Friday, 3 February 2023

Dragonbane

 DRAGONBANE

Quickstart Rules available here


IN THE OLDEST TIMES...

It was in the oldest times, before the world was covered in forest and iron was tamed by dwarven masters. Before the advent of humanity and the mastery of the bread and ale-making arts.
The world was then ruled by dragons and demons. Yes, draconic serpents and demonic
creatures were the princes and princesses of the oldest times. They were the primordial forces through which the world and its primeval matter was formed: the sky, the mountains, and the fiery oceans of magma and unthinking life.
They were opposing principles that made the world complete. Law and order versus chaos
and madness, the stable and fixed versus the wild and eternally fluid.
Dragons versus demons.
The most ancient records tell of a draconic empire that once spanned much of the known
world, where the emperor’s peace was upheld by cruel dragon-mounted
knights. But the texts also contain traces of another great power from a different age, governed by demon princes who shrouded the world in madness and savage rage.
Remnants of these realms still rest in the earth beneath our feet. In the depths of the great
forests and the chasms of the mountains slumber memories from ancient eras when vicious
beasts reigned.
The hostility between dragons and demons has brought death and ruin upon their ancient
civilizations. It seems almost like a fundamental law of nature – that anything created by dragons alone is corrupted by demons, and that anything born of demonic will is burned to ashes by dragonfire.
However, this basic and incontrovertible truth also gives cause for hope, for it has created
the conditions for other nations, where humans and other races have been able to flourish and go their own way.
But the ancient guardians of order and destruction will never leave the world to its fate.
As sure as night follows day, the time will come again when dragons and demons contend for
power over humanity, nature, and the eternal mysteries.











THE PLAYER CHARACTERS
PC HEROIC ABILITIES: +2

BALDWIN, KNIGHT OF THE IMMACULATE FLAME - Max

Baldwin is a far travelled knight from the Grand Kingdom far to the south and east, who spent time adventuring with Tymma the Loud on the high seas. He is a recent recruit to the Order of the Immaculate Flame that reveres Eledain, the Dragon Emperor, and defends the world against the Cult of Sathmog. The Master of the Order of the Immaculate Flame is Sir Torius Goster at Halaway, the elder son of Baron Vaer Goster. Baldwin also knows the Baron's sister, Abbess Fangrid of the Sisters of the Righteous Lady, who are skilled in both healing and battle.  

BRAGE THE MAGE - Tony

Brage the Mage
Your mother was a powerful and evil witch, Ravenna Braga, who sought to induct you into her Demonic coven of Sathmog cultists at an early age.  You were supposed to seal the pact with the Dark One by sacrificing your childhood sweetheart Helena to the Demon Lord. Instead you fled, becoming a wanderer. Years later you tried to settle down in the peaceful village of Woodvale as their healer, and the decades passed, but ultimately your past could not leave you behind. Two years ago demon cultists led by the cult fanatic Leanara found you and attacked the village, killing many. Realising they would always hunt you, you packed your bags and left, becoming a wanderer once more.

TYMMA THE LOUD, KNIGHT-MUSICIAN - Kimberly

Tymma the Loud
 A far-travelled Knight-Musician, daughter of Okald, recently returned home to Outskirt after a decade away having many adventures on the Western Sea.  Short and stocky, like all dwarves, but hair worn in elaborate plaits. Cranky if she doesn’t have time to do it up.Tymma spent a decade having many adventures on the Seven Seas, where she met Brage the Mage a couple years ago after he fled the massacre at Woodvale. Markus was a mercenary landsknecht of Tilea, a city state on the shores of the Western Sea, where Tymma met him on her way back to Outskirt. She knew Baldwin of the Grand Kingdom, a fellow knight, when they sailed the Sunrise Sea.






ARCHMASTER AODHAN, MAGE - Bill

Aodhan
From an early age you have been fascinated with fire. Your sorcerous mother
brought you to a school of magicians after you accidentally burned down a barn
on the family farm. At school you learned the secrets of magic, but the thirst for
deeper knowledge made you restless. Now, after a few years of extensive travel,
you have joined a company of adventurers for an expedition to the Misty Vale.

Ronnie Duckering, Mallard Knight - Rich
Lothar “Ironfist” Greycloak, Human Mentalist - Matt
 Frostbite Morningcloak, Wolfkin Knight - Jelly
Blisandina Nightstabber, Mallard Thief - Joell







__________________________________________________

Orla Moonsilver
ORLA MOONSILVER, ELF HUNTER - Jelena You grew up in the lush forests of the south, always in search of adventure, but also humbled by your family’s expectations of discipline and reflection. After a troll attacked your village and killed many of your kinsmen, you decided to find a new future for yourself. Still seeking your destiny, you have concluded that journeying is your goal. Together with a group of fellow adventurers you have traveled to the Misty Vale to see what it has to offer. 

BASTONN BLOODJAW, WOLFKIN FIGHTER - Philippe You have come from the northern wastelands in search of work, joy, and the finer things in life. Tired of your people’s tribal feuds, you dreamed of something bigger and traveled south. There you worked as a mercenary, gladiator, caravan escort, and guardsman, before banding together with a company of adventurers. You are now on your way to the Misty Vale, enticed by rumors of demons, monsters, and mighty foes. 

Bastonn Bloodjaw




THE MISTY VALE
According to legend, the valley was once the heart of a powerful dragon-worshiping empire. But this great civilization fell into ruin and the valley was overrun by orcs. 
The Misty Vale is surrounded by high mountains – the Kummer Mountains in the south and the Dragonfang Peaks in the north. Remnants of an ancient road system can sometimes be seen in hollows and passes between the mountaintops. But getting down into the valley is a hazardous enterprise that requires skilled pathfinders and brave swordsmen. The dangers are many and the paths treacherous.
The valley spans roughly 150 kilometers (100 miles) in both length and width. Its was named the Misty Vale because of the impenetrable haze that often lies thick over the area. The terrain mainly consists of dense old-growth forests, but near the Kummer River are two large lakes and a vast wetland known as the Haunted Marshes. Around Outskirt, which in recent years has emerged in the southern part of the valley, there are rolling hills and partially cultivated plains. Fragments of the imperial roads that long ago connected the different parts of the region can be seen in the valley as well, with crumbling and overgrown paving stones occasionally peeking from between moss and ferns. Cracked stone pillars and strange milestones – with jagged, horned crowns at the top – also rise out of the terrain at regular intervals.

Approximate Timeline

Ancient History
ca -200 AI: The Demon Sathmog
Azrahel Koth
 enters the world, and founds the demonic Empire of Sathmog, ruling an enslaved humanity. The Inhuman Kin - the elves, dwarves, halflings, ducks, wolfkin, mallards - are generally persecuted, and driven back to their remote fastnesses.
Sigil of Sathmog


1 AI (Anno Igni): With the aid of ancient dragons, the human hero Eledain rises from the ashes of humanity to lead a rebellion, defeat the Demon Sathmog and found the Dragon Empire, also known as the Empire of the Cleansing Flame, the Empire of Eledain, the Bright Empire, the Thulean (Northern) Empire, etc. Eledain binds and imprisons Sathmog's immortal prophet, Azrahel Koth.
97 AI: Death of Eledain, buried at the Temple of the Dragon Emperor in what is now Outskirt. Imperial rule passes to his sons, the Dragon Knights. Eledain is revered by the Church of the Immaculate Flame. 
ca 150 AI The Dragon Empire takes a tyrannical turn.
ca 220 AI:  The Dragon Empire enters a period of civil war. 
286 AI: Disappearance of the Road's End Inn, cursed by the wrongful death of the soothsayer-crone Stare.
ca 330-333 AI The Cult of Turms Turnax, the Man Become God, unites the Dragon Lords and the Empire. Older faiths are suppressed.
ca 377-380 AI: In the waning years of the Empire, the angelic celestial champion Azura leads a rebellion against the Dragon Lords and the Cult of Turms Turnax, but she is eventually defeated and imprisoned in temporal stasis.
ca 400-420 AI: Final collapse of the Dragon Empire; Orc migrations overrun Misty Vale. Humans leave the region, but the Keepers of the Immaculate Flame endure, keeping the Faith of Eledain alive through the dark centuries ahead.

Recent History
743 AI Birth of Brage the Mage in the 'Lost Village'. His mother is a powerful priestess of Sathmog.
793 AI The warrior Vaer Goster & his two sisters found the Barony of Gosterwick. Birth of Tymma to Okald & Krog Stonehilt.
795 AI Birth of Krog Stonehilt.
805 AI Orcs begin departing the Misty Vale. 
806 AI Word of the Orcs' departure comes from the Dwarves of the Kummer Mountains. Founding of Outskirt in the Misty Vale, led by Vagnhild the Adventuress and Hardy the warrior.
807 AI Birth of Jory (officially) the son of Master Ulvar, rumoured really son of Hardy.
810 AI Okald & Badinor settle in Outskirt, along with Okald's daughter Tymma.
813 AI Tymma leaves Outskirt.
823 AI Tymma & co defeat Azrahel Koth and become the Guardians of the Vale.
824 AI Present Day


Session 1
12/3/823: Party cross Drakmar Pass, battling goblins & warg, kill all 6 goblins & warg. Meet a young female knight on the pass. Reach Outskirt. Trystan is tended by a barmaid, Annabella, who is more than she seems.
Grub the Goblin
13/3/823: Travel from Outskirt to the Riddermound, attack a goblin camp - Trystan killed. 7 goblins killed, 3 flee into the woods. Explore the Riddermound, meet a friendly goblin, Grub, and a ghostly lady; acquire from her a magic sword. Return to Outskirt near midnight. Total #Goblins Killed: 13, +1 befriended, +1 Warg.
Mallard Knight Makander leads attack on Goblin Camp, Session 1 13/3/823 AI.

The Ghost Lady

Session 
2 14-21/3/823: Bastonn Orla and Makander are recruited by the warrior Nils Borr to recover the gem the Blue Zurak from Goblin-infested Bark's Blood Tor south of the Misty Vale for his master Karvago the wizard. Kill a giant spider on the way. First assault fails, there are too many goblins, and Nils is killed by arrows. That night Orla meets a wolf. Take Nils' body back to Karvago's Tor. Try to recruit more men at the inn in Gosterwick, without success. Second assault succeeds, goblins are killed, one captured. Meet the wizard master of the tower, Kazan Murg. The gem is in the hilt of the temporally statised celestial warrior, Azura, who it's said led a rebellion against the Dragon Lords "500 years ago".  Party persuade Kazan Murg to hand over Azura, and they haul her stone-like stasised form back to Karvago. Karvago pays them 100gp & 2 healing potions. Return to Outskirt. 
Total #Goblins Killed: 15, +1 captured, +1 giant spider.

Bastonn Orla & Makander meet Kazan Murg & the stasised Azura, Session 2 M3/813 AI.

Session 3 22-29/3/823 Tymma & Markus join Orla Makander & Bastonn. Party & Alfilia Shadowleaf kill a troll in Outskirt town square and make a troll statue leaning on the village well. Head west to the Riddermound, on the way recruit an auroch and defeat a lone worg. Enter Riddermound, defeat vampire bats, giant spider, try to camp in dungeon & end up fighting ghost lady & death knight... somehow win, find the second piece of the dragon emperor statuette, & make it home. Rest and train.
Kills: 1 troll, 1 worg, 1 giant spider, lots of vampiric bats.

Cows of the Misty Vale
The Spider

The Ghost Lady of Riddermound
Session 4
30/3 Talk with Alfilia Shadowleaf. 31/3 Head for Bothild's Lode with her. Camp attacked by 3 burly orcs, including the one who broke Tymma's bagpipes. All three are slain. 1/4 Kill a raiding Griffon, reach Bothild's Lode, kill 13 of 15 goblins and the serpent White Death, meet the ghost of Bothild and the orc queen Maladuk (and her two lovely orcmaidens). She proves cordial. Gain the third part of the Dragon Emperor statuette.
3/4 return to Outskirt. 4/4 Alfilia is murdered by cultist thugs. Quasimund has vanished. 5/4 Vagnhild reports seeing Annabella sending a bat from the old temple with a message. 

Total #Goblins Killed: 13, +3 Orcs, 1 Griffon, 1 White Serpent.

Battle at Bothild's Lode

11/4 party are rested, trained, and ready for more adventures. Vagnhild is making noises about 'paying the rent' - Alfilia's money has run out. 

Session 5 (13/5/23) Pictures 11/4 Orla Makander Bastonn & Markus recruit three new adventurers at the Inn - Tym, Halveld & Lothar. 12/4 Party head north, reaching the Temple of the Purple Flame mid afternoon, after Orla recruits a bear on the way. Sinister Briars wrap the Temple. One novice adventurer is immediately lost to a pit trap; intelligent skeletons in the pit ask the party to close the Portal to the demon realm. Orla kills a Giant Spider battling Sathmog cultists, the 4 survivors are friendly and lead them down to the Undercroft, but a terrible mutant  Manticore slays the cultists before falling. Two twisted demonic cultists guard the Portal to Sathmog's Realm and welcome the party. Orla Makander Bastonn & Markus enter the Portal. In the alien city, Makander Bastonn & Markus find the last piece of the emperor's statuette & return, but Orla is lost for six hours before finding her way back. 13/4 Bastonn's loud whispers are overheard by the demon cultists, who attack and are destroyed. With great difficulty the party breach a rusted iron door, freeing the intelligent skeletons. The party rest up - before dawn they hear a frenzied mooing and see a cow flying over the treetops, ridden by a demon!  Returning to the surface, in the sunlit temple gardens the party find Hafarmal, an elderly Elf Wizard from the West, whose eyes have turned completely black. He is reluctant, valuing the effect of the Chaos energy on the garden plants, but when shown his reflection and his black eyes (formerly green) he is convinced to use his magics to close the demon portal, laying the animated skeletons to rest. That night the party return safely to Outskirt.
14/4 Next morning the party head up the hill to the Temple, using the four pieces of the dragon statuette to open the Crypt of Um-Durman. After some scorching from a lightning trap they solve a puzzle and are able to claim the Sword. But on exiting the Temple they are accosted by the Mallard Quasimund, a horde of demon cultists, and Anabella the barmaid, commanding a swarm of Vampiric Bats. A terrible battle rages on the temple steps, with many falling on both sides. Makander charges into the thick of the enemy. The bat swarm is destroyed, and many cultists fall, but both novice adventurers are slain. Anabella, revealing herself as a high priestss of Sathmog, stabs Markus with a poisoned dagger. At the last, brave Makander too is overwhelmed by numbers and falls. 
Quasimund, Anabella and their six remaining cultists press in upon Bastonn and Markus, both badly wounded, while Orla shoots from above. Things look very grim...  Kills: Giant Spider, Mutant Manticore, Vampiric Bats, 2 Demonic Cultists, 6 Cultists. Lost: Lothar Halveld Tym & Makander. 

Session 6 Pictures HEROIC ABILITY GRANTED #1
Brage & Tymma turn up and defeat the remaining cultists. Following the liberation of Um-Durman and defeat of the Sathmog cultists, Vagnhild & Hardy are thinking of appointing the PCs as 'Guardians of the Vale' - with free bed & board! The party trek north with Um-Durman towards the Isle of Mist, encountering harpies & skeletons, losing Markus, but gaining a Knight, Baldwin. They take a raft to the barren isle, defeat a ghost atop a high tower, then swim down into the tunnels below the isle, where they battle a fierce crab demon.
Kills
Outskirt: 14/4 5 Sathmog Cultists (& 1 captured), Quasimund, Leanara/Anabella. 
Magna Woods: 16/4 3 Harpies, 5 Skeleton Guards & 1 Skeleton Captain. Lost: Markus, slain by Skeleton Captain.
Isle of Mist: 18/4 1 Ghost Cultist, 1 Crab Demon. 
Quasimund the Mallard

Annabella/Leanara

Sathmog Cultists

Session 7 HEROIC ABILITY GRANTED #2
18/4/23 The party, Tuviel the Skeleton, and two rescued prisoners Kretscha & Emrys battle and destroy Azrahel Koth with Um-Durman, though the new allies are killed/destroyed. On the way out meet the ghost of Tuviel's beloved Cadal, and Okvid a troll with toothache. Late on 20/4/23 return to Outskirt. At the Inn Brage spots his mother dressed as an Abbbess and a squad of Warrior Nuns, hide from them in Tymma's house until they leave. The news of Azrahel Koth's destruction soon spreads, & there is much celebration.
Kills: 5 Skeletons, 6 Undead Guard, Vampiric Bat Swarm, Azrahel Koth.
Lost: Kretscha the Orc, Emrys of the Immaculate Flame, Tuviel the Skeleton.
Later, Sir Baldwin reports back to the Commander of his Order, Sir Torius of the Immaculate Flame. Torius congratulates Baldwin and sends him back to Outskirt to watch out for remaining demon cult activity in the Misty Vale.

Downtime end M4, M5, M6: 9 weeks x5 = 45 work days.

Session 8 pictures
1/7/823 At the House of the Guardians defeat nun-cultists under Sister Isabella sent by Brage's mother to kill him.
2/7/823 Investigate the time-lost Road's End Inn, ending the curse caused by the long ago mistreatment of the crone soothsayer, Stare, in the year 286 AI?!
Dramatis Personae
Antelia - attractive but slightly scatty blonde shepherdess, from a farm east of Outskirt.
Helemi - cheerful halfling female innkeep of the Road's End Inn from 286 AI.
Grunn & Edda - young couple from 286 AI, who wrongly accused Stare of stealing their infant son.
Stig Stonehilt - dwarf adventurer, father of Tymma, plans to explore the fallen dwarf fortress of Gunderholfen.
Krog Stonehilt - young dwarf adventurer, half brother of Tymma, accompanying his father Stig Stonehilt.

Road's End Inn

Helemi, Road's End Innkeep
M7 823: In Outskirt, Tymma plays matchmaker between stoic Captain Hardy and dreamy Antelia the Shepherdess. They are soon getting along like a house on fire.





Session 9 M8 823 AI
The Haunted Marshes Teller Grimjaw the fighter (Craig), Aodhan the sorcerer (Bill), Bastonn the Wolfkin (Philippe) and Orla the Elf (Jelena) travel to the Tower of Sighs, defeat bandits, meet Glamglam the giant, travel to Dead Eyes Cave, chase off a Basilisk, and loot a magic bow. Aodhan finds a spell book and learns new tricks.

Hardy and Antelia the shepherdess are getting on very well, there are rumours they may be married in the Spring. If he can keep her from wandering off...

Session 10 (restart) M1 824 AI
Death Knight Attacks
05/01/24: Bad news - a young boy has disappeared from a farm just west of Outskirt! Tracks in the winter mud indicate he was kidnapped, and taken west towards the Iron Forest. Rabindranath the Mystic is muttering something about the Oracle demanding a sacrifice...
Dranath: "The Oracle is ancient and knows all there is to know about the Misty Vale, and she’s said to be sitting on immense wealth. But now and then she demands a human sacrifice. I reckon we’ll never see Roric again.”
6/1/24 Tymma Brage and their new companions travel west, scaring off bandits, defeating the Knight of the Riddermound (again) and finally rescue Roric from the Oracle, an enormous spider.

Session 11 20-21/1/24: Enter the Iron Forest, rescue a dragon knight's maid Shandra Telessair from demon cult sacrifice. Baldwin kills two elves who attack him. Brage leads the party into quickmud, but all escape. Kill a troll and reach the Troll's Spire. Explore an underground vault battling undead guardians, meet Harga the troll alchemist, kill three harpies and decide to refurbish the Spire as a future forward base.
According to the rescued girl Shandra she was the maid of the dragon knight Isadelia, seeking Fort Malus along with the knight Niklion. They also had four hireling mercenaries with them, and were planning to join up with Sir Tylos in the Iron Forest, before Shandra was kidnapped from her tent by the cultists.
Troll's Spire





Session 12 3/2/824 AI

“Fort Malus was constructed by House Stoneoak near the end of Emperor Eledain’s reign, to protect the family’s most prized possession – the Malus Aureus, a tree that bore golden fruit, apples of actual gold! The ruins of Fort Malus still stand in the far northwest, probably with
thousands of golden apples lying at the roots of the old tree.”
Joined by Tea Dragonheart and Blisandina Nightstabber, the group head for Fort Malus. Aid Sir Tylos and defeat 12 goblin ambushers, though Shandra is killed by their first volley. At the fort Tea gets into a duel with the arrogant knight Isadelia and is also killed, spurring a general melee. The group kill the three Dragon Knights including Niklion and 3 of 4 mercenary adventurers, sparing the last Joruna to be their new door guard, and free Roklaug the tree spirit who merges with the apple tree; the delicious apples now grant a boon. Return the captive elf sage Iliel to her home, a tiny elf hamlet on the south bank of the Kummer River, at the north edge of the Iron Forest. 

Goblin Ambush in the Iron Forest

_________________________________________________________________________________

OUTSKIRT VILLAGE
The village of Outskirt emerged as a result of the influx of humans in recent years. It is a humble settlement of fifty or so newly built houses clustered around an old temple ruin. There are roughly 200 adult residents, most of them humans, as well as many adventurers, hunters, and other wanderers who use the settlement as a base for journeys in the Misty Vale. The inhabitants of Outskirt are bold and adventuresome, filled with a pioneering spirit and determination to retake the vale and all its hidden secrets and riches.

Training in Outskirt
Tymma's mother Okald can train Axes 15. Her uncle Badinor can train Crafting 15 (both 5gp/week to Tymma & friends). 
Baryton Chubbycheeks can train Persuasion 15 (15gp)
Dranath can train Animism 16, Healing 15, Myths & Legends 15 (15gp)

Outskirt, Misty Vale

Antelia the Shepherdess
Hardy, Captain of the South Gate

Vagnhild, Owner of the Three Stags Inn & Village Leader

Baryton Chubbycheeks, Baker

Semolina Chubbycheeks, Miller

Rabindranath the Mystic
Stig Stonehilt, Adventuring Dwarf, father of Tymma

1. PALISADE
A crude palisade of sharpened logs winds its way around the settlement. It is not very high, maybe the height of one and a half men. Several large gaps can be seen between the logs.

2A. SOUTH GATE
A low, double-gated entrance is flanked by two towers of stone. There is a paved road leading south.

2B. NORTH GATE
A low gateway is flanked by two round towers of stone with pointed wooden roofs. A well-trodden path leads out through the gate and snakes off through the terrain.

3. THE VILLAGE SQUARE
The inn, the smithy, and the shop all face an open space where a weathered and armless statue rises from the earth. It is a strange relic from a bygone era, which seems to depict a warrior in antiquated armor. Nearby is a well, on which leans the stone statue of a great tusked troll.

4. THE THREE STAGS INN
An impressive two-story building with a massive, thatched roof and half-timbered walls. Outside the door hangs a red sign that says “The Three Stags – Beer, bed, and food at heavenly prices”. Cheery voices spill out onto the street, along with the smell of roasted boar.

MERCHANTS OF OUTSKIRT


Master Ulvar
5. MASTER ULVAR’S
 
This is an oblong, windowless log building. On the roof there are goats feeding on the unkempt grass. Above the entrance hangs a grained wooden sign saying “Master Ulvar’s” in curling letters. 
✦ Master and Son: The shop is run by the proud Master Ulvar with assistance from his indolent and disinterested son Jory. 
✦ Gear: The shop does not sell weapons, shields, or armor, but most other Common items listed above can be purchased from Master Ulvar.

Master Ulvar is a tall, red-faced man in his 50s with an impressive drooping mustache. He has hands the size of hams and speaks with a booming voice that makes his mustache quiver.

Jory
Jory is Master Ulvar’s beloved son and designated successor at the shop. Unfortunately, young Jory has little interest in shopkeeping. He would rather be a warrior like Hardy, Jory’s greatest role model in life – and according to persistent rumours, Jory’s real father. The mother is unknown, but there is talk of a half-orcish woman who left for the mountains some years ago.

6. THE SMITHY
A large log building with an open front. The glow of a hearth can be glimpsed through the smoke, and from the hooks in the ceiling hang all kinds of weapons and armor pieces. Heavy hammer blows and a melodic, dwarven rumble is pouring out into the village square. 

✦ The Twins: The smithy is run by Okald and Badinor, dwarven twins from the Kummer Mountains who chose to settle down among the adventurers in Outskirt after a difficult inheritance dispute. The extraverted Okald handles the customers, while Badinor prefers to toil in the smithy with the hammer as his only company. 

Okald
✦ Weapons: All Common and Uncommon weapons, shields, and armor listed above can be purchased from Badinor and Okald. Rare items can be ordered and be ready in a week. The twins can also repair damaged weapons and armor, usually for half the original purchase price.


Okald
Badinor
is a heavily tattooed dwarf woman with a thick braided beard and a formidable underbite. She is happy and friendly and likes to tell stories of her wild years in the mountains, where she wrestled with basilisks, out-ate cave trolls, and hunted dragonspawn in abandoned mines. Mother of
Tymma.


Badinor is a surly, taciturn dwarf who feels more comfortable around rocks than living creatures. He speaks to the minerals in their own language, and sometimes he even sings – both to his rock and to malleable metal pieces – in an ancient tongue that not even Okald understands. Nevertheless, Badinor is a skillful blacksmith who has the respect of everyone in the village.

7. THE CHUBBYCHEEKS MILL & BAKERY
At the edge of the village is a small windmill whose sails rotate slowly in the wind. The mill is connected to a log house where piglets, chickens, and carefree toddlers run around in the fenced yard. An almost irresistible scent of freshly baked bread surrounds the idyllic place.

8. THE TEMPLE AREA
A hill in the middle of the village with weathered pillars and the remains of a circular wall. At the crest stands a magnificent but crumbled temple. It is a peaceful place
that exudes a sense of bygone glory and ancient mystery.

9. DRANATH’S HUT
A simple dwelling with a grass roof and walls of stacked granite. A connecting garden is surrounded by a low fence. Herbal-smelling smoke billows out of an opening in the roof.
Dranath: In the smoke-filled hut lives the mystic Dranath. He serves some local gods associated with fire, earth, and vegetation. He spends most of his time
meditating, but earns his living as a healer.

10. THE CRYPT OF UM-DURMAN
A tomb-like shrine with empty torch holders on the walls.
The darkness is dense, but on a stone altar in the middle of
the room you can see a jeweled greatsword, a golden goblet,
and an open book. Water from a fountain in the wall
pours down into a small font. Menacing statues of knights
in horned great helms are placed in the corners.

PC Sheet
Name:
STR  CON  AGL INT  WIL CHA 
Move:
HP  WP  Armour Value:
Kin:   Profession:   
Age:   Skills:
Heroic Ability:
Gear:


House Rules
Making PCs
Character Attributes are rolled in order, not allocated. After rolling, you may replace any one roll with a '15'.
Human PCs at character generation may replace Adaptive with any Heroic Ability of their choice.
Dwarves have a Boon vs Poison (inc Alcohol).

Advancing PCs
Raising Attributes: As an alternative to gaining an Heroic Ability, you may raise your CON or WIL by +1, to a maximum of 18 (maximum CON 16 if Old). 

Skills
Fumbles on a Demon roll occur only if the character rolls a second failed check. The GM decides the fumble result based on the situation.
Unarmoured characters a Boon on Sneaking.
No Bane on Awareness for an open helm.
Combat

Combat is on a grid of 1 meter squares. Melee weapons either have Reach 1 and can attack only into adjacent 1 meter square, or they have Reach 2 and can attack two squares away.

Shields parry with a Boon against melee attacks. Large shields parry with a Boon against missile attacks also. Using your action to hide behind a large shield gives you Cover - all missile attacks have a Bane to hit you.
Rally is a free action on the Rallier's turn, not an Action. Fumbles occur only if the character rolls a Demon, then fails a second skill check. The GM chooses the fumble result, or rolls.
Twin Shot Heroic Ability rolls to hit twice, once for each arrow, with a Bane on each roll. 
Piercing weapons take a Bane to halve target AV, not ignore it entirely.
Axes can do 'chopping' damage. This damage type has no special rules attached.

Crafting
Healing Potion: Heal Skill 15, ingredients of value 25gp, 5 days of crafting time, and a casting of Treat Wound.

Resting
1. A Stretch Rest (15 minutes) restores 1d6 HP, 2d6 WP, and 1 Condition, once per Shift (6 hours). If someone else tends to you for during the Stretch and succeeds with a HEALING roll, you recover +1d6 HP. The caregiver cannot rest during the same stretch, and can only heal one person per stretch.
2. Round Rest: A quick rest that lasts just a single round. During a round rest you recover only D6 WP, no HP. You can only have a round rest once per shift. During your next Stretch Rest you only recover 1d6 WP.
3. Long Rest: A long rest typically lasts several days, and can only take place in a safe and comfortable location where there are no enemies nearby. During a long rest you recover all HP and WP, and heal all conditions.

Rest Services
Haircut Heals a condition of your choice in one Stretch. Can only be done once per week.
Bath/Swim Heals a condition of your choice in one Stretch. Only one bath or swim per day has this effect.
Luxury Accommodation: Heals 2d6 HP3d6 WP, and 2 Conditions of your choice per Shift of rest.

SLEEP DEPRIVATION
You need at least one shift of uninterrupted sleep every day. You cannot sleep in armor  unless you succeed in a CON check (with a Boon in Leather, with a Bane if wearing a helmet). After three shifts without sleep you can no longer heal WP or conditions. You heal HP as usual. You also lose D6 WP each shift you remain awake. If you reach zero WP while suffering from sleep deprivation, you collapse and sleep for at least one shift, and cannot be woken. Once you have slept at least one shift, you can heal WP and conditions normally again.

ATTRIBUTES

Your adventurer has six base attributes that indicate your basic physical and mental capabilities, on a scale from 3 to 18 (or higher, in some cases). The higher the score, the better.

✦ Strength (STR): Raw muscle power.

✦ Constitution (CON): Physical fitness and resilience.

✦ Agility (AGL): Body control, speed, and fine motor skills.

✦ Intelligence (INT): Mental acuity, intellect, and reasoning skills.

✦ Willpower (WIL): Self-discipline and focus.

✦ Charisma (CHA): Force of personality and empathy.

Choose your Age - Human Duck & Wolfkin age in years, by age category. Halflings live twice as long; Dwarves live four times as long; Elves live ten times as long, and never appear aged; they do not die of old age.

 

Young: 16-24. Skills 6 Profession +2 free choice, AGL and CON +1 (max 18)

    Adult: 25-60. Skills 6 Profession +4 free choice

         Old:  61+. Skills 6 Profession +6 free choice, STR, AGL, and CON –2, INT and        WIL +1 (max 18)

    Maximum Human PC age is 58+3d20.


DERIVED RATINGS

Based on your attributes, you have a number of derived ratings that are used in various ways.

Movement: This rating determines how many meters you can run in a Round of combat.

Damage Bonus: Your Damage Bonus increases the damage inflicted by your attacks. You have two separate Damage Bonuses – one for Strength-based weapons and one for Agility-based weapons.

Hit Points (HP): This rating determines how much damage you can take, and is equal to your Constitution attribute. Damage is healed by resting.

Willpower Points (WP): This rating is equal to your Willpower attribute and specifies your maximum number of Willpower Points. Willpower Points are used for magic, as well as innate and profession abilities. Willpower Points are recovered by resting.

SKILLS

Skills are knowledge and abilities you have acquired during (or prior to) your life as an adventurer. Your skills are measured by their skill levels, on a scale from 1 to 18 – the higher the score, the better.

GEAR

You must write down all the items you are carrying on your character sheet. Any weapons you have At Hand, as well as the armor, helmet, and shield you are wearing, are listed in the respective boxes, while other items are recorded under Inventory. Write down one item per row. If it is not listed on your sheet, you do not have it with you.

ENCUMBRANCE

You can carry a number of items equal to half your Strength (rounded up) in your Inventory without difficulty. Only the items written down in your Inventory box count towards your encumbrance.

Weapons At Hand: You can have up to three weapons At Hand, which means that they are worn on your belt or otherwise readily available for use in combat. Weapons kept On Hand are recorded under Weapons on the character sheet and do not count toward your encumbrance.

Helmet, Armor, Shield: Any helmet, armor, and/or shield worn on your body is recorded in its respective section, and does not count toward your encumbrance.

MEASURING TIME

Three units are used to measure time in Dragonbane. Rounds are used in combat, while the Stretch and the Shift are used in other situations. 

UNIT OF TIME DURATION: ENOUGH TIME TO

Round 10 seconds Perform an action in combat.

Stretch 15 minutes Explore a room, take a Stretch rest 

Shift 6 hours Hike for 15 kilometers, take a Shift rest 

ARROWS & SLINGSTONES

You do not have to count every arrow and slingstone you are carrying. Instead, each quiver of arrows or pouch of slingstones counts as a single item. As long as you have that item, you can use your weapon.

HEAVY ITEMS

Really heavy items count as two, three, or even more regular items in terms of encumbrance. These will be indicated as having weight 2, 3, 4, and so on. In your inventory, heavy items take up a number of rows equal to their weight. If no weight is specified, it is always 1.

TINY ITEMS

Small and light items that can be hidden in a closed fist are called tiny. Items of this size do not affect your encumbrance at all. Tiny items are recorded in their own section on the character sheet.

Coins: Single coins count as tiny items and do not affect your encumbrance as long as they are fewer than 100. 100–199 coins count as one item, 200–299 as two, and so on.

OVER-ENCUMBERED

You can temporarily carry more than your normal encumbrance limit. In that case you must make a Strength roll whenever you want to move in a Round of combat or walk for a Shift of travel. If the roll fails, you must either drop what you are carrying or stay where you are.

ROLL THE DICE

When using a skill, first describe what your player character is trying to achieve. Then roll a D20. A result that is lower than or equal to your skill level means that your action succeeds.

ROLLING A DRAGON

Rolling a one (1) on D20 means that you are particularly successful. This is called rolling a dragon. In combat, a dragon roll has specific effects – increasing the damage of an attack, for example. Outside of combat the GM decides the effect. Some suggestions:

✦ You impress everyone around you.

✦ You achieve more than intended.

✦ The action is performed faster than usual.

FAILURE

Rolling above your skill level means that your action fails. For some reason you do not achieve your goal – feel free to describe what happens together with the GM. The GM can also let failures have additional consequences to advance the story in an exciting way.

ROLLING A DEMON

Rolling a 20 on D20 is called rolling a demon and means that the roll fails regardless of your skill level and other circumstances. Rolling a demon also means that the roll cannot be pushed.

OPPOSED ROLLS

Sometimes you must beat your enemy in an opposed roll to succeed with an action. This means that both you and your adversary roll dice. For example, opposed rolls are used when you are trying to PERSUADE a reluctant individual or SNEAK past a watchful guard. In combat it only counts as an action for the active party.

✦ If your roll fails, your action fails as well, regardless of your opponent’s roll.

✦ If your roll succeeds while your opponent fails, your action succeeds.

✦ If both of you succeed with your rolls, your action succeeds if the result of your roll is lower than or equal to your opponent’s result. If the opponent’s result is lower than yours, you fail.

ROUNDS & INITIATIVE

Combat is played in Rounds, which represent roughly ten seconds. At the start of each round, the first step is to decide who has the initiative – that is, in what order the combatants will act during the Round

DRAWING THE INITIATIVE

To determine initiative ten playing cards are used, numbered 1 through 10. Normal playing cards work fine, just count the Ace as 1.

Each player taking part in the conflict, voluntarily or otherwise, draws a random card at the beginning of each Round, and the GM draws cards for NPCs. This is called drawing the initiative.

The number on the card determines the order in which you act in the Round. Number 1 acts first, number 2 acts second, and so forth until everyone has acted.

Your place in the initiative order is called your turn. Place your initiative card by your character sheet so everyone can see in which order you all act. The GM puts their card (or cards) in front of them. When all participants have had their turn, the Round is over and a new Round begins, by drawing the initiative again.

SURPRISE

If you perform an attack that the GM deems surprising to your enemy, you get to choose any initiative card you want in the first Round of combat. If several characters participate in the surprise attack, you may all choose a card. The other combatants draw the initiative from the cards that remain. At the start of the second Round, everyone draws the initiative as usual.

ACTION & MOVEMENT

On your turn in the Round, you can move and perform one action. When it is your turn to act, you simply explain how you want to move and what action you want to perform. If necessary, you also roll dice to see whether you succeed.

You decide whether to move before you act or vice versa. You can even use part of your movement, perform your action, and then finish the movement.

ACTIONS

An action in combat can be many different things, but the list below summarizes the most common ones. These actions are described in detail later in this chapter.

Free Actions: Drawing a weapon kept At Hand, dropping an item, dropping to the ground, getting up, or shouting a few words are all free actions. Free actions do not count as your action in the Round and can be performed any number of times, but only on your turn.

REACTIONS

Some actions are not performed on your turn, but on the opponent’s. These are called reactions and include things like parrying or dodging attacks. This uses up your own turn in the Round, which means that you cannot perform a reaction if you have already had your turn and performed an action. Flip your initiative card after performing a reaction.

Movement: When performing a reaction, you also lose your movement in the Round. However, some reactions – such as dodging or parrying – give you a certain movement as part of the reaction. You can read more about this under Melee Combat.

ACTIONS

An action in combat can be many different things, but the most common ones are summarized below. Rules for these actions can be found later in the chapter.

✦ Dash: This action doubles your Movement rate in the Round.

✦ Melee Attack: These can be performed against an enemy within 1 meter. Special attacks such as trip, disarm, grapple, and break also count as actions.

✦ Ranged Attack: Attacks with ranged weapon can be performed against enemies within the weapon’s Range.

✦ Parry: Both melee and ranged attacks can be parried, but the latter requires a shield. Parrying is a reaction that takes place outside your turn and replaces your regular action in the Round.

✦ Dodge: Dodging melee or ranged attacks is also a reaction.

✦ Take Cover: Taking cover behind a solid object imposes a bane (page 6) on ranged attacks aimed at you.

✦ Pick Up Item: Pick up an item from the ground within 2 meters, or from your Inventory. 

✦ Equip/Unequip Armor/Helmet: Suits of armor and helmets protect you from damage, but also restrict your movement.

✦ First Aid: The HEALING skill is used to save the life of someone who has had their HP reduced to zero and is at risk of dying.

✦ Break Down Door: Doors can take a certain amount of damage before they break down.

✦ Pick Lock: Picking a lock requires a SLEIGHT OF HAND roll. Doing so without lockpicks gives you a bane.

✦ Use Item: Use a potion or some other item within 2 meters of you.

✦ Activate Ability: Use an innate or profession ability. This counts as an action unless otherwise specified.

✦ Cast Spell: In most cases, casting a spell counts as an action. But some are reactions and do not require an action, while others are more time-consuming – these are called rituals. 

FREE ACTIONS

✦ Draw Weapon: Draw or put away a weapon kept At Hand.

✦ Change Position: Throw yourself to the ground or get up.

✦ Drop Item: Drop an item on the ground.

✦ Shout: Say or shout a few words.

✦ Persuade: Encourage a player character with zero HP to rally (page 17).

MOVEMENT

Under normal circumstances, you can run as many meters as your Movement rate. But there are a few special cases to consider:

Dash: By choosing to dash as your action in the Round, you can move twice as far as normal.

Stand/Crouch: You can drop to the ground or get up as part of your movement. It is a free action and does not affect your movement per se, but it can only be done on your turn.

Door: Passing through a closed but unlocked door costs half your movement in the Round. If you cannot move any further, you remain standing by the now open door. A locked door must either be picked open or broken down.

Enemies: You cannot move past a standing enemy who wants to stop you. A humanoid creature of human size can block an area of roughly 1 meter Monsters can block larger areas. To move past an enemy who is blocking the way, you must first bring it to the ground or reduce its HP to zero. Friendly individuals can be passed without any problem.

FLIP THE INITIATIVE CARD

Once you have had your turn in the Round, you flip the initiative card face down to make it clear to you and everyone else that you have taken your action. This means that you cannot perform a reaction (such as parrying an attack) later in the Round.

Free Attack: If you are standing within 2 meters of an enemy and then move away from that enemy, you must make an Evade roll. The roll does not count as an action, but if it fails, the enemy immediately gets to perform an additional melee attack against you – a free attack. The free attack does not count as an action and can neither be parried nor dodged.

SNEAK ATTACK

The key to winning a conflict is often to attack when the enemy least expects it.

Sneak Attack: When you sneak up on someone undetected and perform an attack, it is called a sneak attack. First you make a SNEAKING roll. Moving close enough to attack in melee combat (within 2 meters) gives you a bane. If you fail, the enemy notices you – draw initiative. If you succeed your attack counts as surprising, which means that you can choose any initiative card you want. 

You also get a boon on the attack, and the target can neither dodge nor parry. Using a Subtle weapon increases the damage by one die (for example 2D8 instead of D8). Sneak attacks are always performed individually, by one attacker against one target. 

Ambush: A special kind of sneak attack is an ambush –lying in wait for an enemy and attacking as it passes by. In this case, each victim makes an AWARENESS roll to spot the ambush, with a bane if the attackers are well prepared. All those who fail get the bottom cards (counting from #10 and up), randomly drawn.


TERRAIN

The terrain where the fighting takes place can affect your movement and actions. Maps usually show what type of terrain is found in different areas.

Cramped: There is little space or a low ceiling. All melee weapons except piercing weapons (page 73) and Subtle weapons get a bane on all rolls.

Rough: The terrain is difficult to traverse. Whenever you move, you must make an ACROBATICS roll (not an action). Failure means that you fall over and lose the rest of your movement this round.

Dimly Lit: Imposes a bane on all ranged attacks.

MELEE COMBAT

To attack someone in melee, you generally must be within 2 meters of your target. On the grid map you need to be positioned in a square adjacent to the enemy (including diagonally). When attacking in close combat, you use the skill that covers the type of weapon you are wielding.

Damage: If the attack hits, your weapon determines which dice you should roll to see how much damage you inflict on the enemy. The damage can be increased by your damage bonus and a dragon roll and decreased by armor.

Damage Bonus: Your damage bonus is determined by your score in the attribute on which your weapon skill is based – AGL or STR.

Weapon: You can have up to three weapons at hand. Write them down in the Weapons section on your character sheet. To attack with a weapon, it must also be drawn.

Drawing a weapon kept at hand, or exchanging your drawn weapon for another weapon at hand, is a free action. Picking up another weapon from the ground or from your inventory costs a regular action.

STR Requirement: Some weapons have a STR requirement. If your STR is lower than the requirement, you get a bane on all attacks and parries with that weapon. If your Strength is less than half the requirement, you cannot use the weapon at all.

Grip: Weapons require either one or two hands to use. You can only have one two-handed weapon, or two onehanded weapons (including a shield), drawn at the same time. The STR requirement of a one-handed weapon decreases by 3 if you hold it with both hands.

Long Weapons: An attack with a weapon with the Long feature (such as a long spear or lance) can hit enemies up to 2 meters away. With such a weapon it is also possible to attack past a friendly combatant and hit an enemy on the other side of that person.

PRONE TARGETS

If you are standing up but your enemy is lying on the ground, your attack gets a boon and inflicts an extra D6 damage.

CRITICAL HIT

By rolling a dragon when you attack, you score a critical hit. This means that a dragon roll is required to parry or dodge the attack, and that you may choose one of the following effects:

✦ Roll double the amount of dice for the weapon’s damage, before adding any damage bonus and other bonuses. For example, if you get a critical hit with a broadsword (damage 2D6) and have damage bonus D4, the damage is 4D6+D4.

✦ You can immediately perform a second attack against another enemy. This additional attack is a free action.

✦ Armor has no effect against the attack, as it finds a gap or weak spot. This effect can only be chosen if the attack deals piercing damage (optional rule, below).

DAMAGE TYPES

There are three types of damage: slashing, piercing, and bludgeoning. The damage types of various weapons are listed in the weapon tables in chapter 6. Some weapons, such as swords, can inflict both slashing damage and piercing damage – you must state whether you stab or slash before rolling the die. The damage type influences the effectiveness of armor, and monsters can be resistant to certain types of damage.

SHOVE

If you hit an enemy with a melee attack and your STR damage bonus is equal to or higher than your opponent’s damage bonus, you can choose to shove the enemy up to 2 meters in any direction, in addition to doing damage.

This movement does not count toward the enemy’s total movement in the round and does not trigger free attacks from anyone. Monsters cannot shove or be shoved.

DEMON ROLL IN MELEE

When successfully parrying an attack, you can move both yourself and the enemy 2 meters in any direction. These movements follow the usual rules, but do not count toward anyone’s movement in the round and trigger no free attacks from anyone.

DODGING

As an alternative to parrying, you can try to dodge when hit by an attack. You cannot parry and dodge the same attack – you must choose one or the other. You can dodge while prone. You must declare that you are dodging before your opponent rolls for damage. Roll for EVADE – on success you evade the attack and take no damage. On a failure, you are hit by the attack.

Reaction: Dodging is a reaction and, like parrying, requires that you have not already performed your action in the round. Once you have dodged, your action in the round is spent and you must flip your initiative card.

Movement: On a successful dodge you may, if you want, move up to 2 meters in any direction. This movement does not trigger free attacks from anyone. Monsters: As a rule, monster attacks (page 83) can be dodged, unless otherwise specified.

RANGED COMBAT

To use a ranged weapon, it must first be drawn (free action), just like in melee. You should preferably be positioned over 2 meters from your target (i.e. not in an adjacent square on the map). Standing 2 meters away or less gives you a bane on your attack. Roll against the skill for the weapon you are using. For throwing weapons, use the same skill as for melee attacks (such as KNIVES or SPEARS). If the attack hits, the weapon determines which dice you should roll to see how much damage it inflicts.

The damage can be increased by damage bonus and a dragon roll, and decreased by armor.

Damage Bonus: You get a damage bonus for ranged weapons, just as in melee. But note that crossbows do not give you a damage bonus.

Range: The weapon tables on pages 74–75 specify the range of various weapons – that is, the maximum distance (in meters) at which the weapon can be used effectively. You can fire at targets up to twice the listed range, but then you get a bane.

CRITICAL HIT

Rolling a dragon when performing a ranged attack results in a critical hit, which means that it can only be dodged if the opponent also rolls a dragon. You may also choose one of the following effects:

✦ Your weapon’s damage is doubled, excluding the damage bonus and other bonuses. Roll twice as many dice as normal and add them up. For example, a critical hit with a longbow inflicts 2D12 damage.

✦ Armor and natural armor have no effect against the attack, as it hits a gap or weak spot. This effect can only be chosen if the attack deals piercing damage (optional rule).

PARRY & DODGE

Parrying a ranged attack requires a shield. It works the same way as in melee combat, except that rolling a dragon does not give you a counterattack. You can dodge ranged attacks just like melee attacks.

OBSCURED TARGETS

If your view of the target is partially obscured by an object or person, no matter if it is a friend or foe, you get a bane on your attack. On a grid map you can shoot past a person standing between you and your target, but with a bane. If the target is completely out of sight, perhaps hiding behind a wall, you cannot shoot it at all. If you are playing without a map, the GM decides whether your line of sight is partially or completely blocked.

DAMAGE

Life as an adventurer is hard and risky. The rewards may be great, but the only thing you know for sure is that you will suffer all sorts of damage along the way. Taking damage reduces your hit points (HP).

ARMOR

Wearing leather, chainmail, or plate armor can protect your body from damage. Equipping or unequipping armor such as a helmet counts as an action in combat. The armor you are wearing should be written down in the Armor section on your character sheet and does not count toward your encumbrance. 

You can only wear one suit of armor at a time. 

Some armors can give you a bane on certain skill rolls or restrict your movement.

Armor Rating: An armor’s effectiveness is determined by its armor rating. Whenever you take damage from a physical attack, subtract the armor rating from the damage. If the damage from a melee attack is completely negated, the attacking weapon itself suffers the damage instead, which might break the weapon (see durability on page 46).

Helmets: Your armor can be combined with a helmet, which can further increase your armor rating. Equipping or unequipping a helmet counts as an action. Helmets can also give you a bane when using certain skills.

If the optional rule for damage types (page 45) is used, the following rules apply:

✦ Leather and studded leather gain a +2 bonus to their armor rating against bludgeoning damage.

✦ Chainmail gets a +2 bonus to its armor rating against slashing damage. 

If the type of damage is not stated, the armor has its normal effect.

DEATH

If your HP reaches zero, you drop to the ground and risk dying. At this point it is safest to stay where you are and wait for help.

Death Roll: On your turn in each subsequent round, you must make a death roll – a roll against you CON. The death roll can be pushed if that optional rule is used. Record the results of your death rolls on your character sheet. After three successful death rolls you recover D6 HP. After three failed death rolls, your player character dies. Rolling a dragon counts as two successful death rolls, and rolling a demon counts as two failures. If the combat ends, keep counting rounds until all death rolls have been made.

Additional Damage: If you suffer additional damage while at zero HP, it automatically counts as a failed death roll.

Rally: Another player character within 10 meters and earshot can PERSUADE you to rally and keep fighting despite having zero HP. This is a free action but can only be done once per round. If you recover, you can continue acting as normal, but must keep making death rolls as described above. You can even try to PERSUADE yourself to rally, but with a bane.

Saving Life: When you have zero HP, another person can save your life with a successful HEALING roll. Without bandages, you get a bane to the roll. This counts as an action. Multiple attempts are allowed, but only one per round. If the roll succeeds, you stop making death rolls and recover D6 HP. You cannot save your own life this way, even if you have rallied (see above). Additional HEALING rolls have no effect once you are no longer at zero HP, except when resting (see page 52). Magic can save lives as well.

Instant Death: You don’t record negative HP, but if a single attack reduces your HP to a negative score equal to your full HP, your player character dies instantly. Time to honor the fallen adventurer and create a new one!

ZERO HP FOR NPCS

When an NPC reaches zero HP, no death rolls are made – the GM decides whether the person lives or dies. However, an NPC dies if hit by an instantly killing attack, just like a player character.

ZERO HP FOR PCS

If you have been reduced to zero HP but survived, you risk severe injuries that can take a long time to heal and even have permanent effects. Make a roll against CON. If you fail, roll on the table below.

The healing time is halved if you rest and get medical care for at least a shift per day from a person who makes a HEALING roll. Skill levels that are reduced by permanent injuries can be re-learned.

SEVERE INJURIES

D20 INJURY EFFECT

1–2 Broken nose You get a bane on all AWARENESS rolls. Healing time: D6 days.

3–4 Scarred face Bane on all PERFORMANCE and PERSUASION rolls. Healing time: 2D6 days.

5–6 Teeth knocked out Your PERFORMANCE and PERSUASION skills levels are permanently reduced by 2 ( to a minimum of 3).

7–8 Broken ribs Bane on all skills based on STR or AGL. Healing time: D6 days.

9–10 Concussion Bane on all skills based on INT. Healing time: D6 days.

11–12 Deep wounds Bane on all skills based on STR or AGL, and every roll against such skill inflicts D6 points of damage. Healing time: 2D6 days.

13 Broken leg Your movement rate is halved. Healing time: 3D6 days.

14 Broken arm You cannot use two-handed weapon, nor dual wield, and get a bane on all other actions normally using both arms, such as climbing. Healing time: 3D6 days.

15 Severed toe Movement rate permanently reduced by 2 (to a minimum of 4).

16 Severed finger Your skill levels in all weapon skills are permanently reduced by 1 (to a minimum of 3).

17 Gouged eye Your skill level in SPOT HIDDEN is permanently reduced by 2 (to a minimum of 3).

18 Nightmares Roll to resist fear (page 52) each shift you sleep. If you fail, the shift doesn’t count as slept. Healing time: 2D6 days.

19 Changed personality, randomly generate a new weakness or motivation.

20 Amnesia You cannot remember who you or the other player characters are. The effect must be roleplayed. Healing time: D6 days.


CONDITIONS

In this game you can suffer six different conditions. Each condition gives you a bane on all rolls against a certain attribute and skill rolls based on that attribute:

✦ Exhausted – STR

✦ Sickly – CON

✦ Dazed – AGL

✦ Angry – INT

✦ Scared – WIL

✦ Disheartened or Dirty – CHA

Suffering a Condition: The most common way to suffer conditions is to push your roll. You must then choose a condition and describe how you get it. You can suffer conditions in other ways as well, for example because of monster attacks or spells.

Multiple Conditions: If you suffer a condition that you already have, you must choose another condition. If you have all six conditions, you instead lose D6 WP if you suffer another condition. If you are out of WP, you instead lose D6 HP.

Healing Conditions: You can heal one condition of your choice during a stretch rest. 

OTHER HAZARDS

DARKNESS

In complete darkness you cannot dash (page 43) or hit enemies with ranged attacks. To attack an enemy in melee combat, you must first make an AWARENESS roll (not an action).

Torches & Lanterns: A torch or lantern lights up 10 meters (five squares) in all directions. Lighting a torch or lantern is an action and requires flint and tinder, fire pot or open fire to light it with, or the magic trick IGNITE (page 65). If none of these are available, you can light it with a successful BUSHCRAFT roll, but that takes one stretch of work.

A torch or lantern is carried in one hand, which means that you cannot use two-handed weapons or a second one-handed weapon at the same time. A torch can be used as a weapon, and counts as a small wooden club that deals fire damage. Whenever you hit someone with it, you must immediately roll to see whether the flame goes out (below).

A torch or lantern can burn for up to a shift of time, but they are unreliable. After each hour, or whenever the GM wants to heighten the drama, you must roll a die (the type depends on the light source, see page 78). A result of 1 means that the flame goes out.

FEAR

There are many horrifying beasts lurking in the ruins and forests of Dragonbane. Such creatures can perform so-called fear attacks. Fear attacks can also be triggered by magic and other terrifying experiences.

When struck by a fear attack you must immediately make a roll against WIL. The roll can be pushed (optional rule) and does not count as an action. Particularly frightening events can give you a bane on the roll. If the WIL roll fails, you must roll on the fear table.

POISON

Poisons are measured by potency. A weak poison has potency 9, a moderate poison has potency 12, and a strong poison can have potency 15 or even more. Whenever you ingest a poison, the GM makes an open opposed roll (page 33) between the potency and your CON. If the poison wins, you suffer its full effect. If you win, you only suffer the limited effect of the poison. Poison usually has no effect on monsters.

Lethal Poison

✦ Full Effect: You take D6 damage per round, on your turn, until you reach zero HP. If you consume an antidote in time the effect is halted.

✦ Limited Effect: You take D6 damage on your next turn.

Paralyzing Poison

✦ Full Effect: You become Exhausted and must make a CON roll each turn (not an action). If it fails, you can neither move nor perform actions (not even free actions) that round. The effect wears off after one stretch or if you are given an antidote.

✦ Limited Effect: You become Exhausted.

Sleeping Poison

✦ Full Effect: You become Dazed and must make a CON roll each turn (not an action). If it fails, you fall asleep and remain sleeping for one shift. Being given an antidote or taking at least one point of damage wakes you up.

✦ Limited Effect: You become Dazed.

DISEASE

When you are exposed to a dangerous disease, the GM makes an open opposed roll between the disease’s virulence rating and your CON. If you win, you resist the disease. If not, you fall ill after one day – you become Sickly and lose D6 HP. While sick you cannot heal HP, WP, or conditions.

Make a new roll against the disease every day, where each failure inflicts D6 damage. If you reach zero HP while sick, you die a day later. As soon as you win the opposed roll, you are fully cured – you stop rolling and can heal as usual.

Healing: If someone tends to you with the HEALING skill while you are sick, that person can make the roll against the disease instead of you. The caregiver rolls for HEALING against the virulence of the disease. A herbal concoction adds a boon to the roll.

FALLING

Falling on a hard surface inflicts a number of D6s of bludgeoning damage equal to half of the height of the fall in meters, rounded down. A fall of less than two meters inflicts no damage. A successful ACROBATICS roll reduces the number of D6 by half (rounded up). Armor does not protect against falling damage.

SWIMMING & DROWNING

All player characters are decent swimmers. In water your movement rate is half your movement rate on land. No ranged attacks can be performed in water, and melee attacks are performed with a bane. More difficult underwater maneuvers, like diving for something, require a SWIMMING roll. You cannot swim at all if you are wearing chainmail or plate armor.

In water you must also make a SWIMMING roll after every stretch of time to stay afloat. if you are wearing chainmail or plate armor, you sink automatically. Underwater, you need to make a successful roll against CON each round to hold your breath (not an action). If the roll fails you begin to drown, taking D6 damage per round until someone rescues you. If you reach zero HP while drowning, you make death rolls as usual, but only failed rolls count.









EXPERIENCE
Life as an adventurer brings many challenges, and if you
survive you are sure to change and maybe even learn a
thing or two along the way.
Advancement Marks: When you have rolled a dragon or demon when using a skill, tick the check box
next to that skill. At the end of the game session, the GM asks you the following questions about the session you just completed. For each question that you can reply “yes” to, and justify your answer, you may place another advancement mark next to an unmarked skill of your choice. The GM has the final word, but should adopt a permissive attitude.
✦ Did you participate in the game session?
✦ Did you explore a new location?
✦ Did you defeat one or more dangerous adversaries?
✦ Did you overcome an obstacle without using force?
✦ Did you follow your motivation?
Advancement Rolls: After placing your marks, roll a D20
for each of them – if the result exceeds your current skill
level, it is increased by one, up to a maximum of 18. Once
you have made your advancement rolls, erase the marks
and start over in the next game session.

Teacher: A Shift of intense training with a teacher whose
skill level is 15 or higher and exceeds your own gives you
an additional advancement roll to improve the skill in
question. Make the roll immediately, without waiting for
the session to end. However, a teacher can only raise a skill
level by one – after that you must improve the skill through
experience before you can get more help from a teacher.
Teachers, especially those with high skill levels, are usually
very expensive.
Magic: A school of magic that you already know can be
improved like any other skill. However, learning new spells
and new schools of magic requires special training. For
more information, see chapter 5.
Heroic Abilities: You can earn new heroic abilities during
play in two ways:
✦ When you increase a skill level to 18, you immediately
gain a new heroic ability of your choice.
✦ After a grand heroic deed, the GM or the adventure
can reward you with a heroic ability. This should be a
rare event, never more than once per standard-length
adventure.
To earn a new heroic ability, you must meet its skill
requirement.
CHANGING MOTIVATION
If you think your motivation is no longer relevant at the
end of a game session, you may scratch it out and come
up with a new one. Choose your new motivation together
with the GM. Ideally, it should be a result of something
that happened during the game.

_____________________________________________


GEAR
ARMOR & HELMETS
ARMOR ARMOR RATING COST SUPPLY EFFECT
Unarmoured 0 AV - - Boon on SNEAKING rolls
Leather/Gambeson 1 AV 2 gold Common - +2 AV vs Bludgeoning.
Studded Leather/Ringmail 2 AV 10 gold Uncommon Bane on SNEAKING rolls. +2 AV vs Bludgeoning.
Chainmail 4 AV 50 gold Uncommon Bane on EVADE and SNEAKING rolls. +2 AV vs Slashing.
Plate Armor 6 AV 500 gold Rare Bane on ACROBATICS, EVADE, and SNEAKING rolls.
Open Helmet +1 AV 12 gold Uncommon -
Great Helm +2 AV 100 gold Rare Bane on AWARENESS and BOWS rolls

MELEE WEAPONS
WEAPON GRIP STR RANGE DAMAGE DURABILITY COST SUPPLY FEATURES
Unarmed — — 2 D6 — — — Bludgeoning
Blunt Object, Light 1H — STR D8 3 — — Bludgeoning, can be thrown
Blunt Object, Heavy 2H 16 2 2D8 3 — — Bludgeoning
Knife 1H — STR D8 6 5 silver Common Subtle, piercing,
can be thrown
Dagger 1H — STR D8 9 1 gold Common Subtle, piercing, slashing,
can be thrown
Parrying Dagger 1H — 2 D6 15 2 gold Uncommon Subtle, piercing, slashing
Short Sword 1H 7 2 D10 12 8 gold Common Piercing, slashing
Broadsword 1H 10 2 2D6 15 12 gold Common Piercing, slashing
Longsword 1H 13 2 2D8 15 25 gold Uncommon Piercing, slashing
Greatsword 2H 16 2 2D10 15 50 gold Rare Piercing, slashing
Scimitar 1H 10 2 2D6 12 10 gold Uncommon Toppling, slashing
Handaxe 1H 7 STR 2D6 9 2 gold Common Toppling, slashing,
can be thrown
Battleaxe 1H 13 2 2D8 9 10 gold Uncommon Toppling, slashing
Two-Handed Axe 2H 16 2 2D10 9 25 gold Uncommon Toppling, slashing
Mace 1H 7 2 2D4 12 8 gold Common Bludgeoning
Morningstar 1H 13 2 2D8 12 14 gold Uncommon Bludgeoning
Flail 1H 13 2 2D8 — 16 gold Uncommon Bludgeoning, toppling,
cannot be used for parrying
Warhammer, Light 1H 10 2 2D6 12 10 gold Uncommon Bludgeoning, toppling
Warhammer, Heavy 2H 16 2 2D10 12 20 gold Uncommon Bludgeoning, toppling
Wooden Club, Small 1H 7 2 D8 9 1 silver Common Bludgeoning
Wooden Club, Large 2H 16 2 2D8 12 2 silver Common Bludgeoning
Staff 2H 7 2 D8 9 2 silver Common Bludgeoning, toppling
Short Spear 1H 7 STR×2 D10 9 5 silver Common Piercing, can be thrown
Long Spear 2H 10 4 2D8 9 1 gold Common Long, piercing
Lance 1H 13 4 2D10 12 12 gold Rare Long, piercing, requires
combat trained mount
Halberd 2H 13 4 2D8 12 20 gold Rare Long, toppling, piercing,
slashing
Trident 1H 10 STR 2D6 9 5 gold Uncommon Toppling, piercing,
can be thrown
Shield, Small 1H 7 2 D8 15 4 gold Common Bludgeoning
Shield, Large 1H 13 2 D8 18 12 gold Common Bludgeoning
Mastercrafted ×10 Reduces STR requirement by 3, increases durability by 3.

RANGED WEAPONS
WEAPON GRIP STR RANGE DAMAGE DURABILITY COST SUPPLY FEATURES
Sling 1H 7 20 D8 — 1 silver Common Bludgeoning, tiny item
Short Bow 2H 7 30 D10 3 25 gold Common Piercing, requires quiver
Longbow 2H 13 100 D12 6 50 gold Uncommon Piercing, requires quiver
Crossbow, Light 2H 7 40 2D6 6 75 gold Uncommon Piercing, requires quiver,
no damage bonus
Crossbow, Heavy 2H 13 60 2D8 9 200 gold Rare Piercing, requires quiver,
no damage bonus
Crossbow, Hand 1H 7 30 2D6 6 90 gold Rare Piercing, requires quiver,
no damage bonus
Mastercrafted ×10 Reduces STR requirement by 3, increases durability by 3.

MUSICAL INSTRUMENTS
ITEM COST SUPPLY WEIGHT EFFECT
Bagpipe 30 gold Uncommon 1 Reduces the WP cost of the Music ability to 1 and increases
range to 50 meters.
Drum 4 gold Common 1 Increases the range of the Music ability to 20 meters.
Flute 2 gold Common 1 Reduces the WP cost of the Music ability to 2.
Harp 8 gold Uncommon 2 Reduces the WP cost of the Music ability to 1.
Horn 6 gold Common 1 Increases the range of the Music ability to 100 meters.
Lyre 20 gold Uncommon 1 Reduces the WP cost of the Music ability to 1.

TRADE GOODS
ITEM COST SUPPLY WEIGHT EFFECT
Abacus 2 gold Common 1 Boon on INT rolls for solving mathematical problems.
Blanket 5 silver Common 1 Required to avoid a bane on rolls to avoid the effects of cold
(page 54).
Chess Set 1 gold Common 1 Opposed roll for INT determines who wins.
Dice 1 silver Common — Chance determines who wins.
Field Kitchen 4 gold Common 2 Boon on BUSHCRAFT rolls for cooking (page 103).
Field Ration 1 silver Common 1/4 One ration must be consumed per day, otherwise
you become
hungry (page 54).
Grappling Hook 3 gold Common 1 Can be used to secure a rope. Can be thrown and secured with
an ACROBATICS roll up to STR meters (STR × 2 with a bane).
Lockpicks,
Advanced
20 gold Rare 1 Boon on SLEIGHT OF HAND rolls for picking
locks.
Lockpicks, Simple 1 gold Uncommon 1 Required to avoid a bane on SLEIGHT OF HAND rolls for
picking locks.
Magnifying Glass 30 gold Uncommon 1 Boon to SPOT HIDDEN rolls.
Map 5 gold Uncommon — Required to avoid a bane on BUSHCRAFT rolls for leading the
way during journeys.
Marbles 1 gold Common 1 Can be thrown at a humanoid enemy within 10 meters, as an
action. Next turn the enemy must make an EVADE roll (not an
action) in order to move.
Padlock 10 gold Common — Locks a door or chest. Can take 20 points of damage,
armor rating 5.
Perfume (10
doses)
5 gold Common 1 Boon on CHA-based skill rolls when the GM finds it reasonable.
Playing Cards 5 silver Uncommon — Opposed roll for BLUFFING determines who wins.
Quiver of Arrows,
Iron Head
2 gold Common 1 Required to fire bows or crossbows.
Quiver of Arrows,
Wooden Head
5 silver Common 1 Required to fire bows or crossbows. The effectiveness of
armor is doubled.
Rope, Hemp (10 meters)
1 gold Common 1 Boon on ACROBATICS rolls for climbing, but the rope must be
secured to something.
Rope, Silk (10 meters)
10 gold Uncommon — Boon on ACROBATICS rolls for climbing, but the rope must be
secured to something.
Saddle 10 gold Common 1 Required to avoid a bane when fighting from horseback.
Sleeping Fur 1 gold Common 1 Required to avoid a bane on BUSHCRAFT rolls for making camp.
Spyglass 50 gold Rare 1 Boon on BUSHCRAFT rolls for leading the way during journeys.
Tent, Small 2 gold Common 2 Can accommodate up to two people. Grants a boon on BUSHCRAFT
rolls for making camp. Only one person rolls, but others
can help.
Tent, Large 4 gold Common 4 Can accommodate up to six people. Grants a boon on BUSHCRAFT
rolls for making camp. Only one person rolls, but others
can help.
Whistle 5 silver Common — Can be heard from up to 100 meters away.

STUDIES & MAGIC
ITEM COST SUPPLY WEIGHT EFFECT
Amulet 3 gold Uncommon — Can be used as a focus for spells.
Book 25 gold Uncommon 1 Boon on skill rolls in a specific subject.
The cost varies depending on the subject.
Brooch 5 gold Uncommon — Can be used as a focus for spells.
Chalk 1 copper Common — Can be used as a focus for spells.
Grimoire 50 gold Unique 1 The cost varies depending on the content
and may be much higher.
Hourglass 25 gold Rare 1 Can be used as a focus for spells.
Notebook 5 gold Common 1 Empty, can be used as a grimoire.
Orbuculum 18 gold Uncommon 1 Can be used as a focus for spells.
Paper (sheet) 2 silver Uncommon — Can be used to write down spells.
Parchment (sheet) 1 silver Common — Can be used to write down spells.
Quill & Ink 10 gold Uncommon 1 Can be used to write down spells.
Reliquary 5 gold Uncommon 1 Can be used as a focus for spells.
Wand 10 gold Uncommon 1 Can be used as a focus for spells.

LIGHT SOURCES
ITEM COST SUPPLY WEIGHT EFFECT
Flint & Tinder 5 silver Common — Required to light torches, candles, or lanters, and to make a fire.
Lamp Oil 3 silver Common 1 Holds ten doses. Each dose keeps an oil lamp or lantern
burning
for up to one shift of time.
Lantern 10 gold Common 1 Illuminates a 10 meter radius. Burns for up to a shift of time, but
roll D8 after each stretch of time. On 1 the lantern goes out and
must be refilled and relit (action).
Oil Lamp 1 gold Common 1 Illuminates a 10 meter radius. Burns for up to a shift of time, but
roll D6 after each stretch of time. On 1 the lamp goes out and must
be refilled and relit (action).
Tallow Candle 1 copper Common — Illuminates a 4 meter radius. Burns for up to a shift of time, but
roll D4 after each stretch of time, or if the bearer attacks or is
attacked. On 1 the candle goes out.
Torch 5 copper Common 1 Illuminates a 10 meter radius. Burns for up to a shift of time,
but roll D6 after each stretch of time, or if the torch is used as a
weapon. On 1 the torch goes out.

TOOLS
TOOL COST SUPPLY WEIGHT EFFECT
Crowbar 2 gold Common 1 2D6 damage against a door or wall, without risk of being
damaged. Hits automatically.
Hammer 1 gold Common 1 2D4 damage against a door or wall, without risk of being
damaged. Hits automatically.
Needle & Thread 3 silver Common — Mends clothes with a BUSHCRAFT roll.
Pickaxe 3 gold Common 1 2D8 damage against a door or wall, without risk of being
damaged. Hits automatically.
Saw 5 gold Uncommon 1 Cuts metal or wood in one stretch.
Shovel 2 gold Common 1 Reduces the time spent digging by half.
Sledgehammer
3 gold Common 2 2D10 damage against a door or wall, without risk of being
damaged. Hits automatically.
Blacksmithing Tools 20 gold Uncommon 1 Used for CRAFTING (page 34).
Carpentry Tools 8 gold Uncommon 1 Used for CRAFTING (page 34).
Tanning Tools 5 gold Uncommon 1 Used for CRAFTING (page 34).

MEDICINE 
ITEM COST SUPPLY WEIGHT EFFECT
Poison, Lethal (dose) 2 gold × potency Uncommon 1 See page 52.
Poison, Paralyzing (dose) 12 silver × potency Uncommon 1 See page 53.
Poison, Sleeping (dose) 6 silver × potency Uncommon 1 See page 53.
Herbal Concoction (dose) 1 gold Uncommon 1 Boon on HEALING rolls for resisting disease
(page 53).
Healing Potion (dose) 50 gold Rare 1 Instantly heals 2D6 HP. Stronger potions heal
more HP, but are more expensive.
Bandages (10) 5 silver Common 1 Required to avoid a bane on HEALING rolls for
saving lives. Each attempt consumes a bandage.
Surgical Instruments 15 gold Uncommon 1 Boon on HEALING rolls for saving a life.

CONTAINERS 
ITEM COST SUPPLY WEIGHT EFFECT
Backpack 3 gold Common — Increases carrying capacity by 2. A person can only use one backpack
at a time.
Barrel 2 gold Common 2 Holds up to 15 weight units. Can take 10 points of damage, armor
rating 3.
Basket 4 silver Common 1 Holds up to 10 weight units.
Bottle 1 gold Common 1 Contains 1 unit of liquid.
Bucket 5 copper Common 1 Contains up to 5 units of liquid.
Chest 5 gold Common 3 Holds up to 20 weight units. Can take 25 points of damage,
armor rating 5.
Clay Jug 5 silver Common 1 Contains 1 unit of liquid
Saddle Bag 6 gold Common — Increases an animal's carrying capacity by 2. An animal can carry no
more than two saddle bags.

SERVICES
SERVICE COST SUPPLY EFFECT
Bath at an Inn 6 copper Common Heals a condition of your choice in one stretch. Only one bath per
day has this effect.
Bodyguard 2 gold/
day
Uncommon Stats as a typical guard on page 105.
Bowl of Stew 5 copper Common Covers the daily need of food.
Clothes Repair 5 silver Common Eliminates the effect of torn clothes (page 102).
Courier 1 silver/
kilometer
Common Delivers a message to the recipient.
Feast 2 gold Uncommon Covers the daily need of food.
Goblet of Wine 2 silver Uncommon After drinking two goblets in a single shift, each additional goblet
causes a condition of your choice.
Haircut 2 silver Common Heals a chosen condition in one stretch.
Can only be done once per week.
Healing 5 gold Uncommon HEALING rolls succeed automatically.
Lodging at Inn, Separate Room 5 silver Common A shift rest can be had without a BUSHCRAFT roll.
Lodging at Inn, Dormitory 1 silver Common A shift rest can be had without a BUSHCRAFT roll, but roll D4 each shift. On a 1 someone's snoring prevents anyone else in the room from sleeping.
Lodging at Inn, Luxury Suite 2 gold Uncommon A shift rest can be had without a BUSHCRAFT roll.
Meal at an Inn 3 silver Common Covers the daily need of food.
Road Toll 2 copper Common Allows passage.
Stagecoach 3 copper/kilometer Common Transportation to a specified destination.
Tankard of Mead 4 copper Common After drinking three tankards in a single shift, each additional tankard causes a condition of your choice.
Teacher 5 gold/shift or more Uncommon A shift of instruction grants an extra advancement roll.

MEANS OF TRANSPORTATION 
VEHICLE COST SUPPLY EFFECT
Canoe 6 gold Common Can carry two people and 10 weight units
Cart 15 gold Common Pulled by one horse or donkey. Can carry two people and 50
weight units.
Rowing Boat 15 gold Common Can carry four people and 50 weight units
Sailing Boat 40 gold Uncommon Can carry six people and 100 weight units
Wagon 30 gold Common Pulled by two horses or donkeys. Can carry four people and
100 weight units.

HUNTING & FISHING
ITEM COST SUPPLY WEIGHT EFFECT
Bear Trap 3 gold Uncommon 1 Can be used for hunting (page 103).
Fishing Rod 8 silver Common 1 Gives D4 rations of food when fishing (page 103).
Fishing Net 2 gold Common 2 Gives D6 rations of food when fishing (page 103).
Snare 5 copper Common 1 Can be used for hunting (page 103). Can only be used once.

ANIMALS
ANIMAL COST SUPPLY COMMENT
Chicken 4 silver Common Yields one ration of food when slaughtered.
The meat should be cooked (page 103).
Combat Trained Horse 400 gold Rare Can carry one rider and 10 weight units, or two riders
Cow 10 gold Uncommon Yields D4 rations of food (milk) per day, and 2D10 rations of food
when slaughtered. The meat should be cooked (page 103).
Donkey 12 gold Common Can carry 10 weight units. Cannot be ridden.
Guard Dog 15 gold Common Protects its owner. For stats, see page 99.
Homing Pigeon in Cage 2 gold Uncommon Flies home to its dovecote when released, wherever it is
Pig 2 gold Common Yields 2D6 rations of food when slaughtered.
The meat should be cooked (page 103).
Riding Horse 60 gold Uncommon Can carry one rider and 10 weight units, or two riders
Sheep 3 gold Common Yields 2D4 rations of food when slaughtered.
The meat should be cooked (page 103).

You can use Barter skill to try to get a better deal, success adjusts price 20%. Dragon adjusts price -50% or +100%. Demon = offended, merchant refuses trade.


Trystan

THE FALLEN

TRYSTAN the Bard - Jelly.  Trystan the Bard grew tired of court life and has come to the Vale looking for inspiration and romance! He fell in with Krisanna the Bold in the western cities, and travelled with her to Misty Vale in search of adventure. He fell in battle with goblins in the Iron Forest, still playing his beloved flute.

MAKANDER OF HALFBAY - Tony You are the youngest son of the Baron of Halfbay, who resides at his seat of power many days’ travel to the east. Knowing that the title will pass to your older (but lesser) brother, you searched your soul and decided to forge your own path. You take great pride in your name and honor, and accept missions that help the weak and punish the wicked. Now you have joined a company of adventurers, drawn by rumors of treasure in the Misty Vale. Makander was slain by Cultists of Sathmog outside the Tomb of Um-Durman in Outskirt.

MARKUS, TILEAN LANDSKNECHT - Max  A Tilean mercenary Landsknecht. Tymma liked the look of his hat. Anyone with a hat and moustache like that must be good for a song.  With fabulous Hats and a glorious mustache and beard, Markus adventured for hats and ale. Markus was killed by a skeleton campaign on the fringe of Magna Woods.
Markus the Landsknecht

Makander

RETIRED

KRISANNA THE BOLD - Kimberly 
Krisanna
Growing up in a city in the west, you were always coming up with wild ideas and daring your friends to take ever-greater risks in the alleys. You became an adept pickpocket and later started burglarizing luxurious mansions. You were caught and thrown in prison, but escaped shortly thereafter. Now you keep clear of the city, always looking for new challenges and experiences together with a party of adventurers. You are currently 
on your way to the Misty Vale, which is said to offer plenty of both.

Gods of the Kin
The Sky Father (Tyus), God of Men. The Shining God. God of the Sky & Summer. The Warrior. King of the Gods.
The Great Wolf (Mavors), God of Wolfkin. The Hunter. God of Winter. Son of Sky Father & Earth Mother. 
The River King (Donn), God of Mallards, God of Rivers & Lakes. The Traveller. God of Autumn, Journeys & Death. May be an aspect of the Sky Father.
The Great Mother (Anesidora), Goddess of Halflings, Goddess of the Hearth, Goddess of Spring. Mother Moon. Wife/Mother/Daughter of the Sky Father.
The Smith (Kazad), God of Dwarves, God of Crafting & the Forge. 
The Hunter (Herne), God of Elves. The Laughter in the WoodsThe Lone God. God of the Forest.

The Great Church
The Great Church was a religious institution of the Thulian (Eledainic, or Dragon) Empire, formed from an amalgamation of the nine most influential faiths among the Thulians. Eight of the original deities honored by the Great Church are shown on the table below. The ninth “deity” was called Anyastos, who was, according to orthodox interpretation, not a deity at all, but rather an abstract concept—The Divine—representative of the power above and beyond all the other gods. Anyastos had no priesthood or temples of his own, instead being revered by all of the Church’s constituent faiths. Of course, there have always been tales of secret societies and esoteric orders devoted to him. Later, Turms Termax identified himself with The Divine and his worship eventually supplanted that of Anyastos within the Great Church. 
The Great Church was ultimately undermined by the Termaxian cult, which taught that all the
gods were nothing but manifestations of the Man-Become-God, Turms Termax. Only the faiths of
Tyche and Typhon (aka Sarnath) offered anything in the way of opposition to the Termaxians, which is why both deities are now held in much higher esteem than most of the others revered by the Great Church. The Church itself ceased to exist with the fall of the Thulian Empire, though many of its constituent faiths continue to cooperate with one another. Likewise, the titles employed in most religions today are evidence of the Church’s continued influence even after its institutional cessation.


The Eight
Anesidora goddess of grain, fertility, marriage, and law 
Asana goddess of strategy, heroism, and science 
Caint god of medicine, poetry, and music 
Donn god of the dead, rivers 
Mavors god of warfare 
Tenen god of travelers, craftsmen, and invention 
Tyche goddess of fortune, prosperity, and destiny 
Typhon-Sarnath god of judgment, discipline, and trade 


Demon Lords
Sathmog (Power, Tyranny), Tsienra (Ferocity), Eldyr (Deceit), Umalu (Pain), Adelmar (Eternity), Akresh (Thunder), Sarasathsa (Mystery, Paradox), Kojuro (Sword), Kesh the Serpent, Engala (Undead), Kyrax (Blizzard), Hragahl (Intellect).

BARONY OF GOSTER


Celestial Champion Azura, at Kavargo's Tor (stasised)

Almost thirty years ago. in the year 795 AI, Vaer Goster, with his sisters Fangrid & Yasmina, took these lands from the Orcs, by fire and sword. Vaer became the Baron Goster, while Fangrid founded the Abbey of the Righteous Lady, training a cadre of holy Sisters dedicated to the goddess Asana. Yasmina took a darker path, for it is said she consorted with the Demons of Chaos, who granted her great sorcerous power in return for an unknown service - perhaps her immortal soul. Today Vaer is still bluff and vigorous. His eldest child Sir Torius commands the Knights of the Immaculate Flame, while Fangrid still rules her Abbey with the iron fist of Law. And Yasmina, she keeps her own counsel.
Vaer is married to the Lady Guthred, of a prominent northern family. His younger son Carolus is also a Knight of the Immaculate Flame, and likely to head the Order when Torius succeeds his father as Baron. Vaer is said to be looking for a good husband for Elizabeth, his youngest child and only daughter.

There is a trade route that runs from Tilea east through the Barony of Goster across the isthmus, to the eastern town of Muncaester on the shores of the Grey (eastern) Sea.

Major NPCS
Baron Vaer 'the Bald' Goster (m): Knight Champion. (772-)
Sir Torius 'Golden Beard' Goster (m), Commander of the Immaculate Flame: Knight Champion (797-)
Abbess Fangrid 'the Sturdy' of the Righteous Lady (Asana) (f): Noble (774-)
Yasmina the Witch (f): Mage (776-)
Lady Guthred Goster: Noble (777-)
Sir Carolus Goster: Knight Champion (799-)
Elizabeth Goster: Noble (802-)


Vaer, the Baron Goster
Abbess Fangrid 'the Sturdy'

Sir Torius Goster, elder son of Baron Vaer
Yasmina the Witch


Lady Guthred Goster, Wife of Baron Vaer

 

Sir Carolus Goster, younger son of Baron Vaer







Elizabeth Goster, youngest child of Baron Vaer















The Arch-Sorceress Ravenna Braga

Helena the Wise Woman



The Blackmarsh Region, South-East of Misty Vale


The Wild North, East of Misty Vale





Dominion Rules - 'Fields of Blood' Conversion
Spend 10gp for 1 RP
Draw 1 RP for 5 gp.
Province = 4x5km hex (20km across)
Unit= 100 men

Unit Costs To Maintain (per 90-day season)/Raise
100 Militia (1sp/man/day) = 10gp/day>900gp/season > 90 RP/180 RP
100 Regular (2.5sp/man/day) = 25gp/day>2250gp/season>225 RP/450 RP
100 Elite (5 sp/man/day) = 50gp/day>4500gp/season>450 RP/2250 RP

Human Domain Base RP Production (per season)
Desert/Waste, Mountains, Underground 100 RP
Hills, Marsh 200 RP
Coastal, Forest, Plains 400 RP

Province/Hex Population Centre RP Multiplier - Max Units per Province
Thorpe 0.25 - 5
Hamlet 0.5  - 8
Village 1 - 12
Small Town 2 - 16
Large Town 2.5 - 24
Small City 3 - 36
Large City 4 - 50
Metropolis 5 - 100

Province/Hex Population Centre RP Multiplier - Max Units per Province, Settlement Build & Upkeep
Thorpe 0.25 - 5, 750 & 0 RP (initial cost includes clearing wilderness)
Hamlet 0.5  - 8, 500 & 50 RP
Village 1 - 12, 1,000 & 100 RP
Small Town 2 - 16, 5,000 & 200 RP
Large Town 2.5 - 24, 20,000 & 250 RP
Small City 3 - 36, 70,000 & 300 RP
Large City 4 - 50, 400,000 & 400 RP
Metropolis 5 - 100, 500,000 & 500 RP

Outskirt: Human Plains Village, 400-100=300 RP/Season

Province Improvements
Arcane Tower, Chapel, Druidic Grove: 1500 RP per level 1-3
Arcane Guild Hall, Temple, Stone Circle: 3000 RP per level 4-6
Arcane University, Cathedral, Sacred Mound 6000 RP per level 7-9
Thief Gang 1000 RP per level 1-3
Thief Mob 2000 RP per level 4-6
Thief Cartel 4000 RP per level 7-9
Mine (hills or mountains) 200 RP, Smelter 400 RP
Logging Camp (forests) 400 RP, Sawmill 800 RP
Crop Rotation (plains) 600 RP, Irrigation 1200 RP
Fishmarket (coastal) 300 RP, Fishing Fleet 600 RP
Signal Tower 50 RP, Upkeep 10 RP
Hospital (100 bed) 500 RP, Upkeep 125 RP
Marketplace 100 x (population RP multiplier squared), village or larger 
Hill Fort 100 RP/unit
Wood Fort 125 RP/unit
Castle 200 RP/unit
Fortress 400 RP/unit
Citadel 800 RP/unit

PC rulers can take 1 or more 'realm actions' per month in addition to normal play, examples given are Annex Land (take over an area and build settlements), assign generals, bank income, cast realm spell, creat formation, declare peace, declare war, espionage, forge alliance, muster troops, sacrifice, train troops, buy improvement etc. Actions typically take 1 Season (3 months) to resolve.

Regent Actions (1 Standard Regent Action per Month)
Annex Land (Standard). Establishing a thorpe costs 750 RP.
Assign Generals (Free)
Bank Income (Free, Civilised only)
Cast Realm Spell (standard, cost varies)
Create Formation (Free)
Declare Peace (Standard)
Declare War (Standard)
Espionage, Disrupt Trade (Standard, 1000 RP)
Espionage, Infiltrate Guild (Standard)
Espionage, Spy (Standard, 500 RP)
Forge Alliance (Standard)
Muster Troops (Standard)
Name Formation
Reform Formation
Sacrifice
Sever Ties
Trade
Train Troops

Realm Actions (1 Standard Realm Action per Month)
Bank Surplus
Buy Improvement
Build Permanent Fortification
Build Port
Build Road
Build Thorpe (750 RP)
Garrison Population Centre
Improve Guild
Improve Road
Upgrade Population Centre:
200+ Thorpe>Hamlet 500 RP, 1 Season
400+ Hamlet>Village 1,000 RP, 1 Season
800+ Village>Small Town 5,000 RP, 2 Seasons
1,600+ Small Town>Large Town: 20,000 RP, 3 Seasons
3,200+ Large Town>Small City: 70,000 RP, 4 Seasons
6,400+ Small City>Large City: 400,000 RP, 5 Seasons
12,800+ Large City>Metropolis: 500,000 RP, 6 Seasons

Province Improvements
Arcane Tower, Chapel, Druidic Grove: 1500 RP per level 1-3
Arcane Guild Hall, Temple, Stone Circle: 3000 RP per level 4-6
Arcane University, Cathedral, Sacred Mound 6000 RP per level 7-9
Thief Gang 1000 RP per level 1-3, Mob 2000 RP per level 4-6, Cartel 4000 RP per level 7-9
Mine (hills or mountains) 200 RP, Smelter 400 RP
Logging Camp (forests) 400 RP, Sawmill 800 RP
Crop Rotation (plains) 600 RP, Irrigation 1200 RP
Fishmarket (coastal) 300 RP, Fishing Fleet 600 RP
Signal Tower 50 RP, Upkeep 10 RP
Hospital (1 unit) 500 RP, Upkeep 125 RP
Supply Store 200 x (population RP multiplier) per week of supplies, maximum 13
Marketplace 100 x (population RP multiplier squared), village or larger 
Trade Fair 100 x (population RP multiplier)
Hill Fort 100 RP/unit
Wood Fort 125 RP/unit
Castle 200 RP/unit
Fortress 400 RP/unit
Citadel 800 RP/unit


2 comments:

  1. Are all the above rules you posted the preview/beta rules for Dragonbane itself or are those your house rules?

    Either way impressive stuff.

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    Replies
    1. I think pretty much everything there is from the playtest rules released.

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