OraKVLT 012024 ALPHA
OraKVLT 012024 ALPHA
OraKVLT 012024 ALPHA
Table of Contents
Introduction ......................................................... 2
Table of Contents .................................................... 2
Character Creation ................................................... 4
Background: Background, Starting Gear & Classes .................... 4
Class Gear & Ability Score Modification ............................ 5
Adventuring Gear & Item Overview ................................... 6
Quest Generator ...................................................... 7
Quest Type ......................................................... 7
Murder ............................................................. 7
Slog ............................................................... 8
Blaspheme .......................................................... 8
Pillage ............................................................ 9
Travelling to Complete Quests ...................................... 9
Settlement Generator ................................................ 10
Type .............................................................. 11
Surroundings ...................................................... 11
Authority & Prosperity ............................................ 11
Feature ........................................................... 12
Calamity .......................................................... 12
Settlement Surroundings Generator ................................... 13
Overland Travel & Random Encounters ............................... 13
Decaying Farmland ................................................. 13
Fighter
Improve the PC strength bonus by 1.
Weapon
1D20 1-9 10-16 17-20
Weapon Short Sword Sword Flail
Damage 1D6 1D6 1D8
Slots 1 1 1
Armor
1D20 1-6 7-9 10-12 13-15 16-19 20
Armor Light Light + Medium Medium + Heavy Heavy +
Shield Shield Shield
Damage 1D2 1D2 + 1 1D4 1D4 + 1 1D6 1D6 + 1
Reduction
Slots 3 4 4 5 5 6
Thief
Improve the PC dexterity bonus by 1.
Weapon
1D20 1-9 10-16 17-20
Weapon Knife Sword Bow
Damage 1D4 1D6 1D6
Slots 1 1 1
Armor
1D20 1-9 10-16 17-20
Armor Light Medium None
Damage Reduction 1D2 1D4 0
Slots 1 2 0
Armor
1D20 1-6 7-9 10-12 13-15 16-19 20
Armor Light Light + Medium Medium + Heavy Heavy +
Shield Shield Shield
Damage 1D2 1D2 + 1 1D4 1D4 + 1 1D6 1D6 + 1
Reduction
Slots 3 4 4 5 5 6
Wizard
Improve the PC wisdom (or similar) bonus by 1.
Weapon
1D20 1-9 10-16 17-20
Weapon Staff Knife Short sword
Damage 1D4 1D4 1D6
Slots 1 1 1
Armor
1D20 1-9 10-16
Armor None Light
Damage Reduction 0 1D2
Slots 0 1
Die Property
1D4 Quest Type. The quest types consist of eliminating a target,
escorting valuable targets, delivering information or items,
and destroying items or structures.
1D6 Terms & Payment of/from completing quest objectives. For
example, some quests may require capturing quarry alive for
additional reward.
1D8 Details that reflect the struggles and viewpoints of the
working class and noble.
1D10 Location of the quest relative to the number of settlements
and settlement surroundings away.
Quest Type
1D4 Objective General Description
1 Murder Assassinate those that terrify and torment your benefactors.
2 Slog Lead or mislead the weak-bodied and feeble-minded through
bleak landscapes closer to the abyss.
3 Blaspheme Serve as a bringer of bad omens, rotting food, tools in
disrepair, and dusty tomes of forgotten wisdom.
4 Pillage Destroy sacred spaces and arcane artifacts to thwart enemies
and shield the craft from the undeserving.
Murder
Assassinate those that terrify and torment your benefactors.
Slog
Lead or mislead the weak-bodied and feeble-minded through bleak
landscapes closer to the abyss.
1D8 Benefactor
1-2 Commoners … in an endless search of refuge from the evils of a dying
world.
3-4 A Merchant … Traveling salesmen of snake oil and other cure-all for
common maladies.
5-6 The Clergy … Pilgrims who hope to gain favor of their gods.
7-8 Regional Authority … Death and Taxes are inescapable.
Blaspheme
Serve as a bringer of bad omens, rotting food, tools in disrepair, and
dusty tomes of forgotten wisdom.
Pillage
Destroy sacred spaces and arcane artifacts to thwart enemies and
shield the craft from the undeserving.
Settlement Generator
Roll the following dice at the same time to generate a quest for your
adventuring party:
• 1D4, 1D6, 1D8, 1D10, 1D12
Die Property
1D4 Settlement Type which infers approximate population, key
structures, and available services.
1D6 Settlement Surroundings shared between this settlement and the
next.
1D8 Authority & Prosperity that reflects the struggles and
viewpoints of the working class and noble.
1D10 Notable Features to help bring some color to the bleak ad
dreary world.
1D12 Calamity that currently affects the settlement and nearby
areas.
Surroundings
D6 Surroundings Days of Travel To Next Days of Travel to Quest
Settlement Objective
1 Decaying 1D4 1D2 + 1
Farmland
2 Desolate Plains 1D3 + 1 1D2 + 1
3 Sparse Forest 1D4 + 1 1D2 + 1
4 Dense Forest 1D4 + 2 1D3 + 1
5 Dense Forest 1D6 + 2 1D3 + 2
6 Swamp 1D6 + 4 1D6 + 2
Calamity
D12 Calamity Details
1 Pestilence Infestation
2 Pestilence Infectious Disease
3 Pestilence Poisonous Air & Water
4 Destruction Clashes Between Rival Cults/Gangs
5 Destruction Wars of Conquest
6 Destruction Civil War
7 Famine Hyperinflation
8 Famine Shortage & Starvation
9 Famine Siege by Demonic Forces
10 Death Reclamation by Invasive Fauna
11 Death Increasingly Violent Wildlife
12 Death Major Natural Disaster
NPC Encounters
Typically, resulting values of 5-6 indicate an encounter with an NPC.
When encountering an NPC roll 1d4 to determine their reaction to your
presence.
Decaying Farmland
Although decay is a natural phenomenon, the land is contaminated and
can no longer support life. The mass-casualty event of humanity’s food
source causes the surroundings to reek of death, both from rotten
flora and the emaciated corpse of farmers who have died in vain while
frantically tilling the soil in attempts to revive the dying earth.
Expect to find this tragedy adjacent to villages, towns, and
fortresses.
Overland Travel
Days of Travel to Next Settlement Days of Travel to Quest Objective
1D4 1D2 + 1
Hostile Encounter
1D4
1 1D4 Creature (ex. Wild Dog)
2 1D4 Creature (ex. Wild Dog)
3 1D6 Creature (ex. Possessed Human)
4 1D6 Creature (ex. Possessed Human)
Desolate Plains
At one point in time, the plains were picturesque. A delicate balance
of greenery supported majestic beasts and the vast horizon was well
juxtaposed against a clear sky. Majestic beasts still roam the plains,
but as mutated forms that lack the “gentle giant” nature of their
former selves. The power of these monstrosities is fortunately offset
by the high visibility that the terrain offers; although you are weak,
you at least have time to formulate a plan for survival.
Overland Travel
Days of Travel to Next Settlement Days of Travel to Quest Objective
1D3 + 1 1D2 + 1
Encounter
1D8
1 Caravan Trail
2 Dense Scrubland
3 Rolling Hills
Hostile Encounter
1D4
1 1D4 Creature (ex. Wild Dog)
2 1D6 Creature (ex. Possessed Human)
3 1D8 Creature (ex. Lesser Demon)
4 1D8 Creature (ex. Lesser Demon)
Sparse Forest
A suitable amount of foliage to sustain small villages nestled within
and lumber mills for town. Although it is possible for threats to hide
amongst the modest foliage.
Overland Travel
Days of Travel to Next Settlement Days of Travel to Quest Objective
1D4 + 1 1D2 + 1
Random Encounter
1D8
1 Overgrown Path
2 Empty Hunting Lodge
3 Lake/Pond
4 Quarry
5 NPC Encounter: Lumberjack
6 NPC Encounter: Lone Adventuring
7 Encounter
8 Encounter
Dense Forest
Fungi sprouts to considerable size in the shade afforded by ancient
trees and smooth stone cake in colorful mosses. The fungi feast on the
plentiful organic matter that is unfortunate enough to become lost in
the dark confines of the dense forest. Foliage becomes too plentiful
to accommodate human settlements. Instead, the dense forest is
populated with the most elusive and dangerous of creatures, who are
better able to ambush their quarry.
Overland Travel
Days of Travel to Next Settlement Days of Travel to Quest Objective
1D6 + 2 1D3 + 2
Random Encounter
1D8
1 Overgrown Path
2 Empty Hunting Lodge
3 Lake/Pond
4 Logging Camp
5 NPC Encounter: Hunter
6 NPC Encounter: Hermit
7 Hostile Encounter
8 Hostile Encounter
Hostile Encounter
1D4
1 2D4 Creature (ex. Hell Hound)
2 2D6 Creature (ex. Feral Human)
Swamp
Algae-filled ponds and decomposing flora merge into inhospitable
surroundings for an adventuring party. Expect the slowest of
progression through the stinking mud.
Overland Travel
Days of Travel to Next Settlement Days of Travel to Quest Objective
1D6 + 4 1D6 + 2
Random Encounter
1D8
1 Waist-Deep Water
2 Swamp Gas
3 Ensnaring Roots
4 Wooden Walkways
5 NPC Encounter: Tribesman
6 NPC Encounter: Misunderstood Horror
7 Hostile Encounter
8 Hostile Encounter
Hostile Encounter
1D4
1 1D6 Creature (ex. Possessed Human)
2 2D6 Creature (ex. Zombie)
3 2D6 Creature (ex. Zombie)
4 2D4 Creature (ex. Skeleton Berserker)
The entryway is determined randomly; roll 1D6 and enter the dungeon
via that room (where the left-most room is 1 and the right-most room
is 6.
Layout 1
Layout 2
Layout 4
Layout 5
Layout 6
Demonic Bestiary
In addition to the denizens of settlements and surroundings, the
adventuring party may encounter some additional creatures of mention.
Intel provided by friendly and hostile NPCs and creatures reduces the
DR of trap identification by 4 and the DR of trap disarming by 2.
Index of Traps
1D10 Name Damage (Unsuccessful Dodge)
1 Trip Wire D4
2 Pressure Plate D8
3 Bear Trap D8
4 False Floor D4 + 2
5 Pungee Pit D6 + 2
6 Poisonous Gas D10
7 Ballista D8
8 Inrush of Sewage D6
9 Descending Ceiling D8 + 2
10 Snare & Net None
Quest NPCs are those NPCs to which messages or goods must be delivered
or obtained. Quest NPCs may also be able to advise on the methods of
disarming traps or eradicating monsters.
1D10 Treasure
1-2 A Insignificant Trinket
3-4 A Mundane Item or Useful Tool
5-6 3D10 sp
7-8 Quest Item (or 6D10 sp)
9-10 Quest Item (or a Rare Occult Treasure)
Escaping Encounters
The decision for monsters to flee is often prescribed in the rule book
or bestiary of the system you are playing as a function of their base
morale, among other factors. When attempting to escape an encounter,
repeat the process described below for each member of the adventuring
party.
Lodging in Settlements
Item Cost per Night (sp)
Bed 1
Stabling and Fodder 2
Carousing
When in a settlement, you may choose to carouse.
NPCs
NPC Reactions
When encountering an NPC during overland travel, roll 1D10 and compare
the resulting value to the table below.
In combat situations the NPC mirrors the hit points and ability
bonuses of their employer.
Buildings
Type Cost (sp)
Hovel 120
Row House 1200
Craftsman’s House 2400
Temple 75,000
Stronghold 100,000
Divination ov Misery
Much like the shadowy incantations whispered by other oracles, the
Divination ov Misery unveils answers to inquiries that shape the very
fabric of the world. These responses, dark in their simplicity, hold
the keys to your fate:
• A "Yes" shall favor the doomed soul who dares to seek the
oracle’s counsel, granting them a fleeting glimmer of hope in
this unholy land.
• A "No" shall thrust the forlorn adventurer into the depths of
despair, where madness and torment await their feeble attempts to
defy fate's cruel hand.
A further explanation of the overarching responses:
The simple oracle table can be used to quickly determine the outcome
of an action or event, and more. To use the oracle:
Background &
Proficiencies
Class
HP
STR BONUS
DEX BONUS
CON BONUS
INT BONUS
WIS BONUS
CHA BONUS
MELEE WEAPON
- Name
- DMG
- Quality
RANGED WEAPON
- Name
- DMG
- Quality
ARMOR
- Name
- DMG
- Quality
Quest Worksheet
Die
1D4 Type
1D6 Terms & Payment
1D8 Details
1D10 Distance
Settlement A B C D
Type
Authority
Prosperity
Features
Calamity