Tharis (uncorrupted guard): An old and tired guard that has been demoted over the years for
not complying with the corrupt ways of his superiors. With tired eyes and scars, he patrols the
docks almost alone, with the company of his loyal dog, named Arrow. He trusts no one, and
always assume second motives. He may help the PCs if they demonstrate a real desire to stop
the cultists.
Azarah (corrupt sentinel commander): Azara is a Elean noble that took command of the
Sentinels after the last Overlord took control of Mezzanthia. She is a tall black woman with long
trances and obsessive unblinking eyes. She is not part of the cult, but is on their payroll. She
desires money and influence and enjoys having power over people. If players call too much
attention to themselves, she might interfere and try to frame for some crime or arrest them for
vandalism, assault or public offense or something similar.

Inerae (revengeful parent): Inerae is desperate. Her daughter was taken by the cultist two
moons ago and she gave up on the sentinels. She decided to take the matter into her own
hands. This short and stocky woman took the sword and leather armor that her deceased father
used when he served the sentinels and now spend her nights looking for the cultists, trying to
find out what happened to her daughter. If she sees the PCs as possible allies, she will seek
them out and share what she knows. She also knows the families of other victims and can take
the PCs to them.

Locations

The adventure takes place in Mezzanthia, a decadent city-state with corrupt nobles, criminal
guilds, a score of bandits and ne'er do wells in search for a good opportunity to earn some coins
and all sorts of intrigue and mystery. Referees can easily adapt the adventure to other cities in
their own campaign that fits this kind of decadent place.

The places described below are the focus of the events and their descriptions provide the
Referee with enough information to set the tone and help conduct game play. Each description
also comes with a small d6 table of possible scenes to describe to the players when they arrive
at the location. Other locations can be created as needed by the referee, and a safe haven may
be reached if the players work on their connection with Gho, Tharis or Inerae.

Palace of Pleasures: This is a private pleasure house frequented mostly by Elean nobles,
including the cultists, who dominate the place. It is located on the city’s inner circle and, usually,
only Eleans and their servants are allowed to enter this district (so the party will have to be
creative to have access to this place). The cultists gather here to indulge themselves with wine
and carnal pleasures of every kind while discussing their superiority over the lesser inhabitants
of the world. The place also has a passage to the undercity and the tunnels that lead to the
Temple of Hunger, where the proper cult’s rituals take place. It has large halls and baths where
most people are naked and wearing masks, except the servants, who wear simple togas. The
smell of cinnamon permeates the place and a constant cloud of steam covers the vision. The
place is guarded by Sentinels under the command of Azarah. PCs may obtain information and
clues about the cultists in this place.
1d6 Scenes in the Palace of Pleasures

1 A great banquet of raw and bloody meat. Rivulets of blood cover the floor and naked
nobles indulge themselves with this meat as if this was a delicious feast.

2 A great orgy, involving all types of people, from young adults to seniors, all giving pleasure
to Elean nobles. They all seem drugged and lacking judgment.

3 A night of sodomy and masochism, with Eleans inflicting pleasuring pain to their peers.
They wear masks and accessories of leather and metal, yielding daggers, whips and
instruments of torture.

4 A night of brawls, when nobles fight each other in a ritualistic way. They take pleasure in
inflicting pain and being hurt by their own fists.

5 In circles of many different sizes, nobles sit together and drink hallucinogenic teas, made of
the roots of a rare flower from the east and narrate their crazy dreams to one another.
Occasionally, things get a little more agitated when one of them has a violent and vivid
nightmare.

6 The place is almost deserted, save for a single corpse of a pale Elean in one of the bath
halls. His corpse is facing up, his nose is bleeding and across his chest is drawn with his
blood the face of a demonic hound. A few moments later, the PCs hear the noise of armed
sentinels coming in.

The Temple of Hunger: The cultists main center of operations. This ruined temple is located
underground, in the undercity, on top of a small island in a dark underground lake of sewage.
Surrounded by flooded terrain filled with rocks and rubble of tumbled buildings, the temple resembles a
small cathedral, with gargoyles of large fanged hounds and rotten vegetation covering most of the walls.
Blood stains cover the walls and a smell of death permeates the air. At the center of the temple lies a
great pit, where the cult’s victims are hanged and then thrown inside. Religious artifacts and offerings
are scattered everywhere, some of which could be very valuable if offered to the right buyer (Around
2d6 objects valuing 1d6-1 Treasure Points each).

1d6 Scenes in the Temple of Hunger

1 Cultists arranging naked bodies in a great circle around the pit, and chanting in guttural
voices.

2 Skinned human bodies of various types hang from the walls while the cultists eat their
flesh and the Famine Oracle makes a daemonic sermon about their superiority and right to
prey on the lesser.

3 The cultists surround a victim in a large circle, where he is fighting two large hounds that
seem to be cruelly playing with its “food”.
4 The cultists are binding a victim for an incoming ritual and sacrifice while the Famine
Oracle is meditating in contact with the Great Devourer.

5 Five large hounds that don’t seem all natural are gnawing on human bones around the
sinister cathedral. No sign of any of the cultists.

6 The party arrives at the moment a gathering of cultists is ending. Most of them are already
gone and the few remaining are under the effects of some hallucinogenic effect. The
Famine Oracle, however, is nowhere to be seen.

The Sewers: Underneath the streets of Mezzanthia lies a series of tunnels that compose the sewer
system made by the Zartarians more than a thousand years ago. It’s practically abandoned by the
currently inhabitants, and most of them do not even know it actually exists. Many of it’s maze like
tunnels have collapsed under the centuries, but there are so many of them that one could reach any
part of the City State if they knew how to navigate them. But there are some that make those moss
covered tunnels their home. Mutants and degenerates who live in the shadows of society live in the
sewers, collecting trinkets, information and secrets from the surface and from the depths of the
Undercity. But there is also other things that inhabit this forgotten part of Mezzanthia. Things left by the
Sorcerer Kings of the past. Characters who travel through these tunnels with eventually cross paths with
some of them.

1d6 Scenes in the Sewers

1 A thick layer of yellowish mucus cover the walls and ceiling of these tunnels, if searched,
the party will find large eggs with something pulsating inside of them. If opened, they
reveal the large larvae creatures with several tentacles ending in sharp toothed maws.

2 A hurried humanoid covered in rags cross the tunnels intersection ahead of you. He seems
to be muttering and talking to himself and doesn’t notice you are near. He is a mutant, and
he may know about the whereabouts of the cultists (see Gho, on Personalities Involved).

3 Painted in some walls right before an intersection of tunnels are strange symbols and the
face of a daemonic hound in a crimson paint that resembles blood. If the party follows the
symbols across the tunnels, they will find the main entrance to the Temple of Hunger.

4 The tunnel leads to a great pool of dark and stagnant water. In the middle of the poll lies a
small island with a gazebo over it. Inside it, there is a golden flower that emits a strong
pleasantly sweet perfume. This is, however, an illusion projected by an ancient and hungry
mutant fish that devours anyone that steps in the water (see the HungryIllusionist)

5 Something is seen moving under the dark water besides you. Sometimes it seems coming
from behind you, sometimes it seems coming from somewhere ahead. The longer the PCs
take to confront these creatures, the more of them will they face. It begins with 1d3 of
them, and this increases by 1d3 per turn. If it reaches 10, they attack (see Giant Leeches)
6 The party finds a small alcove covered with a rag painted to resemble stone wall. Inside,
they find a book, a key and a small bottle with a map inside it. It’s the diary of a forgotten
pirate narrating their escapades a long time ago and the map seems to indicate the
location of a hidden treasure. Is this truth? That’s for the Referee to decide.

The Docks: The old docks in the south part of the Bay of the Octopus, with crumbling building and rotten
docks. Seedy taverns surround the warehouses used by pirates, smugglers and less fortunate merchants
that can’t afford the taxes of the new docks in the north bank of the bay. These establishments are
attended by the scum of the seas, smuggler, pirates, independent merchants, thieves, and adventurers
searching for job opportunities and rumors from all around the world of Anttelius. Alleys riddle this part
of the City-State and the Sentinels avoid the old docks, leaving the criminals and the gangs to
themselves. The Cult of the Devourer has some of those in their payroll and is used to capturing their
next victims here.

1d4 Scenes in the Old Docks

1 A group of thugs carrying bats, looking for someone to prey on. They push people out of
their way, take stuff from their hands and act like they own the place. If the players look
too much into their direction, they will pick a fight.

2 A group of merchants stuffing stolen jewels in barrels of fish, before carrying them to the
docks. They look into your eyes and say “You saw nothing!”.

3 Drunk people singing in the streets,carrying flagons and bottles of wine. A thief is among
them, picking their pockets.

4 The party hears a high pitched scream coming from the alleys behind the Drunken Octopus
tavern. Cultists ambushed the tavern keeper's daughter when she was throwing the trash
away.

5 A lonely scream can be heard coming from the docks. A drunk old man comes running, his
eyes wide open. He says there are demon people under the water. Watching us. They are
coming to take this city back!

6 The tide is high with the full moon tonight. The water from the bay is almost inside the
warehouses and seedy taverns of the docks. The smell of dead fish and salt invades your
nostrils. It’s hard to shake the thought from your mind, but you are sure you see tentacles
drifting under you in the water.

The Silver Necklace: The Silver Necklace is one of the biggest jewelry stores in the Hands district,
famous for making custom jewelry for the Elean nobles and foreign nobility. The master jeweler is an
influential member of the Cult of the Devourer and every cultist wears a ring with the SN initials marked
in it, indicating it was made by the Silver Necklace. The place is very spacious, with servanta catering to
every wish of the clientele, who sits in comfortable silken pillows.

1d6 Scenes in the Silver Necklace

1 A silver masked woman almost naked, covered in what maybe hundred of jewels. She is
surrounded by dozens of servants and slaves. No one can approach her if she doesn't want
to.

2 There's an event with various naked models of both sexes parading with extravagant
jewelry. Dozens of nobles are attending, watching and bidding for the most expensive
items.

3 A small child is caught stealing a piece of jewelry from a balcony and is being taken by a
pair of sentinels to be punished. They plan to cut her right hand for the theft. The child
claims an old man forced her to do this, so he would cure the illness affecting her mother.

4 The place is closed, with sentinels guarding the front and back door. Inside, new cultists
are receiving their rings.

5 A young man from a non noble lineage comes to the store and the PCs see him being badly
treated and almost thrown out of the store by sentinels, as the staff of the Silver Necklace
pretends he doesn’t even exist.

6 A private party is happening at the store, and only clients are invited to it. Most of them
are Elean nobles, but a few wealthy merchants from other cultures are also attending. A
small show of exotic dancers will happen during the party, and one of the attendees will be
murdered.

Complications

Even with everything going on regarding the cultists, other problems can affect the adventure,
complicating the life of the PCs. This provides a sense of living setting that has its own problems
besides the ones the players are facing.

1d6 Complications

1 A plague is spreading through the city. People lie on the streets with wound ejecting yellow
mucus and begging for help. Corpse collectors using masks are collecting corpses and
burning them on the pit.

2 The Thieves Guild is facing an internal war for power. The sentinels avoid getting into the
conflict, and criminals break into combat almost anywhere. Casualties are common.

3 An ancient hatred spirit was released from its bond in the heart of the city. Small conflicts
are escalating to fights to the death. Friends are turning against the characters. An old
witch knows what's going on and how to stop this madness.

4 A great bazaar has come to the city to sell all sorts of goods, including supernatural relics.
After a few hours have passed, buyers of strange and ancient mirrors are found dead, with
their faces ripped off. A witness says the PCs did it.

5 The Overlord has ordered an increase in the taxes, and seems like the PCs are owing him a
lot of coins.

6 Earthquakes are happening every few hours. They began very softly, but are increasing
their magnitude as times goes by.

Possible Encounters

What follows are brief description of encounters that could happen during the adventure. The
goal here is to provide easy to run encounters that can inform the PCs of what’s going on and
what they could do.

Screams In City: The party is in some place dark and deserted (alleys, passing through corn
fields around the city) and they hear screams. Following the sound, they find someone being
taken by cultists (usually the same amount of characters plus 2). If interfered with, two of them
will try to escape with the victim and the rest will face the party.

You’re Messing with the Wrong People: If the party draws attention to them, the cultists will
hire Fyandar and his thugs to beat them up and warn them to leave their business alone. They
will try to get to the party in an empty and dark street and will use whatever they can to take the
PCs out. They may warn them at first, but if the party insist they won’t hesitate to attack the
characters.

The Thing in the Deep: If mistreated, Gho will lead the characters to the Temple of Hunger,
passing through the territory of an ancient terror of Zartar. He will indicate the path to the party
and vanish as soon as they get into to it. The path passes through a bog like area, with a rocks
that can be used to get through the dark stagnant water. The creature is a monstrosity of
tentacles, mouths, eyes and hunger, and will try to snatch the adventurers as soon as they enter
its territory. It will be a good idea to run from it.
I Think We Found Who is Behind the Attacks Boys: If the characters confront the nobles
publicly, they will face repercussions. Azarah, the sentinel commander, will confront the party
with a group of soldiers and will try to bully them out of investigating the cult. If that fails, she will
try to throw them in the dungeons, accusing them to be part of the cult. She will show masks
and will even have witnesses to prove her right.

The Hounds of Hell: The Famine Oracle is watching the party. He will send the Devouring
Hounds after them if they get too close. These demonic beasts will appear out of the shadows
and will devour the flesh of the PCs to get to their souls. They will attack relentless, and unless
the PCs eliminate all the shadows around them, they will keep coming. This lasts for 1d6 turns.

The Summoning: When the PCs get to the Temple of Hunger, it’s very likely that the Famine
Oracle is in contact with the Devourer daemon. If they reach the temple unnoticed, they will be
able to strike with surprise if they want to, otherwise, the daemon will send 1d6 + 1 Devouring
Hounds to help the cultists and their leader. There are usually 2d6 + 3 Cultists in the temple in
addition to the Famine Oracle.

Opponents and other Dangers


Cultists HD: 1
Special Abilities: Poisoned Daggers (Physique test or Opponents will get a Positive Die to attack
the victims).

Famine Oracle HD: 4


Special Abilitiesl: Boiling Blood attack for 2d6 points of damage; Can cast the following spells
with a Willpower of 14 - Summoning (Devouring Hounds), Fearful Phantom, and Curse of
Weakness; Their melee attacks are bites that comes from the many maws They have spread
around their deformed body, 2 Actions per round.

Devouring Hounds HD: 3


Special Abilities: Can move through shadows and will disappear if no shadows are available.

Fyanar HD: 3
Special Abilities: 2 attacks per round; Max HP.

Thugs HD: 1
Special Abilities: Can combine attacks to give Positive Die on the attacker and increase damage
one die step.

Azarah HD: 3
Special Abilities: Medium shield; DR: 2.

Sentinels Soldiers HD: 2


Special Abilities: Small shield, DR: 1.

The Thing from the Deep HD: 10


Special Abilitiesw: 10 attacks per round (1d6 damage each); Gibbering voices (Willpower test to
resist, failing means receiving a Negative Die to all actions).

Hungry Illusionist HD:5


Special Abilities: Can affect an area of Distant Range around it, creating a perfect illusion that
resembles something else (can be resisted with a Willpower test if there is a reason to be
suspecious); If the attack is a critical hit or the result is 5 or more points above the victims
Agility, the Hungry Illusionist swallows the target and it will suffer automatic damage each round
unless it escapes (damage 1 level lower on the Standard Damage Table).
Giant Leeches HD:1
Special Abilities: Once they succed with an attack, they do automatic damage the next round;
Once attached, the victim has a Negative Die to attack them.

Rumors
Smart PCs will look for information before jumping into action. They can ask around seedy
taverns, bribe sentinels, talk to the crazy old man that says doomsday is coming and things like
that. If they put some effort and creativity in their search for information, roll on the table below
to see what they find out.

d10 Rumor Heard

1 The dead from the catacombs beneath the city are waking up during the night to take the
living to their graves. (F)

2 There is a group of cannibals capturing victims to eat their flesh in some form a satanic
ritual. (T)

3 There has been a daemonic cult in the past that would capture victim and devour them in
ritualistic ceremonies using deformed hound masks. (T)

4 The Sentinels know about the cult but ignore its actions. (T)

5 There is an old crone that lives in the sewer, and she can speak to cats. They tell her what
is happening around the city. She will know where the daemons are taking their victims.
(F)

6 There is a sergeant sentinel that is trying to find who is behind the attacks. He is usually by
the Old Docks, with his dog. (T)

7 The attacks are made by noble cultists that are feeding the victims to some ancient and
terrible god. (T)

8 Beware of the shadows. From them come the Devouring Hounds that will eat your flesh
and your soul. (T)

9 Some of the daemons were seen near the lavish jewelry shop known as the silver
necklace. Maybe the next attack will happen there. (F)

10 If you stare at the face of these daemons, you will see your worst fear and be paralyzed.
(F)

Setting Notes

This adventure was written for the Sharp Swords & Sinister Spells upcoming setting called
Anttelius - A World of Warlocks and Barbarians, and a few terms might need clarification. The
adventure can and should be used with other setting without any issues and with only small
adaptations.
Mezzanthia: Mezzanthia is a large City-State, the biggest known by the PCs, with a tyrannical
and mysterious Overlord, decadent nobility, greedy merchant guilds, backstabbing Thieves
Guild, a pleasure street and all sort of things we usually expect. There are some tweaks to this,
but you can adopt your own city for those for now. The further inside the city, the richer the
people. The poor live in the outskirts, where the sentinels just patrol if needed.
Eleans: Eleans are the nobility of the city. They hail from a lineage of slaves that served the
ancient Sorcerer-Kings that ruled the world thousands of years ago, and assumed their place
once the void of their fall was available. They usually have dark skin, green or violet eyes and
curly brown hair. They have a very hedonistic way of living, indulging themselves in drugs,
orgies, wine and music. Referees may easily replace them with the decadent elite of his setting.
• Character Creation
○ Attribute Generation
○ Choosing an Archetype
§ Warrior
§ Rogue
§ Magic-User
○ Creating a Concept
§ Concept Generator
○ Creating a Complication
§ Complication Generator
○ Choosing Equipment
○ Determining other Statistics
§ Vitality
§ Sanity
§ Luck
§ Gold
○ Additional Details
§ Name and History
§ Languages Known (and Learning New Languages)
• Equipment
○ Weapons
○ Armor
○ Shields
○ Adventure Equipment
○ General Items
○ Services
○ Hirelings
○ Gold Score and Treasure Points
○ Encumbrance
○ Buying Bigger Things
• Rules of the Game
○ Core Rules
§ Attribute Test
§ Positive and Negative Dice
§ Resisted Tests
§ Pushing the Roll
§ Difficulty
§ Powerful Opponent
§ Critical Success and Fumble
§ Durability Roll
§ Luck Roll
○ Using the Character's Concept
○ Using the Character’s Complication
○ When to Roll Dice
○ Social and Intellectual Challenges
§ Languages and Communication
○ Action and Scene Resolution
○ NPCs in action
○ Measuring Distance
○ Measuring Time
○ Journeys
§ On Land
§ On the Seas
○ Sanity and Madness
○ Character Advancement
§ Learning New Abilities
• Combat
○ The Role of Combat in SB&CS
○ Combat Procedure
§ Determining Surprise
§ Initiative
§ Movement
§ Attacking
□ Critical Hits
□ Fumbles
□ Cover and Visibility
□ Blocking and Dodging
§ Dealing Damage
§ Non Lethal Damage
○ Healing and Resting
○ Death
○ Hazards, Dangers and other Sources of Damage
§ Falling
§ Suffocating
§ Burning
§ Freezing
§ Poison
§ Diseases
§ Vacuum
§ Darkness
• Sorcery
○ Sorcery is Chaos
○ Using Sorcery
§ Learning Spells
§ Casting Spells
□ Sharing the Cost
§ Backlash
§ Corruption
○ List of Effects
§ Effects' Names
§ New Spells
○ True Name
○ Rituals
○ True Sorcery
○ Rare Ingredients
○ True Sorcery
○ Weird Effects of Lost Tomes
○ Artifacts of Yore
• Running the Game
○ The Role of the Referee
○ 10 Characteristics of Sword & Sorcery
○ Creating Adventures
§ Choices that Matter
§ Deadly Situations
§ Don’t Prepare Stories
§ Rewards are Important
§ Failure Must be Possible
§ Make it Memorable
○ Anttelius, a World of Warlocks & Barbarians
• Bestiary
○ The Worst Enemy is Ourselves
○ Making Monsters Monstrous
○ Handling Opponents
§ Opponents' Reaction
§ Opponents' Morale
§ Random Encounters
○ Opponents Statistics
○ Powerful Opponents
○ Mobs
○ List of Opponents
• Treasury
○ Treasure as Motivation
○ Treasure Generator
○ Mundane Objects
○ Arcane Artifacts
○ Technological Artifacta
○ Assigning Treasure Points
• Adventure: The Tomb of Tuhan
• Adventure: Cult of the Devourer
• Appendix A: Adventure Idea Generator
• Appendix E: Example of Play
• Appendix F: Factions Generator
• Appendix I: Inspirational Material
• Appendix L: Location Generator
• Appendix M: Monster Generator
• Appendix N: NPC Generator
• Appendix O: Optional Rules
○ Warfare
○ Strong Beginnings
○ Positive and Negative Die with d6s
○ Attribute Generation
○ Daring Points
○ Drunken Luck
○ Rumors
○ Life Events
○ What Changed since we Left
○ Reputation
○ Twist of Fate
○ Adventuring Companion
○ Solo Heroes
○ Contacts
○ Nonhuman Characters
○ Multi-Archetype Characters
● ○ Zero Level Characters

● Hirelings and Followers


• Appendix T: Names and Titles Generator

Appendix A: Adventure Idea Generator


At the top of the Jade Tower in the Citadel of the Eyeless Visions, the Blind Prophet sees it all.
The past, the present and the future.

One of the most important jobs of the Referee is to create situations that allow the player
characters to have an adventure. Sharp Swords & Sinister Spells’ game mechanics focus on
simple and intuitive rules to allow Referees to create gaming content very easily and very
quickly. The game also aims to aid in the creation of actual story elements for the campaign. So
Referees can spend more time playing the actual game and less time preparing notes and
statistics.

Thus, we present this Adventure Idea Generator, which can provide Referees with a diverse
number of elements to spark their imagination with just a few d66 rolls. With it, you can
generate Goals, Locations, Antagonists, Supporting Characters, Complications and
Rewards to jump start ideas. The Referee does not need to limit themself to just one result per
element. An adventure can have multiple goals, more than one important location, two
antagonists, various supporting characters, and so on. Additionally, in parenthesis, we present a
few examples of each element to speed up adventure creation.

Adventure Goals
An adventure usually has a main goal and, sometimes, one or more minor objectives that can
motivate various types of characters. Not every pirate will be sufficiently motivated to rescue
prisoners from the local overlord’s prison just because it’s the right thing to do; they might
accept the mission if, inside the prison, they will find the valuable collection of jewelry the
warden keeps for themself.

d66 Adventure Goals

11 Attack / Kill / Scare an important person (roll a d6: 1 - A powerful sorcerer; 2 - An influential
noble; 3 - A famous (or infamous) warrior; 4 - A pirate king; 5 - A mystic monk; 6 - A cult
leader).

12 Attack / Destroy / Damage a location (roll a d6: 1 - A strategic fortification; 2 - An important


guild hall; 3 - A profane temple; 4 - A garden; 5 - An entire parallel dimension; 6 -An entire
city).

13 Attack / Destroy / Damage an object (roll a d6: 1 - A weapon; 2 - A shield; 3 - An ancient


artifact; 4 - A jewel; 5 - A plantl; 6 - A alien machine).

14 Attack / Eliminate / Incriminate an organization (roll a d6: 1 - A mercenary guild; 2 - A criminal


guild; 3 - A religious order; 4 - A noble house; 5 - A merchant guild; 6 - A secret society).

15 Attack / Kill / Exterminate a perilous monster (roll a d6: 1 - A powerful undead; 2 - A primal
animal; 3 - A Great Devouring Worm; 4 - The creation of a mad sorcerer; 5 - A creature from a
past age; 6 - A monster from another dimension).

16 Attack / Destroy / Kill something supernatural (roll a d6: 1 - A god; 2 - A powerful spirit; 3 - A
living energy; 4 - A sentient object; 5 - A psychic crystal; 6 - An alien overlord).

21 Find / Rescue / Save an important person (roll a d6: 1 - A member of a religious order; 2 - A
poor family of refugees; 3 - A lieutenant who betrayed a Overlord; 4 - A group of adventurers;
5 - A debtor who owes money to an influential individual; 6 - A group of nomads captured by
the bloodthirsty bandits).

22 Find / Locate / Recover an important resource (roll a d6: 1 - A large mineral reserve; 2 - A
ancient library; 3 - A convoy of weapons going to the barracks of an enemy overlord; 4 - A herd
of valuable animals; 5 - The convoy of food that was supposed to arrive yet disappeared; 6 -
The arcane ingredients of a sorcerer).

23 Find / Open Path / Retake an important location (roll a d6: 1 - An ancient temple; 2 - An old
ruined fortress now occupied; 3 - The legendary tomb of a Sorcerer-King; 4 - The Great Archive
of the old Zartar Empire; 5 - The secret abode of the Blind Prophet; 6 - The Demon Maw).
24 Find / Recover / Uncover an important object (roll a d6: 1 - A magic sword; 2 - A valuable
artwork; 3 - A Chaos Gem; 4 - The formula for a cure for a deadly disease, located within the
laboratory of the old Empire of Zartar; 5 - A cursed artifact; 6 - An alien technological marvel).

25 Find / Capture / Rescue an rare specimen (roll a d6: 1 - A rare bird from the cold north; 2 - A
golden fish rumored to exist only in the great Jade River; 3 - A sentient flower; 4 - The king of
the apes; 5 - A seed from the Tree of Life; 6 - A rare and valuable insect).

26 Find / Locate / collect arcane or supernatural ingredients (roll a d6: 1 - Dust of the Undead; 2 -
The Prismatic Lotus; 3 - Stardust; 4 - The dark honey of the infernal bees; 5 - A fruit from the
Tree of Life; 6 - The blood of an alien sorcerer).

31 Steal / Rob a valuable object (roll a d6: 1 - A great work of art; 2 - An ancient tome protected
by the Order of Chroniclers; 3 - A weapon of a famous king; 4 - A rare herb used in a perilous
ritual; 5 - The perfect diamond; 6 - A key).

32 Steal / Rob / Take an arcane artifact (roll a d6: 1 - The Crown of Dominance; 2 - The Star Sword
of the Void; 3 - The Mantle of Illusions; 4 - The Dodecahedron of Fate; 5 - The Flute of
Creation; 6 - The Lantern of Truth).

33 Capture / Kidnap an important person (roll a d6: 1 - The local lord; 2 - A knight of a military
order; 3 - A leader of the nomadic tribe; 4 - The leader of a cult; 5 - A pirate king; 6 - The elder
of a merchant noble house).

34 Capture / Imprison a powerful creature (roll a d6: 1 - The Spider Queen; 2 - A Great Devouring
Worm; 3 - A Chaos Lord; 4 - A Moon Ape; 5 - The Undead King; 6 - The Bird of the Lost
Paradise).

35 Steal / Extract important information (roll a d6: 1 - The location of strategic bases; 2 - The
arcane formulas of powerful spells; 3 - The identity of a mysterious individual; 4 - The Location
of treasures halls of the old Empire of Zartar; 5 - The location of a dimensional portal; 6 - A
map to a secret society headquarters).

36 Capture / Steal something strange (roll a d6: 1 - A sentient living energy entity; 2 - The life
force of a dying elf; 3 - The light of a star; 4 - The raw malevolence of the Abyss; 5 - The
consciousness of a dying sorcerer; 6 - The soul of a corrupt undead).

41 Guard / Protect / Save a community (roll a d6: 1 - A pirate’s haven in a lost island; 2 - The
burial grounds of a savage tribe; 3 - The slums on the old part of the city; 4 - The stranded
workers of an abandoned mine; 6 - A city on a world about to be destroyed).

42 Guard / Protect / Save a location (roll a d6: 1 - A former university from the time of the old
Empire of Zartar; 2 - The tomb of a God-King; 3 - The secret headquarters of a secret society; 4
- A temple of chaos cult; 5 - A military fortress in the wilderness; 6 - A secluded monastery).

43 Guard / Protect / Save an important person (roll a d6: 1 - An apprentice of religious order; 2 - A
City-State sentinel who knows too much; 3 - A member of a noble merchant house; 4 - A spy
infiltrated within a secret society; 5 - A dying sorcerer; 6 - A leader of a nomadic tribe).
44 Guard / Protect / Save a secret (roll a d6: 1 - The location of a ruined fortress; 2 - The
whereabouts of a newborn Zartarian; 3 - A secret path the Howling Mountains; 4 - The
location of the Tree of Life; 5 - The identity of an assassin; 6 - The location of a temple of a
fallen religious order).

45 Guard / Protect / Save a powerful artifact (roll a d6: 1 - The Soul Forge; 2 - The Tree of Life; 3 -
The Eye of Ogh’Oid; 4 - The Bulwark of the Storm; 5 - The Void Prison; 6 - The Amulet of
Reality Bending).

46 Guard / Protect / Save an organization (roll a d6: 1 - The Eyes of Ogh’Oid; 2 - The Sisterhood of
Death; 3 - The Silver Daggers; 4 - The Pirates of the Blood Moon; 5 - The Undesirables of the
Undercity; 6 - The Heirs of Zartar).

51 Explore / Discover / Open a new path (roll a d6: 1 - To the Forbidden Islands; 2 - To the Core of
the Anttelius; 3 - To the Shadow World; 4 - To the Dreamlands; 5 - To an ancient and
preserved city from the time of the old Empire of Zartar; 6 - To the city in the stars).

52 Explore / Discover / Map a new region (roll a d6: 1 - The lands beyond the White Walls; 2 - The
lands beyond the Eternal Sea; 3 - Inside the core of Anttelius; 4 - On another dimension; 5 -
Inside the Abyss; 6 - A domain in the Dreamlands).

53 Explore / Discover / Uncover the ruins (roll a d6: 1 - Of a fabled city; 2 - Of the palace of the
late Emperor of Zartar; 3 - Of the stronghold of a fallen dynasty; 4 - Of a temple of a fallen
Chaos cult; 5 - That are actually from the future; 6 - Buried under a sea).

54 Research / Discover / Develop a new powerful ritual (roll a d6: 1 - To go back in time; 2 - To kill
a god; 3 - To awaken a slumbering undead king; 4 - To become a demon; 5 - To resurrect a
loved one; 6 - To become immortal).

55 Explore / Discover / Map a great structure (roll a d6: 1 - The Skull Arena; 2 - The Maze of Many
Portals; 3 - The Living Pyramid; 4 - The Hive of the Crimson Mother; 5 - The Temple of the
Moon Goddesses; 6 - The City under the Sea).

56 Discover / Solve a sinister secret (roll a d6: 1 - The creation of sorcery; 2 - The opening of the
gates to the Abyss; 3 - The ritual to plant a seed of the Tree of Life; 4 - The identity of the
Overlord of Mezzanthia; 5 - The weakness of a powerful necromancer; 6 - The reincarnation of
a forgotten Chaos God).

61 Survive / Escape from a location (roll a d6: 1 - The thieves’ guild halls; 2 - Another dimension; 3
- The sewers under the City-State; 4 - The Living Maze of Flesh; 5 - The Forbidden Island; 6 -
The temple of the Sisterhood of Death).

62 Survive / Escape from a prison (roll a d6: 1 - Inside Mezzanthia’s Overlord’s dungeon; 2 - Uner
the Tower of Scrolls; 3 - The Blood Prison; 4 - Inside the Palace of the Undead King; 5 - An
ancient prison from an alien civilization; 6 - The Prismatic Maze of The Many Colored Wizard).

63 Survive / Escape persecution (roll a d6: 1 - From sentinels of the City-State Overlord; 2 - From
cultists of an evil god; 3 - From the thugs sent by a crime lord; 4 - Hired by a former ally who
became a traitor; 5 - From a religious order; 6 - Mistakenly targeting the characters).
64 Survive / Escape from a religious cult (roll a d6: 1 - Who wants to sacrifice them to their
sinister god; 2 - Who believes the characters are the chosen ones; 3 - Who worship the
inevitable death; 4 - Dedicated to eliminate the characters’ influence from existence; 5 -
Serving a alien entity; 6 - Who saw the characters in a vision, killing their patron).

65 Survive / Escape from a natural disaster (roll a d6: 1 - A tsunami; 2 - A colossal meteor; 3 - A
raging Volcano; 4 - A terrible storm; 5 - A great sinkhole opening up; 6 - A sorcery infused
hurricane).

66 Survive / Escape from supernatural threat (roll a d6: 1 - The invasion of the Abyss; 2 - The
Insatiable Devourer; 3 - The Great Devouring Worm Queen; 4 - The coming of the Undead
King; 5 - A megalomaniacal energy being from another dimension; 6 - An insane Chaos Lord).

Adventure Locations
Throughout an entire adventure, characters can come and go through many different places.
However, there will be a few of them which are really central and important to the whole
scenario. To help come up with interesting and exciting locations for the game’s adventures, the
Referee can use the table below. Each entry suggests locations that can be further developed
and adapted to many themes.

d66 Adventure’s Locations

11 Inside the ruins (roll a d6: 1 - Of a university of the old Empire of Zartar; 2 - Of a great
independent city-state from before the old Empire; 3 - Of the laboratory of a sinister Sorcerer-
King of yore; 4 - Of a military base of the old Empire of Zartar; 5 - Of a strange tower that fell
from the sky; 6 - Of the old Archives of Zartar).

12 An abandoned temple (roll a d6: 1 - Of the Death Bringer; 2 - Of the old Empire of Zartar; 3 -
From the time before the old Empire when the Chaos Lords ruled Anttelius; 4 - Of an Alien
God; 5 - Now occupied by zombies slaved by a sentient fungus; 6 - Of an a forgotten god about
to reawaken).

13 An ancient City-State (roll a d6: 1 - Of unknown design and origin; 2 - Now inhabited by
militaristic apemen; 3 - Haunted by sinister specters who suffered a great loss; 4 - With its
structure damage and about to collapse; 5 - Where a mad undead sorcerer still lives; 6 - Built
atop a chasm leading to the mythic underworld).

14 A strange tower (roll a d6: 1 - Inhabited by a glass wizard who desires flesh; 2 - That has been
occupied by chaotic wasps from the Abyss; 3 - That changes places according to the stars; 4 -
Now used as a base of smugglers; 5 - That has been occupied by a sentient alien crystal
formation; 6 - That is actually alive).

15 A tomb/mausoleum (roll a d6: 1 - Sealed with terrible sorcery; 2 - Filled with Illusions and
trickery; 3 - Where the corpse of a god is believed to be entombed; 4 - Where a secret group
of rebels are assembling; 5 - Where a necromancer came to meditate on their next actions; 6 -
Where the heart of an alien entity was hidden).
16 A fortress/castle (roll a d6: 1 - Where the inhabitants are actually invisible; 2 - With a thriving
cannibal society living underground; 3 - Where an ancient evil was imprisoned; 4 - Where a
powerful sorcerer has sought shelter from their own consciousness; 5 - Where a group of
survivors are hiding from a horde of demon pigs; 6 - Wherein lives a sentient alien fungus).

21 Lost Exotic Island (roll a d6: 1 - Hidden by the powerful sorcery of a paranoid wizard; 2 - That
has appeared out of nowhere; 3 - Which was summoned from another dimension; 4 - Which
was erased from all maps by a secret society; 5 - Inhabited by a culture deemed to be
mythical; 6 - Guarded by a great ancient sentient monster).

22 Land of Monsters (roll a d6: 1 - Island full of undead and lorded over by a Sorcerer-King turned
lich; 2 - A crater where a city of mutants was built; 3 - A underground city of lycanthropes; 4 -
A cavern complex linked to the infinite layers of the Abyss; 5 - An old laboratory where
monsters were created which is now overtaken by these creatures; 6 - The fortress of an alien
species that got stranded on Anttelius).

23 Inside the hollow of Anttelius (roll a d6: 1 - Inhabited by xenophobic albino people; 2 - Where
a great city of the old Empire of Zartar has been constructed; 3 - Where a race of primitive
insects with a hive mind live; 4 - Where a colony of worm people developed a society; 5 -
whete gigantic mountains composed of sentient psychic crystals dominate the landscape; 6 -
Where time passes by differently).

24 Distant Land (roll a d6: 1 - Where people wear masks that identify them and people without
them are considered to be hiding their identity; 2 - Where a great slave arena is set up to
appease the nobles’ whims; 3 - Where a secret society reigns with absolute power; 4 - Where
a powerful psychic monster is mind controlling everyone; 5 - Where nobles spend their days in
the stupor of rare lotus leaves; 6 - Where the people feed of flames and fear water).

25 Isolated community (roll a d6: 1 - Of fanatica dedicated to a forgotten Chaos God; 2 - Far
beyond the Howling Mountains; 3 - Where people pretend not to see outsiders; 4 - Composed
of exiled people from other cultures; 5 - That came from another plane; 6 - Which was cursed
by an age old sorcerer).

26 Forbidden place (roll a d6: 1 - Where a cult train their most deadly assassins; 2 - Where
demons live in debauchery; 3 - Where Sorcerer-Kings used to execute those who opposed
them; 4 - Where a mythical people live in luxury, fed by naive servants who believe they are
gods; 5 - Deep within the Whispering Woods; 6 - Hidden in the Desert of Purple Desolation).

31 City-State’s Museum/Hall/Arena (roll a d6: 1 - Of Forbidden Arts; 2 - Of War and Conquest; 3 -


Where a great massacre happened exactly a thousand years ago; 4 - Made of solidified blood;
5 - Where an ancient guardian chaos spirit slumbers; 6 - Where a sorcerer keep their most
precious artifacts and relics).

32 Noble’s Palace/Manor (roll a d6: 1 - With many sorcerous defenses; 2 - Guarded by Shadow
Demons; 3 - Where a secret society meets; 4 - Haunted by the ghosts of those that were
betrayed by the house; 5 - Where hundreds of bodies are hidden; 6 - Where only those of
their choosing may enter).
33 Merchant Guild Hall/Warehouse (roll a d6: 1 - Surrounded by enemy forces; 2 - Buried
beneath the debris of the Old City; 3 - Where a terrible beast is imprisoned; 4 - Guarded by a
mercenary company with no morals; 5 - Which is just a face for a chaos cult; 6 - Built atop
ancient altar to the Elder Gods).

34 Thieves/Criminal Guild Halls (roll a d6: 1 - Ruled by an amorphous gigantic fungus with psychic
powers who control the Thief King; 2 - With an almost infinite number of tunnels and
catacombs beneath it; 3 - Where two factions are currently at odds with each other; 4 - Where
the old Thieves Kings have risen from their tombs to punish the current members; 5 - Which
lies abandoned for being cursed by the Sorcerer-Kings of old Zartar; 6 - Hidden under the city).

35 *Slums of the City-State (roll a d6: 1 - Where a parallel hierarchical society has formed; 2 -
Where a group of thugs dominates everyone into submission; 3 - Where a secret passage
leads to a great garden of bones in the Undercity; 4 - Where a rebellion is brewing; 5 - Where
crime runs rampant as the authorities don’t make an effort to impose order; 6 - Where a
sinister and supernatural disease is rapidly spreading).

36 In the Sewers/Undercity (roll a d6: 1 - Where a race of xenophobic mutants live; 2 - Where
slaves are forced to work in a sinister mine; 3 - Atop a island in a dark lake where a monster
from another age awaits the time to awake; 4 - Where tunnels extand all the way to the
Hollow of Anttelius; 5 - Where the spirits of hundreds of generations still haunt their former
halls; 6 - Where a gigantic sentient mucus is growing while consuming the flesh of those are
offered to it as a sacrifice).

41 Fortress in the wild (roll a d6: 1 - Commanded by a company of depraved and cruel soldiers; 2 -
Built atop a passage to the Abyss; 3 - About to collapse due to recent tremors; 4 - From where
its entire contingent simply disappeared; 5 - Being attacked by savages under the effect of
some hallucinogenic drug; 6 - Cursed by an ancient sorcerer who now lives in the Shadow
World).

42 Small village in the wild (roll a d6: 1 - With a sinister hidden tradition; 2 - Who has demon
descendants among them; 3 - Whose inhabitants perform strange rituals they don’t really
understand; 4 - Whose inhabitants avoid a nearby location out of taboo; 5 - Built around an
ancient eroded statue; 6 - Who cultivate a strange but tasteful fruit that can’t be found
anywhere else.

43 Old mines/cavern complex (roll a d6: 1 - Where two faction of its inhabitants are battling for
control of its few resources; 2 - Where a species of giant insects controlled by an alien
intelligence is controlling people to excavate a strange artifact; 3 - Where a group of workers
was imprisoned by a cave in; 4 - Where a terrible flesh eating beast hides; 5 - Where an old
entrance to a chaos cult temple has been found; 6 - That seems to change from time to time,
as if new tunnels were formed and old ones simply disappear).

44 Wild forest/woods (roll a d6: 1 - Where a secret citadel has been constructed at its center; 2 -
Where the shadows become alive; 3 - From where a sorcerer is draining its energy to awaken
a slumbering chaos god; 4 - Where a sacred object fell from the sky; 5 - Which is alive with its
on consciousness; 6 - Where a coven of sinister witches keep their secrets).
45 Enemy’s territory/Across the border (roll a d6: 1 - In a land of demon worshipping savages; 2 -
Where a lot of innocent people have suffered; 3 - Full of treasures stolen from nearby
communities; 4 - Famous for their cruelty; 5 - Who are being helped by a false ally; 6 - Where
two lovers from both sides are hiding from their enemies).

46 Last friendly inn/waystop (roll a d6: 1 - Frequented by servants of a cruel Overlord; 2 - Where
a gambling house operates under the watchful eye of the Thieves' Guild; 3 - Built atop an
ancient dungeon where evil sorcerers were imprisoned; 4 - Used as the face for a rebellious
group undermining the domain of a local Overlord; 5 - Where a bard believed to have the
power to see the future performs; 6 - Owned by a vicious Crime Lord).

51 Sinister jungle (roll a d6: 1 - With acid pools that dissolve the flesh of living beings in a few
seconds; 2 - Ruled by a sentient giant serpent capable of using sorcerous powers; 3 - Where a
race of amphibious humanoids are enslaved to collect herbs to be used to produce powerful
drugs; 4 - With a toxic atmosphere; 5 - Inhabited by savage cannibal mutants; 6 - Where a
tower of bones is constructed).

52 A deadly desert (roll a d6: 1 - With powerful and ferocious dinosaurs; 2 - With very few natural
resources; 3 - Inhabited by cannibals with a militaristic culture; 4 - Which hides the ruins of an
advanced civilization of the past; 5 - With various tribes that fight each other for insignificant
slights; 6 - Where life and death is a matter of what color of clothing one is wearing).

53 A shadowy swamp (roll a d6: 1 - Where many sorcerers come to learn from an entity from the
Abyss; 2 - With a citadel made of jade and obsidian under the dark waters; 3 - Inhabited by the
undead soldiers of the Deathless King; 4 - Where a civilization of lizardkin has formed a
complex society; 5 - Where a corrupted alien creature dwells and is adored as a god by a chaos
cult; 6 - Where a crazy sorcerer trains for the upcoming battle they believe with define the
course of history).

54 Cold hills (roll a d6: 1 - Formed by the decaying body of a giant; 2 - That feeds on the fear of
those on its surface; 3 - Where burial mounds of an ancient civilization of warrior is located; 4 -
Where one can hear the voices of the dead echoing in the winds; 5 - From where a Merchant
Guild is extracting Blood Stones, used in the manufacturing of a powerful drug; 6 - With
thousands of tunnels and caverns underneath, all created by a colony of giant worms).

55 An imposing mountain range (roll a d6: 1 - Where the a small kingdom formed fighting the
Sorcerer-Kings of yore and now sorcery is punishable with death; 2 - Where an old giant rule
the countryside with fear and brutality; 3 - Where the wind seems to whisper secrets and
messages that drive people insane; 4 - Where tremors happen almost everyday, putting
everyone at risk; 5 - From where a warring race of underground humanoids are coming to
dominate the surface; 6 - To where refugees have fled).

56 A crater/chasm/canyon complex (roll a d6: 1 - Where the servants of a chaos god constructed
a cruel prison; 2 - Where a temple of the dead gods of Zartar has been reconstructed; 3 -
Where hundreds of people have been tied up and offered as a sacrifice to the Abyss; 4 -
Where a great treasure is hidden in the form of very life-like statues; 5 - Where a great library
containing valuable information that could be used against a powerful chaos cult is located; 6
- With entire cities abandoned and in ruins, dating back to an era before even the great Empire
of Zartar).

61 Ruins of strange construction (roll a d6: 1 - Made of a strange metal that is always cold to the
touch; 2 - Built aligned with a constellation that only appears every hundred years; 3 - Ever
engulfed in a strange fog that seems to form images of sinister grinning faces; 4 - That seem to
move to other locations every few nights; 5 - Built as if for a race two times as tall as humans;
6 - That seems to hum with power under the light of the right star).

62 Crystalline structure (roll a d6: 1 - That has been growing for thousands of years in a way that
suggests intelligence; 2 - That seems to be mimicking an ancient city that has been destroyed
thousands of years ago; 3 - Where many come to mine precious minerals from them; 4 - That
moves in strange patterns as if they are spelling out some sort of code; 5 - Crisscrossed by a
series of maze-like tunnels; 6 - That emits a soft melody at night, which echoes from miles and
miles).

63 A sorcerer’s abode/laboratory (roll a d6: 1 - Where important information regarding a ritual


can be found; 2 - Now dominated by the failed experiments of its former master; 3 - Haunted
by the spirits of the sorcerer’s enemies; 4 - That is riddled with traps and powerful illusions to
hide the sorcerer’s most precious treasure; 5 - That lies between the world of Anttelius and
the Shadow World; 6 - That makes those inside it never want to leave).

64 Another demi-plane (roll a d6: 1 - Who is an inverted copy of our reality; 2 - Where the
deepest fears of those in it manifests; 3 - Created by a Sorcerer-King of Zartar to imprison their
worst enemies; 4 - Where no one can die, but remain suffering for eternity; 5 - That slowly
convert anyone inside it into Order constructs; 6 - That is slowly desintegrating).

65 An alien location in the world (roll a d6: 1 - Where four dimensional horrors have merged into
a single monstrosity; 2 - Where a recent portal opened up, leading to a wild and virgin
universe waiting to be discovered; 3 - Where a great chaotic citadel of aliens sacrifice
thousands of victims to an entity of the Void; 4 - From where mirror beings are coming and
taking the place of individuals they kill; 5 - A temple dedicated to the multidimensional god; 6 -
Where a great space ship holds passage to many places and times).

66 An impossible location (roll a d6: 1 - A metal tower with no entrances of windows that hums
with power; 2 - A mountain in the moon touching a star; 3 - A flying pyramid that balances on
a small sphere; 4 - The source of the river that runs up the Mountain of Gods; 5 - At the palace
over the waves, formed by the lights that come from the depths of the seas; 6 - At the living
core of Anttelius).

Adventure Antagonists
Nothing motivates a group of adventurers more than a good villain. In a single adventure,
characters will probably have just one or two major opponents, who they will try to stop, or who
will try to stop them. Other opponents might be swayed to the character’s side, but these will
usually be behind them all. The table below can be used by the Referee to randomly create
antagonists for an adventure or even an entire campaign.
d66 Adventure’s Antagonists

11 A Crime Lord (roll a d6: 1 - Who controls the commerce of human organs in the city; 2 - With a
lot of favors to cash in with the local ruler; 3 - Who is allied with a sinister sorcerer; 4 - Famous
for their love of cats; 5 - Infamous for their passion for dismemberment; 6 - Who runs a ring of
slave gladiators).

12 A sinister sorcerer (roll a d6: 1 - Who feeds on the fear of their enemies; 2 - Planning to ascend
to godhood; 3 - Capable of dominating the minds of all those within their abode; 4 - That has
divided their soul into seven pieces to become immortal; 5 - With xenophobic beliefs; 6 - Who
feeds on the dreams of others and kills them in their sleep).

13 A cruel warlord (roll a d6: 1 - Who is recruiting a colossal army to exterminate an enemy
culture; 2 - Obsessed with power; 3 - Who does not take prisoners; 4 - Who discovered a
devastating weapon built thousands of years ago; 5 - Who controls a force of murderous
mutants; 6 - Who is paranoid and is pursuing enemies that are not there).

14 A bloodthirsty pirate (roll a d6: 1 - Famous for making prisoners walk the plank into the Eternal
Sea; 2 - With a savage and sadistic crew; 3 - Obsessively searching for a legendary treasure; 4 -
Infamous for their habit of skinning their enemies; 5 - Who sells prisoners to a necromancer in
the south; 6 - Fleeing from the forces of the Deathless King).

15 An influential noble (roll a d6: 1 - Who abuses their power to exploit the common folk; 2 -
Determined to please the local Overlord; 3 - With an addiction to powerful hallucinating drugs;
4 - With a sadistic servant dedicated to please them; 5 - Addicted to the pleasures of the flesh;
6 - infuriated by a non-reciprocated passion).

16 A powerful merchant (roll a d6: 1 - That sells slaves to the Overlord of a brutal City-State; 2 -
Who orders their competition killed; 3 - Selling weapons to criminals; 4 - Who controls all the
commerce in the region around the City-State; 5 - That is actually the leader of a Chaos cult; 6
- Obsessed with making others fear and respect them).

21 A religious fanatic (roll a d6: 1 - Who worships a fallen Star God from an alien civilization; 2 -
Who receives visions from the Abyss; 3 - Who worships a dimensional devourer from another
reality; 4 - Determined to resurrect a dead god; 5 - Looking for an ancient artifact; 6 -
Preparing a great sacrifice).

22 A cruel assassin (roll a d6: 1 - Hired by an old enemy; 2 - Who can assume the appearance of
anyone they kill; 3 - Specialized in the use of poisons; 4 - Who kills for pleasure and according
to a disturbed code of honor; 5 - Trying to appease the god of death; 6 - Killing anyone who
lies).

23 A sentient construct (roll a d6: 1 - Controlled by incorporeal aliens bent on exterminating all
other beings; 2 - With an intelligence corrupted by thousands of years of isolation; 3 -
Possessed by the soul of a defeated Sorcerer-King; 4 - Infected by a powerful alien virus; 5 -
Controlled by a group of acolytes of a Chaos god; 6 - Under the command of a serpentmen
sorcerer).

24 An object with an evil soul inside (roll a d6: 1 - Determined to show those flesh bags who is
really superior; 2 - Fueled by blood and fond of making humans bleed; 3 - With sorcerous
powers; 4 - With the brain of a deranged necromancer from the time of the old Empire of
Zartar; 5 - With special powers given by Chaos gods; 6 - Created by an alien warlord as the
perfect soldier).

25 A merchant guild (roll a d6: 1 - Which sells mind altering drugs; 2 - Which extorts protection
money from rivals; 3 - Which serves as the face of a Chaos cult; 4 - Which is in fact controlled
by an evil sorcerer; 5 - Which abuses its workers and kills those who cause problems; 6 - Which
sells weapons to both sides of a bloody war).

26 A chaos cult (roll a d6: 1 - Whose members transform into terrible beasts that feast on the
blood of innocents; 2 - Which have rituals involving orgies and sacrifices of still beating hearts;
3 - Lead by an undead sorcerer bent on taking the place of the Overlord of Mezzanthia; 4 -
Which believes they are the chosen ones and will survive the inevitable upcoming apocalypse;
5 - Who worship a melted crown; 6 - Whose members suffer brainwashing to believe they are
given blessings by an elder god, while actually being corrupted by Chaos).

31 Sadistic criminals (roll a d6: 1 - Who have just escaped the Blood Prison; 2 - Who steal the
body parts of their victims to sell them to necromancers; 3 - With powerful powers bestowed
by an alien entity; 4 - Who are sponsored by a noble House of a foreign culture; 5 - Who would
do anything for the proper amount of gold; 6 - Doing the dirty work of the City-State’s
Overlord).

32 The Sentinels of Mezzanthia (roll a d6: 1 - Acting against their master’s orders; 2 - Trying to
impress their superiors; 3 - Searching for a powerful artifact; 4 - Serving the interests of an
undead sorcerer; 5 - Trying to gather enough victims to perform a great sacrifice and become
leaders of a Chaos Cult; 6 - Punishing an entire community because of a single individual who
wronged them).

33 A group of bounty hunters (roll a d6: 1 - Who kill people for sport; 2 - Working for an old
enemy of the PCs; 3 - Violently searching for traitors of a local noble house; 4 - With very little
concern for innocent casualties; 5 - With an internal dispute of power; 6 - Looking for an
innocent men incriminated by a Crime Lord).

34 A group of rebels (roll a d6: 1 - That will do anything to exact their revenge against a local
leader; 2 - That have been misled by false propaganda spread by a servant of the Overlord of a
rival City-State; 3 - That has resorted to making pacts with evil entities to fight the cruel
Overlord’s forces and have been corrupted in doing so; 4 - Who sees anyone outside of their
movement as traitors; 5 - With the wrong intel, attacking the wrong targets; 6 - Driven insane
by the spell of an evil sorcerer ).

35 A group of rival adventurers (roll a d6: 1 - That have formerly been allies of the PCs; 2 - Who
would do anything to surpass the PCs’ deeds; 3 - That has allied themselves with a sadistic
Crime Lord; 4 - Hired to prevent the PCs to achieve their goal; 5 - Working for a crazy Overlord;
6 - Who would do anything for the right amount of gold).

36 A corrupt local lord (roll a d6: 1 - Who cares little for the suffering of others as long as they
receive their share of the profits; 2 - Who revels in debauchery and carnal pleasures; 3 - Who
is selling the lives of the location’s inhabitants; 4 - Who is a member of a chaos cult; 5 - That is
actually a psychic vampire feeding on their inferiors; 6 - Extorting the population under the
pressure of violence).

41 A greedy smuggler (roll a d6: 1 - Who steals resources from poor communities by force; 2 -
Bringing slaves for the local cruel Overlord; 3 - In possession of a deadly amount of
hallucinating material; 4 - Employing a bloodthirsty group of mercenaries; 5 - Who transports
deadly poison to a mad priest; 6 - Who killed and has taken the place of a former ally of the
PCs).

42 An unscrupulous alchemist (roll a d6: 1 - Who sells mind weakening drugs so the City-State’s
Overlord have an easier time controlling the population; 2 - Addicted to their own
merchandise; 3 - Who collects their debts with human organs for their preparations; 4 - Who
sells potions to improve the sorcerous powers of a Chaos cult; 5 - Who produces their
merchandise from the powdered brains of a rare species; 6 - Who kills anyone who looks at
their face).

43 A group of sages (roll a d6: 1 - Who have created conspiratory theories about another group; 2
- Controlled by a fanatic cult leader; 3 - Who use an ancient arcane artifact to summon a Void
Devourer to attack their targets; 4 - Misled to believe they are researching a ritual to banish a
powerful demon while they are not; 5 - Under the influence of a psychic monster from
another dimension; 6 - Under the control of a criminal guild with nefarious plans).

44 A company of mercenaries (roll a d6: 1 - Who was hired to kill an important figure; 2 - Who
revels in wanton destruction; 3 - Specialized in capturing rebels and those who oppose the
ruling class; 4 - Who collect debts in the form of blood for sorcerers in need; 5 - Who kill
anyone that stands in the way of their objectives; 6 - Without any qualms about using their the
aid of Chaos infused weapons).

45 A savage creature (roll a d6: 1 - Which has been infuriated by the invasion of its territory; 2 -
Which was summoned by sorcerer apprentice; 3 - Which was awoken from a deep and ancient
slumber; 4 - Which devours living creatures with a sadistic appetite; 5 - Which is being
controlled by a sadistic sorcerer; 6 - That’s only one of the many to come).

46 Chaos demons (roll a d6: 1 - Who are tricking powerful individuals to fight each other; 2 - Who
are the embodiment of hatred; 3 - Who demand a great sacrifice of hundreds of lives; 4 - Who
cannot be slain by mortal weapons; 5 - Who seduce mortals by their mere glimpse; 6 - Who
possess the bodies of mortals and are always changing their host).

51 A City-State’s Overlord (roll a d6: 1 - Bent on conquering new territory; 2 - Who has allied
themself with a Crime Lord; 3 - About to perform a ritual to improve their powers; 4 - Who has
killed the previous ruler and all their relatives; 5 - Seeking a lost artifact of the old Zartar; 6 -
Exacting revenge from the population after a rebel attack).

52 A Great Devouring Worm (roll a d6: 1 - That has been possessed by the spirit of an evil
sorcerer; 2 - Which has become sentient; 3 - About to lay eggs; 4 - Cursed to feed forever
without ever being satisfied; 5 - Eating all it can before hibernating; 6 - Who devoured an
entire inhabited city.
53 A barbaric race of humanoids (roll a d6: 1 - Who were once part of a great advanced
civilization; 2 - Who was seduced by a depraved demon; 3 - Who were corrupted as they
learned sorcery; 4 - Who were dominated by the souls of fallen enemies who made pacts with
Chaos Lords; 5 - Who are secretly worshippers of an Elder God; 6 - Who eat the flesh of their
enemies in order to absorb their strength).

54 An unknown alien creature (roll a d6: 1 - Who must occupy other species’ bodies to survive; 2 -
Who came from another dimension, fleeing a powerful nemesis; 3 - Which possesses a hive
mind and a sense of superiority and disdain for others sentients; 4 - Who can take on the
appearance of other sentients after consuming their brain; 5 - Of irrational savages who kill
other beings as itis the only thing they can do well; 6 - Created by the Zartarians and are now
returning to take over the universe as the perfect race).

55 A serpent creature (roll a d6: 1 - With the desire to take the place of a City-State’s Overlord; 2 -
Who wants revenge over the most petty reasons; 3 - Who became insane after finding an
ancient artifact; 4 - Who serves a Chaos god without question; 5 - Who found a secret weapon
from the time of the ancient races; 6 - Obsessed over the love of an individual who isn’t
interested).

56 Undead creature (roll a d6: 1 - Who was resurrected by a sinister cult; 2 - Created by the
Deathless King to spread a powerful plague; 3 - Who controls powerful sorcery; 4 - Who turns
those killed by it into other undead; 5 - Capable of draining the life force of beings around it; 6
- Who hates the living for existing).

61 A failed sorcerous experiment (roll a d6: 1 - Which created a ravenous monster with the
collective powers of several creatures; 2 - Which now mind controls the sorcerer who created
it; 3 - Which caused thousands of individuals to have their bodies taken over by supernatural
entities; 4 - That opened a portal to the depths of the Abyss; 5 - Which resurrected and
corrupted a god; 6 - That keeps growing and growing as it eats everything in its path).

62 A great ancient evil let loose (roll a d6: 1 - The anguish of millions of lives lost when the Empire
of Zartar was destroyed thousands of years ago taken physical form; 2 - The seventh son of a
seventh son of demonic sorcerer; 3 - When miners working in the Dead King’s Mountains were
forced to dig deeper than they should; 4 - And took over the minds of thousands of
individuals; 5 - Which is now gathering its own army to forge a domain of its own; 6 - Which
originated from another reality).

63 An extra dimensional entity (roll a d6: 1 - Trying to transform this reality to better please it; 2 -
Who thinks of every sentient species of this universe as little more than animals; 3 - Who was
chased out of its reality; 4 - Which has consumed everything in its dimension but is still hungry
for more; 5 - Who delights in pitting individuals who were once allies against one another; 6 -
Who can’t be killed by anything from this reality).

64 A powerful spirit (roll a d6: 1 - Who transform those touched by it into mindless zombies; 2 -
Which kills those it possesses within days; 3 - Which is actually a race of energy beings bent on
exterminating all their competition; 4 - Which has taken over the body of an influential
noble; 5 - Which was created by the gathering of negative thoughts of thousands of
individuals; 6 - Which will try to enact its vengeance against the descendants of its enemies).
65 An immortal being (roll a d6: 1 - Who has become a religious fanatic; 2 - Who is being deceived
by a Chaos demon who took the appearance of a former master; 3 - Who became insane after
losing all their apprentices in a battle against a rival immortal; 4 - Who believes the solution to
saving the universe is extinguishing sentient life; 5 - Who is in fact a doppelgänger of a true
member of an ancient religious order; 6 - Who wants to finish one last task before killing
themselves).

66 A forgotten old god (roll a d6: 1 - Who wants to test their newest creation; 2 - Who has
created a group of angel assassins with destructive spells; 3 - Who believes they are doing it all
for the greater good; 4 - Who is working being manipulated by a powerful and ancient
sorcerer; 5 - Determined to find the birthplace of their rival gods and destroy it; 6 - Who can
become a terrible and powerful creature if irritated).

Adventure’s Supporting Cast


Besides the characters and the main antagonist, there may be other important individuals or
organizations that can interfere with the players’ objectives. These individuals are not initially
opposed to or aligned with the player characters, but they can they can help or hinder the
players depending on how the party interacts with them. The Referee can use the table below
to generate a couple of supporting characters that can participate in the adventure scenario.

d66 Adventure’s Supporting Cast

11 A traveling skald (roll a d6: 1 - Who has some information related to the PCs’ objective; 2 -
Who sold information regarding the PCs to an unknown buyer; 3 - Who might know something
related to a PC’s past; 4 - Being pursued by the assassins’ guild; 5 - That seems really
interested in knowing more about one of the PCs; 6 - Who seems to be always in the wrong
place at the wrong time).

12 A bon-vivant thief (roll a d6: 1 - Who once tricked a PC into losing a lot of coins; 2 - Who has
deceived a whole community that they are someone they are not; 3 - Who is being hunted
down by an angry victim; 4 - Who is looking for an escape out of the region; 5 - Who is
impersonating an ally of the PCs; 6 - Desperately looking for a way to get some gold).

13 A noble barbarian (roll a d6: 1 - Who is looking for a way to atone for their past misdeeds; 2 -
Hired to stop the characters from doing what they want to do; 3 - Who wants to be left alone;
4 - Who has been deceived by their last allies; 5 - Who is being hunted by the local lord’s
militia; 6 - Trying to find a treasure nearby).

14 An honorable pirate (roll a d6: 1 - Infuriated after finding out someone stole their hidden
treasure; 2 - Wanted for crimes in another region; 3 - Who possesses an important object the
characters need; 4 - Looking for crew members for their next “treasure hunt”; 5 - Hunting their
old enemy that is hidden nearby; 6 - Who has lost their crew mysteriously).

15 A sorcerer (roll a d6: 1 - Looking for a lost spell book rumored to be nearby; 2 - Whose soul has
been stolen by a Chaos demon; 3 - Meditating to achieve a spiritual state to reach a star; 4 -
Waiting for the right time to perform a ritual; 5 - Exiled by their own people; 6 - Accused of a
crime they did not commit).

16 A pilgrim priest (roll a d6: 1 - Looking for a forgotten temple of an old god; 2 - Looking for the
chosen one; 3 - Who is hiding from the zealots of an enemy faith; 4 - Looking for a powerful
spirit for help; 5 - Teaching a group of acolytes; 6 - Trying to build a temple dedicated to a god
only them worship).

21 A curious scholar (roll a d6: 1 - Studying the local wild fauna; 2 - Trying to fund the ruins of an
old tower rumored to lay nearby; 3 - Who was attacked for being considered heretical; 4 -
Suffering from an ancient malady and trying to find a cure; 5 - Trying to reverse the effects of a
sorcerous curse with ancient technology; 6 - Selling old scriptures they believe to lead to
valuable treasure).

22 An errant knight (roll a d6: 1 - Looking for an individual that looks just like one of the PCs; 2 -
Who has been betrayed by their former companion; 3 - Now being hunted by their former
lord; 4 - Who is seeking the resting place of a former knight of an old order; 5 - Who has just
retired; 6 - Who has been hired to apprehend an ally of the PCs).

23 A lost traveler (roll a d6: 1 - Who has been attacked by bandits under the command of a
monster; 2 - Who came from another time and place; 3 - Whose ship has crashed on the
nearby rocks; 4 - Who unknowingly carries a very powerful and perilous arcane artifact; 5 -
Who desperately seeks to get back home to help their family; 6 - Who was fleeing from the
servants of a local Overlord).

24 A fleeing slave (roll a d6: 1 - Who stole its former master’s most precious treasure; 2 - Who
wants to get back to their family; 3 - Planning to free their former companions; 4 - Who killed
their master and is now fleeing the authorities; 5 - Being tracked down so he can lead the
authorities to more fugitives; 6 - Who has formed a band of vigilantes).

25 A local noble (roll a d6: 1 - Who thinks they are superior to any other person; 2 - With a deadly
disease they refuse to get treatment on; 3 - Convinced they have an important role to play in
the grand events to come; 4 - Who has lost its possessions and land to a group of bandits; 5 -
Trying to find the old tower of its family; 6 - Who seeks to recruit a group of adventurers for a
daring expedition into the Eternal Sea).

26 An influential guild leader (roll a d6: 1 - Who helps those in need when no one is watching; 2 -
Who runs an illegal arena of fighters; 3 - Who has contacts spread almost anywhere; 4 - Who
sells favors for those with enough coins; 5 - Who is hiding an embarrassing secret; 6 - Who
actually hates their guild members).

31 A military leader (roll a d6: 1 - Who lost its troops in a terrible battle; 2 - Who wants to bargain
with other authorities for more power; 3 - Who is starting to doubt their actions after a
terrible loss; 4 - Looking for a way to leave the ranks of their army; 5 - Who has lost their
family to the attacks of a cruel enemy; 6 - Who abuses their position to get things done).

32 A former thief (roll a d6: 1 - Who once knew how to open any safe; 2 - Who was famous for
their sharpshooter’s accuracy; 3 - Trying to get back into the life of crime; 4 - Who is being
hunted down for crimes they didn’t commit; 5 - Who has hid an artifact which can be used in
the PCs’ current mission; 6 - Who wants to do one last heist before finally retiring).

33 An opportunistic mercenary (roll a d6: 1 - Tring to find a loved one who has gone missing; 2 -
Who was incriminated by a spy in the service of a rival mercenary guild; 3 - Who has been
corrupted by sorcery; 4 - Whose former companions betrayed the mercenary guild’s leader; 5
- Who was hired to thwart the PCs plans but is open of ra counter offer; 6 - Looking for a
chaotic cult they want to join).

34 A hermit living in solitude (roll a d6: 1 - Who can see and talk to spirits; 2 - Who can divide
themself into multiple copies; 3 - Who has sorcerous powers they can’t entirely control; 4 -
Who is visited by an avatar of a forgotten god on a regular basis; 5 - Who is actually guarding a
great evil; 6 - Who hides a terrible secret).

35 An elder shaman (roll a d6: 1 - Who is actually the reincarnation of a legendary leader of their
people; 2 - Who can be useful to the PCs; 3 - Whose village is being attacked by mercenaries; 4
- Who is trying to perform a dangerous ritual to calm the spirits; 5 - Who know exactly the
spirits the PCs need to talk to; 6 - Who knows the curses affecting this area).

36 A member of a secret society (roll a d6: 1 - Who has abandoned their family; 2 - Who owes a
lot of money to some very bad people; 3 - Who is being hunted down by a Chaosdemon; 4 -
Who is easily dominated by roaming spirits; 5 - Who is almost afraid of their own shadow after
what they saw; 6 - Whose nightmares are capable of physically manifesting themselves).

41 The thieves’ guild (roll a d6: 1 - Which wants to depose the City-State’s Overlords; 2 - Which is
divided in an internal conflict for power; 3 - Whose leader is actually an undead sorcerer who
took the place of the real Thief King; 4 - Which is at war with the Assassins’ Guild; 5 - Which
had its fortune stolen by a duo of adventurers; 6 - Which, unknowingly, has a powerful device
in their personal treasury).

42 A religious order (roll a d6: 1 - Whose members has suddenly disappeared; 2 - Whose temple
contains a strange symbol etched on the pillars that attracts Chaos creatures; 3 - Which has
had their relics stolen by a local bandit; 4 - Which is searching for a legendary treasure hoard
in a nearby location; 5 - Which is waiting for the coming of a chosen one; 6 - Which has been
working for a Crime Lord for and use the religion as a face).

43 An influential guild (roll a d6: 1 - Which is using its influence to get favors from powerful
individuals; 2 - Which is hiding a terrible secret; 3 - Which has exactly what the PCs are looking
for, and can sell it; 4 - Which needs a favor from the PCs; 5 - Which is a rival of the adventure’s
antagonist; 6 - Trying to find a valuable resource nearby).

44 A well known smuggler (roll a d6: 1 - Who has infuriated many factions that have interests
near the location; 2 - Transporting a very valuable but dangerous artifact to sell to an unknown
buyer; 3 - Trying to acquire a crate of illegal drugs to sell to some sorcerer in a distant City-
State; 4 - Trying to outrun the local authorities; 5 - Trying to identify an ancient artifact they
have found in their travels; 6 - Who is known for never having lost a single cargo to the pirates
or authorities).

45 A rival adventuring party (roll a d6: 1 - Whose tactics could be very useful in an upcoming
conflict; 2 - Looking for a legendary weapon which could have turned the tide of a recent
conflict; 3 - Who has isolated themselves after a humiliating incident; 4 - Whose former allies
have turned against them; 5 - Which is famous for deeds they weren’t actually responsible for;
6 - Which has been working for is seeking the same objective as the PCs but for a different
reason).

46 A secret society (roll a d6: 1 - Which makes everyone around serve them through various
facades; 2 - Which is being weakened by a new Chaos cult; 3 - Wich believes they are cursed; 4
- Which is being hunted down by a zealous religious order; 5 - Which is being sought by an
exiled sorcerer from the east; 6 - Who wants to join the PCs in they journey for unknown
reasons).

51 A deformed mutant (roll a d6: 1 - With a fondness for antiquities; 2 - Who has their own dark
operations under the rug; 3 - Who deals with ancient artifacts on the side; 4 - Who has a ring
of arena fighting underneath their main building; 5 - Who knows every big shot around; 6 -
Who controls the commerce of slaves in the sector).

52 An ancestral humanoid (roll a d6: 1 - Who serve as a judge in the location; 2 - Who guard
sacred scriptures which might contain important information; 3 - Who is a fervent devotee to
a forbidden ancient god; 4 - Who opposes the leaders of the region; 5 - Trying to awaken their
sleeping king; 6 - Who tries to make the PCs join their cult).

53 An alien (roll a d6: 1 - Who will try to steal any valuable object they see; 2 - Who are searching
for their starship; 3 - Who are being hunted by bounty hunters; 4 - Whose starship was
apprehended by local authorities; 5 - Who are disappearing one by one; 6 - Who was sent to
spy on the PCS).

54 A forgotten god (roll a d6: 1 - Who is imprisoned inside a sealed ancient vase; 2 - Who now
keeps dividing themself into many avatars; 3 - Who wants to rebuild their cult taking over an
established faith; 4 - Who is slowly disappearing forever; 5 - Who has chosen one of the PCs as
their herald; 6 - Who has just escaped captivity by another god).

55 A primal spirit (roll a d6: 1 - Who is losing its place in Anttelius; 2 - Who is being hunted by an
evil necromancer; 3 - Looking for a fabled city rumored to exist somewhere nearby; 4 - Who
had their protected descendants captured by a mercenary company; 5 - That is suffering from
a supernatural curse; 6 - Who knows secrets that can be very helpful to the PCs).

56 An undead creature (roll a d6: 1 - Who is very spiritualized; 2 - Who is afraid of the living; 3 -
Who has domesticated very powerful creatures; 4 - Who was once a very noble and
enlightened individual but is slowly forgetting who they were; 5 - Who unknowingly built their
lair under a religious order’s sacred place; 6 - Who is an enemy of an enemy of the PCs).

61 An immortal being (roll a d6: 1 - Who is being attacked by the Deathless King’s soldiers; 2 -
Which is being infected by a powerful disease from the Abyss; 3 - Which is slowly being pulled
into the Shadow World; 4 - Whos is being pursued by a Great Devouring Worm; 5 - Who is
being persecuted by the local government; 6 - Who has been asleep for the last five hundred
years).
62 An immaterial being (roll a d6: 1 - Reminiscent from a past advanced civilization; 2 - Working
on a ritual that will allow it to take physical form; 3 - Trying to get information about the PCs; 4
- Trying to locate a gate to its former dimension; 5 - Created from the subconscious minds of
thousands of dreamers; 6 - Trying to find others like itself).

63 A magical artifact (roll a d6: 1 - Which desires to find its creator; 2 - Which has lost most of its
powers; 3 - Imbued with the spirits of a clan of sorcerers; 4 - Which can change its shape
according to its wielder's desires; 5 - Which has great powers but at greater costs; 6 - Whose
previous owner will do anything to possess it again).

64 An envoy of a god (roll a d6: 1 - Who came with a message for one of the PCs; 2 - Looking for a
lost relic; 3 - Searching for an enemy that has fled this way; 4 - Looking for the ruins of an old
temple; 5 - Who stole an artifact from a rival deity; 6 - Trying to escape their divine bond).

65 A sentient construct (roll a d6: 1 - Looking for its former master; 2 - Trying to understand its
place in the world; 3 - Trying to find a lost citadel at the center of a nearby chasm; 4 - Trying to
find the other half of the map they have gotten recently; 5 - Looking for the parts that are
missing in themselves; 6 - Which is trying to accomplish the last taks their fallen master have
given them).

66 A demon from the Abyss (roll a d6: 1 - Whose very presence is capable of making people
cower in fear and lose their sanity; 2 - Who is slowly fading away from existence; 3 - Who can
travel through different dimensions; 4 - Who is fascinated by every little detail of other
sentients’ lives; 5 - Who is trying to escape the bonds that were forged against it in the Abyss;
6 - Who considers other little more than insects but likes to play with them).

Adventure’s Complication

Most of the time, things do not go as planned. Disaster can happen at any time. A revolution
can begin while the characters are simply trying to move stolen merchandise along. An invasion
can happen right as the characters arrive to collect a bounty. You get the idea! The table below
can help Referees come up with wild ideas to make the adventurers’ lives even more
complicated and exciting. Finding the treasure of the mythical city of the Atalanrans might be
fun, but doing it at the same time as a portal to the Abyss brings in a Chaos Devourer is much
more memorable.

d66 Adventure’s Complication

11 Money problems (roll a d6: 1 - Stolen by local thieves; 2 - Coins were fake; 3 - Treasure is
slowly disappearing mysteriously; 4 - Their coins have no value in the region; 5 - Debtor wants
to collect what they’re due; 6 - They are attracting the attention of criminals of all sorts).

12 Low on resources (roll a d6: 1 - Food is scarce; 2 - Water is as valuable as gold; 3 - Location low
on breathable air; 4 - Warmth is a luxury; 5 - People in the region will kill mounts and pets for
food; 6 - Population in need of resources to please a god).
13 Characters are more vulnerable (roll a d6: 1 - Traitor leds the PCs to the wrong place; 2 - They
are weakened for some unknown reason; 3 - A curse is broadcasting their position to an
enemy; 4 - Their wounds are taking longer to heal; 5 - As their enemy has some power over
them; 6 - As an artifact is slowly draining their souls).

14 Antagonist with much more resources (roll a d6: 1 - They have enslaved a whole race of
beings; 2 -They found and looted an ancient arsenal; 3 - With the support of a local influential
organization; 4 - With the support of a large noble house from a nearby City-State; 5 - With the
support of a powerful supernatural entity; 6 - Who gets more powerful draining the life force
of the location).

15 Weapons are ineffective (roll a d6: 1 - Weapons are eroding and rotting at incredible speed; 2 -
Projectiles are deflected by an invisible force; 3 - Mundane Weapons can’t penetrate the skin
of their enemies; 4 - Weapons are melted by the enemies attacks; 5 - Weapons have been
sabotaged; 6 - Enemies have magical artifacts to protect them).

16 Using magic is more dangerous (roll a d6: 1 - Which is transforming the region in a vortex of
Chaos; 2 - Which is attracting supernatural entities; 3 - As its use is more prone to backlash and
corruption; 4 - Which is leaking perilous amounts of chaotic energies; 5 - Which makes the
locals fear and hate spellcasters; 6 - Which requires a pact to a supernatural entity to be used
properly).

21 Stolen object (roll a d6: 1 - Which has been planted in the characters’ belongings; 2 - Which
has been taken to some secret location nearby; 3 - Which the characters were looking for; 4 -
Which now is being looked for by local authorities; 5 - Someone took it from the PCs; 6 -
Which can be very dangerous in the wrong hands).

22 Problems with the autorothies (roll a d6: 1 - Ally attracted the attention of local authorities; 2 -
Incriminating the characters for a crime they didn’t commit; 3 - Making them the target of an
attack by the local Thieves’ Guild; 4 - Which made the guards confiscate important items from
the PCs; 5 - Who are in league with an enemy of the PCs; 6 - Which made people believe the
characters are some very dangerous individuals).

23 Many innocents affected (roll a d6: 1 - Who are now desperate for help; 2 - Making a direct
attack very dangerous; 3 - Causing many deaths; 4 - Which are being mind controlled to
defend their enemies; 5 - Used as human shields by the antagonist; 6 - Including loved ones of
the characters).

24 Loved one involved (roll a d6: 1 - Working with the antagonist unknowingly; 2 - Kidnapped by
someone else; 3 - Who believes it’s all a misunderstanding; 4 - Who has turned against the
characters; 5 - Who is being blackmailed; 6 - Who has been taken as hostage).

25 Rival asking for help (roll a d6: 1 - To attack a common enemy; 2 - Who is in bigger trouble
than they can handle; 3 - Now that their loved ones are in real trouble; 4 - Now that their
artifact has been taken from them; 5 - Now that they are about to die; 6 - Now that a Thieve’
King wants them dead).

26 Debt being collected (roll a d6: 1 - Very violently by the Sisterhood of Death; 2 - From a local
powerless noble; 3 - By the City-State’s Overlord; 4 - By a group of merciless bounty hunters; 5
- By an unscrupulous merchant guild of a nearby City-State; 6 - By tax collectors of the local
corrupt government).

31 Uncontrollable savages (roll a d6: 1 - Who believe others are violating sacred laws; 2 - With a
taste for flesh; 3 - Being manipulated by the antagonist; 4 - Protecting a sacred and mystical
site; 5 - Driven mad by sorcerous powers; 6 - Trying to keep their territory).

32 A furious storm (roll a d6: 1 - Making the travel treacherous; 2 - That has damaged the
characters’ reaources; 3 - Destroying everything in its path; 4 - Which locals believe to be a
sign sent from their god; 5 - Summoned by a mad hermit with sorcerous powers; 6 - Which is
the manifestation of the planet’s spirit).

33 A terrible monster on the loose (roll a d6: 1 - Which has killed hundreds of people; 2 - Set free
accidentally by careless explorers; 3 - Attacking because it is afraid; 4 - Being controlled by a
powerful sorcerer; 5 - Summoned accidentally by children; 6 - Actually protecting something
important).

34 An active volcano (roll a d6: 1 - Used as the headquarters of Chaos cultists; 2 - Expelling toxic
gasses; 3 - About to erupt; 4 - To which the natives offer constant sacrifices in appeasement; 5
- Where a sinister ritual will be performed; 6 - Where a great demon dwells).

35 Magical Catastrophe (roll a d6: 1 - Which released a growing cloud of toxic gasses; 2 - Which
created a deadly malady infecting everyone nearby; 3 - Which is transforming people into
monsters; 4 - Which opened a portal to a Chaos plane; 5 - Caused by excessive use of sorcery;
6 - Which opened a great crater where a terrible monster can now be found).

36 Perilous flora (roll a d6: 1 - Which is somehow controlled by an evil sorcerer; 2- Which makes
approaching the region very dangerous; 3 - That seems to move towards anyone nearby; 4 -
That’s closing in fast on a community and may kill everyone inside; 5 - Which seems to have an
Evil sentience; 6 - Which can take humanoid form).

41 Bandits on the way (roll a d6: 1 - To sack and plunder the inhabitants; 2 - To collect protection
money; 3 - Sent by a Crime Lord to avenge some perceived misdeed; 4 - Sent by a City-State’s
Overlord to find someone; 5 - Hired by an enemy of the characters; 6 - Coming to rob a rich
individual who lives nearby).

42 Bounty hunters interceding (roll a d6: 1 - Hired to bring the PCs for a Crime Lord; 2 - Coming to
capture a contact of the characters; 3 - Capturing anyone to sell to gladiatorial games; 4 -
Hunting a target with no regard for collateral damage; 5 - Hired by a third party to capture
innocent people to be sacrificed; 6 - Wrongly pursuing a PC).

43 Another adventure party interested (roll a d6: 1 - With the same objectives as the player
characters; 2 - With opposing goals; 3 - Just waiting for the right moment to swoop in and steal
the glory from the party; 4 - Because they have a patron who invested a lot of gold in the
situation at hand; 5 - Since they may benefit from the victory of the antagonist; 6 - Since they
heard there is some treasure to be gained from all the mess).

44 Secret Society acting up (roll a d6: 1 - Which endangers innocents; 2 - Which may need a little
help to pull a ritual off; 3 - That the characters may be screwing up; 4 - Which thinks the player
characters might be working for their enemies; 5 - Pissed off with the player characters for
screwing it all up; 6 - Which is deceiving the player characters or using them as bait).

45 Criminal organization interceding (roll a d6: 1 - As they have a lot of gold invested in the
situation; 2 - Since they want to get out of there before things blow up; 3 - As they also want
what the characters want; 4 - Determined to get the player characters to perform some
“favors” for them; 5 - Which is pissed off with the player characters for something they did in a
past adventure; 6 - Trying to find a traitor that went into hiding).

46 Local noble houses interceding (roll a d6: 1 - Since this may complicate their life; 2 - Since
someone is paying them to do so; 3 - As the proper formalities haven’t been followed; 4 -
Since the characters are acting without their grace; 5 - Trying to assure the organizations they
are aligned with will profit with any result; 6 - Trying to collect the benefits they are due
before everything blows to pieces).

51 Trap set for the PCs (roll a d6: 1 - Orchestrated by an old enemy; 2 - Set up by their nemesis; 3
- Prepared by a local Crime Lord trying to score some points with the local noble houses; 4 -
That wasn’t really meant for them; 5 - So they can be sold as slaves; 6 - With the help of
someone they trusted).

52 Someone playing for both sides (roll a d6: 1 - Selling information for anyone with the coins to
pay; 2 - Looking to ally themselves with whoever seems to be winning; 3 - Who is actually a
spy for a third party; 4 - Who is setting the whole conflict up; 5 - Who is actually a Choas
demon of discord; 6 - Who is in fact deceiving the player characters).

53 Ancient ruin is discovered (roll a d6: 1 - Full of deadly monsters that are attacking nearby
communities; 2 - Which is in fact the prison of an ancient evil; 3 - Where hundreds of decadent
albino humanoids live in fear of the outside world; 4 - Where the past inhabitants have
descended into primitive barbarism; 5 - Full of undead creatures fulfilling their master’s
desires; 6 - Which may guard an artifact of a bygone age).

54 Location is taboo for the locals (roll a d6: 1 - As it is considered evil and should not be
disturbed; 2 - As it is considered the birthplace of their god and should not be tainted by
mortals; 3 - As it has been enforced by the local City-State’s Overlord; 4 - And hides the tomb
of a powerful sorcerer; 5 - Wherein lies a great library of the past ages; 6 - This mentality has
been recently implemented by a very powerful psionic hidden nearby).

55 A conflict is happening (roll a d6: 1 - And it’s a civil war dividing the population; 2 - Between
two criminal organizations; 3 - As two captains of the local Overlord fight for influence; 4 -
Which has begun with a misunderstanding; 5 - As the population blames the wrong person for
their problems; 6 - As both sides are manipulated by the same individual).

56 Natural disaster (roll a d6: 1 - The nearest volcano is erupting; 2 - A meteor shower is about to
happen; 3 - A Great Devouring Worm is coming this way; 4 - A furious Storm which is
destroying everything in its path; 5 - An earthquake is toppling buildings and opening craters;
6 - A arcane infused hurricane destroying and mutating everything it touches).
61 The antagonist isn’t what they seem (roll a d6: 1 - As they are actually working for a greater
good; 2 - As they are actually illusions projected by a powerful psychic creature from another
plane; 3 - As this is only one of their many forms; 4 - As they are just pawns in a much bigger
board; 5 - As it turns out, they were once just like the player characters; 6 - As they are in fact
an ally who came back from the future).

62 A traitor is revealed (roll a d6: 1 - Who has been working for the enemy since the beginning; 2
- Who turned to the other side after a mistake the player characters made; 3 - Who has been
brainwashed by the enemy; 4 - Who is in fact being mind controlled; 5 - Whose family is being
used against them; 6 - Who can assume the form of anyone the characters know, including
themselves).

63 An ally becomes an enemy (roll a d6: 1 - As they feel the player characters weren’t doing
enough or what they should; 2 - As the circumstances have changed; 3 - After the player
characters screw up; 4 - As they are now being blackmailed; 5 - As they are being deceived by
a clever enemy; 6 - As sorcery takes over their mind).

64 An enemy becomes an ally (roll a d6: 1 - As they see the error of their ways; 2 - After a great
disaster; 3 - As their loved ones are affected; 4 - After a lot of gold changes hands; 5 - After a
powerful mentalist mind controls them; 6 - As the player characters have changed in their
view).

65 A powerful artifact is in action (roll a d6: 1 - Influencing the minds of everyone nearby; 2 - Who
can kill thousands with just one use; 3 - Who can turn its user immortal; 4 - Causing many
strange things to happen; 5 - Causing natural disasters; 6 - Driving sentients insane).

66 Roll twice and combine results.

Adventure’s Rewards
Everyone is looking for something, and everything has a price. Sometimes the characters will
embark on a perilous mission just because this is the right thing to do. Other times, they will
need a more “concrete” motivation, a valuable one if they can get it. The table below will
generate a variety of possible rewards that can help motivate various kinds of characters, from
noble knights of a mystical order to no good smugglers and other petty criminals.

d66 Adventure’s Rewards

11 Coins, silver and gold (roll a d6: 1 - In the form of valuable metal bars; 2 - Contained in a locked
chest with strange symbols; 3 - As long as they can sell those bizarre statuettes; 4 - Only
accepted in certain regions; 5 - That are allegedly cursed by a fallen god; 6 - Stolen from
someone else).

12 Valuable resources (roll a d6: 1 - Lots of non perishable food; 2 - Barrels of valuable spirits; 3 -
Lots of raw ore; 4 - A herd of valuable animals; 5 - That can be sold to the right buyer for a lot
but might put the PCs in jail if caught; 6 - Useless if not properly taken care of).
13 Black market asset (roll a d6: 1 - Powerful drugs that can be sold; 2 - Illegal goods in most City-
States; 3 - Very dangerous creatures; 4 - Sorcerous ingredients; 5 - Chaos Crystals; 6 - A deadly
poison).

14 Ancient art piece (roll a d6: 1 - From the time before the Empire of Zartar; 2 - Created by an
ancient civilization known for their incredible sensibilities; 3 - Statues of unreal geometry; 4 -
Paintings that show other realities; 5 - A set of song sheets that create otherworldly music; 6 -
A strange and rare alien form of art that can reach very high prices but may lead observers to a
state of complete madness).

15 Valuable information (roll a d6: 1 - Regarding the location of a very important a dangerous
manuscript; 2 - Regarding the location of very old ruins; 3 - Regarding the location of secret
buildings of a certain secret society; 4 - Regarding the location of a powerful artifact; 5 -
Related to some legendary treasure; 6 - Related to ancient practices of sorcery).

16 Arcane object (roll a d6: 1 - Which attract otherworldly beings; 2 - That makes the time pass
slowly for the wielder of the object; 3 - Improving the party’s chance of survival in hostile
environments; 4 - Making the characters’ weapons more powerful; 5 - Capable of fetching
high prices with the right sorcerer; 6 - That will attract the attention of enemy sorcerers).

21 Magic weapons (roll a d6: 1 - Branded with the sigil of an unknown Sorcerer-King of the old
Empire of Zartar; 2 - Made by an alien culture; 3 - That is linked to another weapon; 4 - That
were stolen from the halls of an ancient religious order; 5 - That have been enhanced by
demonic sorcery; 6 - Which draw a lot of attention).

22 Ancient Spellbook (roll a d6: 1 - Guarded by the sorcerer’s familiar; 2 - Made of human flesh; 3
- With a powerful curse; 4 - Written in an unknown language; 5 - Where the real spells are
hidden under a powerful illusion; 6 - That has been stolen from someone who will want it
back).

23 Alien object (roll a d6: 1 - With an insane intellect within; 2 - That change its configuration
constantly; 3 - That can lead the owner to a greater cache of treasure; 4 - That can be sold to
Zartarian fanatics for a high amount; 5 - That can grant great powers to anyone who discovers
how to operate it; 6 - Which can teleport owners to a distant location).

24 Marvelous object from ancient culture (roll a d6: 1 - That is very fragile; 2 - Which can have a
hypnotic effect on certain individuals; 3 - Which seem alive on its own; 4 - That is impossible to
reproduce now a days; 5 - With a magical gem hidden inside it; 6 - Which is actually a key to
the true treasure vault).

25 Valuable musical instrument (roll a d6: 1 - That only a few people can hear the melody from; 2
- That makes every song sound beautiful; 3 - That entrances anyone who listens to music made
with it; 4 - Which is being searched for an Overlord in a nearby City-State; 5 - In the form of an
arcane artifact; 6 - That drives those who listen to its music insane).

26 Sacred relic (roll a d6: 1 - From a now hated god of yesterday; 2 - Which contains a spark of
divine energy; 3 - Who used to belong to a Chaos cult that is now resurfacing; 4 - Which can
retrieve something the characters want; 5 - Which can fetch a high price in the markets of a
far away land; 6 - That will not leave the PCs side and will magically appear near them if they
try to get rid of it; 6 - Which can bring visions of the future to those who own it).

31 Favor from a Crime Lord (roll a d6: 1 - Who can make some inconveniences go away for the
characters; 2 - Who will provide them with illegal goods; 3 - Who can give them access to
something they couldn’t get before; 4 - Who can make problems for their enemies; 5 - Who
can put the characters in touch with someone important; 6 - Who can offer them the most
lucrative jobs).

32 Favor from a sorcerer (roll a d6: 1 - Who can perform a ritual for them; 2 - Who can teach
them a new spell; 3 - Who can open a portal to a desired destination; 4 - Who has access to
unknown knowledge; 5 - Who can alter their destiny; 6 - Who can help them contain a
powerful entity).

33 Favor from a noble house (roll a d6: 1 - Who knows how things work around here; 2 - Who has
access to some secret places the characters may want to get into; 3 - Who can speed things up
for the player characters; 4 - Who runs some shady business on the side; 5 - Who can provide
valuable objects and ingredients when needed; 6 - Who can intercede when the characters get
in trouble).

34 Favor from a secret society (roll a d6: 1 - Which will work to stop the actions of an opposing
secret society that is against the PCs; 2 - Which can provide the player characters with shelter
on their secret bases; 3 - Which can spare some resources to help the player characters; 4 -
Who will distract an enemy of the player characters while they do what they need to; 5 - Who
will intervene in their favor if they get in trouble in their domains; 6 - Who will provide them
with classified information regarding something the characters are looking for).

35 Fame among other adventurers (roll a d6: 1 - As brave adventurers; 2 - As the company who
gets it done, no matter what; 3 - And admiration from rookies; 4 - And favors from peers; 5 -
And jealousy from rivals; 6 - And infamy among a secret society).

36 Information leading to lucrative enterprises (roll a d6: 1 - In the shadowy forested hills in the
north; 2 - Assaulting a criminal organization headquarters; 3 - Recovering information from an
old set of ruins in the west; 4 - Searching for valuable resources on hostile territory; 5 - With
certain perilous patrons; 6 - In the wild islands in the Eternal Sea).

41 Location of a valuable treasure (roll a d6: 1 - In the form of a strange statue of an alien being
made of star metal; 2 - Depicted in the tattoo of a lost child they rescued; 3 - The map
consisting of a strange metal pyramid that projects a map on the floor; 4 - Which is protected
by a supernatural entity summoned by a sorcerer born thousands of years ago; 5 - Located in
another dimension; 6 - Which is already being pursued by another rival party of adventurers).

42 Location of a legendary place (roll a d6: 1 - Guarded by their sinister guardians; 2 - Where it is
rumored the Fountain of Youth is hidden; 3 - Hidden deep within an endless ravine; 4 -
Located in the outskirts of the Desert of Purple Desolation; 5 - Which consumes the life force
of anyone who enters it; 6 - In which the Soul Forge is located).

43 The weakness of a powerful individual (roll a d6: 1 - A City-State’s cruel Overlord’s weakness; 2
- Which lies outside of their own body; 3 - Which is related to a loved one; 4 - Which must be
reached by sorcery; 5 - A knowledge that can fetch a high price from the right buyer; 6 - Who
now fear the player characters).

44 The forgiveness of a slight (roll a d6: 1 - By a City-State’s Overlord; 2 - By a Crime Lord; 3 - By a


powerful noble house; 4 - Against a clan of pirates; 5 - Commited when they were drunk; 6 -
Which will allow them to acquire some really useful allies).

45 Influence over a community (roll a d6: 1 - Of primitive creatures who possess a great amount
of natural resources; 2 - Of courageous children; 3 - Of ancestral beings with advanced
technology but poor social skills; 4 - Of ragtag survivors; 5 - Of honorable but primitive
warriors; 6 - Of mutants living in an underground citadel).

46 Influence with a criminal organization (roll a d6: 1 -In charge of all contraband in a certain
region; 2 - Controlling the employment of assassins in a large portion of the realm; 3 - Who
can provide the player characters with a lot of information regarding their enemies; 4 - Which
has access to some forbidden places the characters want to get into; 5 - Who has a steady flow
of lucrative jobs; 6 - Who can put them in contact with an influential individual).

51 Noble title (roll a d6: 1 - Within a City-State’s Overlord’s domain; 2 - In a newly settled
wilderness; 3 - Which has been taken from another family; 4 - Within a distant honorable
civilization; 5 - Allowing them to gather a small army; 6 - Which entitles the player characters
to control a territory).

52 Shelter against danger (roll a d6: 1 - A secret fortress hidden out of sight by sorcery; 2 - A good
hideout against the player characters’ enemies; 3 - Where a powerful enemy can’t follow the
player characters; 4 - Inside another dimension; 5 - A place that could prove a perfect place for
a base of operations; 6 - Which is taken care of by a highly advanced alien being).

53 Criminal allies (roll a d6: 1 - Who can provide the player characters with useful information
about locations they are familiar with; 2 - Who can sell black market items to the player
characters at a discount; 3 - Who can work for them occasionally for a small percentage of the
profits; 4 - Who cover them in some troublesome situation; 5 - Who intervene in their favor if
they mess up with other criminals; 6 - Who have agents all over the region).

54 Trustworthy ally or contact (roll a d6: 1 - Who can provide them information regarding trade
convoys with valuable cargo; 2 - With access to a section of the library within the Hall of
Scrolls; 3 - Within the noble houses; 4 - Within a foreign culture; 5 - Inside a powerful
merchant guild of the region; 6 - Who works from inside the enemy lines).

55 Revelation of the truth (roll a d6: 1 - About a PC’s past; 2 - About the identity of a sinister
individual; 3 - About the true meaning of a cryptic message; 4 - About the destiny of the PCs; 5
- About a famous legend; 6 - Which can put everything in risk).

56 A powerful artifact (roll a d6: 1 - Which can help them face their enemies; 2 - Which will reveal
the truth for the player characters; 3 - Who will dissolve the illusions that surround the player
characters; 4 - With a supernatural creature imprisoned inside; 5 - That can take the player
characters to an enchanted place; 6 - Who can make someone immortal).
61 Fame amongst your people (roll a d6: 1 - As the savior of those in need; 2 - That isn’t really
true; 3 - That makes other people come to the player characters for help; 4 - As hardworking
and courageous individuals; 5 - And infamous everywhere else; 6 - That makes people give
them praise and presents).

62 A powerful ally in a religious order (roll a d6: 1 - Who can call their companions to help the
player characters when in need; 2 - Who can provide them with shelter, food and a place to
lay low; 3 - Who will search their archives for the location of treasures and sacred relics of rival
orders and forgotten religions; 4 - Who inhabits a secret temple of the order where healing
happens magically; 5 - Who can dispel curses and other sorcerous maladies; 6 - Who can use
their skills to locate powerful Chaos artifacts).

63 A lucrative contract (roll a d6: 1 - To capture bandits for a sorcerer with mysterious motives; 2
- To collect debts from perilous individuals; 3 - Transport some mysterious cargo around the
known regions; 4 - Transporting a perilous artifact to a distant City-State; 5 - With the
Deathless King; 6 - Involving the lives of numerous innocent individuals).

64 Fame and recognition(roll a d6: 1 - Which will make the character much stronger socially; 2 -
Which will grant the PCs power over a large society; 3 - Which can call the attention of the PCs
enemies; 4 - Which will make people come to PCs asking for help constantly; 5 - Which will be
viewed as a sign of weakness by other cultures; 6 - Which will put the character in an awkward
position with the local nobility).

65 Special power (roll a d6: 1 - Turning their bodies into weapons; 2 - To resist the influence of
sorcery; 3 - To resist the influence of time and age; 4 - To use a new power previously
unknown; 5 - To assume a new mystical form; 6 - To see the past and the future).

66 A domain (roll a d6: 1 - Inside a City-State’s domain; 2 - Within a neutral region; 3 - Within an
enemy’s territory; 4 - In a distant land; 5 - Neat the domains of the Deathless King; 6 - Beyond
the World Walls).

Appendix E: Example of Play


Sharp Swords & Sinister Spells has a streamlined and flexible system that is quite easy to learn
and to play with. The core mechanic of the game consists of rolling a d20 and obtaining a
number between the Difficulty of the action and the character’s Attribute. Some other minor
details and rules can change this and offer other options, but the game play is centered around
the principle and the act of roleplay.

Nonetheless, this Appendix will present an extended example of play. A transcription of a game
session where a group of players are trying to find the treasure of the legendary Ruby Citadel in
an island deep within the Blood Sea.
In this example, Rachel is the Referee, who has rolled some dice to generate an Adventure Idea
over the Appendix A tables. Anna is playing as a warrior woman from the cold north in search of
glory called Faraya. Daniel is a scoundrel raised on the streets of a City-State named Baratis.
Finally, Raphael created a shadow witch who was once a priestess of the moon called Ah’Zaris.

The session begins as Rachel narrates the events that transpired in the last time they sat down
to play.

Rachel (Referee): The last session ended as your ship was being capsized by this giant storm
that appeared out of nowhere in the Blood Sea. The air smells of ozone and and lightning can
still be seen in the horizon, but the waves are getting smaller and the sea less furious. For some
reason, the waves seem to be taking you and whatever is left of your ship to a small verdant isle
you haven’t seen in any map of the region. What do you want to do?

Anna (Faraya): Do we have all our items with us?

Rachel (Referee): Hummm… That’s a good question. Why don’t you all give me a Luck Roll. If
you fail, the result of the die is how many items you’ve lost. I will let you choose.

Not really satisfied with the answer, the players roll each one a d6. Maybe luck will smile upon
them after all. Anna and Raphael both roll under their Luck score (which is 4 at the beginning of
an adventure). Daniel, however, rolled a 5, and now must choose 5 items of his characters
sheet that was lost when they were thrown at the sea.

Daniel (Baratis): Oh great, the unlucky rogue! Five items, huh? Can my purse with coins be one
of them? And my wineskin… one of my daggers, my case of scrolls… and my pen and ink! Five!
Done.

Rachel (Referee): Okay. So what do you do? The currents are taking you closer to the island.
It’s early morning and a fog shrouds you vision, but you seem to be able to distinguish what
appears to be a small dock and a few buildings near the shore. The water is really cold and a
sickly sweet smell mixed with the smell of the sea permeates the air.

Raphael (Ah’Zaris): There isn’t much place else to go, right? I say we swim to the island.

Anna (Faraya): I agree, but we should go somewhere away from the docks we saw. Maybe a
mile or so away, so we can try to look at it from afar and assess the location and the inhabitants.

Daniel (Baratis): That’s probably smart. Let’s do that.

Rachel (Referee): Good. So you want to swim ashore but a mile away from the docks you see?
To the east or west? To the east the shore seem more rocky, and to the west it seems to
become more like a bog.
Anna (Faraya): I would go to the rocky part to the east. There is probably a higher position there
than on the bog for us to survey the dock and village.

Daniel and Raphael agree, so they swim there. The Referee doesn’t ask for a test, as the
current is helping them and the fog will do enough to keep them hidden from now. Rachel,
however, rolls for a Random Encounter, but the d6 comes up as 3, which means no surprises
for now.

Rachel (Referee): You swim for a bit and go east for about a mile. The rocky shore is pretty
steep now that you’ve come close to it and climbing it all wet and carrying gear won’t be easy.
You need a Difficulty 3 Physique or Agility test to get out of water into the rocky shore safely.

Daniel (Baratis): Well, as a scoundrel, I am used to climbing all sorts of surfaces in my less than
honorable line of work, so I get a Positive Die, right? I got a 12 and 17. My Agility is 14 so the 12
is a success!

Anna (Faraya): Okay… I am a warrior woman from the cold north. I am pretty confident in that
cold and hilly region I had to climb my share of rocky outcroppings. Can I get a Positive Die on
my Physique test too?

Rachel (Referee): Sure, why not.

Anna (Faraya): Awesome! I got a 3 and a… 20. Well, I got it under my Physique but exactly at
the Difficulty. That means I failed, right?

Rachel (Referee): Well, that can be a success with a cost. Maybe you manage to climb ashore
but you dropped something in the cold depths of the sea… Like your axe?

Anna (Faraya): Ouch, my main weapon. That’s rough, but it’s going to be dramatic and
appropriate. Let’s go that route.

Raphael (Ah’Zaris): Ah’Zaris ain’t quite a fit witch, so can I wait for them to climb up and then
ask for a hand? Would that would help me?

Rachel (Referee): Yes. If they want to help you and risk tumbling down if you roll a critical
failure.

Anna (Faraya): I will take the risk.

Raphael (Ah’Zaris): Thank you. I rolled a 4 and a 12. At least the 4 is below both my Physique
and Agility and is above the Difficulty. I got up there with them!

Rachel (Referee): Nice. Okay, you’re all in the rocky shore now, and behind you a big hill and
perhaps a mountain extends to the north. You can’t quite see well enough because of the fog.
The wind is chilly and that sickly sweet smell is a bit stronger now here. You can see the
shadows of buildings to the west where the docks and village are supposed to be, but not really
any sign of movement for where you are.

Daniel (Baratis): Do we see anything else around us or near the village?

Rachel (Referee): You squint your eyes in an effort to see more and you distinguish a trail
coming from the north of the village that goes through dark woods. Probably towards the hilly
region that seems to be northward.

Raphael (Ah’Zaris): Do we know if the fog will persist much longer? I mean, does the fog look
natural or supernatural?

Rachel (Referee): Ah’Zaris can actually sense supernatural manifestations nearby. Do you want
to make an Intellect test for that?

Raphael (Ah’Zaris): Sure. I got a 14, my exact Intellect score. That’s a critical success, isn’t it?

Rachel (Referee): Indeed it is. Very well, you are sure this isn’t a natural fog. In fact you know
the isle itself is exhaling this mist, and the sickly sweet smell comes from it. Also, you’ve studied
some tomes that associate this same odor to hunger demons.

Anna (Faraya): That doesn’t sound good at all.

Raphael (Ah’Zaris): Yeah. Well, I share this with you both. What do we want to do now?

Daniel (Baratis): Since the fog probably won’t go away anytime soon, I could sneak around and
check the village.

Anna and Raphael agree that’s probably a good idea, especially because their characters won’t
go there to risk themselves.

Rachel (Referee): Okay, you are of The Rogue Archetype and is pretty good at this sort of thing.
I won’t ask for a roll unless you try to get past someone or something specifically. You climb
down the hill you were on to the plain where the village is. The wind isn’t so cold down here, or
the earth is warmer. You’re not sure. You can see the buildings clearer now and although their
base and structure are made of stone, they are finished in wood. Salvaged wood from ships
apparently. There is, you believe, six buildings standing, but there are rubble and ruins nearby.

Daniel (Baratis): Do I see anyone? Can I see any tracks?

Rachel (Referee): You can’t immediately see anyone. The village seems deserted. You are still
pretty far though, do you want to approach?
Daniel (Baratis): Yes. I will stalk the streets. Look around.

Rachel (Referee): Bold move! Have a Daring Point for that. You stalk the mud streets, sticking
to the shadows and making almost no noise at all, even as the mud seem determined to keep
you in place. You hear nothing and even the wind has died. Make an Intellect test.

Daniel (Baratis): I got a 10. A success as my Intellect is 12.

Rachel (Referee): Good. You clearly see mud tracks leaving the buildings and going north.
Something heavy was being carried as well. In a mud puddle you see something shiny and
small.

Daniel (Baratis): I reach for it. Is it a coin? I like the prospect of treasure being involved.

Rachel (Referee): Indeed. A gold coin from Mezzanthia. It seems recently made too.

Daniel (Baratis): Okay. That’s new. What about the buildings. Do I see anything inside them?

Rachel (Referee): You look through one of the widows that are barely opened and see a rough
interior, with rags on the floor and pit fires dug on the floor. There are barely any furniture inside,
but you do see some ropes and a few weapons scattered.

Daniel (Baratis): Do I see any axes like the one Faraya uses?

Rachel (Referee): Do you want to make a Luck Roll for it?

Daniel (Baratis): Not really. I don’t want to risk it.

Rachel (Referee): Okay. So no. Just smaller weapons like daggers, short swords and a small
hand axe.

Daniel (Baratis): Oh well. I will go back and report my findings.

Rachel now rolls for a Random Encounter and enough time has passed. This time she rolled a 1
and something will be encountered. On her notes she had noted some themes relating to the
adventure, which the title result was “Hunger of the Living Island”. So for the random encounter
Rachel decided that some tendrils from the living island will try to attack Baratis once he is
closer to his companions. He will have a chance to see it approaching though.

Rachel (Referee): You leave the village quite uneventfully, heading to the rocky hills where
Faraya and Ah’Zaris are waiting. As you are climbing the slopes, however, your hear some
scraping noise coming from your left side, where you now see a small cave opening. Make an
Intellect test. Difficulty… 2.
Anna (Faraya): That doesn’t sound good. Are we near him?

Daniel (Baratis): I rolled a 15, which is higher than my Intellect. So I failed. But I won’t check the
cave. I am not crazy. I move on towards them.

Rachel (Referee): No, Anna. You can’t quite see him yet. And not so fast for Baratis. Something
will try to grab him. You have 14 Agility, right? This thing will have a +2 to hit you.

Rachel rolls a 2d20 as the creature has a Positive Die on the attack because Baratis failed the
test to notice it approaching. She gets a 13 and a 7. With the +2 that's a 15, just enough to hit
the rogue.

Rachel (Referee): Baratis hears a squishy sound and something wet and warm entangles his
leg. It has spines and they sting you in the leg for… 4 points of damage. As you glance to your
leg you see a long meaty tentacle with bulges, spines and blood spilling from it. It seems to be
coming from that cavern mouth you saw before.

Daniel (Baratis): Gross! Can I hack it with my short sword? I got a 10! Exactly my Physique
score! That’s a critical hit if I am not mistaken!

Rachel (Referee): Indeed. You will inflict your max damage once and your normal damage
again. So roll 1d6+6. Oh, and you cut the tentacles clean from your leg. The part entangling you
falls to the ground and is shivering. The rest of the tentacle slithers away. It hurt!

Daniel (Baratis). I rolled a 4. So 10 total. I grand the part on the floor and run away towards
where I think Faraya and Ah’Zaris are.

Rachel (Referee): Okay. You get there after a few minutes. Faraya and Ah’Zaris look a bit bored
as they were waiting for a while.

Raphael (Ah’Zaris): I wasn’t just tumbling my thumbs! I was looking into the maps to figure out
where we are.

Anna (Faraya): I was probably just sharpening my sword and grumbling about losing my axe in
the sea.

Rachel (Referee): You didn’t say you were doing that, but it seems reasonable you would try to
do it while you wait. You don’t have many instruments and books to consult here, but you have
some knowledge of the stars. Make a Difficulty 3 Intellect test as it quite clouded and you’ve
never been this far in the Blood Sea.

Raphael (Ah’Zaris): That’s fair. I rolled a 3. Can I succeed with a cost of sorts? Maybe I realize
where we are but I am severely disturbed about what I discover?
Rachel (Referee): That’s actually perfect! Yes, you do know where you are. According to the
stars, you are on a mythological island believed to be a giant hungry chaos god who devours
flesh and gold of the mortals. You realize the island brought you here, and soon enough you will
be devoured by it. I will impose 1d3 Negative Dice to your rolls while you’re here, as dread
overcome you. Sounds good?

Raphael (Ah’Zaris): Not at all, but sounds appropriate. I reluctantly share this terrible truth to my
companions with wide open eyes! “We are DOOMED!” I say to them.

Anna (Faraya): This island is alive? And it eats flesh and gold? That means if we kill it we can
get our hands in chests of riches my friends!

Daniel (Baratis): How about instead of killing a gigantic godlike creature we walk upon, we just
try to get as much gold as we can stuff our sacks and pockets with and just get the hell out of
here? That seems more like my style.

Raphael (Ah’Zaris): Well, I guess if I can collect some pieces of this god creature for my arcane
research and rituals. If we survive, of course.

Anna (Faraya): I say we follow the tracks to the north, through the dark woods toward the
mountain. I bet the gold is there.

Rachel (Referee): You all agree to do that?

Daniel (Baratis): Is there a way through the hills toward the same mountain?

Rachel (Referee): You are not sure. You could certainly try to do that, but you could not follow
the tracks from the hills.

Raphael (Ah’Zaris): I say we just follow the tracks through the mud path. We can always try to
talk to whoever we bump into. I can per persuasive.

Daniel (Baratis): Okay, but I will keep to the shadows. Some 30 feet or so away from you. O
could try scout ahead too.

Anna (Faraya): I like that idea. We need any advantage we can get.

Rachel (Referee): So you are all going to follow the tracks in the mud path but Baratis will go
ahead to scout, right?

Anna (Faraya): Sounds about right.

Rachel (Referee): Good. Baratis, you are walking near the woods, under the shadows of the
trees. You go as fast as you can while maintaining your presence hidden. After about 30
minutes, you can see the shadow of a big mountain behind the woods and the grey miasma that
permeates the three. The sickly smell is stronger here. As you were about to make a turn,
following the path, you hear voices coming from that direction. A group of people talking almost
in whispers. You can see their shadow in the fog, but can’t quite distinguish how many of them
there are. They are approaching.

Daniel (Baratis): Can I squint my eyes to see them? Or hide nearby until they approach?

Rachel (Referee): Sure. No need for a test yet since you have time to prepare yourself. You
hide behind a boulder and some trees and see the group approaching. There are five of them.
Two women and three men. They all seem ragged and dirty, with their faces frowned and
marked by the sun. A large woman, who seems to be the leader of the five is complaining about
how much they have to give and how much they get in return. She is angry and the others share
the feeling but doesn’t know exactly what they can do.

Daniel (Baratis): So... Should I follow them and hear more, or should I come back to warn you
guys?

Anna (Faraya): Come to…

Rachel (Referee): Hey! You folks are not together, so you can’t decide this together. Baratis has
to decide this himsef.

Daniel (Baratis): Dang. I want to hear more. I hope you two hear them coming and hide. I follow
them from the shadows, trying to hear them better.

Rachel (Referee): Okay, make me either a Difficulty 2 Agility or Intellect test. Whichever is worst
since you are sneaking around and trying to listen to their conversation.

Daniel (Daniel): That’s fine. Do I still roll with a Positive Die since I am a scoundrel raised on the
streets and used to eavesdropping on other people?

Rachel (Referee): Sure, why not.

Daniel (Baratis): So I got a… 20 and an 18! What a terrible roll! Did they see me?

Rachel (Referee): Not yet. You don't seem to be able to keep up with them while still remaining
silent and hidden. You could try again, but you would need to risk yourself more and if you fail
again, they will find you.

Daniel (Referee): It won’t happen again. I hope.

Daniel rolls the dice and get a 15 and a 19. Bad luck was affecting his dice.
Rachel (Referee): Sweet! Well, you were trying to get closer and closer and slipped on some
animal droppings, or at least you hope it was just animal droppings and slide right into the mud
path, dropping in the ground. The group turns to you with wide open eyes.

At this point, Rachel grabs 2d6 and roll them to determine the NPCs’ Reaction. She gets a 7,
which is a neutral and indifferent attitude. Maybe they will be just curious and decide what to do
afterwards.

Rachel (Referee): The large woman you think is the leader steps forward and in a stern voice
says “Who in the Abyss are you?”.

Daniel (Baratis): A simple traveler with a preposition for you. The name is Baratis, and I sense
you are troubled with your current arrangement here.

Rachel (Referee): “We are, yes. But what do you propose?! No one leaves this damn island. No
one with a beating heart at least.”

Daniel (Baratis): But I know a powerful sorcerer! One that can forestall this curse that keep us
here. If you promise to refrain from hostilities, we could parley, and find a mutually beneficial
agreement.

Rachel likes where this is going, and prefer yo reward creativity instead of reckless hack and
slash in her games, so she says the woman agrees, and says her name is Daranis, and the
others are what remains of her crew.

Raphael (Ah’Zaris): I bet she is lying about that.

Anna (Faraya): Can we know if she is lying?

Rachel (Referee): You certainly cannot. You’re not even there. But Baratis, being the scoundrel
that he is, is used to people lying to him. So yes, he can make an Intellect test with a Positive
Die to sense any sign of dissimulation.

Daniel (Baratis): Sweet! I got a 14 and a 7! That 7 should be enough.

Rachel (Referee): It is. She is not lying. Or, if she is, she is a damn good liar. What do you do
now? Will you take her and her companions to Faraya and Ah’Zaris?

Daniel (Baratis): I guess. If things go south at least they will have more targets than myself to
hit, and maybe we all can come up with a better plan to solve this situation.

The gameplay continues from there. Rachel, as the Referee user het notes and the information
she generated using the tools in this book to come up with new locations, monsters, NPCs and
even treasure as needed, and reacting to the ideas of the players.
The players act according to their goals, seeking what their characters would want and reacting
to the obstacles that they meet in their path. Sharp Swords & Sinister Spells system has a way
of generating situations and adventure opportunities all of its own, be it from the consequences
of the players actions, their desires for something that isn’t within their reach or with the use of
its various generators. Adventure awaits, all you need is a few friends and some dice!

Appendix F: Factions
The worlds of sword and sorcery are full of many factions and organizations with their own interests,
goals and structures. These organizations and groups can be very important during the game, serving
the same role as important and influential NPCs. Factions can be the movers and shakers of many
campaigns, acting as allies, contacts, enemies or neutral forces that influence and change the
circumstances of the world around them.

This appendix presents some random tables to inspire Referees in creating interesting and fairly detailed
factions with areas of interest, goals, methods, assets and problems. At the end of it, it also presents a
simple system to resolve actions of these factions in the background, as they are sure to exert their
influence to fulfill their goals independently of the actions of the PCs.

d66 Faction Theme d66 Faction Theme

11 Art Appreciation 41 Cunning Smugglers

12 Revolutionaries 42 Human Trafficking

13 Illegal Market 43 Inconsequential Anarchists

14 Drug Trafficking 44 Up-and-Coming Nobles

15 Demon Worshiping 45 Allied Monsters

16 Military Guard 46 Brute Gladiators

21 People’s Militia 51 Desperate Musicians

22 Crazy Conspiracies 52 Theater Company

23 Fanatical Church 53 Traveling Bards

24 Noble Families 54 Spy Network

25 Foreign Families 55 Scholars’ Society

26 Greedy Thieves 56 Secret Society


31 Corrupt Lords 61 Supernatural Descendants

32 Cruel Assassins 62 Council of Elders

33 Greedy Merchants 63 Artisan’s Guild

34 Alien Worshiping 64 Death Worshipers

35 Sorcerous Power 65 Undead Worshipers

36 Mercenary Guild 66 Nature Worshiping

d66 Faction Characteristics d66 Faction Characteristics

11 Own Currency 41 Complex Methods

12 Complex Bureaucracy 42 Brutal Methods

13 Tries to Help Another Group 43 Believe It’s their Righteousness

14 Internal Conflict 44 Secret Organization

15 Need Guidance 45 False Front

16 Well-Connected 46 Subversive Goals

21 Corrupt to the Core 51 Political Aspirations

22 Isolated 52 Recently Attacked

23 Manipulative Leader 53 Have Prisoners

24 Martial Training 54 Esoteric Beliefs

25 Cult of Personality 55 Expanding Members

26 Ironclad Doctrine 56 Hunt Enemies

31 Extremely Nationalist 61 Diverse Members

32 Populist Lies 62 Insane Members

33 Decadent Members 63 Requires Resources

34 Decaying Disease 64 Extensive Plans

35 Delusional Maniacs 65 Military Arm

36 Disappearing 66 Blackmail Opponents


d66 Faction Objectives d66 Faction Objectives

11 Advise Influential Individual 41 Protect Heritage

12 Remain Secret 42 Protect Knowledge

13 Awaken Entity 43 Get Rich

14 Steal Artifacts 44 Produce Object

15 Construct Location 45 Indoctrinate the Masses

16 Control Location 46 Hunt Traitors

21 Exchange Prisoners 51 Fulfill Prophecy

22 Collect Knowledge 52 Destroy Artifact

23 Indulge in Pleasure 53 Destroy Monster

24 Spy on Other Factions 54 Enforce Their Belief

25 Map the Stars 55 Have Sadistic Fun

26 Overthrow Rulers 56 Make Others Insane

31 Control Authorities 61 Reveal the Truth

32 Forge an Artifact 62 Summon Demon

33 Create a Monster 63 Survive Persecution

34 Defeat Enemies 64 Spread Disease

35 Defend Location 65 Steal Emotions

36 Protect Important Individual 66 Feed Beast

d66 Faction Methods d66 Faction Methods

11 Using Religion 41 Intense Negotiation

12 Blackmailing Rivals 42 Seducing Lies

13 Bribing Others 43 Using Spies

14 Through Fear 44 Fast-Talking Others

15 Screaming Louder 45 Calling Favors


16 Using Bureaucracy 46 Working Harder than Everyone

21 Investigating Everything 51 Through Humor

22 Using Political Power in Their Favor 52 Unfaltering Determination

23 Manipulating Others 53 Making Plans

24 Misdirecting Perception 54 Using Teamwork

25 Throwing Money at the Problem 55 Having a Quick Mind

26 Being Persistent 56 Extensive Research

31 Seducing the Opposition 61 Using Sorcery

32 Making Offers They Cannot Refuse 62 Summoning Daemons

33 Using Minions 63 Making a Pact

34 Through Eloquence 64 Spreading Rumors

35 Deceiving Others 65 Threatening Opposition

36 Rational Deduction 66 Stealing What’s Needed

d66 Faction Assets d66 Faction Assets

11 Very Wealthy 41 Inscrutable Methods

12 Very Efficient 42 Inspire Fear

13 Helped by Another Faction 43 Believe in Their Cause

14 Spy on Rival Faction 44 Puts Enemies Against Each Other

15 Charismatic Leader 45 Pretends to Be Something Else

16 Connections with the Powerful 46 Support of the Masses

21 Incorruptible 51 Support of the Noble Class

22 Hidden Base of Operations 52 Recent Victory

23 Skillful Council 53 Divinatory Powers

24 Well Trained Martial Arm 54 Aid of Supernatural Entity

25 Fanatical Followers 55 Growing Numbers


26 Captivating Doctrine 56 Very Few Enemies

31 Connection with Merchant Guilds 61 Powerful Members

32 Good Liars 62 Members Far and Wide

33 Resourceful Members 63 Plenty of Resources

34 Immunity to Diseases 64 A Plan for Every Situation

35 Command over Monsters 65 Powerful Weapon

36 Power of Invisibility 66 Owns a Lot of Favors

d66 Faction Problems d66 Faction Problems

11 Abandoned by Important Member 41 Suffers From Insanity

12 Needs a Resource 42 Internal War

13 Constantly Attacked 43 Hated by the Masses

14 Being Blackmailed 44 Hated by the Nobles

15 Was Robbed 45 Hunted by Local Militia

16 Traitors Everywhere 46 Targeted by Criminals

21 Being Persecuted by Authorities 51 Too Much to Do

22 Haunted by Ghosts 52 Being Spied

23 Humiliated by Another Faction 53 Rejected by Other Faction

24 Monetary Problems 54 Exiled by Community

25 Member Disappearing 55 Disavowed by Another Faction

26 Lost Their Records 56 Exiled from Their Homeland

31 Lost their Base of Operations 61 Forgotten by their Companions

32 Under a Curse 62 Enemies with Old God

33 Members Being Killed 63 Cursed by Powerful Entity

34 Can’t Leave Location 64 Loved One Kidnapped

35 Has Been Defrauded 65 Has Another Faction Inside Theirs


36 Lost Their Leader Recently 66 Followers Plan Betrayal

Faction Actions

Due to their importance and influence on the sword and sorcery adventures, Factions can
effectively be treated as characters and, as such, can influence the events of the campaign in a
myriad of ways. But how do we resolve the outcome of their actions in a fair and neutral way?

This system proposes assigning them scores in 4 main Attributes similar to those of the PCs:
Warfare, Subterfuge, Machinations, and Influence. These scores will normally vary from 0
(meaning complete inaptitude in that particular area) to 5 (meaning a very strong focus on that
particular area).

Warfare
This faction Attribute will determine how well a faction perform in battles, such as wars or even
small skirmishes in the narrow alleys of a corrupt City-State.

Subterfuge
This governs how competent a faction is in more underground activities such as thievery,
smuggling, assassinations and other actions normally related to criminals and other underbelly
actors.

Machinations
This Attribute determines how skillful a faction is in the arts of political intrigue, manipulation,
espionage, courtship, backstabbing and all sorts of intellectual interactions to gain advantage or
hinder rivals or enemies.

Influence
This defines the social aptitude of a faction and their capacity to influence outside organizations
and individuals. With a high enough influence, a faction can convince another group to fight their
battles for them.

Resolving Actions
When a faction is trying to accomplish something (usually in the background, between
adventures), they make and Faction Roll, rolling a d6 and trying to get a result equal to or below
than their appropriate faction Attribute.
Success
If they succeed in obtaining a result equal to or below than the appropriate score, they either
accomplish their deed or get a step closer to doing that.

Simple actions that do not require a lot of work and preparation are simply considered done.
More complex actions, those that require a lot of steps and preparations are done in Steps.
Mildly complex task requires 4 steps, highly complex tasks require 8, and extremely complex
acts can require from 12 to 16 steps. Each success grants one step, unless the Faction Roll
was made with a Positive Die and both dice were successes.

Failure
Failure not only means the faction did not accomplish what they were trying to accomplish but
they suffered some losses in the attempt. The faction Attribute used for the task becomes
Taxed, and if they fail another action using the same Attribute before a month has passed, the
score is reduced by one.

Positive and Negative Dice


If a faction is attempting a task on which one of their traits, assets or themes are relevant and
would significantly improve their chances of success, the roll is made with a Positive Die, rolling
2d6 and using the one with the more favorable result. On the other hand, if any of these
characteristics, or their problem would affect negatively their attempts, the roll is made with a
Negative Die, rolling 2d6 and forcing the use of the least favorable one.

Investing Treasure
Player characters can improve the chances of the factions they are allied with investing some of
their Treasure Points to temporarily increase the faction’s Attributes. For each 10 Treasure
Points invested, the respective Attribute is increased by one for the purpose of the Faction Roll.
Permanently increasing a faction’s Attribute is a task in itself, and should be treated as a
complex action and resolved as outlined above.

Opposed Actions
When the action being attempted is in opposition with another faction, the resolution mechanic
changes slightly. The factions involved roll a d6 (or more if they have Positive or Negative Die)
and add their relevant Attribute scores to the result. PCs can still invest Treasure Points in these
circumstances and the factions characteristics can give Positive dice or impose Negative die
accordingly.

Increasing Attributes
Factions start small and with little resources but can grow bigger with time and investment of
their members and allies. A faction can increase one of their Attribute scores by accomplishing
a complex task (usually of 8 steps). This requires time and most likely the investment of
Treasure Points. No faction can increase one of their Attributes above 5, but they can do the
same thing to acquire new traits and assets.

Sample Factions
Below we present a few sample factions with their respective characteristics, Attributes and a bit
about their history and purpose. These factions are major players in the world of Anttelius, the
setting of Sharp Swords & Sinister Spells, and they will be further detailed in the Anttelius - A
World of Warlocks & Barbarians book.

Brotherhood of the Silver Dagger


Theme: Thieves’ Guild (Greedy Thieves)
Characteristic: Well-Conected
Objective: Steal Emotions
Method: Making a Pact
Asset: Helped by Another Faction
Problem: Cursed by Powerful Entity

The Brotherhood of the Silver Dagger is the Thieves’ Guild of the great city of Mezzanthia.
Traditionally, the guild only accept male members, as the Assassins’ Guild, the Sisterhood of
Death just accept female members. They vie for control of the city, or at least its underbelly.
They have connections with Elean nobles and the gangs that run the slams and are always on
the hunt for freelancers within their domain.

Sisterhood of Death
Theme: Assasins’ Guild (Cruel Assassins)
Characteristic: Cult of Personality
Objective: Awaken Entity
Method: Making Offers They Cannot Refuse
Asset: Inspire Fear
Problem: Hunted by Local Militia

As only women can bring life in this world, for the Sisterhood of Death only them can take it
away. This all female Assassins’ Guild inspires terror in the hearts of the dwellers of
Mezzanthia. In an eternal conflict with the Brotherhood of the Silver Dagger, The Sisterhood of
Death is responsible for the funeral rites in the city and plans to one day, bring the Goddess of
Death in the world of the living in the shell of their prophet leader Yalya.

The Eyes of Ogh’Oid


Theme: Alien Worshiping
Characteristic: Diverse Members
Objective: Forge Artifact
Method: Unfaltering Determination
Asset: Divinatory Powers
Problem: Being Persecuted by Authorities

The Eyes of Ogh’Oid is a cult dedicated to the all seeing god Ogh’Oid, the Keeper of Secrets.
Its members are sorcerers, scholars, warlocks, priests and seekers of knowledge that want to
keep this information for themselves and their otherworldly patron. They seek tomes of forgotten
sorcerers, inscriptions of old faiths and artifacts of lost civilizations to gather knowledge and
power.

The Heirs of Zartar


Theme: Noble Families
Characteristic: Internal Conflict
Objective: Diverse Members
Method: Using Spies
Asset: Powerful Members
Problem: Abandoned by Important Member

The Empire of Zartar has fallen eons ago, but there are Zartarians that still dream of building
their palaces once again. The Heirs of Zartar are a small organization of Zartarians that believe
they possess the blood of former Sorcerer-Kings of the old empire and want to reclaim their
rightful place in the thrones of the world. They seek the location of the tombs of their ancestors
and the secrets they possessed that could rebuild their powerful civilization.

Appendix H: What’s Happening


Referees should be able to come up with interesting and engaging events during the game
almost without much preparation. Players will undoubtedly come up with courses of action that
the Referee would never have imagined and they will need to be quick on their feet to present
events and consequences that makes sense and intrigue the players, enticing more reactions
and courses of actions to drive game play.

This appendix presents two big d100 tables that combined can help inspire Referees to come
up of varied and interesting situations to make the game world alive with events that happen
beyond the control of the PCs. This way, whenever the game need to present some new
happenstance (for example when the PCs decide to turn the other way in their path to the
Tower of the Eye Mage and end up in a town the Referee has not prepared any material), the
Referee can roll 2d100 and consult the tables below. One of them will give you an event or
action and the second one will indicate an object or focus of said event or action. The Referee
will then interpret this result considering the context and setting of the game.

d100 Event/Action d100 Event/Action


01 51
Acquire Help

02 52
Advance Hold

03 53
Affect Hunt

04 54
Apprehend Impress

05 55
Arrive Initiate

06 56
Assault Inspect

07 57
Attack Investigate

08 58
Avenge Journey

09 59
Avert Learn

10 60
Await Leave

11 61
Begin Locate

12 62
Betray Lose

13 63
Boost Manipulate

14 64
Breach Mourn

15 65
Break Move

16 66
Challenge Obscure

17 67
Change Oppose
18 68
Charge Overwhelm

19 69
Clash Persevere

20 70
Command Preserve

21 71
Communicate Raid

22 72
Construct Reduce

23 73
Control Refuse

24 74
Coordinate Reject

25 75
Create Release

26 76
Debate Remove

27 77
Defeat Resist

28 78
Defend Restore

29 79
Deflect Reveal

30 80
Deliver Risk

31 81
Demand Safeguard

32 82
Depart Scheme

33 83
Destroy Search

34 84
Disregard Secure
35 85
Distract Seize

36 86
Eliminate Serve

37 87
Enlude Share

38 88
End Strengthen

39 89
Endure Summon

40 90
Escalate Support

41 91
Escort Suppress

42 92
Explore Surrender

43 93
Falter Swear

44 94
Find Take

45 95
Focus Threaten

46 96
Follow Transform

47 97
Forsake Uncover

48 98
Fortify Uphold

49 99
Gather Weaken

50 100
Guard Withdraw

d100 Object/Focus d100 Object/Focus


01 51
Ability Oath

02 52
Ally Opinion

03 53
Balance Opportunity

04 54
Blood Passage

05 55
Bond Path

06 56
Burden Peace

07 57
Community Peril

08 58
Conflict Plan

09 59
Corruption Portent

10 60
Creation Possession

11 61
Death Power

12 62
Debt Price

13 63
Decay Pride

14 64
Deception Prize

15 65
Desolation Problem

16 66
Destiny Protection

17 67
Direction Purity
18 68
Dream Quest

19 69
Duty Refuge

20 70
Enemy Relationship

21 71
Faction Renown

22 72
Faith Resources

23 73
Fame Revenge

24 74
Family Riches

25 75
Favor Rival

26 76
Fear Ruin

27 77
Fellowship Rumor

28 78
Freedom Safety

29 79
Greed Secret

30 80
Hate Solution

31 81
Hazard Spirit

32 82
Health Stranger

33 83
History Strength

34 84
Home Structure
35 85
Honor Superstition

36 86
Hope Supply

37 87
Idea Survival

38 88
Illness Time

39 89
Labor Tool

40 90
Land Trade

41 91
Language Truth

42 92
Law Vengeance

43 93
Leader Wall

44 94
Loss War

45 95
Love Warning

46 96
Memory Weakness

47 97
Momentum Weapon

48 98
Monster Wisdom

49 99
Mysticism World

50 100
Nature Wound
Appendix I: Inspirational Material
This game was inspired by many different things, including but not limited to other games, literature, TV
shows, comic books, and movies. Below we list a few of those inspirations in the hopes of calling
attention to works we admire and to help inspire players and Referees to create better gaming
experiences in line with the spirit of Sharp Swords & Sinister Spells. Not all of them are purely sword and
sorcery, but all of them have elements of the genre.

Literature

Robert E. Howard - All the Conan stories, as well as Kull tales and the fictional historic stories.
H. P. Lovecraft - Cthulhu Mythos stories.
Fritz Leiber - Specially the tales of Lankhmar, involving the iconic twain Fafhrd and Grey Mouser.
Michael Moorcock - All the stories of Elric of Melniboné
Edgar R. Burroughs - Specially the Pellucidar, Mars and Venus series.
L. Sprague de Camp - Specially the Novarian series.
Lin Carter - All the Thongor stories.
Clark Ashton Smith - Special attention to the Hyperborea and Zothique stories.
Roger Zelazny - The Chronicles of Amber.
Andrzej Sapkowski - The Witcher series.
Glen Cook - The Black Company series.
C. L. Moore - Jirel Of Joiry.
Poul Anderson - Especially The Broken Sword series.
Gardner Francis Fox - The Kothar series.

Comic Books

Conan comics - From various publishers, including Marvel and Dark Horse (Conan, the Barbarian; Savage
Sword of Conan, Age of Conan and others).
Kull The Conqueror and Kull The Destroyer - By Marvel Comics.
Red Sonja - From various publishers, including Marvel and Dark Horse.
Elric of Melniboné - From various publishers.
Fafhrd and The Grey Mouser - From Dark Horse
Heavy Metal - By Heavy Metal
Slaine - By Rebellion Developments.
Jaguar God - By Verotik
Death Dealer - By Image Comics.
Dark Kingdom - By Image Comics.
The Warlord - By DC Comics.
TV Shows

The Witcher - 2019


Game of Thrones - 2014-2019
Berserk - 1997-1998
Xena Warrior Princess - 1995-2001
The Adventures of Sinbad - 1996-1998
Conan - 1997-1998
Spartacus - 2010-2013

Movies

The Magic Sword (1950)


Prince Valiant (1954)
Ilya Muromets (1956)
Sleeping Beauty (1959, animated)
Hercules Unchained (1959)
Hercules in the Haunted World (1962)
Jack the Giant Killer (1962)
The Magic Sword (1962)
Hercules the Avenger (1965)
Treasure of the Petrified Forest (1965)
Black Angel (1980)
Hawk the Slayer (1980)
Dragonslayer (1981)
Excalibur (1981)
Heavy Metal (1981)
The Beastmaster (1982)
Conan the Barbarian (1982)
The Flight of Dragons (1982, animated)
The Sword and the Sorcerer (1982)
Conquest (1983)
Deathstalker (1983)
Fire and Ice (1983, animated)
Hearts and Armour (1983)
Hercules (1983)
Hundra (1983)
Krull (1983)
The Sword of the Barbarians (1983)
Conan the Destroyer (1984)
The Devil's Sword (1984)
The Warrior and the Sorceress (1984)
Barbarian Queen (1985)
Red Sonja (1985)
Amazons (1986)
The Barbarians (1987)
Deathstalker II (1987)
Masters of the Universe (1987)
Deathstalker and the Warriors from Hell (1988) (Deathstalker 3)
Willow (1988)
Beastmaster 2: Through the Portal of Time (1991)
Deathstalker IV: Match of Titans (1991)
Quest of the Delta Knights (1993)
Beastmaster III: The Eye of Braxus (1996)
Dragonheart (1996)
Kull the Conqueror (1997)
The 13th Warrior (1999)[2]
Dungeons and Dragons (2000)
The Scorpion King (2002)
Barbarian (2003)
The Red Knight (2003)
Dark Kingdom: The Dragon King (2004)
BloodRayne (2005)
In the Name of the King: A Dungeon Siege Tale (2006)
Wolfhound (2007)
The Scorpion King 2: Rise of a Warrior (2008)
The Pagan Queen (2009)
Tales of an Ancient Empire (2010)
Conan the Barbarian (2011)
In the Name of the King 2: Two Worlds (2011)
Ronal the Barbarian (2011, animated)
The Scorpion King 3: Battle for Redemption (2012)
Jack the Giant Slayer (2013)
The Scorpion King 4: Quest for Power (2015)

Video-Games
The Elder Scrolls series - Bethesda Softworks
Diablo series - Blizzards
Dragon Age series - BioWare
God of Wars series - Sony Studios
Middle-Earth: Shadow of Mordor and Shadow of War - Monolith Productions
Hellblade: Senua's Sacrifice - Ninja Theory
Dark Souls series - From Software

Role-Playing Games
Dungeons & Dragons - Especially the editions published by TSR
Conan Role-Playing Game - TSR
FATE - Evil Hat Publishing
Macchiato Monsters - Lost Pages
Runequest - Chaosium
Stormbringer 1st Edition - Chaosium
The Black Hack (1st and 2nd Editions) - David Black
The Blackest of Deaths - Bloat Games
Dark Streets & Darker Secrets - Old Skull Publishing
Solar Blades & Cosmic Spells - Old Skull Publishing
Call of Cthulhu - Chaosium Inc.
Spears of Dawn - Sine Nomine Publishing
Scarlet Heroes - Sine Nomine Publishing
Silent Legions - Sine Nomine Publishing
Dungeon Crawl Classics RPG - Goodman Games
Barbarians of Lemuria - Beyond Belief Games
For Coin & Blood - Gallant Knight Games
Astonishing Swordsmen & Sorcerers of Hyperborea - Northwind Games
Whitehack - Christian Mehrstam
Blood & Bronze - Cyclopean Games
Dragon Age RPG - Green Ronin
Low Fantasy Gaming - Pickpocket Press
Trika! - Melsonian Art Council
Best Left Buried - Soul Muppet Press
Zweihander - Andrews McMeel Publishing

Appendix L: Location Generator

The best adventures have memorable and exciting locations the players will always remember.
These are old ruined temples of forgotten gods built with a non-euclidean architecture that
makes the adventurers dizzy, the tall and weird towers engraved with alien runes and populated
with otherworldly beings constructed by sinister sorcerers and abandoned old fortress built in
the time of the wars against the Lords of Chaos who once ruled the land.

Referees should think of these adventure locations almost as another set of main characters,
with their own history and personality. They should add color to the game and instill some sort
of feeling just by their description. A good way to think of great location for RPG adventures is to
think of them as playsets, like those for toys and action figures. They need to have a theme and
features to interact and play with, with many parts that inegrates and can be experienced in
many different ways.

This appendix brings a series of random tables focused on 3 types of locations most commonly
used in sword and sorcery adventures: urban, wilderness and dungeon. Each of them will
present possible features, traits, events, characteristics, hazards and other elements that can
help you create more engaging environments to populate your adventures.
Many of the tables presented in this Appendix are taken from or inspired by the great resources
included in Ben Milton’s Maze Rats and are shared by the CC BY 4.0 License
(https://creativecommons.org/licenses/by/4.0/)

Urban Locations

d66 City Themes d66 City Themes

11 Corrupt Aristocracy 41 Uncaring Plutocracy

12 Madning Art 42 Unescapable Distractions

13 Greedy Bourgeoisie 43 Neverending Feuds

14 Oppressed Classes 44 Inescapable Intrigue

15 Rabid Animals 45 Widespread Poverty

16 Everpresent Death 46 Guard Brutality

21 Distorted Meritocracy 51 Widespread Corruption

22 Cult of Personality 52 Everything is for Sale

23 Overbearing Opulence 53 Oppression of the Different

24 Deteriorating Culture 54 Sorcery Gone Wrong

25 Evil Pilgrimage 55 Appearance over Substance

26 Crime Infested 56 Unrelenting Xenophobia

31 Widespread Violence 61 Religious Persecution

32 Life Ending Drugs 62 Debased Pleasures

33 Guild Wars 63 Human Slavery

34 Ingrained Cruelty 64 Incoming Doomsday

35 Unbearable Inequality 65 Thieve’s Wars

36 Fanatical Religions 66 Exploitation of the People

d66 City Events d66 City Events


11 Covert Assassination 41 Underworld War

12 Sinister Carnival 42 Deadly Fashion Trend

13 Gang’s Conscription 43 Great Fire in the Slums

14 Award of Noble Title 44 Deadly Plague

15 Government Coup 45 Unjustified Pursecution

16 Chaos Cult Rituals 46 Proclamation of War

21 Protests in the Slums 51 Deadly Games

22 Prison Break 52 Arrival of Refugees

23 Invasion of Foreign Faction 53 Riots on the Streets

24 Slaughter in the Slums 54 Wave of Murderous Fury

25 Eviction of a Whole Neighborhood 55 Supernatural Fog

26 Bank Robbery 56 Increase of Taxes

31 Great Marriage 61 Widespread Hallucinations

32 Polarized Debate 62 Serial Killer on the Loose

33 Corruption Negotiations 63 Important Trial

34 Arbitrary Curfew 64 Shortage of Food

35 Discovery of Catacombs 65 Great Fire in the Noble District

36 Violent Earthquake 66 Noble’s Scandal

d66 Neighborhood Themes d66 Neighborhood Themes

11 Old Catacombs 41 Prisons and Labor Camps

12 Crime Boss Turf 42 Temples and Churches

13 Construction Everywhere 43 Arcane Towers

14 Artisans’ Quarters 44 Inns and Taverns

15 Criminal Heaven 45 Trash Fields

16 Cultural Neighborhood 46 Elite’s Clubs


21 Exotic Restaurants 51 Government Administration

22 Illegal Market 52 Graveyards and Funeral Houses

23 Monuments of the Past 53 Parks and Gardens

24 Military Domain 54 Workshops and Warehouses

25 Opulent Elite 55 Harbor and Ships

26 Ruined Buildings 56 Courthouse and Prison

31 Extreme Poverty 61 Smuggler Dens

32 Restaurants and Bars 62 Vice and Prostitution

33 Sages’ Quarters 63 Leather and Butchery

34 Gladiator’s Arena 64 Haunted Buildings

35 Theaters and Cinemas 65 Exotic Animals

36 Banks and Money Lenders 66 Cursed Lands

d66 Rich Neighborhood Locations d66 Rich Neighborhood Locations

11 Academy 41 Hospital

12 Alchemist 42 Scriber

13 Archive 43 Public Baths

14 Art Dealer 44 Restaurant

15 Barber 45 Salon

16 Bookbinder 46 Stables

21 Bookseller 51 Gallery

22 Castle 52 Garden

23 Engineer 53 Haberdashery

24 Clothier 54 Jeweler

25 Courthouse 55 Barrister

26 Furrier 56 Locksmith
31 Lounge 61 Manor

32 Museum 62 Observatory

33 Opera House 63 Park

34 Taxidermist 64 Temple

35 Tobacconist 65 Townhouse

36 Winery 66 Zoo

d66 Poor Neighborhood Locations d66 Poor Neighborhood Locations

11 Apothecary 41 Asylum

12 Baker 42 Brewery

13 Butcher 43 Candlemaker

14 Mill 44 Moneylender

15 Orphanage 45 Outfitter

16 Prison 46 Sewers

21 Catacombs 51 Cheesemaker

22 Criminal Den 52 Curiosity Shop

23 Dock 53 Fighting Pit

24 Shipyards 54 Shrine

25 Stockyard 55 Stonecarver

26 Tattooist 56 Tavern

31 Forge 61 Fortuneteller

32 Gambling Den 62 Leatherworks

33 Marketplace 63 Mason

34 Theater 64 Veterinarian

35 Warehouse 65 Watchtower

36 Weaver 66 Workshop
d66 Street Features d66 Street Features

11 Games on the Street 41 Low Roofed Buildings

12 Shadowy Awnings 42 Animal feces

13 Ornamented Balconies 43 Well-Tended Gardens

14 Improvised Barricades 44 Gnarled Trees

15 Crumbling Bridge 45 Burning Lamps

16 Polluted Canal 46 Open Sewers

21 Dried Out Fountain 51 Entrance to the Sewers

22 Imposing Gates 52 Spilled Oil

23 Broken Ladders 53 Recently Opened Crater

24 Rabid Animals 54 Dead End

25 Mud Everywhere 55 Murky Fog

26 Overgrown and Abandoned 56 Water Puddles

31 Carts Everywhere 61 Street Vendors

32 Narrow Catwalks 62 Insect Swarm

33 Violent Brawl 63 Trash-Covered

34 Eroded Walls 64 Local Patrol

35 Dozens of Clotheslines 65 Steep Slope

36 Crowded Due to Commotion 66 Rubble on the Floor

d66 Building Features d66 Building Features

11 *Insect Hives 41 Extravagantly Decorated

12 Large Balconies 42 Crumbling Walls

13 Hidden Basement 43 Secret Passages

14 Well Lit 44 False Mirrors

15 Poorly Lit 45 Sewers Entrance


16 Luxurious Furniture 46 Servant Passages

21 Broken Glass 51 Spyholes

22 Cheap Furniture 52 Security Locks

23 Ransacked Rooms 53 Fireplace

24 Trash Everywhere 54 Dust-Covered

25 Rotting Carpet 55 Sinister Symbols

26 Seepage on Ceiling 56 Echoing Halls

31 Mold on Walls 61 Rustling Chains

32 Burning Marks 62 Barred Doors

33 Thick Pillars 63 Grated Windows

34 Opulent Chandeliers 64 Dusty Bookshelves

35 Hidden Crawlspace 65 Crumbling Staircases

36 Blood Stains 66 Decadent Paintings

d66 City Smells d66 City Smells

11 Sewage 41 Barbecue

12 Urine 42 Cat Urine

13 Feces 43 Rotten Eggs

14 Fresh Blood 44 Pipe Smoke

15 Rotten Fish 45 Meat Pie

16 Cheap Perfume 46 Alcohol

21 Sweat 51 Fresh Fruits

22 Freshly Baked Bread 52 Blossoming Flowers

23 Burned Meat 53 Delicious Food

24 Burnt Grass 54 Burnt Wood

25 Rotten Corpses 55 Horse Manure


26 Wet Dog 56 Melting Metal

31 Sweet Incense 61 Odor of Hatred

32 Burnt Herbs 62 Lustful Perfume

33 Semll of Coming Rain 63 Essence of Complacency

34 Coal 64 Smell of Fear

35 Scented Wine 65 Stench of Sorcery

36 Burnt Hair 66 Stink of the Undead

d66 City Sounds d66 City Sounds

11 People Protesting 41 Priest Preaching

12 People Screaming 42 Pleas for Food

13 People Cheering 43 Ambulance Sirens

14 People in Dead Silence 44 People Calling the Guards

15 People Grumbling 45 Steps in the Mud

16 People Whispering 46 Cries of Help

21 Loud Music 51 Clashing of Metal

22 Melodic Singing 52 Comotion of a Brawl

23 Distant Flute 53 People Cursing Loudly

24 Running Water 54 Construction Noise

25 Approaching Horse 55 Explosion Blast

26 Rhythmic Drums 56 Thunder Roar

31 Dogs Barking 61 Whispers in the Wind

32 Cats Meowing 62 Religious Song

33 Pigeons Cooing 63 Faerie Laughter

34 Bats Screeching 64 Vampiric Melody

35 Rats Squeaking 65 Ghostly Howls


36 Wolves Howling 66 Roar of a Beast

d66 City Sights d66 City Sights

11 Armored Warriors Arriving 41 Kids Running Around

12 Building on Fire 42 Homeless Going Over Piles of Trash

13 Battle with People Dying 43 Chase Through the Neighborhood

14 Torchlight in a Thick Fog 44 Two Horsemen Racing

15 Taverns Signs Bobbing in the Wind 45 Cart Collecting Dead Bodies

16 Fancy Carriage Trotting By 46 People Being Robbed

21 Smoke From Kitchens Filling the Street 51 A Duel of Swords

22 Rainwater Falling From Roof 52 A Teared Off Human Limb

23 Rats Biting at Corpse 53 People Making Graffiti

24 Prostitutes Offering Their Services 54 Someone Trying to Escape Cloaked Pursuers

25 Guards Chasing a Cloaked Individual 55 Fanatical Preacher Screaming

26 Dead Body in the Gutter 56 Homeless People Washing Clothes in a


Puddle

31 Person Falling from Drunkenness 61 Long Line of People to Buy Something

32 Crowd Following a Noble 62 The Moon Suddenly Turn Purple

33 Lamp Lights Flickering 63 Some Creature Hiding in the Shadows

34 Disease-Infected Homeless People 64 Diabolical Pentagram on the Floor

35 Criminals Executing Someone 65 Dead Body Without Any Blood

36 Guards Beating Up a Suspect 66 Marks of Sharp Claws

Wilderness Locations

d66 Wilderness Terrain d66 Wilderness Terrain

11 Ashy 41 Badlands
12 Bay 42 Beach

13 Delta 43 Desert

14 Jungle 44 Lowlands

15 Mesas 45 Moors

16 Mountains 46 Petrified Forest

21 Dry Lands 51 Dune Sea

22 Dust Bowl 52 Hjords

23 Flood Lands 53 Foothills

24 Plains 54 Rainforest

25 Riverlands 55 Salt Pan

26 Savanna 56 Steppe

31 Forest 61 Glaciers

32 Heath 62 Highlands

33 Hills 63 Ice Fields

34 Taiga 64 Thickets

35 Tundra 65 Volcanic Plain

36 Wetlands 66 Soodlands

d66 Wilderness Landmarks d66 Wilderness Landmarks

11 Bog 41 Boulder Field

12 Butte 42 Cave

13 Cliff 43 Crag

14 Lakebed 44 Marsh

15 Mesa 45 Moor

16 Pass 46 Pit

21 Crater 51 Creek
22 Crossing 52 Ditch

23 Field 53 Forest

24 Pond 54 Rapids

25 Ravine 55 Ridge

26 Rise 56 River

31 Grove 61 Hill

32 Hollow 62 Hot Spring

33 Lair 63 Lake

34 Rockslide 64 Spring

35 Swamp 65 Thickets

36 Valley 66 Waterfall

d66 Wilderness Traits d66 Wilderness Traits

11 Ashen 41 Blasted

12 Blighted 42 Broken

13 Consuming 43 Corrupted

14 Perilous 44 Petrified

15 Phantasmal 45 Ravenous

16 Savage 46 Shadowy

21 Creeping 51 Desolate

22 Dungeonesque 52 Eternal

23 Ethereal 53 Forsaken

24 Shifting 54 Shivering

25 Sinister 55 Sinking

26 Smoldering 56 Sweltering

31 Frozen 61 Haunted
32 Howling 62 Jagged

33 Lonely 63 Misty

34 Thorny 64 Thundering

35 Torrential 65 Shattered

36 Wandering 66 Withered

d66 Wilderness Structures d66 Wilderness Structures

11 Altar 41 Aqueduct

12 Bandit’s Camp 42 Battlefield

13 Bonfire 43 Bridge

14 Inn 44 Lumber Camp

15 Mine 45 Monastery

16 Monument 46 Orchard

21 Cairn 51 Crossroads

22 Crypt 52 Dam

23 Dungeon 53 Farm

24 Outpost 54 Pasture

25 Ruin 55 Seclusion

26 Shack 56 Shrine

31 Ford 61 Fortress

32 Gallows 62 Graveyard

33 Hedge 63 Hunter’s Camp

34 Standing Stone 64 Temple

35 Village 65 Wall

36 Watchtower 66 Waystone

d66 Wilderness Findings d66 Wilderness Findings


11 Blood Stains 41 Sleeping Individual

12 Bones 42 Supplies

13 Broken Weapons 43 Torn Flag

14 Burrow 44 Animal Tracks

15 Old Backpack 45 Trap

16 Humanoid Tracks 46 Treasure Cache

21 Pulsating Goo 51 Polished Shield

22 Nest 52 Lost Individual

23 Portal 53 Magical Effect

24 Food Rations 54 Map

25 Rift 55 Message

26 Strange Plant 56 Migration

31 Cut Ropes 61 Smugglers

32 Animal Carcass 62 Pack of Predatory Animals

33 Insect Hive 63 Animal Hiding

34 Food Scraps 64 Overgrown Ruins

35 Grave Marker 65 Hunter Hiding

36 Human Corpse 66 Abandoned Camp

d66 Wilderness Activities d66 Wilderness Activities

11 Ambush 41 Sacrifice

12 Argue 42 Scout

13 Birth 43 Sing

14 Bury 44 Skin

15 Capture 45 Skirmish

16 Forage 46 Slay
21 Hunt 51 Eat

22 March 52 Excavate

23 Raid 53 Feast

24 Rescue 54 Felling

25 Rest 55 Fish

26 Negotiation 56 Flee

31 Convene 61 Sleep

32 Build 62 Swim

33 Demolish 63 Track

34 Death 64 Trap

35 Division 65 Wander

36 Duel 66 Worship

d66 Wilderness Hazards d66 Wilderness Hazards

11 Avalanche 41 Blizzard

12 Brushfire 42 Cloudburst

13 Cyclone 43 Dense Fog

14 Locust Swarm 44 Magma Flow

15 Meteor Strike 45 Monsoon

16 Mudflow 46 Mudslide

21 Downpour 51 Drizzle

22 Dust Storm 52 Earthquake

23 Eruption 53 Flooding

24 Predator 54 Quicksand

25 Rain of Frogs 55 Rockslide

26 Sandstorm 56 Sleet
31 Forest Fire 61 Hail

32 Heat Wave 62 Hurricane

33 Ice Storm 63 Light Mist

34 Snow 64 Stampede

35 Thunderstorm 65 Tsunami

36 Whirpool 66 Windstorm

d66 Wilderness Smells d66 Wilderness Smells

11 Human Feces 41 Hypnotic Lotus

12 Urine 42 Mud

13 Animal Feces 43 Soup

14 Fresh Blood 44 Bonfire Smoke

15 Rotten Fish 45 Recently Cut Grass

16 Rain 46 Skunk

21 Wet Grass 51 Rotten Fruits

22 Wet Soil 52 Blossoming Flowers

23 Burned Meat 53 Delicious Food

24 Burnt Wood 54 Burnt Grass

25 Rotten Corpses 55 Stink Bug

26 Wet Dog 56 Damp Moss

31 Sweet Flower 61 Odor of Fear

32 Fresh Fruit 62 Musty Wood

33 Sweat and Blood 63 Essence of Peace

34 Burnt Fur 64 Smell of Suspicion

35 Rare Herb 65 Stench of Sorcery

36 Burnt Hair 66 Stink of the Undead


d66 Wilderness Sounds d66 Wilderness Sounds

11 Ruffle of Leaves 41 Slithering Snake

12 People Screaming 42 Bells Towing

13 Steps on Dry Leaves 43 Burbling Sound

14 Dead Silence 44 Buzzing of Bees

15 Breaking of Sticks 45 Wood Chopping

16 Tree Falling 46 Cries of Help

21 Growls of an Animal 51 Children Crying

22 Low Music 52 Comotion of a Brawl

23 Running Water 53 People Cursing Loudly

24 Roar of a Waterfall 54 Animals Stampeding

25 Steps on Mud 55 Explosion Blast

26 Rhythmic Drums 56 Thunder Roar

31 Animls Barking 61 Whispers in the Wind

32 Cats Meowing 62 Rain Falling on Trees

33 Birds Calls 63 Faerie Laughter

34 Bats Screeching 64 Ghostly Sounds

35 Ruffle of Wings 65 Ghostly Howls

36 Wolves Howling 66 Roar of a Beast

d66 Wilderness Sights d66 Wilderness Sights

11 A Rare Flower Blossoming 41 A Lost Child Crying

12 An Animal Nurturing Their Offspring 42 Animal Wounded by a Human Weapon

13 A Flock of Dark Birds Flying Overhead 43 Prey Fleeing a Predator Animal

14 Dark Clouds Approaching 44 Two Predator Animal Fighting

15 The Overgrown Ruins of a Tower 45 A Group of Animals Fighting a Predator


16 An Animal Caught by a Trap 46 People Eating by a Large Animal

21 A Hunter Wounded by an Animal 51 A Large Prehistoric Animal skull

22 Rainwater Falling From Treetops 52 A Teared Off Human Head

23 Gigantic Fallen Tree Blocking the Way 53 An Individual Etching a Mark on a Tree

24 A Great Hollow Tree 54 Someone Trying to Escape a Predator Animal

25 A Boulder with an Exotic Shape 55 Hermit Talking to an Animal

26 Dead Body in the Mud 56 A Large Clearing with Strange Stone Figurines

31 Person Going into Torpor 61 Dead Animals Aligned in a Circle

32 Small Animal Following the Party 62 Purple Miasma Growing

33 Still Lit Torch on the Ground 63 Some Creature Hiding in the Shadows

34 Disease-Infected Animals 64 Eldritch Symbols Painted on a Tree

35 Criminals Executing Someone 65 Dead Body Without Any Blood

36 A Terrified Small Animal Hiding 66 Marks of Sharp Claws

Dungeon Locations

d66 Dungeon Entrances d66 Dungeon Entrances

11 All Libraries 41 Beaver Dam

12 Behind Waterfall 42 Chalk Rectangle

13 Chest Bottom 43 Chimney

14 Magic Painting 44 Man-Shaped Hole

15 Maze Potion 45 Mirror

16 Monster Mouth 46 Monster Wound

21 Cupboard 51 Dolmen Shadow

22 Down a Well 52 Fiery Pit

23 Fog Road 53 Forest Spring


24 Narrow Alley 54 Rain Door

25 Sewer Grate 55 Sudden Rift

26 Tidal Cave 56 Tower Top

31 Giant Book 61 Gypsy Wagon

32 Hollow Tree 62 Huge Keyhole

33 Iron Maiden 63 Living Tattoo

34 Tree Roots 64 Under the Bed

35 Unfolded Map 65 Up a Tree

36 Whirlpool 66 Wine Barrel

d66 Dungeon Forms d66 Dungeon Forms

11 Arena 41 Asylum

12 Aviary 42 Bank

13 Baths 43 Body

14 Library 44 Market

15 Mine 45 Monastery

16 Museum 46 Nursery

21 Workshop 51 Casino

22 Catacombs 52 Cave

23 Court 53 Library

24 Orphanage 54 Palace

25 Prison 55 Sewer

26 Ship 56 Slave Pit

31 Forge 61 Garden

32 Hideout 62 Hotel

33 Tomb 63 Laboratory
34 Temple 64 Theater

35 Castle 65 University

36 Vault 66 Zoo

d66 Dungeon Layout d66 Dungeon Layout

11 Ant Colony 41 Central Hub

12 Claustrophobic 42 Crisscrossing

13 Curved 43 Disorienting

14 Mazes 44 Mixed Layouts

15 Multiple Hubs 45 No Corridors

16 Open Plan 46 Open Voids

21 Galleria 51 Geometric

22 Gonzo 52 Haphazard

23 Highly Regular 53 Honeycomb

24 Organic 54 Oversized

25 Recursive 55 Repetitive

26 Sprawling 56 Suspended

31 Intertwined 61 Isolated Wings

32 Layered 62 Linear

33 Loops 63 Many Corridors

34 Symbol Shape 64 Tall and Narrow

35 Themed Zones 65 Vertical

36 Winding 66 Ziggurat

d66 Dungeon Ruinations d66 Dungeon Ruinations

11 Arcane Disaster 41 Army Invasion

12 Cannibalism 42 Civil War


13 Collapse 43 Crystal Growth

14 Ice 44 Mass Insanity

15 Lava Flow 45 Magical Sleep

16 Melted 46 Monster Attack

21 Curse 51 Degeneration

22 Earthquake 52 Eruption

23 Evil Unearthed 53 Experiments

24 Uncontrolled Mutation 54 Outsider Attack

25 Overgrowth 55 Petrification

26 Plague 56 Planar Overlay

31 Explosion 61 Famine

32 Fire 62 Flooding

33 Fungus 63 Haunting

34 Poison Gas 64 Resources Gone

35 Revolt 65 Risen Dead

36 Too Many Traps 66 War

d66 Dungeon Rewards d66 Dungeon Rewards

11 Ancient Lore 41 Animal Ally

12 Army 42 Blessing

13 Blueprints 43 Cultural Artifact

14 Magical Ally 44 Map

15 Martial Ally 45 Master Ally

16 Monster Ally 46 Oracle

21 Enemy Weakness 51 Faction Ally

22 Forewarning 52 Guide
23 Holy Relic 53 Influential Ally

24 Piles of Loot 54 Planar Portal

25 Prophecy 55 Renown

26 Spell 56 Transformation

31 Jewels 61 Instructions

32 Key 62 Lost Formula

33 Machine 63 Magic Artifact

34 Transport 64 Ancient Treasure

35 Uncovered Plot 65 Rare Material

36 Vision 66 Weapon

d66 Dungeon Activities d66 Dungeon Activities

11 Besiege 41 Capture

12 Assembly 42 Collect

13 Construct 43 Control

14 Negotiate 44 Patrol

15 Perform Ritual 45 Purge

16 Question 46 Raid

21 Deliver 51 Demolish

22 Escape 52 Feed

23 Fortify 53 Guard

24 Repair 54 Rescue

25 Research 55 Revive

26 Riddle 56 Scavenge

31 Hide 61 Hunt

32 Loot 62 Map
33 Mine 63 Murder

34 Seize 64 Tunnel

35 Unearth 65 Vandalize

36 Worship 66 Ascend

d66 Dungeon Rooms d66 Dungeon Rooms

11 Armory 41 Banquet Hall

12 Barracks 42 Collapsed Room

13 Catacombs 43 Cavern

14 Mess Hall 44 Mine Shaft

15 Museum 45 Oubliette

16 Pool 46 Prison

21 Chasm 51 Courtyard

22 Crypt 52 Dormitory

23 Fighting Pit 53 Forge

24 Record Room 54 Shrine

25 Slaughterhouse 55 Stables

26 Storeroom 56 Throne Room

31 Fountain 61 Gate House

32 Guard Room 62 Kennel

33 Bathroom 63 Laboratory

34 Torture Room 64 Treasury

35 Council Room 65 Vault

36 Well 66 Workshop

d66 Dungeon Details d66 Dungeon Details


11 Bas-Relief 41 Blood rail

12 Bones 42 Chains

13 Chalk Marks 43 Claw Marks

14 Graffiti 44 Mosaics

15 Recent Repairs 45 Rotting Books

16 Rubble 46 Shed Skin

21 Corpses 51 Cracked Beams

22 Crumbling Walls 52 Decaying Food

23 Decaying Nest 53 Dripping Water

24 Slime Trails 54 Spider Webs

25 Stalactites 55 Stench

26 Smoke Stains 56 Thick Dust

31 Fading Murals 61 Faint Breeze

32 Faint Footsteps 62 Fallen Pillars

33 Fungus 63 Furniture

34 Torn Clothes 64 Tree Roots

35 Unusual Smell 65 Vibrations

36 Vines 66 Whispers

d66 Dungeon Effects d66 Dungeon Effects

11 Absorption 41 Activation

12 Animation 42 Blessing

13 Communication 43 Confusion

14 Mood Alteration 44 Nullification

15 Petrification 45 Planeshift

16 Protection 46 Rejuvenation
21 Consumption 51 Creation

22 Curses 52 Deception

23 Duplocation 53 Disintegration

24 Release 54 Reversal

25 Rotation 55 Scrying

26 Size-Alteration 56 Summoning

31 Exchange 61 Imprisonment

32 Instructions 62 Interrogation

33 Mind-Control 63 Geas

34 Theft 64 Time-Alteration

35 Transformation 65 Transmutation

36 Transportation 66 Wonder

d66 Dungeon Hazards d66 Dungeon Hazards

11 Acid Drip 41 Bloodsuckers

12 Cave-In 42 Choking Dust

13 Crude Oil 43 Crystal Shards

14 Poison Goo 44 Poison Plants

15 Precipice 45 Quicksand

16 Radiation 46 Rockslide

21 Deafening Noise 51 Dense Fog

22 Ensnaring Vines 52 Fallen Floor

23 Flooding 53 Freezing

24 Rotten Ceiling 54 Rotten Floor

25 Sinkhole 55 Slippery Slope

26 Spider Webs 56 Spores


31 Geysers 61 Magma

32 Magnetic Field 62 Mud Flow

33 Narrow Ledge 63 Narrow Passage

34 Steam Vents 64 Strong Winds

35 Tar Pit 65 Tight Passage

36 Toppling Object 66 Toxic Fumes

d66 Dungeon Traps d66 Dungeon Traps

11 Acid Pool 41 Adhesive

12 Alarm 42 Armor Melts

13 Bear Trap 43 Blinding Spray

14 Lava Flow 44 Lightning

15 Living Statue 45 Missile Fire

16 Monster Freed 46 Net Trap

21 Blunt Pendulum 51 Boiling Tar

22 Collapsing Floor 52 Crocodile Pit

23 Crushing Walls 53 Deep Pit

24 Pendulum Blade 54 Poison Gas

25 Poison Needle 55 Quicksand

26 Rage Gas 56 Rolling Boulder

31 Falling Cage 61 Falling Ceiling

32 Fills With Sand 62 Flooding

33 Giant Magnet 63 Hard Vacuum

34 Room Freezes 64 Room on Fire

35 Sleeping Gas 65 Spiked Pit

36 Tombs Open 66 Wall Spikes


d66 Dungeon Smells d66 Dungeon Smells

11 Sewage 41 Fresh Air

12 Urine 42 Musty Smell

13 Feces 43 Rotten Eggs

14 Fresh Blood 44 Burnt Herbs

15 Sea Water 45 Sulfur

16 Cheap Incense 46 Alcohol

21 Sweat 51 Burning Oil

22 Mushroom Spores 52 Burnt Flesh

23 Burned Meat 53 Delicious Food

24 Burnt Fur 54 Burnt Wood

25 Rotten Corpses 55 Melting Metal

26 Wet Earth 56 Monster Husk

31 Sweet Incense 61 Odor of Hatred

32 Mold 62 Lustful Perfume

33 Stench of Halitosis 63 Essence of Complacency

34 Evil Stench 64 Smell of Fear

35 Rotting Wood 65 Stench of Sorcery

36 Burnt Hair 66 Stink of the Undead

d66 Dungeon Sounds d66 Dungeon Sounds

11 Monsters Discussing 41 Grinding Gear

12 People Screaming 42 Bells

13 Rocks Shattering 43 Chewing Sounds

14 Dead Silence 44 Shouts of Alarm


15 People Moaning 45 Water Dropping

16 People Whispering 46 Cries of Help

21 Chain Rattling 51 Arrow Shooting

22 Claws Scratching 52 Comotion of a Brawl

23 Metal Clanging 53 People Cursing Loudly

24 Gong Sounding 54 Construction Noise

25 Harp Music 55 Explosion Blast

26 Rhythmic Drums 56 Thunder Roar

31 Strange Barking 61 Whispers in the Wind

32 Monster Growling 62 Cracking Energy

33 Serpents Slithering 63 Demonic Laughter

34 Bats Screeching 64 Loud Snoring

35 Rats Squeaking 65 Ghostly Howls

36 Wolves Howling 66 Roar of a Beast

d66 Dungeon Sights d66 Dungeon Sights

11 Armored Mercenaries Approaching 41 A Patch of Mushrooms Growing

12 Corpse on Fire 42 A Grand Brazier Burning a Purple Flame

13 Corpse Smashed by Falling Boulder 43 A Gigantic Centipede Crawling the Walls

14 Flickering Lights of Torches Ahead 44 A Half Opened Sliding Door

15 Dungeon Graffiti of Warning 45 Dark Water Puddle on the Floor

16 Strange Symbols Drawn on the Floor 46 Claw Marks on the Floor

21 Spy Holes in the Walls 51 A Scroll on the Floor with a Map Drawn on It

22 Rainwater Falling From the Ceiling 52 A Teared Off Human Limb

23 Thick Spider Webs Blocking the Way 53 A Dead Mutated Humanoid

24 Drawings Made with Blood 54 Someone Trying to Escape Cloaked Pursuers


25 The Shadow of Something Big Stirring 55 A Small Altar to an Ancient God

26 Human Bones in the Corner 56 Mud Footsteps Leading Ahead

31 A Corpse Half Eaten by a Predator 61 A Trail of Gold Coins

32 Marks of Weapons on the Floor 62 A Greenish Miasma Covering Your View

33 Shiny Red Eyes Blinking in the Darkness 63 Some Creature Hiding in the Shadows

34 Giant Rat Carrying a Rotting Arm 64 Diabolical Pentagram on the Floor

35 A Rusted Helmet 65 Dead Body Without Any Blood

36 A Skeleton Wearing a Rusted Armor 66 Marks of Sharp Claws

Appendix N: NPC Generator


One of the greatest tools at the disposal of Referees are the use of Non Player Characters
(NPCs). NPCs are all the other characters in the game world who are not controlled by players,
be it a common and unimportant peasant at the side of a dirt road, or the cunning sorcerer who
is trying to deceive the PCs and sending them in a suicidal mission to fulfill the conditions of an
ancient prophecy.

The clever Referee has many uses for NPCs, using them to connect with the PCs, to pass on
information regarding possible adventure opportunities, to serve as a way to mirror aspects of
the game setting, such as religions, customs, cultures and traditions and, of course, to serve as
enemies of the characters played by the players.

This Appendix presents several d66 tables to help Referees build interesting and varied NPCs,
providing creative inputs such as possible personalities, occupations, physical traits, goals,
weaknesses and many more characteristics. Grab some dice and come up with some unique
individuals to spice up your games.

Many of the tables presented in this Appendix are taken from or inspired by the great resources
included in Ben Milton’s Maze Rats and are shared by the CC BY 4.0 License
(https://creativecommons.org/licenses/by/4.0/)

d100 Male Names Female Names

1 Abhar Abriana

2 Acanis Afanis
3 Afhanur Arianis

4 Ashtan Assanthia

5 Barthus Azhara

6 Beik Ballanis

7 Biratis Bennafior

8 Bhur Bianthia

9 Caleb Biethricia

10 Ceinturis Boalerie

11 Charus Caelennia

12 Chiaro Cedaria

13 Danestur Cianinna

14 Deir Cinnafar

15 Dorissai Cjardin

16 Dundra Daena

17 Edarius Daifar

18 Eltandor Deghastia

19 Emant Dejaris

20 Fardir Diathar

21 Feln Eanis

22 Finardin Eifin

23 Fushio Eleanthia

24 Galard Emmast

25 Ghor Epaghiana

26 Gianco Faenia

27 Gurinan Farannis

28 Hasthur Feliast

29 Helonus Feignar
30 Hoardr Finfaris

31 Hudinn Gallarin

32 Iannui Giantelli

33 Ifarur Giadaris

34 Ignar Goanar

35 Izhor Hallas

36 Jagnarus Henfaria

37 Jerthrat Heonia

38 Jhaurl Hildarin

39 Jumath Hollana

40 Kalisto Huina

41 Keenar Ianar

42 Khot Iathila

43 Kurwak Ibaria

44 Larr Ionar

45 Leothar Izindria

46 Linth Janalis

47 Ludgrim Jeandira

48 Malthen Jibia

49 Meldonis Joiar

50 Molinar Kallenia

51 Mundh Kannis

52 Nalfh Keppap

53 Neimak Kiandra

54 Norghrd Kinfard

55 Numminhar Kjian

56 Obhard Lanis
57 Ofhid Leandria

58 Oghorsh Leya

59 Ottus Lissandria

60 Pandhelus Loanar

61 Perenthir Marthia

62 Pollard Mehria

63 Putnik Missa

64 Quardh Naethis

65 Quidhar Nindja

66 Razhar Norannia

67 Refharin Nundia

68 Rinalt Obaria

69 Rollint Ofidha

70 Saphic Onarah

71 Selentus Panalis

72 Solvand Pendria

73 Sulvantur Pighara

74 Szalaey Puitra

75 Tarthrd Qjania

76 Tenvichio Quenthia

77 Timmaf Raenarah

78 Tosbart Rij

79 Tumbhar Riiathia

80 Tzianus Salamaris

81 Ubiantis Selunai

82 Uchart Simairir

83 Ulfdarg Szanthia
84 Undar Tallaria

85 Uthir Tennardis

86 Valdis Tithia

87 Velmond Tulma

88 Vicaris Uaria

89 Volderio Ufanthia

90 Vulfaghor Unnizzia

91 Walfhar Valiria

92 Wendig Viashia

93 Winnarf Walphia

94 Wolthur Winnardia

95 Wold Wunthia

96 Xiard Xaravis

97 Xzord Xiza

98 Yartus Xzanthis

99 Yord Yanaris

100 Zekhmar Zellena

d66 Civilized Occupations d66 Civilized Occupations

11 Acolyte 41 Item-seller

12 Actor 42 Jeweler

13 Apothecary 43 Knight

14 Baker 44 Locksmith

15 Barbers 45 Mason

16 Blacksmith 46 Miller

21 Brewer 51 Musician

22 Bureaucrat 52 Noble
23 Butcher 53 Painter

24 Carpenter 54 Priest

25 Clockmaker 55 Scholar

26 Courier 56 Scriber

31 Courtier 61 Sculptor

32 Diplomat 62 Shipwright

33 Fishmonger 63 Soldier

34 Guard 64 Tailor

35 Haberdasher 65 Taxidermist

36 Innkeeper 66 Wigmaker

d66 Underbelly Occupations d66 Underbelly Occupations

11 Alchemist 41 Hedge Knight

12 Beggar-Prince 42 Highwayman

13 Blackmailer 43 Housebreaker

14 Bounty-Hunter 44 Kidnapper

15 Chimney Sweep 45 Mad Prophet

16 Coin-Clipper 46 Mountebank

21 Contortionist 51 Peddler

22 Counterfeiter 52 Pit-Fighter

23 Cultist 53 Poisoner

24 Cutpurse 54 Rat-Catcher

25 Debt-Collector 55 Scrivener

26 Deserter 56 Sellsword

31 Fence 61 Slave

32 Fortuneteller 62 Smuggler
33 Galley Slave 63 Street Performer

34 Gambler 64 Tattooist

35 Gravedigger 65 Urchin

36 Headsman 66 Usurer

d66 Frontier Occupations d66 Frontier Occupations

11 Apiarist 41 Monster Hunter

12 Bandit 42 Outlander

13 Caravan Guard 43 Pilgrim

14 Caravaneer 44 Poacher

15 Druid 45 Raider

16 Exile 46 Ranger

21 Explorer 51 Sage

22 Farmer 52 Scavenger

23 Fisherman 53 Scout

24 Forager 54 Shepard

25 Fugitive 55 Seer

26 Hedge Wizard 56 Surveyor

31 Hermit 61 Tinker

32 Hunter 62 Tomb Raider

33 Merchant 63 Trader

34 Messenger 64 Trapper

35 Minstrel 65 Witch

36 Monk 66 Woodcutter

d66 People’s Traits d66 People’s Traits

11 Strong Authority 41 Protected Location


12 Stealthy 42 Loyal Servants

13 Owns Favors 43 Prophetic Visions

14 Convincing Words 44 Nothing to Lose

15 Astonishing Beauty 45 Contacts in the Authorities

16 Good at Forgery 46 Fanatical Followers

21 Doesn’t Leave Leads 51 Powerful Weapon

22 Various Contacts 52 Knows What’s Going On

23 Knows the Surroundings 53 Allies Everywhere

24 Knows Secret 54 Expert in Disguises

25 Superior Education 55 Expert in Interrogation

26 Famous Celebrity 56 Unbeatable in Debates

31 Streetwise 61 Secret Hideout

32 Skillful Liar 62 Hired Assassins

33 Absurdly Rich 63 Access to Illegal Goods

34 Leader of Faction 64 Backed by Powerful Faction

35 Cult Member 65 Skilled Criminal

36 Inspires Fear 66 Supernatural Power

d66 People’s Hindrances d66 People’s Hindrances

11 Tremendous Bad Luck 41 Owes Lots of Money

12 Weak-Willed Followers 42 Unskilled

13 Addicted to Something 43 Bad Liar

14 Always Drunk 44 Poor Defenses

15 Coward 45 Surrounded by Scandals

16 Indulges in Debased Pleasures 46 Lacks Knowledge

21 Extremely Vain 51 Lacks Determination


22 Obsessive Love 52 Code of Honor

23 Extremely Sick 53 Suspicious of Everyone

24 Obsessive Behavior 54 Very Naive

25 Strong Paranoia 55 Is Being Manipulated

26 Always Partying 56 Uneducated

31 Lacks Resources 61 Always Leaves Evidence

32 Lacks Contacts 62 Too Much to Lose

33 Loses Money Gambling 63 Horrendous

34 Always Hungry 64 Wanted by Authorities

35 Extremely Greedy 65 False Information

36 Not Respected 66 Loses Temper Easily

d66 People’s Objectives d66 People’s Objectives

11 Improve Their Lives 41 Prove Their Worth

12 Be Accepted 42 Impress an Individual

13 Acquire an Object 43 Resolve Conflict

14 Create an Object 44 Restore a Faction

15 Destroy an Object 45 Have Their Revenge

16 Attack a Faction 46 Discover a Secret

21 Join a Faction 51 Be Feared

22 Attack an Individual 52 Have Justice

23 Save an Individual 53 Serve a Leader

24 Locate an Individual 54 Become Rich

25 Be Loved 55 Ascend to Another World

26 Master a Craft 56 Capture an Entity

31 Get Somewhere 61 Spread Chaos


32 Capture an Individual 62 Cure Disease

33 Acquire Knowledge 63 Become Powerful

34 Become Famous 64 Cause the Apocalypse

35 Create a Faction 65 Bring Back a Loved One

36 Become Free 66 Become Immortal

d66 People’s Obstacles d66 People’s Obstacles

11 Abandoned by Loved One 41 Suffers From Depression

12 Needs Medicine 42 Split Personality

13 Was Arrested 43 Was Shot

14 Being Blackmailed 44 Was Poisoned

15 Was Robbed 45 Beaten by Local Militia

16 Being Ratted Out 46 Beaten by Criminals

21 Being Framed for a Crime 51 Works Too Much

22 Haunted by Ghosts 52 Being Followed

23 Being Humiliated by Superior 53 Rejected by Loved One

24 Lost Their Money 54 Exiled by Community

25 Being Kidnapped 55 Disavowed by Faction

26 Lost Their Memory 56 Exiled from Their Homeland

31 Lost in the Location 61 Forgotten by Family

32 Was Cursed 62 Nowhere to Live

33 Hunted by Assassins 63 Cursed by Sorcerer

34 Has a Physical Limitation 64 Loved One Kidnapped

35 Has Been Defrauded 65 Has Another Mind Inside Theirs

36 Lost Their Place 66 Followers Plan Betrayal

d66 People’s Methodology d66 People’s Methodology


11 Using Religion 41 Intense Negotiation

12 Blackmailing Rivals 42 Seducing Lies

13 Bribing Others 43 Using Spies

14 Through Fear 44 Fast-Talking Others

15 Screaming Louder 45 Calling Favors

16 Using Bureaucracy 46 Working Harder than Everyone

21 Investigating Everything 51 Through Humor

22 Using Political Power in Their Favor 52 Unfaltering Determination

23 Manipulating Others 53 Making Plans

24 Misdirecting Perception 54 Using Teamwork

25 Throwing Money at the Problem 55 Having a Quick Mind

26 Being Persistent 56 Extensive Research

31 Seducing the Opposition 61 Using Sorcery

32 Making Offers They Cannot Refuse 62 Summoning Daemons

33 Using Minions 63 Making a Pact

34 Through Eloquence 64 Spreading Rumors

35 Deceiving Others 65 Threatening Opposition

36 Rational Deduction 66 Stealing What’s Needed

d66 People’s Appearance d66 People’s Appearance

11 Aquiline Features 41 Pot-Bellied

12 Athletic Build 42 Stout Features

13 Thick Chest 43 Rounded Features

14 Thick-Boned 44 Delicate Features

15 Corpulent 45 Scrawny Build

16 Rugged Features 46 Bull-Necked


21 Elongated Body 51 Solid Build

22 Ripped Body 52 Squared Features

23 Chiseled Features 53 Gaunt Features

24 Tall Stature 54 Hulking Body

25 Short Body 55 Diminutive Body

26 Stocky Body 56 Broad Shoulders

31 Disproportionated Head 61 Hunchbacked

32 Long Limbs 62 Looks Younger

33 Short Limbs 63 Looks Older

34 Overweight 64 Sickly Look

35 Lean Features 65 Slender Body

36 Deathly Visage 66 Voluptuous Body

d66 People’s Physical Traits d66 People’s Physical Traits

11 Bow-Legged 41 Acid Burns

12 Delicate Hands 42 Bronze-Skinned

13 Calloused Hands 43 One-Eyed

14 Sharp Nails 44 Always Smiling

15 Tattooed Body 45 Nine Fingers

16 Burnt Scars 46 Winning Smile

21 Strange Birthmark 51 Full Lips

22 Long Braids 52 Broad Nose

23 Dreadlocks 53 Crooked Nose

24 Colorful Hair 54 Pointy Nose

25 Mohawk 55 Double Chin

26 Goatee 56 Wolfish Eyes


31 Bald Hair 61 Hairy Skin

32 Sideburns 62 Pimply Skin

33 Thin Lips 63 Veined Skin

34 Pierced Tongue 64 Unruly Eyebrows

35 Missing Teeth 65 Lanky Eyes

36 Missing Limb 66 Bleary Eyes

d66 People’s Dressing d66 People’s Dressing

11 Antique Clothes 41 Bright Colors

12 All in Leather 42 Covered in Sigils

13 Minimal Clothing 43 Excessively Perfumed

14 Provocative Clothes 44 Diminished Colors

15 Conservative Clothes 45 Undersized Clothes

16 Expensive Clothing 46 Embroidered Clothes

21 Cheap Clothing 51 Extravagant Clothes

22 Excessive Makeup 52 Exotic Clothes

23 Facial Paint 53 Patterned Clothes

24 Ceremonial Vestments 54 Elegant Clothes

25 Ragged Clothing 55 Food-Stained Clothing

26 Using Chains 56 Patched Clothes

31 Blood-Stained Clothes 61 Makeshift Clothes

32 Dirty Clothing 62 Worned-Out Clothing

33 Covered in Dirt 63 Wine-Stained Clothes

34 Overly Patched 64 Oversized Clothes

35 Latests Trends 65 Too Tight

36 Old-Fashioned 66 Battletorn Clothes


d66 People’s Personality d66 People’s Personality

11 Adaptable 41 Questioning

12 Ambitious 42 Reserved

13 Competitive 43 Realistic

14 Dominating 44 Scrupulous

15 Emotional 45 Sarcastic

16 Enigmatic 46 Sensitive

21 Fanatical 51 Tolerant

22 Fatalistic 52 Thoughtless

23 Guileless 53 Treacherous

24 Haughty 54 Uncaring

25 Impressionable 55 Uninhibited

26 Lazy 56 Unpredictable

31 Loyal 61 Vivacious

32 Malicious 62 Vindictive

33 Non-committal 63 Venomous

34 Old-Fashioned 64 Weak-Willed

35 Pedantic 65 Witty

36 Power-Hungry 66 Wishful

d66 People’s Mannerisms d66 People’s Mannerisms

11 Constantly Spits 41 Uses Fancy Words

12 Blinks Just One Eye 42 Speaks Slowly

13 Jokes at the Worst Moments 43 Speaks Too Fast

14 Picks Nose 44 Always Too Formal

15 Makes the Worst Comparisons 45 Doesn’t Like to be Touched


16 Breathes Loudly 46 Touches Everyone

21 Always Sniffing 51 Low Talker

22 Nervous Smoker 52 High Talker

23 Laughs Alone 53 Speaks With Slangs

24 Talks to Themselves 54 Interrupts Everyone

25 Speaks in Third Person 55 Always Eating

26 Speaks in Riddles 56 Always Repeats What Others Just Said

31 Speaks in Songs 61 Carries a Small Animal Around

32 Scratches Nose 62 Frequently Loses Thoughts

33 Makes Voices 63 Makes Useless Observations

34 Always Mumbling 64 Never Gesticulates

35 Narrates What They are Doing 65 Nervous Laughter

36 Always Exaggerates Facts 66 Licks Lips

d66 People’s Secrets d66 People’s Secrets

11 Addicted to Drugs 41 Sorcerer

12 Killed Someone 42 Member of Assassins’ Guild

13 False Identity 43 Actually Rich

14 No Wealth Left 44 Spreading Deadly Disease

15 Beholden to Crime Boss 45 Corrupt

16 Spying for Faction 46 Drug Dealer

21 Rebelling Against Status Quo 51 Prostitute

22 Son of Criminal 52 Polymorphed into Someone They’re Not

23 Married to Someone Else 53 Sinister Ancestry

24 Hunts Demons 54 Traveler from Another Place

25 From Ancestral Lineage 55 Actually Undead


26 Son of an Elder God 56 Mind-Controlled by Sorcery

31 Exiled from Homeland 61 Alien in Disguise

32 Fencing Illegal Goods 62 Faerie in Disguise

33 Crime Boss 63 Actually a Lycanthrope

34 Fugitive from Another City 64 Possessed by Ghost

35 Polygamist 65 Vampire Servant

36 Protector of Relic 66 Demon Worshiper

d66 People’s Reputation d66 People’s Reputation

11 Ambitious 41 Gentle

12 Intelligent 42 Brutish

13 Lazy 43 Eloquent

14 Dedicated 44 Stupid

15 Greedy 45 Wise

16 Charitable 46 Foolish

21 Pedantic 51 Hard Worker

22 Attentive 52 Natural Leader

23 Sensitive 53 Weak-Willed

24 Uncaring 54 Fearful

25 Authoritarian 55 Courageous

26 Inflexible 56 Asshole

31 Permissive 61 Funny

32 Rational 62 Impulsive

33 Nutjob 63 Planner

34 Ruffian 64 Scandalous

35 Pious 65 Shy
36 Prejudiced 66 Respected

d66 People’s Hobbies d66 People’s Hobbies

11 Archeology 41 Theater

12 Art Collecting 42 Opera

13 Fiction Writing 43 Musicals

14 Card Games 44 Gastronomy

15 Calligraphy 45 Gardening

16 Sketching 46 History

21 Movies 51 Fashion

22 Self Portraits 52 Legends

23 Ancient Literature 53 Drinking Wibne

24 Knitting 54 Brewing

25 Wargaming 55 Gambling

26 Playing Drums 56 Exercising

31 Hunting 61 Occultism

32 Lawn Games 62 Poetry Writing

33 Painting 63 Puzzle Solving

34 Playing Instruments 64 Riddles

35 Singing 65 Science

36 Costume Dressing 66 Foreign Cultures

d66 People’s Relationships d66 People’s Relationships

11 Counselor 41 Idol

12 Blackmailer 42 Owes Money

13 Partner in Crime 43 Owes Favors


14 Partner in Business 44 Master

15 Business Rival 45 Disciple

16 Rival in Love 46 Stalker

21 Hates Their Guts 51 Supplicant

22 Completely Obsessed By 52 Promised Spouse

23 Kidnapper 53 Offspring

24 Consumer 54 Lost Sibling

25 Fencer 55 Protector

26 Parent 56 Teacher

31 Relative 61 Enemy

32 Secret Lover 62 Ally

33 Sibling 63 Social Rival

34 Spouse 64 Political Rival

35 Envy 65 Dominator

36 Admirer 66 Servant

Appendix M: Monster Generator


Sharp Swords & Sinister Spells doesn't present a full bestiary of creatures to be used by
Referees in their campaigns. Instead, this game focuses on inventiveness and encourages the
creation of unique monsters molded to the needs of each campaign.

In order to help in this endeavor, we present a monster generator that will work as a starting
point for ideas and creative monster making. With a few dice rolls, the Referee will have plenty
of information about the new creature, such as its nature, appearance, special powers, and
weaknesses. There isn't an exact formula for creating monsters and Referees are encouraged
to experiment and mix things up to create weird and exciting Opponents!

About Statistics
As this game has a light and flexible system, especially regarding monsters, the tables won't
always refer to game statistics. The Referee is free to create these based on the entries. For
example, a creature with Reinforced Carapace can have a Damage Reduction of 2 or 3 or
have their carapace work as a shield, depending on the needs of the game. The entries are
inspirations for creativity, not a closed system.

Opponent’s Nature
The first step to creating an Opponent is defining its nature. Is it originally from the Domains of
the Deathless King? Is it an alien from another dimension altogether? Is it an automaton created
by the Sorcerer-King of an older era? The nature of the creature will help define its general
configuration, appearance, powers and weaknesses. Hybrid creatures are also possible and are
a great way to surprise players who are used to the same old Opponents!

d10 Opponent’s Nature


1 Humanoid
2 Beast
3 Plant
4 Prehistoric
5 Undead
6 Mystical
7 Construct
8 Aberration
9 Elemental
10 Demonic

Humanoid
These are usually humanoid creatures who have an appearance similar to humans, having a
trunk, a head, two legs and two arms. They are intelligent individuals, capable of developing a
society and using some sort of technology or magic. Given the origins of their ancestors, these
creatures can present almost any alien characteristics and astonishing powers that set them
apart from humanity.

When creating a humanoid Opponent, roll as many times as feels necessary on the Humanoid
Appearance table, once on the Technology Level table and once on the Humanoid Culture
table. Some humanoids may have Powers and Weaknesses and the Overlord might want to
roll on those tables as well.

d20 Sentient Appearance


1 Elongated Limbs (can make melee attacks to opponents within short range)
2 Giant Head
3 Shortened Limbs (slow movement)
4 Elastic Limbs (can make melee attacks to opponents within short range)
5 Extra Pair of Arms (can act one more time per round)
6 Extra Pair of Legs (can move twice per round)
7 Extra Heads (receives a Positive Die to mental actions)
8 Scaly Skin (Damage Reduction of 1)
9 Colorful Skin (1d10: 1 – Yellow; 2 – Orange; 3 – Red; 4 – Purple; 5 – Blue; 6 –
Emerald; 7 – Gray; 8 – Transparent; 9 - Black; 10 - Unknown – Color may indicate
resistance to certain types of damage)
10 Without Body Hair
11 With flashy hair or fur
12 Small body (Positive Die to hide)
13 Large Body (Positive Die to physical actions)
14 No distinction between genders (or without gender)
15 Skeletal Body
16 Corpulent Body
17 Protruding Bones
18 Extra Eyes (Positive Die on perception tests)
19 Eyeless (augmented senses)
20 Traits of other nature (roll again on the Monster’s Nature table, ignoring the
Humanoid result)

d10 Technological Level

1 Stone Age (prehistory and before)


2-3 Bronze Age (3500 B.C.)
4-5 Iron Age (1200 B.C.)
6-8 Middle Ages (600 B.C.)
9 Age of Discoveries (1450 A.D.)
10 Industrial Revolution (1730 A.D.)

d20 Humanoid Culture


1 Praises brute strength above all else and dominates inferior races.
2 The search for knowledge moves this race through their endeavors.
3 Carnal pleasures are all that matters.
4 The search for spiritual growth is the most noble quest of an individual.
5 Hoards riches at any cost, even taking it from weaker races.
6 To reproduce and spread to all corners of the world.
7 Dominate intellectually all other cultures.
8 To produce art is the greater deed an individual can accomplish.
9 Technological development is the most noble cause to pursue.
10 Sorcery is a stain that must be cleansed from the world.
11 The accumulation of magical power is the only way to secure our superiority.
12 To bring our god to this world is our main task.
13 To remain isolated from other races is our main safety guarantee.
14 Hunt the most powerful beast to prove your worth.
15 Never suppress your primal instincts as savagery is the purest state of being.
16 The quest for the promised land is the main task of our people.
17 To obey all the wishes and desires of the Queen-Mother, whatever they may be.
18 Only by the end of the universe as we know it we can build a better one.
19 Life has no meaning and is empty, nothing and no one can alter this truth.
20 Transformation and constant change are essential to save Chaos from the
tyranny of Order.
Beast
Animals and bestial creatures are common opponents in the pulp fiction that inspires the game.
A pack of hungry six legged giant lizards or a gigantic snake with three heads are great threats
to even the most seasoned adventurers.

The tables below are meant to create bestial creatures based on mundane animals. Since
Sharp Swords & Sinister Spells has a simple and easy way to use monster statistics, we did
not find it necessary to provide a generator for common species, and instead focused on
unnatural bestial creatures. When creating a beast Opponent, the Referee first determines the
Bestial Form, and then rolls on the Animals table to determine the components of the creature.
They can also have Powers and Weaknesses as other monsters.

d10 Bestial Form


1 Torso of one animal and legs of another.
2 Head of an animal, limbs of another and the body of a third.
3 Multiple animal heads with the body of another.
4 Humanoid body with an animal head.
5 Body of an animal, tail of another and wings of a third.
6 Headless animal with many mouths of a second animal around their body.
7 Winged head of an animal.
8 Body of an animal and extra arms of another.
9 Animal body with a humanoid head.
10 Animal mixed with other creature (roll to determine the second Opponent’s
Nature).

d100 Animals
1 Bee
2 Jellyfish
3 Eagle
4 Spider
5 Baboon
6 Whale
7 Cockroach
8 Beetle
9 Goat
10 Buffalo
11 Hound
12 Crab
13 Chameleon
14 Horse
15 Snake
16 Owl
17 Crocodile
18 Dromedary
19 Elephant
20 Scorpion
21 Squirrel
22 Starfish
23 Falcon
24 Seal
25 Ant
26 Rooster
27 Ferret
28 Grasshopper
29 Goose
30 Heron
31 Cat
32 Giraffe
33 Dolphin
34 Gorilla
35 Raccoon
36 Hyena
37 Hippopotamus
38 Iguana
39 Alligator
40 Jaguar
41 Boar
42 Boa Constrictor
43 Centipede
44 Caterpillar
45 Gecko
46 Lizard
47 Lobster
48 Lion
49 Leopard
50 Snail
51 Dragonfly
52 Wolf
53 Worm
54 Squid
55 Monkey
56 Moth
57 Earthworm
58 Bat
59 Fly
60 Adder
61 Oyster
62 Urchin
63 Sheep
64 Panther
65 Duck
66 Peacock
67 Swordfish
68 Penguin
69 Piranha
70 Octopus
71 Pigeon
72 Pig
73 Hedgehog
74 Sloth
75 Protozoan
76 Lynx
77 Fox
78 Frog
79 Rat
80 Deer
81 Rhinoceros
82 Nightingale
83 Salamander
84 Manta Ray
85 Serpent
86 Anteater
87 Turtle
88 Armadillo
89 Badger
90 Tiger
91 Mole
92 Bull
93 Shark
94 Bear
95 Vulture
96 Moose
97 Mule
98 Maggot
99 Wasp
100 Zebra

Plant
Normally plants and other vegetables do not offer immediate threats to adventurers. However,
in a sword and sorcery world where the forces of Chaos exhibit a strong influence, some plants
have acquired monstrous characteristics, becoming as dangerous as a starving two headed
lion.

In order to create a truly terrifying plant monster, the Referee will need some creativity. Use the
Plant Form and Plant Attacks tables as well as the Powers and Weaknesses tables. Creating
amalgams with other types of monsters will make these creatures even weirder and more alien,
leaving the players more astonished.

d10 Plant Form


1 Mushroom
2 Mold
3 Vines
4 Roots
5 Tree
6 Flower
7 Fruit
8 Shrubbery
9 Algae
10 Amalgam between Plant Form and other Opponent’s
Nature

d10 Plant Attacks


1 Sharp Thorns or Leaves
2 Poisonous Spores
3 Crushing Branches
4 Strangling Roots
5 Explosive Fruits
6 Blood Sucking Roots
7 Acid Sap
8 Harmful Pollen
9 Inserting a Seed Inside a Victim’s
Heart
10 Hypnotic Perfume

Prehistoric
Prehistoric opponents are also a staple of pulp fiction, especially in isolated parts of sword and
sorcery worlds. Primitive and savage men, ravenous dinosaurs and beasts from past ages that
awoke to spread chaos are frequent opponents in the paths of adventurers.

As with mundane animals, normal prehistoric creatures should be easy enough to create.
Following the simple HD and the Standard Damage table and being minimally creative with
Special Abilities (like giving double damage to a triceratops when charging) should be enough.
The table below gives Prehistoric Characteristics that can be used together with another
Opponent’s Nature to create a prehistoric creature.

d10 Prehistoric Characteristics


1 Reptilian
2 Gigantic with Small Head
3 Protruding Bones
4 Highly Muscular with Small Brain
5 Unicellular
6 Protruding Teeth and Claws
7 Amphibious
8 Reinforced Carapace
9 Rapid Regeneration
10 Insectoid
Undead
Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage
between life and death, refusing to follow the natural circle of life and usually feed on mortals in
various ways. This is usually caused by the influence of sorcery or the forces of the Abyss.

Undead creatures are created from living beings that, for some reason, stop the natural process
of death and remain in a stage of undeath. When creating an undead monster the Referee
starts with a normal living Opponent and then rolls on the following tables to generate its
undead version. Later, he can add Powers and Weaknesses as usual.

d10 Undead Form


1 Incorporeal, appearing as it was when alive
2 Incorporeal, cadaverous appearance
3 Incorporeal, gaunt appearance
4 Incorporeal, foggy or deformed appearance
5 Shadow
6 As alive, with cold skin and white eyes
7 Appearance as the moment it died, wounds still bleeding
8 Appearance as a rotting corpse
9 A floating head with incorporeal body
10 Skeletal

d10 Feeds Upon


1 Blood
2 Flesh
3 Brains
4 Vitality
5 Will to Live
6 Dreams
7 Memories
8 Anguish
9 Fear
10 Beauty

Mystical
Mystical creatures are born from the energies that come from other dimensions and realities,
thus they can assume many forms. Some of them blend in with mortal creatures from our world,
hiding their enigmatic nature. Others, proud of their heritage, reveal themselves in all their
splendor, attracting the attention of mortals in the form of admiration, fear, worship and other
emotions.

The tables below can be used to grant Mystical Traits to Opponents of other natures, or to
generate a magical creature with the Mystical Form table. These monsters can have many
Powers and Weaknesses, since the Chaos that originated them follows no pattern.

d10 Mystical Traits


1 Static energy radiates from the creature, lightly shocking whoever comes close.
2 The creature levitates just above ground, having a supernatural lightness.
3 The creature's hair or body hair is always under the influence of elements (on fire, wet,
blown by the wind, full of dirt).
4 The creature's skin emanates a soft glow.
6 Little energy crystals are scattered throughout the creature's body.
7 The creature's skin changes color according to its humor.
8 Translucent body.
9 Small energy spheres orbit around the creature.
10 The creature appears different for every person who looks at it.
11 Strange runes and symbols cover the creature’s body.
12 The creature is composed of miniature creatures that forms larger body.
13 The creature can project its aura in the distance.
14 The creature lives in a constant motion between two dimensions.
15 The creature form changes constantly according to its surroundings.
16 The creature’s eyes reflect what other creatures desire.
17 The creature cries small crystals from their eyes.
18 The creature’s voice echoes like a music in a long hall.
19 The creature has traits of another Opponent’s Nature.
20 Roll twice.

d10 Mystical Form

1 Sphere
2 Cube
3 Concentric Rings
4 Giant Eye with Bloody Veins
5 Living Energy
6 Constant Changing Geometric Figure
7 Floating Pyramid
8 Flying Crystal
9 A Horde of Glass Insects with Collective Intelligence
10 An Amalgam of 1d3+1 Monster’s Natures

Construct
Ancient and advanced civilizations, sorcerers from other times and dimensions, aliens from
other worlds and sorcerers with great knowledge and ambition are capable of creating
constructs or other artificial beings. For a simple mortal in the worlds of Sharp Swords &
Sinister Spells these magical and technological creations are almost mythical and magical as
faeries and the Referee may opt to treat them as such.

The tables below can be used to generate the Construct Form of a creature as well as its
Material (which could grant special characteristics). As always, these creatures could have
extra Powers and Weaknesses like others.

d20 Construct Form

1 Humanoid Form
2 Animal Form
3 Flying Orb
4 Brain Inside Translucent Container
5 Sphere with Many Appendices.
6 War tank
7 Wheeled Vehicle
8 Flying Polyhedron
9 Sword or Other Weapon
10 Oven
11 Meat Grinder
12 Rubik’s Cube
13 Tower
14 Siege Engine
15 Tripod
16 Monocycle
17 Millions of Micro Constructs
18 Lamp
19 Telescope
20 Bundle of Cogs and Tubes

d10 Material

1 Silver
2 Iron
3 Mercury
4 Steel
5 Wood
6 Star Metal
7 Glass
8 Leather
9 Gold
10 Crystal

Aberration
Aberrations are creatures that defy existence and potentially leave anyone who glimpses their
form insane. They come from the Abyss or dimensions completely tainted by it. No one knows
exactly how they came to be, if they are ancient beings, the creations of mad sorcerers that
went wrong, or beings from other dimensions completely opposed to our own.

To create an aberration, the Referee determines its Basic Form and then adds Aberrant
Characteristics. Additional Powers and Weaknesses are common in these creatures, as well
as a completely alien mind.

d10 Basic Form

1 Amorphous
2 Spherical
3 Cylinder
4 Pyramid
5 Ring
6 Icosahedron
7 Bidimensional
8 Tetradimensional
9 Similar to another Opponent's
Nature
10 Mixture of 1d3+1 Opponent's
Nature

d10 Aberrant Characteristics

1 Hundreds of eyes of different types and sizes cover the creature’s body.
2 Hundreds of mouths of different sizes and shapes cover the creature's body and spew
a disgusting goo.
3 Body covered by irregular thorns that inject hallucinogenic poison .
4 Body covered with small lips that keep pronouncing alien poetry which drives listeners
insane.
5 Several tentacles cover the creature’s body.
6 Faces of several different beings in agonizing expressions cover the creature's body.
7 Bubbles expelling nauseous smells forms all over the creature's body.
8 Hundreds of clawed hands form and dissipate over the creature's body.
9 The creature's body is covered with holes expelling feces.
10 Gelatinous and transparent body, exposing all the bizarre organs inside.

d10 Specific Purposes

1 Harvest natural resources .


2 Colonize a new world.
3 Escape the destruction of their original world.
4 Search for ancestors that visited this world.
5 Dominate this new world.
6 Conduct scientific experiments.
7 Eat all that it can find.
8 To reproduce with another species.
9 Capture slaves for an important task.
10 To learn and collect information.

Elemental
These are creatures composed of a singular (or sometimes multiple) pure element, having
acquired life through sorcery or the act of a powerful entity that gave them sentience. Their
forms can be as varied as any other monster.

To create an elemental monster, start with an Opponent from any other nature and then assign
a unique element of which it is composed according to the table below. Additional Powers and
Weaknesses should be added as well.
d20 Element

1 Earth
2 Water
3 Fire
4 Air
5 Rock
6 Magma
7 Ashes
8 Sand
9 Wood
10 Mud
11 Steam
12 Blood
13 Metal
14 Mucus
15 Acid
16 Poison
17 Lightning
18 Light
19 Glass
20 Diamond

Demonic
Demons are supernatural entities hailing from the depths of the Abyss, a plane of emptiness,
pain, suffering and death. The majority of them feed off of these feelings and travel the many
worlds to incite them in others.

To create a daemon, the Referee starts with another Opponent’s Nature and then applies
some Demonic Characteristics. These creatures usually have several Powers and a few
Weaknesses.

d20 Demonic Characteristics

1 Goat horns
2 Shadow body
3 Goat legs
4 Empty eye sockets
5 Flame eyes
6 Forked tail
7 Fangs
8 Bat wings
9 Skeletal wings
10 Blood covered body
11 Crawling with insects
12 Morbid obesity
13 Incredibly filthy
14 Mucous covering the body
15 Body covered with dark
thorns
16 Crawling with serpents
17 Extremely beautiful
18 Horrendous
19 Guttural voice
20 Melodic voice

Powers
Here is a list of 100 Special Abilities that can be assigned to any Opponent. How they
manifest in each creature will depend on its nature and the Referee’s creativity.

d100 Powers
1 Acid Attack: Acid deals a die of damage one step below the Standard Damage for the
creature's HD for HD rounds.
2 Acid Blood: When an attacker inflicts damage at close range to the creature, they must
make an Agility test or suffer damage one step below the Standard Damage for the
creature's HD.
3 Cause Blindness: Blinds a target for 1d3 rounds per HD. The target receives 2
Negative Dice for any action that relies on vision.
4 Imprison: The creature imprisons a target in a viscous substance, requiring the victim to
make a Physique test to escape.
5 Earthquake: Causes an earthquake up to long range, collapsing buildings and causing
other damage. Creatures in the area must make an Agility test or are knocked to the
floor.
6 Tunneling: Can move through solid earth as normal.
7 Destroy Metal: Metal objects that touch the creature's body are damaged and become
useless. When an attacker hits the creature, they must make a Luck Roll to see if their
weapon is ruined.
8 Destroy Wood: Wooden objects are destroyed if they come into contact with the
creature's skin. When an attacker hits the creature, they must make a Luck Roll to see
if their weapon is ruined.
9 Lacerate: After the attack, the target receives a Negative Die to all physical actions for
HD rounds.
10 Corrode Minerals: Rocks and other minerals can be dissolved by the creature, allowing
it to pass through walls.
11 Animate Object: Gives life to inanimate objects, transforming them into monsters under
the creature's command. The creature can animate a number of objects equal to its HD.
12 Suffocation: Drains the air from its victims’ lungs.
13 Repulsion: Makes it hard for creatures of a certain type (Referee’s discretion) to
approach. Characters can resist with a Willpower test.
14 Bleeding: In addition to normal damage, this attack causes bleeding, making the target
suffer damage 1 step below the Standard Damage for the creature's HD per round
until the wound is treated.
15 Necrosis: This attack causes necrosis and the victim loses 1 point of Physique or
Agility per day until a cure is found.
16 Disease: Causes grave and potentially deadly disease (the Referee may impose
Attribute damage, Negative Dice and loss of HP). Victims can make a Physique or
Willpower test to resist it.
17 Incubation: An egg or seed is inserted inside the target and it will generate another
monster in a set amount of time, leading to the victim's death unless it is extracted in
time. The egg will hatch as the victim’s Luck reaches 0.
18 Drain Attribute: Victim loses 1d3 points of a specific Attribute. The target can usually
resist with an appropriate Attribute test.
19 Power Vortex: Summons an energy storm that affects all creatures in short range who
suffer damage one step lower than the Standard Damage, unless they make an Agility
test for half damage. The storm lasts for HD rounds.
20 Confusion: Makes victim confused and disoriented, receiving a Negative Die to all
actions for a number of rounds determined by the creature's Standard Damage roll.
21 Freezing Attack: In addition to normal damage, targets must make Physique tests or
are frozen, imprisoned and incapable of moving for HD rounds.
22 Command Plants or Animals: Can command a number of plants or animals up to the
creature's HD.
23 Curse: Curses a victim who can resist with a Willpower test. The Referee will come up
with the curse effect (which can have mechanical and narrative effects). Additionally,
the target’s Luck score is lowered by 1 until the curse is broken.
24 Create Barrier: Creates a barrier to hinder or stop movement. Barriers can also inflict
damage with thorns or blades. To overcome a barrier, characters will need to make a
Physique or Agility test.
25 Instant Death: Kills target instantly unless he passes an appropriate Attribute test.
26 Slow Death: Target acquires a malady that kills them slowly. They suffer Standard
Damage or loss of Attribute points daily and cannot heal this unless a cure is found.
27 Drain Life: Causes damage one step lower than the Standard Damage for the
creature’s HD but the creature regains the same amount of HP.
28 Dimensional Confinement: Imprisons a target in an extra-planar space. The victim can
only be freed by killing the creature.
29 Multidimensional: The creature exists in multiple planes, hopping from one to another in
the blink of an eye. Every time the creature is hit, the attacker makes a Luck Roll to
determine if the creature did not hop to another dimension the moment it was being hit,
avoiding damage.
30 Drain Memories: Target loses memories, making it harder to remember information. A
Luck Roll is made to determine if a particular subject or spell was forgotten. One
memory is forgotten per attack. This effect is permanent.
31 Electric Damage: When hitting a target with this ability, creatures within close range
must make a Luck Roll or suffer damage one step below the Standard Damage for the
creature’s HD.
32 Electric Creature: Electricity runs through the creature's body and those carrying metal
objects that touch it must make a Luck Roll or take damage one step below the
Standard Damage for the creature’s HD.
33 Magnetic Field: Weapons and armor made of metal that make contact with the creature
can become stuck unless the attacker makes a Physique test.
34 Scare: Forces targets that see the creature to make a Willpower test or suffer a
Negative Die on all tests against it.
35 Dominate: Can dominate the minds of a number of creatures equal to its HD. Victims
can resist with a Willpower test.
36 Induce Rage: Targets within short range must make a Willpower test or be driven into
a rage, attacking anyone within close range in the most violent way they can for a
number of rounds equal to the creature's HD.
37 Cause Apathy: Causes apathy in up to HD targets (who can resist with a Willpower
test). Those affected must make a Willpower test to act each round.
38 Cause Ecstasy: The creature's touch causes ecstasy, paralyzing victims with pleasure
for HD rounds, unless they pass a Physique test.
39 Sleep: Can put to sleep all opponents within short range. Targets can resist with a
Physique test.
40 Incendiary Attack: This attack can set a target on fire, causing damage one step below
the Standard Damage for the creature’s HD on the following rounds unless the victim
makes an Agility test to dampen the flames.
41 Flaming Body: Anyone within close range suffers damage two steps below the
Standard Damage for the creature’s HD.
42 Explosion: Causes an explosion that deals 1d6 points of damage per HD to anyone
within close range. An Agility test can reduce this damage to half.
43 Hallucination: Alters the target's perception, making them believe in things that are not
there. Targets can resist with an Intellect test. This lasts for HD turns.
44 Project Illusion: Affects an area up to long range, creating an illusion that affects all
senses. Can be resisted with a Willpower test.
45 Freezing Aura: Affects an area up to short range, dropping the temperature to a level
below freezing. Targets need to make a Physique test to avoid being frozen into place.
46 Crush: Target is crushed by the creature and can make a Physique test per round to
escape or suffer damage one step below the Standard Damage for the creature’s HD.
47 Immobilize: Targets within short range must make an appropriate Attribute test or
cannot move for 1d3 rounds per creature's HD.
48 Induce Insanity: A target up to long range must make an Intellect test or acquire a
madness relating to the creature. To cure themself, the character will need a number of
years equal to the creature's HD.
49 Cause Stupidity: Affects one target per creature's HD if they fail an Intellect test. The
affected become stupid and uneducated, incapable of taking intelligent actions,
remembering languages and powers. This usually lasts for HD hours.
50 Spread Shadows: An aura of shadows extends up to short range, blocking the vision of
anyone within this effect.
51 Shadow Step: The creature can travel through shadows, covering great or small
distances.
52 Ethereal Form: Can assume an ethereal form, becoming immune to physical attacks
and capable of entering hard to reach places.
53 Augmented Senses: The creature has sharp senses, sensing slight changes in its
surroundings. Character's receive a Negative Die when trying to deceive it.
54 Extra Senses: The creature has an additional sense like thermal vision, sonar, E.S.P.,
aura vision, etc.
55 Multiple Attacks: Can make additional attacks per round up to their total number of HD.
56 Bad Luck: Double the chances of Random Encounters for up to HD creatures who fail
a Willpower test for HD days.
57 Drain Magic: Up to HD targets within short range become unable to manifest powers if
they fail a Willpower test. This lasts for HD turns.
58 Telekinesis: The creature can move objects or beings (Physique test to resist) with its
mind and can make attacks with this power.
59 Steal Memories: Steal the memories of up to HD targets, becoming able to assume their
personalities. Can be resisted with a Willpower test.
60 Duplicate Appearance: Can assume the appearance of a touched target for up to HD
days.
61 Fly: The creature can move through the air with freedom, avoiding obstacles and
hazards.
62 Scale Surfaces: Can move over walls, ceilings and other non-horizontal surfaces like a
spider.
63 Amphibious: Can live and act freely on land and water.
64 Impair Movement: A target up to short range needs twice as much effort and actions to
move unless they pass an appropriate Attribute test. This lasts for HD turns.
65 Open Portal: Open portals to other places and planes that can last for up to HD turns.
66 Poison: The creature’s attack is poisoned with a substance with an Intensity equal to its
HD.
67 Animate Dead: Can animate up to 2 times its HD of undead minions. They last until
killed again.
68 Enlarge or Reduce: The creature can increase or decrease its size, improving or
reducing its HD and Standard Damage by one step. Some creatures can use this
power on other targets. A target can resist with a Physique test. Lasts for HD turns.
69 Reproduce Sound: Can imitate any sound heard in the last HD days.
70 Sonic Attack: Can emit a specific frequency capable of damaging living beings and/or
structures within short range. Those who fail an Agility test suffer the Standard
Damage for the creature's HD. Success indicates half damage.
71 Sorcery: Can cast spells as The Gifted. Treat as having a Willpower of 10 + HD and
knowing a number of spells equal to its HD.
72 Regenerate: Regenerates a number of HP per round equal to its HD.
73 Cause Deformity: A target touched by the creature is deformed unless it passes a
Physique test. The deformity can have various effects, from social rejection to
Attribute damage.
74 Animal Form: Can assume up to HD different animal forms.
75 Energy Ray: The creature can fire an energy ray that does 1d6 points of damage per
HD to a target up to long range that fails an Agility test.
76 Reinforced Carapace: Grants Damage Reduction of 1 to 5 (or maybe more).
77 Invisibility or Camouflage: The creature can become invisible or can use camouflage,
requiring an Intellect test with a Negative Die to be detected.
78 Immunity to Mundane Attacks: The creature can only be harmed by supernatural
attacks and weapons.
79 Magical Immunity: The creature is immune to magical attacks and weapons.
80 Variable Immunity: The creature is immune to a certain type of attack (fire, metal
weapons, electricity, psychic, etc.)
81 Magical Resistance: Receives a Positive Die to resist magical effects.
82 Divide: The creature can divide itself into several copies, splitting its total HD between
them. The copies keep all other stats normally and attack as if having its total HD.
83 Reflect Attacks: Can reflect a number of attacks per round equal to its HD. The
creature makes an attack against the Attribute used in the original one to hit it.
84 Invoke Ally: Can summon a similar creature of the same amount of HD. A character can
make a Luck Roll to avoid this effect.
85 Immortal: The creature cannot die naturally and a condition must be met for the creature
to be truly killed.
86 Teleport: The creature is capable of moving through space with just its thoughts,
changing locations instantly. This can be used a number of times equal to its HD per
day.
87 Thorns: The creature has thorns over its body, making everyone within close range
make an Agility test to avoid taking HD points of damage. Some of these creatures can
expel these thorns up to short range, causing Standard Damage according to its HD.
88 Read Minds: Can read the minds of everyone within long range, making it impossible to
surprise this creature in combat. Additionally, it receives a Positive Die on its attacks
and imposes a Negative Die on attacks against it.
89 Absorption: Can absorb the energy of a specific type of attack (kinetic energy, magic,
fire), transforming the potential damage into healing.
90 Swallow: On a natural 20 (or by taking the target to its mouth with another attack), the
creature swallows the victim, who will suffer the Standard Damage of the monster per
round automatically. The target can escape if he inflicts the number of HD the creature
has in damage in a single attack.
91 Disintegrate: Can disintegrate matter within long range with a ray up to HD times per
day. If used as an attack, the ray kills any creature who fails an Agility test. Those who
succeed suffer 1d6 points of damage per HD.
92 Duplicate: Can generate up to HD illusory copies of itself. Copies can be distinguished
with an Intellect test.
93 Improved Damage: The normal damage of the creatures HD is increased by one step
on the Standard Damage table.
94 Psychic Attack: All enemies within short range must make a Willpower test or suffer
damage one step below the Standard Damage for the creature’s HD and receive a
Negative Die for all actions for HD rounds.
95 Silence: A point affecting an area with short range has all the sound silenced. This lasts
for up to HD rounds.
96 Turn to Stone: Victims that look into the creature's eyes must make a Physique test or
be turned to stone.
97 Create Matter: Generates matter of a specific type (wood, stone, gold, crystal) of a
volume equal to a cubic foot per HD per day.
98 Time Travel: The creature can travel to the past or the future of its location.
99 Foresee Future: The creature can see into the future up to HD decades.
100 Combine two abilities into one.

Weaknesses
Some Opponents have weaknesses that makes them more vulnerable. These flaws are not
usually common knowledge, but driven players can discover them through rumors, research
and by trial and error.

d20 Opponent’s Weakness

1 Extremely vain
2 Very stupid
3 Vulnerable special part
4 Can't distance itself from specific place
5 Need to feed constantly
6 Life depends on a specific item
7 Vulnerable to certain type of attack
8 Aversion to some substance or object
9 Methodic compulsion
10 Honor code
11 Circumstantial weakness
12 Powerful enemy
13 Addicted to rare substance
14 Obsession with something or someone
15 Vulnerability in another dimension
16 Simply knowing its True Name makes it weak
17 Weakness after a ritual
18 Fears its own reflection
19 Excessive hubris
20 True beauty paralyzes them

Appendix O: Optional Rules


Sharp Swords & Sinister Spells was designed to be a simple and flexible rule system that
allows action-packed adventures that are quick to play, but it also supports longer campaigns. It
was also created to allow Referees to customize the game, making it their own, more
appropriate to the style of gaming they prefer.

This Appendix presents a few optional rules that can be used in the game to slightly change the
gameplay or to provide simple tools to manage aspects that are not so common in play. They
are not essential to the game, but some Referees will certainly find uses for them and will get
inspired to roll up their sleeves and create their own customizations for the game.

Daring Points

This is a game of sword and sorcery adventure, wherein incredible and amazing things can
happen. However, the world is grim and perilous, and characters assume great risks when they
go on adventures. There is nothing to help them during their missions throughout the perilous
world but themselves and their allies.

But with the Daring Points rule, characters become more akin to action heroes from movies
and pulp literature. They will be able to perform more amazing feats, get over bruises more
easily and, sometimes, will seem to be favored by the prophecies!

Player characters begin each session with 1 Daring Point and can earn more as they play.
Usually, the Referee will award additional Daring Points for characters that perform daring
actions and put themselves in situations that are dramatically appropriate to the pulp style of the
game. Below are a few examples of actions that would probably entail the award of a Daring
Point.
● Putting themselves in a dangerous situation a normal person wouldn’t in search of
adventure (entering a dark sinister cave to where the blood trail leads, for example).
● Attempting risky and unnecessary maneuvers and feats that look really cool and within
the pulp genre (swing on chandeliers to get in the middle of the action, doing back flips
on the wall to get over an obstacle).
● Performing any other action that causes strong reactions of amazement and excitement
in the other players and the Referee (this is dependent on the Referee’s judgment but
should be pretty clear during gameplay).

The number of Daring Points always resets to 1 at the start of each new adventure.

Using Daring Points

Daring Points can be used by players to various effects as explained below. A character can
spend as many Daring Points per encounter as they have Levels of experience.
● Spend 1 Daring Point to perform an extra Action or Movement in a round at any point,
even when it’s not the character’s turn to act.
● Spend 1 Daring Point to step back and assess your actual wounds. The character
foregoes all Actions for one round to regain a number of Vitality points determined by
their Recovery Roll. They can still move however.
● Spend 1 Daring Point to provide a Positive Die to a single Action. The player has to
narrate how being daring has favored their character and tipped the odds in their favor.
● Spend 1 Daring Point to reroll any die roll you’ve just made. However, you must choose
to do so before the Referee declares the consequences of the roll.
● The Referee may allow other creative uses for Daring Points according to the style of
game and story the group prefers.

Adventuring Companion

The life of a character in Sharp Swords & Sinister Spells is not easy - having to be away from
family and friends, abandoning everything you have, risking your life on a daily basis. Because
of all that, many end up forging strong ties with other members of their party. Each player may
choose an Adventuring Companion for their character, signifying a strong friendship, trust,
and companionship between them. No one is forced to choose an Adventuring Companion
though, since this brings advantages and hindrances.

Advantages of having an Adventuring Companion


● The character may make a Luck Roll in favor of their Adventuring Companion as they
would for themselves, allowing their companion to benefit from their own Luck.
● If the Daring Points rule is being used, the character can spend their Daring Points to
benefit their Adventuring Companion as if they were using it themselfves.
● If the character assumes great risk for themselves in an attempt to help their
Adventuring Companion in a dire situation, their Luck score is increased by 1 until the
end of the adventure. This can only happen once per adventure.
Hindrances of having an Adventuring Companion
● If the character's Adventuring Companion is reduced to zero Vitality points, the
character's Luck score is reduced by 1 until the end of the adventure.
● If the character's Adventuring Companion dies, the character's Luck score is reduced
by 1 for 4 adventures. After this, they may choose another Adventuring Companion.

Drunken Luck

Vitality points represent much more than physical injuries. They also account for fatigue,
determination, the ability to turn a mortal blow into a flesh wound, and even pure luck. Using this
optional rule, characters can spend a few minutes drinking water, beer, wine, or other liquids
from their flasks between encounters to recover their breath. Besides that, meetings in shady
taverns with a good amount of drinking are a staple of the fiction that inspires this game. That
way, characters will get drunk sooner or later.

Every time a character ingests an alcoholic beverage, they must make a Physique test with a
Difficulty equal to the number of drinks they have imbibed in the last two hours. Failure
indicates that the character is drunk and now receives a Negative Die to all Attribute Tests
(except those related to courage, which gain a Positive Die).

However, once drunk, the character's Luck score is improved by 1 and it is only reduced if the
Luck Roll results in a “6”. This lasts for two hours after the last drink ingested. Everything
returns to normal after this interval.

Solitary Heroes

This game is designed to be played with a group of about 3 to 6 players and a Referee. The
rules assume there will be a group of multiple characters that will try to accomplish things
together. Each member has their strong points, which are complemented by the other
characters’ abilities. But that is not always the case in the fiction that inspires the game, and that
is not always the case at the game table, either. Sometimes, the Referee will have just 1 or 2
players available, and they will need to cope with some challenging situations.

Thus, to make the game more heroic and to allow solo gameplay, the Referee can modify the
rules in the following ways:
● Most Opponents have a number of Vitality points equal to their HD. Some Opponents,
however, may have 2 or 3 Vitality points per HD, depending on their importance and
competence. Truly powerful enemies will have their Vitality points rolled normally.
● Combat is run a bit more abstractly. Characters can divide the damage inflicted by their
attacks amongst any Opponents with an HD equal to or lower than the Difficulty of
their attack roll, as long as the Opponents are within the range of their attacks or
powers.
● Most Opponents inflict a fixed amount of damage equal to their number of HD. Only the
most important and powerful enemies inflict damage according to the Standard
Damage table.
● It’s recommended that you use the Daring Points optional rule described earlier and
give characters an amount of Daring Points equal to their Level at the beginning of
each adventure.

Multi-Archetype Characters

This game presents three character Archetypes, representing the most common styles of
protagonists in action horror tales. Combined with the Concept mechanic, the game allows the
creation of an almost infinite array of characters. But what if we combine different Archetypes
in just one character?

To do so, choose which Archetypes to combine and follow these steps. For each point of
Progression Cost accrued, the character will need one extra adventure to level up (applied to
each Level).
● Determine Recovery Roll: The character’s Recovery Roll will be the lower of the
chosen Archetypes. To increase the Recovery Roll by +1, the player must pay 1 point
of Progression Cost.
● Choose Prime Attributes: The Player must choose two Prime Attributes among those
of their chosen Archetypes.
● Choose Special Abilities: The player must choose 4 Special Abilities among those of
their chosen Archetypes. To obtain more Special Abilities, the player must pay 1 point
of Progression Cost for each.

Twist of Fate

Luck. The favor of supernatural beings, gods, and demons. Destiny. A strong bond with the
energy that empowers all the universe. Call it what you will. In this game, characters have a
certain dependency on this factor, being capable of great things because of it, but putting
themselves at great risk if they abuse it.

In game terms, whenever a character reaches a Luck score of zero, fate plays a trick on their
life. Something happens to make their life more complicated, and it’s up to the Referee to
decide what it is . They can trigger the character’s Complication without the need to restore a
point of Luck, or they can think of something else entirely (the roof of the ancient ruins the
character and their companions are exploring tumbles down on them; they run out of water
while trying to lose a group of pursuers through a desolate region in the cold north; or their ally
simply turns on them).

The table below was created to help the Referee come up with interesting and exciting twists of
fate. All they have to do is roll a d10 and interpret the result according to the events of the
campaign.

1d1 Twist of Fate


0
1 An individual goes out of control, causing havoc and making the character’s situation
worse.

2 A dangerous monster or beast gets loose, putting the character in danger.

3 Some object important to the character is destroyed by accident.

4 Someone important to the character dies suddenly and inexplicably.

5 Someone mistakenly identifies the character as someone else, causing confusion and
putting everyone in great peril.

6 An innocent proves to be much more dangerous than the character’s enemies.

7 Local authorities appear right at the worst possible moment.

8 A former ally betrays the character in a horrible way.

9 A previously unknown enemy reveals themselves and wants to settle things now.

10 A mistake made in the past comes back to haunt the character in the worst possible
moment.

Positive and Negative Die as d6s

Positive and Negative Die are a great way to simplify situational modifiers, eliminating the
need for various tables of modifiers trying to codify every possible event that might occur.
However, they may simplify things a little too much, since they nullify one another, usually don’t
stack, and don’t offer much information on the consequences of their use. And that might be fine
for the majority of players.

However, this book would like to propose the use of d6s for Positive and Negative Dice, one
color for each. Positive Dice can be added or subtracted to the d20 result in an Attribute Test,
but the player can only do this with one of the Positive Dice rolled. Negative Dice are added to
the Difficulty of the test, and the Referee can only choose one of them to do so, no matter how
many are rolled. Note that you can roll multiple Positive and Negative Dice together with your
d20 roll, as long as multiple circumstances apply.

If either the Positive or Negative Dice come up as a “6” additional consequences apply. If one
Positive 6 is rolled, the player may roll a Positive Die on his next action and must narrate what
happened to give him this advantage. If they roll two 6s, the player may give a Positive Die to
another player and must narrate what happened to give that individual an advantage. With three
6s the player get an immediate extra Action if they narrate what gave him this opportunity!

On rolling one Negative 6, the Referee describes what happened to give the player a Negative
Die on their next action. With two Negative 6s, the Referee can give a Positive Die on an
Opponent’s next action while describing what happened to allow this. With three Negative 6s,
the Referee can immediately act with an Opponent or apply a harmful effect, if they explain
what happened to allow this. The table below summaries this information.

# of 6s Positive Negative

1 Small benefit gained, possibly providing Small hindrance, possibly imposing a


a Positive Die next Action. Negative Die on next Action.

2 Good benefit gained, possibly providing Reasonable hindrance, possibly providing


a Positive Die to an ally. an enemy with a Positive Die on their next
Action.

3 Major benefit obtained, possibly Major Hindrance, possibly allowing an


allowing an immediate extra Action. Opponent to get an immediate extra
Action.

Collaborative Rumors
Rumors are imprecise information, many times exaggerated, fanciful versions of something that
exists or is believed to exist. Traditionally, RPG adventures use rumors as a way to provide
useful information about places, events, creatures or characters without, necessarily, giving the
characters complete information. Here, however, we propose the use of rumors to create setting
and game elements in a collaborative way, making players more invested in the game.

As is the nature of rumors, not everything the players create will be true. In this way, if the group
creates a set of rumors collaboratively, relating to the next adventure, no one but the Referee
will know for sure if they are true or false.

How Does It Work?


At the end of each adventure (or right after character creation) the Referee asks each member
of the group (varying the person who begins each round) to create a rumor, inspired or not by
the events of the campaign so far. After that, in turn, each player can add another rumor based
on the last or in relation to some other event, place, creature or character. The Referee can
also include rumors if they so desire. The tables and generators in other Appendixes can be
extremely useful for extra inspiration. Each player could, for example, generate an Adventure
Title and create a few rumors based on it.

After two or three turns, the group should have about 12 to 15 rumors, which will be known by
the characters. The Referee will use those to inspire his adventures, making some of them true,
and some of them false. He can even create some secret rumors that can be discovered by the
players during game play.
This method allows for more collaborative campaign building without taking away the mystery of
discovery from the players. They have a role in the creation of the world, but their characters
don't really know what is true or not. This is also a great source of inspiration for Referees, who
can pick the minds of their players to help create a richer campaign tapestry.

Life Events
Incredible things happen in Sharp Swords & Sinister Spells adventures, but a lot of things can
happen in the life of an adventurer between adventures, too. Mundane, amazing and terrible
things can happen, and some of those can inspire new adventures and new paths for the
campaign.

The table below can be used to generate random life events for characters between adventures.
To stimulate players, the Referee can offer a temporary (1 adventure) boost of 1 step to the
Luck Die for the character whose player develops these events into a good adventure hook or
other campaign element.

d100 Life Event


1 Character is poisoned by an enemy and almost dies. Who did this? Why?
2 A fortune teller seeks the character to tell him about his prophetic dreams. What are those
dreams?
3 The character acquires an apparently worthless object that attracts the attention of the
Thieves’ Guild. What is its secret?
4 Parts of the character's memory disappears. What did he forget? Who is responsible for this?
5 An person important to the character forgets who he is. Who is that person? How did it
happen?
6 The character is thrown into the local dungeon. Why?
7 Something the character said or did makes him the laughing stock of the city. What was it?
8 The character is invited to join a strange cult after being watched by its members. What cult
is it and what do they want?
9 A person the character cares for is affected by a disaster such as fire or landslide and it
doesn't look accidental. What really happened?
10 The character's home is invaded and searched thoroughly. A valuable object was taken.
What was it?
11 The character's pet is found dead. What happened?
12 An untrustworthy character's relative appears asking for favors. What do they want?
13 A character's relative is arrested for a crime he says he didn't commit and asks for help to
prove his innocence. How do you do this?
14 Tax collectors want to collect a big debt from the character. How far are they willing to go?
15 The character's home is destroyed in a suspicious way. What really happened?
16 A baby is left at the character's door with an enigmatic note. What does it say?
17 A character's elder makes a wish in his death bed. What did he ask for?
18 A person the character cares for decides to keep their distance from them, but their reason
doesn't seem honest. What's behind that?
19 Dozens of people start approaching the character for suspicious reasons. What do they
want?
20 A person the character cares for dies and appears in his dreams. What message is she
trying to transmit?
21 The character inherits a debt and the loaner isn't happy about the lack of payments. What is
this debt?
22 The character has insomnia and hasn't slept for days. What's keeping him awake?
23 The character has been betrayed by a former ally. Why?
24 A friend becomes an enemy. What happened?
25 The character is accused of a crime he did not commit. Who's behind that?
26 The character gets romantically involved with an important individual and appears in a
scandal. What happened?
27 A character’s relative is exiled and shows up at his doorstep asking for help. What did he do?
28 Someone the character cares about is murdered in mysterious circumstances. What's really
happening?
29 A crime the character committed a long time ago resurfaces and authorities are after him
again. What did he do?
30 The character is being blackmailed for a secret he keeps. What is this secret?
31 A person who bullied the character in his infancy comes back asking for help. What does he
want?
32 The character loses something important or valuable. What is it?
33 An annoying and distant relative decides to accompany the character. What is he looking
for?
34 The character's family home is attacked. Who is responsible for this?
35 A younger character's sibling ran away from home. Where did they go?
36 The house where the character lived has collapsed and a tunnel is found underneath it.
Where does it lead to?
37 Terrible nightmares haunt the character's dreams for weeks. What are they about?
38 A ghost is haunting the character, appearing in the worst possible moments. What does he
want?
39 An old rival shows up and wants to settle things once and for all. Who is he?
40 The character's favorite tavern closes and becomes a strange cult’s base of operations and
its members try to recruit him. What is that about?
41 The character's home is infested with rats and insects that seem to possess a sentient hive
mind. What do they want?
42 An influential noble takes offense st something the character did or didn't do and uses his
power to hinder him. What's he doing?
43 The character receives a disturbing letter. What does it say?
44 Someone the character cares about is being blackmailed and she asks for help. Who's
behind this?
45 The character discovers a terrible secret about his past. What is he going to do?
46 Someone is impersonating the character around town. What are their intentions?
47 A jealous rival shows up and wants to take everything the character cares about. What will
he do?
48 Someone the character cares about snaps and tries to attack him. Clues indicates he was
under sorcerous influence. Who is behind this?
49 A stranger delivers a message to the character, telling him mysterious secrets about his past
he wanted to forget. Who is this stranger?
50 Someone the character cares about is kidnapped and he receives a ransom note. Who is
behind this?
51 The character is declared a traitor by his people. Why?
52 The character's home is broken into and ransacked but nothing is taken. What were they
looking for?
53 An inconvenient law is passed and hinders the character in some way. What law is that?
54 A group of activists protest against the character's actions. What did he do?
55 The character is conned by a trickster who steals something valuable. What did he take?
56 A tavern keeper invites the character to share his tales. What does he want to know?
57 The character is invited to a secret society. What society is that?
58 The character is mistaken as someone else and is invited to a party. What party is this?
59 A nosy neighbor starts frequenting the character's home. Who is this neighbor?
60 A character's friend becomes a religious fanatic. What cult has he joined?
61 A character's young relative joins the army and is being sent to war. What war is that?
62 A character's relative’s baby is cursed. What curse is this?
63 The character receives a marriage proposal. From whom?
64 A strange and enigmatic person joins the character's family by marriage. Who is this person?
65 A letter arrives with an invitation for a family reunion. What's going to happen?
66 Someone the character cares about becomes addicted to gambling and acquires a huge
debt. Who is going to collect it?
67 Someone the character cares about becomes a drug addict. What is he doing to buy his
drugs?
68 A man shows up saying he is the character's true father and that he has something important
to tell him. What is it?
69 The character is followed by a fanatic fan. What does he want?
70 A local aristocrat is fascinated by the character and tries to attract and please him. Why?
71 An influential noble becomes enamored by the character and won't take no for an answer.
What does he do?
72 The character meets an old friend after long years. Who's that friend?
73 The character's family is torn apart by a giant conflict, affecting his life. What caused this
conflict?
74 The character's mentor asks money from him. Why does he need money?
75 A desperate mother pleads with the character to take his son. What's going on?
76 A previously unknown relative shows up offering the character an inheritance if he performs
a task. What is that task?
77 Someone the character cares about is attacked by cultists. What did they do to him?
78 Someone the character cares about disappears mysteriously. What has happened?
79 A character's young relative offers himself as an apprentice to another character of the party.
What does he want?
80 A couple the character cares about splits and now he must choose a side. Which side does
he choose and why?
81 A character's mentor is killed by an old enemy. Who is this enemy?
82 The character finds out he has a long lost twin brother. Where is he?
83 The character is chosen to occupy an authority seat in his community. What are his duties?
84 A notoriously problematic person begs to become the character's apprentice. What
happens?
85 An influential person spreads compliments about the character in town. Why?
86 An influential noble invites the character for a dinner at his manor. What does he want?
87 The character inherits the family business. What business is this?
88 The character receives an award for something she doesn't remember doing. What was
that?
89 The character has a secret admirer. What does he do?
90 A street animal, which is actually a supernatural entity, follows the character around. What
does it want?
91 An old rival shows up and asks the character for forgiveness and gives him a gift. What is
this gift?
92 The character stumbles upon a valuable or important object in an unlikely place. What is it?
93 The character receives a gift accompanied by a plea of help. What do they need?
94 An old enemy becomes an ally. What happened?
95 Someone who owed the character favors or money shows up to pay his debt with a strange
artifact. What is this weird object?
96 Someone shows up to pay the character for a debt with a deceased character's relative.
What does this person give him?
97 Some young person asks to become the character's apprentice. Does she accept?
98 The character finds scrolls containing secrets pertaining to a rich and famous person. What
use will he make of it?
99 A group of admirers follows the character and does small favors for him. How loyal are they?
100 The character inherits a valuable property that is rumored to be haunted. Is it true?

What Changed Since We Left?


The world of Sharp Swords & Sinister Spells is alive and dynamic. It doesn't only exist in the
presence of the players’ characters, and a lot of things can happen away from their eyes.

In order to help the Referee in portraying this dynamic in game play, we present a sample table
of events that can happen in communities the characters visit in their travels.

d20 What has changed?

1 Someone the characters trusted has disappeared without a trace. What happened?
2 False information regarding the characters is being spread throughout town. What
are they saying?
3 A natural disaster took many souls in the community. What happened?
4 A mysterious disease has been killing many people in the community. What's
causing it?
5 A crime spree is running through the city. Who is behind it?
6 A great number of families and refugees arrive in the community? What has driven
them there?
7 A mysterious organization is forming in the community. What do they want?
8 Famine is killing the population. What is happening?
9 An authoritarian ruler has taken control of the community and is abusing the
population. What is he doing?
10 Someone innocent is arrested and is soon to be executed. Only the player's
characters can save him. How?
11 The local lord raise the taxes steeply and the tax collectors are acting with cruelty.
What's the purpose?
12 People are rebelling against the local lord. What has happened?
13 A large group of pilgrims arrive in the community, attracting attention to themselves
with their strange practices. Who are they?
14 Many families are leaving the community with fear. What's causing their fear?
15 The community is running low on resources, making goods more expensive. What's
causing this?
16 The community is under attack. Why? By whom?
17 A huge bazaar is set up in town, with goods from all over the world. What interesting
things are there?
18 A terrible monster is hiding in the community. What's he doing there?
19 A terrible spell is affecting the life of the inhabitants. What spell is it?
20 The community has grown with new buildings and people. What's causing this
growth?
The Faithful
The gods have chosen you to represent them in the mortal realm, or at least that’s what you
believe. Most of the priests, monks and shamans perform their rituals without any hope to get
an answer from their patrons, but you know you are being listened to. Your patron, your god or
your ancestors help you and those that they deem worthy through you. Your faith can actually
operate miracles.

The Faithful Archetype represents an uncommon type of character in sword and sorcery tales.
One that is more common in the genre fantasy that was popularized by popular fantasy games.
Thus, this Archetype is optional on Sharp Swords & Sinister Spells, and Referees can
determine they are not allowed in their campaigns. The Faithful receives gifts and blessings
from supernatural entities that act as their patrons. They worship those beings, make offerings
to them and act under a code of conduct in accordance to the deity’s dogma. Their gifts will vary
with the supernatural entity that they worship and the Referee might need to create a few of
them for their campaign world if they decide to use this Archetype.

Prime Attributes: Intellect and Willpower


Recovery Roll: 1d6+1
Special Abilities:
● I have faith: The Faithful reduces the Difficulty on any Avoidance Rolls and Resistance
tests to avoid perils and effects (sometimes effectively doubling down on this reduction)
due to their faith in their god and a higher purpose they have in their god’s plans.
● Gifts of the Gods: The Faithful receives gifts from their gods in the form of special
powers and blessings. Beginning at first level they receive 2 Gifts from their god and
receives another one every level thereafter. Each god has a list of appropriate Gifts
according to their dogmas and portfolios (see the sample gods below).
● Begone Heretics: Each god has rivals and enemies which they fight against and rebuke.
The Faithful, thus, can make a Willpower test to force creatures contrary to their god’s
beliefs and sphere in the Eternal War of the cosmos. Characters worshiping lawful gods
could rebuke undead creatures, demons, and chaotic beings, while those who worship
chaotic gods would do the same with humanity and other races who worship lawful gos,
celestials and neutral beings. A success would force 1d6 HD per Level of these
creatures to flee as best as they can or suffer a Negative Die to all actions if forced to act
against The Faithful. Failure, however, impose the Negative Die on the character while
giving the creatures a Positive Die to all actions while in the character’s presence. This
effect lasts for 1 turn per Level.
● Invoke gods: In extreme situation The Faithful may call on their god to directly interfere
on their behalf. When doing so, The Faithful makes a Luck Roll and makes a petition to
their god. No matter the result, their Luck score is immediately reduced to zero
afterwards. If the character is Lucky, their god answers their supplication and help them
in a dramatic resolution in accordance to their tenements. This won’t usually solve all the
character’s problems but will generally save them from a drastic consequence, buying
them time. If The Faithful is unlucky their god has forsaken them for now, being
preoccupied with their own affairs and resenting the petitioner for interrupting their
concentration. Their Luck score will be restored according to the standard rules.

Sample Gods
When a Referee allows the use of The Faithful Archetype in their campaign, they will need to
think about what gods inhabit that world. The standard settings of Sharp Swords & Sinister
Spells represent gods as uncaring supernatural entities that pay no heed to the supplication of
mortals. Religion is just an organization created by mortals to either give them hope of fool
those in need of it. With The Faithful, things will be different. Gods will be more attentive and will
hear the supplication of certain blessed individuals, and that can change the way the setting
works significantly.

Below we present three sample gods, with their concepts, portfolios and granted powers. This
will serve as a reference for Referees wanting to create their own gods and pantheons.

Ravi, The Great Wave


The god of the seas, the blower of sea breezes. Patron of the Ravinai, the Lords of the Waves,
who guided them to the world of Anttelius when they most needed. Ravi controls the seas, the
waves and take care of all the creatures under the water, as well as the wind and storms that
ravage the oceans. Some pray that their wind takes them to a safe port, while other duplicate
that their storms don’t send them to the dark depths of the seas.

There is no clearly organized religion around the cult of Ravi, but many Priests of the Waves, as
they are called exist. Very few of them, however, are actually capable of calling the assistance
of their god. The faith of Ravi revolves around trusting the sea and the wind to guide them flock
in the right direction, protect the creatures of the sea and those that live by it, and battle the
forces that destroy the sea life and control the comings and going of the currents, restricting
freedom and liberty. The beliefs of Ravi strongly stand against authoritarian rulers and entities.

Rebuked Creatures: Unnatural beings such as undead, demons, abominations, beings aligned
with authoritarian regimes.

Powers of Ravi
The Faithful of Ravi can receive any of the following powers as Gifts of the Gods.

1d20 Gifts of Ravi

1 Life Under the Waves - The Faithful can breathe and act freely underwater for a
number of turns equal to their Level per day. Each subsequent turn requires a Luck
Roll. If they are unlucky, they will start to drown.
2 Guiding Wind - By concentrating for at least a full turn on what the character desires
(a place, an object, a person or any other thing that is foremost in the character’s
mind), The Faithful receives the impression of the general direction of its location. If
they desire, the character can make a Luck roll to know the approximate distance to
their desired object measured in time (a day’s walk, a week downriver, a month over
the sea).

3 Life Giving Water - The Faithful, using a bowl full of salt water and a drop of their own
blood, give the preparation to the wounded and sick to heal them. For each point of
Physique or Agility spent mixing blood in the salt water preparation, the drinker will
regain 1d6 Vitality points. If used to heal a malady afflicting someone, each point of
Attribute spend lowers the Difficulty of the tests to resist the effects the Difficulty of
any test to resist the effects of it by the amount of Attribute points spent.

4 Part Water - The Faithful can open a path in a body of water for a number of hours per
day equal to their level. The path extends up to medium range from themselves and
can be used by those nearby.

5 Speak with Sealife - By offering a present to a nearby creature of the sea (be it a fish,
a seagull, a turtle, a whale), the Faithful can have a number of questions per day
answered equal to their Level. It’s important to notice that animal intelligence isn’t as
advanced and human intellect and their answers might be limited.

6 Flying Breeze - The Faithful is capable of taking to the sky with the slightest breeze,
gliding like a seagull in the wind. They can do this for a number of hours per day equal
to their Level.

7 Whispers in the Wind - The Faithful can send messages in the wind to specific people,
who hear them as whispers in the wind. The character can send a number of
messages per day equal to their Level to a number of people equal to the same
amount. A Luck Roll can be made to send each additional message.

8 Storm’s Thunder - The Faithful can summon the lightning from the storms that plague
the sea to strike the unfaithful. For each point of Physique or Agility spent, this effect
causes 1d6 points of damage. The lightning, however, can be resisted by the target.

9 One with the Wind - The Faithful can turn their body into a gust of wind capable of
flying and passing through small cracks and passages for 1 turn per Level per day. A
Luck Roll may allow the character another turn if they are lucky.

10 Storm Calling - By spending a point of Luck, The Faithful can summon a severe storm
affecting an area of up to Long range they can see. This storm lasts for a number of
hours equal to their Level.

11 Becalm Weather - By spending a point of Luck, the Faithful can turn any severe
weather into a calm and peaceful breeze on an area of up to long range they can see.
This peaceful weather lasts for a number of hours equal to their Level.

12 One with the Waves - The Faithful can turn their body into a body of water capable of
flowing with currents or against it and passing through small cracks and passages for
1 hour per Level per day. A Luck Roll may allow the character another hour if they are
lucky.

13 Strength of the Sea - Bathing on salt water, the Faithful can attempting any action
relying on a Physique test as if they had an Attribute score of 18 for 1d6 rounds. This
can be done once per day per Level. A Luck Roll can be made to use this ability for
additional 1d6 rounds.

14 Hide the Path - By dropping a few drops of salt water on the floor, The Faithful can
hide the track left by themselves and up to one companion per Level for number of
hours equal to that same amount. A Luck Roll can be made to increase these
numbers by 1 per roll.

15 Crushing Wave - The Faithful turn their blood into a powerful crushing wave to fight
their enemies. The character can spend 2 points of Physique or Agility to create a
powerful wave who crush all creatures in an area of up to medium range they can
see, causing 1d6 points of damage. Each 2 Attribute points spent beyond the first 2
increase the damage by 1d6.

16 Gust of Wind - The Faithful can summon the strong winds from the sea storms to blow
away at their command. Once per day per Level the character can create a wind with
a strength that imposes a Difficulty equal to the same amount not to be knocked down
and blown away.

17 Water Serpent - The Faithful can create a giant serpent made of water with 1 HD per
point of Physique or Agility spent, and lasting for 1 turn per point. The creature is
immune to attacks that wouldn’t harm a creature made of water.

18 Obscuring Mist - The Faithful can summon the mist that covers the sea in an area of
up to medium range anywhere they can see. This mist lasts for a number of turns
equal to the character’s Level, and the Faithful can do this a number of times per day
equal to their Level. A Luck Roll can be made to use this power an additional time.

19 Vessel from the Depths - The Faithful can summon a ship from the bottom of the sea,
together with its crew, to take them wherever they need to go. The ship lasts for a
number of days equal to the character’s level and can carry 1d6 individuals per Level.

20 Safe Passage in the Mist - While fleeing from something or someone, the Faithful can
spend points of Physique or Agility to summon a mist and enter it with a number of
individuals equal to the total amount of points spent and be taken to a safe place that
instantly. This safe space is determined by the Referee and should be influenced by
the plans of Ravi for the characters.

Solhain, The Bright Sun

The younger god of the people of the north, the Solsonnir. The Sun god was imprisoned by his
older brother Manehain, as he was envious of the love of their people for his sibling. Now the
cold north never sees the light of the sun, and the priests of Solhain seek his blessings
elsewhere, as well as a way to bring him back to their people.
Solhain is the god of warmth, life, fertility and vitality. He fills the heart of humanity with hope
and courage to face the darkness while he is away. The cult of Solhain is small and secretive in
the north, as the lands of the Solsonnir are under the reign of the cult of Manehain, god of the
moon and shadows. They bring hope and help to those in need, including those brought against
their will to be sacrificed in the sinister rituals on ice ziggurats. On the south, these priests seek
the prison of their god and the destruction of the forces of shadow where they can.

Rebuked Creatures: Shadow Beings, Demons, Undead, Traitors, Cruel Beings.

Powers of Solhain
The Faithful of Solhain can receive any of the following powers as Gifts of the Gods.

1d20 Gifts of Solhain

1 Burning Light - The Faithful can summon a ray of searing light from the sun to burn
the unfaithful. For each point of Physique or Agility spent, this effect causes 1d6
points of damage. The ray, however, can be resisted by the target. Undead creatures
suffer an additional point of damage per Level.

2 Flame of Truth - Using a simple candle, the Faithful can ask a number of questions
per day equal to twice their Level and know if the subject is answering it truthfully or
not, as the candle’s flame will turn purple if they lei. A Luck Roll will allow two
additional questions to be asked if the character is lucky.

3 Cauterize Wounds - Using hot iron, The Faithful can cauterize the wounds of their
companions, healing 1d6+Level points of damage instantly. This ability can be used a
number per days equal to the character’s Level. A Luck Roll may allow an additional
use.

4 Future in the Flames - By spending a turn looking at the flames, The Faithful can see
glimpses of the future, giving them a Positive Die per Level to be used in any action
for the next day. To use this ability an additional time in the same day, the character
must make a Luck Roll.

5 Light in the Shadows - The Faithful intones a prayer to Solhain and a pale light
suddenly comes from their eyes. The character will be able to see through the
darkness for a number of hours per day equal to their Level. A Luck Roll can be made
for each additional hour per effect.

6 Bless the Crops - The Faithfull can bless an area of up to Long distance per Level,
ensuring a more bountiful harvest. A Luck Roll can be made to cure maladies
affecting the crops.

7 Fruit of Life - Gathering a handful of fruits and bathing them under the sun, the Faithful
can imbue them with the vitality of Solhain. A number of fruits equal to the character’s
Level can be enchanted per day, each one restoring 1d6 Vitality points. The fruits can
be consumed with a single action.
8 Flame Travel - The Faithful can enter a large flame and use it to travel instantly to
another flame within distant range. The character can transport a number of people
per day with this power equal to their Level.

9 Blinding Sun - Uttering a prayer to Solhain, The Faithful manifests a glowing orb of
light that shines so bright it blinds the unfaithful within medium range of it. This effect
is instantaneous and can be resisted by the victims. The Faithful can attempt this
once per Level per day. A Luck Roll may allow an additional use of the power.

10 Last Hope - In a moment of dire need, The Faithful can call for the assistance of
Solhain to give hope to themselves and their allies. Themselves and an additional
individual per Level regains 1d6 Vitality points, as well as 1d3 temporary Luck points
to spend within the next hour.

11 Purifying Light - The Faithful can project a beam of light over contaminated matter or
people, making food and beverages whole again, cleaning it of diseases and poisons,
and allowing people to make a new Physique test to get rid of their maladies with a
Positive Die. This power can be used a number of times per day equal to the
character’s Level. A Luck Roll may allow an additional use of the power.

12 Vitality of the Sun - The Faithful can restore their Vitality while bathing in the sun,
becoming more resistant and enduring. This allows them to regain a point of Vitality
per hour and give them a Positive Die on all tests regarding constitution, endurance
and resistance in the same period. This power lasts an hour per Level. A Luck Roll
may allow this power to last for another hour.

13 Sun Bridge - The Faithful can create a bridge of light ranging from a distance of up to
long range capable of supporting the weight of a number of individuals equal to their
Level. This can be used a number of times per day equal to the same amount.

14 Sun Blade - For a number of turns per day equal to The Faithful Level, they can
create a magic blade of light that ignores DR from mundane armor and inflicts
1d6+Level points of damage. A Luck Roll may allow an additional turn of use.

15 Armor of Light - The Faithful utters a prayer and an armor of shimmering light forms
around then. This lasts for Level hours per day and gives the character a DR of 2,
without any penalty of mundane armor. A Luck Roll may increase the duration of the
effect by an additional armor.

16 Server of Solhain - The Faithful can perform a ritual lasting a single turn to summon a
mythical being that serves Solhain to perform tasks on their behalf. This entity has 1
HD per character’s Level and lasts for an hour per Level. Optionally, a HD may be
converted into a Special Ability appropriate to the portfolio of the Sun God.

17 See the Sun - By staring at the sun for a full turn, The Faithful can see places far
away that are also illuminated by the sun. This vision can last for a number of minutes
per day equal to the character’s Level. A Luck Roll can be made to extend the
duration for an additional minute.

18 Glimmering Light - The Faithful can summon 1d6 small light orbs per Level, shedding
the light of a candle. Each orb can be extinguished to inflict 1 point of damage to
anyone touching them, or they can be made to pursue invisible and immaterial beings,
making it easier to locate and identify them. This last effect can be resisted.

19 Nurturing Warmth - By lighting a small bonfire, The Faithful can say a prayer and
bless its fires with the warmth of Solhain, ensuring a restful night to everyone who
sleeps by its light. Those resting within the lights of the bonfire regain twice as much
Vitality points and can make a Physique Test to cure maladies affecting them,
including magical ones. This can affect only a number of individuals up to the
character’s Level.

20 Find the Light - The Faithful can use this power to locate sources of light up to distant
range, no matter if there are walls or other barriers between them and those lights.
This effect locates 1 source of light per Level, beginning with the closest ones.

Irinae, The Iron Maiden

Some god were once mortals, and Irinae is one of them. Born a slave of a Zartarian Sorcerer-
King, Irinae rose to the ranks of the warrior women who fought to overthrow this chaotic empire
thousands of years ago. She forged weapons and trained the women and children to fight
against their former masters, using iron to kill and to defend.

After thousands of years, the stories of Irinae turned into myth and finally a cult of the Iron
Maiden. She is the goddess of strength, bravery, steeliness and iron. She is mostly worshipped
by the Arthasians, the most common people of Anttelius, who face hardship on every turn. Her
priesthood is mainly composed of women, who train anyone in the art of warfare and defense,
especially mothers and single women. They are expected to protect the weak, fight injustice and
persevere in the face of suffering.

Rebuked Creatures: Sorcerers, Undead, Demons, Tyrants, Cruel People.

Powers of Irinae
The Faithful of Irinae can receive any of the following powers as Gifts of the Gods.
1d20 Gifts of Irinae

1 Iron Strength - The Faithful can infuse themselves or those in need with the strength
of Irinae, giving those a Positive Die in all Physique teste relating to muscle strength
for a number of turns equal to their Level. They can affect a number of individuals per
day equal to their Level. A Luck Roll may allow an additional use of this power.

2 Cauterize Wounds - Using hot iron, The Faithful can cauterize the wounds of their
companions, healing 1d6+Level points of damage instantly. This ability can be used a
number per days equal to the character’s Level. A Luck Roll may allow an additional
use.
3 Forge Bond - Using a hot iron, The Faithful can mark a number of individuals up to
their Level to fulfill a promise. All of those marked have to work toward fulfilling that
promise or their mark will start to burn their skin, causing 1d3 points of damage per
day. This damage starts after a full week without any progress or attempt to further
the promise’s goal.

4 Vengeful Maiden - The Faithful throws a piece of iron on a body of water and pray for
a full turn. After that period a warrior maiden will come out of the water with arms and
armor to have vengeance upon those that have wronged the Faithful or someone in
need indicated by them. The Maiden lasts for 1 hour per Level and has 1 HD per
Level.

5 Avenging Sword - The Faithful imbues an iron sword with the will of Irinae and it will
seek vengeance against a target the character chooses. The sword will fight as the
Faithful, using their Willpower to make attacks and will last for a number of hours per
day equal to the character’s Level.

6 Iron March - The Faithful and a number of additional individual equal to their Level can
walk twice as much in the same day of travel as they normally would. This lasts for a
number of days equal to the character’s Level, after which all the subjects must rest
for a number of days equal to the amount of days traveled or suffer a Negative Die to
all actions.

7 Iron Skin - The Faithful can utter a quick prayer to become a bulwark of steadiness
and has their skin covered with hard iron. This will give them a DR of 5, but will only
allow them to either move or act each round, while giving them a Positive Die on all
Physique tests and imposing a Negative Die on all Agility tests. This lasts for a
number of minutes equal to the character’s Level.

8 Stalwart Defender - The Faithful becomes a bulwark to defend their companions and
those in need. They can make a number of defense action per round equal to their
Level, making a Physique test to block or parry melee attacks against themselves or
adjacent companions. This power lasts for 1d6 rounds per Level. A Luck Roll can be
made to use this effect for another 1d6 rounds.

9 Share the Pain - Giving an object of iron to another individual so both The Faithful and
them are touching it at the same time, the character creates a bond of protection,
making ay attack that damage either of the individuals to divide the damage caused
between both of them equally. This effect lasts for a number of turns equal to the
character’s Level. A Luck Roll can be made to use this effect for another turn.

10 Punisher Mark - The Faithful points to an enemy within long distance and a burning
mark will appear on them, marking them as enemies of Irinae and her followers. This
mark will give a Positive Die to attack them for all those who believe in Irinae and will
make their attacks inflict an additional point of damage too. The Faithful can only have
a number of marks active at the same time equal to their Level, and can only place a
mark once per Level per day.

11 Inspire those in Need - Raising their weapon high, The Faithful makes a speech of
hope, perseverance and the need to fight back to inspire a number of individuals
listening equal to their Level. Those gain 1d6+Level temporary Vitality points and gain
a Positive Die on all tests to resist fear and effects to cloud their minds. This lasts for a
number of turns equal to the character’s Level each day. A Luck Roll can be made to
use this effect for another turn.

12 Shame the Cruel - Pointing the finger at those that have wronged the innocent and
invoking the name of Irinae, The Faithful imparts a great feeling of shame and
resentment on the wrongdoers, imposing a Negative Die to all actions for 1d6 rounds
per Level per day. One target per Level can be affected, and they can resist this like a
normal spell. A Luck Roll can be made to use this effect for another 1d6 rounds.

13 Flaming Blade - The Faithful can materialize a weapon made of pure fire with a quick
prayer. This weapon is usually a sword and can inflict 1d6+Level points of damage
with a hit. The Faithful can attack using either their Physique or Willpower and the
effect lasts for 1 turn per Level. A Luck Roll can be made to use this effect for another
turn.

14 Iron Chain - Using a small link of chain and uttering a few sacred words, The Faithful
can make a great chain appear and entangle an enemy within long distance they can
see. The victim can resist this effect against a Difficulty equal to the character’s Level
and it lasts for a number of hours equal to the same amount each day. A Luck Roll
can be made to use this effect for another hour.

15 Shield Wall - The Faithful summons a wall of iron shields that once defended the
followers of Irinae to protect their companions and those in need. This power will grant
a magic shield to the Faithful and an ally within medium range per Level, lasting a turn
per Level per day. This magic shield can block 2 attacks per round, using the Faithful
Willpower in the Attribute test. A Luck Roll can be made to use this effect for another
turn.

16 Burning Lies - With a burning torch and a prayer, the Faithful can interrogate a target
and make a number of questions per day equal to their Level. The subject of the
power will suffer 1 point of damage per Level if they lie, and will need to pass a
Willpower test to resist showing signs of pain (which will reveal that they are lying). A
Luck Roll can be made to ask each additional question.

17 Furious Visage - Irinae gifts The Faithful with the face of vengeance and fury, capable
of shattering the will and morale of anyone who glimpses it. One individual per Level
can be affected per day and they may resist the effect like a normal spell. If they fail,
they will flee as fast as they can for a turn per Level, and if backed in a corner will act
with a Negative Die on all actions. A Luck Roll can be made to use this effect for
another turn.

18 Rust Iron - The Faithful can touch an object made of iron or metal and cause it to rust
in a few minutes. One object of medium size, roughly the size of a longsword, can be
affected per Level in a day. If the object is being held by someone, they can resist the
effect if so desired. A Luck Roll can be made to allow an additional use.

19 Iron Soul - The Faithful calls for Irinae to strength their soul with the hardiness of iron.
For a number of hours per Level per day, the character gains a Positive Dir on all
Intellect and Willpower tests to resist effects to confuse, cloud their judgment or
frighten them. A Luck Roll can be made to increase the duration of this effect by an
additional hour.

20 Blade Barrier - The Faithful summons a barrier made of whirling blades with a length
of 10 feet per Level and half as much height. Anyone approaching the barrier that is
not aligned with the character suffers a number of attacks equal to The Faithful’s
Level, suffering 1d6 points of damage per hit. This power can be used for 1 turn per
day per Level.

Luck and the Favor of Gods

The Gifts of the gods are a lot more limited but a lot more reliable than the sorcery practiced by
the less cautious magic users. However, they can usually be further used if The Faithful counts
on their god’s favors. In game terms, the player can make Luck Rolls to get additional uses or
extend the duration of many of the gifts described above.

This will make their characters more versatile and powerful, but they will risk running low on this
very important stat, as Luck can determine their ultimate fate in the game.

But being in the service of powerful supernatural entities such as gods has its advantages. The
Faithful characters are more likely to regain Luck points as they act in accordance and benefit of
their gods ambitions and desires. If they convert an unfaithful to their religion, they might be
rewarded by a Luck point. If they defeat an enemy of their faith, they may also be rewarded. If
they embody the tenements of the faith and serve as an example to the flock in face of
adversity, their god will show the favor. The Referee must be attentive in the game when a
character of The Faithful Archetype acts and accomplish deeds to fulfill their duties and vows,
as their god certainly are. They should be rewarded for this, as they should be punished if they
act against the beliefs of their faith. This Archetype is the only one vulnerable to the loss of Luck
when they act against the interest of their supernatural patrons.

Reputation
Characters in most fantasy games begin as nobodies. They are usually common people without
significant past deeds that would make them noticeable or famous. That’s a interesting and
important feature. It sets the stage so that the really special events happen during the game. If
the PCs are to become famous, gather a reputation, this will be due things they do in their
adventures.

Thus, as the characters go on adventures, acquire wealth, and become more and more
powerful and influential, their reputation will grow. Their names will invoke images and change
the way people see them. To help reflect this on the game I’ve come up with what I call a Level
Test. It works like this: The player rolls a 2d6 and compare it to your character’s Level. If it’s
equal to or below the number, the NPC recognizes you somehow. Their reaction will vary
according to your deeds and fame.
The Referee can also impose a Negative or Positive Die depending on how familiar each region
is to the culture of the character. Suppose a character famous for his deed in one kingdom
traveled all the way across the ocean to another region, his chances of being recognized would
be lower, so the Referee would roll an additional d6 and keep the two highest dice. In the same
manner, if the character made efforts to become bonded to some specific culture, noble house
or organization, NPCs linked to them (even enemies) could roll 3d6 and keep the two lowest
dice when determining if they know the character.

Contacts

The player characters will inevitably meet and form bonds with a great number of individuals in
their adventures. They will make friends, acquaintances and business contacts along the way
and they will certainly try to make use of these contacts whenever they could prove useful in
their endeavors.

In game terms, players can make a Luck Roll to determine if they know a contact related to their
characters Concept. If they are an Ex-Gladiator from the Free Cities of the Bay of the Dragon,
they could make a Luck Roll to determine if a contact related to gladiator arenas, gamblers, or
people from the cities of that area are around. Far away from these circumstances these
contacts could hardly be of any use though and the Referee might rule that they cannot make
the Luck Roll.

If the character finds themself lucky, they know a certain someone that might be able to assist
them, but not necessarily willing to help without receiving anything in return. The player and the
Referee should create this individual together, possible making use of the tables of Appendix N:
NPCs Generator. These individuals should have distinctive features, personality and their own
agenda. They might require some sort of payment for their services but more commonly will ask
for favors, giving the Referee more opportunity to introduce adventure hooks in the campaign.

An unlucky character, however, either don’t know anyone that could be of help nearby or the
people they know are currently unavailable for now. The Referee should determine exactly the
situation and move on.

Beyond the contacts the characters may know based on their Concept, they will eventually forge
ties with other individuals. Players should make notes on the people they meet and can possibly
call upon for assistance. To make use of them they still need to make a Luck Roll too, as
circumstances can change and things are not so predictable.
Non-Human Characters
Humankind is not alone in this ancient world. Other intelligent races inhabit the remote regions
and ruins of lost ages. Some of them with knowledge we will never understand- some will simply
never be completely accepted by the limited minds of the City-States.

Sharp Swords & Sinister Spells assumes that all characters are humans and leaves the
nonhuman races to the Referee as they see fit (usually as mysterious inhabitants of far away
lands and ruins, though sometimes friendly and usually following alien purposes that put them
against humankind.) It may be the wish of the group to allow the creation of characters
belonging to fantasy races. The simplest way to accomplish this is using the character’s
Concept to indicate that a character belongs to a nun-human lineage. To indicate that a
character isn't human, all it takes is including his race in their Concept (lizard man gladiator,
pterus shaman, lemurian mentalist.) This way, whenever he would benefit or be hindered by his
heritage, just apply the standard rules. If the group feels it is necessary to specify any additional
Special Abilities, simply impose a Progression Cost as explained above in the Multi-Archetype
section. For example, if a nonhuman character takes the ability to see in the dark, she will need
1 extra adventure to level up each time. Below we present a few non-human lineages as an
example.

Dargis
The Dargis are an ancient race of stone skinned humanoids created when the maggots that
were to devour the flesh of a fallen primordial decided to instead become the keepers of that
primordial’s treasure and possessions. The Dargis slowly transformed into a people of stock
stature, broad chests and beady eyes. Their skin is usually gray and has the appearance of
various stones. They have no distinction between genres, although some adopt the appearance
of male or female in the eyes of other races.

Their cultures is that of traditionalists, avarice and devotion to their families, making it very hard
for them to leave the depths of their underground homes to explore the savage and bright world
of the surface. However, some individuals are born differently, and for many different reasons
they venture forth, almost certain to never return. They seek a purpose they couldn’t find in their
home, a treasure greater than the ones they were supposed to guard and cultivate. A people to
call their own.

Dargis characters should include their lineage in their Concepts and take note of the following
abilities. They should also notice they will need an extra adventure per Level to advance to each
higher Level.
● Dargis have a natural DR of 2 without any movement restriction of penalty.
● Dargis must consume metals and gems to regain lost Vitality points. Thus they can only
make their Recovery Roll if they consume at least 1 point of Coin.
● Dargis get a Positive Die on testa relating to the exploration of underground passages,
evaluation of minerals and gems and the appraisal of treasure in its intrinsical monetary
values.

Feykin
Fantastical beings from the Dreamlands that have decided to linger in mortal realms, the Feykin
have lost most of their magical powers, but they still have a strong connection to their homeland
and the oniric subconscious of all living people. Their appearance is humanoid and usually
similar to humankind, but with dreamier details and strange skin tones, eyes and hairs that
seem to float underwater. Their genders are fluid and range all over the spectrum, some of them
even change it in the course of their lives. As with dreams, Feykin personalities can be
inconsistent, sometimes similar to pleasant calm dreams and other times like horrific
nightmares, or even as the seasons of the year.

Feykin society, the true one in the Dreamlands is all but unknown, and the small families and
groups of feykin that reside in the mortal realms tell various stories. Here they usually live in
secluded places, hidden from mortal eyes, but still within reach of their dreams, from which they
feed and grow. They are molded by the subconscious of the societies they live by and can’t
survive without them at the same time they fear them, as they’ve seen their true selves in their
oniric visions.

Feykin characters should include their lineage in their Concepts and take note of the following
abilities. They should also notice they will need an extra adventure per Level to advance to each
higher Level.
● Feykin can materialize dreams into reality with a Luck Roll temporarily overimposing the
two realities. This effect can make an area up to medium range to change its
appearance, transmute into something else, grow darker, lighter, or even make a door
appear into a dungeon cell. It lasts for 1d6 rounds per Level of the Feykin. Any additional
use per day will automatically add 1 to the Luck Roll result, increasing the chances that
the character fails to do this again.
● Feykin need to draw on someone’s dreams to be able to rest at night, so they must
choose a companion to do this to. That way, they can rest effectively, but this makes it
impossible for the target to rest properly, not allowing them the benefits of a long rest.
● Dargis get a Positive Die on tests relating to the exploration of the meanings and
significance of dreams, myths and legends, as they have seen all of that in their lives
and can tap into the subconscious of all dreaming beings.

Lemurians

The Lemurians were once a proud and great people, with a kingdom that ruled far and wide.
They had great cities with marbled towers and minarets. With universities and libraries. But as
everything that reaches high, they fell. Now their cities are ruins overgrown with vines hidden in
the depths of jungles and mountain vales. Most of their people have reverted to barbarism but a
few pockets of civilization still stand. The Lemurians are a humanoid lineage of simian stock.
They can be as tall as almost 8 feet tall, but usually walk humped. Their skin and fur ranges in
color from light grey to deep brown or black, passing through yellow, and red. Their eyes have
an even wider variation of colors, but most of them are either amber or grey. Their culture value
the use of jewelry and decorations, and most of them wear togas if not dressed for combat.

With their old empire gone, the small pockets of civilization they still have are isolated, some
even suggest they are hidden in the underworld, where they can still indulge in their old habits
of high culture, safe from the savagery of humanity. When Lemurians venture out of their
bastions, they come prepared. They have mastered the old arts of war from the early ages and
are excellent fighters. Some seek the lost relics of their people, or hope to find other
communities of Lemurians to trade with. A very few believe a community of humans will one day
be able to sit by their side in a table and share a meal with. Those are the dreamers, and
somehow they are becoming more common in this age.

Lemurian characters should include their lineage in their Concepts and take note of the
following abilities. They should also notice they will need an extra adventure per Level to
advance to each higher Level.
● Lemurians can carry twice as much gear as other characters, effectively doubling their
encumbrance limit.
● Lemurians require twice as much food and water each day, making two Durability
checks per day when the amount of resources of this type is an issue.
● Lemurians get a Positive Die on tests relating to the exploration of the wilderness areas
where their ruins used to stand and to recall historical facts of their people and other
ancient people of the world.

Zero Level
In Sharp Swords & Sinister Spells, characters start as capable and skilled adventurers. It is
possible to begin the game with more inexperienced characters, common people who will leave
their mundane lives to embark on perilous adventures!

The character creation process is essentially the same, with the following exceptions:
● Players do not choose an Archetype for their characters.
● Players still create a Concept for their characters, but they must be mundane
occupations like farmer, merchant, scribe, soldier, etc.
● Characters do not start with a Complication. They will acquire one through their first
adventure, usually a consequence of what happens during the game. The players and
the Referee should work together to come up with a Complication at the end of the first
adventure.
● All Zero Level characters begin with a Vitality score equal to half their Physique rounded
down.
● All Zero Level characters begin with a Luck score of 3.
● All Zero Level characters begin with a simple weapon and a trade good related to their
mundane Vocation, in addition to a Coin score of 1.

As Zero Level characters are fragile, players should create 3 or 4 of them since most of them
will suffer painful and horrible deaths in their first adventure. Those brave and fortunate souls
that survive their first enterprise become 1st level characters, choosing an Archetype and a new
Concept appropriate to their deeds.

Words of Power

The default magic system of Sharp Swords & Sinister Spells is inspired by a series of authors
both in literature and in gaming. It assumes practitioners of sorcery dabble with incredible
powerful and unstable energies to cast their spells, which they must learn the exact formula to
cast. They usually can't devise new spells of modify the spells they know, as true sorcery is not
a creation of mortals and these can only mimic this sinister arc with sinister consequences.

This alternative system proposed here changes things a bit. Magic will still be powerful and
dangerous to use, but mortals will have a little more leeway with how they use it and can create
effects somewhat more freely. There will still be consequences to those who meddle too much
with the chaotic currents of magic however.

The main difference is that characters will not learn specific spells with effects already
determined, but Words of Power they can combine in any fashion they want to create an infinite
number of effects. This will require some give and tale with the Referee but, hopefully, the rules
and guidance here will ease the process and give the group a great tool to use their creativity
with.

Words Known

Instead of beginning the game with half as much spells as the character’s Intellect score, they
begin knowing the same amount of Words of Power. Those can essentially be any word, as
long as they are appropriate to the setting of the game. One could even use Appendix T: Title
Generator and roll on the table and choose a word on that line, for example. As with standard
spells, characters can learn more Words of Power in their adventures and full tomes detailing
the use of such words are sought as great treasures by the most ambitious practitioner of the
arcane arts.

To facilitate, we also provide the following tables, taken from the great game and resource
created by Ben Milton called Maze Rats. You can roll a d666 (rolling 3d6 and reading them like
a d% basically) and noting each word. These tables are under the CC BY 4.0 License. The
Referee can also allow players to create their own words and let them slightly flex the words to
make more sense in their spells.
1 - Physical Effects
d66 Word of Power d66 Word of Power

11 Animating 41 Levitating

12 Attracting 42 Opening

13 Binding 43 Petrifying

14 Blossoming 44 Phasing

15 Consuming 45 Piercing

16 Creeping 46 Pursuing

21 Crushing 51 Reflecting

22 Diminishing 52 Regenerating

23 Dividing 53 Rending

24 Duplicating 54 Repelling

25 Enveloping 55 Ressurrecting

26 Expanding 56 Screaming

31 Fusing 61 Sealing

32 Grasping 62 Shapeshifting

33 Hastening 63 Shielding

34 Hindering 64 Spawning

35 Illuminating 65 Transmuting

36 Imprisoning 66 Transporting

2 - Ethereal Effects
d66 Word of Power d66 Word of Power

11 Avenging 41 Excruciating

12 Banishing 42 Foreseeing

13 Bewildering 43 Intoxicating

14 Blinding 44 Maddening
15 Charming 45 Mesmerizing

16 Communicating 46 Mindreading

21 Compelling 51 Nullifying

22 Concealing 52 Paralyzing

23 Deafening 53 Revealing

24 Deceiving 54 Revolting

25 Deciphering 55 Scrying

26 Disguising 56 Silecing

31 Dispelling 61 Soothing

32 Emboldening 62 Summoning

33 Encoding 63 Terrifying

34 Energizing 64 Warding

35 Enlightening 65 Wearying

36 Enraging 66 Withering

3 - Physical Elements
d66 Word of Power d66 Word of Power

11 Acid 41 Mud

12 Amber 42 Obsidian

13 Bark 43 Oil

14 Blood 44 Poison

15 Bone 45 Rat

16 Brine 46 Salt

21 Clay 51 Sand

22 Crow 52 Sap

23 Crystal 53 Serpent

24 Ember 54 Slime
25 Flesh 55 Stone

26 Fungus 56 Tar

31 Glass 61 Thorn

32 Honey 62 Vine

33 Ice 63 Water

34 Insect 64 Wine

35 Lava 65 Wood

36 Moss 66 Worm

4 - Ethereal Elements
d66 Word of Power d66 Word of Power

11 Ash 41 Plague

12 Chaos 42 Plasma

13 Distortion 43 Probability

14 Dream 44 Rain

15 Dust 45 Rot

16 Echo 46 Shadow

21 Ectoplasm 51 Smoke

22 Fire 52 Snow

23 Fog 53 Soul

24 Ghost 54 Star

25 Harmony 55 Stasis

26 Heat 56 Stream

31 Light 61 Thunder

32 Lightning 62 Time

33 Memory 63 Void

34 Mind 64 Warp
35 Mutation 65 Whisper

36 Negation 66 Wind

5 - Physical Forms
d66 Word of Power d66 Word of Power

11 Altar 41 Horn

12 Armor 42 Key

13 Arrow 43 Mask

14 Beast 44 Monolith

15 Blade 45 Pit

16 Cauldron 46 Prison

21 Chain 51 Sentinel

22 Chariot 52 Servant

23 Claw 53 Shield

24 Cloak 54 Spear

25 Colossus 55 Steed

26 Crown 56 Swarm

31 Elemental 61 Tentacle

32 Eye 62 Throne

33 Fountain 63 Torch

34 Gate 64 Trap

35 Golem 65 Wall

36 Hammer 66 Web

6 - Ethereal Forms
d66 Word of Power d66 Word of Power

11 Aura 41 Gaze
12 Beacon 42 Loop

13 Beam 43 Moment

14 Blast 44 Nexus

15 Blob 45 Portal

16 Bolt 46 Pulse

21 Bubble 51 Pyramid

22 Call 52 Ray

23 Cascade 53 Shard

24 Circle 54 Sphere

25 Cloud 55 Spray

26 Coil 56 Storm

31 Cone 61 Swarm

32 Cube 62 Torrent

33 Dance 63 Touch

34 Disk 64 Vortex

35 Field 65 Wave

36 Form 66 Word

Casting Spells

To cast a spell, The Sorcerer combine any number of words they want forming the name of the
spell. The name should imply an effect such as Thunder Arrow, Shadow Mirror and Avenging
Warrior. The player should state their desired outcome and the Referee will either accept it or
negotiate it to something more appropriate for the setting and tone of the game.

The Difficulty of the Willpower test to cast the spell will vary depending on three main factors:
Range, Duration and Potency. Each of these is usually scaled from 0 to 10 and their addition
will determine the total Difficulty (see Reducing Difficulty below).

Range
Range determines either the area of effect, number of targets or actual range of the effect. A
low Range value makes the spell only affects something you touch, yourself or something in
close range, for example. A high Range value can affect great areas, hundreds of people or
something really distant. The table below shows some values and the equivalent in area and
targets.

Range Value Example

0 Can only affect a small point or the character themself.

1 Can affect a target touched, an area of close range or a target within short
range.

2 Can affect up to two targets in short range, an area of up to medium range,


or a target up to long range.

3 Can affect up to three targets up to long range, an area of up to longe


range, or a single target within distant range.

4 Can affect up to 1d6+1 targets up to long range, an area of up to distant


range, or a single target within line of sight.

5 Can affect up to 1d6+Level targets up to long range, an area of roughly a


small village, a single target within sight (even by magical means).

6 Can affect up to 2d6+Level targets up to long range, an area of roughly a


large village, a single target within the same continent.

7 Can affect up to 2d20+Level targets up to long range,an area roughly the


size of a small town, a single target within the same world.

8 Can affect up to 1d100+Level targets up to long range,an area roughly the


size of a large town, a single target within the same world, even if on
another plane of existence.

9 Can affect up to 2d100+Level targets up to long range,an area roughly the


size of a small city, a single target within the same dimension.

10 Can affect up to 5d100+Level targets up to long range,an area roughly the


size of a large city, a single target no matter where they are.

Duration
Duration basically determines how long the effect lasts for. Damaging spells are usually of
instant duration although their consequences might last much longer. A spell to force someone
into a magical slumber might last for minutes, hours, days or even for eternity. A low value in
duration makes the effect last just a few seconds or minutes, while a high value will make it last
for days, months and years.

Duration Value Example

0 Instant effect (although it might have lasting consequences).


1 Lasts for 1d3 rounds.

2 Lasts for 1d6+Level rounds.

3 Lasts for 1d6+Level minutes.

4 Lasts for 1d6+Level turns.

5 Lasts for 1d6+Level hours.

6 Lasts for 1d6+Level days.

7 Lasts for 1d6+Level weeks.

8 Lasts for 1d6+Level months.

9 Lasts for 1d6+Level years.

10 Lasts for 1d6+Level decades.

Potency
Potency determines the strength of the spell effect and how effective it is. If trying to conjure an
object, a low value would conjure something made of mud or clay, and a high value something
of steel or even diamond. If the effect is harmful, each value inflicts 1d6 points of damage. In the
case of a spell to cancel a target, a low value would help them creating a fog, or deepening the
shadows around them, while a high value would make them completely invisible. This factor will
require a little bit more of the Referee’s judgment, since some cases won’t be so clear cut and
will need their adjudication.

Potency Value Example

0 1d3 points of damage, or some minor narrative effect.

1 1d6 points of damage, or some small effect capable of imposing a


Negative Die or giving a Positive Die in a very specific kind of action.

2 2d6 points of damage, or an effect capable of imposing a Negative Die or


giving a Positive Die in a more general kind of action.

3 3d6 points of damage, or an effect capable of imposing a Negative Die or


giving a Positive Die in all actions under a single Attribute.

4 4d6 points of damage, or an effect capable of imposing a Negative Die or


giving a Positive Die in all actions under two Attributes.

5 5d6 points of damage, or an effect capable of imposing a Negative Die or


giving a Positive Die in all actions.

6 6d6 points of damage, or an effect capable of guaranteeing automatic


success or failure in a very specific kind of action.

7 7d6 points of damage, or an effect capable of guaranteeing automatic


success or failure in a more general kind of action.

8 8d6 points of damage, or an effect capable of guaranteeing automatic


success or failure in all actions under a single Attribute.

9 9d6 points of damage, or an effect capable of guaranteeing automatic


success or failure in all actions under two Attributes.

10 10d6 points of damage, or an effect capable of guaranteeing automatic


success or failure in all actions.

The Referee can use these tables as a reference for other types of effects or even to
extrapolate more powerful effects than those possible using them.

Reducing Difficulty

You will notice that the Difficulty score of some effects will scalate very quickly and will become
almost impossible to cast by the characters. That’s on purpose. This system allows much more
flexibility and customization, making characters capable of casting spells more capable than
under the standard system. However, casting more powerful effects will be much harder, and
they will have to use a series of measures to make the casting of these spells possible. Below
we enumerate a few of them and Referees can come up with more using them as reference.

Price in Blood
Instead of having to spend a number of Vitality points depending on the PL of the spell, in this
system The Sorcerer will be able to spend Vitality points to reduce the Difficulty of the Willpower
test to cast the spell. That way, after adding the values of Range, Duration and Potency, the
character can decide to spend any number of Vitality points as they can to reduce the Difficulty
in a one per one basis. Additionally, if using the option of Ritual Casting below, other willing
collaborators can chip in with their own Vitality points but on a two per one basis (spending 2
points of Vitality to reduce the Difficulty by 1).

Arcane Focus
Some sorcerers produce or secure especially prepared arcane objects to help them focus the
Chaos currents while casting spells with specific Words of Power. Thus, characters can spend
their Treasure in between adventures to forge these Arcane Focus. They must choose one
Word of Power they know and spend 1d6 Treasure Points for each point of Difficulty they want it
to reduce when casting spells with that specific Word of Power. When not using this Arcane
Focus, the character won’t benefit from this advantage. Furthermore, only one Arcane Focus
can be active for each Word of Power. When a new one is made by the character, the former
one loses its benefits. The player should specify what consists the Arcane Focus, and it will
count against the character’s encumbrance total.
Arcane Ingredients
Some Arcane Ingredients is prepared ahead of time, can facilitate the concentration of chaotic
energies necessary to manifest spell effects. In game, this works as a one use only item
capable of reducing the Difficulty of a spell in a number varying from 1 to 6. These items,
however, should very rarely be available for purchase, and should be sought after on
adventures. Most of these items, which are only hard to find should reduce the Difficulty by 1.
Rarer items, which may be found only in a very secluded place could reduce the Difficulty by
1d3. Especially rare and unique items who are guarded by sinister creatures and are acquired
at great peril can reduce the Difficulty by 1d6.

Ritual Casting
The rules assuming the character is casting the spell in a single action. This forces The
Sorcerer to manipulate an enormous amount of chaotic energies in a small amount of time.
Thus, if the caster is willing to perform a more lengthy ritual to conjure their sorceries, the
Difficulty of the task may be lowered. The table below summarizes the reduction in Difficulty
based on how long the ritual will take.

Ritual Duration Difficulty Reduced By

Full turn 1

1 minute 1d3

1 turn 1d6

1 hour 1d6+1

1 day 1d6+2

1 week 2d6

1 month 2d6+1

Sacrifices
The energies that empower spells come from sinister places, such as the Abyss and other
shadowy realms. Those places have entities capable of channeling more energy to whomever
offers them something in return, and what most of them desire is the blood and soul of living
beings. Thus, when using the Ritual Casting option above, The Sorcerer may sacrifice living
beings with souls to reduce the Difficulty of their spells. Each full HD of the victim reduces the
Difficulty by one (so sacrificing a 3 HD prince would reduce the Difficulty by 3).
Special Conditions
Last but not least, some spells will be facilitated if performed under special and costly
conditions. These should be hard to fulfill conditions that are not dependent on the actions of
The Sorcerer alone. It should be something they would need to adventure to fulfill, like casting a
spell under the full moon on the site of the first temple of the Moon Goddess, where the
tormented spirits of past priestesses still linger. Or summoning an entity from another dimension
only when the right stars are aligned and the barrier of worlds are thinner (possible making it
more probable that other creatures cross that border too). Each of these costly conditions could
reduce the Difficulty by 1d3 for something perilous to 1d6 for something deadly, depending on
the dangers they are exposed to trying to fulfill the condition.

Backlashes and Corruption


As with the standard magic rules, characters casting spells are subject to Backlashes and
Corruption following the same rules and guidelines described on Chapter 6: Sorcery. This
includes losing the use of Words of Power for the day when they chose to as a consequence of
a failed attempt to cast a spell.

Resisting Spells

It’s important to notice that these spells cast with Words of Power can usually be resisted by
their targets, especially if the effect is directly target at them, like a spell to charm their minds or
weaken their bodies, or spells that affect an area they can try to jump out of or hide behind
cover (using a Willpower test or Agility test respectively in those cases). Spells with
instantâneous effects that can have lasting consequences, like a magic arrow or something that
affects objects and things can’t usually be resisted though. The Referee will adjudicate any
situation where it’s not clear if an effect can be resisted or not and if resisting completely nullifies
the spell or if it only mitigates the result (like halving the damage for example).

Other Rules Regarding Sorcery

Where these optional rules are unclear and don’t exactly specify some details, use the standard
spell system rules to supplement it. This is an optional system and should be used with more
experienced players and Referees, as it requires more flexibility and the ability to improvise as
needed.

***Prepare Reference Sheet for ease of play***

More Challenging Combat


In my games, which use a system I am tentatively calling Old Skull Engine, the main Mechanic
involves rolling a d20 and scoring a value equal to or under than the Attribute Score and above
a Difficulty score. In combat, the Difficulty is determined by subtracting the Opponent's HD from
the character's Level. If the Opponent's HD is lower than the character's Level, there is no
Difficulty and it's only a roll equal to or under test.

However, this mechanic of lowering the Difficulty with the character's Level doesn't really
happen in other Attribute Tests. Characters become more competent as they manage to
increase their scores, and acquire new abilities, but jumping a 20 feet wide chasm is as difficult
to do in the first level as it is in the 5th level. Characters may increase their Attributes and
become more competent, or their Archetype Abilities might be able to help them more, but the
Difficulty is the same.

So if you want to make combat even more challenging, simply use the Opponent's HD as the
Difficulty for combat oriented Attribute Tests. This will make even lower HD creatures challenge
in higher Levels, even though the players will be more competent to dispatch them. Characters
with Archetypes more oriented to combate (as The Warrior or the Tough) could still subtract
their Level from the HD to determine the Difficulty of their Attribute Tests, but the rest of the
party could follow this new rule.

This will make combats something way riskier and will increase the value of having a combat
oriented character a lot in the party. The other Archetypes usually have a lot of alternative skills
and abilities that make them useful in all sorts of situations and the more combat oriented
classes are more limited in scope. Maybe this will help them shine brighter in the right moment
and at the same time make these moments more challenging for the group as a whole.

Legacy Points

In an adventure party, each member has their responsibilities, so the group has more chances
of accomplishing what they aspire to. In Old School style games, the personas of the characters
and the players mingle constantly, and this optional rule intends on tapping on that to share
responsibility on the table, help the Referee and reward those players that are dedicated to the
success of the campaign as a whole. This is inspired by various games that have similar
propositions, by this approach has been tailored specifically to Sharp Swords & Sinister Spells
rule set.

What this does is clearly defining roles and respective tasks associated with them that players
can take and earn what it’s called Legacy Points. There are roles that very well can exist within
any adventure party or mercenary company. Players who perform these roles in a session earn
1 Legacy Point to spend in any way they desire. The roles are:

● Cartographer: Draw maps of the places the party is exploring, like dungeons, cities,
forests, so players can orient themselves within the game world.
● Secretary: Responsible for scheduling the game and passing important messages from
the Referee to the players, helping getting everyone on the same page.
● Chronicler: Takes notes of names, places, NPCs, rumors and any information the group
might find useful so the Referee don’t need to keep reminding the group of the things
they have already said.
● Accountant: Responsible of taking note of all the treasure the group finds, how they
divide it amongst themselves, how to spend and invest it in benefit of the whole group.
● Medic: The one responsible for noting the HP, conditions and other depleting resources
of the whole party.
● Barrister: The one responsible to be the rules consultant for any players doubts,
especially new ones who are just getting started.
● Battlemaster: The one responsible for taking care of initiative order and effects
durations, like spells, potions and whatnot.
● Sargeant: Responsible for taking care of the party’s NPCs stats, HPs, Resources and
whatnot.
● Troubadour: Responsible for retelling what has happened in the campaign so far,
helping everyone at the table to get on the same page at the start of the game.
● Cook: Responsible to taking care of the food and beverage arrangements for the
session.

Naturally not all roles would fit every group, and some of them might not make sense for every
game. Referees and players are free to create and modify these roles or others as they see fit.
Not only this helps unload the Referee with all these responsibilities, but makes players more
engaged and committed to the game.

Performing any of these roles for a session gives a player 1 Legacy Point. This is a player
resource, independent from their character. So they could change characters, their characters
could die, and they would still have this Legacy Point.

You can use Legacy Points in the following way:

● Trade it for a Daring Point, a Luck point, or a simple Reroll for your current character.
● Each point allows you to make a Roll to improve a character Attribute by one point in the
character creation process (that means you can begin with potentially more capable
characters).
● Two points can be traded to be counted as a single Adventure for purpose of the
necessary number of adventures needed to Level up in the game.

Referees can come up with new uses for Legacy Points, especially ones that reward the player
more than their characters.

Warfare
Conflict is a major force in the world of the game. The history of sword and sorcery worlds is full
of conflagrations that changes their history forever, shaping the path of how the civilizations
formed, evolved and eventually fell. But even in the current times, numerous wars and battles
are fought every day across these settings.

This is, however, a Role Playing Game, not a War Game. This means that, although these
battles can be part of a campaign, they won’t be the focus of the game itself. Thus, to resolve
such conflicts, the game presents a simple set of abstract rules that not only take into
consideration the many factors of warfare, but also the interference of the player characters.

Resolving Wars With Dice

Instead of complex rules, the game proposes the conflict is to be resolved through a simple set
of dice rolls, usually 3 to 5, depending on the length, the importance, or the changing conditions
of the war.

The roll is a simple d6 roll with modifiers determined by the Referee (explained below). Both
sides roll the dice and compare the results. The side with the higher result wins the round. Who
ever wins more rounds at the end, wins the conflict.

War Modifiers

Many factors can favor one side or the other in a war. Larger armies, better trained troops,
better equipment, superior tactics, advantageous position and many other factors will favor a
faction over another. The actions and accomplishments of player characters should also be able
to influence the die roll, thus the Referee should give a modifier based on what they did (if they
infiltrated the enemy base and stole their battle plans, this could give their side a +2 in a round,
as the enemy changes tactics on the next one, realizing they are being beaten). These deeds
can and should be turned into full fledged adventures to be played normally. This way, you can
play the game as intended and make the player characters’ actions have an impact on the
warfare they participate in.

These modifiers should be +1 to +3 for each factor, varying on how advantageous the factor is.
Having an army slightly larger than the enemy might give a +1 bonus. Having a large three
times as big would certainly give a +3 bonus though. Below you can find some example
situations that can provide some bonuses and ideas for missions the PCs can perform to grant
them advantages.
● Larger army (+1 to +3)
● Better position (+1 to +3)
● Better equipment (+1 to +3)
● Strategic advantage (+1 to +3)
● Defending their homeland (+1 to +3)
● Support of supernatural entity (+1 to +3)
● Knowledge of the battle location (+1 to +3)
● Defeated the opposing leader in single combat (+1 to +3)
● Possession of the enemy’s plans (+1 to +3)
● Disguised troops on the other side (+1 to +3)
● Sabotaged the enemy's siege engines (+1 to +3)

Rounds of Conflict

After each round, the sides make their roll with the modifiers determined by the Referee as
instructed above. The side that wins the round gets a +1 modifier to its roll on the next round.
The Referee then evaluates the result and creates a narrative based on what happened in that
interval. Only then will they redefine what advantages and disadvantages each faction has on
the next round. Things often change during a long conflict, as strategic positions are lost,
reinforcements arrive and special forces accomplish daring missions that change the tide of the
battle.

Ending the Conflict

After a predetermined number of rounds (usually 3 or 5), the side with the most rounds won is
considered victorious in the overall conflict. The difference between the number of rounds won
determines how costly this victory was. If the winning side won all the rounds of the conflict, they
suffered little loss of troops and resources. However, when victory is a close call, the winning
side having just one round victory above their opponents, the faction will have lost many
resources and a good portion of their soldiers and siege engines as well. War is a no winners
game. In the end, the Referee will have to exercise their judgment and decide how the war was
won, and how costly the victory was, as well as if the enemies were totally destroyed or if some
have remained to be captured.

Sailing the Seas

Over the waves that crash in our beaches, many ships and boats travel with intent and diverse
as their cargo and sailors. From the north, the Solsonnir come sometimes bringing their bloody
axes in a raid for new lives to sacrifice in their frozen ziggurats, and other times bearing fish,
minerals and gold to trade for spices, silk and refined artisan goods. Ravinai, depending on their
clan can be unfaltering allies of bitter enemies. The sea is truly unpredictable.
Sooner or later the adventures will take the PCs into the seas to explore other lands and vistas.
In the water, the characters will face different threats and have different opportunities than on
land. They won’t be able to simply find a shelter on a rainy day, or hide behind bushes when an
enemy ship is approaching. At the same time, much of the seas of Anttelius are unexplored and
legends even tell of great ancient cities covered in gold can be found on lost island and
continents.

This section of the book proposes a simple system of exploration and navigation for sea
adventures, while also providing a few table to help populate the savage oceans of a sword and
sorcery setting.

Navigating the Perilous Seas

Navigating the savage waters of the world isn’t as simple as following the dirt roads that connect
the decadent City-States of the Known Lands. There aren’t well established paths to follow.
There is rarely a route that is patrolled by any kind of authority other than self proclaimed lords
of the seas who extort anyone they want to. Everytime a ship leaves the docks, it is embarking
on an adventure much like how the PCs do on a regular basis.

In game terms, every time the PCs leave shore in a sea expedition, they will need to plan
accordingly, trace a route with all the stops they wish to make and make an Intellect test per leg
of the travel. Usually, the captain should make the Luck Roll, but another crew member can
make the test if they can justify how they are working to steer the ship in the right direction on
that leg of the journey.

The Difficulty of these tests varies with a number of factors: Distance, Perilousness, Weather
and Luck.
● Journeys that will take a few days are Difficulty 1, a few weeks, Difficulty 3, a few months
Difficulty 5 and a year Difficulty 8.
● If the waters the PCs are travelling are relatively safe, no Difficulty is added; If the waters
are somewhat perilous (some pirates travel these waters, a few sea monsters inhabit its
depths) add 1d3 Difficulty; If the waters are really perilous and ships are expected to run
into trouble there (constant pirate threats, undead ships territory, known sea monsters in
the depths) add 1d6+1 Difficulty.
● On calm waters, no Difficulty is added to test; When there is strong winds and high
waves, add 1 to the Difficulty; When there is rain, potent wind, and very tall waves add
1d3 Difficulty; On waters with whirlpools, whirlwinds and strong storms, add 1d6+1
Difficulty.
● Each character with a Luck score of zero adds +1 to the Difficulty score for the Intellect
test, as the gods of the Sea are a fickle lot.
If the test is a success, the ship arrives at the destination on time and without any major
incident. In case it’s needed, the crew may resupply and go on with their journey, making
another Intellect test for the next leg of the trip.

A failure within the Difficulty score means they reach their destination, but not without
complications and losses. The Referee can use logic and the context of the adventure to quickly
determine the cost and consequences or they can roll on the Appendix H: What’s Happening
and interpret the results accordingly. This usually means there has been damage to the ship
(leaving the character stranded); cargo was lost on a particular strong storm; part of the crew
was thrown into the sea and possible got lost; enemies have located the characters and are
now under way. Something that has an impact in the ongoing story but doesn’t nullify their
success on the journey.

However, a failure above the Attribute means the PCs were not able to reach their destination
and are at great risk due to some immediate threat or complication. They must now deal with
this threat or complication to be able to continue on their journey. As above, the Referee is free
to interpret the situation and context of the adventure and come up with a situation for the PCs
to deal with immediately. The tables in Appendix H: What’s Happening can also serve as
inspiration in this case. Differently than when the failure is within the Difficulty value, in this case
the situation is aggravated and must be dealt with to be resolved. Pirates are approaching to
attack the PCs. A storm so strong it might sink the ship with everyone in it. The crew hired by
the PCs is conducting a mutiny. These are just a few examples of the situations that might
happen in this kind of failure.

Blood in the Sea

It is inevitable that a conflict will happen in the open waters. Pirates will attack the PCs ships or
they might become pirates themselves and try to raid other vessels on the waves.

The Ships

There are many different types of vessels braving the seas of the world. From small fish boats
on the coasts to the great warships of the Solsonnir raiders of the north. Some are suitable for
warfare while most of them are not (but can be modified to become battle ready by a component
shipwright).

Characters taking part in a sea battle will make Attribute Tests as normal, but some statistics of
these vessels might limit their effective Attribute score, as the damage they inflict will usually
vary with the ship’s armaments, not theirs.

Ships usually have the following statistics: Hull; Maneuverability; Armor; Weapons.
Hull: Hull determine how sturdy and resistant to damage the ship is. Usually, the bigger the
vessel the more Hull points it has. Some vessels can have more Hull points as usual, as they
are made with better materials or reinforced by master craftsmen. Hull points work similarly to
Vitality points, but these vehicles normally don’t receive damage from attacks made by ordinary
weapons wielded by individuals. If it’s necessary, 1 Hull points is equivalent to 10 Vitality points
(thus a spell that causes 23 points of damage will only reduce a ship’s total Hull points by 2).

Maneuverability: This indicates how fast and maneuverable the craft is. The higher the
Maneuverability score, the faster the vessel is, and more capable it is of making sharp turns. A
low score on this stat means the ship is probably too big or clumsier than smallest and more
agile ones. When making Attribute Tests to maneuver the ship (be it to escape pursuers, avoid
hazards in the sea or something else), the character’s Attribute score is limited to the craft’s
Maneuverability score.

Armor: Some vessels are reinforced with armor to resist damage. This makes them more
durable than other ships but also make them heavier and clumsier. There are 3 categories of
armor for ships: Light (DR 1 - Maximum Maneuverability of 14); Medium (DR 2 - Maximum
Maneuverability of 11); Heavy (DR 3 - Maximum Maneuverability of 8).

Weapons: Battle ready vessels carry weapons appropriate to conflicts above the waves.
Carrying such armaments sacrifices the ship’s capacity to carry cargo and passengers, so the
Referee should enforce stricter restrictions to heavily armed ships in this regard. Some
exemplary weapons include battering rams in the ship’s aft, catapults, ballistae and, in rare
cases, cannons.
● Battering Rams: Inflict 25% of its total Hull points in damage with a successful
Maneuverability test by the attacking ship. The attack ship also suffer damage equal to
half that amount.
● Ballistae: Inflict 1d6 points of Hull damage and can be fired once every 6 rounds, minus
the number of crewmembers manning the weapon (minimum of once every 2 rounds).
● Catapult: Can fire both heavy boulders (causing 1d6+1 points of Hull damage) or flaming
oil containers to set ships on fire (causing 1d6-1 points of Hull damage for 1d6 rounds).
Can be fires once every 8 rounds minus the number of crewmembers manning the
weapon (minimum of once every 3 rounds).
● Cannon: Fire heavy lead or iron balls that can wreck the vessel’s structure, quickly
sinking it under the waters. Each cannon can inflict up to 2d6 points of Hull damage, but
can only be fired once every 10 rounds minus the number of crewmembers manning the
weapon (minimum of once every 4 rounds).

Other Details
Ships can still have other details specified in their description, such as the maximum load it can
carry, the number of minimum crew it needs, if it can travel on open waters or only on rivers and
lakes. Each vessel’s description will detail these aspects and the Referee is free to create new
ships or modify the example ones on the table below to fit the needs of their campaigns.
Ship Hull Maneuverability Armor Weapons & Other Details

Boat 2d6 14 - Can carry 50 Encumbrance


points in items and 6
passengers.

Boat, Sailing 2d6 15 -

Canoe 1d6 15 -

Galley, Large 10d6 12 1 Can carry up to 50 passengers


and carry 500 Encumbrance
Points in items.

Galley, Small 7d6 13 - Can carry up to 20 passengers


and carry 200 Encumbrance
Points in items.

Galley, War 10d6 11 2 Mounted with 4 weapons; Can


carry up to 50 passengers
(usually soldiers and
mercenaries) and carry 200
Encumbrance Points in items.

Longship 5d6 14 - Can carry up to 60 passengers


who act as both rowers, sailors
and soldiers.

Raft 1d6 10 - Each 10ft by 10ft section can


carry 100 Encumbrance Points
in items.

Sailing Ship, Large 10d6 14 - Can carry up to 100


passengers and carry 800
Encumbrance Points in items.

Sailing Ship, Small 6d6 15 - Can carry up to 60 passengers


and carry 500 Encumbrance
Points in items.

Warship, Large 10d6 9 3 Carris 8 Weapons, carries up


to 70 mercenaries or soldiers
and can carry up to 200
Encumbrance Points in items.

Warship, Small 6d6 11 2 Carries 4 Weapons, carries up


to 50 mercenaries or soldiers
and can carry up to 120
Encumbrance Points in items.
Hirelings and Mercenaries
Resources instead of characters

Make a Coin Roll to acquire them with a modifier equal to HD

Their HD reduce the difficulties of tasks relating to them. A failure above the Attribute reduce
them by one or by the difference.

They can be used to absorb damage or even to power ritual.

They take damage from Opponents in HD equal to the difference between them (minimum of 1)

Managing Factions

Invest coins to increase Scores (Resources, Contacts, Influence and Utility).

Test using roll under.

Previously on Sharp Swords & Sinister Spells...


I love the Appendix T - Title Generator. I think the results it creates are so inspiring. When I
generate a name, they always come with visual images in my mind and immediate plots that
could transpire within a story with that name.

A friend of mine has come up with a cool way to start a game using the it and make the players
do all the work. His name is Filipe “Pep” and he calls this the “I Know What You Did Last
Adventure” method!

Basically, when the game starts, you and your players randomly generate an adventure Title
using Appendix T - Title Generator. The adventure name, however, was the previous adventure
and the game will start after the events of it.

The premise is that it did not go that well. Something has gone wrong and now they have to
deal with the consequences. Maybe they failed to defeat the villain of the adventure and now
they are trying to rectify that act. Or, maybe, the villain is now after them. Maybe the treasure
they took for the Lost Citadel is cursed and now they need to get rid of it. But how?

So what we do as Referees, with the title generated together and in front of the players, is to
ask questions. Some of the questions we might want to make are the following?

1. So what were you trying to do or accomplish in the adventure?


2. How it went horribly wrong?
3. Whose fault that is?
4. What good did you take out of the adventure?
5. Did you make an enemy?
6. Did you make a friend?
7. What were the consequences?
8. What are you going to do now?
9. Where are you now?

And, of course, depending on the players’ answers, other questions might become important.
This is more of a collaborative effort between the Referee and the players.

Let’s suppose the Adventure Title generated was “The Citadel of One Thousand Eyes”. And we
asked all of those questions above. We could have the following answers.

1. So what were you trying to do or accomplish in the adventure?


Actually, we had hired a crew of the Centurion Falcon ship to follow a treasure map we bought
from a crazy old man in the city’s bazaar, but a strange storm that had green lightning destroyed
our ship, killing most of the people in it. We manage to survive and swim to a nearby island that
didn’t appear in the map. There, inside a primeval jungle, we found a Citadel made of pinkish
marble. No living soul could be found in that eerie place, but hundreds of statues lined the
avenues and streets of that citadel. Inside the marble manors we found riches beyond any of
our dreams and we filled our pockets, sacks and backpacks with gold, jewels and silver, not
realizing we were carrying our own demise. As we collected our treasures, we felt like a
thousand eyes were observing us, eyeing each and everyone of us as thieves, heretics and
unworthy. It didn’t take long before the first sailor lost their mind and started to attack us,
accusing us of thievery. One by one they fell into madness and we had to flee. By the will of the
Gods, we found a small boat on the beach on the other side of the island and we manage to sail
into the ocean until we were found by a merchant boat.

2. How it went horribly wrong?


You see, the treasure we took is cursed, now anyone who sees it, see it as the thousand eyes
who guarded it, and wants to kill us for the heresy of stealing it.

3. Whose fault that is?


I don’t know, it isn’t really ours. Or maybe it is. We took what wasn’t ours.

4. What good did you take out of the adventure?


Well, we did manage to spend a lot of gold and buy us nice things and a little comfort, but now
people want us killed.

5. Did you make an enemy?


Many. Anyone who sees the gold want us dead. So, everyone is a potential enemy?

6. Did you make a friend?


Since we can’t trust anyone, our bond of friendship and companionship are stronger than ever.
But a new friend is hard to make under these circumstances. Especially when you can’t spend a
coin to buy them a beer at the tavern.

7. What were the consequences?


We can’t spend the treasure we found, and can’t get rid of it unless we want everyone out there
to draw their blades at us.

8. What are you going to do now?


We need to find that strange and mysterious island again and return all the gold there. Do you
think we need to get back the gold we spent already?

9. Where are you now?


At the docks of the Great City, trying to decide if we steal a ship or try, somehow, to hire a crew
to take us on this crazy adventure.

As an exercise, at the end of the game, why not try to come up with a title for the adventure they
just played based on the last one?

Appendix S: Safety in Gaming


Roleplaying Games are a social activity where players immerse themselves in a fictional world
and experience situations and sensations that sometimes can bleed into the real world where
people are gathered. It’s important, thus, that everyone involved feels comfortable and safe to
share these moments with each other.

Sharp Swords & Sinister Spells is a sword and sorcery RPG, which means its setting and
adventures can be a bit darker, grittier and filled with horror elements not commonly present in
the stand genre fantasy of more well known games. It’s important to communicate this
difference to everyone willing to play the game and adjust the expectations of the group so that
everyone can play without unpleasant surprises.

The worlds of sword and sorcery, as it is touched on Chapter 7: Running the Game can be quite
grim and oppressive, which can make some players uncomfortable if this is highlighted too
much. The literature that inspire the genre as well as the artwork commonly associated with it
can be quite problematic due to some authors biased beliefs. There are issues of xenophobia,
sexism and other issues that although present in these tales are no where intrinsic to the genre
and should be avoided and dealt with before play.

If those themes are to be explored in the game as something that opposes the PCs and
something they might be willing to push against, this should be talked about with the whole
group and consent must be given by everyone. And even if consent is given, it’s wise that these
abuses in the game never be directed straight at the PCs, but should be witnessed on NPCs in
implicit ways (never describe these situations in detail, as it can be quite disturbing to people).
More importantly, even if consent is given to explore these themes, players should be given
some safety tools to manage the situation to their comfort zone. Some examples of safety tools
are described below:
● X-Cards: It’s a card with an X on it that participants in a Simulation or Role-Playing
Game can use to edit out anything that makes them uncomfortable with no explanations
needed. It was originally developed to make gaming with strangers fun, inclusive, and
safe. For more information, please visit http://tinyurl.com/x-card-rpg.
● The Tabletop RPG Safety Toolkit: Created by Kienna Shaw and Lauren Bryant-Monk,
The Tabletop RPG Safety Toolkit is a compilation of safety tools that have been
designed by members of the tabletop roleplaying games community for use by everyone
at the table. You can find it at http://bit.ly/ttrpgsafetytoolkit.
● Open Table Policy: This means everyone at the table is free to come and go as they
need without the need to explain why they need to leave or return. If people are
uncomfortable, they can leave and return after the situation has ended (or not returning
at all). The Referee should tell everyone about this policy in the beginning.

In addition to the tools above, Monte Cook Games has published a free resource that is very
useful in setting boundaries and helping ensure the safety of everyone in the game called
Consent in Gaming, containing more detailed information about safety in gaming, the
importance of consent and a tool to make the game more comfortable for everyone. This book
is easily fond online.

I know some gamers think this is all unnecessary and that they know their fellow players well
enough that these tools aren’t going to help them a bit. That’s well enough. But I will still ask
them to give this a try, as we cannot really say we know someone a hundred percent and they
might feel more comfortable in confiding these issues if there is a dedicated form for this
purpose. Please, don’t underestimate these issues and tools. On the next page you can find a
handout you can print and distribute at your games or have it sent to your players.

*** MAKE A ONE-PAGE SUMMARY OF TOOLS ***


Welcome to this game of Sharp Swords & Sinister Spells, a tabletop RPG of sword and sorcery
adventure. This game although focused on daring escapades of barbarians, scoundrels and
sorcerers can contain elements of horror and dark fantasy and thus can contain more mature
content.

Because of that, it’s important to have a safe space where players can explore the themes and
elements they are comfortable with while also having the guarantee that they can avoid those
they are not comfortable with. This is a game where everyone play to have fun and experience
exciting adventures inspired by the pulp fantasy literature but without the vices some of the
authors of yore imbued in those texts. In Sharp Swords & Sinister Spells every player is
welcomed no matter their origin, gender, sexual orientation, culture or any other characteristic.
Open Table Policy
The first thing you need to know is that you’re welcome to stay and play as long as you want
and are having a good time. If you ever need to leave the table, you can do so without the need
to justify why. There are many reasons you could want to leave (you are feeling uncomfortable
with a scene, you need to take an important call, you need to go to the bathroom, or anything
else), and everyone should trust each other that they are all here to play and have fun but
circumstances can change that. It’s important to notice that you are also free to return at any
point, no questions asked.

The X-Card
This table uses the X-Card, a card with a big “X” on it that anyone, including the Referee, can
tap to immediately stop whatever is happening in the game and skip it or cut it out to another
scene or situation. No justification needed. Everyone at the table should just adjust and remove
the uncomfortable element from the game. The person needs to disclose what should be edited
out so the group and themselves can change the situation and edit the problematic content out
and adapt the scene to suit the game better.

Lines and Veils


These tools function similarly to the X-Card but with a bit more control and nuance. Basically, a
player can say “Line” to stop the game from going further in some uncomfortable content. This
basically draws a line in the game where the participants can’t pass over. When a participant
says “Veil” the scene doesn’t immediately stop, but is narrated as it was being faded to black.
This means the players are okay with the content but prefer not to get a spotlight on it or detail it
further. The scene then happens off screen.

Appendix T: Title Generator


Some of the most attractive features of pulp literature are the titles and names used in the
stories. These evocative short phrases make you think about innumerable possible adventures
and scenes while using very few words. They create images, stories, and fictional in-world
elements that help to establish the very characteristic tone of this literary genre, that of ‘Pulp.’
These titles can be used as a tool for referees to build story and world elements for their games.
Titles like “The Emerald Palace”, “The Scarlet Sorcerer of the Desert” and others can be
sources of inspiration for the creation of adventures as well as locations, NPCs, events and
much more.

The tables below can be used for such purposes. First, the referee rolls on Table I to determine
the Title Format. After that, he generates the elements randomly on Table II, according to each
column heading. The referee can, of course, ignore this procedure and use the tables as he
sees fit, creating names for places, characters, years and other things in his game world.

Table I – Title Format

1d12 Title Format


1 The Quality Location
2 The Quality Character
3 The Quality Object
4 The Location of the Quality Character
5 The Object of the Quality Character
6 The Location of the Quality Object
7 The Location in the Quality Location
8 The Object of the Quality Location
9 The Character of the Quality Location
10 The Event in the Quality Location
11 The Event of the Quality Character
12 The Event of the Quality Object

Table II – Title Elements

D% Location Object Character Quality Event


01 Abbey Amulet Alchemist A Thousand Abduction
Eyed
02 Abode Archway Alien Abyssal Accident
03 Abyss Ark Amazon Alive Arrival
04 Academy Axe Ambassador Ancestral Ascension
05 Archipelago Bell Android Ancient Assault
06 Asylum Book Ape Artificial Attack
07 Barracks Boots Assassin Batrachian Awakening
08 Basement Bowl Astrologer Bewitched Ball
09 Bazaar Bracers Astronaut Bizarre Battle
10 Beach Brain Automaton Bloody Birthing
11 Bridge Brooch Avenger Broken Blessing
12 Brothel Cauldron Barbarian Cannibal Cataclysm
13 Carnival Censer Bard Chaotic Ceremony
14 Castle Chalice Baron Colorless Choice
15 Cathedral Chest Beast Cosmic Conquest
16 Cavern Claws Beetle Crawling Conspiracy
17 Chamber Cloak Blacksmith Cruel Construction
18 Channel Clock Bride Crystal Conversion
19 Chapel Cocoon Captain Damned Corruption
20 Church Coin Champion Dark Creation
21 Circle Compass Clone Depraved Crisis
22 Citadel Corset Collector Destiny Curse
23 City Crown Colossus Divine Damnation
24 Coliseum Cube Concubine Draconic Dance
25 Council Dagger Conqueror Dying Dawn
26 Court Dice Creator Emerald Deal
27 Crag Earrings Cultist Enigmatic Death
28 Crater Egg Cyclops Eternal Defeat
29 Crypt Elixir Demon Ethereal Defense
30 Demiplane Eyes Destroyer Extraplanar Descent
31 Desert Fangs Devourer Flaming Desolation
32 Dimension Flower Diabolist Floating Destruction
33 Domain Forge Dreamer Flying Discovery
34 Dome Fountain Druid Forbidden Dive
35 Dungeon Fruit Dryad Forgotten Doom
36 Dwelling Gauntlet Elder Fortunate Dreaming
37 Farm Gem Emperor From Another Duel
World
38 Forest Generator Envoy From the Deep Dusk
39 Fort Globe Frog From the Future Eclipse
40 Fortress Gloves Gardener From the Stars Enchantment
41 Foundry Hammer General Frozen Escape
42 Galleon Harp Geneticist Ghastly Expedition
43 Gallery Heart Giant Gluttonous Extermination
44 Garden Helm God Golden Fall
45 Graveyard Horn Guardian Howling Festivity
46 Halls Icosahedron Gypsy Immense Fire
47 Harbor Idol Herald Immortal Heresy
48 Haven Jewelry Hermit Immovable Imprisonment
49 Hills Key Hound Ineffable Infestation
50 Hive Lake Inquisitor Inhuman Intrigue
51 Hostel Lamp Jeweler Invisible Invasion
52 Hovel Lens Judge Iridescent Journey
53 Hut Letter King Last Judgment
54 Incubator Lock Knight Lawful Lamentation
55 Island Lotus Lich Legendary Liberation
56 Jungle Lyre Lord Loathsome Massacre
57 Laboratory Machine Man Lost Memory
58 Labyrinth Mantle Marauder Macabre Metamorphosis
59 Lair Map Master Malevolent Murder
60 Library Mask Mentalist Mechanical Murder
61 Lighthouse Mirror Merchant Metallic Passage
62 Manor Mold Messenger Misty Pilgrimage
63 Marshes Monoculars Minstrel Mortal Premonition
64 Mausoleum Monument Monk Mutant Prophecy
65 Mines Necklace Monster Mysterious Quest
66 Monastery Orb Necromance Obsidian Raid
r
67 Mount Pillars Nymph Occult Rebellion
68 Mountain Receptacle Observer Of Death Recreation
69 Necropolis Reliquary Oracle Of the Dead Rescue
70 Nest Ring Orator Oniric Restoration
71 Obelisk Rose Phantom Primeval Resurrection
72 Observatory Sandals Pharaoh Prismatic Return
73 Outpost Sarcophagus Pirate Profane Reunion
74 Palace Scale Priest Psychic Revelation
75 Pavilion Scarab Prince Pulsing Revenge
76 Pits Scepter Prophet Relentless Revolution
77 Plains Scroll Raider Reversed Ritual
78 Plane Sea Scribe Sadistic Salvation
79 Planet Shield Seer Savage Scream
80 Pool Skeleton Sentinel Scarlet Separation
81 Prairies Skull Serpent Scorching Shattering
82 Prison Spear Shaman Secret Sinking
83 Pyramid Spellbook Slaver Sentient Storm
84 Rift Spyglass Soldier Shadow Summoning
85 Ruins Staff Son Shattered Tales
86 Sanctuary Star Sorcerer Silent Theft
87 Sepulcher Statue Spider Silver Torment
88 Shelter Statuette Spirit Sluggish Tourney
89 Ship Sword Telepath Space Transformation
90 Shrine Symbol Thief Starving Travel
91 Spiral Tea Titan Strange Treason
92 Swamp Tentacles Traveler Terrible Trickery
93 Temple Throne Trickster Towering Triumph
94 Tomb Tiara Vampire Undead Twilight
95 Tower Tome Wanderer Underground Victory
96 Tunnels Totem Warlock Unforgiving Vigilance
97 Valley Tree Warlord Unfortunate Vision
98 Wall Trumpet Warrior Unknown War
99 Windmill Urn Watcher Unpredictable Wedding
100 Woods Vase Wizard Unthinkable Whispers

Notes on the use of this generator: When generating a title randomly, some adjustments and
creativity might be needed to make it usable and better sounding. Sometimes the preposition
must be changed or removed, or the Quality slightly altered to fit the noun (of Immortality
instead of Immortal, for example). The names can and should be altered to other genders
(Queen instead of King). This generator is a springboard to your creativity, use it as you see fit
and without restraint.

Examples
What follows are some examples of Titles generated with the Tables above. Each example
comes with a short description of the element generated and a hook to use for adventures.

The Tower of the Thousand Eyed Prophet


In the tower on the legendary Island of Truth lives the Thousand Eyed Prophet. He sees
everything: in the past, in the present and in the future, whether it is in this world or another.
Hundreds have died in search of his abode, none returned. But the promises of knowledge and
secret still seduce men and women, and now you seek this tower to uncover the doubts that
cloud your mind.

The Year of the Bloody Obelisk


The Order of the Chroniclers of Mezzanthia deciphers the writings of the First Prophet to
uncover the secrets of the coming years. They have now revealed that the Year of the Bloody
Obelisk is approaching, when a giant scarlet obelisk will rise from the ruins of the Old City and
blood will flow to its base. What is the purpose of this? What will happen?

The Artificial Heart of the Cannibal Raider


Jakhila the Devourer was a terrible raider who plagued the Desert of the Black Death,
destroying caravans and devouring his victims. Rumors say he had the help of outsiders, and
that they gave him a gift that allowed him to live forever. No one has heard from the Devourer
for decades. Has he died or left the mortal plane? Can his gift be found? Who will claim
immortal life and find the Artificial Heart of the Cannibal Raider?

The Last Journey of the Wizard


Szalay, the Wizard of Gates and Passages, is dying. He has just a few day before his time in
this mortal coil is at an end. Now, he seeks a group to accompany him on his last journey to the
Altar of Forbidden Worlds to reinforce the extraplanar barriers that keep the abominations from
entering the mortal world. However, there are forces working to make sure he dies before he
can get to the altar.

The Malevolent Pirates of the Death Moon


On an ominous night, the moon is covered by a shadow never before witnessed. The Death
Moon has come and with it the Malevolent Pirates and their flying skiffs. They raid villages and
cities, taking not only gold and jewels, but many people to sell as slaves on the different worlds
they visit. Who can stop the Malevolent Pirates of the Death Moon?

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