Ker Nethalas: Into the Midnight Throne
Ker Nethalas: Into the Midnight Throne Rulebook
Table of Contents
Table of Contents
- The Midnight Throne
- Create Your Survivor
- Masteries
- Character Progression
- The Rules
- Combat
- The Attack Roll
- Turns & Rounds
- Action Types
- Initiative & Surprise
- Possible Combat Actions
- Combat Resolution
- Defensive Maneuver
- Weapon Speed
- Hit Location & Damage
- Targeting Body Parts
- Hit Location Tables
- Dealing Damage
- Damage Types
- Armor
- Critical Hits & Critical Failures in Combat
- Points to Remember
- Critical Failures
- Healing & Death
- Conditions
- Exhaustion
- Sanity
- Companions & Servants
- Playing Co-op
- Exploring Ker Nethalas
- Search
- Doors, Containers & Traps
- The Tension Die
- Rest & Camp
- Potions
- Personal Objectives
- Combat Encounters
- Opponent Type
- Combat Encounter Difficulty
- Multiple Targets
- Creature Stat Block
- Creature Traits
- Combat Encounters — General
- Combat Encounters — Table A
- Combat Encounters — Table B
- Abyssal Tormentor
- Amalgam
- Armor Construct
- Astral Beast
- Blade-Wings
- Blood Tracker
- Pestilent Rats
- Bone Golem
- Bone Spiders
- Cave Leech
- Carrion Ants
- Death Sage
- Withered Crypt Guards
- Dwerax
- Hooked Vine
- Flayed Knight
- Flesh-Eater
- Molten Flesh Ooze
- Giant Spider
- Hive Larvae
- Hive Warrior
- Hollow Marauder
- Living Moss
- Necropede
- Infernal Fiend
- Plague Bearer
- Pyre-Born
- Ratfolk Raiders
- Razor-Jaw
- Reanimated Homunculus
- Rot Walkers
- Skeletal Horrors
- Stone Guardian
- Swarmer
- Tomb Crawler
- Overseers
- Loot & Pillage
- Encumbrance & Character Equipment
- Weapons
- Armor & Protective Equipment
- Other Objects & Equipment
- Magic Item Generation
- Magic Item Quirks
- Relics
- Merchants
- Advancing into the Darkness
The Midnight Throne
Shape the character you want to play. At the heart of Ker Nethalas: Into the Midnight Throne lies its deep character-development system. By choosing which Masteries you learn and which Abilities within each Mastery you select, you have considerable control over the full range of your character's powers. Combined with the many unique, randomly generated pieces of equipment, you can truly shape the character of your dreams.
Explore a perilous place. You are a survivor, executed (or so they thought, when they threw you down here) and trapped in an endless nightmare. By exploring what remains of the once-glorious Vaelorian Ascendancy, you will uncover details about their history and buried customs, all while trying to survive the many undead horrors that now roam the vast catacombs, temples, and chambers of the necropolis.
The World Above
The City of Veldonia stands as the heart of the Kingdom of Alderworth, a sprawling metropolis on the kingdom's eastern coast. Once a beacon of prosperity and grandeur, it now embodies a fallen glory, haunted by its history and by the sinister forces lurking beneath its streets. Gothic architecture dominates the landscape, with gargoyles and grotesque figures adorning every building. The streets are narrow and winding, perpetually wrapped in a shroud of fog and shadow. Dark alleys and hidden passages crisscross the city, offering both refuge to the desperate and lairs to the city's less reputable citizens.
Long ago, Veldonia was a thriving center of knowledge and the arts. Scholars, alchemists, and artists gathered within its walls, creating a home of culture and learning. But ambition and greed, fueled by arcane secrets, soon corrupted the city's elite. The once-proud nobility, led by the royal Silvercrest family, slowly but surely sank into the most abject decadence, rarely leaving their palaces.
The masses, oppressed by both the nobility and the suffocating multitude of religious cults demanding worship and taxes, can do little more than endure lives of misery and hard labor. Their resilience and determination offer a stark contrast to the moral corruption of the ruling class, and occasionally a promising individual rises above their peers and sets out to forge a better future.
Beyond the powerful but globally insignificant Kingdom of Alderworth, a vast world of different cultures and empires stretches in every direction. From the Azari archipelago to the west, with its fierce warriors and strange customs, to progressive Helvonia, a tiny country known for its artificers and engineers, there exists an endless array of cultures and individuals from every walk of life. Many of them end up in Veldonia, drawn by the city's ancient status as one of the seats of power in the world.
The World Below
Beneath Veldonia's twisted roofs and darkened streets stretches a vast and chilling underground world known as Ker Nethalas, the Midnight Throne.
This sprawling necropolis is all that remains of the once-mighty Vaelorian dynasty, an empire of necromancers long forgotten whose legacy still haunts the present. Although this vast underground complex has many entrances, most of them are fiercely guarded by the Obsidian Wardens, a knightly order sworn to protect humanity from the horrors below. Nevertheless, the Wardens cannot be everywhere at once, and many entrances are used for garbage disposal or similar activities.
Ker Nethalas extends deep into the bowels of the earth, a complex labyrinth of crypts, catacombs, and forgotten chambers. The walls are adorned with haunting reliefs, depicting the empire's ancient necromantic arts, as well as the grandeur and boundless pride of the Vaelorian sovereigns. Within it, echoes of the Vaelorian Ascendancy's dark magic persist. The restless spirits of the necromancers and their undead creations roam its passages, guarding long-buried secrets. Their whispers fill the air, tempting those who venture too close with promises of forbidden knowledge and unspeakable power.
Rumor has it that at the heart of Ker Nethalas stands the Midnight Throne itself, a colossal and sinister black stone dais. Legend says that the ancient Vaelorian sovereigns once sat upon this throne, channeling the very essence of death and commanding legions of undead. The necropolis holds countless artifacts and relics of necromantic power, each carrying a dark history and dangerous potential, drawing ambitious necromancers and arcanists eager for the lost and forbidden knowledge of this ancient civilization.
Game Terminology
- ⅃ (Level): This symbol represents your character's level. Some Abilities will ask you to add your level (or half of it) to attacks, or may have a duration equal to your current level. When this is the case, you must always use your current level, not the level you had when you first acquired the Ability. Your level is also used to properly scale opponents so that they become a reasonable threat, as explained on page 117.
- Ability: A unique power, special attack, or similar talent that allows your character to accomplish various things, ranging from casting a fireball to striking multiple enemies with a single attack, to healing, and more.
- Attribute: The fundamental aspects that define your character's physical and mental capabilities.
- Mastery: One of the specializations available to your character that defines its capabilities and the Abilities it has access to.
- Domain: Ker Nethalas is a vast, sprawling collection of tunnels, buildings, caves, and rooms. Sometimes they seem to rise toward the surface, and other times they sink deep into the earth. Each distinct part of the necropolis is known as a Domain.
Required Materials
In addition to this rulebook and a blank character sheet (which you can photocopy from the back of this book, or download for free at https://www.blackoathgames.com), you will need the following:
- At least one copy of each standard polyhedral die: D4, D6, D8, D10, D12, and D20.
- Two ten-sided dice (D10) of different colors to serve as a D100.
- A pencil and an eraser.
- Graph paper (optional, but recommended).
- A few hours of free time.
Dice
Ker Nethalas: Into the Midnight Throne primarily uses six different types of dice to determine the outcomes of actions and situations, but these same dice can be used to generate numbers across various ranges. These different dice and the terms used to describe and use them are detailed below.
The D10 is a ten-sided die generating numbers from 1 to 10. It is numbered from 0 to 9, with a 0 counting as ten. A pair of D10s, of distinct colors, is also used to form numbers from 1 to 100 (00 counting as 100). Before the roll, the player must specify which die represents the tens and which represents the units. This percentile roll, or D100, is the primary die roll in Ker Nethalas: Into the Midnight Throne. Other commonly used dice are the D4, D6, D8, D12, and D20, referring to dice with 4, 6, 8, 12, and 20 sides respectively.
When several dice must be rolled and added together, this is noted in the text as follows: 2D10 (roll two D10s and add them together), or 6D4 (roll six D4s and add them together). A modifier may be noted as a "plus" or "minus" value, such as 2D12+4 (roll two D12s, add them together, then add four to the total).
Simple Rules
Ker Nethalas: Into the Midnight Throne uses a simple D100 rule set to resolve all tasks. When a PC attempts an action whose outcome is uncertain or that carries a stake, they must make a check. This is done by rolling a D100 and comparing the result to the relevant Skill on the character sheet. A result equal to or lower than the Skill's value indicates a success. This process is detailed in Chapter 3.
Engaging Combat
Combat is a large part of what makes Ker Nethalas: Into the Midnight Throne unique: characters must manage their resources while being smart about which powers they use. The opposed combat check makes combat unpredictable and will require your constant attention, as you weigh the different options available to you based on your luck and your actions.
Create Your Survivor
You are alive... barely, but alive. You were punished for a crime you may or may not have committed, but Anera smiles upon you, and against all odds, you are still among the living. To begin, choose a name, a gender, an age, and a general appearance. Note on your character sheet that you are level 1. You are now ready to begin creating your character.
What Crime Were You Accused Of?
| D20 | Crime |
|---|---|
| 1 | Highway Robbery: Armed individuals ambush travelers on the main roads, robbing them of their possessions and sometimes resorting to violence. |
| 2 | Witchcraft: Accusations of practicing witchcraft are common in Veldonia, and the accused often face trials and punishments such as imprisonment or execution. |
| 3 | Poaching: People illegally hunt game on private land, often to supplement their diet or sell the animals for profit, in defiance of the landowner's rights. |
| 4 | Smuggling: Illicit trade involving the import or export of goods without paying customs duties, usually via hidden routes to avoid detection. |
| 5 | Piracy: Individuals sailing the seas attack ships, plundering their cargo and often resorting to violence against the crew. Pirates are a major concern for Veldonia given the importance of its maritime trade. |
| 6 | Murder: The intentional killing of another person, which could be motivated by various factors such as revenge, personal disputes, or criminal activity. |
| 7 | Sedition: Engaging in activities that undermine or seek to overthrow established authority, such as inciting rebellion or spreading dissent. |
| 8 | Treason: Engaging in activities that betray or threaten the monarchy, such as plotting against the king. |
| 9 | Counterfeiting: Producing fake currency or counterfeit goods, undermining the economy and defrauding individuals. |
| 10 | Burglary: Breaking into homes to steal valuables or money, often causing property damage and sometimes violence against occupants. |
| 11 | Vagrancy: Being homeless and unemployed, wandering from place to place with no clear means of subsistence. |
| 12 | Dueling: Engaging in a private combat with deadly weapons to settle personal disputes. |
| 13 | Rioting: Taking part in violent public disturbances or protests, often with groups causing property damage or attacking others. |
| 14 | Blasphemy: Uttering or promoting sacrilegious or disrespectful statements or actions against one of the sanctioned churches. |
Character Attributes
Your character's Attributes determine the most basic aspects of their body and soul, and define how much horror and punishment they will be able to endure while exploring the necropolis.
Health. Health indicates how much punishment your body can endure before succumbing. Any loss of Health signals deep damage that is difficult and slow to heal. It can only be recovered under very specific circumstances. If your character's Health reaches 0, they die permanently — or at least, as dead as any other entity in the necropolis can be... Your character's starting Health is determined by a roll of D6+8.
Toughness. Toughness represents your character's resilience and their ability to absorb non-critical damage. Cuts, bruises, and other minor, non-lethal, and quickly reversible incidents manifest as a loss of Toughness. Your character's starting Toughness score is 2D6+10. Characters recover D4 Toughness immediately after a fight ends.
Aether. Aether is a representation of a character's spiritual and psychic power, and is used to cast spells, as described on page 64. Your character's starting Aether points are D6+8, and all Aether is replenished upon entering a new room.
Sanity. Sanity represents your character's ability to remain fully lucid and sane despite the many horrors they witness. A character's starting Sanity score is calculated by rolling D6+8.
Magic Resistance. This represents your character's ability to resist the effects of magic directed against them. This is a crucial element for the survival of any character, so accumulating items that grant Magic Resistance is a recommended survival strategy. Magic Resistance functions like a skill, meaning its score ranges from 01 to 80, and it is tested using a D100. New characters begin with 20 points in Magic Resistance. Magic Resistance is not a Skill, and as such it is not a Reaction and does not accumulate Reaction penalties.
Exhaustion/Exhaustion Resistance. Exhaustion represents fatigue, exposure, hunger, injuries, and other physical factors that progressively wear a character down. If a character goes too long without sleep or food, or undertakes intense physical activity without resting, they will begin to accumulate Exhaustion. A character's Exhaustion Resistance score is subtracted from their current total Exhaustion; the final result is then compared against the table on page 78 to determine the effects of Exhaustion. New characters start with 0 Exhaustion Resistance.
Character Skills
Now that we know your character's innate capabilities, it is time to see how their experiences have shaped them and what they have learned in their past. Skills represent a character's proficiency in various fields. This value can range from 0 (total incompetence) to 80 or beyond (total mastery). These are percentile values, so if a character has a score of 40 in the Dodge skill, that means they have a 40% chance of success when attempting to dodge something.
Whenever you are asked to make a skill check, roll a D100. If the result is equal to or lower than your skill's value, the check is a success. Skills cannot exceed 80 under normal conditions. However, magic items that increase them, or circumstantial bonuses (such as the initiative modifier in combat, described on page 67) are an exception to this rule. The number in brackets corresponds to the starting scores that all characters possess in that particular skill. After applying the starting scores, add the following skill allotments to your skills:
- +60 to one weapon skill.
- +40 to one weapon skill.
- +30 to three skills.
- +20 to three skills.
- +10 to four skills.
You cannot assign two different skill allotments to the same skill.
- Acrobatics (10): A character can slip under a closing portcullis, swing across a chasm using a rope, or keep their balance on a precarious ledge by succeeding at an Acrobatics check.
- Athletics (10): To undertake difficult feats involving lifting heavy weights, sprinting, climbing, or jumping, a character must make an Athletics check.
- Slashing Weapons: The ability to wield weapons of this category, such as the longsword or the axe.
- Blunt Weapons: The ability to wield weapons of this category, such as the morning star or the hammer.
- Dodge (10): A character's ability to get out of harm's way, whether in combat or otherwise. This skill is also used when a character attempts to disengage from melee combat.
- Endurance: Through the use of this skill, your character can attempt to resist the consequences of substances and effects that directly attack their constitution. Avoiding injury from poisons and diseases is the most common use of this skill.
- Medicine: Your character will need proficiency in this skill whenever they attempt to heal their wounds. Combined with 1 Bandage, a Medicine check recovers D4 Toughness. You can also spend 1 Bandage and make a Medicine check to remove the Bleeding condition. Medicine can only be used outside of combat.
No Ranged Weapon skill? Ker Nethalas: Into the Midnight Throne does not include ranged weapons among its equipment options. The only ranged capabilities are Mastery Abilities.
- Polearms: "Polearms" generally encompasses a variety of weapons that have a shaft or haft and a blade or point at the end. This includes weapons like spears, polearms (such as halberds and glaives), and staffs of all kinds and sizes.
- Perception (20): Perception refers to a character's ability to see, hear, or smell things.
- Stealth: Stealth is used to hide or avoid being noticed. A character's Stealth check is generally opposed by a potential observer's Perception check.
- Resolve (10): Resisting the psychological impact of exposure to the horrors of the necropolis. With this skill, your character can avoid the loss of Sanity, as well as the effects of other, more subtle mental attacks and effects.
- Larceny: This skill is mainly used to disarm traps or attempt to pick a lock. Disarming a trap requires a Thieves' Kit, while picking a lock requires only the use of a lockpick.
- Reason: This skill determines your character's ability to understand things and uncover mysteries, as well as to decipher signs and symbols they might find in the necropolis.
- Unarmed Combat & Brawling Weapons (20): Unarmed Combat includes improvised, brutal fighting, the elegant mastery of martial arts, and everything in between. This skill is useful in any situation where you do not have a weapon at hand. An unarmed character deals D4 Blunt damage.
- Search: This skill allows your character to find useful bits and pieces that might be lying around in any room.
Masteries
Masteries define your personal path, becoming the foundation of the kind of character you want to play. Each Mastery represents a specific playstyle, a toolbox that gives you access to specific powers and maneuvers.
Each Mastery has a Mastery tree that you will unlock as you level up, gaining new Abilities that will surely help you on your journey through the Midnight Throne. Abilities generally require either spending Aether or making an attack roll with your weapon, as described in each of their descriptions.
Some Abilities have not only an Aether cost, but a cost that must be maintained for the Ability's effect to continue uninterrupted. This means you must permanently subtract the Ability's Aether cost from your Aether pool, or at least until the Ability stops functioning.
Example: Galea has the Night Vision Ability, which allows her to see in the dark without needing a light source. Her Aether pool is 25, and this Ability has a cost of 5 Aether (maintained), meaning that as long as she keeps the Ability active, the maximum size of her Aether pool is now 20.
New characters start the game with 2 Ability Points. You must spend each one of them on a different Mastery.
Abyssal Reaver
A fearsome warrior, you draw upon the dark powers of the abyss, infusing your assaults with demonic energy to freeze the hearts of your enemies with dread.
Passive: You gain 1 point of Temporary Toughness for every victory you achieve. This fleeting Toughness persists until it is spent or until your next rest, and can exceed your usual maximum.
- Tier 1 - Infernal Flame. 1 Standard Action. Cost: 4 Aether. Your fist bursts into unholy red and green flames, casting a searing glow onto your target and dealing D6+D4 Infernal damage.
- Tier 2 - Infernal Weapon. 1 Standard Action. Cost: 5 Aether (maintained). Flames from the infernal depths consume your weapon, increasing the havoc it wreaks by D6 Infernal damage.
- Tier 3 - Demonic Pact. Passive. You have sealed a pact with a demonic entity, sacrificing 3 points of your maximum Sanity, but becoming Immune to Fear and Poison.
- Tier 4 - Demonic Shroud. 1 Standard Action. Cost: 5 Aether. Until the end of combat, a shroud of flame envelops you, making any attack against you perilous. When an opponent wounds you, they suffer D4 Infernal damage in return.
- Tier 5 - Soul Harvest. 1 Standard Action. Cost: 10 Aether. You devour the essence of your enemies, dealing 2D6 Infernal damage to all opponents in the room and restoring 1 point of Sanity for each soul thus reaped.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Infernal Lineage: Those born with the Infernal Lineage possess a natural affinity for demonic energies. They learn to master the power of the infernal realms, channeling demonic energy to strengthen their own attacks and abilities. Through intense training and self-discipline, individuals of this lineage can draw upon the raw, chaotic power of demons, infusing their attacks with dark flames, shadowy tendrils, and other demonic manifestations. |
| 2 | The Order of the Abyssal Pact: The Order of the Abyssal Pact is a secret organization that seeks to master and control demonic energies. Members of the order study ancient grimoires, learning to strike pacts with demonic entities. They willingly embrace the dark powers granted to them, using demonic energies to enhance their own combat skills and magical abilities. |
| 3 | The Infernal Forge: The Infernal Forge is a renowned training ground for those seeking to draw upon demonic energies. Simply reaching this cursed place is a feat in itself, and survival is never guaranteed. Enduring this perilous journey leads the individual to forge a connection with the infernal realm. Once there, they learn to draw upon demonic energies, channeling them into their attacks and abilities, transforming themselves into vessels of dark power. |
| 4 | The Soulmark: Bearers of the Soulmark are practitioners who immerse themselves in the forbidden arts of summoning and binding demons. Through their rigorous training, they learn to forge a connection with demonic entities, channeling their energies into their own attacks and abilities. These conjurers can manifest ethereal blades, imbue their strikes with demonic flame, and call upon infernal forces to enhance their powers. |
| 5 | The Black Gate: The Black Gate is the only known access point from the physical world into one of the demonic realms. As most mortals would die instantly attempting to cross it, aspiring Abyssal Reavers train outside it instead, letting demonic energies steep their entire being as they train and develop new demon-infused techniques and spells. |
| 6 | The Cult of the Demonic Chant: The Cult of the Demonic Chant is a clandestine cult that venerates and embraces the powers of the demonic realms. Its members undergo dark rituals and intense training, willingly becoming vessels for demonic energies. Through their connection to demons, they gain increased strength, speed, and arcane abilities. Cultists of the Demonic Chant blend their own martial skills with the unholy power of demons, using their dark empowerment to unleash devastating attacks and terrifying displays of demonic power. |
Arcanist
You have studied the arcana of the ethereal realm and its manifestations in the tangible world, granting you supreme knowledge and mastery of occult mysteries.
Passive: Every time a creature suffers Arcane damage from the effect of your Abilities, your own Arcane damage increases by +1 against that same creature.
- Tier 1 - Arcane Missiles. 1 Standard Action. Cost: 4 Aether. A volley of magic darts bursts from your fingers, tracking your targets. Up to ⅃/2 enemies suffer D4 Arcane damage.
- Tier 2 - Arcane Shield. 1 Standard Action. Cost: 4 Aether. You form a shell of pure, solid Aether around a chosen part of your body, granting you 1 point of Armor at that location until the end of combat.
- Tier 3 - Light Creation. 1 Standard Action. Cost: 5 Aether (maintained). A sphere of pure light floats around you. You no longer need a light source.
- Tier 4 - Summon Arcane Companion. 2 Standard Actions. Cost: 10 Aether. You create a being of pure Aether to serve you. The Arcane Companion will endure until it is destroyed. Arcane Companion's Health: 30, Magic Resistance: 40, Endurance: 30, Combat Skill: 60, Damage: D10 Arcane damage. Restored by Arcane damage, Immune to all non-magical damage.
- Tier 5 - Arcane Bolt. 1 Standard Action. Cost: 6 Aether. You project a beam of ethereal energy at your target, dealing 2D10 Arcane damage.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | Archmage Alaris: Archmage Alaris is a renowned sorcerer who has spent his life probing the mysteries of arcane magic. As a master of the arcane arts, he only accepts the most devoted and talented students under his tutelage. Under his direction, aspiring mages study ancient tomes, learn complex spells, and uncover the secrets of arcane power. Through rigorous training, disciples develop their understanding and mastery of the arcane, unlocking the hidden depths of magic. |
| 2 | The Arcane Enclave: The Arcane Enclave is a gathering place for those seeking to uncover the secrets of arcane magic. Within its sacred walls, mages from all walks of life converge to share their knowledge and refine their art. Here, students immerse themselves in the study of magical theory, practice complex rituals, and experiment with new spellcasting techniques. The Enclave serves as a center of arcane research, fostering an environment of discovery and innovation. |
| 3 | The College of Arcane Lore: Located in the upper district of Veldonia, the College of Arcane Lore is a prestigious institution dedicated to the study and mastery of arcane magic. Students at this esteemed college immerse themselves in the study of ancient texts, refining their spellcasting abilities and uncovering the mysteries of the arcane arts. Under the guidance of experienced professors, mages in training explore various schools of magic, from elemental manipulation to divination, seeking to master the arcane forces that shape the world. |
| 4 | The Circle of Secrets: A secret society of arcane practitioners, the Circle of Secrets operates out of hidden sanctuaries scattered throughout the Kingdom of Alderworth. Its members, skilled in the arcane arts, study forbidden knowledge and draw upon arcane energies beyond the reach of ordinary mages. Initiates undergo rigorous tests and trials, immersing themselves in esoteric texts, mastering complex rituals, and unlocking the hidden potential of their own magical abilities. |
| 5 | The Tower of Astral Veils: The Tower of Astral Veils is a revered sanctuary where scholars and arcane practitioners immerse themselves in the study of ancient arcane secrets. Students traverse ethereal realms, master astral energies, and explore the depths of cosmic knowledge. The tower's library houses a vast collection of arcane texts, grimoires, and artifacts, offering a rich resource to mages seeking to push the limits of their magical prowess. |
| 6 | The Order of the Aether: A mystical order dedicated to the pursuit of arcane enlightenment, the Order of the Aether trains mages who seek to draw upon the deepest wells of arcane power. Members of this revered order study ancient rituals, master complex spellcasting techniques, and strive to forge a connection with the primordial forces that shape reality. Under the direction of seasoned masters, they immerse themselves in forgotten arcane knowledge, uncovering the secrets of the universe and mastering the raw power of magic. |
Brawler
You revel in melee combat, your fists and your daring your only allies against all comers. Countless hours of training have made your body the ultimate weapon, and even the horrors of Ker Nethalas cannot withstand your might.
Passive: Increase your unarmed damage to D6, and by +D4 when using brawling weapons.
- Tier 1 - Feint. 1 Reaction. Requires a Dodge check. After being attacked, you feign a parry, taking advantage of your position. If your Dodge check succeeds, your next attack receives +20, instead of the standard +10.
- Tier 2 - Uppercut. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You throw a brutal uppercut at your opponent, dealing 2D10 Blunt damage. Your next defensive check receives -20.
- Tier 3 - Overwhelm. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You land a savage blow on your opponent, overwhelming their defenses. Your opponent cannot defend against this attack in any way. This Ability can only be used once per fight.
- Tier 4 - Kidney Shot. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You land a calculated blow against one of the target's vital areas. The target is Stunned for 2 rounds.
- Tier 5 - Perfect Parry Stance. Passive. Your Reaction penalty is reduced to -10 for every consecutive Reaction after the first, instead of the usual -20.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | Master Remos, the Iron Fist: Master Remos is a legendary martial arts instructor known for his mastery of unarmed combat. Students seeking to excel in melee combat train under his expert direction. Through intense training regimens and disciplined techniques, Master Remos instills in his disciples the power and precision of the Iron Fist style, allowing them to deliver devastating blows and grapple with exceptional skill. |
| 2 | The Academy of the Murmuring Pines: The Academy of the Murmuring Pines is a sanctuary where martial artists devote themselves to mastering unarmed combat. In this tranquil setting, students train under the direction of experienced masters from all walks of life. They learn a wide range of martial arts techniques and principles, developing agility, balance, and the ability to adapt their fighting style to any situation. |
| 3 | Mara, the Resolute Guardian: Mara is a renowned martial arts master who has devoted her life to the pursuit of excellence in unarmed combat. Students flock to her training center to learn the Resolute Guardian style, which focuses on precise strikes and effective defensive maneuvers. Mara's teachings emphasize discipline, mental strength, and the integration of mind, body, and soul in combat. |
| 4 | The Temple of Serene Harmony: Nestled in a quiet valley of the Havencrest Peninsula, the Temple of Serene Harmony is a revered institution where warriors train in the art of unarmed combat. Students undergo rigorous physical conditioning, practicing a variety of martial arts techniques and forms. The temple's experienced masters guide disciples in cultivating inner peace, self-mastery, and channeling their energy to deliver powerful blows and flawless defensive maneuvers. |
| 5 | The Order of the Silent Wind: The Order of the Silent Wind is a secret society of martial artists dedicated to the pursuit of mastery in unarmed combat. Students who join the order undergo intense physical training and mental discipline, refining their skills in striking, grappling, and evasion techniques. Guided by skilled mentors, members of the order develop the ability to move silently, strike quickly, and neutralize opponents with efficient, precise techniques. |
| 6 | The Zenatu Clan: The Zenatu Clan is a tight-knit community of warriors specialized in unarmed combat. Training within the clan emphasizes physical strength, agility, and mastery of a unique style that combines powerful strikes with evasive footwork and fluid movements. Each clan member is assigned a personal mentor, an experienced warrior who passes on their knowledge and expertise, ensuring the traditions and techniques of the Mountain Peak style are passed down through the generations. |
Bulwark
You march into battle like a walking fortress, impervious to your enemies' vain attempts to bring you down.
Passive: Ignore all penalties associated with wearing any type of armor.
- Tier 1 - Preparation. 1 Reaction. Cost: 2 Aether. You see the enemy blow coming, and you are ready for it. Reduce any incoming damage by D6. You must declare the use of this Ability before your opponent's attack roll, and the damage reduction is also rolled on the Damage Dealt table.
- Tier 2 - Shield Bash. 1 Standard Action. Requires a melee attack check and an equipped shield. You strike your opponent with your shield, Stunning them for D4 rounds.
- Tier 3 - Sword and Shield. 1 Standard Action. Requires a melee attack check. You overwhelm your opponent, first with your weapon then with your shield. If your weapon strike hits, you may immediately make a free attack that deals D4 damage.
- Tier 4 - Battle Form. Passive. Permanently increase your Toughness by ⅃. Every time your level increases, you must increase your Toughness accordingly.
- Tier 5 - Bastion. Passive. You are Immune to Blunt damage.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Iron Heart Guild: Located in the heart of Veldonia, the Iron Heart Guild is a renowned organization of master armorers and warriors. They offer comprehensive training in heavy armor and defensive abilities, focusing on techniques such as the shield bash, the parry, and advanced weapon techniques adapted to heavily armored fighters. |
| 2 | The Bastion of Eshakon: A massive fortress perched atop a steep mountain, the Bastion of Eshakon serves as a training ground for knights and defenders. Its ancient walls echo with the clash of steel as seasoned warriors teach aspiring fighters the art of combat in heavy armor. Trainees learn to maneuver in cumbersome armor, endure heavy blows, and develop flawless defensive skills. |
| 3 | The Temple of the Shield Path: Hidden deep within the dense forest of Honopeia, the Temple of the Shield Path is an isolated sanctuary dedicated to preserving ancient martial traditions. Here, monks and sages instruct students in the use of heavy armor, emphasizing a harmonious blend of physical and spiritual strength. Techniques include meditation, balance training, and the development of flawless reflexes. |
| 4 | The Black Steel Citadel: Located in the volcanic regions of northern Breccia, the Black Steel Citadel is a fortress carved from obsidian rock. This ancient order of warriors focuses on the art of forging and enchanting heavy armor, as well as passing on the skills needed to wield it effectively. Trainees undergo exhausting physical conditioning, learn the secrets of metallurgy, and study defensive tactics suited to heavy armor users. |
| 5 | The Valley of the Valiant: A remote valley nestled between towering mountain ranges, this hidden place serves as a refuge for warriors seeking to master the art of heavy armor. The valley's inhabitants train in an environment rich in natural obstacles, perfect for honing defensive skills. Trainees learn to withstand harsh weather conditions, navigate dangerous terrain, and engage in combat against formidable opponents. |
| 6 | The Order of the Bronze Shields: Founded centuries ago by Thelia the Wall, this knightly order is renowned for its unwavering dedication to protecting the realm. Housed in a great fortress, the Order of the Bronze Shields specializes in teaching defensive strategies and techniques specifically adapted to heavy armor users. Trainees undergo rigorous physical training, take part in mock battles, and learn to coordinate with their fellow knights for effective defensive formations. |
Duskblade
A master of the art of assassination, you strike with speed and surprise, executing your opponents with supreme finesse and terrifying precision.
Passive: +2D4 Psychic damage to targets unaware of your presence.
- Tier 1 - Poisoned Blade. 1 Standard Action. Cost: 3 Aether. You conjure a blade of pure venom and hurl it at your opponent. The target becomes Poisoned (1).
- Tier 2 - Weaken. 1 Standard Action. Cost: 5 Aether. You impose your will on the target's mind, weakening it. Reduce the target's Combat Skill by -20 in defense for D4+1 rounds.
- Tier 3 - Undermine. 1 Standard Action. Requires a melee attack check. You strike your target with the flat of your weapon, Stunning them for D4 rounds.
- Tier 4 - Relentless Strike. 1 Standard Action. Requires a melee attack check. You strike your opponent with cold precision, determined to end the fight. Multiply all damage dealt by your attack by 2. This Ability can only be used once per room.
- Tier 5 - Invisibility. 1 Standard Action. Cost: 6 Aether. You disappear completely from sight, melting into the shadows. Enemies cannot target you directly. The effect ends after you leave the current room, or after you make an attack. Enemies receive -40 to their Combat Skill when attempting to defend against you while you are invisible.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Shadow Chant Guild: Operating out of the slums of Veldonia, the Shadow Chant Guild is a renowned organization that trains individuals in the arts of stealth, subterfuge, and assassination. Aspiring rogues, trackers, and assassins undergo rigorous training in infiltration, lockpicking, trap detection, and silent eliminations. They learn to blend perfectly into their surroundings, strike with precision, and disappear without a trace. |
| 2 | The Academy of Whispering Blades: Located in an isolated mountain retreat in the Ashglow Peaks, the Academy of Whispering Blades is a prestigious institution dedicated to training elite assassins and stealthy rogues. Students receive comprehensive instruction in various skills, including silent movement, disguise, poison-making, and the art of the surprise attack. Under the guidance of seasoned mentors, they learn to become shadows, lurking in darkness and striking their targets swiftly and efficiently. |
| 3 | The Brotherhood of the Night Veil: A clandestine order operating deep in the wilderness of Ravenscroft, the Brotherhood of the Night Veil specializes in training rogue agents skilled in espionage, sabotage, and assassination. Initiates undergo intense training in infiltration, disguise, information gathering, and combat techniques suited to covert operations. The Brotherhood's secret network and vast resources make it a formidable force in the field of espionage and subterfuge. |
| 4 | The School of Silent Shadows: The School of Silent Shadows is a secret training ground for rogues and trackers who specialize in silent eliminations and swift, deadly strikes. Students learn the art of stealthy movement, camouflage, evasion, and the use of a wide range of specialized tools and gadgets. The school's serene environment and natural setting offer the perfect backdrop for honing their skills in patience, observation, and precision. |
| 5 | The Black Fist: Operating out of the dark underbelly of Wyvernsgate, the Black Fist is a clandestine organization renowned for training expert rogues and assassins. Members undergo extensive training in acrobatics, agility, and unconventional combat techniques. They learn to exploit their surroundings, employing poisons, magic, and any available tool to eliminate their targets swiftly and silently, leaving behind nothing but whispers of their presence. |
| 6 | The Temple of the Veiled Serpent: Hidden in an isolated desert canyon of the western Shimmering Lands, the Temple of the Veiled Serpent is a secret sanctuary where rogue disciples learn the art of deception, subterfuge, and lethal strikes. Under the guidance of enigmatic masters, students acquire skills in disguise, misdirection, lock manipulation, and the use of concealed weapons. The temple's trials and tests push rogues to their limits, fostering the development of their innate cunning and stealth. |
Emissary
You are the voice of your deity on the mortal plane, and as such, you have the authority to inflict punishment on its enemies and grant blessings to its children.
Passive: You gain a new Camp activity: Pray. Heal D4 Sanity. You gain 1 Exhaustion.
- Tier 1 - Wound Healing. 1 Standard Action. Cost: 4 Aether, +1 Exhaustion. You channel the power of your deity through your body, restoring it and healing D4 Health.
- Tier 2 - Unshakable Faith. Free Action. Cost: 4 Aether. Your certainty in your path allows you to perform martial feats a normal mortal could not achieve. Increase your next attack roll by 40.
- Tier 3 - Condition Removal. 1 Standard Action. Cost: 4 Aether. Your deity's authority restores your body to its original form, removing 1 condition of your choice.
- Tier 4 - Divine Justice. Free Action. Cost: 3 Aether. Your deity has judged your opponent unworthy, nullifying their armor for 1 round.
- Tier 5 - Sacred Flames. 1 Standard Action. Cost: 10 Aether. A flash of divine flame strikes your target, dealing 3D10 Sacred damage.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Sanctuary of the Justiciar's Grace: The Sanctuary of the Justiciar's Grace is a revered training ground for those who aspire to become priests of Ekoineme, the god of Justice. Here, students immerse themselves in the study of Ekoineme's teachings, refining their understanding of moral principles and the pursuit of fairness. Under the guidance of wise mentors, they learn the art of conflict resolution, advocate for justice, and honor Ekoineme's divine precepts. |
| 2 | The Temple of the Forgeflame: Located amid volcanic mountains, the Temple of the Forgeflame serves as a sacred training ground for those seeking to become priests of Sonlios, the God of Fire. In the temple's blazing chambers, students study Sonlios's sacred texts, learning to channel the transformative power of fire. They undergo purification rituals, mastering the art of fire-based ceremonies and cultivating a deep connection with Sonlios's divine essence. |
| 3 | The Halls of Resolve: Nestled within a sprawling fortress, the Halls of Resolve are a revered institution where individuals train to become priests of Auna, the Goddess of Duty. Here, students devote themselves to the study of duty, responsibility, and unwavering commitment. Under the watchful guidance of experienced mentors, they learn to fulfill their obligations with honor, develop a keen sense of discipline, and embrace their divine duty as emissaries of Auna. |
| 4 | Temple of Victory: Located on the grounds of an ancient battlefield, the Temple of Victory is a renowned training ground for those seeking to become priests of Vuntune, the Goddess of Victory. In the temple's history-laden halls, students immerse themselves in the art of strategic planning, leadership, and the pursuit of triumph. They study Vuntune's teachings on tactics, analyze historic battles, and learn to inspire others toward glorious victories in the goddess's name. |
| 5 | The Sanctuary of Retribution: Hidden within a solemn temple, the Sanctuary of Retribution is a sacred place where individuals train to become priests of Hythos, the God of Vengeance. Here, students probe the mysteries of divine retribution, studying the subtleties of justice and the balance between vengeance and mercy. Under the tutelage of experienced avengers, they learn the art of tracking down wrongdoers, interpreting omens, and invoking Hythos's power to deliver righteous punishment. |
| 6 | The Cloister of the Shadow Embrace: Located in an isolated forest wrapped in perpetual darkness, the Cloister of the Shadow Embrace is a mystical sanctuary where individuals train to become priests of Kevona, the Goddess of Night. In the cloister's sacred halls, students probe the depths of night, embracing its mysteries and studying the balance between light and darkness. They learn to navigate the shadows, commune with nocturnal creatures, and unlock the secrets of Kevona's divine realm. |
Flamecaster
You are a master of the incendiary arts, wielding the blazing forces of flame to scorch your enemies, leaving a trail of smoking destruction wherever you go.
Passive: You are Immune to Fire damage.
- Tier 1 - Fire Bolt. 1 Standard Action. Cost: 4 Aether. You shoot a burst of flames from your hand at your opponent, dealing D8+1 Fire damage.
- Tier 2 - Flame Burst. 1 Standard Action. Cost: 4 Aether. A cone of flame bursts from your palm, washing over all enemies in front of you. Up to ⅃/2 enemies suffer D6 Fire damage.
- Tier 3 - Cage of Fire. 1 Standard Action. Cost: 6 Aether. Flames rise from the ground, surrounding and trapping one of your opponents. The target becomes Entangled, but may attempt a Magic Resistance check each round to break free. Each failed attempt deals 1 Fire damage to them (no roll on the Damage Dealt table), which cannot be avoided in any way.
- Tier 4 - Summon Fire Elemental. 2 Standard Actions. Cost: 10 Aether. You summon an elemental from the plane of fire to serve you. The Fire Elemental will endure until it is destroyed. Fire Elemental's Health: 20, Magic Resistance: 40, Endurance: 40, Combat Skill: 60, Damage: 2D6 Fire damage. Restored by Fire damage, Vulnerable to Water damage.
- Tier 5 - Fireball. 1 Standard Action. Cost: 10 Aether. A ball of flame appears above your head, crashing down onto your enemies. All opponents in the room suffer 2D6 Fire damage and are now Burning.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | Flamecaster Juute: Pyromancer Juute is a renowned master of fire magic, revered for his ability to command and control the destructive power of flame. Students who aspire to become fire mages seek an apprenticeship with Juute, learning to manipulate and shape fire with precision. Under his tutelage, disciples study the intricacies of fire spells, practice fire-manipulation techniques, and understand the elemental nature of flame. |
| 2 | The Sanctuary of Embers: Nestled in an isolated volcanic region, too inhospitable for life, the Sanctuary of Embers is a sacred place where fire mages gather to refine their flame-casting skills. In the sanctuary's blazing halls, students are exposed to intense fire rituals, refining their control over it. They study the principles of fire spellcasting and probe the secrets of flame. |
| 3 | The Emberbrand Guild: The Emberbrand Guild is an esteemed organization that trains individuals in the art of fire magic. From skilled spellcasters to ambitious flamecasters, guild members receive comprehensive training in controlling and wielding flame. They learn to conjure fireballs, create walls of fire, and unleash devastating infernos. The guild offers a platform for collaboration and knowledge-sharing among fire mages, fostering growth and innovation in fire-based spellcasting. |
| 4 | The Seventh Circle: Located amid the desolate Azari desert, the Seventh Circle is a renowned institution dedicated to the study and mastery of fire magic. Students learn to conjure and manipulate fire through focused concentration and visualization. Through practical exercises, they develop their skill in fire-based spells, uncover ancient fire rituals, and understand the essence of heat and combustion. |
| 5 | The Order of the Blazing Phoenix: The Order of the Blazing Phoenix is a sacred order that embraces the power of fire as a force of transformation and purification; as such, they work closely with the cult of Sonlios, God of Fire. Initiated fire mages undergo rigorous training, attuning themselves to the elemental energies of fire and mastering its power. They study ancient fire-magic techniques, learning to summon firestorms, breathe torrents of flame, and shape fire at will. The order emphasizes discipline, control, and the responsible use of fire magic. |
| 6 | The Blazing Citadel: The Blazing Citadel serves as a training ground for fire mages seeking to master the art of flame-casting. Students endure the citadel's intense heat and volatile environment while immersing themselves in the study of fire magic. Guided by experienced fire mages, they learn to conjure flames, shape them into devastating projectiles, and forge a deep connection with the element of fire. The Blazing Citadel stands as a testament to the relentless pursuit of the raw power of fire magic. |
Frostweaver
Your mastery of ice, cold, and everything frozen grants you a power few can hope to match. You are a living blizzard, an ice storm that descends upon your enemies with the chill of death.
Passive: You are Immune to Cold damage.
- Tier 1 - Frost Bolt. 1 Standard Action. Cost: 4 Aether. A shard of ice emerges from your hands and strikes your opponent in a cascade of ice, dealing D8+1 Cold damage.
- Tier 2 - Ice Shield. Reaction. Cost: 5 Aether. You conjure a block of ice that covers your arm, protecting you from the incoming attack. +30 to Parry against an incoming attack.
- Tier 3 - Ice Nova. 1 Standard Action. Cost: 6 Aether. An explosion of ice bursts from you as its epicenter, pushing back all surrounding enemies. Up to ⅃/2 enemies suffer D6+1 Cold damage.
- Tier 4 - Summon Frost Elemental. 2 Standard Actions. Cost: 10 Aether. You summon a creature of pure elemental ice to serve you. The Frost Elemental will endure until it is destroyed. Frost Elemental's Health: 15, Magic Resistance: 40, Endurance: 60, Combat Skill: 60, Damage: 2D6 Cold damage. Restored by Cold damage, Vulnerable to Fire damage.
- Tier 5 - Frost Weapon. 1 Standard Action. Cost: 5 Aether (maintained). You weave a weapon made of pure strands of ice that re-forms even after being shattered, as long as you keep paying the maintained cost. The weapon can take any shape you wish and deals D6+1 Cold damage.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | Frostweaver Elara: Frostweaver Elara is a renowned master of frost magic, known for her ability to conjure and control the freezing powers of ice and frost. Students aspiring to become frost mages seek Elara's tutelage, learning to manipulate and shape frost with precision. Under her direction, disciples study the intricacies of frost spells, practice ice-manipulation techniques, and understand the elemental nature of cold. |
| 2 | The Frostborn Citadel: Located in the frozen tundra north of the Kingdom of Alderworth, the Frostborn Citadel serves as a bastion for those seeking to master the art of frost magic. Within its icy walls, students train under the direction of experienced frost mages, refining their control over cold and frost. They study the principles of frost-based spellcasting, probe the secrets of ice manipulation, and learn to summon blizzards and create icy barriers. |
| 3 | The Icebound Sect: The Icebound Sect is a prestigious organization dedicated to the study and mastery of frost magic. Students immerse themselves in the study of frost spells, learning to master the power of freezing temperatures. Under the direction of experienced mentors, they practice ice manipulation, create frozen projectiles, and understand the art of frost-based enchantments. |
| 4 | The Frostfall Circle: The members of this secret society of frost mages study ancient texts and probe the mysteries of cold and ice manipulation. Initiates undergo rigorous training, developing their mastery of frost spells, learning to create shields of frost and summon icy allies. |
| 5 | The Nexus: The Nexus is a revered training ground for frostweavers who seek to channel the raw power of ice and cold. Within its glacial domain, students endure the biting cold while studying frost-based spellcasting, ice manipulation, and the creation of frozen constructs. Guided by seasoned mentors, they learn to command blizzards, freeze opponents in place, and protect themselves with icy barriers. |
| 6 | The Ice Trap Monastery: Hidden amid frozen caverns, the Ice Trap Monastery is a sanctuary where frost mages study and refine their skills in cold and frost manipulation. Students practice complex frost spells, learning to shape and control ice with precision. They immerse themselves in meditation, seeking harmony with the frozen elements. The Ice Trap Monastery offers frost mages a serene environment in which to deepen their connection to the essence of frost and embrace the power of icy magic. |
Gravecaller
Everything dies eventually, and your grip on death means that, in time, everything will serve you.
Passive: Spend a Standard Action to sacrifice one of your undead servants, recovering D4 Health or 1 Sanity.
- Tier 1 - Raise Skeleton. 2 Standard Actions. Requires a corpse. Cost: 5 Aether. You animate the bones of a recently defeated humanoid or beast, raising a skeleton that will fight for you. The skeleton lasts until it is destroyed. Raised Skeleton: Health: 10, Magic Resistance: 20, Endurance: 30, Combat Skill: 40, Damage: D6 Slashing damage. Restored by Necrotic damage, Resistant to Piercing damage, Vulnerable to Sacred damage, Vulnerable to Blunt damage.
- Tier 2 - Corpse Explosion. 1 Standard Action. Cost: 3 Aether. Detonates a nearby corpse, dealing 2D6 Necrotic damage to all opponents in the room.
- Tier 3 - Blood Shield. 1 Standard Action. Cost: 1 Health, 2 Aether. Blood flows from your eyes and ears, forming a thin membrane. +1 Armor on the chosen body part until the end of combat. Can only be used once per fight.
- Tier 4 - Raise Specter. 2 Standard Actions. Requires a corpse. Cost: 10 Aether. You trap a nearby soul, binding it to your service. The specter will last until it is destroyed. Raised Specter: Health: 20, Magic Resistance: 60, Endurance: 30, Combat Skill: 60, Damage: D10 Psychic damage. Restored by Necrotic damage, Vulnerable to Sacred damage, Immune to all non-magical damage.
- Tier 5 - Necrolord. Passive. Whenever you take Necrotic damage from an enemy attack, you heal 1 Health. Your undead servants deal +1 damage and increase their Health by 5.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Crypt of Ekhan Thuul: Hidden beneath a decrepit cemetery, the Crypt of Ekhan Thuul is a forbidden enclave where dark magic and necromancy are practiced. Necromancers in training study the intricacies of raising and controlling the dead, immersing themselves in forbidden tomes and ancient rituals. |
| 2 | The Tower of Dark Lore: Rising amid the desolate Jara desert, the Tower of Dark Lore is a renowned institution dedicated to the study of dark magic. In its sinister halls, aspiring necromancers immerse themselves in deep studies of necromancy and life-force manipulation. Under the direction of experienced mentors, students explore the forbidden arts of raising the dead, conduct experiments, and refine their ability to command and control undead creatures. |
| 3 | The Circle of Whispering Tombs: The Circle of Whispering Tombs is a secret society of necromancers where practitioners of the dark arts gather to share their knowledge and probe the secrets of raising the dead. Apprentices learn to commune with spirits, master dark energies, and master the art of necromantic spells and rituals. |
| 4 | The Silent Ones: The Silent Ones are a strange band of wandering necromancers who roam the land, searching for something they call the Kerazi. For a price, aspiring necromancers can receive comprehensive training in the manipulation of life and death, including the art of raising and controlling the undead, before the group moves on to new lands. |
| 5 | The Necropolis of the Fallen: Built on an ancient battlefield, the Necropolis of the Fallen is a haunting necromantic site where practitioners of the dark arts gather to perfect their art. Amid forgotten mass graves and ancient bleached bones, necromancers refine their abilities to commune with the dead, raise skeletal warriors, and bend death itself to their will. |
| 6 | The Isle of Bahatu: Wrapped in perpetual mist, the Isle of Bahatu is a desolate place where necromancers seeking mastery of the undead converge. With its cursed atmosphere and haunted ruins, the isle offers an ideal training ground for the study of necromancy. Students immerse themselves in forbidden texts, learn the secrets of soul manipulation, and train to raise and control various kinds of undead creatures under the direction of the enigmatic mentors who dwell there. |
Hexmancer
You have mastered the dark arts to afflict your enemies with debilitating curses and manipulate their life force, sowing despair and weakening your opponents with every insidious touch.
Passive: At the start of combat, all opponents must make a Magic Resistance check. If they fail, every time they take damage from one of your Hexmancer Abilities, they receive +1 damage. You may remove this effect at will.
- Tier 1 - Sap Vitality. 1 Standard Action. Cost: 5 Aether. You curse your opponent, who loses 5 points of Combat Skill each round, up to a maximum of 20.
- Tier 2 - Weaken. 1 Standard Action. Cost: 5 Aether. You curse your opponent with a devastating weakness. The target receives +1 damage from all sources until the end of combat.
- Tier 3 - Mind Curse. 1 Standard Action. Cost: 5 Aether. Your curses seize your target's mind, Stunning them for 1 round if they fail their Magic Resistance check, or Dazing them for 1 round if they succeed.
- Tier 4 - Life Force Drain. 1 Standard Action. Cost: 8 Aether. Your target's vitality becomes your own, as you steal their life force. The target suffers 3D4 Necrotic damage, and you gain the same amount of Toughness.
- Tier 5 - Putrefaction. 1 Standard Action. Cost: 15 Aether. You unleash your most devastating hex upon your target. Choose a part of your opponent's body. That body part loses 1 point of Armor each round, until it reaches 0. Once at 0, the target must make a new Magic Resistance check, or the Putrefaction will jump to another body part of your choice.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Circle of Shadows: The Circle of Shadows is a secret group of skilled practitioners specializing in hexes, curses, and dark magic. Circle members study ancient texts and rituals, immersing themselves in the darkest aspects of magic, and learn to weave powerful hexes and curses, inflicting bad luck, debilitating effects, and psychological torment on their targets. |
| 2 | The Hex Ward: The Hex Ward is an organization dedicated to countering and understanding hexes and curses. Society members train in the arts of hex detection, curse removal, and the study of dark magic. They develop an intimate knowledge of various hexes and curses, learning to dismantle their effects and protect others from their malevolent influence. |
| 3 | Root & Petal: Root & Petal is a renowned institution where individuals train in the dark arts of hexes and curses. Originally founded by Queen Alesia 300 years ago after her husband's death from a curse, the school's students immerse themselves in forbidden knowledge, learning to manipulate and unleash hexes with devastating effects. Under the tutelage of experienced sorcerers, they study the intricacies of dark enchantments, understanding the balance between cause and effect, and the consequences of their actions. |
| 4 | The Order of the Bitter Hand: The Order of the Bitter Hand is a secret sect of individuals specializing in hexes, curses, and dark magic. Members learn to weave complex curses that afflict their targets with pain, misfortune, or even supernatural afflictions. The Order of the Bitter Hand is known for its relentless pursuit of vengeance and its ability to unleash devastating hexes upon its enemies. |
| 5 | The Evening Star: The Evening Star is a clandestine gathering of practitioners specializing in hexes and curses. Within their hidden sanctuaries, enclave members study the dark arts, learning to draw upon the dark energies that fuel hexes and curses. They understand the intricate mechanics of affliction, channeling their dark magic to sow chaos and misery. |
| 6 | The Withering Circle: The Withering Circle is a revered order of hex masters who have devoted their lives to studying and perfecting the art of hexes and curses. Through years of rigorous training, they learn to draw upon the darkest realms of magic, manipulating the threads of fate to bring suffering and decay to their targets. They are often hired by unscrupulous nobles seeking to swiftly eliminate their opposition, while leaving a lasting impression on the minds of onlookers. |
Icon Caller
As an Icon Caller, you channel the power of Icons to unleash a myriad of effects and weave fearsome spells.
Passive: As a Standard Action, you may place one of your Icons. Only 2 Icons may be placed at once; if you already have 2 placed, you must destroy one of the existing ones. Icons cannot be targeted directly by enemies, but any enemy Ability with an area effect will destroy them. Only 1 Icon of each type may be placed at a time.
- Tier 1 - Icon of Restoration. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that heals all allied characters for 2 Toughness/round.
- Tier 2 - Icon of Vines. 1 Standard Action. Cost: 2 Aether. Place an Icon that bursts into vines, Entangling a target. Once the target frees itself, the Icon is destroyed.
- Tier 3 - Icon of the Firebomb. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that explodes at the start of the next round, dealing 2D10 Fire damage to all enemies in the room.
- Tier 4 - Icon of Cutting Wind. 1 Standard Action. Cost: 10 Aether. Place an Icon that violently unleashes razor-sharp winds against your enemies, dealing D4-1 Slashing damage each round to all opponents in the room.
- Tier 5 - Icon of Armor. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that grants all allied characters 1 point of Armor on a body part of your choice.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Wardens: The Wardens are a secret order of skilled individuals, trained in the use of powerful Icons. The Wardens study the ancient art of iconography, learning to imbue symbols with magical properties. Through their training, they master the art of Icon placement, harnessing the energy of symbols to create protective barriers, summon elemental forces, or unleash devastating spells upon their enemies. |
| 2 | The Sanctuary of Sacred Glyphs: The Sanctuary of Sacred Glyphs is a revered institution where individuals train in the use of powerful Icons. Students at the sanctuary study the complex art of creating and activating glyphs, and learn to channel their magical energies into carefully crafted symbols, triggering various effects when the Icons are placed and activated. Under the direction of skilled instructors, they explore the depths of ancient lore, discovering new and powerful Icon combinations. |
| 3 | The Order of Elemental Seals: The Order of Elemental Seals is a distinguished organization that focuses on using Icons to master the power of the elements. Order members study the art of elemental magic, learning to infuse Icons with the essence of fire, water, earth, or air. These Icons, once placed and activated, evoke elemental forces, unleashing destructive spells, creating protective barriers, or manipulating the environment to their advantage. |
| 4 | The Glyphbound: The Glyphbound are a clandestine group of skilled practitioners who use powerful Icons to manipulate reality. Society members undergo rigorous training in the creation, placement, and activation of glyphs. They study the art of channeling magical energies into these Icons, triggering a myriad of effects when activated, ranging from healing and restoration to offensive spells and illusions. |
| 5 | The Ghena: The Ghena are a tribe that inhabits the many islands of the Azari archipelago, and are famous for their ability to infuse the powers of their ancestors into their Icons. This allows them to create all sorts of effects, from creating protective barriers to disrupting magical forces. The Ghena rarely teach their secrets to outsiders, but a blood debt will generally allow a non-native to study among them. |
| 6 | The Celestial Scribes: The Celestial Scribes are revered scholars and practitioners who probe the mysteries of ancient texts and symbols. They study the complex art of iconography, uncovering the secrets of celestial magic. Through their training, they learn to create powerful Icons inscribed with celestial symbols. Placing these Icons invokes the power of the stars and celestial bodies, allowing them to manipulate time, summon celestial allies, or draw upon cosmic forces. |
Mindbinder
You have learned to insinuate your magic into your target's mind, subtly influencing their actions in your favor, or directly seizing total control of them.
Passive: Enemies attacking you always suffer -10 to their Combat Skill.
- Tier 1 - Mental Suppression. Free Action. Cost: 5 Aether. The target cannot cast any spells until your next turn.
- Tier 2 - Mental Healing. 1 Standard Action. Cost: 10 Aether. Your mind is eternally malleable, and no harm to it can be irreversible. Recover D4 Sanity. This spell can only be used once per camp rest.
- Tier 3 - Calm. 1 Standard Action. Cost: 10 Aether. All enemy targets in the room stop attacking you, allowing you to move on. You must immediately leave the room and may neither search it nor loot it. Calm does not work on Overseers.
- Tier 4 - Domination. Free Action. Cost: 10 Aether. You impose your mind upon your target, forever destroying their will. The target becomes your servant. This spell does not work on Overseers.
- Tier 5 - Mind of Stone. Free Action. Cost: 5 Aether. Your will is overwhelming, crushing your target's mind. Your target becomes Paralyzed for D4 rounds.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Unbound: Located in the remnants of an ancient citadel, the Unbound are a group of mindbinders dedicated to the study and perfection of mind-control magic. Members explore the depths of the psychic arts, refining their ability to manipulate thoughts, emotions, and perceptions. Under the direction of skilled mentors, they learn to exert influence over the minds of others, practicing techniques of telepathy, illusion, and subtle manipulation. |
| 2 | The Guild of Minds: The Guild of Minds is an elusive organization specializing in training individuals in the arts of mind control and psychic manipulation. Guild members study a range of disciplines, including telekinesis, telepathy, and mesmerism, and learn to probe the depths of consciousness, exert control over thoughts and actions, and unleash the power of their minds with precision. |
| 3 | The Sanctuary of Psionic Insight: The Sanctuary of Psionic Insight serves as a refuge for those seeking to master mind-control magic. Its members generally arrive at the institution after suffering persecution due to their inability to control their power. The luckiest reach safety at the Sanctuary, while the vast majority are burned at the stake as heretics or witches. Once safe, the sanctuary's students immerse themselves in the study of psionics, developing their mental prowess and sharpening their abilities to manipulate minds. |
| 4 | The Order of Serenity: The Order of Serenity is a revered order that trains individuals in the art of mind control and hypnotic suggestion. Order members undergo rigorous mental conditioning, studying techniques of trance induction, suggestion implantation, and exerting control over the thoughts and actions of others. |
| 5 | The Closed Fist: Housed in an imposing fortress in the Duchy of Tyrros, the Closed Fist is a controversial organization that explores the darkest aspects of mind-control magic. Students at the institute explore forbidden arts, studying techniques such as mental coercion, thought alteration, and psychic domination, pursuing the absolute submission of their victims' minds. |
| 6 | The Sovereign: The Sovereign Temple is a revered sanctuary where individuals train in the art of mind-control magic while emphasizing the importance of ethical conduct and personal responsibility. The temple's students immerse themselves in psychic disciplines such as telepathy, empathy, and mental shielding, learning to channel their abilities with restraint, respecting the limits of free will while refining their skills in mental influence and persuasion. |
Ritualist
You have studied the ancient words and symbols of power, granting you control over the turning of the spheres and their grip on the material world.
Passive: When you begin a ritual, you are Immune to all damage for 1 round.
- Tier 1 - Astral Punishment. 1 Standard Action. Cost: 5 Aether, 1x Ritual Ingredient. You call down the punishment of the spheres upon your target, dealing D4 Arcane damage per Ritual Ingredient spent.
- Tier 2 - Ethereal Blessing. 1 Standard Action. Cost: 10 Aether, 1x Ritual Ingredient. A breath of astral winds envelops you, healing you and all your allies. Recover D6 Health per Ritual Ingredient spent.
- Tier 3 - Mental Purification. 1 Standard Action. Cost: 10 Aether, 1x Ritual Ingredient. A torrent of universal truth pours into your mind, washing away all corruption. Recover 1 Sanity per Ritual Ingredient spent.
- Tier 4 - Enslavement. 1 Standard Action. Cost: 5 Aether, 2x Ritual Ingredients. You bind your target's soul to your own, making it yours forever. The target becomes your servant. This spell does not work on Overseers.
- Tier 5 - Arcane Torrent. 1 Standard Action. Cost: 5 Aether, 1x Ritual Ingredient. You open a tear in the fabric of reality, pouring raw arcane energies onto your targets. Deal 2D10 Arcane damage to a single target, but you may spend 1x Ritual Ingredient per additional target.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Circle of Arcana: The Circle of Arcana is a renowned institution where individuals train in the complex art of ritual magic. There, students study the ancient texts and esoteric knowledge surrounding rituals, symbols, and incantations. Under the direction of experienced ritualists, they learn to master the latent power of sacred rites, conducting complex ceremonies that draw upon the ethereal energies of the world. |
| 2 | The Silent Enigma: Hidden in a remote mountain range, the Silent Enigma is a prestigious school specializing in the study and practice of ritual magic. Students explore in depth the complexities of arcane rituals, exploring the connections between symbols, gestures, and the manipulation of magical energies. They learn to decipher ancient scripts, perform sacred rites, and uncover the secrets of conducting powerful rituals. |
| 3 | The Temple of Mystic Convergence: Located in a serene valley not far from Veldonia, the Temple of Mystic Convergence is a revered sanctuary dedicated to the mastery of ritual magic and the worship of Jherenos, God of Magic. In the temple's tranquil halls, students immerse themselves in the study of ancient rites, invocations, and the manipulation of arcane forces through complex ceremonies. Under the direction of skilled priests, they learn to harmonize the elements, commune with spirits, and manifest desired effects through the art of ritual magic. |
| 4 | The Circle of Sacred Mysteries: A clandestine gathering of ritualists, the Circle of Sacred Mysteries is a secret society that explores the depths of ancient rituals and forbidden knowledge. Aspiring practitioners of ritual magic seek initiation into the circle, where they explore the complex links between symbols, chants, and gestures. Under the tutelage of enigmatic mentors, they learn to channel magical energies, summon entities, and draw upon the deep power of ritual practices. |
| 5 | The Sanctuary of Sacred Rites: Housed in a remote sanctuary at the heart of Harw Canyon, the Sanctuary of Sacred Rites is a revered training ground for those seeking to master the art of ritual magic. Students undertake intensive studies in ceremonial magic, mastering the precise timing, gestures, and invocations needed to summon the desired effects. Guided by experienced ritualists, they explore the interplay of symbolism, mysticism, and the manipulation of magical energies to perform powerful rituals. |
| 6 | The Order of the Spheres: The Order of the Spheres is a revered organization dedicated to the preservation and mastery of ritual magic. Within the order's sanctuaries, individuals train to become skilled ritualists, immersing themselves in the intricacies of ancient rites and sacred ceremonies. They study the interweaving of symbols, elemental correspondences, and the harmonization of energies through precise rituals. |
Stormbrand
Wielding two weapons and mastering the power of storms, you descend upon your enemies like a hurricane, your technique and mastery of magic combined into a single force of destruction.
Passive: You do not suffer the negative consequences of wielding two one-handed weapons.
- Tier 1 - Weapon Infusion. 1 Standard Action. Cost: 4 Aether (maintained). You imbue your weapon with the power of the storm. Your attacks deal +D4 Air damage.
- Tier 2 - Counter-Shock. Reaction. Cost: 6 Aether. If you successfully parry an attack, you send a shockwave through your weapon, dealing D6 Air damage to your opponent.
- Tier 3 - Storm. 1 Standard Action. Requires a melee attack check. Cost: 8 Aether. You unleash a relentless storm of blows on all enemies in the room, dealing 3D4 Air damage to each of them.
- Tier 4 - Lightning Slash. 1 Standard Action. Requires a melee attack check. Cost: 6 Aether. You launch a charged attack with one of your weapons, annihilating your opponent's defenses. Your target loses all their armor at the location of your choice.
- Tier 5 - Whirlwind. 1 Standard Action. Requires a melee attack check. You spin with infernal speed, striking and sowing confusion among your opponents. All enemies in the room become Dazed for D4 rounds.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | Stormblade Sentinel: The Stormblade Sentinels are an ancient order of warriors specialized in dual one-handed weapon fighting and the mastery of storm-related magic. Masters of lightning and tempest, they sow fear in the hearts of their enemies. Initiated warriors undergo rigorous training in lightning manipulation, learning to channel the raw power of storms into their weapons. |
| 2 | The Thunderstrike Brotherhood: This secret organization trains individuals in the art of dual-weapon fighting and storm magic. Brotherhood members study the complex link between storm energy and combat techniques. Through intense training regimens, they learn to manipulate thunder, conjure gusts of wind, and imbue their paired weapons with electrifying power. They become formidable opponents, striking with the speed of lightning and unleashing the storm's fury upon their enemies. |
| 3 | The Storm Enclave: Located within the Eye, a storm-ravaged region in the Katarian Sea, the Storm Enclave is a revered sanctuary where warriors and spellcasters come to specialize in dual-weapon fighting and storm-related magic. The enclave's students undergo immersive training in the art of storm manipulation, mastering the elemental forces of wind, lightning, and rain. They refine their dual-weapon fighting skills, harmoniously blending weapon strikes with powerful storm-infused spells to create a devastating combination on the battlefield. |
| 4 | The Order of the Cyclone: The Order of the Cyclone is a legendary sect of dual-wielding warriors and storm mages who have devoted their lives to mastering the fusion of martial combat and storm magic. Through their training, members learn to weave storm energy into their weapon strikes, creating whirlwinds of destruction and wielding the power of thunder and lightning with lethal precision. |
| 5 | The Windblade Guild: This renowned organization specializes in training individuals in the art of dual-weapon fighting and storm-related magic. Guild members study the intricacies of wind manipulation, storm summoning, and lightning-based spells. They become experts at harmoniously combining their swift dual-weapon strikes with elemental bursts of wind and lightning, unleashing devastating whirlwinds of destruction upon their enemies. |
| 6 | The Citadel of the Storm: Located atop a mountain wrapped in perpetual storm clouds, the Citadel of the Storm is a legendary training ground for those seeking mastery of dual-weapon fighting and storm magic. Graduates of the citadel become formidable dual-wielding warriors, able to harness the fury of storms to decimate their opponents. |
Tracker
As a Tracker, you are a master of stealth, survival, and trap detection, using your keen senses and knowledge of the wilderness to navigate the necropolis's dangerous terrain and hunt down elusive targets.
Passive: You have Advantage on all Search and Perception checks.
- Tier 1 - Edible Mushrooms. Passive. Whenever you succeed at a Search check, you find 1x Cooking Ingredients.
- Tier 2 - Set a Trap. 1 Standard Action. If you win the Surprise check before combat begins, you may set a trap as your first combat action. The trap triggers as soon as one of your opponents makes an attack, unless they succeed at a Vigilance check. The trap deals 3D4 Piercing damage.
- Tier 3 - Camp Concealment. Passive. You know how to set up your camp so that it becomes difficult to spot. Increase your Camp check roll by +2.
- Tier 4 - Will to Survive. Passive. Your determination and tenacity allow you to endure even the most horrific wounds. If an attack would reduce your Health to 0 or below, it drops to 1 instead. This effect can only occur once per camp rest.
- Tier 5 - Avoid Danger. Passive. You are utterly aware of the danger around you, and can avoid or delay it for a time. The Tension Die starts at D10, instead of D8.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Shadow Trackers: The Shadow Trackers are a clandestine group of skilled trackers and trap-setters, specialized in avoiding enemies and navigating dangerous terrain. They are experts in stealth, camouflage, and wilderness survival. Through their training, the Shadow Trackers excel at avoiding detection, gaining the advantage in engagements, and staying unseen while navigating hostile territories. |
| 2 | The Trackers' Guild: The Trackers' Guild is a renowned organization dedicated to training individuals in the art of tracking, trap-setting, and evasion. Guild members undergo rigorous wilderness-survival training, developing keen senses and a sharp understanding of animal behavior. They master the art of tracking, deciphering footprints, signs, and clues left by humans and creatures alike. |
| 3 | The Forest Sentinels: The Forest Sentinels are a group of skilled scouts and hunters, trained in the arts of tracking, trap-setting, and stealthy evasion. Operating mainly in dense forests, they possess an intimate understanding of the natural environment and the creatures that inhabit it. Through their training, they learn to move silently, set snares and complex traps, and read the subtle signs of their surroundings. |
| 4 | The Pioneers: The Pioneers are a renowned group of explorers and survivalists known for their expertise in tracking, trap-setting, and enemy avoidance. They possess sharp observational skills, allowing them to decipher subtle clues, identify potential dangers, and set effective traps to protect their expeditions into unexplored territories. The Pioneers excel at staying one step ahead, using their knowledge of the environment and their ingenuity to avoid or outwit opponents. |
| 5 | The Royal Huntsmen: The Royal Huntsmen are a specialized order of skilled hunters and trappers who employ their knowledge of tracking and evasion in service to the King. They undergo rigorous training in stealth techniques, learning to move silently, conceal their presence, and read the signs left by their targets, using their understanding of animal behavior and tactical expertise to outwit both human opponents and dangerous creatures. |
| 6 | The Scouts: The Scouts are an elite group of scouts and adventurers trained in the arts of tracking, trap-setting, and enemy avoidance. These skilled individuals possess a deep connection to nature and an astonishing ability to navigate dangerous terrain without leaving a trace. They employ a combination of stealth, camouflage, and complex trap systems to remain unseen and secure their surroundings. |
Umbra Phantom
You are one with the shadows, and darkness is your domain. The necropolis may be intimidating and full of terrors to others, but you feel at home in it, the everlasting dark wound around your shoulders like a cloak.
Passive: +10 Magic Resistance, +5 Sanity.
- Tier 1 - Night Vision. 1 Standard Action. Cost: 5 Aether (maintained). You can see in absolute darkness as if it were broad daylight. You no longer need a light source.
- Tier 2 - Shadow Madness. 1 Standard Action. Cost: Special. You plunge your soul into the realm of shadows, your mind fracturing as you draw upon the dark energy and wield it against your target. Deal D6 Psychic damage for each point of Sanity spent.
- Tier 3 - Vanish. 1 Standard Action. Cost: 4 Aether. Your shadow seems to envelop you, leaving nothing behind. You immediately disengage from combat and may leave the room you are in without any consequence. This Ability can only be used once per rest.
- Tier 4 - Reaper. 1 Standard Action. Requires a melee attack check. You consume your target's soul to strengthen your own. If your attack kills your opponent, recover D4 Sanity.
- Tier 5 - Shadow Clone. 1 Standard Action. Cost: 10 Aether. Your shadow detaches from you, gaining three-dimensionality and joining you in combat. An exact copy of you, with the same abilities and powers, is now under your control. The Shadow Clone lasts D4+1 rounds, and all its effects and summoned Abilities dissipate with it once the duration elapses. A Shadow Clone cannot create another Shadow Clone.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Brotherhood of Twilight: An ancient and enigmatic order, the Brotherhood of Twilight specializes in training shadow masters, stealthy rogues, and assassins who master the power of darkness and shadow. Initiates undertake rigorous training in shadow manipulation, illusion, and the art of concealment. They learn to blend harmoniously into darkness, becoming one with the shadows and striking their targets from behind the veil of darkness. |
| 2 | The Veil: Operating out of the labyrinthine alleys and hidden dens of Westhumbria, the Veil is a clandestine organization that trains individuals in the art of shadow-based combat and infiltration. Members study shadow magic, improving their ability to move undetected, manipulate shadows, and strike with precision. The guild's intricate network of informants and secret agents provides a wealth of resources to those seeking to embrace the path of shadows. |
| 3 | The Grand Temple of Kevona: The Grand Temple of Kevona, Goddess of Night, is a renowned training ground for shadow masters, rogue agents, and assassins. Here, students immerse themselves in the study of the shadow arts, learning to manipulate darkness, create illusions, and move with unmatched stealth. They train in the arts of silent eliminations, trap detection, and the use of shadow-infused weapons. |
| 4 | The Hall of Whispers: Located in a hidden mountain retreat, the Hall of Whispers is a sanctuary for those seeking mastery of darkness and shadow. In its ancient halls, shadow masters, rogues, and assassins refine their skills in subterfuge, silent movement, and dark combat techniques. They learn to call upon the powers of shadow, masking their presence and manipulating darkness to their advantage. |
| 5 | The Order of Twilight: Embracing the mystique of night, the Order of Twilight trains individuals in the arts of shadow manipulation and assassination. Aspiring shadow masters receive comprehensive instruction in stealth, illusion, and the art of vanishing into shadow. They learn to draw upon dark energies, blend into the night, and employ shadowy techniques to strike swiftly and decisively. |
| 6 | The Temple of Eternal Shadows: Wrapped in perpetual darkness, the Temple of Eternal Shadows is a revered sanctuary dedicated to the Nameless One, God of Shadows. Students undergo rigorous training in shadow magic, stealthy movement, and the use of shadow-infused weapons. Guided by the temple's mysterious masters, they learn to master the secrets of darkness, becoming ethereal predators who sow fear in the hearts of their enemies. |
Weapon Master
A lifetime of devotion to your weapon of choice has granted you a level of technique and mastery unmatched by lesser warriors.
Passive: Choose one weapon: your skill with that weapon is increased by 10 and the damage you deal while wielding it by D4.
- Tier 1 - Evasive Strike. 1 Standard Action. Requires a melee attack check. You strike your opponent while dodging their attack. If you hit, your next defensive check receives +10.
- Tier 2 - Sure Strike. 1 Standard Action. Requires a melee attack check. Cost: 4 Aether. You pierce your enemy's weaknesses and exploit them with ease. As long as you succeed at your weapon skill check, your opponent cannot defend against this attack in any way.
- Tier 3 - Overwhelming Technique. Free Action. Cost: 6 Aether. Your mastery of your weapon leaves your opponent confused and overwhelmed. Reduce the target's Combat Skill by 20 until the end of combat. This Ability can only be used once against the same opponent.
- Tier 4 - A Thousand Strikes. 1 Standard Action. Requires a melee attack check. Cost: 4 Aether. Your weapon becomes a blur, as you strike all opponents near you. Make an attack against all opponents you are currently engaged with. If they are hit, you deal normal damage and they become Stunned for 1 round.
- Tier 5 - One With Your Weapon. Passive. Your weapon can never break, and all damage you deal with it is considered Psychic damage, in addition to its normal physical damage. Additionally, you may reduce your weapon skill by 20 to increase your Toughness by 10 until the end of combat.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Grand Colosseum: A magnificent arena located in the heart of Karonia, the Grand Colosseum attracts warriors from every corner of the realm seeking to master the art of melee combat. Here, renowned masters and seasoned fighters gather to train aspiring warriors in a variety of melee weapons. Students learn techniques, tactics, and the nuances of different weapon styles, fostering a complete mastery of melee combat. |
| 2 | The Isle of Lit Blades: An isolated island wrapped in mystery, the Isle of Lit Blades is home to Oko, the legendary master of melee combat. Students from around the world seek out this revered master's guidance, who passes on timeless wisdom and trains them in the way of the sword, the axe, the spear, or any other weapon of their choosing. The serene environment and rigorous training allow individuals to dive deep into the essence of melee combat. |
| 3 | The Great Library of Martial Arts: Housed in the great library of Akropoia, this prestigious institution serves as a repository of knowledge on various martial arts and melee weapons. Students have access to a vast collection of ancient texts, scrolls, and treatises on the subject. Under the direction of experienced mentors, they study the history, techniques, and philosophies associated with a wide range of melee weapons, allowing them to develop a comprehensive understanding of the art. |
| 4 | The Valley of the Master Smiths: Nestled amid picturesque landscapes, the Valley of the Master Smiths is renowned for its guild of revered weapon crafters. Apprentices travel there to learn the art of forging and wielding melee weapons from the master smiths. They gain insight into the design, construction, and maintenance of various weapons, while receiving practical training in their use. This immersive experience enhances their understanding of melee combat. |
| 5 | Galha Peak: Galha Peak is a revered training ground for warriors seeking to master the art of melee combat. The school is led by a master who possesses unmatched skill with a wide range of weapons. Students undergo rigorous physical training, spar with fellow practitioners, and receive personalized instruction on weapon techniques. The serene atmosphere and breathtaking views inspire a deep connection between warriors and their chosen weapons. |
| 6 | The Wandering Sage: Legend speaks of a wandering sage, a nomadic warrior who roams the land, passing on wisdom and training in the art of melee combat. Those fortunate enough to meet this enigmatic figure are blessed with the chance to learn from his vast experience and expertise. The sage teaches the fundamentals of melee combat, encouraging students to explore the subtleties of different weapons and develop their own unique fighting style through observation, practice, and guidance. |
Wraith
You twist, slide, and spin, your total control over your body allowing you to accomplish superhuman feats and seem to be everywhere at once.
Passive: You may use your Acrobatics skill to avoid attacks or dodge traps.
- Tier 1 - Combat Awareness. 1 Standard Action. Cost: 5 Aether. You extend your awareness beyond what is usually possible, increasing your defensive checks by 20 for the rest of combat.
- Tier 2 - Spatial Awareness. Passive. You are always mindful of your surroundings. Increase any Acrobatics check to avoid traps by 20.
- Tier 3 - Create an Opening. 1 Standard Action. You feint and spin around your target, creating an opening for your allies to strike. All allies receive +30 to their next attack roll.
- Tier 4 - Create a Weakness. 1 Standard Action. Requires a melee attack check. You strike your opponent, revealing a weakness in their defenses. If the attack hits, all your future attacks against this same target receive +10 and deal +1 damage. This only works once per opponent.
- Tier 5 - Rapid Strike. 1 Standard Action. Requires a melee attack check. Your speed and precision are unmatched. Make a second free attack if the first one hits.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Whirling Shadows: The Whirling Shadows are a legendary group of acrobatic warriors known for their mastery of acrobatic combat and deceptive tactics. Through years of intense training, they have perfected their agility, balance, and reflexes. Their fighting style focuses on complex feints, rapid dodges, and disorienting maneuvers that leave opponents confused and vulnerable. |
| 2 | The Acrobatic Blades: The Acrobatic Blades is an esteemed organization specializing in training individuals in acrobatic combat and the art of deceptive maneuvers. Guild members undergo rigorous physical training, mastering acrobatic flips, pirouettes, and complex footwork. They learn to deceive their opponents through clever feints, diversions, and sudden changes in attack angle. |
| 3 | The Serpent's Grace: The Serpent's Grace is a secret group of acrobatic warriors who blend graceful movement with deceptive combat techniques. Their training focuses on developing unmatched flexibility, cat-like reflexes, and swift aerial maneuvers. Through complex feints, they sow confusion among their opponents, drawing them into vulnerable positions and striking with precision. The Serpent's Grace combines acrobatics with a variety of weapons, executing daring jumps and pirouettes that leave their enemies disoriented and open to devastating attacks. |
| 4 | The Shadow Dance: The Shadow Dance is a renowned troupe of acrobats who travel the realm, performing for the most prestigious merchants and nobles. Their ability to combine acrobatic feats with combat has made them famous throughout the land, and even though their acts are just that — acts — many warriors spend months, even years, training with them to learn their secrets. |
| 5 | The Aerial Vanguard: The Aerial Vanguard is a specialized group of warriors trained in acrobatic combat and aerial maneuvers who form part of the King's personal guard. Their training focuses on combining acrobatics with rapid aerial assaults. Members of the Aerial Vanguard use their aerial agility to sow confusion among opponents, executing flips, pirouettes, and evasive maneuvers in mid-air, distracting their adversaries until heavier troops can intervene. |
| 6 | The World's Edge: The World's Edge is a school specializing in training acrobats and infiltration experts. Their methods are considered brutal and extreme by most, and the death rate for each graduating class rarely falls below two-thirds of the initial number of students, but the results speak for themselves, and those who survive their rigorous training methods rank among the best acrobats in the world. |
Wrathspawn
Like the Azari of the western isles, you let your fury and anger fuel your fighting style, throwing yourself headlong into every confrontation.
Passive: Once per rest, you may spend Aether to boost the damage of any of your attacks, at a rate of 1 Aether for +1 damage.
- Tier 1 - Crash. 1 Standard Action. Requires a melee attack check. You strike your opponent suddenly and violently, increasing the damage dealt by D4.
- Tier 2 - Sweeping Blow. 1 Standard Action. Requires a single melee attack check. You strike all enemies within melee range with a single blow of your weapon.
- Tier 3 - Precision Strike. 1 Standard Action. Requires a melee attack check. You carefully aim at your opponent, increasing your attack skill by 30.
- Tier 4 - Charge. 1 Standard Action. Cost: 2 Aether. You immediately disengage from combat (if already engaged) and rush toward the chosen target, dealing 2D6 Blunt damage. You may also use this Ability to initiate combat.
- Tier 5 - Vicious Warrior. Passive. You are Resistant to Slashing damage. Heal 1 Toughness whenever you deal damage with your Crash Ability.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Bloodthorn Clan: Originating from the rugged highlands, the Bloodthorn Clan is a formidable warrior society that embraces the power of battle rage. Its members undergo intense physical training, honing their strength, endurance, and combat prowess. They channel their fury into devastating attacks, unleashing relentless assaults upon their opponents. The clan's rugged fortress serves as a training ground, where warriors learn to master their inner rage and tap into their primal instincts. |
| 2 | The Rageforge Arena: The Rageforge Arena is a renowned fighting pit where berserker combatants gather to display their unbridled fury. The arena's instructors provide specialized combat training, teaching students how to channel their anger to enhance their physical abilities and reach a state of unstoppable aggression. The arena's brutal battles and fierce competitions serve as a testing ground for aspiring berserkers. |
| 3 | The Azari Tribes: Nestled on hostile desert islands, the Azari Tribes are known for their savage fighting style that channels raw fury. The tribes' warriors embrace their inner rage, adopting a reckless mindset in combat. Training takes place amid scorching sands, where seasoned warriors pass on their knowledge of primal combat techniques. The tribes' rich heritage and connection to their ancestral spirits further amplify their ferocity in battle. |
| 4 | The Temple of Wrathful Fury: Hidden deep within dangerous mountains, the Temple of Wrathful Fury is an isolated sanctuary where warriors seek enlightenment in their martial pursuits. Here, masters teach disciples to embrace their anger as a source of strength, guiding them to master their rage while maintaining control and focus. Students undergo exhausting physical conditioning, engage in intense combat training, and immerse themselves in meditative practices to achieve a harmonious balance between fury and discipline. |
| 5 | The War Halls of Rend: Located in the war-torn southern region of Elkshire, the War Halls of Rend are renowned for producing some of the fiercest fighters in the land. In these ancient halls, aspiring warriors learn to channel their inner turmoil into a devastating force on the battlefield. They undergo brutal training regimens, learning techniques that amplify their aggression and strengthen their strikes. The war halls echo with the sounds of battle cries and the thunderous footsteps of those who embrace their fury. |
| 6 | The Wildfire Caverns: Deep within an active volcanic region lie the dangerous Wildfire Caverns, a crucible where fighters endure harsh trials to refine their fighting style. Fueled by intense heat and a volatile environment, the caverns push warriors to their limits, forcing them to channel their anger into explosive power. Trainees learn to embrace chaos, unleashing their fury with relentless assaults, using their inner fire as a weapon to defeat any opponent. |
Zealot
Only faith can give true meaning to your life, and you decided long ago to devote it to the cause of your deity. The heretic will burn, and everyone will eventually come to accept the glory of your cause.
Passive: Your faith guides you, always. 3 times per Domain, you may reroll any check.
- Tier 1 - Sacred Weapon. 1 Standard Action. Cost: 5 Aether (maintained). You channel your faith into your weapon, marking it as a divine instrument. Increase your weapon's damage by D4 (Sacred).
- Tier 2 - Purifying Flames. 1 Standard Action. Cost: 5 Aether. A flash of pure fire falls upon your target, dealing 2D10 Fire damage.
- Tier 3 - Absolution. You forgive yourself the sins you have committed, for all earthly creatures are impure. Recover 2 Health, 2 Sanity. This Ability can only be used at camp, once per stay.
- Tier 4 - Divine Will. 1 Standard Action. Cost: 6 Aether. Your conviction is so pure that those who stand against you cannot resist its strength. Deal D4+1 Psychic damage, recover the same amount of Sanity.
- Tier 5 - Sanctuary. 1 Standard Action. Cost: 5 Aether (maintained). Your aura acquires a sacred component, protecting those around you. You and your allies receive +20 Magic Resistance.
Where were you trained?
| D6 | Background |
|---|---|
| 1 | The Order of the Sacred Flame: A devout and zealous order, the Order of the Sacred Flame trains individuals in the ways of religious war and spiritual fervor toward Sonlios, God of Fire. Zealots, inquisitors, and priests undergo rigorous training in combat, theological studies, and the art of exorcism. They wield divine magic, mastering their faith to punish the enemies of their religion and protect the faithful. |
| 2 | The Sanctuary of Divine Justice: Located in the great cathedral of Veldonia, the Sanctuary of Divine Justice is a revered institution that educates and trains followers of Ekoineme, God of Justice. Here, students study sacred texts, receive teachings on religious doctrine, and learn the art of interrogation and investigation. The sanctuary's halls echo with prayers and the clash of weapons as students hone their combat skills in preparation for their divine duties. |
| 3 | The Holy Citadel: The Holy Citadel serves as a bastion for devout warriors, inquisitors, and priests who devote their lives to protecting their faith in honor of Auna, Goddess of Duty. The citadel offers comprehensive training in martial combat, scripture, and divine magic. Zealots and inquisitors learn to wield their faith as a weapon, purging heresy and defending the principles of their religion. |
| 4 | The Monastery of Devoted Vigilance: The Monastery of Devoted Vigilance is a religious order that trains priests and inquisitors in service to Vuntune, Goddess of Victory. Within the monastery's tranquil walls, disciples learn to cultivate their bond with the divine, administer sacred rites, and invoke miracles. Inquisitors receive training in investigation, discerning truth from deception, and purging the darkness from their religious community. |
| 5 | The Alliance of Righteous Fury: A secret sect, the Alliance of Righteous Fury trains religious zealots and inquisitors to become relentless champions of Aos, God of Truth. Worship of Aos is banned throughout the Kingdom of Alderworth, due to its clergy's tendency to incite public uprisings. Members undergo grueling physical and spiritual training, mastering various weapons and divine spells. They are taught to unleash their zeal with righteous fury, hunt down heretics, and defend the sanctity of their religious beliefs. |
| 6 | The Temple of Sacred Retribution: Located in the heart of Karonia, the Temple of Sacred Retribution is a revered institution that trains priests, inquisitors, and religious zealots in matters of faith and vengeance, all according to the precepts of their god Hythos, God of Vengeance. Students receive thorough teachings on religious doctrine, moral principles, and the administration of divine justice. They learn to wield divine magic, dispense judgment upon transgressors, and guide the faithful in times of spiritual crisis. |
Character Progression
Skill Improvement
Every time you roll doubles while making a skill check, you may mark that skill for improvement, whether the check was a success or not. An improvement check can then be made while you rest at your camp. To make a skill-improvement check, you must roll a D100 above the skill's score. A success increases the skill by D4, a roll below it increases it by 1, up to a maximum of 80.
Skill scores may also be increased (or decreased) as a result of certain events and items you might find during your journey.
Leveling Up
To level up, you must accumulate a total of 1,000 Experience Points (XP). You gain Experience Points every time you do one of the following:
- Open a locked door or container, regardless of the method: +10 XP.
- Successfully disarm a trap: +10 XP.
- Every time you enter a new Domain of Ker Nethalas: +50 XP.
- Every time you emerge victorious from a combat encounter: +50 XP.
- Every time you kill an Overseer: +200 XP.
Every time you accumulate enough Experience Points to level up, you may choose one of the following benefits:
- Somehow, all the tribulations you go through are a blessing in disguise. Increase your Health by D4.
- The more they try to break you, the more impervious you become to their attacks. Increase your Toughness by D6.
- The shadows grow thicker, but nothing can frighten you anymore. Increase your Sanity by D4.
- Your connection to the ethereal realm grows. Increase your Aether by D6.
- Constant punishment improves your ability to endure it. Increase your Exhaustion Resistance by 1.
- You have learned to read the subtle flow of combat, allowing you to land extra strikes, cuts, and punches within your usual fighting style. Increase all physical damage by +D4 (Slashing, Blunt, Piercing).
- There is a lesson in everything, if you know where to look. Increase a skill of your choice by 5.
- Constant exposure to chaotic magical energies has made you more resistant to their influence. Increase your Magic Resistance by 10.
Every time you level up, you also gain 1 Ability Point, which you may spend in one of your Mastery trees. You must start at the top of each Mastery tree and progress downward.
Swapping Mastery Trees Granted by Amulets
If you have an amulet equipped that grants you access to a third Mastery, and you have acquired Abilities from its Mastery tree, when you switch to a different amulet that grants you access to a different Mastery, the number of Abilities you possess remains the same.
Swapping an amulet that grants a different Mastery can only be done at camp.
Example: Jana was wearing an amulet that gave her access to the Stormbrand Mastery tree. She unlocked 3 Abilities there, but she has just found an amulet that gives her access to a different Mastery, Frostweaver, which better fits her playstyle. She makes the switch, unlocking the first three Frostweaver Abilities.
Boons
Boons are unique advantages obtained almost exclusively through Personal Objectives, as described on page 112. Each Boon offers a passive effect that benefits your character in various ways.
- Living Shadow: You always surprise your opponents, and cannot be surprised.
- Lucky Find: Every time you open a container of any kind, you get D20¢.
- Precision Striker: When you land a critical hit, you may reroll the damage dealt.
- Scavenger: Every time you roll on the Search table, you may roll an additional D4. You may modify the Search roll by the result of the D4 roll, either adding or subtracting it.
- Scholar: You have Advantage on all Reason checks.
- Trap Breaker: You have Advantage on all Larceny checks when disarming traps.
The monstrous cannibal flesh-eaters are among the greatest threats found in the upper levels of Ker Nethalas: Into the Midnight Throne.
The Rules
The basic mechanism behind all actions in Ker Nethalas: Into the Midnight Throne is called a check. When you are asked to make a check, we take a D100 and try to get a result equal to or lower than the Attribute or Skill in question.
Example: Alana attempts to push a heavy stone because she suspects there is a hidden passage beneath it. To do this, she must test her Athletics skill, which has a score of 54. She takes a D100 and rolls a 34, which is lower than her skill. A success!
Difficulty Modifiers
Some actions may be easier or harder, depending on the specific circumstances of the situation. On these occasions (always specified by the rules and/or circumstances), a difficulty modifier is applied to the check you wish to make. As is the case for all modifiers, these are applied to the Attribute or Skill in question before the roll.
On the rare occasions when you feel the need to randomize the difficulty of a check, you may do so by rolling a D8 on the Difficulty table. Otherwise, simply use the modifier specified by the current circumstances, always keeping in mind that the vast majority of actions have a Normal difficulty.
| D8 | Difficulty | Modifier |
|---|---|---|
| 1 | Trivial | +30 |
| 2 | Effortless | +20 |
| 3 | Easy | +10 |
| 4-5 | Normal | +0 |
| 6 | Demanding | -10 |
| 7 | Hard | -20 |
| 8 | Impossible | -30 |
Opposed Checks
When a player is in direct competition with another character, an opposed check takes place to determine who succeeds. This is generally required when you attempt to sneak up on an opponent at the start of combat, your character attempting a Stealth check while the opponent rolls for Vigilance. Whichever side gets a higher result than its opponent, without exceeding its own skill, wins the opposed check. In case of a tie (for example, if both sides fail), the character with the higher relevant skill is declared the winner.
Critical Successes & Critical Failures
When you make a check, if you roll doubles (i.e., the same number in the tens and units place), the result of your actions is amplified. If you roll doubles above the skill you are testing, you have failed in the most spectacular way possible, which can be particularly dangerous in combat (see page 72 for how critical failures affect combat). Conversely, rolling doubles below your skill score constitutes a critical success, guaranteeing the best possible outcome. This is of paramount importance in combat, as detailed on page 72.
Advantage & Disadvantage
Certain Abilities or circumstances will grant you either Advantage or Disadvantage on a check. This means that if you have Advantage, you roll D100 and read it with the smaller number as the tens digit and the larger number as the units digit if this favors you. The reverse is true when you have Disadvantage, but only if it hinders you.
Example: Xara has just received Advantage on her next attack following a successful defensive maneuver. She rolls D100 and gets a 62; her Slashing Weapons skill is only 50, so this would normally mean a failure. Fortunately, Advantage allows her to reverse the result, turning it into a 26, a success!
Mastery Ability Checks
Only Abilities that specifically call for a combat check require any kind of check. The vast majority of spell-type Abilities (those that have an Aether cost) require no check from you; your grip on your own powers is such that they simply manifest at will. Unfortunately for you, your opponents will always try to resist your spells with a Magic Resistance check (unless the Ability used specifies otherwise).
Usage Dice
Usage Dice are used to track several things in Ker Nethalas: Into the Midnight Throne. Instead of having to note down a list of details and timers, you simply need to keep track of a few different dice.
Here is how the Usage Die mechanic typically works:
Each Usage Die procedure (i.e., the Tension Die described on page 106) is assigned a specific die size, generally represented by standard die notation (e.g., D4, D6, D8, etc.). The larger the die size, the longer it will take before it is completely exhausted.
D20 → D12 → D10 → D8 → D6 → D4
When circumstances require it, you must roll the specified Usage Die. The result of the roll determines the procedure's new state:
- If the roll is a 1 or a 2, the Usage Die decreases by one size (e.g., from D8 to D6), dropping one step down the die chain. If it is any other number, nothing changes.
- If the roll is a 1 or a 2 on the D4 (the smallest possible die in the chain), then the procedure triggers and something happens: an Event roll is made, you have no more charges for a specific item, etc.
Every instance of Usage Die use in this book will explain the entire procedure in detail, as well as the consequences of reaching the final step.
Rounding numbers. Whenever you need to round a number (such as when calculating ⅃/2, or the effects of certain Abilities), always round up to the nearest whole number.
Combat
Combat in Ker Nethalas: Into the Midnight Throne is relatively abstract. Instead of tracking your position and that of your opponents, it is simply assumed that you are all moving around the room, taking advantage of positioning and preferences as best you can. This is why concepts such as "range" or "cover" don't really play a role here. Combat alternates between you and your opponent(s), acting in turn until only one side remains.
The Attack Roll
Making an attack works the same way as any other skill check: roll D100 and compare the result to the relevant Combat Skill, and if it is equal to or lower than the skill's score, the attack succeeds.
Turns & Rounds
To understand combat, you must first know the difference between a turn and a round. A turn is a single combatant's chance to act, while a round is the sum of all combatants' turns (both Player Characters and Non-Player Characters). When all combatants have had a turn, that round ends and another begins.
A round of combat lasts an average of 10 seconds.
Action Types
Characters can perform three different types of actions in combat:
- Free Actions cost nothing to use, and are generally small, almost inconsequential acts. Saying a few words, dropping an item, getting to the ground, casting a free Ability, or ceasing concentration on a maintained Ability are all examples of Free Actions. You may only perform one Free Action per round.
- Reactions are free actions that a character can perform in response to another character's action, and as such, they generally require a trigger. A character may use as many Reactions in a round as they need, but each Reaction after the first suffers a cumulative -20 penalty to all consecutive Reactions they perform, until the start of the next round. Defending against an opponent's attack is the most typical Reaction, but many Abilities are also considered Reactions.
- Standard Actions are at the heart of a combat round. They are self-contained and their results are visible within the same turn. Unless they possess an item or Ability, PCs have 1 Standard Action per round.
Some Abilities or spells require 2 or more Standard Actions to complete. Unless the character in question can perform more than the standard 1 Standard Action per round, this means they will be forced to spend two or more rounds to complete that action. When this is the case, the character in question can do nothing else but focus on the action, and suffers -30 to all defensive maneuvers they initiate.
Initiative & Surprise
When you are confronted with an opponent and combat is clearly taking place, you must determine who strikes first. This is done by opposing your Perception to your target's Vigilance in an opposed check called an Initiative check. Whoever wins acts first until the end of combat. If either side rolls a critical failure, their opponent(s) attack as though they had surprised them, as explained below.
Alternatively, and only if your opponent(s) have not surprised you (which will always be explicitly stated), you may attempt to surprise them before combat begins. This is done by comparing your Stealth to your opponent's Vigilance in an opposed check. If there are several opponents with different Vigilance scores, simply use the highest one. The same applies to your camp, but reversed: if you are playing with multiple PCs, use only the lowest Stealth score among them. If you are a solo player accompanied by followers of any kind, your Stealth skill is reduced by 10 for each follower. If you win the check, initiative is yours and you make your first attack with +20. If you fail, an appropriate Initiative check must be made to determine who goes first, but your Perception receives a -10 modifier.
Deep within the necropolis, no matter how fast you are or how sharp your reflexes, if you are caught off guard, your death will come sooner than expected.
Possible Combat Actions
- Standard Attack: Make an attack with your weapon against a target in the same room. This is a Standard Action.
- Abilities: You use one of your Mastery Abilities. Not all Abilities are considered Standard Actions, however — read each of their descriptions to learn more.
- Flee: When things go wrong and you want to disengage from combat and retreat to the previous room, you must succeed at a Dodge check. If you fail, this means your opponent blocks you and you cannot leave combat. This is a Standard Action.
- Other: You may use any item you are carrying, interact with something, help an ally, or switch weapons. These are all Standard Actions, unless you use an item from your belt, in which case it is a Free Action.
Combat Resolution
Once the action order is established, it is time to begin combat itself:
- The attacking character makes a standard skill check: roll D100 and compare the result to the Combat Skill they are using. The attacking character has the initiative and therefore receives +10 to their attack skill.
- Simultaneously, the defender also makes a Combat Skill check. If it is a player, this will be the relevant skill for their currently equipped weapon, or their Dodge skill; if it is an NPC, they must use their Combat Skill. Any Parry bonus the defending character might have (such as those granted by a shield) applies to this roll.
- We then compare the two results. If the attacker got the higher result, while remaining below their skill score, they hit. If, on the other hand, it is the defender who got the higher result while remaining below their skill, or by scoring an uncontested critical, they may roll on the Defensive Maneuver table. If one side fails the attack roll but their opponent succeeds, the side that succeeded manages to attack or defend, depending on whose turn it was.
Defensive Maneuver
| D10 | Effect |
|---|---|
| 1 | Your next attack receives an additional +10 |
| 2 | Reduce your opponent's Armor by 1 on a random location until the end of combat |
| 3 | Your opponent receives the Bleeding (1) condition |
| 4 | If you were Downed, Paralyzed, Stunned, or in a similar condition, you automatically recover. Otherwise, your next attack receives an additional +10 |
| 5 | Your opponent immediately suffers D4 damage that ignores armor |
| 6 | Your next attack deals +D10 damage |
| 7 | You gain Advantage on your next attack |
| 8 | You press your advantage, reducing your opponent's next defensive roll by -20 |
| 9 | You get a moment's respite after repelling your opponent's attack. Recover 2 Toughness (2 Health in the case of NPCs and opponents) |
| 10 | Your next attack does not suffer the usual -30 modifier to your attack skill when targeting a specific body part. If it is a monster or NPC, it is forced to attempt to target a Weak Point |
Consecutive defensive rolls in the same round, whether using the appropriate attack skill or the Dodge skill, reduce the skill by -20 after the first, as is customary for Reactions. This resets at the start of a new round, and only affects Reaction skill checks.
A critical hit automatically wins the confrontation, regardless of the opponent's roll. A critical failure automatically loses the confrontation, regardless of the opponent's roll.
This is the standard flow of combat, but there are a few exceptions:
- Most enemy attacks can be defended against with the standard weapon check described above, but some can only be avoided with the Dodge skill, such as certain Overseer attacks. If this is the case, it will always be explicitly stated in the creature's description.
- Enemies may either attack physically, in which case combat resolves as described above, or magically, in which case the player must succeed at a Magic Resistance check or suffer the spell's effects. As with a PC's magical Abilities, opponents do not need to make any skill check — the Ability simply manifests. Each of a monster's abilities is always labeled as Physical or Magical. When it is the opponent's turn, you must first roll on its Action table to see whether its attack is physical or magical, then resolve it accordingly.
Weapon Speed
Every weapon in Ker Nethalas: Into the Midnight Throne has a Speed value. This represents the weapon's overall handling, so wielding a weapon with a high Speed may end up giving you the edge against a tough opponent. A weapon's Speed is added to all your Combat Skill checks.
Hit Location & Damage
Once it is clear that you (or your opponent) have succeeded in hitting your target, you must determine the consequences of your attack. To do this, you must first roll on the appropriate Hit Location table, based on the target's anatomy.
Every creature you encounter will have a Weak Point, marked with the ❣ symbol next to the relevant body part. Striking a creature's Weak Point is considered an automatic critical hit. As a human, your Weak Point is located on your head.
Targeting Body Parts
You may choose to target a specific body part by applying a -30 modifier to the attack roll. This has two potential uses: either targeting the creature's Weak Point to guarantee a critical hit, or disabling a limb (leg, arm, wing), which reduces the target's attack skill by 10 until the end of combat. A disabling attack deals no damage, and must always be declared before rolling the dice: accidentally hitting a limb without deliberately targeting it does not disable it.
Hit Location Tables
Arachnid
| D20 | Location |
|---|---|
| 1-2 | Rear Right Leg |
| 3-4 | Rear Left Leg |
| 5-6 | Middle Right Leg |
| 7-8 | Middle Left Leg |
| 9-10 | Front Right Leg |
| 11-12 | Front Left Leg |
| 13-14 | Abdomen |
| 15-16 | Fore Right Leg (Foremost) |
| 17-18 | Fore Left Leg (Foremost) |
| 19-20 | Cephalothorax ❣ |
Humanoid
| D20 | Location |
|---|---|
| 1-3 | Right Leg |
| 4-6 | Left Leg |
| 7-9 | Abdomen |
| 10-12 | Chest |
| 13-15 | Left Arm |
| 16-18 | Right Arm |
| 19-20 | Head ❣ |
Serpentoid
| D20 | Location |
|---|---|
| 1-17 | Body |
| 18-20 | Head ❣ |
Insectoid
| D20 | Location |
|---|---|
| 1 | Rear Right Leg |
| 2 | Rear Left Leg |
| 3 | Middle Right Leg |
| 4 | Middle Left Leg |
| 5-9 | Abdomen |
| 10-13 | Thorax |
| 14 | Front Right Leg |
| 15 | Front Left Leg |
| 16-20 | Head ❣ |
Winged Biped
| D20 | Location |
|---|---|
| 1 | Right Leg |
| 2 | Left Leg |
| 3 | Abdomen |
| 4 | Chest |
| 5-9 | Right Wing |
| 10-13 | Left Wing |
| 14 | Right Arm |
| 15 | Left Arm |
| 16-20 | Head ❣ |
Quadruped
| D20 | Location |
|---|---|
| 1-3 | Rear Right Leg |
| 4-6 | Rear Left Leg |
| 7-9 | Hindquarters |
| 10-12 | Forequarters |
| 13-15 | Front Right Leg |
| 16-18 | Front Left Leg |
| 19-20 | Head ❣ |
Dealing Damage
If an attack manages to hit, the attacker rolls the damage dice and compares the result of each die to the damage table.
| Die Roll | Damage Dealt |
|---|---|
| 1 | 0 |
| 2-4 | 1 |
| 5-7 | 2 |
| 8-9 | 3 |
| 10+ | 4 |
The Damage Dealt column indicates the amount of Health/Toughness that must be subtracted from the creature taking damage, unless it is wearing some kind of armor, as described below.
There are a few important points to remember:
- When a character takes damage, they first reduce their Toughness. Once their Toughness reaches 0, all further damage is dealt to their Health.
- Any Ability, spell, or item that increases damage by a fixed amount (+2, +4, etc.) increases the damage die roll, not the amount of damage the target receives directly.
- After rolling the dice, all damage modifiers are applied to the lowest die roll, but only to a single die.
- All non-magical weapons deal D6 damage.
- Any type of damage, whether from a physical attack, a spell, or a trap, must be rolled on the Damage Dealt table.
Damage Types
Not all damage is equal, and some characters, creatures, or items may be more susceptible to one damage type, or immune to another. Here are the damage types that exist in Ker Nethalas: Into the Midnight Throne:
- Acid: Caused by certain plants, creatures, demons, and alchemical concoctions.
- Air: Caused by entities with an affinity for Air, as well as by certain Abilities.
- Arcane: Mystical, ethereal damage caused by magical effects.
- Blunt: Caused mainly by crushing weapons such as a mace, but also by environmental effects, such as falling rocks. Ignores 1 Armor.
- Cold: Damage caused by extreme low temperatures, as well as by many creatures and Abilities.
- Earth: Caused by entities with an affinity for Earth, as well as by certain Abilities.
- Fire: Caused by both ordinary fire and entities with an affinity for Fire, as well as by certain Abilities.
- Sacred: Caused by Abilities or creatures of a divine nature or affinity.
- Infernal: Devastating energies drawn directly from the infernal planes. Caused by demons and certain Abilities.
- Necrotic: Caused by certain undead and magical effects.
- Piercing: Mainly caused by certain weapons and creatures, such as spears or a beast's bite. Attacks dealing Piercing damage deal +1 damage when the attacking character acts before their target.
- Poison: Caused by plants, creatures, demons, and certain Abilities.
- Psychic: Strange mental energy that attacks the mind and damages the soul. Caused by certain creatures and rare spells.
- Slashing: Mainly caused by certain weapons and creatures, such as swords, or a creature's claws. +1 damage when striking an unarmored body part.
- Water (elemental): Caused by entities with an affinity for water, as well as by certain Abilities.
Every creature in Ker Nethalas: Into the Midnight Throne can be either Vulnerable (damage taken doubled), Resistant (damage taken halved), Immune (damage taken completely ignored), or Restored (recovers an amount of Health equal to the damage taken) to a given damage type. For example, undead creatures are Vulnerable to Sacred damage, but are Restored by Necrotic damage. When a creature is Vulnerable or Resistant, only direct damage is taken into account, after armor has been applied.
Example: Ulkarn managed to strike an undead creature with a sacred spell that deals D6+1 damage. He rolls a 4, which becomes 5 thanks to the +1 modifier, resulting in 2 damage. The creature has 1 Armor, reducing the damage to 1. Since the undead creature is Vulnerable to Sacred damage, the damage received is doubled, meaning it takes 2 Sacred damage instead.
Your character may also have some form of damage reduction against certain damage types, mostly through equipment or spells. When this is the case, reduce incoming damage after armor has been accounted for.
Any damage that persists after combat (such as Bleeding, Burning, or Poison damage) deals 1 direct damage (no roll on the Damage Dealt table) per room.
Armor
Most creatures will have some form of armor on at least one of their body parts. The amount of armor indicated determines the amount of incoming damage absorbed, without affecting the creature or player. The armor value is deducted only after all damage rolls have been tallied, instead of applying to each individual die roll.
Example: Arnke managed to land a hit against a terrible amalgam. The blow hits the amalgam in the arm, but unfortunately for Arnke, the creature has 3 points of Armor there. Arnke deals 3D6+1 damage, and rolls 4, 3, and 5. Since the lowest damage roll is the 3, Arnke applies the +1 modifier to it, resulting in another 4. He then adds up the total damage: 1 damage for each 4 rolled, plus 2 damage for the 5, for a total of 4 damage. Since the amalgam's Armor is 3, Arnke only manages to deal it 1 damage.
Armor is only taken into account in combat — damage from traps or other external factors is not absorbed by armor. Magical damage ignores armor.
All armor has an Integrity value, represented by a die. After a fight in which the armor worn by a character was used, the Integrity die must be rolled. A result of 1-2 means the die drops one step down the die chain. A result of 1-2 at the final stage (D4) means the armor is beyond repair and must be discarded.
D12 → D10 → D8 → D6 → D4
Repairing armor increases its Integrity by one die type up the die chain. No armor can ever exceed its original Integrity, however. Not all armor has the same maximum Integrity — check each piece's description to learn more.
Any armor or shield found as loot has a starting Integrity one step below its maximum.
Critical Hits & Critical Failures in Combat
In combat, when a character rolls doubles below their Combat Skill, this is a brutal hit that can only be defended against if the defender also rolls a critical hit. If the defensive roll is not a critical hit, the attacker wins, no matter what.
Damage from critical hits in combat is doubled. This means that if you would normally roll D6 for your damage, when you score a critical hit, you must roll 2D6 instead. All modifiers to your roll are also doubled.
On the other hand, rolling a critical failure during combat will make things harder for you. Roll on the Critical Failures table to see what happens.
Points to Remember
- Dual-Weapon Combat: A character may wield two one-handed weapons to gain a free parry Reaction per round and deal +2 damage, but their attack skill is reduced by -30.
- Shields add a modifier to all defensive checks made by the character wielding them.
- An unarmed character deals D4 damage.
- Characters or creatures attacking a Downed target have +30 to their attack skill.
- Attacking an unconscious or sleeping target requires no skill check.
- When you are about to take a critical hit, you may choose to sacrifice your weapon or shield to negate it, turning it into a normal hit. This absorbs all damage, but the weapon or shield in question is broken and cannot be used again until it is repaired.
Combat Example: Erthos has suddenly encountered a terrible necropede, and it seems there is no way around it. Erthos decides he will attempt to ambush the creature, and makes a Stealth check against the necropede's Vigilance of 40. Erthos's Stealth is 56, and he rolls a 34, while the necropede rolls a 78. Since Erthos won the check, he manages to surprise the creature and gains the initiative.
Critical Failures
| D10 | Effect |
|---|---|
| 1 | You drop your weapon and must spend your next turn picking it back up. If you are not wielding a weapon, your next attack suffers -20. |
| 2 | You throw your weapon with such force that it lodges deep into a wall or the floor. As a Standard Action, you must succeed at an Athletics check to retrieve it. If you are not wielding a weapon, your next attack suffers -20. |
| 3 | You throw your weapon with such force that it shatters against stone, breaking in two. You must repair it before you can wield it again. If you are not wielding a weapon, your next attack suffers -20. |
| 4 | A random item on your belt breaks: make a Belt check. If you have no belt, you take 1 direct damage. |
| 5 | You suddenly feel drained and lose D8 Aether. If you have no Aether, you take 1 direct damage. |
| 6 | You trip and fall, wasting this action. You are Downed and must use a Standard Action to get back up on your next round. |
| 7 | While executing your attack, you trip and hit your head. You are Dazed for 2 rounds. |
| 8 | Your attack hits a random ally instead of the intended target. If there are no allies, you hit yourself. |
| 9 | You somehow manage to hit yourself with a normal attack. |
| 10 | You somehow manage to seriously injure yourself with your own weapon. You take a critical hit. |
The first round of combat begins, Erthos attacking the necropede. He attacks with a dagger, and his Slashing Weapons skill is 73. Since he is the one initiating the attack, he receives +10 to his attack skill, as well as +20 for having surprised his opponent, for a total of 103. The necropede's Combat Skill is 60. Erthos and the necropede both roll, Erthos getting a 12 (a success) against his opponent's 45 (also a success). Since both combatants succeeded, but the necropede's roll is higher than Erthos's, the necropede wins and may roll on the Defensive Maneuver table. Fortunately for Erthos, the result is not as bad as it could have been: a 4, meaning the necropede's next attack gets a +10.
It is now the creature's turn to attack. First, Erthos's player rolls on the necropede's Combat Action table to see what the creature does, resulting in a Spinal Whip attack that deals D8 Blunt damage. This is a physical attack, so combat resolves as usual. The necropede rolls a 45, which is a win against Erthos's 89. Next, Erthos rolls to see where the creature hits him, and it turns out to be a hit to his left arm. He rolls the necropede's damage and compares the D8 roll (a 6) to the Damage Dealt table, resulting in 2 damage. Erthos has 1 Armor on that body part, but since the necropede's attack deals Blunt damage, it ignores 1 Armor, meaning Erthos takes the full 2 damage.
This fight is shaping up to be a difficult one...
Healing & Death
If you are careful, the damage your character takes will be limited to scrapes and bruises, superficial damage that only temporarily reduces their Toughness. All characters recover D4 Toughness immediately after a fight ends, and recover it fully after resting at camp. Outside of combat, Bandages can also be used in combination with the Medicine skill to heal D4 Toughness once per room.
Unfortunately, damage to Health is not so easily recovered. Health is only recovered through magic, potions, and proper rest (Catching Your Breath or Setting Camp).
When you receive healing from a potion or magic, the effect will state that it "heals XX Health." This means that if you have lost Toughness, your character will recover that first before any remaining healing heals lost Health. Most of the time, however, a healing effect will heal either Toughness (as when you use bandages) or Health directly (as when you rest at camp).
When your character's Health drops to 0, they die. Their journey is over, but yours may continue if you wish: take a new character sheet and create a new survivor.
Optional Rule: Forgiving Death
If you feel that having to start over with a new character is too severe a penalty, you may instead do the following:
Immediately recover 2D10 Sanity and Health.
If you died at the hands of your enemies, they have moved on and lost all interest, believing you dead.
You lose 3 Mastery Abilities of your choice, but you cannot end up with fewer than 1 Ability per Mastery this way.
Rot
The creatures that populate Ker Nethalas are singularly adapted to survive in such a hostile environment. Unfortunately for you, this means they often carry infections and diseases that can be lethal to any other creature, such as your character. Among them, the most terrible is known simply as "the Rot." When your character is exposed to the Rot, they must succeed at an Endurance check to avoid being infected. On a failure, the character is infected. From that point on, every time they rest, they must succeed at an Endurance check or the Rot advances one stage.
- Stage 1: You become Immune to Necrotic damage but are Vulnerable to Sacred damage.
- Stage 2: Your maximum Toughness is reduced by half.
- Stage 3: Your skin turns black as coal, and you can see in the dark.
- Stage 4: You are constantly starving, requiring 2x Rations to remove 1 Exhaustion.
- Stage 5: Your flesh regenerates on its own, recovering D4 Health every time you rest at your camp.
- Stage 6: Your body becomes numb, as your nervous system slowly rots. You suffer Disadvantage on all physical checks.
- Stage 7: You are Immune to the effects of Exhaustion.
- Stage 8: The Rot takes over your mind, and you become another abomination wandering the halls of the Midnight Throne.
Conditions
There are a number of status effects, or conditions, that can affect a character. Here are the most common ones.
Any damage that persists after combat (such as Bleeding, Burning, or Poison damage) deals 1 direct damage (no roll on the Damage Dealt table) per room.
Bleeding (X). A character with the Bleeding condition takes an amount of damage determined by the intensity of the effect, until the condition is removed. This affliction is cumulative: although it may seem harmless at first (a Bleeding of 3 means the victim takes 1 damage, according to the Damage Dealt table), it can gradually become a serious threat.
Blinded. A Blinded character has -40 to all checks.
Burning. A Burning character takes D8 Fire damage until the condition is removed. To remove the condition, the character must spend 1 Standard Action (in combat), or increase their Exhaustion by 2 (outside of combat).
Charmed. A Charmed creature cannot attack the charmer nor use harmful Abilities on the charmer.
Concealed. Attacking a Concealed target requires a successful Perception/Vigilance check.
Cursed. A Cursed character is afflicted with an effect detailed in the curse's description until the curse is lifted by one means or another. This is a cumulative condition (if applicable).
Dazed. A Dazed character cannot initiate attacks.
Entangled. The afflicted is wrapped in something that restricts their movement. They are unable to move, and any action involving movement suffers a -20 penalty. On their turn, an Entangled character may attempt an Athletics check to remove this condition. This is a Free Action, but the character may choose to spend a Standard Action instead to receive a +20 to their Athletics check.
Frightened. While the cause of a character's fear is in the same room, the Frightened character has -20 to all attack checks. The Frightened character is unable to approach the cause of their fear. At the start of each of their turns, a character affected by this condition may attempt to succeed at a Resolve check in order to act normally.
Frozen. The afflicted has -10 to all skills and acts last during combat. They must succeed at an Endurance check after the first round to recover. On a failure, try again each round until successful (this does not count as an action). Humanoids will chill every 10 rounds, first falling into hypothermia (-50 to all actions), then death.
Paralyzed. A Paralyzed creature is unable to act and can neither move nor speak. Attack rolls against the creature automatically hit.
Poisoned (X). A Poisoned character takes a specified amount of damage each round until the condition is removed or they resist it. Poison is assumed to take effect the first time it is used, but as a Free Action, a Poisoned character may attempt to resist its effects on their turn by succeeding at an Endurance check. This is a cumulative condition, so although it may initially seem harmless (you must treat the damage taken as a damage roll, so if the Poison damage is 3, that means the victim takes 1 damage, according to the Damage Dealt table), it can slowly become a real threat.
Downed. A Downed character must spend 1 Standard Action to stand back up. Attacks against a Downed character receive +30.
Asleep. The creature immediately falls to the ground, and any attack that hits it is a critical hit.
Stunned. A Stunned character loses their turn.
Exhaustion
Exhaustion embodies the weariness, exposure to the elements, ravenous hunger, the marks of wounds, and other physical torments that insidiously consume a being's vitality.
If a mortal endures too long without sleep or food, or engages in exhausting efforts without granting themselves respite, they will begin to accumulate the pangs of Exhaustion.
Exhaustion is a quantifiable burden, its points accumulating as characters struggle to survive in this merciless world.
The effects of excessive Exhaustion are cumulative, and their harmful consequences are detailed in the Exhaustion table below.
Several cursed actions and circumstances will add Exhaustion points to your character, the most common being camp activities, dire events, and encounters with the creatures that haunt these places.
Fortunately, your character can limit the effects of Exhaustion if they possess sufficient Exhaustion Resistance.
A character's Exhaustion Resistance score is subtracted from their current total Exhaustion; the final result is then compared against the Exhaustion table to determine the harmful consequences.
The following actions reduce a character's Exhaustion:
- Consuming a Ration (-1 Exhaustion). This can be done at any time (except during combat).
- Catching Your Breath (-2 Exhaustion).
- Resting (-10 Exhaustion).
A starving character may decide to devour raw provisions (-1 Exhaustion per 1x Provisions), but they must then succeed at an Endurance check or suffer 1 Health damage.
Exhaustion Table
| Accumulated Exhaustion | Effect |
|---|---|
| 0-10 | No effect, other than heavy breathing and a few cold sweats. |
| 11-15 | You recover half the usual amount of Toughness from all sources. |
| 16-20 | You suffer Disadvantage on all Athletics, Dodge, Endurance, and combat checks. |
| 21+ | You succumb, your carcass no longer able to bear the burden of accumulated stress and fatigue. |
Sanity
Many horrors lie buried deep within Ker Nethalas, and unfortunately for you, your character's fragile mind will sooner or later begin to suffer the consequences of exposure to them. The more they are confronted with the abominations hidden in the necropolis, the more their mental health will deteriorate, until only a cathartic episode can purify their mind and allow them to continue on.
Your character's ability to withstand the frightening creatures and circumstances that assail them while exploring Ker Nethalas is measured by their Sanity score. The higher their Sanity, the longer they will be able to keep their cool and function normally. Eventually, however, their mind will crack, represented by a Sanity score of 0. When this happens, your character will be temporarily (or, if you are unlucky, permanently) swept away by madness. When this happens, roll on the Madness table. Fortunately for you, you can (almost) always attempt to resist the effects of Sanity loss.
Madness
| D10 | Effect |
|---|---|
| 1 | You are lost in extreme madness. Your mind is broken forever. |
| 2 | Your mind is in tatters, and the slightest pressure will shatter it. All your future rolls on this table suffer -1. Cumulative. |
| 3 | You begin to develop physical reactions as a result of your mind's condition. Reduce your maximum Toughness by 1. Cumulative. |
| 4 | You know the darkness is coming for you... Every time you suffer a loss of Sanity, you lose 1 additional Sanity. Cumulative. |
| 5 | You are afraid of spending too much time in the same place, and rush through rooms as quickly as possible. Searching becomes a Demanding task (-10). Cumulative. |
| 6 | You feel your mind beginning to give way to the darkness, offering less resistance. All Resolve checks are now a Demanding task (-10). Cumulative. |
| 7 | You have trouble holding onto all your memories and experiences. Every time you gain XP, you gain 10 less. Cumulative. |
| 8 | You have blocked out a traumatic experience, and with it, some of what you learned from it. Reduce a skill of your choice by 10. Cumulative. |
| 9 | You slap yourself with all your strength, quickly regaining your senses. You take 2D6 Blunt damage, but are otherwise unharmed. |
| 10 | The traumatic experiences you have lived through have taught you a great deal about yourself. +100 XP. |
Every time you are confronted with a situation that would force your character to lose Sanity, you must make a Resolve check. A success means they managed to keep their cool, for now. A failure means they lose the amount of Sanity specified by the circumstances.
The most common source of Sanity loss is opponents with the Frightening or Horrifying Traits:
- A Frightening creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 1 Sanity.
- A Horrifying creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 2 Sanity.
When you face several different opponents that cause Sanity loss, only roll once per round, instead of once per opponent. If you fail the Resolve check, lose the highest possible amount of Sanity. This means that if you face 3 Frightening monsters and 1 Horrifying monster, if you fail the Resolve check, you would lose 2 Sanity (the greatest threat to your Sanity coming from the Horrifying monster).
Sanity can be recovered through the following means:
- Resting at camp (+D4 Sanity).
- Defeating an Overseer (+D4 Sanity).
- Certain spells.
- Certain game events.
- Suffering a Madness episode, which restores all your lost Sanity.
Companions & Servants
Many Mastery Abilities allow your character to summon or create combat companions and all sorts of servants who will fight at your side. Although they do not grow in power over time as you do, and cannot be equipped with any gear, they are useful tools that will help you survive in Ker Nethalas: Into the Midnight Throne.
- You may only have a maximum of 3 Companions at a time. If you gain a new companion while you already have 3, you must dismiss one to maintain the count at 3.
- Companions attack and defend in combat in the same way as any other character.
- Companions heal all their Health once a room has been cleared.
- Companions are not affected by Sanity rules.
- Companions act during your turn, in whatever order you wish.
- When an enemy ability or combat action calls for a Dodge, Athletics, or Acrobatics check, use the servant's Endurance skill.
Playing Co-op
Although Ker Nethalas: Into the Midnight Throne is written and designed to be a solo experience, nothing stops you from playing it with one or two friends. Just take the following details into account:
- Double the number of enemies you encounter (except for Overseers).
- Each player makes their own loot roll.
- Each player gains the same amount of XP from defeating opponents, but tracks other XP gains independently (i.e., only one character may benefit from disarming a trap, etc.).
- Overseers have their Health doubled and gain 1 additional activation (i.e., turn) per PC.
- Each room can only be successfully searched or explored once, regardless of who does it. Only one attempt per room is allowed, no matter how many PCs there are.
- Traps or any negative event will only affect one of you, determined randomly.
- You may freely share equipment or any type of material, but doing so during combat costs a Standard Action.
- You may each have a maximum of 2 Companions at a time.
The man-eating plants known as fang-vines somehow thrive in the dark corridors of Ker Nethalas: Into the Midnight Throne, devouring anything that comes too close to their tendrils.
Exploring Ker Nethalas
Ker Nethalas is a vast tangle of tunnels, rooms, caves, and even structures buried beneath the present-day city of Veldonia, capital of the Kingdom of Alderworth. Unfortunately, every known access point is blocked or fiercely guarded. Your only hope, then, lies in pressing onward into the depths, in search of some eventual way out, further from the surface.
Ker Nethalas is structured into Domains. A Domain is a group of rooms and corridors governed by an Overseer. These are terrible and brutal creatures that you might need to defeat if you wish to continue your journey, and which affect the Domain through their unique power and influence. A Domain does not necessarily mean a level; sometimes the transition from one Domain to another is a simple corridor, while other times it might be a set of stairs going down, or a tunnel going up. The necropolis is a true labyrinth, and trying to understand the logic behind its structure is futile. Some say Ker Nethalas is cursed by the ancient magic of its builders, causing it to shift and change as though it were alive, making any true cartography an impossible task.
Light Source
Ker Nethalas is a dark place. Not only are natural sources of light extremely rare there, but the darkness itself seems alive and spreads like a mist, clouding your sight and your mind. This is why you must always have a light source with you. Torches, oil lamps, even spells will do the trick — as long as you are not plunged into darkness, you'll be fine.
- You must have a free hand to hold a torch or a lamp. Only spells, belt lamps, and similar items allow you to bypass this constraint.
- A regular torch or lamp will stay lit for 20 rooms. Use the light source tracker on your character sheet to keep track of this.
- If you run out of a light source, your character will be Blinded. They must also succeed at a Resolve check every time they enter a new room, or lose 1 Sanity.
Mapping the Domains
To explore Ker Nethalas, you will need a map. The recommended approach is to build it room by room as you go, with the help of the instructions found in this chapter, but you are free to take any pre-existing map and explore it, as long as you only take its layout into account and not its content and encounters; those will be detailed through the rules presented in this book.
If you intend to use the map-building rules found in this chapter, all you need is a pencil and a sheet of paper. If you want to be precise, you can use graph paper, but it isn't really necessary.
- Roll on the Room & Corridor Shape table to find out what the room or corridor you are entering looks like. This is done by rolling D100: a result of 1-25 means you have encountered a corridor, while a roll of 26-100 is always a room. If you are drawing the Domain's map (as you should), feel free to rotate this new room or corridor and align it however you like, always making sure to match an entrance to the door your character is currently passing through. If the room you just rolled causes the Domain to no longer have any potential rooms or corridors to explore, reroll until you get a room or corridor with more than one entrance.
- If you want a description of the room or corridor you have just discovered, roll on the Room or Corridor Description tables. This step is purely for atmosphere, however, and will only add a bit of context or ambiance.
- If this is the first room or corridor of a new Domain, the first thing to do is determine who the Overseer is (page 165), and what modifier it applies to all creatures in the Domain. This is done by rolling on the Overseer's Influence table on page 87. This roll is only made once, at the start of each Domain. If you defeat the Domain's Overseer, all opponents there lose their reinforcements.
- Every time you place a new room, you must make a Lair check, in order to find where this Domain's Overseer is. This is done via the Usage Die rules explained on page 64, with the starting die being a D12. Once you reach the final stage (a result of 1-2 on the D4), it means you have found the Domain's Overseer. You are not required to fight it immediately, and may continue exploring the rest of the Domain.
Once the Overseer's lair has been located, the Lair check is no longer necessary. Instead, you will make Domain Exit checks every time you enter a new room or corridor. This is done via the Usage Die rules, with the starting die being a D8. Once you reach the final stage, it means you have found the Domain's exit point. You may then abandon the Domain and move on to the next, or turn back and finish any unfinished business you might have in the current Domain — finding a Domain Exit does not mean the current Domain is over; you can theoretically continue exploring the same Domain indefinitely by generating new rooms.
A Domain Exit behaves like any other normal room or corridor, so make all the usual checks (Tension Die, Encounter, etc.). You are free to move between the different Domains of the necropolis you have discovered as you wish.
Once you have determined whether this is an ordinary room or corridor, or the Domain's exit, make a Tension Die check (as described on page 106).
Next, you must see if there is a combat encounter in this room or corridor. Roll D20: if it is a room, a result of 10+ means you have encountered some sort of enemy. For corridors, you will only face combat encounters on a roll of 15+. If the room is the Overseer's Lair, you do not need to check for combat encounters.
Finally, and this should not be skipped, if you have entered a room and there was no combat encounter, you must roll on the Events table.
Retracing Your Steps
If for any reason you need or want to return to an area of the Domain you have already explored, passing through rooms and corridors already cleared, you may do so. You must still roll the Tension Die every time you enter a room or corridor, and your light source will be spent as usual, but you do not need to check for combat encounters or roll on the Events table.
Overseer's Influence
| D10 | Effect |
|---|---|
| 1 | Robust: Immune to critical hits |
| 2 | Vital: +D4 Health/5 per character level |
| 3 | Frenzied: +2 damage |
| 4 | Skilled: +10 Combat Skill |
| 5 | Mage Scourge: +10 Magic Resistance |
| 6 | Resilient: Resistant to 1 random damage type. Roll on the Damage Type table on page 206 |
| 7 | Corruptor: Every time the creature deals 3+ damage in a single attack, the target must succeed at a Resolve check or lose 1 Sanity |
| 8 | Unstable: Deals D8 Arcane damage upon dying |
| 9 | Alert: +20 Vigilance |
| 10 | Piercing: Gains the Penetrating (1) Trait. Can stack with other instances of the same Trait |
Corridor Description
| D20 | Description |
|---|---|
| 1 | The air is thick with ancient dust, and the walls are draped in cobwebs. Faint echoes of distant footsteps can be heard. |
| 2 | Flickering torches cast unsettling shadows on the stone walls. The air is damp, and the occasional drip of water can be heard. |
| 3 | The tunnel is barely wide enough for a single person to pass through. The walls are lined with ancient burial niches, some of which have been disturbed. You don't know whether it was from the inside or the outside... |
| 4 | Thick moss covers the damp stone walls, giving the corridor a strange green glow. The sound of dripping water echoes everywhere. |
| 5 | The passage is partially blocked by a rockfall, with rubble and debris scattered across the floor. Faint light filters through cracks in the ceiling. |
| 6 | The walls are adorned with elaborate funerary bas-reliefs and carved epitaphs. The air feels heavy with the presence of the long dead. |
| 7 | The narrow stone hall winds and turns, disappearing into darkness. The hall seems to have a slight downward slope, and it feels worn and slippery. |
| 8 | The air here is stale, and the sound of rats scurrying can be heard in the distance. |
| 9 | An unsettling silence fills this corridor, broken only by the faint whispers of long-dead spirits. The air is heavy with an otherworldly stillness. |
| 10 | Strange luminescent mushrooms cover the walls, casting an ethereal glow. The tunnel winds, creating a troubling sense of disorientation. |
| 11 | This wide corridor is lined with imposing statues and ornate sarcophagi. Faded tapestries hang from the ceiling, telling stories of ancient sovereigns. |
| 12 | The tunnel is partially flooded with water, small ripples disturbing its still surface. A faint smell of decay permeates the air. |
| 13 | A hidden alcove branches off from the main passage, housing a forgotten altar or small shrine. Dust-covered offerings rest there, untouched. |
| 14 | Strange symbols are carved into the walls of this hall, perhaps indicating directions. |
| 15 | The walls of this tunnel bear burn marks, evidence of a past fire or magical explosions. The air carries a faint smell of burnt wood and stone. |
| 16 | Time and decay have taken their toll on this corridor, with crumbling walls and ceilings. It seems unstable and prone to collapse. |
Room Description
| D100 | Description |
|---|---|
| 01 | Rusted iron chains hang from the walls, and the floor is littered with the remains of those who suffered an unspeakable agony. |
| 02 | This royal chamber is filled with broken marble thrones, a brutal reminder of the empire's fallen rulers and the shattered legacy they left behind. |
| 03 | Unsettling murmurs fill the air in this dimly lit crypt, where the tormented spirits of the empire's cursed rulers still wander in eternal restlessness. |
| 04 | The stone altar at the center of the room is covered in dried blood, a chilling testament to the dark rituals once performed here. |
| 05 | A vast network of burial niches houses the remains of countless forgotten souls, their existence erased from history. |
| 06 | Chains of every size hang from the ceiling, their rattling echoing like a haunting melody in this room of imprisonment. |
| 07 | Sculptures of grieving figures adorn the walls, each seemingly frozen in an eternal state of sorrow and despair. |
| 08 | The room is perpetually shrouded in darkness, where even torches struggle to dispel the oppressive gloom. |
| 09 | Tombstones and coffins line the walls, bearing the names of lovers separated by death, eternally longing for the other's embrace. |
| 10 | Useless trinkets and baubles lie scattered about, remnants of the once-great Vaelorian Ascendancy, now reduced to forgotten relics. |
| 11 | This room seems to have been carved by a water source over millennia, as every surface is smooth and slippery. |
| 12 | An opulent throne sits empty at the center of this chamber, surrounded by dust and decay, a symbol of the empire's fallen glory. |
| 13 | Echoes of anguished screams resound in this room, as if the walls themselves mourn the tragedies that unfolded here. |
| 14 | Foul, withered plants and skeletal trees twist and reach toward a sunlight that will never touch them. |
| 15 | A room of absolute blackness that gives the illusion of extending infinitely downward, leaving those who enter with an overwhelming sense of dread. |
| 16 | This crypt houses the remains of those condemned to eternal damnation, their souls trapped forever in this unholy place. |
| 17 | A massive, menacing statue dominates the room, depicting a malevolent deity once worshipped by the empire's rulers. |
Events
| D100 | Event |
|---|---|
| 1-10 | There is a trap in this room. Roll on the Traps table and follow the usual procedures. |
| 11-20 | There is something of value here. Roll on the Loot table. |
| 21-30 | You have found a merchant. See page 221 to learn more about them. |
| 31 | Altar of Sacrifice — Dyxemis. This altar is dedicated to the Vaelorian god of Pain. Sacrifice 1 Health to gain +5 max Toughness for the next D10+2 rooms/corridors. |
| 32 | Altar of Sacrifice — Voteus. This altar is dedicated to the Vaelorian goddess of War. Sacrifice 1 Health to gain +10 to all attack rolls for the next D10+2 rooms/corridors. |
| 33 | Altar of Sacrifice — Udall. This altar is dedicated to the Vaelorian goddess of Fury. Sacrifice 1 Health to gain +D4 Fire damage for the next D10+2 rooms/corridors. |
| 34 | Altar of Sacrifice — Koias. This altar is dedicated to the Vaelorian god of Magic. Sacrifice 1 Health to gain +5 max Aether for the next D10+2 rooms/corridors. |
| 35 | Altar of Sacrifice — Keasis. This altar is dedicated to the Vaelorian goddess of Peace. Sacrifice 1 Health to recover D4 Sanity. |
| 36 | The floor and ceiling above you shake and rumble, and you are covered in dust and pebbles. Make a successful Endurance check to avoid gaining 1 Exhaustion. |
| 37 | A voice rises within you, making you wonder why you bother carrying all these coins when you have no use for them down here. Make a successful Resolve check or lose D100¢. |
| 38 | You enter a room entirely filled with human bones, a veritable wall of femurs and skulls. Make a Resolve check to avoid losing 1 Sanity. Unfortunately, the pile seems far more unstable than you initially thought: make a Dodge check. If you succeed, you gain 10 XP and may roll on the Loot table, discovering something valuable beneath the bones. If you fail, you take 2D6 Blunt damage. |
| 39 | You find strange markings on the walls and floors. Make a Reason check: if you succeed, you gain 10 XP, as you gain a better understanding of the nature of this place and its inhabitants. If you fail, you are so distracted by the markings that you don't realize you are being attacked. Roll on the Combat Encounter table — the enemy has surprised you! |
| 40 | It appears a massacre took place here very recently, as the mutilated remains of several people are visible, scattered throughout the room. Every time you enter this room, you must make a Resolve check to avoid losing 2 Sanity, but you may attempt to search it twice. |
Search
Your only chance of escaping Ker Nethalas alive is to search every corner of this cursed place for resources that might be useful to you. Every time you enter a room, you may make a Search check; if you succeed, you may roll on the Search table. Only one Search check is allowed per room.
A critical success on a Search check lets you add +5 to the roll on the Search table (if you wish). Conversely, a critical failure on a Search check means you made a lot of noise while searching the room, attracting unwanted attention. Roll on the Combat Encounters table on page 119.
Search Table
| D20 | Result |
|---|---|
| 1 | You discover macabre remains. Make a successful Resolve check or lose 1 Sanity. |
| 2 | You find nothing of interest. |
| 3 | You discover D20¢. |
| 4-11 | You find D4 Crafting Supplies. |
| 12 | You discover 2D20¢. |
| 13-18 | You find D4 Cooking Ingredients. |
| 19 | You discover D100¢. |
| 20 | Roll on the Loot table (page 196). |
Doors, Containers & Traps
Doors & Containers
While exploring Ker Nethalas, you will come across doors and, if you're lucky, chests or other similar containers, which may hold loot and valuable items. Unfortunately for you, it isn't uncommon for these to be locked, or even trapped.
- Determine whether the door or container is locked by rolling D20: Door: a result of 12+ means it is locked. Container: a result of 10+ means it is locked.
- Determine the lock's difficulty by rolling on the Random Difficulty table on page 63. This modifies the character's Larceny skill on any attempt to open it. This requires a lockpick.
After (and only after) deciding to pick the lock (whether it is locked or not), you must see if it is trapped by rolling D10. A result of 7 or higher means it is indeed trapped.
If the lock is trapped, you must make a Perception check to see if you detect it in time. If you succeed at the check, you may attempt to disarm the trap with a Larceny check (and a Thieves' Kit), but a failure triggers the trap. If you do not detect the trap, this means you triggered it while attempting to open the lock. Roll on the Traps table (page 105).
If a door or container is locked and you cannot pick the lock, you may still force it open. To successfully force open the door or container, you must succeed at an Athletics check. Whether you succeed or not, this makes a lot of noise, triggering a Tension Die check. Each failed attempt increases successive Athletics checks by 20.
Traps
Ker Nethalas is not a place you want to explore without being extremely careful. Besides the many natural dangers and encounters, there are deadly traps in the rooms and corridors that can eliminate you if you don't spot them in time. When your character encounters a trap, follow these steps:
Make a Perception check. This is modified by how well-hidden the trap is, which must be randomized by rolling on the Random Difficulty table. A failure means you triggered the trap.
If you spot the trap before triggering it, you may try to disarm it. This requires a Thieves' Kit and a successful Larceny check. Again, roll on the Random Difficulty table to determine how well the trap is set. Failing this check triggers the trap.
- If you simply want to avoid the trap and leave it as it is, you may make the skill check associated with that trap, as shown on the Trap Effect table. If you do this, you may only leave the room if you are already in it, and cannot search it. Every time you enter this room, you must make the same skill check to avoid triggering the trap, but it becomes an Easy task (+10). If the trap was placed on a door or container, you may simply bypass it, ignoring it.
- As a last resort, you may choose to voluntarily trigger a trap, while trying to get out of harm's way. This requires succeeding at an Impossible (-30) Dodge check, and you must also make a Tension Die check. If you manage it, the trap is now harmless and you may enter the room or interact with the container without risk.
Trap Effect
| D10 | Check to Avoid | Effect |
|---|---|---|
| 1 | Dodge | Arrows shoot out from a hidden location, dealing 2D10 Piercing damage to the character who triggered it. |
| 2 | Dodge | The character steps on a hidden bear trap. They take 3D6 Piercing damage. |
| 3 | Dodge | A net trap suddenly ensnares the character, who becomes Entangled. Each attempt to break free (a Demanding task) increases their Exhaustion by 1, unless aided by another character. |
| 4 | Dodge | A volley of small poisoned darts strikes the character, who becomes Poisoned unless they succeed at an Endurance check. The darts deal 2D4 Piercing damage. |
| 5 | Acrobatics | The character falls into a pit, concealed by a trapdoor. The pit is filled with spikes, dealing 3D4 Piercing damage. |
| 6 | Dodge | A swinging blade strikes the character, dealing D20 Slashing damage. |
| 7 | Athletics | A noxious gas is released, filling the chamber. All characters must succeed at an Endurance check or immediately take 2D4 Poison damage. |
| 8 | Acrobatics | A fireball fills the room, dealing 2D6 Fire damage to all characters. |
| 9 | Dodge | Some kind of alarm (mechanical, magical, or otherwise) attracts the attention of one of the place's inhabitants. Roll on the appropriate Combat Encounter table. |
| 10 | Athletics | A torrent of water fills the room, threatening to sweep the characters away and slam them into the walls, dealing 3D4 Blunt damage. |
The Tension Die
Moving through the labyrinth of crypts and tunnels of the Midnight Throne will sooner or later attract the attention of abominations and wandering creatures, especially if you are not careful. To track these roaming dangers, we use the Tension Die. When you make a Tension Die check (which is clearly defined by the current circumstances your character finds themself in), you must roll the currently assigned die value. On a result of 1-2, the Tension Die decreases in value, as explained in the Usage Die rules on page 64.
D8 → D6 → D4
The Tension Die always starts at D8, and resets to D8 after rolling a 1-2 on the D4, which triggers a roll on the Rising Darkness table. Rising Darkness events only affect a single Domain, but remain in play for that Domain, so keep this in mind if you return to it later. Every time you enter a new Domain for the first time, reset the Tension Die to D8.
The following circumstances will trigger a Tension Die check:
- Moving from one room (or corridor) to the next.
- Making noise.
- Specific circumstances, triggered by certain events or creatures.
Rising Darkness
| D100 | Effect |
|---|---|
| 01-02 | A chorus of howls fills the air. All "Animal" opponents receive +10 Combat Skill. |
| 03-04 | The shadows lengthen around you. Make a Resolve check. If you fail, you lose 1 Sanity per active Rising Darkness event. |
| 05-06 | The severity of your wounds resonates deep within you. If you are not fully healed, you take D6 Psychic damage. |
| 07-08 | You slowly lose control of your own mind. If your Sanity is not at its maximum, you automatically lose 1 Sanity. |
| 09-10 | You feel your mind being drained. Reduce your max Aether by D4. |
| 11-12 | The very air you breathe conspires against your survival. Reduce your max Toughness by D6. |
| 13-14 | You hear a distant rumble and feel a freezing gust of wind. All "Elemental" opponents receive +10 Combat Skill. |
| 15-16 | Did you hear that? They're coming for you. Every time you Catch Your Breath, not only do you decrease the Tension Die by one step, but you must also immediately make a Tension Die check. |
| 17-18 | Your hands are shaking too much. Reduce your Camp check roll by 1. |
| 19-20 | No matter how hard you try to focus, you just can't. You can no longer Attune at camp. |
| 21-22 | Your mind seems weaker. Reduce your Magic Resistance by 5. |
| 23-24 | There is a shift in the astral currents. All "Astral" opponents receive +10 Combat Skill. |
| 25-26 | You turned too abruptly and banged your hip against a corner. Make a Belt check. |
| 27-28 | This place... it knows, and it's watching you. Make a Resolve check. If you fail, you lose D4 Sanity. |
| 29-30 | You need a break. You can barely keep your eyes open. The next time you are attacked, your opponent surprises you. |
| 31-32 | A dark, oppressive will fixes itself upon your party. Roll D6 for each Companion you have. A result of 1 means it is destroyed. If you have no Companions, you take D20 Psychic damage. |
| 33-34 | A crescendo of screams and howls suddenly fills the halls. Cancel all other active effects caused by Rising Darkness. For each effect cancelled this way, you lose 1 Sanity and 1 Health. |
| 35-36 | Vines and roots suddenly seem to grow all around you. All "Plant" opponents receive +10 Combat Skill. |
Rest & Camp
Catching Your Breath
Whatever kind of training you received before being thrown into Ker Nethalas, you will sooner or later need a break, even a short one. This is called Catching Your Breath, and it lets you recover D10 Toughness, 1 Health, and reduce your Exhaustion by 2. Unfortunately, this reduces your light source by 5, and the Tension Die by one step.
Setting Camp
Sooner or later, you will need to take a real break. Hours of combat and constant tension will wear down even the most hardened warriors, and your body can only withstand so much punishment before giving way. To do this, you will need to set up camp. This involves securing a room (since trying to sleep without knowing what kind of abomination will wander into your camp is far from relaxing), tending to your wounds, and preparing what you need to continue. As with everything in Ker Nethalas: Into the Midnight Throne, setting up a proper camp has a price: the more effort you put into barricading and outfitting your camp, the better you will rest and the safer you will be, but the more Exhaustion you will accumulate while doing so. Each activity in the following list has an Exhaustion cost, so although the idea of trying to set up a perfectly safe camp and prepare as many supplies as possible may be tempting, you will need to balance your needs and decide on the best course of action.
The Camp Check
Once you decide you are done barricading your camp and it is time to do something else or go to sleep, you must make a Camp Check. The Camp Check reflects how well you managed to reinforce the room, how quiet you were, and even your luck (good or bad) — after all, you can do everything correctly and a monster may still decide to wander into your camp. A Camp Check is only made once, after you have finished setting up camp and completing all the activities you wanted to do at camp.
To make a Camp Check, you must roll D20: a result of 10+ means everything is fine, and you rested safely. A failure triggers a roll on the Encounter table (page 119), and halves all camping benefits (rounded down).
Setting up camp consumes 1x Ration. Not having rations halves all camping benefits (rounded down).
Camp Activities
- Attune: If you have a magic item you want to use and an Attunement Crystal, you may spend it to be able to benefit from the magic item's properties. This costs you 1 Exhaustion for each magic item you attune to.
- Barricade: You have seen what kinds of horrors populate this place, and you don't want to wake up with one of those things gnawing on your face. For each 1x Crafting Supplies spent to reinforce the place, you gain 1 Exhaustion, but you may add 5 to your Camp Check roll.
- Cook: Turn all those Cooking Ingredients you found into real, edible food. For each 1x Cooking Ingredient you spend, you gain 1x Rations. Crafting any amount of Rations gains you 1 Exhaustion, and reduces the Camp Check roll by 1.
- Craft Bandages: You may turn 1x Crafting Supplies into 1x Bandages. Crafting any amount of Bandages gains you 1 Exhaustion, and reduces the Camp Check roll by 1.
- Craft Lamp Oil: You may turn 2x Crafting Supplies into 1x Lamp Oil. Crafting any amount of Lamp Oil gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
- Craft Ritual Ingredients (Ritualist only): You may turn 5x Crafting Supplies into 1x Ritual Ingredients. Crafting any amount of Ritual Ingredients gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
- Craft Torches: You may turn 1x Crafting Supplies into 1x Torches. Crafting any amount of Torches gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
- Heal a Condition: Spend 1 Bandage per condition (Poisoned, Bleeding, etc.) to remove it. Increase your Exhaustion by 1.
- Repair: You spend 2x Crafting Supplies to repair a single piece of equipment. No matter how many pieces of equipment you repair, your Exhaustion increases by 2, and you must reduce your Camp Check roll by 2.
- Rest: You choose to do nothing but rest. You cannot undertake any other camp activity, but you reduce your Exhaustion by 5, heal +1 Health, and increase your Camp Check roll by 2.
- Swap Mastery Amulets: If you possess two or more amulets that give you access to different Masteries, you may swap them at camp. This has no cost, and only takes a moment as you adjust to the new Abilities.
Benefits
In addition to being the only place where you can craft and cook, resting at a camp is the only way to recover from and remove harmful states.
- Regain all lost Toughness.
- Regain 1 Health.
- Regain D4 Sanity.
- Reduce Exhaustion by 10.
Potions
The Vaelorian Ascendancy was mainly known for its necromancy and its affinity for dark sorcery, but its alchemists were among the first to formulate many of the procedures and systems that are common today throughout the Kingdom of Alderworth and beyond. It is not uncommon to come across alchemy laboratories in Ker Nethalas, and potions or concoctions of all kinds are also a common find. Of course, time is not a friend to these delicate creations, and it is very likely that the potions you find will either be useless or have a different effect than originally intended. After identifying a potion of any kind, roll on the Potion Aging table to see its effects.
When you find a potion, you must make a Medicine check to learn its effects. If you fail, your only chance is to try the potion and see what happens... This is why you must only determine the type of potion after succeeding at a Medicine check or drinking it. For a complete list of potions and their effects, go to page 203.
Potion Aging
| D20 | Effect |
|---|---|
| 1-2 | The potion has turned into poison. Succeed at an Endurance check or become Poisoned. |
| 3-4 | The potion has become extremely unstable, and explodes as soon as you open it. You take 2D4 Blunt damage. |
| 5-6 | The potion has lost all its potency. No effect after drinking it. |
| 7-10 | The potion has lost some of its potency. Its effects only last 50% as long as they should, and their effectiveness is halved. |
| 11-17 | The potion works as intended. |
| 18-19 | The potion has been refined by time. Its effects last 50% longer and their effectiveness is doubled. |
| 20 | The potion has been completely enhanced, making its effects permanent. |
Personal Objectives
Beyond simply surviving, you may set goals for your character while exploring the endless labyrinth of Ker Nethalas. Personal Objectives will require your character to manage different types of situations, hunt certain kinds of creatures, or master particular skills.
Only two Personal Objectives may be pursued at once, and once chosen, they cannot be changed. As soon as you complete one, however, you are free to choose another one from the list of those available. Be aware that Personal Objectives generally take a long time — several Domains or gaming sessions — to complete. After completing a Personal Objective, your character will receive a corresponding reward that generally has a lasting effect.
Objective recommendation. We strongly recommend choosing the "Overseer Defeated" Personal Objective as your first objective, as the reward will give you access to a third Mastery. Each Personal Objective can only be taken and completed once.
| Personal Objective | Objective | Rewards |
|---|---|---|
| Acid Damage Expert | Deal 200 Acid damage | Gain 1 Acid damage reduction |
| Air Damage Expert | Deal 200 Air damage | Gain 1 Air damage reduction |
| Annihilator | Defeat 1,000 opponents | +D4 Psychic damage to all attacks |
| Arcane Damage Expert | Deal 200 Arcane damage | Gain 1 Arcane damage reduction |
| Astral Scourge | Defeat 100 Astral opponents | Triple the damage dealt with a critical hit against "Astral" opponents |
| Beast Hunter | Defeat 100 Animal opponents | Triple the damage dealt with a critical hit against "Animal" opponents |
| Master of Slashing Weapons | Defeat 50 opponents with the Slashing Weapons skill | +1 damage when wielding a slashing weapon |
| Blunt Damage Expert | Deal 200 Blunt damage | Gain 1 Blunt damage reduction |
| Master of Blunt Weapons | Defeat 50 opponents with the Blunt Weapons skill | +1 damage when wielding a blunt weapon |
| Botanical Exterminator | Defeat 100 Plant opponents | Triple the damage dealt with a critical hit against "Plant" opponents |
| Brawler | Defeat 50 opponents with the Unarmed Combat & Brawling Weapons skill | +1 damage when wielding a brawling weapon or completely unarmed |
| Cold Damage Expert | Deal 200 Cold damage | Gain 1 Cold damage reduction |
| Decapitate the Command | Defeat 20 Overseers | When you face an Overseer, it is Stunned during the first round of combat |
| Demon Scourge | Defeat 100 Demon opponents | Triple the damage dealt with a critical hit against Demon opponents |
| Earth Damage Expert | Deal 200 Earth damage | Gain 1 Earth damage reduction |
| Elemental Vanquisher | Defeat 100 Elemental opponents | Triple the damage dealt with a critical hit against Elemental opponents |
| Fire Damage Expert | Deal 200 Fire damage | Gain 1 Fire damage reduction |
| Hoarder | Obtain 10,000¢. You do not need to hold this amount all at once | Merchants will buy up to 5 items from you at full price |
Combat Encounters
Sooner or later, you will have to face some abomination or strange creature trying to make you its next meal, or simply wanting to kill you because that's all it was made for. When you come across such a combat encounter, refer to the rules presented in this chapter to understand what you are facing, how they act, and any other necessary detail.
Opponent Type
All opponents are classified by their type: Animal, Astral, Plant, Demon, Elemental, Undead, Humanoid, Construct. While most have a single type, some may have a combination of two, such as "Elemental Construct," or "Undead Plant."
Combat Encounter Difficulty
As you level up, the enemies you face will become tougher and more cunning: your character's level (⅃) directly influences enemy statistics. Every stat block found in this chapter has an entry called "Level Scaling"; when you prepare to face a combat encounter, you must apply all the changes listed there to scale the creature to your current level. Most creatures will simply have their Health and Combat Skill increased, but some will gain new Traits as your level increases.
Example: Herakos, a level 3 character, is about to face an Abyssal Tormentor. Herakos's player checks the Tormentor's stat block's Level Scaling section, and learns that for every level Herakos has, the creature gains +1 Health. The creature becomes meaner past level 5, but since Herakos is a level 3 character, this means the demon only gains +3 Health, for a total of 5.
All adjustments to a creature's stat block are cumulative, so if you encounter a level 11 opponent, you must apply all the listed changes; that is, both the level 5 and level 10 adjustments.
In the same way that a PC's harmful Abilities and actions only affect their enemies, all harmful effects and area attacks resulting from a monster's actions only affect PCs and their allies.
Multiple Targets
When an opponent is faced with the decision of who to attack, because you are accompanied by friends or servants, try to distribute the number of opponents evenly among your party members. Randomize when in doubt.
Creature Stat Block
Each of the creatures described in this chapter shares a set of common characteristics. In the same way that your character's details are a sum of their skills and Masteries, the opponents you face have different values in the following categories. The set of these categories and their values is known as a "stat block."
- Athletics: This is used when your Abilities require an opposed check against your target's physical prowess.
- Vigilance: Every creature in Ker Nethalas has some way of seeing and detecting the dangers around it. Vigilance is mainly used to determine who acts first in combat.
- Combat Skill: This is the number you must use when the creature attacks or defends.
- Endurance: This defines a creature's ability to resist the consequences of substances and effects that directly attack its constitution.
- Health: The amount of damage a creature can take before dying or being destroyed.
- Hit Location: This indicates which of the Hit Location tables presented on page 69 you must use when attacking this creature. It also marks the creature's Weak Point with the "❣" icon.
- Level Scaling: This section lists the changes you must make to the creature's stat block to scale it to your current level.
- Magical & Physical: Actions marked as "Magical" require a Magic Resistance check to avoid. Actions marked as "Physical" require an opposed combat check.
- Magic Resistance: When you attack a creature with a magical Ability, they can generally attempt to resist it by succeeding at a Magic Resistance check.
- Number: Some opponents will come in groups. When this is the case, track their Health, attacks, and other details separately.
- Loot: This tells you which table to roll on to find out if the creature had something of value. Some creatures will tell you directly what you gain after looting them, instead of pointing you to one of the Loot tables.
- Trait: Some creatures have unique Traits that can help them during combat.
- Type: An opponent's type defines which category or family of creatures it belongs to.
Creature Traits
- Alert: This creature cannot be surprised in any way. This Trait overrides any Ability, equipment, or effect that might allow PCs to always surprise their opponents.
- Frightening: A Frightening creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 1 Sanity. Only one check per round is necessary, no matter how many Frightening creatures are present in the room.
- Horrifying: A Horrifying creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 2 Sanity. Only one check per round is necessary, no matter how many Horrifying creatures are present in the room.
- Pack: The creature receives +5 Combat Skill for every other Pack creature still alive in the room.
- Penetrating (X): This creature's attacks ignore an amount of armor points equal to the X value.
- Relentless (X): This is a Trait reserved for Overseers, which grants them a number of extra Standard Actions per round equal to the X value.
- Savage: This is a Trait reserved for Overseers. Characters cannot parry (i.e., use their weapon skill against) the Overseer's attacks; they may only use their Dodge skill to avoid them.
- Swift: The creature ignores all negative Reaction modifiers.
- Undead: A creature with this Trait is Immune to Charm, Poison, and Disease, Restored by Necrotic damage, and Vulnerable to Sacred damage.
- Venomous: When you are wounded by this creature, you must succeed at an Endurance check or receive the Poisoned (1) condition.
Combat Encounters — General
| D6 | Result |
|---|---|
| 1-3 | Combat Encounters — Table A |
| 4-6 | Combat Encounters — Table B |
Combat Encounters — Table A
| D20 | Creature |
|---|---|
| 1 | Abyssal Tormentor |
| 2 | Amalgam |
| 3 | Artificial Armor |
| 4 | Astral Beast |
| 5 | Blade-Wings |
| 6 | Blood Tracker |
| 7 | Bone Golem |
| 8 | Bone Spiders |
| 9 | Cave Leech |
| 10 | Carrion Ants |
| 11 | Death Sage |
| 12 | Withered Crypt Guards |
| 13 | Dwerax |
| 14 | Fang-Vine |
| 15 | Flayed Knight |
| 16 | Molten Flesh Ooze |
| 17 | Giant Spider |
| 18 | Hive Larvae |
| 19 | Hive Warrior |
| 20 | Hollow Stumbler |
Combat Encounters — Table B
| D20 | Creature |
|---|---|
| 1 | Living Moss |
| 2 | Necropede |
| 3 | Void Demon |
| 4 | Plague Bearer |
| 5 | Pyre-Born |
| 6 | Ratfolk Raiders |
| 7 | Razor-Jaw |
| 8 | Reanimated Homunculus |
| 9 | Rot Walkers |
| 10 | Stone Guardian |
| 11 | Swarmer |
| 12 | Tomb Crawler |
| 13 | Shadow Demon |
| 14 | Unbound Familiar |
| 15 | Vaelorian Mage |
| 16 | Vinekeeper |
| 17 | Voidweaver |
| 18 | Vorleg |
| 19 | Spectral Skull |
| 20 | Wrath Elemental |
Abyssal Tormentor
From the darkest depths of the abyssal realms, the Abyssal Tormentor emerges as a sadistic and tormenting entity, a malevolent demon specialized in inflicting excruciating pain upon its victims. Its monstrous form is wrapped in an aura of oppressive darkness. It wields an arsenal of arcane chains that twist and lash like serpents, each link infused with a cursed enchantment designed to bind and torment its prey. In combat, an Abyssal Tormentor unleashes a terrifying chain attack, ensnaring its victims with its spectral bindings, pulling them closer to experience the full force of its power. The chains coil tightly around their bodies, inflicting an agonizing and endless torment that leaves the unfortunate souls broken and withered.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 40 | 30 | 40 | 2 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Torso) | 40 | 60 | Loot table |
Trait: Frightening
Level Scaling: +1 Health/⅃. Past level 5: +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Chain Whip (Physical): The Abyssal Tormentor extends its ethereal chains and makes a deadly attack against a target. On a success, the target takes D6 Piercing damage and must succeed at an Athletics check or be knocked Downed. |
| 3-4 | Tormenting Bind: The Abyssal Tormentor targets a creature it can see and attempts to wrap its chains around the creature's body. The target must succeed at a Dodge check or be held by the chains, becoming Entangled. At the start of the target's turn, they take D8 Necrotic damage as the chains tighten and torment them. |
| 5-6 | Abyssal Withering (Magical): The Abyssal Tormentor focuses its malevolent power on a target, who must succeed at an Endurance check or have their vitality drained. On a failure, the target takes D10 Necrotic damage and their maximum Health is reduced by the amount of damage taken. This reduction lasts until the target completes a rest at camp. |
Amalgam
Amalgams are undead creatures, formed from the assembly of several corpses bound together by dark magic. Their swollen, deformed body reveals a disturbing combination of rotting flesh. Disjointed limbs and body fragments jut out at unexpected angles, held together by desiccated tendons that seem ready to give way. Their heavy movements are slow but steady, making the ground vibrate under their weight. A strong smell of decay accompanies them, a discreet reminder of their unholy nature.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 20 | 40 | 60 | 7 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 40 | 30 | Loot table |
Trait: Frightening, Undead
Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Macabre Strike (Physical): The Amalgam swings one of its massive limbs at a target in a brutal, sweeping motion, dealing D8 Blunt damage. |
| 3-4 | Necrotic Eruption: The Amalgam's rotting flesh pulses with necrotic energy as it releases a burst of dark power. All creatures in the room must succeed at an Endurance check or take D6 Necrotic damage. |
| 5-6 | Dismembering Blow (Physical): The Amalgam focuses its assault on a single target, attempting to tear it apart. It makes a melee attack against the target, dealing D10 Slashing damage. If the attack hits, the target must succeed at an Athletics check or be knocked Downed and Entangled as the Amalgam's gnarled appendages ensnare it. |
Armor Construct
Armor Constructs are living enchanted armor, imbued with dark arcane power. This massive, golem-like creature is an imposing sight, made of heavy metal plates fitted together to form the appearance of an armored humanoid figure. Its cold, unyielding surface is adorned with intricate runes and seals, glowing with an otherworldly light. With every step, the ground trembles under its weight, and its powerful gauntleted fists can pulverize solid stone with ease. The Vaelorians bound restless spirits to armor to obtain the perfect sentinel, patrolling and hunting down those who dare intrude upon their creator's domain.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Construct | 1 | 20 | 40 | 60 | 7 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest, Head) | 30 | 30 | Loot table |
Trait: Penetrating (1)
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill, +1 Armor. Past level 10: +D6 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Crushing Fist (Physical): The Armor Construct slams one of its massive fists onto a target with incredible force, dealing D10 Blunt damage. |
| 3-4 | Arcane Shield: The Armor Construct raises its arms, summoning a shimmering arcane shield that grants it temporary Health equal to half its maximum Health. This temporary Health lasts until the start of the Armor Construct's next turn. |
| 5-6 | Runic Strike (Physical): The Armor Construct channels its dark arcane energy into a devastating melee attack. It makes a melee attack against a target, dealing D12 Slashing damage. If the attack hits, the target must succeed at a Magic Resistance check or be Paralyzed for 1 round. |
Astral Beast
Astral Beasts are colossal creatures that shimmer with iridescent hues, a tapestry of stardust and swirling nebulae visible upon their skin. Their mere presence distorts reality, warping the astral fabric and causing small tears within it. When provoked, the Astral Beast wields unfathomable celestial powers, summoning cosmic storms and unleashing torrents of astral energy upon those who dare defy it.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal, Astral | 1 | 20 | 40 | 60 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | 2 (Forequarters) | 40 | 60 | Loot table |
Trait: Penetrating (1)
Level Scaling: Past level 5: +D6 Health, +2 damage, +10 Combat Skill. Past level 10: +D4 Health, +D4 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Celestial Surge (Magical): The Astral Beast summons a surge of celestial energy and releases it in a directed blast, dealing D8 Arcane damage on a hit. |
| 3-4 | Nebulous Shield: The Astral Beast wraps itself in a shimmering nebula, creating a protective barrier. Until the start of its next turn, the Astral Beast becomes Resistant to all damage. |
| 5-6 | Astral Storm (Magical): The Astral Beast channels its cosmic power and unleashes a storm of astral energy on its surroundings. All creatures in the room must succeed at a Magic Resistance check, taking D10 Arcane damage on a failure, or half damage on a success. |
Blade-Wings
Blade-Wings are small bat-like creatures, their thin, sharp wings reflecting the cold light of the moon. Their sleek black fur lets them blend into darkness as they move with speed and agility. They let out a shrill cry as they swoop down on their target, their cutting wings capable of lacerating with precision.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | D4+1 | 70 | 30 | 10 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Winged Biped (❣ Head) | – | 20 | 20 | Resource table |
Trait: Swift
Level Scaling: Past level 5: +1 damage, +10 Combat Skill. Past level 10: +D4 damage, +10 Combat Skill, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Scythe Strike (Physical): The Blade-Wing swoops down on a target, using its razor-sharp wings to lacerate it. It makes a melee attack, dealing D6 Slashing damage on a hit. If the target is wearing light armor or no armor, they are now Bleeding (1). |
| 3-4 | Shadow Dive: The Blade-Wing vanishes into the shadows, increasing its Combat Skill for any defensive check by 30 until its next turn. |
| 5-6 | Shrieking Assault: The Blade-Wing lets out a piercing shriek, destabilizing and distracting all creatures. Affected creatures must succeed at an Endurance check or suffer Disadvantage on their next attack roll. Additionally, the Blade-Wing may then make a melee attack against one of the affected creatures, dealing D6 Slashing damage on a hit. |
Blood Tracker
Blood Trackers are relentless hunters, driven by a constant thirst. Their pale, alabaster skin contrasts with their long fangs, always ready to pierce flesh. They move with surprising speed, striking without warning. When roused, they chain together violent attacks, drawing strength and regeneration from the wounds they inflict.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Humanoid | 1 | 60 | 60 | 30 | 1 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 2 (Chest) | 50 | 60 | Loot table |
Trait: Penetrating (1)
Level Scaling: +1 Health/⅃. Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Bite (Physical): The Blood Tracker lunges at a target, attempting to sink its elongated fangs into their flesh. It makes a melee attack, dealing D6 Piercing damage on a hit. If the attack hits, the target must make an Endurance check or take an additional D4 Necrotic damage as the Blood Tracker's bite saps their vitality. |
| 3 | Blood Frenzy: The next time the Blood Tracker reduces a creature to 0 Health/Toughness with a melee attack, it may use a Reaction to make another melee attack against a different target within range, gaining Advantage on the attack roll. |
| 4-6 | Vampiric Drain (Physical): The Blood Tracker targets a creature, biting it and dealing D8 Piercing damage. The Blood Tracker gains temporary Health equal to half the damage dealt. |
Pestilent Rats
Covered in worn, mottled fur, Pestilent Rats have piercing red eyes capable of intimidating anyone who meets their gaze. Their presence can quickly cause chaos if left unchecked. It is whispered that these unsettling creatures cluster beneath Veldonia, ready to unleash a wave of suffering upon the world.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 3 | 60 | 30 | 5 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | – | 30 | 20 | Resource table |
Trait: Pack
Level Scaling: —
| D6 | Action |
|---|---|
| 1-2 | Bite (Physical): The Withered Rat bites you with its needle-sharp teeth, dealing D6 Piercing damage. |
| 3-5 | Claw (Physical): The Withered Rat claws you, dealing D4+1 Slashing damage. |
| 6 | Rally: The Withered Rat lets out a shrill cry, rousing all Withered Rats in the room and increasing all damage dealt by 1. |
Bone Golem
The Bone Golem is an entity made of bone fragments bound by ancient runes carved into its calcified surface. Its empty eye sockets emit an eerie glow, while its jointed limbs move with astonishing fluidity. Relentless, it displays remarkable strength and resilience, ignoring most attacks with unusual indifference. Advancing with heavy, determined steps, it leaves a trail of ruin behind it, its footsteps echoing at length, a constant reminder of its raw power.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Construct, Undead | 1 | 30 | 60 | 50 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 2 (Chest) | 40 | 30 | Loot table |
Trait: Penetrating (1), Undead
Level Scaling: Past level 5: +4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Crushing Strike (Physical): The Bone Golem raises one of its massive arms and slams it down on a target, dealing D10 Blunt damage on a hit. The target must succeed at an Athletics check or be knocked Downed. |
| 3-4 | Necrotic Grasp (Magical): The Bone Golem extends its skeletal hand, attempting to drain a target's life force. It deals D8 Necrotic damage on a hit, regaining Health equal to half the damage dealt. |
| 5-6 | Shredding Blow (Physical): The Bone Golem strikes a target with its sharp bone edges, attempting to tear through armor and flesh. It makes a melee attack, dealing D12 Slashing damage on a hit. If the target is wearing armor, it is reduced by 1 until the end of their next turn due to the Bone Golem's shredding attack. |
Bone Spiders
Bone Spiders are animated assemblages of bones from multiple creatures, bound together by occult rites into an eight-limbed arachnid structure. Their fangs, carved from the jaws of ancient predators, ooze a venom that numbs the nerves while causing lingering pain. They move without a sound, climbing walls and ceilings with unsettling ease, appearing where least expected, stalking their prey with cold patience and mechanical precision.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Construct, Undead | 3 | 30 | 60 | 60 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Arachnid (❣ Cephalothorax) | 1 (Abdomen) | 30 | 30 | Resource table |
Trait: Undead
Level Scaling: Past level 5: +D4 damage, +1 Armor (all body parts except abdomen). Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Venomous Bite (Physical): The Bone Spider lunges at a target, attempting to sink its razor-sharp fangs into their flesh, dealing D6 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or be Paralyzed for 1 round. |
| 3-4 | Agile Assault (Physical): The Bone Spider moves rapidly across the battlefield, scaling walls and terrain with supernatural agility and attacking, dealing D4 Slashing damage. If the attack hits, the target must succeed at a Dodge check or be knocked Downed. |
| 5-6 | Web Bind: The Bone Spider shoots strands of sticky webbing at a target, attempting to restrain it. The target must succeed at a Dodge check or be caught by the webbing, becoming Entangled. |
Cave Leech
The segmented, slimy body of the Cave Leech stretches for several meters, its mucus-slick shell aiding its fluid progress through underground tunnels. Around its mouth, a crown of sharp fangs can pierce even the sturdiest protection. If it senses a threat, it withdraws in tense silence, coiled upon itself, then bursts out brutally to ensnare its prey and crush it against itself, all while seeking to shred flesh and bone with its powerful jaws.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 60 | 60 | 40 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Serpentoid (❣ Head) | 1 (whole body) | 30 | 30 | Resource table |
Trait: Penetrating (1), Alert
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Constricting Grip (Physical): The Cave Leech lunges at a target, attempting to coil its slimy body around it to crush it. It makes a melee attack, dealing D6 Blunt damage on a hit. If the attack hits, the target becomes Entangled. The target takes D6 Blunt damage at the start of each of their turns as long as they remain Entangled. |
| 3-4 | Razor Bite (Physical): The Cave Leech strikes with its razor-sharp teeth, attempting to pierce the target's flesh. It makes a melee attack, dealing D8 Piercing damage on a hit. If the target is wearing armor, the Cave Leech gains Advantage on the attack roll due to its teeth's ability to gnaw through sturdy protection. |
| 5-6 | Engulfing Devour (Physical): The Cave Leech targets a creature it has Entangled with its Constricting Grip Ability. It opens its mouth wide and attempts to swallow the creature, dealing 2D10 Acid damage. If no creature was affected by Constricting Grip, the Cave Leech instead deals D10 Piercing damage, healing for half the damage dealt. |
Carrion Ants
These monstrous creatures are several times the size of an ordinary ant, their chitinous exoskeleton mottled and decaying. Carrion Ants move with notable speed and coordination, in a relentless quest for fresh corpses to consume. Their large, serrated mandibles are capable of tearing through steel armor, serving as a haunting reminder that even the smallest creatures can pose the grimmest and deadliest threat to the living.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 3 | 40 | 60 | 40 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Insectoid (❣ Head) | 1 (whole body) | 20 | 30 | Resource table |
Trait: Penetrating (1), Pack
Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Chitinous Bite (Physical): The Carrion Ant lunges at a target, its chitinous mandibles snapping shut with incredible force, dealing D6 Piercing damage on a hit. |
| 3-4 | Acid Spray: The Carrion Ant releases a spray of corrosive acid, affecting all characters in the room. Characters must make a Dodge check or take D6 Acid damage. Additionally, a creature that fails the check has its armor reduced by 1 for D4 rounds, as the acid eats away at its protection. |
| 5-6 | Putrid Eruption: The Carrion Ant suddenly swells grotesquely, bursting in a spray of noxious gas and necrotic energy. All creatures in the room must succeed at an Endurance check or take D8 Necrotic damage. On a success, they take half damage. |
Death Sage
Death Sages were once among the most respected figures in Vaelorian society, mage-priests devoted to Kalatha, goddess of the end. Rooted in forgotten rituals, they transcended their mortal nature, becoming withered beings with skeletal silhouettes, wrapped in once-lavish robes. Their intact minds wield the necrotic arts with rigor: targeted hexes, waves of dead energy, direct draining of vital essence. Each spell further anchors them in a suspended state, keeping them between two worlds, witnesses to a faith turned into power.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 60 | 40 | 20 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 30 | 60 | Resource table |
Trait: Undead, Horrifying
Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Necrotic Bolt (Magical): The Death Sage casts a bolt of necrotic energy at a target, dealing D8 Necrotic damage on a hit. The target must also succeed at an Endurance check or have their maximum Toughness reduced by an amount equal to the damage taken until they complete a rest. |
| 3-4 | Crippling Curse (Magical): The Death Sage points a bony finger at a target, unleashing a curse that weakens their movements. The target must succeed at an Endurance check or suffer Disadvantage on combat-related checks for D4 rounds. |
| 5-6 | Life Drain (Magical): The Death Sage targets a creature and attempts to drain its life force. The target must make an Endurance check or take D10 Necrotic damage, and the Death Sage regains Health equal to half the damage dealt. |
Withered Crypt Guards
Withered Crypt Guards are skeletal sentinels tasked with guarding the sacred resting place of the ancient Vaelorian nobility. Their skeletal forms are draped in the tattered remnants of armor, once a symbol of valor and protection, now corroded and withered by the passage of time. When intruders dare to enter, the Withered Crypt Guard rises from its slumber, its hollow bones creaking with unnatural animation. With its sword raised, it unleashes relentless attacks on those who seek to defile the sanctity of the crypt.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 2 | 60 | 40 | 20 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 40 | 30 | Loot table |
Trait: Undead
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill, +1 Armor (all body parts except chest). Past level 10: +D6 Health, +D6 damage.
| D6 | Action |
|---|---|
| 1-2 | Rusted Blow (Physical): The Withered Crypt Guard swings its corroded sword at a target, aiming to weaken their armor. It makes a melee attack, dealing D8 Slashing damage on a hit. If the attack hits, the target's armor is reduced by 1 until the end of their next turn as it begins to rust and deteriorate. |
| 3-4 | Relentless Assault (Physical): The Withered Crypt Guard advances with determined steps, attempting to overwhelm a target with multiple strikes. It makes two melee attacks against the same target, dealing D6 Slashing damage for each hit. |
| 5-6 | Wrath of the Tomb Keeper (Physical): The Withered Crypt Guard channels its guardian spirit and delivers a powerful blow imbued with unholy energy. It makes a melee attack, dealing D10 Slashing damage. If the attack hits, the target must succeed at a Resolve check or become Frightened of the Withered Crypt Guard until the end of their next turn. |
Dwerax
The Dwerax stands as a deformed humanoid, a strange, unbalanced silhouette whose stature surpasses that of a man. Its abnormally long arms hang down to its twisted knees, ending in hands with oversized fingers, curved into hooks capable of crushing a torso in a single motion. Its pale gray skin, dull and porous, absorbs light more than it reflects it, giving its body a troubling, almost unreal presence in the depths of the necropolis. In place of eyes, a large opening takes up half its face — a distended maw lined with irregular, bristling fangs, constantly exposed. This mouth, an organ of perception as much as attack, feels the air, picks up vibrations, and lunges at its target with disarming precision. Every tooth seems to vibrate with a will of its own, sharpened to lacerate without resistance. The Dwerax moves through the darkness with a supple slowness, its footing eerily silent, as though it were gliding rather than walking. It does not hunt: it waits, it listens, it senses — then strikes, never giving its prey time to understand what has found it.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 60 | 60 | 60 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 40 | 30 | Loot table |
Trait: Frightening, Alert
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Clawed Grip (Physical): The Dwerax lunges at a target, attempting to trap it in its cruel, claw-like hands. It makes a melee attack, dealing D8 Slashing damage on a hit. If the attack hits, the target is grappled and Entangled by the Dwerax. The target takes D4 Slashing damage at the start of each of their turns while grappled. |
| 3-4 | Abyssal Bite (Physical): The Dwerax lunges at a target with its gaping maw, attempting to tear through its defenses. It makes a melee attack, dealing D10 Piercing damage on a hit, which ignores all armor. |
| 5-6 | Seismic Strike: The Dwerax strikes the ground with its massive clawed hands, creating a shockwave that radiates outward. All creatures in the room must succeed at an Acrobatics check or be knocked Downed and take D6 Blunt damage. |
Hooked Vine
A Hooked Vine has thick, sinewy roots resembling gnarled tendrils that snake through the ground, seeking the vibrations and scent trails of potential prey. When a living creature unknowingly walks over the Hooked Vine's underground lair, its tendrils burst forth with incredible speed, ensnaring the unfortunate victim with crushing force. Rows of teeth resembling blackened obsidian thorns emerge from the earth, piercing and tearing at its prey, injecting a paralyzing venom that leaves it immobilized. The Hooked Vine then slowly drags its captive underground, where it remains hidden from the outside world, offering a grim hunting ground for the creature's insatiable hunger.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Plant | 1 | 40 | 40 | 30 | 1 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Serpentoid (❣ Head) | 1 (Body) | 30 | 30 | Resource table |
Trait: —
Level Scaling: +1 Health/⅃. Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Ensnaring Grip (Physical): The Hooked Vine's tendrils lash out at a target within range, attempting to ensnare it. It makes a melee attack, dealing D6 Blunt damage on a hit. If the attack hits, the target is grappled and Entangled by the Hooked Vine. |
| 3-4 | Thorned Assault (Physical): The Hooked Vine rapidly thrusts rows of obsidian-like thorns from the ground around a target. The thorns strike the target, dealing D8 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or be Paralyzed for 1 round. |
| 5-6 | Underground Ambush: The Hooked Vine hides underground, its tendrils spread just beneath the surface. On a creature's turn, the Hooked Vine spends a Reaction to burst from the ground with a surprise attack. The target must succeed at a Dodge check or be Entangled by the Hooked Vine's tendrils. The target takes D6 Blunt damage per round while they remain Entangled. |
Flayed Knight
Flayed Knights are the animated remnants of fallen heroes of old, their bodies stripped of flesh, revealing broken and blackened bones. Their silhouette is still covered in the remnants of once-prestigious armor, now stained and disjointed, a mute reflection of a bloody fall. Their bony hand grips a blade worn by time, which they raise without hesitation against any living presence. With every strike, the weapon passes through flesh and bone effortlessly, leaving a trail of icy agony. It is neither justice nor war that drives them, but a residue of ill-contained suffering, a broken will that continues to strike in the name of what they have lost.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 40 | 60 | 50 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 40 | 30 | Loot table |
Trait: Undead
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Spectral Strike (Physical): The Flayed Knight swings its spectral blade at a target, its ethereal form allowing the weapon to pass through armor and resistance. It makes a melee attack, dealing D8 Slashing damage on a hit, which ignores all armor. |
| 3-4 | Haunting Grasp (Magical): The Flayed Knight extends its ghostly hand toward a target, attempting to drain its life force. It deals D6 Necrotic damage on a hit and regains Health equal to half the damage dealt. |
| 5-6 | Vengeful Strike (Physical): The Flayed Knight swings its blade in a wide arc, attempting to cut through several targets within range. It makes a melee attack against two creatures, dealing D6 Slashing damage to each target. If either attack hits and reduces a target to 0 Health, the Flayed Knight regains Health equal to half the damage dealt. |
Flesh-Eater
Emerging from the bowels of forbidden catacombs, Flesh-Eaters surge forth, misshapen masses of worn, distended flesh. Their waxy skin stretches over gnarled bones, streaked with infected openings that pulse with every movement. A row of irregular teeth remains permanently visible, as though carved into a frozen mask. The air around them grows thick with a sour, stagnant smell, a trace of their presence. They move fast, faster than their bodies would suggest, sliding into blind spots with unsettling ease. Their claws crack stone, tear flesh, and pulverize bone. Every attack is precise, methodical, and continues until nothing more moves. In that silence, they feast on what remains, and resume their prowl through the darkness.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 30 | 30 | 45 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 25 | 10 | Loot table |
Trait: Frightening
Level Scaling: —
| D6 | Action |
|---|---|
| 1-2 | Rancid Claw (Physical): The Flesh-Eater lacerates a target with its grotesque claws, dealing D6 Slashing damage. The target must succeed at an Endurance check or be afflicted with a festering wound. At the start of each of their turns, the target takes an additional D4 Necrotic damage until they receive magical healing or combat ends. |
| 3-4 | Grasp: The Flesh-Eater lunges at a target, attempting to engulf it in its rotting embrace. The target must make an opposed Athletics check. On a failure, they are Entangled by the Flesh-Eater, taking D8 Blunt damage at the start of their turn until they break free. |
| 5-6 | Strike (Physical): The Flesh-Eater rears up on its hind limbs, then slams down with considerable force on a target, dealing D10 Blunt damage. |
Molten Flesh Ooze
This ooze is an unstable mass of liquefied flesh and gnawed tissue, its quivering form rippling ceaselessly. Its surface evokes an amalgam of partially dissolved bodies, their distorted features frozen in a rictus of suspended pain. As it crawls, it leaves behind a trail of corrosive fluid mixed with soft bone, soaking the ground with a sterile, acidic residue. The Molten Flesh Ooze feeds on whatever it touches. Its skin burns at close range, its touch consuming flesh and collapsing bone until it becomes a formless sludge. From its folds sometimes seep cries — fragments of voices, muffled moans — remnants of the forms it has absorbed, echoes of a hunger no prey can satisfy.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Elemental, Undead | 1 | 20 | 60 | 40 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| – | – | 30 | 40 | Resource table |
Trait: Undead
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Corrosive Touch (Physical): The Molten Flesh Ooze extends a pseudopod toward a target, attempting to touch and dissolve its flesh. It makes a melee attack, dealing D6 Acid damage on a hit. |
| 3-4 | Putrid Eruption: The Molten Flesh Ooze violently bursts, releasing a cloud of noxious vapor and corrosive fluid around it. Creatures caught in the area must succeed at an Endurance check or take D8 Acid damage and have their Combat Skill reduced by -5 until the end of combat. |
| 5-6 | Devour Essence (Magical): The Molten Flesh Ooze extends a tendril toward a creature, attempting to drain its life force. The target must succeed at an Endurance check or take D8 Necrotic damage and have their maximum Toughness reduced by the same amount until they complete a rest. The Molten Flesh Ooze regains Health equal to the damage dealt. |
Giant Spider
Immense, silent, it lurks at the heart of a tangle of taut strands. Its webs, woven with geometric precision, capture far more than bodies: they seem to freeze the gaze itself, as though the patterns possessed a will of their own. Its dark abdomen is covered in dense fur, mottled with red marks resembling old burns. Through the darkness, eight fixed eyes glimmer faintly, arranged like a circle of cold lanterns, recording every movement, every vibration. Beneath its head, two serrated fangs move slowly, glistening with a translucent liquid — a toxic saliva that numbs, then destroys.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 60 | 40 | 40 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Arachnid (❣ Cephalothorax) | 1 (whole body) | 30 | 30 | Resource table |
Trait: Penetrating (1), Alert
Level Scaling: Past level 5: +4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Venomous Bite (Physical): The Giant Spider lunges at a target, attempting to sink its serrated fangs into their flesh. It makes a melee attack, dealing D8 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or become Poisoned (1). |
| 3-4 | Web Trap: The Giant Spider shoots sticky webbing at a target, attempting to restrain it. The target must succeed at a Dodge check or be Entangled by the webbing. |
| 5-6 | Terrifying Gaze (Magical): The Giant Spider fixes its gaze on a target, who must succeed at a Resolve check or be Frightened for 2 rounds. |
Hive Larvae
Hive Larvae move as a swirling mass, a pulsating tide of segmented bodies that crawls with sickening precision. About the size of a cat, each is sheathed in a slick, pearlescent carapace, rippling with glowing pulses that seem to emit an inner light, strange and captivating, almost hypnotic. Emerging from the buried tunnels of their lair, they always surge forth in compact swarms, advancing as a single organism, moved by perfect coordination. Their movement is accompanied by a low, continuous rumble that seems to resonate in the chest before it even reaches the ears. You can feel them coming long before you see them. They advance with cold logic, engulfing everything in their path — roots, stone, flesh — as though no distinction matters to them anymore. It is not hunger that drives them, but an instinct for transformation, a silent will to erase the living in order to reshape it according to the Hive's needs.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 20 | 20 | 10 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| – | – | 30 | 30 | Resource table |
Trait: Penetrating (1)
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +20 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Swarm Bite (Physical): The Hive Larvae surge forward as a swarming mass, attempting to bite a target within range. They make a melee attack, dealing D4 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or take D4 continuous Acid damage at the start of each of their turns until they receive magical healing or combat ends. |
| 3-4 | Luminescent Distraction (Magical): The Hive Larvae emit a blinding burst of luminescence, attempting to disorient nearby creatures. All creatures in the room must succeed at an Endurance check or become Blinded until the end of their next turn as their vision is overwhelmed by the intense light. |
| 5-6 | Consume Essence (Magical): The Hive Larvae extend their proboscises toward a target, attempting to drain its life force. The target must succeed at an Endurance check or take D6 Necrotic damage and have their maximum Toughness reduced by the same amount until they complete a rest. The Hive Larvae gain temporary Health equal to half the damage dealt. |
Hive Warrior
Once the Hive Larvae have devoured everything living in their path, they burrow into the bodies they have emptied, weaving their hatching cocoons within. From these graves are born the Hive Warriors: sleek silhouettes sheathed in an oily black exoskeleton, with precise, mechanical movements evoking ancient automatons rather than living creatures. Their perception is sharp, almost collective, and their instinctive coordination makes them as fast as they are relentless. They patrol the tunnels of their underground domain with a discipline foreign to any compassion, ready to give their lives to defend the queen — a being of titanic scale, whose mere presence weighs upon the air like a curse. Their origins trace back to forgotten ancient Vaelorian rituals, whose magical residue continues to pervert flesh and mind. The Hive Warrior is not a mere evolution: it is the result of an ancient design, repeated tirelessly until it became a natural horror — and a certainty in the depths of Ker Nethalas.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Humanoid, Animal | 2 | 30 | 30 | 45 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 30 | Loot table |
Trait: —
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +20 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Shredding Blow (Physical): The Hive Warrior lunges at a target, lacerating with its elongated claws. It makes a melee attack, dealing D8 Slashing damage on a hit. |
| 3-4 | Venomous Spines (Physical): The Hive Warrior launches a volley of venomous spines at a target, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or become Poisoned (1). |
| 5-6 | Unyielding Charge (Physical): The Hive Warrior charges a target, closing the distance with incredible speed. It makes a melee attack, dealing D10 Blunt damage and knocking the target Downed. |
Hollow Marauder
These decaying creatures are the obvious result of Vaelorian experimentation and their endless quest to create new forms of undead. Hollow Marauders have no head, leaving a gaping void where their neck should be; instead, they possess an enormous mouth that opens in their thoracic cavity, an orifice lined with rows of pointed teeth. Their body is a mass of tattered, rotting flesh, capable only of moving with a strange, disjointed gait, their limbs contorting abnormally. The purpose of these creatures is to consume the souls of the living, drawing them into their thoracic mouth to join the restless spirits trapped within their tormented carcass.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 30 | 30 | 45 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Chest) | – | 40 | 50 | Loot table |
Trait: Undead
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Devour Soul (Melee): The Hollow Marauder lunges forward with its gaping thoracic mouth, attempting to swallow a creature. The targeted creature must succeed at an Athletics check or be pulled into the Hollow Marauder's thoracic cavity. The creature immediately takes 2D6 Piercing damage, and D6 Necrotic damage at the start of each of their turns while inside the marauder, until they escape. A creature may escape by using their action to succeed at an Athletics check, or by dealing a total of 3 damage to the Hollow Marauder's thoracic mouth. |
| 3-4 | Distorted Stagger: The Hollow Marauder's disjointed limbs allow it to move in an unpredictable and unsettling manner, increasing its Combat Skill by 5 for D4 rounds. |
| 5-6 | Tormented Wail (Magical): The Hollow Marauder lets out a haunting wail that chills the souls of those who hear it. Every creature must make a Resolve check. On a failure, the creature is Frightened for 2 rounds and takes 2D6 Psychic damage. |
Living Moss
A sinister mass of rotting plant matter, Living Moss seems to crawl out of a forgotten swamp, its body formed of a tangle of spongy roots, greenish flesh, and fetid saps. With every step, the earth dulls, blades of grass wither, and the life around it fades as if struck by a crawling disease. Its presence reeks of ancient corruption, oozing with a muted hostility. When it feels cornered, it stirs its inner mass and launches animated vines driven by a starving instinct. These tendrils, covered in knots and thorns, coil around their prey, draining their vigor until nothing remains of them but a limp carcass soon absorbed into its shifting shell.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead, Plant | 1 | 30 | 60 | 45 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 60 | Resource table |
Trait: Undead
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +20 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Necrotic Touch (Physical): Living Moss extends a tendril imbued with necrosis, attempting to strike a target and dealing D6 Necrotic damage on a hit. |
| 3-4 | Ensnaring Vines (Magical): Living Moss summons thorny, writhing vines from the ground to ensnare a target. The target must succeed at a Dodge check or be Entangled by the vines. |
| 5-6 | End of Life (Magical): Living Moss extends a mass of tendrils toward a creature, forcing them to make an Endurance check or take D6 Necrotic damage that directly targets their Health, ignoring any remaining Toughness. |
Necropede
This composite entity, an amalgam of an insect body and a defiled carcass, crawls with methodical slowness and an unsettling silence. Its chitinous appendages, bristling with black growths, manipulate its surroundings with morbid precision, while a segmented stinger pulses with a funerary magic that infects everything it pierces. Those it touches do not always die: they rise again, emptied of will, conscripted into the service of a design that is not their own. Its presence need not be seen to be feared — the air thickens, space contracts, and an invisible tension grips the nerves even before its silhouette appears. Some claim it was spawned by a thaumaturge driven mad, who sought to knead life and death into a single creature. Whatever the truth, the Necropede answers to no one anymore — it advances, inexorable, toward everything that breathes.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal, Undead | 1 | 40 | 30 | 25 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Serpentoid (❣ Head) | 1 (Head) | 30 | 40 | Resource table |
Trait: Venomous, Undead
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Bone Strike (Physical): The Necropede slams its skeletal carcass against a target, dealing D6 Blunt damage. |
| 3-4 | Soul Drain (Magical): The Necropede emits a dark aura, attempting to drain a target's life force. The target must succeed at an Endurance check or take D6 Necrotic damage, and the Necropede gains temporary Health equal to the damage dealt, up to a maximum of +8 Health total. |
| 5-6 | Spinal Whip: The Necropede strikes with its inhuman vertebral tail, targeting all creatures in the room. Each target must make a Dodge check. Those who fail take D8 Piercing damage and are knocked Downed. On a success, they take half damage and are not knocked Downed. |
Infernal Fiend
Standing barely a meter off the ground on cloven hooves, its sinewy body, black as obsidian, flickers with a sinister ethereal glow. Two curved horns emerge from its skull, menacing, while its blazing eyes glow crimson, an echo of its unquenchable thirst for chaos and pain. From its back sprout sharp, tattered wings that carry it effortlessly through the darkness, allowing it to strike with blinding speed before melting back into the shadows. Although classified among the lesser demons, Infernal Fiends are enemies not to be underestimated: they wield infernal arcana with cruel skill, capable of summoning unholy flames and weaving tendrils of corrupted magic to trap and torment their prey.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 40 | 30 | 40 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Winged Biped (❣ Head) | 1 (Head) | 30 | 60 | Loot table |
Trait: Frightening
Level Scaling: Past level 5: +D4 Health, +D4 damage, +20 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Infernal Claw (Physical): The Infernal Fiend lacerates a target with its sharp, obsidian-black claws. It makes a melee attack, dealing D6 Slashing damage on a hit. Additionally, the target must succeed at a Magic Resistance check or be affected by the Fiend's Infernal Mark for D4 rounds. The Fiend's attacks deal an additional D4 Fire damage to creatures bearing the Infernal Mark. |
| 3-4 | Occult Flames (Magical): The Infernal Fiend conjures occult flames that streak toward a target, dealing D8 Fire damage on a hit. Additionally, the target must succeed at an Endurance check or receive the Burning condition. |
| 5-6 | Corrupting Bind (Magical): The Infernal Fiend weaves tendrils of corrupted magic that ensnare a target, who must succeed at an Athletics check or be Entangled by the tendrils. |
Plague Bearer
This nightmarish monster spreads disease and decay everywhere it lurks. Its vile form is an absurd amalgam of rotting flesh and oozing pustules, exuding a noxious stench that permeates the air. Swarms of sickly insects writhe and buzz around its wretched body, drawn to the disease emanating from it. Its sharp, jagged claws are coated in a toxic venom capable of corroding flesh on contact. It can also unleash a cloud of virulent plague, wrapping its enemies in a sickening miasma that withers and consumes everything it touches.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead, Elemental | 1 | 20 | 70 | 40 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Head) | 40 | 30 | Loot table |
Trait: Frightening, Undead, Venomous
Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Corrosive Claws (Physical): The Plague Bearer lacerates a target with its sharp, venom-coated claws. It makes a melee attack, dealing D6 Slashing damage on a hit. |
| 3-4 | Virulent Cloud (Magical): The Plague Bearer releases a cloud of virulent plague that spreads through the room. Creatures caught in the cloud must succeed at an Endurance check or take D8 Poison damage and suffer Disadvantage on attack rolls and skill checks for D4 rounds as they are afflicted by the debilitating disease. |
| 5-6 | Morbid Spit (Magical): The Plague Bearer regurgitates a vile spray of sickly matter that deals D8 Necrotic damage and reduces the target's Health, ignoring Toughness. |
Pyre-Born
The Pyre-Born rises like a blazing fire elemental, its form an ever-shifting dance of flames emitting a fierce glow. With smoking eyes and unearthly grace, it leaves behind a trail of scorching devastation. Summoned by ancient rituals from the plane of fire, these creatures were commonly used as guardians by the ancient Vaelorians. Unleashing torrents of fire, it engulfs its enemies in devouring flames and searing storms, guaranteeing nothing but complete destruction.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Elemental | 1 | 40 | 40 | 20 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 30 | Loot table |
Trait: Restored by Fire damage, Vulnerable to Water damage
Level Scaling: Past level 5: +5 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Ember Strike (Magical): The Pyre-Born extends a tendril of flame toward a target, dealing D6 Fire damage on a hit. Additionally, the target must succeed at a Dodge check to avoid receiving the Burning condition. |
| 3-4 | Infernal Blast: The Pyre-Born bursts into a spray of intense flames, forcing all creatures to succeed at a Dodge check or take D8 Fire damage. On a failure, they also receive the Burning condition. |
| 5-6 | Firestorm (Magical): The Pyre-Born summons a firestorm. All creatures in the area must succeed at a Dodge check, taking D10 Fire damage and receiving the Burning condition on a failure. |
Ratfolk Raiders
In the forgotten tunnels and hidden alleys of the world, Ratfolk prowl, a frightful vision of humanoid rat-creatures embodying both cunning and savagery. Standing in a hunched posture, these dreadful beasts sport a coarse, mottled fur covering their sinewy, muscular frames. Their sharp claws and yellowed fangs are still stained with the blood of their victims. In their eyes gleams a troubled intelligence, a reflection of instinctive malice and an endless thirst for domination. Clad in rags torn from corpses or stolen from battlefields, they display fragments of armor and grim trophies looted from their opponents, brandished as macabre warnings to those who would dare resist them. Although they occupy the lowest rank in Verrixian society's warrior hierarchy, these marauders compensate for their low status with fearsome expertise in the art of guerrilla warfare and ambush. They strike with brutal speed, bursting from the shadows only to vanish again at once, leaving behind nothing but a trail of panic and destruction. First to appear during the wildest raids, Ratfolk Raiders sweep through settlements without mercy, plundering everything in their path, leaving no corner of civilization safe from their voracity.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Humanoid | 3 | 80 | 30 | 40 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Head) | 40 | 30 | Loot table |
Trait: —
Level Scaling: Past level 5: +D6 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +20 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Claw Strike (Physical): The Ratfolk Raider lunges forward, lacerating a target with its razor-sharp claws, dealing D6 Slashing damage on a hit. |
| 3-4 | Dirty Trick: The Ratfolk Raider uses its cunning to throw dirt, debris, or an improvised weapon into a target's eyes, who must succeed at a Dodge check or become Blinded until the end of their next turn as they struggle to clear their vision. |
| 5-6 | Alarm: The Ratfolk Raider pulls out a strange horn, preparing to sound the alarm. You may attempt to interrupt the call by succeeding at a Larceny check. A failure means the Raider has sounded the alarm, triggering a Tension Die check. |
Razor-Jaw
The fearsome Razor-Jaw has scaly black skin that grants it natural camouflage in the depths of the necropolis. Its limbs are thick and muscular, allowing it to cross rugged terrain with agility and speed, while its sharp claws can tear through obstacles and even the sturdiest opponents with ease. Its most terrifying feature, however, lies in its massive maw — a set of gleaming, serrated teeth resembling interlocking deadly blades, from which it takes its name. Its bite is said to tear through flesh and bone like paper, and its primal reptilian eyes gleam with ancient intelligence and predatory instinct, making it a relentless and cunning hunter.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 70 | 50 | 60 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | 1 (Forequarters) | 40 | 30 | Loot table |
Trait: Penetrating (2)
Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except forequarters). Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Ferocious Bite (Physical): The Razor-Jaw lunges at a target with its massive maw, attempting to bite with its deadly teeth, dealing D8 Piercing damage on a hit. |
| 3-4 | Claw Strike (Physical): The Razor-Jaw strikes a target with its razor-sharp claws. It makes a melee attack, dealing D6 Slashing damage on a hit. Additionally, the target must succeed at a Dodge check or suffer continuous Bleeding (1) damage. |
| 5-6 | Savage Pounce: The Razor-Jaw pounces at a target, attempting to knock it to the ground. The target must succeed at an Athletics check or be knocked Downed. If the target is knocked Downed, the Razor-Jaw immediately follows up with a free bite attack, dealing D6 Piercing damage on a hit. |
Reanimated Homunculus
These creatures are a twisted amalgam of necromantic art and dark alchemy, the most sacred arts of Vaelorian society. Their body, made of crudely stitched-together limbs and patchwork flesh, gives them a monstrous appearance. Reanimated Homunculi are highly unstable, their essence making them unpredictable and potentially explosive. In combat, they don't really pose a serious threat, due to their slow and clumsy movements. It is only when they appear to freeze in place that fleeing becomes the wise choice, as an explosion of flesh is certain to follow, annihilating both the Homunculus and anyone nearby.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead, Construct | 1 | 40 | 50 | 20 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 20 | 60 | Loot table |
Trait: Undead
Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Strike (Physical): The Reanimated Homunculus staggers forward, attempting to strike a target with its stitched-together limbs. It makes a melee attack, dealing D4 Blunt damage on a hit. |
| 3-4 | Necrotic Aura: The Reanimated Homunculus emits an unstable necrotic aura around itself. Creatures within the aura must succeed at an Endurance check or take D6 Necrotic damage at the start of each of their turns. The aura lasts 2 rounds or until the Reanimated Homunculus is destroyed. |
| 5-6 | Unstable Detonation (Magical): The Reanimated Homunculus suddenly freezes in place, its necrotic essence becoming increasingly volatile. At the start of its next turn, the Reanimated Homunculus explodes in a burst of necrotic energy. All creatures in the room must succeed at a Dodge check or take 2D10 Necrotic damage, half on a success. The Reanimated Homunculus is destroyed in the process. |
Rot Walkers
The wretched form of a Rot Walker is that of a once-human creature, now consumed by the relentless progression of decay. Its pallid, parchment-like skin hangs loosely from its skeletal carcass, exposing festering wounds and bone in a macabre display of inevitable mortality. The Rot Walker's eyes, hollow and devoid of life, track the living with a ravenous hunger. This wretched being lurches forward with a haunting gait, its limbs twisted and disjointed, making every step a strange cadence of suffering. The stench of death and decay precedes its arrival, warning the unfortunate of its relentless pursuit. Its moans and guttural growls echo through the silent night, a mournful dirge that chills the hearts of those who hear it.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 3 | 20 | 30 | 20 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 30 | 40 | Loot table |
Trait: Undead, Frightening
Level Scaling: Past level 5: +3 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Hooked Claw (Physical): The Rot Walker extends its decomposed arm, attempting to grip a target with its skeletal hand, dealing D4 Necrotic damage on a success. Additionally, the target must succeed at a Dodge check or become Entangled. |
| 3-4 | Festering Aura: The Rot Walker emits a fetid aura of decay around itself. Creatures within the aura must succeed at an Endurance check or take D6 Necrotic damage at the start of each of their turns. The aura lasts 2 rounds or until the Rot Walker is destroyed. |
| 5-6 | Deadly Embrace: The Rot Walker lunges at a target, attempting to pull it into a macabre embrace. The target must succeed at an Athletics check or be grappled, becoming Entangled. While grappled, the target takes continuous D4 Necrotic damage at the start of each of their turns until they break free or the Rot Walker is destroyed. |
Skeletal Horrors
Remnants of fallen warriors cursed to wander eternally, these skeletal monsters are wrapped in the tattered remains of armor. Their once-proud bones are blackened and charred by fires from beyond. With empty eye sockets emanating an otherworldly glow, they wield spectral weapons with savage dexterity, instilling dread in the heart of anyone who dares cross their path. Driven by a thirst for vengeance, Skeletal Horrors relentlessly hunt those who violate their cursed domain, their haunting moans echoing through the night, a nagging reminder of the tragic fate that was theirs.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 2 | 20 | 20 | 25 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 30 | 20 | Loot table |
Trait: Undead, Frightening
Level Scaling: —
| D6 | Action |
|---|---|
| 1-2 | Cursed Strike (Physical): The Skeletal Horror swings its weapon with an eerie precision, dealing D8 Slashing damage. |
| 3-4 | Ethereal Grasp (Magical): The Skeletal Horror extends its hand, attempting to touch a target's life essence. The target must make an Endurance check. On a failure, they take D6 Necrotic damage, and the Skeletal Horror regains Health equal to half the damage dealt (rounded up). On a success, the target takes half the damage (rounded up), and the Skeletal Horror gains no Health. |
| 5 | Haunting Wail (Magical): The Skeletal Horror lets out a haunting wail that resonates through the air. All creatures must succeed at a Resolve check to avoid being Stunned for 1 round. |
| 6 | Vengeful Assault (Physical): The Skeletal Horror charges forward with relentless determination, targeting a creature. It makes a melee attack against the target, dealing D10 Piercing damage on a hit. If the attack hits, the Skeletal Horror immediately uses its Ethereal Grasp Ability as a Free Action. |
Stone Guardian
Stone Guardians are the most common type of elemental found in Ker Nethalas. Resembling a humanoid form, it exudes an aura of primordial power and ancient knowledge. Yet despite its solemn demeanor, the Stone Guardian is a merciless defender. When roused to protect its domain, it wields considerable force, unleashing a seismic wave upon all intruders that forces them to keep moving, invoking landslides with a simple gesture and summoning stalagmites from the ground to impale its enemies.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Elemental | 1 | 30 | 60 | 80 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 30 | Loot table |
Trait: Restored by Earth damage, Vulnerable to Air damage
Level Scaling: Past level 5: +5 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Stone Spike (Magical): The Stone Guardian raises its arm, causing a spike of stone to erupt from the ground beneath a target, dealing D8 Earth damage. The target must also succeed at a Dodge check or be Entangled, impaled on the spike. |
| 3-4 | Trembling Strike: The Stone Guardian delivers a powerful kick, sending shockwaves through the ground. All creatures in the room must succeed at an Acrobatics check or take D6 Blunt damage and be knocked Downed. |
| 5-6 | Landslide (Magical): The Stone Guardian raises its arms, causing the earth to shift and deform. All creatures in the room must succeed at an Athletics check or be knocked Downed and take D8 Blunt damage. |
Swarmer
A nightmarish amalgam born from the union of thousands of small creatures, a grotesque mass of shrieking insects, writhing worms, and twisting serpents, all fused into a single monstrous swarm. They attack with frenzy, unleashing a deluge of venomous bites, stings, and corrosive secretions upon their prey. Their mobile, ever-shifting form allows them to attack from multiple angles and surprise even the most prepared enemies.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal, Construct | 1 | 50 | 40 | 30 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| – | – | 30 | 30 | Resource table |
Trait: Penetrating (1), Venomous
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +20 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Venomous Bite (Physical): The Swarmer lunges forward, attempting to bite a target with its multitude of stingers and fangs. It makes a melee attack, dealing D4 Poison damage on a hit. |
| 3-4 | Acid Spray (Magical): The Swarmer releases a spray of corrosive acid in front of it. Creatures in the cone must succeed at a Dodge check or take D6 Acid damage and have their armor reduced by 1 until they can repair it at camp. |
| 5-6 | Swarm Assault: The Swarmer engulfs a target within its monstrous swarm, attacking from multiple angles and dealing D8 Piercing damage. The target must succeed at an Endurance check or become Blinded until their next turn as the swarm obscures their vision. |
Tomb Crawler
Deep within the underground catacombs, the Tomb Crawler slithers like a giant, unsettling, nightmarish centipede, a horror that hunts down reckless intruders who venture into its domain. This monstrous arthropod sports a segmented exoskeleton adorned with an array of jagged spines and bony protrusions, granting it both protection and a singular appearance. Its many legs writhe in an unsettling symphony of motion, propelling it forward with unnatural speed and agility as it navigates labyrinthine tunnels with deceptive ease. The Tomb Crawler's elongated body stretches over great lengths, making it a formidable opponent capable of striking from unexpected angles. Its coloring is a blend of earthy tones, allowing it to blend perfectly into darkness, letting it approach its unfortunate prey. The creature's fanged mandibles secrete a paralyzing venom, quickly subduing its victims, whom it then carries off to its hidden lair for a slow and terrifying consumption.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 60 | 40 | 25 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Serpentoid (❣ Head) | 2 (Body) | 30 | 30 | Resource table |
Trait: Venomous
Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Spined Strike (Physical): The Tomb Crawler rears its segmented body and strikes with its jagged spines, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or suffer -10 to their next attack action. |
| 3-4 | Paralyzing Bite (Physical): The Tomb Crawler lunges forward, attempting to bite a target with its venomous fangs. It makes a melee attack, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or be Paralyzed for 1 round as the venom takes effect. |
| 5-6 | Laceration (Physical): The Tomb Crawler strikes, dealing D8 Slashing damage. The target is now Bleeding (1). |
Shadow Fiend
This sinister creature lacks any perceptible form, its essence entirely made of swirling, sooty shadows that seem to pulse tirelessly. Its presence darkens even the light around it, casting an aura of darkness that instills primal fear in all who behold it. The Shadow Fiend glides effortlessly through the air, silently stalking its victims, leaving no trace of its passage save for a haunting cold that permeates its surroundings. In moments of aggression, it materializes jagged obsidian claws, capable of tearing through both flesh and soul with a single touch.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Astral | 1 | 50 | 40 | 25 | 6 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 40 | Loot table |
Trait: Frightening, Resistant to all non-magical physical damage
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Shadow Claw (Physical): The Shadow Fiend materializes its jagged obsidian claws and lacerates a target, dealing D6 Slashing damage on a hit. |
| 3-4 | Dark Pulse (Magical): The Shadow Fiend releases a pulse of shadowy energy. Creatures in the room take D8 Necrotic damage and must succeed at an Endurance check or have their vision obscured by darkness, causing them Disadvantage on attack rolls for 1 round. |
| 5-6 | Evasive Shadows: The Shadow Fiend merges with the shadows, becoming incorporeal and difficult to target. Until the start of its next turn, attacks against the Shadow Fiend have Disadvantage. |
Unbound Familiar
Once bound to a sorcerer's will, these extraordinary entities possess an ethereal, shimmering form, translucent like a will-o'-the-wisp, and adorned with faint arcane markings that trace the remnants of their past servitude. Although no longer bound to a master, all Unbound Familiars retain an aura of magical power, suggesting the knowledge they once acquired during their time of service. They wander the many arcane laboratories found in Ker Nethalas, consumed by rage and hatred toward all physical beings, making them terrible opponents to encounter.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Astral | 1 | 60 | 40 | 20 | 4 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 30 | 40 | Loot table |
Trait: Resistant to all non-magical physical damage
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Arcane Blast (Magical): The Unbound Familiar channels its residual arcane energy into a focused blast, dealing D6 Arcane damage on a hit. |
| 3-4 | Ethereal Grasp (Magical): The Unbound Familiar extends its incorporeal form to touch a target. The target must succeed at an Endurance check or become Blinded for 1 round. |
| 5-6 | Arcane Backlash (Magical): The next time the Unbound Familiar is attacked, it may trigger a magical backlash as a Reaction. The attacking creature must succeed at a Resolve check or take D6 Arcane damage and have their next magical Ability have a 50% chance of failing as the backlash disrupts their concentration. |
Vaelorian Mage
Clad in tattered robes that once bore intricate patterns and symbols from a bygone era, these undead spellcasters wield an aura of ancient knowledge. Their empty eye sockets, once bright with intellect and ambition, now glow with a strange light that hints at the darkness coursing through their soul. Vaelorian Mages command the forces of death and decay, summoning spectral apparitions and conjuring occult energies from the very realms of oblivion. Their skeletal hands, often the only thing visible beneath their robes, bear the mark of countless rituals and forbidden spells, remnants of a life devoted to unlocking the secrets of forbidden knowledge.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead | 1 | 40 | 40 | 20 | 8 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 30 | 60 | Loot table |
Trait: Undead
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Death Bolt (Magical): The Vaelorian Mage conjures a bolt of necrotic energy and hurls it at a target, dealing D8 Necrotic damage on a hit. |
| 3-4 | Summon Apparition (Magical): The Vaelorian Mage channels its dark powers to summon a spectral apparition. All characters must make a Resolve check or become Frightened for D4 rounds. |
| 5-6 | Occult Weakening (Magical): The Vaelorian Mage targets a creature and attempts to weaken its magical and physical capabilities. The target suffers Disadvantage on their next attack roll or skill check as their vitality is drained by the Mage's curse. |
Vinekeeper
It is not entirely clear what Vinekeepers, a plant-like humanoid species, are doing in Ker Nethalas. Their forms are a tangle of writhing vines and thorny brambles that somehow form the outline of a humanoid shape. Vinekeepers wield mystical powers, capable of manipulating corrupted flora to ensnare and trap their prey. They can summon tendrils and thorns to tear at their enemies, but they seem to prefer direct physical combat. Many attempts at communication with them have been made, but unfortunately, they seem interested only in violence.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Plant, Humanoid | 1 | 40 | 40 | 30 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 30 | 30 | Loot table |
Trait: —
Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Thorny Whip (Physical): The Vinekeeper extends its arm, summoning sharp thorny vines to strike a target, dealing D6 Piercing damage on a hit. |
| 3-4 | Ensnaring Roots (Magical): The Vinekeeper summons twisted roots from the ground to ensnare all creatures in the room. Each creature in that area must succeed at a Dodge check (Endurance for servants) or become Entangled. |
| 5-6 | Brutal Strike (Physical): The Vinekeeper charges a target, dealing D8 Blunt damage on a hit. Additionally, the target must succeed at an Athletics check or be knocked Downed as the Vinekeeper's raw strength overwhelms them. |
Voidweaver
Brought to the material plane following a ritual summoning, Voidweavers are creatures in harmony with chaotic forces, wielding astral magic in combat. Their form is a shifting veil of swirling shadows and cosmic dust, a hypnotic display of cosmic energy mastered by their will. When provoked, they can warp the fabric of reality and tear into their enemies with powerful void beams.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Astral | 1 | 40 | 20 | 20 | 3 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 30 | 50 | Loot table |
Trait: Resistant to all non-magical physical damage
Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Magic Resistance.
| D6 | Action |
|---|---|
| 1-2 | Void Beam (Magical): The Voidweaver channels the power of the void through its form, firing a beam of dark energy that deals D10 Arcane damage on a hit. |
| 3-4 | Cosmic Distortion (Magical): The Voidweaver manipulates the fabric of reality, creating a zone of cosmic distortion. Creatures in the room suffer Disadvantage on attack rolls and Dodge checks, as the unpredictable energies of the void disrupt their movements and perception. The zone lasts 2 rounds. |
| 5-6 | Void Nova (Magical): The Voidweaver taps into the chaotic power of the void within itself, causing a violent burst of energy. All creatures in the room take D8 Arcane damage. Additionally, creatures who fail an Athletics check are thrown to their knees, becoming Downed. |
Vorleg
The reptilian form of the Vorleg is sleek and well-suited to its dark, damp habitat, its scales gleaming with an oily sheen that reflects the pale moonlight. The Vorleg's beady eyes gleam with intelligence, and its sharp fangs are always ready to deliver a venomous bite. What is truly dangerous about Vorlegs, however, are the many tentacles covering their back, which they can use to strike with precision and ensnare their prey in a vise-like grip. The tentacles secrete a paralyzing toxin, rendering victims helpless as the creature closes in to finish off its prey. The Vorleg is a master of ambush, striking from the shadows and dragging its prey into darkness.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal | 1 | 60 | 40 | 40 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | 1 (all body parts) | 30 | 30 | Loot table |
Trait: Penetrating (1), Alert, Venomous
Level Scaling: Past level 5: +5 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Venomous Bite (Physical): The Vorleg lunges forward, attempting to sink its sharp fangs into a target, dealing D6 Piercing damage on a hit. |
| 3-4 | Ensnaring Tentacles (Physical): The Vorleg unfurls its tentacles and strikes a target, dealing D6 Blunt damage on a hit. Additionally, if the attack hits, the target must succeed at an Athletics check or be gripped by the Vorleg's tentacles, becoming Entangled. |
| 5-6 | Paralyzing Grip: The Vorleg's tentacles tighten around a creature it has gripped. The target must succeed at an Endurance check or take 2D10 Blunt damage. If no target has been gripped by the Vorleg's tentacles, this Ability instead Entangles the target. |
Spectral Skull
These fragile yet terrifying entities float through the air, defying the laws of gravity, bound to the mortal realm only by dark magic. Their disembodied presence is a chilling reminder of their unholy origins, as they seek to feed on the life force of the living to sustain their spectral existence. As they move, a strange murmur resonates through the air, a haunting symphony that sows fear in all who hear it. Legends speak of fallen Vaelorian necromancers, executed for their ambition and condemned to serve as guards in the endless halls of the necropolis.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Undead, Astral | 1 | 60 | 20 | 10 | 5 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 30 | 50 | Loot table |
Trait: Undead, Frightening
Level Scaling: Past level 5: +5 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Soul Drain (Magical): The Spectral Skull targets a creature and attempts to drain its life force. The target takes D6 Necrotic damage and the Spectral Skull gains temporary Health equal to half the damage dealt. |
| 3-4 | Ethereal Fade: The Spectral Skull briefly fades into the ethereal plane, becoming incorporeal until its next turn. In this state, it becomes Immune to non-magical damage and effects. |
| 5-6 | Wail of Torment (Magical): The Spectral Skull lets out a blood-curdling wail that resonates through the air, sowing terror in the hearts of its enemies. Every creature must succeed at a Resolve check or become Frightened for 2 rounds. |
Wrath Elemental
Deep within the planar maelstrom, where the boundaries of the elemental and demonic realms converge, the Wrath Elemental emerges as a nightmarish and fearsome creature, a terrifying fusion of elemental fury and infernal malice. Its form is an ever-shifting storm of swirling winds, raging fire, surging water, and crackling lightning, each element locked in eternal conflict within its monstrous carcass. The Wrath Elemental's eyes are blazing crimson orbs, reflecting the sinister power coursing through its being. This formidable creature wields both the destructive power of the elements and the corrupting influence of demonic power. When provoked, the Wrath Elemental unleashes a devastating assault of elemental wrath, summoning firestorms, torrents of water, and lightning to annihilate its opponents. Its demonic nature grants it an innate resilience against injury, allowing it to withstand attacks that would fell other beings.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon, Elemental | 1 | 30 | 50 | 40 | 7 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (Chest) | 40 | 40 | Loot table |
Trait: Swift
Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Magic Resistance. Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1-2 | Elemental Fury (Magical): The Wrath Elemental channels its inner turmoil of elements, choosing one to unleash upon its enemies. Roll D6: it may create either a cone of fire (1-2), a line of lightning (3-4), or a river of surging water (5-6). Every creature in the room takes D8 damage of the chosen elemental type. |
| 3-4 | Infernal Resilience: The Wrath Elemental taps into its demonic nature, gaining temporary Health equal to half its current Health. The Wrath Elemental cannot have more than 14 Health this way. |
| 5-6 | Chaotic Eruption (Magical): The Wrath Elemental releases a burst of unstable energy, causing a chaotic disturbance in the surrounding area. Every creature in the room is Blinded for 1 round and knocked Downed. |
Overseers
Every Domain of Ker Nethalas is ruled by a powerful monstrosity called an Overseer. These creatures have carved out their own small kingdoms within the necropolis, spreading their influence there. An influence so strong that it alters the other inhabitants of their domain. Although the wisest course would be to avoid fighting them, killing them presents a number of benefits. For one, their influence over the rest of the Domain's creatures would disappear, making them much less powerful. Overseers are also great sources of magic items and experience points, so it is worth the effort.
As described on page 86, when you first enter a new Domain, you must determine which Overseer rules over it.
These are dangerous opponents who attack multiple times per turn thanks to their Relentless Trait. If there are several targets, they will try to spread their attacks around, instead of focusing on a single one.
Overseers
| D10 | Overseer |
|---|---|
| 1 | Infernal Tormentor |
| 2 | Zephyr Shade |
| 3 | Carnage Devourer |
| 4 | Siren of the Venomous Cloud |
| 5 | Frostdelver |
| 6 | Gorehoof |
| 7 | Veilshifter |
| 8 | Infernal Archon |
| 9 | Pyroclastic Possessor |
| 10 | Lord of Dread |
Infernal Tormentor
The Infernal Tormentor, a malevolent entity of unleashed flame and incandescent fury, embodies the demonic infernal planes. With shifting forms reflecting the intensity of its inner fire, this Overseer scorches the battlefield with fire-based assaults, conjuring molten projectiles that rain down upon enemies. Its unbridled fury lets it unleash devastating melee strikes that split armor and courage with equal ease.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 70 | 50 | 60 | 15 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 60 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Frightening, Relentless (1), Swift
Level Scaling: Past level 5: +D6 damage, +1 Armor (all body parts). Past level 10: +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Infernal Rain (Magical): The Infernal Tormentor conjures a storm of molten projectiles that rain down on all characters. Every creature in the room must make a Dodge check, taking 2D10 Infernal damage on a failure, or half on a success. |
| 2 | Burning Grasp (Physical): The Infernal Tormentor extends its flaming claws, making a melee attack that deals D8 Infernal damage. The target must succeed at an Athletics check or be gripped and Entangled by the Tormentor's burning grasp. The target takes D6 Fire damage at the start of their turns while gripped. |
| 3 | Infernal Shapeshift: The Infernal Tormentor changes form, becoming Immune to Fire damage and Resistant to Blunt, Piercing, and Slashing damage for 2 rounds. |
| 4 | Blazing Eruption (Magical): The Infernal Tormentor releases a burst of intense flames, creating a cone of burning fire in front of it. Every creature in the area must make a Dodge check, taking 3D6 Fire damage on a failure, or half on a success. |
| 5 | Infernal Wrath (Physical): The Infernal Tormentor channels its rage into a devastating attack. On a hit, the target takes 2D10 Infernal damage and is knocked Downed. |
| 6 | Infernal Blaze Nova (Magical): The Infernal Tormentor unleashes a nova of infernal blaze. All creatures must make a Dodge check, taking D8 Fire damage and D8 Infernal damage on a failure, or half on a success. |
Zephyr Shade
Zephyr Shade is an enigmatic force woven from the very threads of lightning and shadow, reigning as an ethereal storm within the halls of Ker Nethalas. With every movement resembling a dance of charged particles, this Overseer sends bolts of crackling electric fury through the air, casting curses that wrap its victims in disorienting darkness. Its grip over atmospheric energies lets it hurl lightning-charged projectiles that weave a complex web of chaos across the battlefield. Facing Zephyr Shade demands not only mastery of weapons, but also deciphering its evasive, thunderous tactics that echo through the ruins of the necropolis.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon, Elemental | 1 | 70 | 50 | 60 | 10 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 50 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Penetrating (2), Savage, Relentless (1), Swift
Level Scaling: Past level 5: +D10 damage. Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Lightning Barrage (Magical): Zephyr Shade calls upon the power of lightning to unleash a barrage of electrifying bolts. Every creature in the room must make a Dodge check, taking 2D8 Air damage on a failure, or half on a success. |
| 2 | Cloak of Shadow: Zephyr Shade melts into the shadows, becoming nearly invisible until the start of its next turn. Attacks made against it suffer Disadvantage, and it gains resistance to all damage except Arcane damage. |
| 3 | Storm Stride: Zephyr Shade moves with the speed of a storm, receiving +2 Standard Actions this turn. This can only happen once per round; any other roll of Storm Stride during the same round simply adds +1 damage to all of Zephyr Shade's attacks. |
| 4 | Disruptive Curse (Magical): Zephyr Shade casts a disruptive curse on a target in the room. The target must succeed at a Magic Resistance check or become wrapped in disorienting darkness. On their next attack roll, they roll with Disadvantage. |
| 5 | Tempestuous Assault (Physical): Zephyr Shade charges with an electrified impulse, making a melee attack against a target that deals D10+2 Air damage on a hit. |
| 6 | Wave of Forceful Wind (Magical): Zephyr Shade channels the winds and lightning into a devastating wave. Every creature in the room must make a Dodge check, taking 3D6 Air damage on a failure, or half on a success. |
Carnage Devourer
The Carnage Devourer, a relentless embodiment of chaos and destruction, charges forward like a colossal behemoth, a living personification of pure carnage. Its thunderous charge is like the herald of doom, leaving a trail of devastation and torn earth, while its monstrous cleaver tears through armor and courage with equal ease. Amid the chaos, it leaves a trail of roaring flames that consume everything in their path, testament to its voracious appetite for annihilation.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 40 | 60 | 80 | 15 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | 1 (all body parts) | 60 | 30 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Penetrating (2), Savage, Relentless (1)
Level Scaling: Past level 5: +D10+2 damage. Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Furious Charge: The Carnage Devourer charges forward in a straight line, trampling everything in its path. Every creature engaged with it in combat must make a Dodge check or take 2D10 Blunt damage and be knocked Downed. |
| 2 | Blood-Soaked Cleaver Strike (Physical): The Carnage Devourer swings its enormous cleaver in a wide arc, targeting all creatures in the room and dealing D8 Slashing damage. Targets hit by this attack must also succeed at an Endurance check or receive the Burning condition. |
| 3 | Seismic Strike: The Carnage Devourer strikes the ground with enormous force, creating a shockwave of scattered earth. All creatures must make an Acrobatics check or be knocked Downed and take D8 Blunt damage. |
| 4 | Unbridled Rage: The Carnage Devourer's fury intensifies, granting it Advantage on all attack rolls and increasing its damage by D6 for 2 rounds. During this time, it cannot be Frightened or Charmed. |
| 5 | Roar of Annihilation (Magical): The Carnage Devourer lets out a deafening roar that chills the hearts of its enemies. All creatures must make a Resolve check or suffer the Frightened condition for D4 rounds. |
| 6 | Devouring Blaze (Magical): The Carnage Devourer summons a torrent of flames in a cone from itself. All creatures must make a Dodge check or take D10 Fire damage and be set alight, suffering the Burning condition. |
Siren of the Venomous Cloud
The Siren of the Venomous Cloud is a strange enchantress with mastery over the deadliest toxins known to man. Her haunting presence is marked by clouds of virulent gas that choke the air, and her serpentine movements conjure venomous projectiles that strike with lethal precision. She leaves a trail of crawling vines and thorns in her wake that trap the reckless, leaving them to rot quickly and feed life within the necropolis.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon, Elemental | 1 | 50 | 60 | 40 | 12 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Serpentoid (❣ Head) | 1 (all body parts) | 40 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Penetrating (2), Relentless (1), Immune to Poison damage
Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Toxic Cloud: The Siren of the Venomous Cloud releases a cloud of toxic gas, forcing all creatures in the room to make an Endurance check or take 2D6 Poison damage. |
| 2 | Serpentine Strike (Physical): The Siren's serpentine body strikes down, targeting a single creature and dealing D10 Piercing damage. The target must succeed at an Endurance check or become Poisoned (2). |
| 3 | Venomous Projectiles (Magical): The Siren conjures venomous projectiles and hurls them at up to three targets. Each target hit takes 2D6 Poison damage. |
| 4 | Ensnaring Thorns (Magical): The Siren gestures, causing thorny vines to erupt from the ground. Creatures in the area must make an Athletics check or be caught by the thorns, becoming Entangled. |
| 5 | Dreadful Siren Song (Magical): The Siren sings a spellbinding melody that fills the hearts of her enemies with terror. All creatures in the room must make a Resolve check or suffer the Frightened condition for 2 rounds. |
| 6 | Toxic Infusion: The Siren empowers herself with toxic magic. Her next successful attack deals an additional 2D6 Poison damage. |
Frostdelver
The Frostdelver is a titanic behemoth of frozen fury, its imposing presence heralding its assault and unleashing blizzard gusts that freeze everything in their path. With seismic force, it burrows beneath the surface only to emerge with sudden violence, delivering icy blows that slow the very blood in its victims' veins. Facing the Frostdelver is an arduous test of agility and endurance, as explorers brave its frozen domain and attempt to outmaneuver its relentless underground advances.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Animal, Elemental | 1 | 40 | 70 | 80 | 15 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Quadruped (❣ Head) | 1 (all body parts) | 40 | 30 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Penetrating (2), Relentless (1), Immune to Cold damage
Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Blizzard Gust (Magical): The Frostdelver releases a burst of freezing air in a cone, dealing 2D6 Cold damage to all characters. |
| 2 | Glacial Strike (Physical): The Frostdelver strikes with its massive frozen limbs, targeting a single creature and dealing D10+2 Blunt damage. |
| 3 | Burrow Assault: The Frostdelver disappears underground and violently resurfaces. Creatures must succeed at an Acrobatics check or take 2D8 Blunt damage and be knocked Downed. |
| 4 | Ice Hail (Magical): The Frostdelver conjures hailstones of ice and hurls them at up to three targets. Each target hit takes 2D6 Cold damage and must make an Athletics check or be knocked Downed. |
| 5 | Frozen Rampage: The Frostdelver charges in a straight line. Creatures must make a Dodge check or take 2D6 Blunt damage and be knocked Downed. |
| 6 | Glacial Fury: The Frostdelver channels its frozen rage, causing a glacial aura to emanate from it. Enemies within the aura take 2D4 Cold damage at the start of their turn for the next 2 rounds. |
Gorehoof
Gorehoof is the chief of the Karth clan, bestial goat-men who plunder and kill with absolute savagery. Standing three meters tall and always wielding a cleaver nearly as large as himself, Gorehoof revels in violence and death. His black fur, often covered in fresh blood, and his large horns make him instantly recognizable, even when leading the clan into battle. With an almost infinite capacity to endure punishment, Gorehoof delights in combat and never retreats, pursuing his victims relentlessly.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Humanoid | 1 | 30 | 70 | 80 | 15 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 45 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Penetrating (2), Relentless (2), Frightening
Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Cleaving Cutlass (Physical): Gorehoof swings his enormous cleaver in a wide arc, targeting all creatures in the room and dealing D10 Slashing damage. |
| 2 | Savage Charge (Physical): Gorehoof charges in a straight line, trampling all obstacles. He then makes a melee attack against a single target at the end of the charge, dealing 3D6 Blunt damage. |
| 3 | Blood Frenzy: Gorehoof enters a frenzied state, gaining Advantage on melee attack rolls. He deals an additional D6 damage with his attacks, but also becomes Vulnerable to all damage until the start of his next turn. |
| 4 | Rallying Roar: Gorehoof lets out a thunderous roar, fueling his rage and shrugging off his wounds. He regains 2D4 Health. |
| 5 | Surge of Endurance: Gorehoof's unshakable endurance lets him shake off pain and injury. He gains Resistance to Blunt, Piercing, and Slashing damage for 2 rounds. |
| 6 | Dominant Presence (Magical): Gorehoof exudes an aura of dominance. All characters in the room must succeed at a Resolve check or become Frightened for D4 rounds. |
Veilshifter
Veilshifter, the Illusory Archon, is an enigma of shifting realities who commands illusions and weaves complex webs of deception. Its form is ever-changing, a kaleidoscope of images that confuses the senses, and its mastery of the illusory arts casts doubt upon the very fabric of truth. Through ethereal gestures, it unleashes dazzling bursts of light that blind and disorient, while its manipulation of reality can transform the battlefield into a surreal dreamscape. Veilshifter's arcane power extends to summoning ephemeral doppelgangers that mimic its abilities, creating a labyrinthine challenge for adventurers as they attempt to discern the real from the unreal.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Astral | 1 | 70 | 40 | 30 | 12 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Relentless (2), Swift
Level Scaling: Past level 5: +D4 Health, +D6 damage. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Illusory Mirage: Veilshifter creates illusory duplicates of itself and its surroundings. It becomes heavily obscured, and all attacks targeting it suffer Disadvantage until the end of its next turn. |
| 2 | Ethereal Distortion (Magical): Veilshifter warps reality around itself, creating a shifting landscape of illusions. Creatures in the area must succeed at a Magic Resistance check or become Blinded and Entangled for 2 rounds. |
| 3 | Reality Flux (Magical): Veilshifter manipulates reality, causing a torrent of illusions to crash down on a target, dealing 2D6 Arcane damage. |
| 4 | Wave of Doubles: Veilshifter summons illusory doubles to support it in combat. Two doubles appear near Veilshifter and immediately use its Illusory Mirage action on themselves. These doubles last until they have been hit once, and act only once per round each. On their turn, a double makes a physical attack against a target, dealing 2D4 Psychic damage on a hit. Only 4 doubles may be active at a time. |
| 5 | Dreamlike Shift (Magical): Veilshifter warps the battlefield into an illusory dreamscape, altering the terrain. All creatures in the area must succeed at an Athletics check or fall Downed. |
| 6 | Mystic Gaze (Magical): Veilshifter fixes its gaze on a target, making them perceive illusory but highly damaging threats. The target must succeed at a Magic Resistance check or take 4D4 Arcane damage. |
Infernal Archon
The presence of the Infernal Archon sets the air ablaze, raising waves of scorching heat that overwhelm the senses and smother hope. With sweeping gestures, it summons demonic cohorts and hurls infernal projectiles that immolate everything in their path. Its mastery of chaotic elements lets it weave a torrent of fire and shadow into a vortex of inevitable annihilation. Defying the Infernal Archon is almost like facing an incarnate inferno, where courage and resilience are tested against the relentless assault of flames and shadows seeking to engulf everything in a storm of destruction.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 50 | 40 | 50 | 10 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 40 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Relentless (2)
Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Infernal Eruption (Magical): The Infernal Archon calls upon its mastery of fire, causing flames to erupt. Creatures must make a Dodge check, taking 2D8 Fire damage on a failure, or half damage on a success. |
| 2 | Veil of Shadow: The Infernal Archon wraps itself in shifting shadows, becoming heavily obscured and granting itself Advantage on all defensive checks until the end of its next turn. |
| 3 | Demonic Summoning (Magical): The Infernal Archon summons D4 Minor Demons to aid it in combat. They act immediately after it in initiative order. A maximum of 4 Minor Demons may be present at any time. |
| 4 | Infernal Barrage (Magical): The Infernal Archon conjures molten projectiles and hurls them at a target, who must succeed at a Dodge check or take D10+2 Fire damage. |
| 5 | Shadow Rift (Magical): The Infernal Archon opens a rift to a realm of shadow and fire, spreading dark flames across the area. All characters must make a Dodge check or receive 3D4 Fire damage. |
| 6 | Vortex of Annihilation (Magical): The Infernal Archon combines fire and shadow to create a swirling vortex of destruction. A sphere of chaotic energy appears, forcing all characters to make a Magic Resistance check or take 2D8 Fire damage. |
Minor Demon
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 40 | 40 | 20 | 1 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | – | 40 | 30 | – |
Trait: Restored by Fire damage
| Action | Description |
|---|---|
| — | Demonic Laceration (Physical): The Minor Demon strikes a target with its claws, dealing D6+1 Slashing damage. |
Pyroclastic Possessor
This entity of blazing possession and smoldering domination manifests as a spirit woven from the flames of the abyss. Its spectral form is wreathed in fiery energies that consume its surroundings, leaving scorched imprints in its wake. With a gesture, it invades the minds of its victims, compelling them to carry out its destructive will, all while conjuring molten projectiles that erupt from the very earth. The Pyroclastic Possessor will force those who face it to struggle not only against the possession of their minds, but also against the searing fires that threaten to consume everything in a pyroclastic hell.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon | 1 | 40 | 40 | 40 | 10 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 30 | 60 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Relentless (2)
Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Infernal Possession (Magical): The Pyroclastic Possessor targets a creature, who must succeed at a Resolve check or become possessed by the Pyroclastic Possessor for 2 rounds. While possessed, the creature's actions are controlled by the Pyroclastic Possessor, who will force it to attack its allies, or itself if there are none. The creature may repeat the Resolve check at the end of each of their turns, ending the possession on a success. |
| 2 | Flame Eruption (Magical): The Pyroclastic Possessor conjures a burst of erupting flames. Creatures in the area must make a Dodge check, taking D10 Fire damage on a failure, or half damage on a success. |
| 3 | Molten Projectiles (Magical): The Pyroclastic Possessor hurls molten projectiles at up to three targets. Each target must make a Dodge check or take 2D6 Fire damage. |
| 4 | Possessed Blaze: The Pyroclastic Possessor wraps itself in an aura of swirling flames for 2 rounds. Creatures engaged in combat with it receive the Burning condition. |
| 5 | Blazing Impulse: The Pyroclastic Possessor emits a blazing command that resonates through the necropolis. Make a Tension Die check. |
| 6 | Embrace of Hell: The Pyroclastic Possessor extends its blazing spectral form to grip a target. The target must succeed at an Athletics check or take 2D8 Fire damage and become Entangled by the Pyroclastic Possessor until the end of its next turn. |
Lord of Dread
The Lord of Dread, a nightmarish enforcer of darkness and despair, materializes as a sinister embodiment of malevolence. Its very presence casts a shroud of terror, saturating the air with an aura that drains hope and vitality. With every gesture, it commands an ethereal army of shadow reapers, each a herald of impending doom, while its piercing gaze is as much a weapon as its spectral scythe. Its mastery of the abyss lets it conjure freezing projectiles that hunt down the very souls of its enemies. Those who stand against the Lord of Dread feel as though they face the abyss itself, enduring a relentless assault of shadow and despair emanating from this otherworldly entity.
| Type | Number | Vigilance | Endurance | Athletics | Health |
|---|---|---|---|---|---|
| Demon, Undead | 1 | 40 | 40 | 30 | 10 |
| Hit Location | Armor | Combat Skill | Magic Resistance | Loot |
|---|---|---|---|---|
| Humanoid (❣ Head) | 1 (all body parts) | 40 | 50 | 1 roll on the Valuables table, 1 roll on the Precious Items table |
Trait: Relentless (2), Undead
Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.
| D6 | Action |
|---|---|
| 1 | Shadow Reapers (Magical): The Lord of Dread summons D4 Shadow Reapers to fight on its behalf. These shadowy servants attack immediately after the Lord of Dread's turn, each making a scythe attack (Combat Skill 40, D6 Cold damage) against a creature, disappearing immediately afterward. |
| 2 | Aura of Despair (Magical): The Lord of Dread radiates an aura of despair for D4 rounds. Creatures who start their turn near the Lord of Dread must make a Resolve check or become Frightened for 2 rounds. |
| 3 | Ethereal Scythe (Physical): The Lord of Dread swings its spectral scythe at a target, dealing D10 Slashing damage on a hit. If the target is a PC, they must succeed at an Endurance check or have their maximum Toughness reduced by the amount of damage taken. This reduction lasts until the character completes a rest. |
| 4 | Shroud of Darkness: The Lord of Dread wraps itself in a shroud of darkness, becoming heavily obscured and becoming Resistant to all damage except Sacred damage until the start of its next turn. |
| 5 | Weakening Gaze (Magical): The Lord of Dread fixes its gaze on a creature, consuming the target's physical condition. The target must succeed at an Endurance check or become infected with the Rot (see page 74). |
| 6 | Abyssal Projectiles (Magical): The Lord of Dread hurls abyssal projectiles at up to three targets. Each target must make a Magic Resistance check, taking D10+2 Necrotic damage on a failure. |
Loot & Pillage
Many valuable items lie buried deep within the chambers of Ker Nethalas, whether ancient relics and unholy remnants of the Vaelorian Ascendancy's civilization, or debris and refuse from above that found its way down and may now mean the difference between life and death for your desperate character. Furthermore, although some of these items may have no direct value or use to you when you find them, if you are lucky enough, you might be able to trade them for other useful items.
Currency
Among the many other things you will find in the necropolis, coins of all kinds will be predominant. Regardless of their origin and value, merchants within the necropolis will accept them as currency, and as such, they hold value for your character. Whatever the type of currency, all coins found in Ker Nethalas, as well as the prices of items listed in this chapter, are shown in Coins (¢).
Encumbrance & Character Equipment
Your character may equip a maximum of 10 items on their body (9 if wielding a two-handed weapon), which includes:
- 1 item in Main Hand
- 1 item in Off Hand
- 1 Belt
- 1 Helmet/Headgear
- 1 Armor (either full or in separate pieces)
- 1 pair of gloves
- 1 pair of boots
- 1 Amulet
- 2 Rings
Your character may also carry other equipment and items with them. To track what they are carrying, your character has 10 item slots. These item slots are only for items you are carrying: any item equipped in one of your body slots does not count toward your total number of item slots. You must take the following into consideration:
- Non-encumbering items include anything tiny enough to hold in your palm, empty bags, items with no listed weight such as paper, trinkets, as well as worn clothing and jewelry.
- Normal items take up one slot.
- Heavy items take up two slots.
- Light items can be grouped up to 10 per single slot. This includes torches, rations, potions, Crafting Supplies, Cooking Ingredients, Fragments, Rings, Amulets, and other similar items.
- Coins and gems take up one slot for every 100 coins, rounded up.
During your stay in Ker Nethalas, you will sooner or later find bags to help you carry more items with you.
- Backpack: Increases carrying capacity by 20 item slots. You may only equip one backpack at a time.
- Pouch: Increases carrying capacity by 5 item slots. You may equip a maximum of 3 pouches at a time.
You cannot place items in a backpack or pouch, and then place that backpack or pouch inside another container.
Keep in mind that even if you are wearing armor in separate pieces (as described on page 192), the entirety of the different individual pieces counts as a single Armor slot when equipped. Wearing bracers does not mean you cannot wear gloves, just as wearing greaves does not mean you cannot wear boots.
Weapons
Weapon Traits
All non-magical weapons, regardless of type, deal D6 damage. They also have a different Speed value, depending on the weapon. More importantly, however, each weapon has one or more properties that set it apart from others, called Traits.
- Defensive: +10 to Combat Skill when used defensively in combination with a shield.
- Fast: This weapon grants the character +10 to Initiative checks.
- Parry: +10 to Combat Skill when used defensively.
- Powerful: This weapon is particularly deadly, increasing damage by 1.
- Simple: A relatively easy weapon to use, increasing Combat Skill by 10.
- Two-Handed: A character must use two hands to wield this weapon, but its larger size increases damage by 1.
- Versatile: When wielded two-handed, this weapon deals +1 damage.
Weapon Weight
All one-handed weapons are considered Normal items. Two-handed weapons are Heavy items. As usual, however, this only matters if you are not currently wielding the weapon and are instead carrying it in your bags.
Weapons
| Weapon | Cost | Damage | Skill | Speed | Notes |
|---|---|---|---|---|---|
| Bardiche | 15 | Slashing | Polearms | 0 | Two-Handed |
| Bastard Sword | 30 | Slashing | Slashing Weapons | 5 | Versatile, Parry |
| Fauchard | 10 | Slashing | Polearms | 0 | Two-Handed |
| Claw | 20 | Slashing | Brawling Weapons | 10 | Parry, Fast |
| Cudgel | 5 | Blunt | Blunt Weapons | 5 | Simple |
| Dagger | 5 | Piercing | Slashing Weapons | 10 | Fast |
| Flail | 30 | Blunt | Blunt Weapons | 5 | – |
| Glaive | 15 | Slashing | Polearms | 0 | Two-Handed |
| Greataxe | 50 | Slashing | Slashing Weapons | -10 | Two-Handed |
| Great Cudgel | 20 | Blunt | Blunt Weapons | -10 | Two-Handed, Powerful |
| Greatsword | 80 | Slashing | Slashing Weapons | -5 | Two-Handed, Powerful |
| Halberd | 15 | Slashing | Polearms | 0 | Two-Handed |
| Hatchet | 5 | Slashing | Slashing Weapons | 5 | Simple |
| Harpoon | 10 | Piercing | Polearms | 5 | – |
| Improvised Weapon | 1 | Blunt | Polearms | -10 | Two-Handed |
| Brass Knuckles | 5 | Blunt | Brawling Weapons | 10 | Simple, Fast |
| Light Hammer | 5 | Blunt | Blunt Weapons | 5 | Fast |
Armor & Protective Equipment
The armor presented in this section falls into a few different categories:
- Full Armor are complete armor sets, from shoulders to feet. They offer a unified protection rate across all parts of your body.
- Piecemeal Armor lets you choose which parts of your body you wish to protect better, and which you prefer to keep lighter and freer:
- Torso armor, to protect both your chest and abdomen.
- Bracers, which offer protection to your arms.
- Greaves, to protect your legs and feet.
- Helmets protect your head from blows and injuries.
- Shields offer additional protection and an advantage when parrying blows.
If you wear Full Armor, it is only compatible with helmets and shields; you cannot wear multiple layers of armor to stack protection. Full Armor is already a multi-layered armor set; stacking more on top of it would only make movement even more difficult.
Most pieces of armor impact your ability to maneuver and even your spatial awareness, so keep this in mind when choosing what to wear! When a piece of armor indicates that your maneuverability is reduced, you must reduce your Acrobatics, Dodge, and Stealth skills by the specified amount while wearing it.
Armor & Shield Weight
Full Armor sets are considered Heavy items. Any single piece of armor or a helmet is considered Normal, as are all shields, except the wall shield, which is considered Heavy. As usual, however, this only matters if you are not currently wearing the item and are instead carrying it in your bags.
Shields
| Shield | Cost | Parry Bonus | Integrity |
|---|---|---|---|
| Buckler | 20 | +5 | D6 |
| Standard | 40 | +10 | D8 |
| Full | 60 | +15 | D8 |
| Wall | 100 | +20 | D8 |
Helmets
| Helmet | Cost | Protection | Integrity | Notes |
|---|---|---|---|---|
| Light | 20 | 1 | D6 | Perception: -5 |
| Medium | 40 | 2 | D8 | Perception: -10 |
| Heavy | 60 | 3 | D10 | Perception: -15 |
Armor — Full
| Armor | Cost | Protection | Integrity | Notes |
|---|---|---|---|---|
| Thick Cloth | 80 | 1 | D6 | Maneuverability: -10 |
| Soft Leather | 120 | 1 | D8 | Maneuverability: -15 |
| Skin Scales | 150 | 2 | D8 | Maneuverability: -15 |
| Lamellar | 200 | 2 | D8 | Maneuverability: -20 |
| Rigid Leather | 250 | 2 | D8 | Maneuverability: -20 |
| Metal Scales | 300 | 2 | D10 | Maneuverability: -25 |
| Chainmail | 300 | 2 | D8 | Maneuverability: -20 |
| Brigandine | 350 | 3 | D10 | Maneuverability: -25 |
| Plate | 400 | 3 | D12 | Maneuverability: -30 |
Armor Pieces — Torso
| Armor | Cost | Protection | Integrity | Notes |
|---|---|---|---|---|
| Thick Cloth | 40 | 1 | D6 | Maneuverability: -5 |
| Soft Leather | 60 | 1 | D8 | Maneuverability: -5 |
| Skin Scales | 75 | 2 | D8 | Maneuverability: -10 |
| Lamellar | 100 | 2 | D8 | Maneuverability: -15 |
| Rigid Leather | 125 | 2 | D8 | Maneuverability: -15 |
| Metal Scales | 150 | 2 | D10 | Maneuverability: -20 |
| Chainmail | 150 | 2 | D8 | Maneuverability: -15 |
| Brigandine | 175 | 3 | D10 | Maneuverability: -20 |
| Plate | 200 | 3 | D12 | Maneuverability: -20 |
Armor Pieces — Bracers
| Armor | Cost | Protection | Integrity | Notes |
|---|---|---|---|---|
| Light | 20 | 1 | D6 | Maneuverability: -5 |
| Medium | 40 | 2 | D8 | Maneuverability: -5 |
| Heavy | 60 | 3 | D10 | Maneuverability: -5 |
Armor Pieces — Greaves
| Armor | Cost | Protection | Integrity | Notes |
|---|---|---|---|---|
| Light | 20 | 1 | D6 | Maneuverability: -5 |
| Medium | 40 | 2 | D8 | Maneuverability: -5 |
| Heavy | 60 | 3 | D10 | Maneuverability: -5 |
Other Objects & Equipment
Belt Checks & Quick Slots
If you're lucky enough, you will eventually find a belt, which will give you access to quick slots. A belt has 4 item slots, letting you store items.
Additionally, these items are easily accessible, meaning using or taking any item from your belt counts as a Free Action. Unfortunately, certain circumstances will require you to make a Belt Check. When this happens, roll D4 and compare the result to your belt's inventory. The item stored in that slot has been destroyed.
Common Equipment
| Item | Cost | Weight | Description |
|---|---|---|---|
| Backpack | 500 | Normal | Increases carrying capacity by 20 item slots. Can only carry 1. |
| Bandage | 10 | Light | Heals D4 Toughness once per room. Consumable. |
| Sleeping Bag | 200 | Heavy | Grants +1 to the Camp Check. |
| Belt | 1,000 | Normal | Lets you have up to 4 items available in your belt's quick slots. |
| Belt Lamp | 1,500 | Normal | Can be attached to a belt, taking up one of its slots. Requires Lamp Oil. |
| Candle | 2 | Light | Serves as a light source, but only lasts 10 rooms. Consumable. |
| Crowbar | 50 | Normal | +10 Athletics when attempting to force open a container or door. |
| Flare | 20 | Light | This alchemical concoction reacts on contact with air, illuminating a room. Throwing a flare into a room or corridor serves as a light source. Consumable. |
| Lamp | 200 | Normal | Serves as a light source. Requires Lamp Oil. |
| Lamp Oil | 5 | Light | Fuel for an Oil Lamp. Consumable. |
| Lockpick | 5 | Light | Required to open locks. A lockpick breaks with every failed lockpicking attempt using the Larceny skill. Consumable. |
| Pouch | 100 | Normal | Increases carrying capacity by 5 item slots. Can carry a maximum of 3 at a time. |
| Ration | 5 | Light | Consumable. |
| Ritual Ingredient | 10 | Light | Required by Ritualists. Consumable. |
| Thieves' Kit | 200 | Normal | Required to disarm traps. +5 to Larceny. |
| Torch | 10 | Light | Serves as a light source. Consumable. |
Loot Tables
Valuables
| D20 | Result |
|---|---|
| 1-5 | Random Potion |
| 6-12 | Attunement Crystal |
| 13-16 | Fragment |
| 17-20 | Magic Item |
Precious Items
| D20 | Result |
|---|---|
| 1-15 | Magic item |
| 16-20 | Relic |
Ordinary Items
| D100 | Result |
|---|---|
| 01-05 | D4 Crafting Supplies |
| 06-10 | D4 Cooking Ingredients |
| 11-15 | Backpack |
| 16-20 | 1x Bandage |
| 21-25 | Blanket |
| 26-30 | Belt |
| 31-35 | Belt Lamp |
| 36-40 | 1x Candle |
| 41-45 | Book of Lore |
| 46-50 | Crowbar |
| 51-55 | Flare |
| 56-60 | Gems & Jewelry (roll on the table on page 198) |
| 61-65 | Lamp |
| 66-70 | 1x Lamp Oil |
| 71-75 | 1x Lockpick |
| 76-80 | Pouch |
| 81-85 | Random Armor |
| 86-90 | Random Weapon |
| 91-100 | D4 Ritual Ingredients |
Loot
| D6 | Result |
|---|---|
| 1-3 | Roll on the Ordinary Items table |
| 4-5 | Roll on the Valuables table |
| 6 | Roll on the Precious Items table |
Attunement Crystals
Attunement Crystals let your character attune to a magic item in order to access its magical properties. Until a character has attuned to a magic item, the item in question behaves as its ordinary counterpart.
A single Attunement Crystal is needed to identify a magic item's properties, and it is spent after use. You may use Attunement Crystals by choosing the "Attune" camp action (page 109).
Fragments
Fragments are pieces of magic items from the Vaelorian Ascendancy that have broken over time. They still retain a bit of magic for a single use, even though they can no longer produce their full effect.
You do not need to attune to a Fragment to use it.
| D20 | Fragment |
|---|---|
| 1 | A twisted dagger with a blade covered in thorns. Used to deliver the final blow to an enemy (reducing it to 0 Health), the creature rises as a Raised Skeleton (page 36) under your control. |
| 2 | A tattered cloak that, once worn, wraps the wearer in darkness. Grants invisibility for 5 rooms, or until you attack. You may ignore all combat encounters until then. |
| 3 | A jagged mirror fragment that, once broken, creates illusory doubles of the user to distract enemies. +30 to all defensive checks for the next 4 rounds. |
| 4 | A rusted chain that, wrapped around you, grants your mind strength and resolve. +10 temporary Sanity. |
| 5 | A black amulet shaped like a heart. Once crushed (Free Action), it lets you absorb damage meant for an ally, but the amulet disintegrates into dust, leaving you unable to feel empathy for a week. |
| 6 | A cracked monocle that, once worn, lets the user inflict psychic pain on a target by locking eyes with them. As a Standard Action, make a Resolve check; on a success, your target takes 3D10 Psychic damage. |
| 7 | A vial filled with a sickly greenish liquid. Once thrown, it bursts into corrosive flames that deal 3D6 Acid damage to all targets. |
| 8 | A small enchanted skull that grants the user the ability to see what awaits them. Roll the contents of the next 3 rooms. |
| 9 | Tattered bandages that, wrapped around a wound, speed up healing but carry a curse that causes wounds to fester if not removed in time. Heal 2 Toughness/room; if kept for more than D6 rooms, you lose 1 Health/room. |
| 10 | A blood-red potion that grants immense strength to the user for a short time. Increases your next Athletics check by +50. |
| 11 | A pendant adorned with a single raven feather. When worn, it grants you +1 Standard Action for the next 4 rounds. |
| 12 | A spiked gauntlet that, when worn, enhances your melee attacks with searing pain. As long as you remain in this room, your Unarmed Combat & Brawling Weapons skill is increased by 50 and you deal 2D6 Fire damage. Once you leave the room, you take 2D6 Fire damage. |
| 13 | A vial of thick black liquid that, once consumed, grants you immunity to Sanity loss for the next 4 rooms, but leaves you emotionally detached afterward. |
| 14 | A delicate locket that, once opened, releases a swarm of spectral spiders that entangle a target. A target of your choice becomes Entangled. |
Gems & Jewelry
| D20 | Value |
|---|---|
| 1-2 | Ornamental — D100¢ |
| 3-6 | Semi-precious — 2D100¢ |
| 7-11 | Precious — 3D100¢ |
| 12-15 | Sumptuous — 4D100¢ |
| 16-18 | Lavish — 5D100¢ |
| 19-20 | Extravagant — 6D100¢ |
Books of Lore
| D10 | Book |
|---|---|
| 1 | Shadows of Devotion: The Vaelorian Rites of the Necromantic Cult. "Through a potent blend of religion and dark sorcery, the Vaelorians worship the very realm of death, embracing forbidden arts that bind them to the eternal cycle of life and decay. Within the sacred chambers of their temples, priests clad in shadow, adorned in dark garments, conduct solemn ceremonies to commune with departed souls. Through rituals wrapped in macabre mysticism, they seek divine favor, mastering the power of necromancy to unlock secrets hidden within realms beyond mortal comprehension. The Vaelorian Ascendancy's relentless devotion to necromantic practices and their self-imposed isolation have forged an empire where faith and the manipulation of death intertwine, casting a chilling veil over their enigmatic society forever." |
| 2 | Ethereal Stitching. "Our creations are more than mere clothing; they are conduits of enigmatic magic. The fabrics we produce possess an intrinsic essence, a strange enchantment that wraps the wearer in an aura of intrigue and mysticism. With every stitch, we weave secrets into the very fabric of our society, concealing even the darkest intentions beneath layers of art and illusion. Our work grants those who don our creations an enigmatic allure, transforming them into figures of fascination and reverence in a world steeped in shadow." |
| 3 | Mysteries of Death. "The cult of Kalatha, the Sovereign of Shadows, weaves a complex tapestry of devotion and terror. The goddess of death is worshipped as the eternal orchestrator of the cosmic cycle, her skeletal hand guiding souls from the mortal realm toward the veiled mysteries of the afterlife. The Temple of Ebon Rites stands as a monument to her dominion, its towering spires piercing the heavens in solemn testament to our reverence. There, hooded acolytes perform their rituals beneath the faint glow of obsidian candles, invoking Kalatha's name through whispered prayers and offerings of bone and ash. The goddess's presence is keenly felt in necromantic rituals, where death is both a path to power and a sacrament of devotion. Yet Kalatha's blessings are never given freely; they must be earned through loyalty and sacrifice. Her worshippers navigate the delicate balance between life and death, embracing the inevitability of their mortality while wielding the power of the necromantic arts. As the guiding light of the Vaelorian Ascendancy, Kalatha grants a chilling consolation to her devout, a promise of unity with the shadows that wrap our world in an enigmatic embrace." |
| 4 | Contemplations on the Tapestry of Realms. "Dear minds curious enough to probe the labyrinthine halls of thought, I present to you the heart of my contemplations in this humble tome you now hold. Within its pages, I dare to explore the complex origins of the various planes of existence, those realms veiled from our senses yet deeply intertwined with our reality. Imagine, if you will, a celestial loom, where primordial weavers spin the threads of existence. Each plane, distinct and evocative, bears witness to their intentions — a realm of fire, another of water, one of shadow, and countless others. These parallel domains overlap with our world, like ethereal echoes casting intricate patterns upon the tapestry of our lives. My reflections, though bold and met with skepticism, invite you to transcend the ordinary and embrace the enigma our reality weaves. Let us embark together on this journey of understanding, looking beyond the veil to probe the cosmic loom that shapes the very essence of our being." |
Potions
| D20 | Potion |
|---|---|
| 1 | Aether. You immediately recover 5 Aether. |
| 2 | Antidote. Immediately removes the Poisoned condition. |
| 3 | Coagulant. Immediately removes the Bleeding condition. |
| 4 | Courage. Immediately removes the Frightened condition. |
| 5 | Ablaze. Applied to a weapon, it deals +D4 Fire damage for 5 rounds. |
| 6 | Frenzy. For the next D6 rounds, you deal +2D10 damage, but are unable to defend yourself in any way. |
| 7-8 | Healing. You immediately heal D6+2 Health. |
| 9 | Regeneration. Heals D10+5 Health, at a rate of 1 Health/round. |
| 10 | Poison. Applied to a weapon, the next successful attack applies the Poisoned (1) condition. |
| 11 | Purge. Immediately removes the Cursed condition. |
| 12-13 | Rest. Reduce your Exhaustion by D4. |
| 14 | Satiety. Counts as a ration. |
| 15 | Recovery. Heals 1 Sanity. |
| 16-17 | Speed. Grants 1 free Standard Action. |
| 18 | Stoneskin. For the next D10 rooms, you have +1 Armor, but your Dodge and Acrobatics skills are reduced by 10. |
| 19 | Strength. Increases your Endurance and Athletics by +10 for the next D10 rooms. |
| 20 | Vitality. Increases your maximum Toughness by D10. Taking more than one while still under its effects causes D10 damage. |
Random Mastery
| D20 | Mastery |
|---|---|
| 1 | Abyssal Reaver |
| 2 | Arcanist |
| 3 | Brawler |
| 4 | Bulwark |
| 5 | Duskblade |
| 6 | Emissary |
| 7 | Flamecaster |
| 8 | Frostweaver |
| 9 | Gravecaller |
| 10 | Hexmancer |
| 11 | Icon Caller |
| 12 | Mindbinder |
| 13 | Ritualist |
| 14 | Stormbrand |
| 15 | Tracker |
| 16 | Umbra Phantom |
| 17 | Weapon Master |
| 18 | Wraith |
| 19 | Wrathspawn |
| 20 | Zealot |
Random Weapon
| D100 | Weapon |
|---|---|
| 01-03 | Bardiche |
| 04-06 | Bastard Sword |
| 07-09 | Guisarme |
| 10-12 | Claw |
| 13-15 | Cudgel |
| 16-18 | Dagger |
| 19-21 | Flail |
| 22-24 | Glaive |
| 25-27 | Greataxe |
| 28-30 | Great Cudgel |
| 31-33 | Greatsword |
| 34-36 | Halberd |
| 37-39 | Hatchet |
| 40-42 | Harpoon |
| 43-45 | Improvised Weapon |
| 46-48 | Brass Knuckles |
| 49-51 | Light Hammer |
| 52-54 | Longsword |
| 55-57 | Mallet |
| 58-60 | Mace |
| 61-63 | Morning Star |
| 64-66 | Pike |
| 67-69 | Pilum |
| 70-72 | Iron-Shod Staff |
| 73-75 | Rapier |
| 76-78 | Sabre |
| 79-81 | Scimitar |
| 82-84 | Shiv |
| 85-87 | Short Sword |
| 88-90 | Spear |
| 91-93 | Warhammer |
| 94-96 | War Pick |
| 97-100 | Magic Weapon |
Resources
| D10 | Result |
|---|---|
| 1-2 | You find nothing of value |
| 3-6 | You find 1x Cooking Ingredient |
| 7-10 | You find 1x Crafting Supplies |
Random Armor
| D20 | Armor |
|---|---|
| 1-4 | Torso armor (roll on the Full & Torso Armor table) |
| 5-8 | Helmet (roll on the Helmets table, page 193) |
| 9-12 | Bracers (roll on the Gauntlets & Bracers table, page 194) |
| 13-16 | Greaves (roll on the Boots & Greaves table, page 194) |
| 17-20 | Full Armor (roll on the Full & Torso Armor table) |
Random Shield
| D10 | Shield |
|---|---|
| 1-3 | Buckler |
| 4-7 | Standard Shield |
| 8-10 | Wall Shield |
Full & Torso Armor
| D10 | Armor |
|---|---|
| 1-2 | Leather Armor |
| 3-4 | Studded Leather Armor |
| 5-6 | Chainmail |
| 7-8 | Scale Armor |
| 9-10 | Plate Armor |
Magic Item Generation
When you find a magic item for the first time, you must determine what type it is. You may learn more details about it using the tables below, but only after spending an Attunement Crystal.
Magic items are rare and difficult to find, but they can greatly improve your chances of survival in the depths of Ker Nethalas. Every time you find a magic item, follow these steps to determine its properties:
- Roll on the Item table to find out what type of item you found.
- Roll on the Item Rarity table to learn its rarity.
- Roll on the appropriate Magic Properties table as many times as the item's rarity indicates.
To speed up the process, you can make all the rolls at once: simply take a D8, a D10, and a D20. If the item turns out to be Rare or Epic rarity, reroll the D20 as many times as needed.
Selling Magic Items
You are not guaranteed to find a magic item you will need or want to use. In these cases, you will probably prefer to simply get rid of it by selling it to a merchant. Unlike other items, the prices shown here are final — you do not receive 50% of the price, but the full amount. A magic item's price depends on its rarity:
- Uncommon magic items sell for 200¢
- Rare magic items sell for 400¢
- Epic magic items sell for 600¢
- Relics sell for 1,000¢
Item
| D8 | Item |
|---|---|
| 1 | Weapon (roll on the Random Weapon table, page 204) |
| 2 | Armor (roll on the Random Armor table, page 205) |
| 3 | Belt |
| 4 | Boots |
| 5 | Gloves |
| 6 | Amulet |
| 7-8 | Ring |
Enemy Type
| D8 | Type |
|---|---|
| 1 | Animal |
| 2 | Astral |
| 3 | Plant |
| 4 | Demon |
| 5 | Elemental |
| 6 | Undead |
| 7 | Humanoid |
| 8 | Construct |
Item Rarity
| D10 | Rarity |
|---|---|
| 1-5 | Uncommon: 1 Magic Property |
| 6-8 | Rare: 2 Magic Properties |
| 9-10 | Epic: 3 Magic Properties |
Damage Type
| D20 | Type |
|---|---|
| 1 | Acid |
| 2 | Air |
| 3-5 | Arcane |
| 6-7 | Blunt |
| 8 | Cold |
| 9 | Earth |
| 10 | Fire |
| 11 | Sacred |
| 12 | Infernal |
| 13 | Necrotic |
| 14-15 | Piercing |
| 16 | Poison |
| 17 | Psychic |
| 18-19 | Slashing |
| 20 | Water |
Magic Properties — Armor
| D20 | Property |
|---|---|
| 1-4 | Roll on the Damage Type table. This armor grants you damage reduction based on the armor's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 5 | This armor grants you Magic Resistance based on the armor's rarity: +10 Uncommon, +20 Rare, +30 Epic. |
| 6 | Reduce your max Aether by 5, but increase your max Toughness by 10. |
| 7 | Reduce your max Toughness by 5, but increase your max Aether by 10. |
| 8 | Roll on the Damage Type table. You are Resistant to that damage type. |
| 9 | Increase your Dodge by 20. |
| 10 | Opponents have their Combat Skill reduced by 10 when attacking you. |
| 11 | Enemies who wound you take 1 Piercing damage that cannot be avoided in any way. |
| 12 | On command, this armor functions as a light source. |
| 13 | Increase your carrying capacity by 10. |
| 14 | Reroll any check once per rest at camp. |
| 15 | Heal a target once per rest at camp. The amount of Health healed depends on this item's rarity: D10+2 Uncommon, D10+3 Rare, D10+4 Epic. This is a Standard Action. |
| 16 | After winning a combat encounter, roll D6: a result of 1-3 means you immediately recover D4 Toughness. |
| 17 | You are immune to Stunned. |
| 18 | You are immune to the Frightened condition. |
| 19 | Once per rest at camp, you may cause vines to burst from the armor, Entangling a target. |
| 20 | Once per Domain, you may become your own shadow for D6+1 rounds. You can only be harmed by Arcane damage while in shadow form. |
Magic Properties — Belt
| D20 | Property |
|---|---|
| 1 | Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 2 | This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic. |
| 3 | Roll on the Damage Type table. You are Resistant to that damage type. |
| 4 | Increase your carrying capacity by 10. |
| 5 | Reroll any check once per rest at camp. |
| 6-8 | Items attached to this belt can no longer be damaged or lost (Belt Check). |
| 9 | After winning a combat encounter, roll D6: a result of 1-3 means you immediately recover D4 Toughness. |
| 10 | You are immune to Stunned. |
| 11 | You are immune to the Frightened condition. |
| 12 | Increase a skill of your choice by 20. |
| 13 | Increase the amount of Health you recover after setting camp by D4. |
| 14 | Increase the amount of Sanity you recover after setting camp by D4. |
| 15 | Ignore the effects of a single instance of Madness you are currently affected by. |
| 16 | Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 17 | Reroll any failed Larceny check made while trying to pick a lock. |
| 18 | Reroll any failed Larceny check made while trying to disarm a trap. |
| 19 | On command, this item functions as a light source. |
| 20 | Once per rest, you may recover D10 Health. |
Magic Properties — Boots
| D20 | Property |
|---|---|
| 1 | Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 2 | This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic. |
| 3 | Reroll any check once per rest at camp. |
| 4 | You are immune to Stunned. |
| 5 | You are immune to Entangled. |
| 6 | Increase a skill of your choice by 20. |
| 7 | Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 8 | Reroll any failed Larceny check made while trying to pick a lock. |
| 9 | Reroll any failed Larceny check made while trying to disarm a trap. |
| 10 | You have Advantage on Acrobatics checks. |
| 11 | You have Advantage on Stealth checks. |
| 12 | Ignore the effects of a critical failure once per rest at camp. |
| 13 | Double the amount of Crafting Supplies you find. |
| 14 | You have Advantage on Search checks. |
| 15 | After rolling on the Search table (page 103), you may choose to increase the die result by D4. |
| 16 | Increase the armor on your legs by 1. |
| 17 | Once per room, you may reroll a failed Dodge check. |
| 18 | Once per encounter, you may make a special kick attack that deals 3D10 Blunt damage. This is a Standard Action that requires an Unarmed Combat & Brawling Weapons check. |
| 19 | You gain 1 free Reaction per round. |
| 20 | You are immune to Paralysis. |
Magic Properties — Gloves
| D20 | Property |
|---|---|
| 1 | Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 2 | This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic. |
| 3 | Reroll any check once per rest at camp. |
| 4 | Increase a skill of your choice by 20. |
| 5 | Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 6 | You have Advantage on Athletics checks. |
| 7 | Increase your Unarmed Combat & Brawling Weapons skill by 30. |
| 8 | Reroll any failed Larceny check made while trying to pick a lock. |
| 9 | Reroll any failed Larceny check made while trying to disarm a trap. |
| 10 | Once per encounter, you may make a special punch attack that deals 3D10 Blunt damage. This is a Standard Action that requires an Unarmed Combat & Brawling Weapons check. |
| 11 | You have Advantage on Search checks. |
| 12 | After rolling on the Search table (page 103), you may choose to increase the die result by D4. |
| 13 | Increase the armor on your arms by 1. |
| 14 | Increase your attack skill by 10 when attempting to parry an attack. |
| 15 | Increase your maximum Aether by D10. |
| 16 | Once per encounter, you may use a magic Ability without spending Aether. |
| 17 | Your weapon attacks deal +1 damage. |
| 18 | Roll on the Damage Type table. You may choose to deal that damage type with your weapon attacks. |
| 19 | Heal 1 Toughness whenever you defeat an opponent. |
| 20 | Increase your maximum Toughness by D10. |
Magic Properties — Ring
| D20 | Property |
|---|---|
| 1 | Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 2 | This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic. |
| 3 | Reroll any check once per rest at camp. |
| 4 | Increase a skill of your choice by 10. |
| 5 | Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 6 | When you Catch Your Breath, you do not decrease the Tension Die. |
| 7 | Increase your maximum Sanity by 5. |
| 8 | Reroll any failed Larceny check made while trying to pick a lock. |
| 9 | Reroll any failed Larceny check made while trying to disarm a trap. |
| 10 | Increase your maximum Health by 5. |
| 11 | Once per rest, you may heal D10 Health. |
| 12 | After rolling on the Search table (page 103), you may choose to increase the die result by D4. |
| 13 | Increase the amount of Health you recover after setting camp by D4. |
| 14 | Increase the amount of Sanity you recover after setting camp by D4. |
| 15 | Ignore the effects of a single instance of Madness you are currently affected by. |
| 16 | Increase your maximum Toughness by 5. |
| 17 | Once per encounter, you may use a magic Ability without spending Aether. |
| 18 | You have Advantage on Search checks. |
| 19 | You may reroll your Rising Darkness rolls. The second roll is final. |
| 20 | Ignore the effects of a critical failure once per rest at camp. |
Magic Properties — Weapon
| D20 | Property |
|---|---|
| 1 | Roll on the Damage Type table. This weapon deals D4 additional damage of that type. |
| 2 | +10 to Initiative checks. |
| 3 | When you deal a critical hit with this weapon, you deal the maximum possible damage. |
| 4 | +1 damage of the same type dealt by the weapon. |
| 5 | When accidentally dropped, the weapon instantly returns to your hand. |
| 6 | The target gains Bleeding (1) whenever you deal damage to them. |
| 7 | The target gains Poisoned (1) whenever you deal damage to them. |
| 8 | Roll on the Random Enemy Type table. This weapon deals bonus damage against that enemy type, based on this weapon's rarity: +1 Uncommon, +2 Rare, +3 Epic. |
| 9 | Once per room, you may make a special attack that deals additional damage based on the weapon's rarity: +2D6 Uncommon, +3D6 Rare, +4D6 Epic. This is a Standard Action. |
| 10 | When you hit with this weapon and reduce the target to 0 Health, you gain D6 temporary Toughness. |
| 11 | Once per room, you may unleash a destructive cone of Arcane energy from the weapon that affects all creatures in the room. Every creature must succeed at a Magic Resistance check or take damage based on the weapon's rarity: D4 Uncommon, 2D4 Rare, 3D4 Epic. This is a Standard Action. |
| 12 | When you hit with this weapon and reduce the target to 0 Health, you gain D6 temporary Aether. |
| 13 | For the next D4 rounds, all damage dealt with this weapon is doubled. All incoming damage is also doubled. Activating this Property is a Free Action. |
| 14 | You deal +2D6 damage with your first attack in a room while wielding this weapon. |
| 15 | When you deal a critical hit with this weapon, you recover D10 Health. |
| 16 | While wielding this weapon, you score a critical hit on a roll of 66, regardless of your skill score. |
| 17 | Deal +1 damage on your next attack if you took damage during that same turn. |
| 18 | You may choose to deal D8 additional damage whenever you deal damage with this weapon. If you do, you take the same amount of damage. |
| 19 | When you deal damage with this weapon, gain +10 to Parry until your next turn. |
Magic Item Quirks
No two magic items are alike. Each is a delicate work of art created through a combination of craftsmanship and ethereal energy unique to each artisan.
If you want to know what sets the item you just found apart from others, every time you acquire a new magic item, you may roll a die on the Magic Item Quirks table.
Magic Item Quirks
| D100 | Quirk |
|---|---|
| 01-02 | It is damp to the touch. |
| 03-04 | It seems heavier than it looks. |
| 05-06 | Tiny scales cover its surface. |
| 07-08 | You hear whispers when holding it, but cannot make out the words. |
| 09-10 | It appears to be made entirely of glass. This does not make it any more fragile than it should be, however. |
| 11-12 | It levitates slightly. |
| 13-14 | When left on the ground, grass grows beneath it. |
| 15-16 | You feel a constant cold while holding this item. |
| 17-18 | It turns completely black under direct light. |
| 19-20 | An eye opens on it when you are not looking directly at it. |
| 21-22 | Small ferrous objects stick to it. |
| 23-24 | It is always warm to the touch. |
| 25-26 | It is always covered in a layer of grime. |
| 27-28 | It smells of freshly baked bread. |
| 29-30 | It appears to be made of stone. |
| 31-32 | It smells of rotting flesh. |
| 33-34 | It secretes small droplets of water. |
| 35-36 | It is always covered in a layer of mucus. |
| 37-38 | It sparkles. |
| 39-40 | Light seems to dim around it. |
| 41-42 | Your eyes frequently change color. |
| 43-44 | It is always immaculate. |
| 45-46 | Harmless insects constantly swarm around it. |
| 47-48 | It appears to be made of metal. |
| 49-50 | It bounces when dropped. |
| 51-52 | It appears to be covered in fur. |
| 53-54 | It is an entirely outlandish color. |
| 55-56 | Arcs of energy leap across it. |
| 57-58 | Your voice drops an octave lower. |
| 59-60 | It hums constantly. |
| 61-62 | It sticks to any surface. |
Relics
Relics are unique and powerful magic items that grant you access to unique powers, abilities, and advantages. Finding one of these items can change the way you play and truly influence your character's destiny.
Characters do not need to attune to Relics, and may therefore use them as soon as they acquire them.
Relics
| D20 | Relic |
|---|---|
| 1 | Aegis of the Eternal Sentinel |
| 2 | Ring of Knowledge |
| 3 | Diadem of Arcane Power |
| 4 | Brew of Vitality |
| 5 | Echo of Resurgence |
| 6 | Elixir of Arcane Ascension |
| 7 | Blade of the Ethereal Requiem |
| 8 | Doomheart Seed |
| 9 | Gauntlets of the Blazing Phoenix |
| 10 | Infernal Plate Armor |
| 11 | Mace of the Eclipse |
| 12 | Elixir of the Spirit Warden |
| 13 | Potion of Forgotten Fate |
| 14 | Ring of the Arcane Storm |
| 15 | Ring of the Ethereal Embrace |
| 16 | Ring of Submission |
| 17 | Third Eye of Emaricus |
| 18 | Lifebane Belt |
| 19 | Void-Grip Gauntlets |
| 20 | Wyvern Fang |
Aegis of the Eternal Sentinel Item Type: Shield (Full)
- Increases your Parry by 20.
- Once per room, you may ignore all damage from a single source.
The surface of the shield is engraved with intricate patterns evoking the image of a vigilant sentinel, and it is carved from sturdy ironwood inlaid with veins of glowing crystal. When raised, an invisible barrier forms, embodying its spirit. The Aegis of the Eternal Sentinel absorbs and disperses attacks with remarkable efficiency, offering a solid defense against both unholy and magical assaults.
Ring of Knowledge Item Type: Ring
- After resting at camp, choose a skill: it gains +50 until your next rest. These points cannot be reassigned before the next rest.
Forged at the heart of the lost library of Kizanu and infused with the essences of countless books, this ring serves as a conduit to unmatched knowledge. Slipped onto the finger, it triggers a profound awakening in the wearer's mind, expanding their intellect and awareness. In the presence of the Ring of Knowledge, mysteries resolve with ease, secrets unveil themselves, and the obscure becomes a landscape of interconnected wisdom.
Diadem of Arcane Power Item Type: Headgear
- +10 max Aether.
- All damage-dealing spells deal an additional D6 damage.
Once worn, this diadem, delicately shaped from a single crystal, enhances the caster's connection to the arcane, intensifying the power and efficiency of their spells. Every incantation becomes a symphony of elemental forces, resonating with the wearer's intent and amplifying their magical resonance.
Brew of Vitality Item Type: Consumable
- Permanently increases your Health by D4.
Held in an opaque glass vial, this liquid is a blend of rare herbs, gem fragments, and distilled essence of vitality. Once consumed, the potion surges through the veins, strengthening constitution and courage. As the elixir infuses the body, it heals wounds, fortifies muscles, and breathes new vigor into the very heart of existence.
Echo of Resurgence Item Type: Talisman
- If a blow would kill you, ignore all damage and regain D10 Health instead. The Echo of Resurgence then shatters.
The fruit of complex enchantments woven into a fragile crystal, this talisman hangs on a thin chain, resting gently over the wearer's heart. A unique, precious, and irreplaceable gift is offered to the wearer: a second chance. Faced with imminent death, the trinket's magic awakens, forming a protective cocoon and absorbing the fatal blow. However, this salvation comes at a cost: the talisman shatters, its glittering fragments scattering like stars, leaving the wearer with a new life but also the weight of an eternal sacrifice.
Elixir of Arcane Ascension Item Type: Consumable
- Permanently increases your Aether by D4.
This vial with a shimmering luminescence radiates an aura of magical power. Once drunk, the Elixir of Arcane Ascension awakens a dormant source of arcane potential, elevating the drinker's abilities. As the elixir courses through their veins, their body attunes further to the ethereal planes, letting them draw upon arcane energies with ease.
Blade of the Ethereal Requiem Item Type: Scimitar
- Attacks with this weapon ignore armor.
- You can never involuntarily drop this weapon.
- Recover 1 Sanity after a successful combat encounter.
Forged from an alloy of silvered steel and infused with fragments of star-metal, the sword's blade curves with an ethereal grace. Intricate runes intertwine on its hilt, and once drawn, the blade hums with a melancholic resonance, its touch giving off an aura of spectral cold. With every strike, the sword sings a silent lament, its blows able to bypass armor and flesh to wound the very essence of the enemy.
Doomheart Seed Item Type: Consumable
- +1 Ability Point.
Once ingested, this ebony-colored seed fuses with the consumer's essence, awakening an innate potential. As tendrils of shadow course through their veins, new strength surges through their body, granting them a boost of power.
Gauntlets of the Blazing Phoenix Item Type: Gloves
- You are Resistant to Fire damage.
- Once per rest at camp, you may use the Flamecaster's Tier 4 Ability: Summon Fire Elemental. The elemental disappears when you leave the room.
These gloves, woven from enchanted crimson silk and adorned with intricate patterns resembling dancing flames, fit perfectly, granting the power to command fire. By activating their magic, the wearer can summon a fire elemental ally, a creature born of the very flames they seek to control. The elemental answers the call, its blazing form taking shape beside its master, obeying their commands in combat.
Infernal Plate Armor Item Type: Plate Armor (Torso)
- This piece of armor bursts into flame when you engage in combat, dealing D4 Fire damage/round to all opponents.
Crafted from enchanted obsidian and etched with flame patterns by the enslaved smiths of Orneka, this plate rests on the shoulders like a mantle of infernal power. In combat, the armor awakens, bursting into majestic flames that dance across its surface, driving back attackers with scorching heat. Your enemies will have to choose between melee combat and its devouring flames, or keeping a cautious distance.
Mace of the Eclipse Item Type: Mace
- +2 Earth damage.
- Any creature struck by this mace must succeed at an Endurance check or be Stunned for one round.
Bound with leather straps and reinforced with blackened steel, the mace's head is a spiked orb, engraved with lunar patterns. When swung, it radiates an aura of darkness, its blows carrying an otherworldly cold that engulfs enemies in a shadow of terror, weakening their resolve.
Elixir of the Spirit Warden Item Type: Consumable
- Permanently increases your Sanity by D4.
A harmonious blend of rare herbs, moon dew, and crystalline extracts, this elixir embodies serenity and mental resilience. Once drunk, it wraps the psyche in a soothing embrace, fortifying mental defenses against psychic assaults and offering comfort against inner turmoil. Its magic weaves a mental barrier protecting against intrusive thoughts and outside influences.
Potion of Forgotten Fate Item Type: Consumable
- By drinking this potion, you automatically lose access to one of your two starting Masteries. You are free to choose a new one, assigning it the same number of Ability Points as the forgotten Mastery.
This swirling black liquid seems to possess a will of its own. When drunk, the brew slides eagerly down the throat, choking. After a minute of agony, unable to breathe, one vomits up a black crystal containing their former power and experiences, feeling a void in their soul ready to be filled by new power.
Ring of the Arcane Storm Item Type: Ring
- Lets the character unleash a wave of arcane energies dealing 5D10 Arcane damage to all opponents in the room. This effect can be activated once per rest at camp.
Shaped from a blend of obsidian and sapphire, the ring is engraved with glyphs that pulse in rhythm with arcane currents. Worn, it lets its bearer unleash a devastating wave of raw arcane power. With a focused gesture, it channels intent into a storm of energy that engulfs enemies in a maelstrom of fury.
Ring of the Ethereal Embrace Item Type: Ring
- Lets the character control +1 servant.
Made from a rare fusion of silvered metal and a crystalline core, the ring crackles with an otherworldly energy that resonates with the wearer's desire for dominance. Once worn, it unlocks the ability to command more servants, forging an unbreakable psychic bond. As the wearer's will extends over the horde, a dance of control unfolds, but with every thread pulled, a fraction of their own consciousness merges with their servants, binding their fates.
Ring of Submission Item Type: Ring
- Increases the Health of Tier 1 servants by ⅃/2.
This twisted emblem of dominance exudes an aura of enigmatic control. Worn by its master, this obsidian ring surges with dark energy, resonating with the pact it embodies. It strengthens the wearer's servants, elevating their power and loyalty. As the ring's malevolent magic courses through their veins, their abilities are enhanced, their obedience unshakable.
Third Eye of Emaricus Item Type: Trinket
- You have Advantage on all Perception and Search checks.
- You can never be surprised.
Carved from rare onyx infused with a sapphire pupil, this eye-shaped jewel has an eternal gaze. Held in hand, it grants a troubling sense of foresight. With a focused look, the gem offers unmatched awareness, making any surprise nearly impossible. Its gaze sees everything and everyone, even in the near-total darkness of Ker Nethalas.
Lifebane Belt Item Type: Belt
- Increases your Health by 5.
- You gain access to the Hexmancer's Tier 4 Ability: Life Force Drain.
Crafted from soft leather and woven with threads of vitalizing magic, this belt wraps around the waist with a reassuring weight. When buckled on, new endurance courses through the veins, strengthening constitution and courage. When needed, its latent power can be tapped, letting the wearer siphon their enemies' life force with a simple touch, restoring their own health while sapping that of their opponents.
Void-Grip Gauntlets Item Type: Brawling Weapon
- The target takes a minimum of 1 damage whenever you successfully hit them, regardless of armor or resistances.
- Once per fight, you may spend a Reaction to turn your opponent's attack back against them, leaving you unharmed.
Etched seals glimmer upon these black, supple gauntlets, invoking the power of the void. When the hands close, they channel the void into every blow, infusing them with dark energy that tears through armor and flesh. With every impact, the touch of the void threatens to erase the target's very essence, leaving them drained and vulnerable.
Wyvern Fang Item Type: Spear
- +D6 Air damage.
- Reduces the opponent's Attack Skill by 5 whenever you deal damage to them.
Forged from a fusion of mithril and wyvern fang, the spear's blade gleams with an iridescent luster, evoking the power of the sky and of dragons. Along its shaft, intricate runes pulse with energy. When wielded, the Wyvern Fang burns with an inner fire, channeling the wielder's strength into piercing strikes carrying the fervor of celestial wrath. The blade's touch inflicts wounds that crackle with sacred fervor, affecting even creatures resistant to unholy wounds.
Merchants
While exploring Ker Nethalas, your character will sooner or later encounter a Merchant. These strange individuals come in all shapes and sizes, but they all share a few distinctive traits in common: their heads are always completely wrapped in thick bandages, and they communicate only through a series of grunts and moans. It is honestly hard to say whether they are human, but at least they are never hostile. They will pay 50% of the price for any items you wish to sell, and have a few items for sale; see the Items for Sale list.
Items for Sale
- Any Weapon from the Weapons list
- Any Armor from the Armor list
- Any item from the Common Equipment list
- Attunement Crystal: 50¢/each
- Cooking Ingredients: 5¢/each
- Crafting Supplies: 5¢/each
Advancing into the Darkness
When you wake up for the first time among decomposing corpses, confused and aching, you have nothing but rags on you, and the knowledge you accumulated during all those years spent on the surface. Ker Nethalas is a merciless place, and you will need to quickly find your bearings if you want to survive.
Difficult Start
Due to the disastrous circumstances in which your character begins, they suffer a series of initial disadvantages:
- D6 direct damage (no roll on the Damage Dealt table).
- Loss of D4 Sanity.
- +1 Exhaustion.
You can heal and recover from these afflictions naturally, using the standard procedures.
The First Domain
If this is your very first game of Ker Nethalas: Into the Midnight Throne, we strongly recommend using the following starting Domain of the necropolis to familiarize yourself with the game. If you prefer a truly hardcore start (keep in mind you will have no weapons, no supplies, and no equipment of any kind!) you may skip this and go directly to the dungeon exploration procedures explained in Chapter 4.
During this first Domain, the map is already generated for you. Some details are fixed, but you will still need to generate the content and possible encounters of each room using the procedures from Chapter 4. The only thing to keep in mind is that this starting level does not use the standard Combat Encounters table on page 119, but the one presented here. This table must be used exclusively during your time in Ker Nethalas's first Domain; once you leave it, you must use the standard Combat Encounters table. It is also not necessary to track the Domain Exit, since it is already marked on the map, but don't forget to make a Tension Die check in every room!
All doors are marked on the map, so it is not necessary to check every room or corridor entrance to see whether the door is locked or not; you only need to do so when a door is drawn.
We strongly recommend exploring every corner of this Domain before deciding to face the Overseer, or moving on to another Domain.
I - The Pile of Corpses. This is where you first opened your eyes after your supposed execution. This is where the nightmare begins. There is nothing of value here, just decomposing flesh and vermin. You do, however, find a half-consumed torch (it will last you 10 more rooms).
II - The Guard Room. This room appears to have been an old guard room, a tattered banner still hanging on one of the walls. Several weapon and armor racks lie collapsed and rotten near the walls, but among the many rusted pieces of weaponry, you find something you can use.
- 1 dagger
- 1 cudgel
- 1 pilum
- Roll once on the Random Armor tables.
There is no combat encounter or event in this room.
III - Another Unfortunate Soul. It is clear you are not the first one here — others came before you. Before you lies the relatively recent corpse of another one of these unfortunate souls. A quick examination reveals they had 2x Cooking Ingredients and 10x Crafting Supplies on them. Their misfortune might well end up being what saves your life...
There is no event in this room, even though there are no enemies.
IV - Altar. Old melted candles have merged into a mass of solid wax on an altar dedicated to a mysterious goddess you do not recognize. She holds a bowl in her hands, and inside you find the crumbling remains of paper prayers, left there by whoever worshipped this deity. There is no event in this room, but you find D4 candles that you can still use.
Combat Encounters — First Domain
| D20 | Result |
|---|---|
| 1-7 | Pestilent Rats |
| 8-14 | Skeletal Horrors |
| 15-20 | Flesh-Eater |
V - The Sorcerer's Loot. This room is covered in the remains of broken shelves, rotten scrolls, and scattered books. Fortunately for you, something survived the ravages of time: you find a small bag containing 3 attunement crystals, warm to the touch and whispering possibilities into your mind.
VI - The Overseer. This is where you will find this Domain's Overseer. As usual, remember that you may ignore it, although the potential XP and loot might be worth the risk.
VII - The Exit. This is the Domain's exit. Move on to the necropolis's next Domain once you have finished gathering everything of value in the first Domain. Unlike normal Domains, you cannot return to this first Domain once you have left it: the descent to the next Domain is too steep to climb back up.
Subsequent Playthroughs
If this is not your very first attempt at exploring Ker Nethalas, or if you simply want to create a new character but don't feel like going through this starting Domain, you may begin the game by going directly to the standard dungeon exploration procedures found in Chapter 4.
New characters who start this way begin the game with the following:
- A weapon of your choice
- 1 random armor piece from the Random Armor table
- 1 torch
- D10 Cooking Ingredients
- D10+5 Crafting Supplies
- D20¢
Living Moss is yet another abomination born of the unholy union between twisted necromantic sorcery and the ever-adaptable forces of nature.