Old Gus' Daggerheart System Reference Document
version 2.02p (2025-12-16)
Introduction
Welcome Reader—
Old Gus' Daggerheart System Reference Document (OG-DHSRD) is a hypertext version of the Daggerheart System Reference Document 1.0 (revised September 9, 2025), © Critical Role, LLC, under the terms of the Darrington Press Community Gaming (DPCGL) License. There are no previous modifications by others.
This document has been edited and condensed. You can use this edition to quickly look up Daggerheart rules online, share them with others, or copy text into a character sheet that works for you. Don't mistake anything you read here for the "rules as written".
The OG-DHSRD is not a replacement for the Daggerheart Core Rulebook, which contains setting information, additional examples of gameplay, and lots of great advice for playing Daggerheart—not to mention gorgeous artwork and the seductive odor of cardboard and book glue.
Thanks to Darrington Press for this amazing resource, and thank you for reading—and may this record bring you and yours many happy adventures!
—Old Gus
Editor's Notes — If you'd like to support this work, buy Old Gus a ☕ Ko-fi!
Editorial Mission
- Incorporate Daggerheart Content
- Condense the Daggerheart SRD into fewer, more complete topics, and incorporate updates to the Daggerheart SRD and Daggerheart Errata. Provide page number references for the Daggerheart Core Rulebook, and card number references to the core set.
- Use Plain Language
- Edit explanations, instructions, definitions, and procedures in plain language so they are complete, clear, consistent, and concise. Correct suspected misprints. Preserve the text of character options, domain cards, and adversaries.
- Address Players First
- Organize information for those who haven't played a tabletop role-playing game (TTRPG) before, and write to the player—"you" is you, the player—or your Player Character (PC). "The GM" is the Game Master (GM).
- Improve Accessibility and Inclusion
- Avoid referencing character sheets or physical cards the reader might not own or be able to use. Add metric unit conversions. Provide a mobile-friendly format, extensive hyperlinks, tooltips for quick reference. Add a dyslexic reader mode.
- Add Tools
- 100% Human-Made
- No algorithmic machine learning or large-language models are used to create the product. This is a living document—revisions are an ongoing project.
Translations
While the editor can't verify their accuracy, translations of the OG-DHSRD are available:
What is Daggerheart?
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Daggerheart is a tabletop roleplaying game for one Game Master (GM) and 2–5 players, each in control of one Player Character (PC). The game can be played in a single session (a "one-shot"), or a multiple sessions (a "campaign"). A game session usually takes 2–4 hours. Combat is an important part of the game.
How to Play Daggerheart
- The GM describes the situation, narrates events, and controls NPCs, adversaries, and obstacles the PCs encounter.
- You roleplay your PC's reaction to the scenario, declaring their action and dialogue.
- If your action depends on fate or fortune, the GM calls for an action roll. To make an action roll, you roll your Duality Dice—two distinct twelve-sided dice (d12s)—representing Hope and Fear. The dice are rolled, summed, and relevant bonuses called modifiers are added to the result.
- The total is compared to a Difficulty set by the GM. If the total meets or beats the Difficulty, you succeed. If it's lower, you fail.
- The situation also changes based on which Duality Die rolls higher, giving the player helpful Hope, or giving adversary Fear to the GM.
Video Overview
- Editorial Addition
This video covers the flow of the game, and several key terms, including:
Player Principles and Best Practices
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Players should keep the following principles and practices in mind:
Principles
- Be a fan of your character and their journey.
- Spotlight your friends.
- Address the characters and address the players.
- Build the world together.
- Play to find out what happens.
- Hold on gently.
Best Practices
- Embrace danger.
- Use your resources.
- Tell the story.
- Discover your character.
Getting Ready to Play
- Editorial Addition
You will need:
- Character Creation
- Go through the character creation process and record your statistics on a character sheet.
- Cards
- The official playset includes physical cards and paper sheets to facilitate play, but you don't need them. Instead, you can copy text from this document, and record it along with your character sheet.
- Polyhedral Dice
- A polyhedral die is noted by the number of sides it has—for example, a d6 is a six-sided die. Multiple dice are called for, too—for example, 2d10 is two ten-sided dice. Each player will need at least 2d12 for Duality Dice, and at least one d20, d10, d8, d6, and d4 each. At higher levels—or if you're the GM—you'll need several dice of each each. You can share dice with others. If you can't use dice, any other method of generating random numbers works.
- Notes
- Have a way to take a few notes about your fellow PCs, the story, and other characters you meet as you play the game.
- Tokens and Counters
- Use a few distinct kinds of tokens to represent Hope, Fear, Countdowns, or other things you need to keep track of. Anything works—coins, poker chips, spare dice, loose snacks—anything. For the GM, an abacus can be a handy tool for keeping track of several things at once.
Character Creation
Ancestries
Communities
Classes and Subclasses
Domains
Domain Cards
Equipment
Traits
Hope
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You start with 2 Hope at character creation and gain one more when you roll with Hope. You have a maximum of 6 Hope slots. Hope carries over between sessions.
Spending Hope
- Help an Ally (1 Hope)
- You help a PC with an action roll. Describe how you help, roll your own advantage die, and apply the result as a modifier to their roll. If the PC you help gains advantage from multiple sources, they add only the highest result from any rolled advantage dice.
- Utilize an Experience (1+ Hope)
- When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend additional Hope to utilize additional relevant Experiences.
- Tag Team Roll (3 Hope)
- Initiate a Tag Team Roll.
- Class Hope Feature (3 Hope)
- Each class provides a class Hope feature.
- Other Uses for Hope (1+ Hope)
- Other uses for Hope are defined by class or subclass features, domain cards, and equipment.
- Rolling with Hope
- If you roll with Hope for an action prompted by a Hope Feature or domain card, you can spend the Hope you gain from the roll on the action.
Experiences
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An Experience is a word or phrase that evokes a personality traits or aptitudes you've acquired. Experiences can relate to your backstory, characteristics, specialties, or skills.
- Creating Experiences
- You start with two Experiences from character creation. You create new Experiences each time you reach a new tier. Experiences start with a +2 modifier.
- Utilize an Experience
- When you make an action roll or reaction roll, you can spend a Hope to add a relevant experience's modifier to the result. Describe how the Experience applies. The GM might require you further justify the Experience's relevance, but you decide whether the Experience applies (within reason). You can apply more than one Experience to a roll.
- Increasing Experience Modifiers
- When you gain a level, you can purchase an advancement to increase an Experience's modifier.
Gaining Levels
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The PCs gain a level when the GM decides you've reached a narrative milestone (usually about every 3 sessions).
Each time you gain a level, go through the following four steps:
- Step 1: Check for Tier Achievements
- There are 10 PC levels, which are divided into 4 tiers. When gaining a level causes you reach a new tier—at Level 2, Level 5, and Level 8—you gain new tier achievements.
- Step 2: Purchase Advancements
- You gain two advancements, which you use to purchase benefits available to your tier or lower. Additional advancements become available at Tier 3 and Tier 4.
- Step 3: Increase Damage Thresholds
- Increase the bonus to your Major and Severe damage thresholds by 1.
- Step 4: Choose A Domain Card
- Choose a domain card and add it to your loadout or vault. If your loadout is full, you can immediately place a card into your vault to make room. Additionally, you can exchange one of your domain cards for another of equal or lower level.
Tier Achievements
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Your tier affects your tier achievements, and access to advancements.
| Level | Tier | Tier Achievements |
|---|---|---|
| Level 1 | Tier 1 | — |
| Level 2–4 | Tier 2 |
|
| Level 5–7 | Tier 3 |
|
| Level 8–10 | Tier 4 |
|
Advancements
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You can purchase an advancement a number of times equal to its slots. The Proficiency and Multiclassing options require spending both advancements to purchase.
| Advancement | Benefits | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Traits | Gain a +1 bonus to two trait modifiers and mark them. You can't use this advancement to increase a marked trait until you reach a new tier and clear it. | 3 | 3 | 3 |
| Hit Point | Gain a Hit Point slot. | 2 | 2 | 2 |
| Stress | Gain a Stress slot. | 2 | 2 | 2 |
| Experiences | Gain a +1 bonus to two Experiences. | 1 | 1 | 1 |
| Domain Card | Choose a new domain card from your domains. The card's level can't exceed the level range of the tier slot used to purchase this advancement. | 1 | 1 | 1 |
| Evasion | Gain a +1 bonus to your Evasion. | 1 | 1 | 1 |
| Enhanced Subclass | Progress a subclass, gaining its specialization feature—or if you have them already, its mastery features. Choosing this option excludes the Multiclass advancement for this tier. | — | 1 | 1 |
| Proficiency | Gain a +1 bonus to your Proficiency. You must spend both advancements to purchase this benefit. | — | 1 | 1 |
| Multiclassing | You gain additional class, as described under multiclassing. You must spend both advancements to purchase this benefit. Choosing this option excludes the Enhanced Subclass advancement for this tier. You can only choose this advancement once. | — | 1 | 1 |
Rules of the Game
Key Terms
- Editorial Addition
† — Indicates an Optional Rule.
A
- action
- action roll
- advancement
- advantage
- adversary
- Agility
- ancestry
- Arcana
- area of effect
- armor
- Armor Slot
- Armor Score
- attack
- attack roll
- Avoid Death
B
- Bard
- Base Score
- base threshold
- Battle Points
- Beastbound
- Beastbound companion
- Beastform options
- Blade
- Blaze of Glory
- Bone
- burden
C
- Call of the Brave
- Call of the Slayer
- campaign frame
- character sheet
- Clank
- class
- Codex
- collision damage†
- community
- condition
- conflict between PCs (PVP)†
- consumable
- Core Gameplay Loop
- Countdown
- cover
- creature
- critical damage
- critical success (crit)
D
- damage threshold
- damage
- damage dice
- damage roll
- damage type
- death move
- Difficulty
- direct damage
- disadvantage
- Divine Wielder
- domain
- domain card
- downtime
- downtime move
- Drakona
- Druid
- Duality Dice
- Dwarf
E
F
- Faerie
- falling damage†
- fate roll†
- Faun
- Fear
- Fear die
- Flow of the Game
- Finesse
- Firbolg
- Foundation Feature
- Fungril
G
- Galapa
- Game Master (GM)
- Giant
- Goblin
- GM move
- GM turn
- GM's die
- gold
- golden opportunity
- gold coin†
- Grace
- Group Action Roll
- Guardian
H
I
K
L
M
- magic damage (mag)
- Mastery Feature
- Major damage
- Massive damage†
- Midnight
- Minor damage
- Mixed Ancestry
- modifier
- move
- movement
- multiclassing
N
O
P
R
- range
- range, defined†
- Ranger
- Reaction
- reaction roll
- Recall Cost
- reroll
- resistance
- rest
- Restrained
- Ribbet
- Ridgeborne
- Risk It All
- Rogue
- rounding
S
- Sage
- scar
- School of Knowledge
- School of War
- Seaborne
- Seraph
- Severe damage
- short rest
- Simiah
- Slyborne
- Sorcerer
- Specialization Feature
- Spellcast Roll
- Spellcast trait
- Splendor
- spotlight
- spotlight tracker tool†
- stacking
- Stalwart
- Strength
- Stress
- subclass
- Syndicate
T
U
V
W
Flow of the Game
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Daggerheart is a conversation. The goal is to build on everyone's ideas to tell a satisfying story. The core gameplay loop provides structure to the conversation, and mechanics for resolving fate or fortune's impact on the outcome.
Hope and Fear represent the cosmic forces that shape the events of the story. Hope powers PC abilities and features, while Fear powers GM moves, including actions taken by adversaries and environments.
The results of action rolls determine what happens next, and how the outcome is resolved. On a success with Hope, a PC usually gains the spotlight. On a failure or a roll with Fear, a GM Turn begins.
Core Gameplay Loop
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The core gameplay loop is the procedure that drives every scene, both in and out of combat.
Step 1: Set the Scene
The GM describes a scenario, establishing the surroundings, and any dangers, NPCs, or other important details the PCs would notice.
Step 2: Ask and Answer Questions
The players ask questions to explore the scene more deeply, gathering information that informs their action. The GM responds to these questions by giving the players information the PCs would already know or could easily obtain, or by asking questions of the players.
Step 3: Build on the Fiction
As the scene develops, the PCs take action—solving problems, overcoming obstacles, and uncovering mysteries. If an action has no chance of failure (or if failure would be boring), they succeed automatically. If the outcome of an action is unknown, the GM calls for an action roll. Either way, the outcome becomes part of the story. The GM resolves the outcome, narrating how the PC's action changes things.
Step 4: Go Back to Step 1
The process repeats, until the end of the scene is triggered by a mechanic or arrives organically.
Foundational Rules
The Golden Rule
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The most important rule of Daggerheart is to make the game your own. The rules are designed to help you enjoy the experience, but everyone has a different approach to interpreting rules and telling stories. The rules shouldn't get in the way of the story you want to tell, the character you want to play, or the adventure you want to have. If the players and GM agree to a change, anything in the rules can be ignored or adjusted.
Rulings Over Rules
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The rules offer answers for many questions, but it won't answer all of them. When in doubt, the GM makes a ruling that aligns with the narrative.
The GM has the authority—and responsibility—to ensure rules are applied in an interesting, logical, and story-based manner.
Additional Rules
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The following rules are assumed, unless stated otherwise by a specific feature.
Rounding Up
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Round up to the nearest whole number. Resolve any ambiguity in favor of the PCs.
Spending Resources
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- Using Features After a Roll
- Features that provide bonuses or benefits must be added before you make the related action roll, reaction roll, or damage roll. If a feature allows you to affect the outcome of a roll, you can use it aftr the GM announces if the roll succeeds or fails, but not after the roll's narrative consequences unfold, or another roll is made.
- Spending To Increase Effects
- You can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on the same roll.
Editor's Notes — This prohibition on spending to increase effects only applies to features that affect one roll. It doesn't apply to features that affect multiple rolls. For example, a Warrior can spend 6 Hope on their No Mercy feature to gain a +2 bonus to attack rolls untl their next rest.
Rerolling Dice
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If a feature allows you to reroll a die, you take the new result.
Resolution
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- Editorial Addition
- Targeting
- A target is anything a feature affects. Most of the time, you can choose the target, including who (a creature) or what (an object) is affected. Creatures are living beings—you, your fellow PCs, and adversaries and NPCs you encounter. Some features can only target creatures that are allies, and others only creatures that are adversaries. A few features affect all creatures in an area—for example, the Fireball spell in the Book of Norai.
- Multiple Effects
- You can maintain the effects from more than one class feature or domain card at a time. If the resolution order of multiple effects is unclear, whoever is in control of the effects (player or GM) decides what order to resolve them in. The effects must be able to resolve in the order assigned—for example, if you take Major damage and use a feature that reduces damage taken by one threshold to Minor, and then second effect requires you to have taken Major damage, the two effects can't be resolved—at least not in that order. The GM arbitrates any uncertainty.
- Stacking Effects
- Effects stack, with three important exceptions:
- Temporary and Ongoing Effects
- If an effect doesn't define when it ends, it ends when you decide or the fiction demands it. If the GM or an adversary creates a temporary effect, you can try to end it with an action roll. The GM can spend a Fear to end a temporary effect created by your features or domain cards.
The Spotlight
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In the flow of the game—including combat—the spotlight is where the next decisive narrative moment in the scene takes place. There's no set number of moves you can make when you gain the spotlight. If there's no roll involved, the spotlight swings toward whoever or whatever the fiction would naturally turn it, or toward someone who hasn't had the spotlight in a while.
However, once you make an action roll, the cosmic forces of Hope and Fear determine the who gains the spotight next. If you fail an action roll or roll with fear, a GM turn begins.
GM Turns
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- Editorial Addition
While the GM has the spotlight, you can't make moves—including using features that require spending Hope, marking Stress, exchanging domain cards between your loadout and vault, or make rolls unless stated otherwise. Features that allow you to make moves during a GM turn usually have a mechanical trigger—For example, the Warrior class feature Attack of Opportunity requires an adversary within Melee range to attempt to leave that range.
Editor's Notes — Combining the Spotlight Tracker Tool with a Countdown that ticks down whenever players spend an action token could be an interesting way of creating a high-pressure situation.
Additional restrictions on GM turn activity are based on a comment by designer by Spenser Starke.
See: r/daggerheart: Can you recall domain cards to your loadout during GM's spotlight?
Moves and Actions
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Any time you take an action to advance the story—speaking with another character, interacting with the environment, making an attack, casting a spell, or using a class feature—you are making a move.
Action Rolls
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A move where success would be trivial or failure would be boring automatically succeeds. A move that's difficult or risky triggers an action roll.
Duality Dice
Action rolls require two distinct d12s called Duality Dice. One represents Hope, and the other Fear. Roll the Duality Dice, sum the results, and apply relevant modifiers. Next, compare the result of the Hope Die and Fear Die, announcing which is higher. The GM compares the total to the Difficulty to determine the outcome.
| Difficulty | Higher Hope Die | Higher Fear Die |
|---|---|---|
| Meets or beats | Success with Hope: You gain a Hope. | Success with Fear: There's a cost or complication along with your success. The GM gains a Fear and the spotlight. |
| Less than | Failure with Hope: A minor consequence. You gain a Hope. The GM gains the spotlight. | Failure with Fear: A major consequence. The GM gains a Fear and the spotlight. |
Critical Success
If your Duality Dice results are equal, the result is Critical Success (Crit), a special kind of Success with Hope. In addition to gaining 1 Hope, the outcome exceeds your expectations, and you clear 1 Stress. If the roll is an attack roll, it deals critical damage.
The GM's Die
When an adversary opposes the PCs, the GM rolls the GM's Die—a d20—instead of Duality Dice, applying appropriate modifiers to the result.
Action Roll Procedure
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The following steps describe in more detail the procedure for making an action roll:
Step 1: Pick an Appropriate Trait
Some actions and effects specify in their description which trait applies to the roll. Otherwise, the GM assigns the trait (or traits) apply. If multiple traits are assigned, choose one.
Step 2: Determine the Difficulty
Some actions assign a Difficulty. Otherwise, the GM determines the Difficulty, and can choose to announce it. Either way, the GM should communicate the consequences of failure.
Step 3: Apply Bonus Dice and Modifiers
Apply appropriate bonus dice and modifiers, for example, if you Utilize an Experience, or have advantage.
Step 4: Roll the Dice
Roll your Duality Dice, add the modifiers, and announce the roll in the format of [total] with [Hope or Fear]—or Critical Success!.
Step 5: Resolve the Outcome
Every time you make an action roll, the scene changes—there are no such rolls where "nothing happens". You and the GM work together—along with everyone else—to resolve the action and swing the spotlight accordingly.
Special Rolls
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There are a few special kinds of action rolls that modify the usual procedure: trait rolls, Spellcast Rolls, group action rolls, and tag team rolls. In the section on combat, two other types of rolls are defined: attack rolls and damage rolls.
Trait Rolls
- Page 96
Trait rolls define the trait modifier that applies to an action roll.
For example, Agility Roll (12) means the action roll adds your Agility, and has a Difficulty of 12. If no trait or Difficulty is specified, the GM assigns them.
Features and effects that affect trait rolls also affect any action roll that uses that trait, including attack rolls and Spellcast Rolls.
Spellcast Rolls
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Spellcast Rolls are trait rolls that require you to use your Spellcast trait. If you have a Spellcast trait, it is determined by your subclass. A successful Spellcast Roll activates the effect described by the feature.
For example, if you are a troubadour bard and must make a Spellcast Roll (15), that means you add your Presence to the action roll, which has a Difficulty of 15. If no Difficulty is specified, the GM decides it.
Reaction Rolls
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A reaction roll is made in response to a triggering event, regardless of who has the spotlight. Most reaction rolls are made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect.
For example, if you must make an Agility Reaction Roll (14), that means you add your Agility to the roll, which has a Difficulty of 14. If the trait or Difficulty aren't specified, the GM assigns them.
Reaction rolls don't generate Hope or Fear, don't trigger additional GM moves, and other characters can't aid you with Help an Ally.
If you critically succeed on a reaction roll, you don't clear a Stress or gain a Hope, but you do ignore any effects that would have impacted you—for example, taking damage or marking Stress.
When the GM rolls a natural 20 on the GM's die for an adversary's reaction roll, the adversary automatically succeeds.
Group Action Rolls
- Page 97
When multiple PCs take action together, the party chooses someone to lead the action. The other players describe how their character cooperates on the task, and the leader makes an action roll. Then, the cooperating PCs each make reaction rolls. The leader's action roll is modified based on each contributing reaction roll result:
| Reaction Roll Result | Modifier |
|---|---|
| Success | +1 |
| Failure | −1 |
Tag Team Rolls
- Page 97
Once per session, each player can spend 3 Hope to initiate a Tag Team Roll involving another PC. The two players work together to describe how they coordinate their actions. Each player makes an action roll, and they choose one roll's results to apply to the Tag Team Roll.
On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear for each PC.
If Tag Team Roll is a successful attack, both players make a damage roll and add their totals together to determine the damage dealt. If the attacks deal different damage type, the players choose which type is dealt.
Difficulty
- Page 157
When a player makes an action roll, it's compared to a Difficulty. Many times, the game assigns a Difficulty, for example:
- Casting the Invisibility spell requires a successful Spellcast Roll with a Difficulty of 10.
- Successfully using the fungril's Fungril Network ancestry feature requires an Instinct Roll with a Difficulty of 12.
- The Difficulty of an attack roll made against an adversary is defined on their stat block.
The GM determines the Difficulty of other action rolls required by the narrative, and can modify it by spending Fear, or give the roll advantage and disadvantage based on circumstance.
Sometimes, an action sets the Difficulty for an adversary's reaction roll—for example, the Fireball spell in the Book of Norai grimoire sets a Difficulty of 13, and the Chain Lightning spell contests the adversary's reaction roll with your Spellcast Roll.
Advantage and Disadvantage
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Advantage and disadvantage on a roll can be the result of features, mechanical triggers, or the GM's discretion.
- Advantage
- Advantage is opportunity that you seize to increase your chances of success. When you roll with advantage, you roll a d6 advantage die with your dice pool and add its result to your total. When an adversary rolls with advantage, the GM rolls a second GM's die and uses the higher result.
- Disadvantage
- Disadvantage is additional difficulty, hardship, or challenge you face when attempting an action. When you roll with disadvantage, you roll a d6 disadvantage die with your dice pool and subtract its result from your total. When an adversary rolls with disadvantage, the GM rolls a second GM's die and uses the lower result.
- Multiple Sources of Advantage and Disadvantage
- Advantage and disadvantage dice don't stack. Each source of advantageous or disadvantage cancels the other out—for example, if you have two sources of disadvantage, you roll one disadvantage die.
- Disadvantage and Bonus d6s
- A source of disadvantage also cancels other d6 bonus dice—for example, d6 Rally Dice and Slayer Dice. However, these other types of bonus dice are not advantage dice, so you can roll them alongside an advantage die, applying both results to your action roll.
- Help From Allies
- If another PC uses the Help an Ally move to aid you, they roll their own advantage die, and if you have advantage, you roll yours. After all advantage dice are rolled, keep only the highest advantage die's result as the bonus to your roll.
Countdowns
- Page 162
Countdowns represent a period of time or series of events that lead to a future event.
A Countdown begins with a starting value—for example, Countdown (3). Each time a counter ticks down, subtract 1 from its value. When the counter reaches 0, its effects are triggered.
- Standard and Dynamic
- Most countdowns tick down each time a player makes a relevant action roll. Standard countdowns tick down by 1. Dynamic Countdowns tick down by 1–3, depending on the results.
- Consequence and Progress
- Consequences leads to negative effects, and Progress leads to positive effects. These can be Linked—after one countdown reaches 0, the other ends without effect.
- Loop
- After triggering, the Countdown resets, possibly increasing or decreasing its starting or maximum value by 1.
- Long-Term
- Ticks down after long rests instead of action rolls.
- Randomized
- Randomized starting values.
Dynamic Countdowns
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The GM might also use the results of action rolls to determine changes to a countdown, as shown in the Cliffside Ascent environment. If a Progress Countdown and Consequence Countdown are linked, tick each down differently:
| Roll Result | Progress Countdown | Consequence Countdown |
|---|---|---|
| Failure with Fear | — (or +1) | −3 |
| Failure with Hope | — | −2 |
| Success with Fear | −1 | −1 |
| Success with Hope | −2 | — |
| Critical Success | −3 | — (or +1) |
Optional Rules
Fate Rolls
- Page 168
If the GM wants to leave an outcome up to chance, they call for a fate roll. The GM instructs a player to roll one of their Duality Dice—the Hope Die or the Fear Die—and establishes how the roll will be interpreted.
Falling and Collision Damage
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If a character falls or collides with something at high speed, the GM might use the range fallen to determine how much physical damage the collision inflicts.
| Fall Distance | Damage |
|---|---|
| Very Close | 1d10+3 |
| Close | 1d20+5 |
| Far or Very Far | 1d100+15 (or death, at the GM's discretion) |
| Collision at Dangerous Speed | 1d20+5 direct damage |
Moving and Fighting Underwater
- Page 168
By default, attack rolls made while an attacker is underwater have disadvantage.
For characters that can't breathe underwater, use a Countdown (3) to track how long you can hold their breath. The Countdown ticks down whenever the character take an action.
While a PC remains underwater, if they fail a roll or rolls with Fear, the GM can spend a GM move to tick down their Countdown—twice on a failure with Fear.
Conflict Between PCs (PVP)
- Page 168
If a PC acts against another PC in the scene, don't jumping to rolling dice. Instead, discuss the situation to decide how to resolve the conflict. A roll might not be necessary to reach an outcome. If it's decided that rolling will be fun for everyone, come to a consensus on the terms of the roll, then resolve the action.
An attack roll against a PC is compared to their Evasion. For other kinds of action rolls, the result is compared to a reaction roll made by the target, with the higher result determining who succeeds.
Combat
- Page 91
Daggerheart relies on the same flow of the game in and out of combat, but physical conflicts rely more heavily on mechanics related to attacking, maneuvering, and taking damage.
Evasion
- Page 91
Evasion represents your ability to avoid attacks and other unwanted effects. Attack rolls against you have a Difficulty equal to your Evasion.
Your starting Evasion is determined by your class. You can purchase an advancement to increase your Evasion when you gain a level.
Attack Rolls
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An attack roll is an action roll intended to inflict harm. The trait you use for your attack roll is determined by your weapon or Spellcast trait. If the result meets or beats the target adversary's Difficulty, you succeed and roll the attack's damage dice.
- Adversary Attacks
- When an adversary attacks you, the GM rolls the GM's die and adds the adversary's attack bonus. If the result meets or beats your Evasion, the attack succeeds and they roll the attack's damage dice. If the GM's die results in a natural 20, the attack succeeds automatically and deals critical damage.
- Line of Sight and Cover
- A ranged attacker must have line of sight to the target unless stated otherwise. If there is a partial obstruction, the target has cover, and the attack roll has disadvantage. If the obstruction is total, there is no line of sight.
- Multiple Targets
- Make one attack roll and compare it to each target's Difficulty or Evasion. Make one damage roll and apply the results to each target the attack succeeds against.
- Area of Effect
- An area of effect originates from a point you choose, and affects a group of targets within Very Close range unless stated otherwise.
Damage Rolls
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After a successful attack roll, you make a damage roll.
- Proficiency
- Your Proficiency determines the number of damage dice you roll—for example, if your Proficiency is and 2 you are wielding a weapon, you roll two damage dice. Your Proficiency starts at 1 and increases each time you reach a new tier. When you reach Tiers 3 and 4, you can purchase an advancement to increase your Proficiency when you gain a level.
- Spellcast Trait
- If a feature states you deal damage using your Spellcast trait, you roll a number of dice equal to it instead. If your Spellcast trait is +0 or lower, you don't roll any dice. You can purchase an advancement to increase traits when you gain a level.
- Damage Dice
- Damage dice are arranged into steps by an increasing number of faces on the die:
- d4
- d6
- d8
- d10
- d12
- d20
- Modifiers and Results
- After the damage roll is made, add any modifiers to determine the result—for example, if your Proficiency is 1, and you attack with a cutlass that deals d8+2 damage, you roll 1d8 and add 2 to determine the result.
- Critical Damage
- When you roll a critical success on an attack roll, add the maximum possible result of the damage dice to the result—for example, if an attack deals 2d8+1 damage, its critical damage is 2d8+1+16.
- Incoming Damage
- Incoming damage is the total damage from a single attack or source that is compared to the target's damage thresholds. Some features and domain cards allow you to reduce incoming damage—for example, Rune Ward allows you to reduce incoming damage by 1d8.
Damage Types
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- Physical damage (phy)
- Unarmed attacks and mundane weapons deal physical damage.
- Magic damage (mag)
- Spells and magic weapons deal magic damage.
- Direct damage
- Direct damage can be magic or physical. Either way, it can't be reduced by marking Armor Slots.
- Resistance
- Resistance to a type of damage reduces incoming damage by half before other modifiers that reduce incoming damage—for example, domain cards like Rune Ward. Resistance doesn't stack. If an effect deals both physical and magic damage, the target must be resistant to both.
- Immunity
- A target with immunity to a damage type ignores it. If an effect deals both physical and magic damage, the target must be immune to both.
- Multiple Sources of Damage
- Total simultaneous damage before comparing it to a target's damage thresholds. For example, if you are an orc who successfully attacks a target within Melee range and spend a Hope to use your Tusks feature, you roll your weapon damage and add 1d6 to the result.
Damage Thresholds and Hit Points
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- Errata
Hit Points represent capacity to withstand physical injury. When a character takes incoming damage, they compare it to their damage thresholds. Your damage thresholds are determined by your armor, and gain a bonus equal to your level.
- Severe Damage
- If the damage meets or beats the Severe damage threshold, mark 3 Hit Points.
- Major Damage
- If the damage meets or beats the Major damage threshold, mark 2 Hit Points.
- Minor Damage
- If the damage is below the Major damage threshold, mark 1 Hit Point.
- Marking Hit Points
- When incoming damage would cause you to mark Hit Points, you can mark one Armor Slot instead of a Hit Point. Some features allow you to mark additional Armor slots or avoid marking Hit Points in other ways—for example, the Stalwart Guardian's Iron Will feature, and domain cards like Brace and Get Back Up.
- Death and Defeat
- If you mark your last Hit Point, make a death move. If an adversary's last Hit Point is marked, they are defeated—incapacitated, tied up, routed, killed—whatever makes sense.
- Clearing Hit Points
- You can clear marked Hit Points during downtime or by activating certain features.
- Increasing Hit Points
- Your starting Hit Points are determined by your class, but they might have been modified by your subclass or ancestry. When you gain a level, can purchase an advancement to increase your Hit Points (to a maximum of 12).
Stress
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- Errata
Stress represents physical, mental, and emotional strain.
- Marking Stress
- Activating a feature might require you to mark a Stress. Additionally, the GM can require you to mark Stress as a GM move, or to represent the cost, complication, or consequence of an action roll. When a character marks their last Stress, they become Vulnerable until they clear at least 1 Stress. If all of a character's Stress slots are marked, they can't use features that require them to mark Stress, and if something else forces them to mark Stress, they mark a Hit Point instead.
- Clearing Stress
- Stress is cleared during downtime or by activating certain features.
- Increasing Stress Slots
- You start with 6 Stress slots, but they might have been modified by your subclass or ancestry. When you gain a level, can purchase an advancement to increase your Stress slots (to a maximum of 12).
Death
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If you mark your last Hit Point, choose one of the following death moves:
- Blaze of Glory
- You embrace death and go out in a blaze of glory. Take one final action. With the GM's approval, your action critically succeeds. After the action is resolved, you cross through the veil of death.
- Avoid Death
- You avoid death—but there are consequences. The situation in the scene worsens. Work with the GM to describe how, and roll your Hope Die. If the result is equal to or less than your level, you gain a scar. Either way, you temporarily fall Unconscious. While you remain Unconscious, you can't move, act, or be targeted by an attack. You regain consciousness if an ally clears 1 or more of your marked Hit Points, or when the party finishes a long rest. Each time you gain a scar, you lose a Hope slot, work with the GM to determine its lasting narrative impact, and discuss if and how it can be removed. If avoiding death causes you to lose your last Hope slot, your journey ends—retire your PC to a life apart from the PCs' adventures.
- Risk It All
- Roll your Duality Dice. If the Hope Die is higher, your character stays on their feet, and you can distribute the value of the Hope Die to clear a number of Hit Points or Stress as you choose. If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, you clear all Hit Points and Stress.
Conditions
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Conditions are effects that grant specific benefits or drawbacks. Usually, the same condition can't be applied to the same target more than once.
- Hidden
- Hidden characters can't be seen, their location is unknown to their enemies, and rolls against them have disadvantage. After a creature moves to where they would be seen, move into an enemy's line of sight, or make an attacks, they are no longer Hidden.
- Restrained
- Restrained characters can't move, but can still take actions from their current position.
- Vulnerable
- Rolls against Vulnerable characters have advantage.
- Clearing Conditions
- PCs can usually clear a temporary condition with a successful trait roll. An adversary clears them with an adversary action.
- Special Conditions
- Special conditions be cleared only after specific requirements are met, for example, ending the Unconscious condition after choosing to Avoid Death requires the completion of a long rest. Some class features and domain cards apply conditions.
Features Applying Conditions
- Editorial Addition
| Class | Feature | Condition |
|---|---|---|
| Bard | Bard's Hope Feature | Distracted |
| Druid | Beastform | Poisoned (Beastform Options for Stalking Arachnid, Striking Serpent) |
| Ranger | Ranger's Focus | Focus |
| Rogue | Cloaked | Cloaked |
Domain Cards Applying Conditions
- Editorial Addition
| Level | Domain | Domain Card | Condition |
|---|---|---|---|
| 1 | Asleep | ||
| 1 | Enraptured | ||
| 2 | On Fire | ||
| 3 | Stunned | ||
| 3 | Invisible | ||
| 3 | Corroded | ||
| 5 | Silenced | ||
| 7 | Cloaked | ||
| 8 | Frenzied | ||
| 8 | Enraptured | ||
| 8 | Stunned | ||
| 9 | Horrified |
Downtime
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Between conflicts, the party can rest to recover expended resources and deepen bonds. The GM should allow players to choose their own downtime scenes, which stand in contrast to the intensity of the story, giving PCs room to reflect on and roleplay responses to recent events. Describe how you mend each other's wounds, unwind, and relax together. Tell stories and exchange dialogue with each other, and any NPCs traveling with you.
While resting, you can exchange domain cards between your loadout and vault without paying a Recall Cost. You also choose two downtime moves.
- Short Rest
- A short rest lasts about an hour. If your short rest is interrupted, you don't gain your chosen downtime move benefits. At the end of a short rest, any features or effects with a limited number of uses per rest refresh, features or effects that last until your next rest expire. The GM gains 1d4 Fear. If the PCs take three short rests, the next must be a long rest.
- Long Rest
- A long rest is when you relax or sleep for several hours. If your long rest is interrupted, you gain the short rest version of your chosen downtime move benefits instead. At the end of a long rest, features or effects with a limited number of uses per rest or long rest refresh, features or effects that last until your next rest or long rest expire. The GM gains Fear equal to 1d4 + the number of PCs, and can tick down a long-term countdown of their choice.
- Long-Term Projects
- With GM approval, you can start a project—for example, deciphering an ancient text, or crafting a weapon. The GM assigns a Progress Countdown based on complexity, availability of tools, and impact on the story.
- Extended Downtime
- If the GM fast-forwards the story across an extended period, they should use montages to illustrate the passage of time. The GM gains 1d6 Fear per PC, and appropriately ticks down relevant Long-Term Countdowns.
Downtime Moves
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| Downtime Move | Short Rest Benefits | Long Rest Benefits |
|---|---|---|
| Tend to Wounds | Clear 1d4 + Tier Hit Points for yourself or an ally. | Clear all Hit Points for yourself or an ally. |
| Clear Stress | Clear 1d4 + Tier Stress. | Clear all Stress. |
| Repair Armor | Clear 1d4 + Tier Armor Slots from your armor or an ally's. | Clear all Armor Slots from your armor or an ally's. |
| Prepare | Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope. | Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope. |
| Work on a Project | — | Each time you choose this downtime option, your project's Progress Countdown ticks down automatically, or the GM assigns an action roll. |
GM Guidance
Running an Adventure
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The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides the GM advice for running Daggerheart.
These three sections offer principles, practices, and pitfalls to avoid when running an adventure.
GM Principles
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These GM Principles are the GM's guiding star—when in doubt, they should return to these principles.
- Begin and End with the Fiction
- Use the fiction to drive mechanics, then connect the mechanics back to the fiction.
- Collaborate at All Times, Especially During Conflict
- The PCs are the protagonists of the campaign; antagonism between player and GM should exist only in the fiction.
- Fill the World with Life, Wonder, and Danger
- Showcase rich cultures, take the PCs to wondrous places, and introduce them to dangerous creatures.
- Ask Questions and Incorporate the Answers
- Ensuring that the players' ideas are included results in a narrative that supports the whole group's creativity.
- Give Every Roll Impact
- Only ask the players to roll during meaningful moments.
- Play to Find Out What Happens
- Be surprised by what the characters do, the choices they make, and the people they become.
- Hold on Gently
- Don't worry if you need to abandon or alter something that came before.
GM Practices
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- Cultivate a Curious Table
- Follow what catches the players' interest to foster an environment of creative inquiry.
- Gain Players' Trust
- Act in Good Faith, Follow Through on Your Promises, Admit Your Mistakes.
- Keep the Story Moving Forward
- Advance the story through escalating action, new information, or changing circumstances after every action roll, whether it succeeds or fails.
- Cut to the Action
- Skip past the boring bits. When a scene drags on, end it.
- Help the Players Use the Game
- Players have more fun when you help them understand the system.
- Create a Meta Conversation
- Empower players to speak out of character, use safety tools, and ask for clarification.
- Tell Them What They Would Know
- Don't hide obvious details or important information from the players.
- Ground the World in Motive
- An NPC's actions flow from their goals and desires.
- Bring the Game's Mechanics to Life
- Set a good example of how fiction and mechanics work together to enhance the game experience.
- Reframe Rather than Reject
- If a player's contribution conflicts with the fiction, work with them to reshape it.
- Work in Moments and Montages
- When framing a scene, decide which beats should be savored and which shouldn't linger.
Pitfalls to Avoid
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- Undermining the Heroes
- If a roll doesn't go well, show how it was impacted by an adversary's prowess, environmental factors, or unexpected surprises, rather than the PC's incompetence.
- Always Telling the Players What to Roll
- Let the players decide how to handle a challenge.
- Letting Scenes Drag
- Shake it up or cut away when a scene has concluded, the table's energy is flagging, or people are talking in circles.
- Singular Solutions
- Don't get hung up on one right answer to a problem. If the players have a clever idea, make it work.
- Overplanning
- Spend your prep time inventing situations instead of scripting scenes. If the players surprise you, take a break to think through your options.
- Hoarding Fear
- Spend Fear when you have the opportunity. The players will always generate more.
Resolving Actions
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After a PC makes move the GM decides wether or not a roll is equired:
- No Roll
- The GM doesn't need to call for action roll in response to everything the PCs do. Instead, their relevant Experiences or background, the pressure they're under, or lack of interesting outcomes might mean it's better if the PC succeeds automatically. The GM might also provide the opportunity to forgo an action roll in exchange for an interesting, logical, and story-based outcome, cost, or complication.
- Action Roll
- During the action roll procedure, the GM should consider—and communicate—the stakes of the action roll—including any unavoidable consequences—before the Duality Dice are rolled. The GM then resolves the action, describing how things change, including reflecting an outcome rolled with Hope or Fear, and swinging the spotlight accordingly.
If an outcome is not obvious, the GM should try one of the following:
- Ask the player what happens
- Have the PC mark a Stress
- Tell the players "everything is fine…for now."
- Consult the list of Example GM Moves
Action Roll Resolution
| Action Roll | Phrase | Resolution |
|---|---|---|
| Success with Hope | Yes, and… |
|
| Success with Fear | Yes, but… | |
| Failure with Hope | No, but… | |
| Failure with Fear | No, and… | |
| Critical Success | Yes, and… |
Difficulty Benchmarks
Fear
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The GM starts the game with a number of Fear equal to the number of PCs. Like Hope, Fear carries over between sessions. The GM gains Fear (to a maximum of 12) when:
- A PC rolls with Fear
- The PCs take a short rest, long rest or extended downtime
- Whenever a trigger causes it, for example, a successful attack from a Bear
The GM should devise a way for the players to know how much Fear they have.
Spending Fear
- Seize the Spotlight (1 Fear)
- The spotlight swings to the GM for a GM move.
- Make an Additional GM Move (1 Fear)
- Make another GM move before returning the spotlight to the PCs.
- Utilize an Experience (1+ Fear)
- Add an adversary's Experience as a bonus to their action roll or as a penalty to a PC's action roll against them.
- Activate a Fear Feature (1+ Fear)
- Many adversaries and environments have Adversary Features that require spending Fear.
- End a Temporary Effect (1 Fear)
- End a temporary class feature, spell, or other effect.
- Create a Major Complication (1+ Fear)
- Improvise a powerful GM move, for example, adding additional adversaries, or selecting one adversary to do something unexpected like cast a powerful spell that deals massive damage, activate a powerful artifact, or assume a more powerful form. The environment exerting a strong effect might also be appropriate.
Dramatic Tension
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The dramatic tension of a scene correlates with the amount of Fear the GM spends during it. If the GM has a large amount of Fear, they can spend several on a GM move to create an even bigger impact.
- Spend Fast
- Spend Fear before the players have a chance to react
- Spend Often
- Spend Fear every time the spotlight swings to you
- Spend Big
- Spend Fear to make multiple GM moves in a row
This table recommends a number of Fear to spend in a scene:
| Event | Description | Fear |
|---|---|---|
| Incidental | A catch-up between PCs after an emotionally charged scene; gathering information; resupplying at a local market; resting during downtime. | 0–1 |
| Minor | A travel sequence; a minor skirmish that introduces new foes or signals future trouble. | 1–3 |
| Standard | A substantial battle with a notable objective; perilous travel that tests might and wit; a tense social encounter seeking crucial information or aid. | 2–4 |
| Major | A large battle with a Solo or Leader adversary; a character-defining scene with a significant change to a character's personal story (such as revelation, growth, and betrayal). | 4–8 |
| Climactic | A major confrontation with the villain of a story arc; an epic set piece battle; a judicial duel to determine an important NPC's fate. | 6–12 |
GM Moves
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The GM makes GM moves that change the story in response to the PC's actions. The GM makes a GM moves when they gain the spotlight each time a PC fails an action roll or rolls with Fear. The GM might also make a move without spending Fear if the spotlight is empty—for example, if a PC does something has immediate consequences, the players look to the GM for what happens next, or a rare golden opportunity to make a dramatic intervention.
Softer and Harder Moves
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The frequency and severity of GM moves should reflect the type and tone of the story, and be responsive to the PC's action—and the results of their action roll.
- Softer Moves
- Soft moves go easier on the players—they give the party new information about the scene and offer them an opportunity to react to it. Respond to roll with Hope with a softer move.
- Harder Moves
- Hard moves are harsher, more impactful, or more direct—the PCs can't interrupt, alter, or anticipate the outcome. Respond to rolls with Fear with a harder move.
Pacing
Story Beats
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A story beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision. Take turns with the players—narrating your beat, and then letting them react and carry the scene forward with their own.
When preparing for a session, GMs should plan beats that could give shape to each scene or sequence, rather than pre-scripting specific details or outcomes.
Setting Scenes
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The GM should tell the players what they need to know. The GM should address all of the senses—not just sight, and sound, but smell, taste, touch, temperature, humidity, and time. The GM should strive to share something unique or unexpected about the fiction at regular junctures, including:
- The start of a session
- Arriving at a new place
- Changing the situation or nature of the scene
Engaging Players
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Keep players engaged by:
- Rotating the focus between different PCs
- Tying together story elements
- Engaging quiet players
- Encouraging unguided play
- Confronting the PCs with internal and external conflicts
- Raising the stakes by spending Fear
- Layering goals other than attrition into combat
- Using a variety of teaching tools, for example visual representations of things
Random Objectives
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| d12 | Objective |
|---|---|
| 1 | Acquire (obtain or steal) an important item or items. |
| 2 | Capture one or more of the opponents. |
| 3 | Activate a magical device. |
| 4 | Frame a character or tarnish their reputation. |
| 5 | Drive the opponent into a corner or ambush point. |
| 6 | Stop a magical ritual, legal ceremony, or time-sensitive spell. |
| 7 | Hold the line—keep the enemy from reaching a specific area or group. |
| 8 | Plant evidence or a tracking device on a target. |
| 9 | Secure a specific location ahead of another group's arrival. |
| 10 | Harass the opponent to deplete their resources or keep them occupied. |
| 11 | Destroy a piece of architecture, a statue, a shrine, or a weapon. |
| 12 | Investigate a situation to confirm or deny existing information. |
Session Rewards
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Reward players at the end of a session with:
Campaign Frames
- Editorial Addition
A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.
Each campaign frame includes the following sections:
- A complexity rating of 1–4, which indicates unique mechanics that alter or expand the rules
- A pitch to present to players
- Suggestions and guidance on tone and feel, themes, and touchstones
- An overview of the campaign's background
- Guidance for fitting communities, ancestries, and classes into the setting
- Principles for players and GMs to focus on during the campaign
- Unique setting distinctions
- An inciting incident to launch the campaign
- Special mechanics to use during the campaign
- Session Zero questions
The Witherwild
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When an invading nation attacks an ancient forest deity, a virulent overgrowth spreads throughout the land.
Designed by Carlos Cisco, Rowan Hall, and Spenser Starke
Complexity Rating: 1
The Pitch
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Read this section to players to introduce them to the campaign.
Overview
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If your group decides to play this campaign, give players the following information before character creation.
Fanewick
Fanewick is a wild and untamed land, long avoided by outside forces. The woods are dark and twisting, filled with Faint Divinities who perform small miracles and services for its inhabitants, but are just as likely to lure travelers off narrow paths to their ruin. Seemingly harmless expanses of field hide bogs that engulf entire armies, consuming heavy artillery as quickly as it can cross the border. This wilderness fosters hardy people who are bold enough to raise families where others have not and strictly follow the unique rules that keep them safe. These Wicklings remained insulated from their neighbors' wars until plague forced the people of Haven to desperate acts.
Haven
Haven was once the most powerful force in the region; for centuries, the high stone walls into the capital bore the phrase "The Godless Gate." While the original meaning has been lost to common knowledge, some dusty tomes and ancient records state that the founders of Haven wished to be free of the influence of the Faint Divinities that dominated the surrounding regions. They hatched a plan to kill one of the mightiest of these deities, known as —Shun'Aush the Granite Ophid. While their exact method of deicide is forgotten, their victory ensured Haven's dominance in the region for centuries to come. They made their home behind his remains, which became the mighty walls that Haven is known for.
But Shun'Aush would have his revenge. As the Havenites carved through his stone body, the fine dust left behind settled into the surrounding earth. There was a time of prosperity over many centuries while the scales of the god remained undisturbed. But progress is its own pressure. TAs the growing population demanded increased productivity, and as farmers tilled deeper soil and miners hacked into hidden stone, and the ancient stone dust rose to the surface. The same walls that brought the city security became the crucible that incubated a virulent plague—the Serpent's Sickness.
Over the last two years, over half of Haven's populace fell to a disease known as the Serpent's Sickness. First, victims cough up dust. Soon after, their skin breaks out in a scaling rash. Finally, their body hardens—first the flesh, bones, and soft tissue, spreading until, finally, their organs ossify. Once within the organs, "the serpent" moves so quickly that sufferers petrify where they stand, filling Haven with statues of victims in their last moments of agony.
The High Magus of Haven, Archmage Phylax, discovered a rare red flower called the crimson lady's veil that could cure the Serpent's Sickness. These buds grow prolifically across Fanewick in the spring—but for every ten thousand of the common white-petaled blossoms, only one red flower blooms.
Desperate to save their people from the plague, Haven invaded Fanewick to amass the scarce red buds. Their forces plunged into the deep wood and, under the guidance of Archmage Phylax, plucked out the Reaping Eye from the most powerful Faint Divinity that protected the land: The Great Owl Nikta, the Shepherd of the Seasons. The Shepherd kept Fanewick in balance by turning her eyes upon the land, first for ripening, then ruination. Thus Nikta maintained the cycle of seasons—of growth and decay, of death and rebirth. With her Reaping Eye removed, Nikta can only watch over Fanewick with the Sowing Eye, forcing the land into everlasting spring.
In the year since, Haven has conquered the bogs, turning them into fields to harvest red flowers. The endless growth that once seemed like a gift quickly evolved into a scourge known as the Witherwild—Fanewick's flora and fauna flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch. This explosive growth is unconquerable and unrelenting, with no force able to stop the burgeoning verdancy for long.
Prior to the Serpent's Sickness and the Shepherd's endless growth, your party lived a peaceful life in Fanewick or a life of toil and conquest in Haven. But when the danger demands a response, even the unprepared—and unwilling—must make a stand.
Communities
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All communities are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players and choose one or more of the questions to ask them during your session zero.
Loreborne and Highborne
In Fanewick, knowledge is the most valuable commodity, and those who have expertise have the most power. This economy of information functions primarily through gifting and trading, and wisdom would be considered acceptable collateral for a weapon or warm meal. As such, loreborne community members are the wealthiest in Fanewick and might be smaller, distinct groups of hunters, historians, or artisans within larger villages.
In Haven, the wealthiest members are highborne, having inherited riches built in the walled city over generations. While the highborne of Haven were more insulated from the Serpent's Sickness, none were immune.
Ridgeborne, Underborne, and Wildborne
Characters from ridgeborne, underborne, and wildborne communities were likely raised in Fanewick's deadly environs, which have only become more dangerous as the Witherwild grows. Each community has unique customs, some freely shared and others kept secret, that allow them safe passage through dangerous terrain and the Faint Divinities' territories.
In exchange for protection from the Witherwild for themselves and their families, some Wicklings from these groups have been forced to take jobs as farmers in Haven's flower fields. Though it is backbreaking work performed for a nation destroying their land, the farmers are offered safety by the Haven fires that burn back the ever-creeping Witherwild.
Orderborne
Players might choose to build orderborne characters if they want to play current or former members of the Haven Army that invaded Fanewick. Though the army brings violence into this land, they also carry overwhelming grief for a homeland succumbing to disease.
Slyborne
As the Haven Army is the current martial power in Fanewick, those who wish to play slyborne characters might come from Fanewick rebel groups seeking to expel the invading forces from their lands. Depending on the tactics their group employs, a character from a slyborne community might align with or go against their upbringing.
Seaborne
Both Fanewick and Haven have a coastal border. The majority of Fanewick's seaborne communities live in small seaside groups and focus on local travel to neighboring regions, while Havenites tend to live in large ports that ship and receive goods from distant lands.
Wanderborne
Wanderborne communities can be found in both Fanewick and Haven, though safe travel has been severely restricted due to the military occupation and the expansion of the Witherwild. Whether a wanderborne character comes from Fanewick, Haven, or elsewhere, the player should determine their character's personal views on the invasion of Fanewick, and how that aligns or departs from their community's views.
Ancestries
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All ancestries are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players.
Clanks
Clanks from Haven are commonly made from iron and steel, while clanks from Fanewick are typically constructed from wood and stone.
Fungril
Since the Witherwild spread throughout Fanewick, some fungril inhabiting the forests have grown noticeably larger than fungril from other regions.
Drakona, Fauns, Firbolgs, and Infernis
After the Witherwild corrupted Fanewick, some drakona, fauns, firbolgs, and infernis have noticed their horns growing faster and longer.
Galapa and Ribbets
Many families of galapa and ribbets who lived in the bogs of Fanewick were displaced when Haven's army invaded. Havenites and the Serpent's Sickness Anyone, but especially those from Haven, may carry the Serpent's Sickness, which stiffens their movements and gives them limited time to survive without a cure.
Classes
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All classes are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players.
Druids, Rangers, and Sorcerers
Druids, rangers, and sorcerers are commonly found throughout Fanewick. If players choose one of these classes, they should consider how their character's connection to the natural world might be impacted by the Witherwild.
Warriors and Wizards
Warriors and wizards are prevalent in Haven. A large wizarding school in Haven teaches fighters and healers, and the Haven Army is largely composed of warriors and School of War wizards. If a PC is either of these classes, consider their personal relationship to the Haven Army.
Vengeance Guardian
Many Wicklings who seek revenge on Haven or to expel them from Fanewick become Vengeance guardians. If players choose this subclass, they should consider what ideals or institutions their character protects.
Syndicate Rogue
The Haven Army sends spies into Fanewick communities to gain information on planned attacks and manipulate public perception. When selecting the Syndicate rogue subclass, players should consider how their character might be connected to or impacted by these covert operatives.
GM Principles
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Keep the following guidance in mind while you GM this campaign.
- Paint the World in Contrast
- Subvert expectations by giving space for the nightmarish to charm and the beautiful to terrify. Give the PCs visions of the natural beauty of Fanewick that has run roughshod across the region, breaking the bounds of the bogs and forests and devastating homes and communities. Show the grim and ordered life behind Haven's walls, but also show the culture, art, and progress that has come out of centuries of safety. Contrast the capricious nature of the Faint Divinities with the devotion of the Wicklings and Havenites fighting to save their home. In a place of long nights and days, dual seasons, and two nations in conflict, look for ways to highlight bold dualities.
- Show Them True Danger
- Though it may be tragic, bodily harm is not the worst tragedy that can befall the characters. To illustrate what's truly at stake, use the PCs' origins in Fanewick or Haven to show them what they stand to lose, be it their homes, family, friends, communities, or even their core truths and beliefs. The events of this campaign may change, threaten, or destroy these aspects of their past—when players create and are invested in their character's backstory, they have something to fight for.
- Offer Alternatives to Violence
- By illuminating nonviolent approaches to problem-solving, the PCs can help break the brutal cycle that binds this world—for example, showing compassion—rather than swordpoint— to a corrupted beast can free them from the Witherwild. Similarly, the conflict between Haven and Fanewick shouldn't only be solved with blood and blade. What threatens both could also unify them. Give the PCs opportunities to mend old wounds, right past wrongs, and heal the rift between Haven and Fanewick from within.
- Create Multidimensional Allies and Adversaries
- No adversary or ally is all good or all bad, and they each have multidimensional lives. Even the most congenial ally should be hiding darkness inside them, hoping their failings will go undiscovered. Those painted as evil should sometimes do the right thing, even if it's for the wrong reason. Just because a PC or NPCs is from Haven doesn't make them a villain, and, conversely, not all the inhabitants of Fanewick are virtuous. Finding the nuance, complications, and deeper motivations of the people of Haven and Fanewick will lead to richer interactions, more complex moral choices, and a deeper sense of attachment to the world for the players.
Distinctions
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- Page 260
Use this information to prepare your campaign. You can also share it with players as needed.
Weeks of Day and Night
The day and night cycle occurs weekly, meaning the sun rises for an entire week before setting into a nighttime of the same length. This has an impact on everything from agriculture to trade, as many merchants refuse to travel through the night.
But this cycle doesn't just affect Wicklings, it's dictated how Fanewick's wondrous ecology has evolved. Days and nights are accompanied by entirely different natural soundscapes as Fanewick's nocturnal denizens sleep through the long days and stalk the woods in times of darkness while their diurnal counterparts sleep. The plants similarly live on this strange day-night loop, and many live out their entire life cycles in a week. Sun rose vines make a thorny ascent to the top of the tree canopy over the course of the week, only to wilt under the light of the moon. Conversely, night bloom, a bioluminescent flower that emits the smell of burnt sugar and decay, only blossoms when evening falls, illuminating patches of forest—a godsend to anyone forced to travel in the dark.
The Serpent's Sickness
The plague sweeping across Haven spares no one. Since the initial outbreak, Haven officials have worked tirelessly to quarantine those in the early stages of the disease, but this effort has done little to stop its spread. Due to the rarity of crimson lady's veil, many citizens began to carry or consume all manner of flowers and snake sheddings in an attempt to protect or cure themselves.
In the initial stages, victims are afflicted with a hacking cough laden with dust that resembles powdered bone. Then a scaled rash erupts across their skin, cracking their flesh in a unique and painful pattern that resembles a snake's skin. Not long after, the victims' bodies harden until their organs solidify and cease to function. The final stages of the Serpent's Sickness is so quick that many transform into statues where they stand, leaving all of Haven a cenotaph to a once-great power.
Lady's Veil
These small flowers grow in patches of sun throughout Fanewick. For every ten thousand blossoms of white-petaled flowers, one blooms a unique and vibrant red. These flowers have long been used in herbal teas across the region, with the crimson flowers holding a place in specific ceremonies. Even so, they were only foraged until the Havenites discovered crimson lady's veil—the only known cure for Serpent's Sickness.
Thus, the Haven Army invaded Fanewick and began cultivating the flowers on massive farms that have overtaken the region's bogs. Though the theft of the Reaping Eye has created an indefinite growing season, the red flowers remain just as rare, and Fanewick is permeated by a sickly sweet smell as the Haven Army races to mass-produce a cure for the Serpent's Sickness.
The Witherwild
This corruption, empowered by the endless spring, is spreading throughout Fanewick. Some believe the overgrowth began in the forest, while others claim it sprang from the bogs. But no matter its origins, this flourishing malignancy induces horrific changes and massive growth on anything it touches, transforming them into Withered beings. Plants spring to life with a desire to consume all around them. Animals grow to immense proportions, with onerous dispositions to match their exaggerated teeth, tusks, and claws. Even harmless creatures that were once hunted for food have become dangerous and formidable adversaries.
When a person is corrupted by the Witherwild, either from a purposeful attack or accidental harm, they are transformed. They become a nightmarish hybrid—their body warped and intertwined with plant or beast. The Witherwild slowly replaces the personality of its victims with the same drive to consume exhibited by the rest of the corrupted Fanewick. Though the Withered may retain a semblance of who they are for a time, they eventually face the final loss of their personhood. Some Wicklings believe the Withered are gifted this power by Nikta's wrath to drive the forces of Haven from Fanewick and return the Shepherd's Reaping Eye.
The Gods of Fanewick: Faint Divinities
Gods in this land aren't ethereal concepts that exist in another realm; instead, they wander the land as incarnate beings, residing in both the natural world as well as within homes and small villages. As such, they're generally present in Wicklings' lives. Many communities, and some larger families, even have their own small god or tutelary spirit who watches over them.
Belief and worship take on a different meaning in Fanewick— there is a constant push and pull between the goals of people and their deific neighbors. The gods must curry worship from mortals, often by performing small miracles, acts of service, or by testing their resolve with tricks and curses. Mortals rely on the small blessings from the gods to keep them safe when traveling and working in Fanewick. The most powerful and widely acknowledged Faint Divinity is the Shepherd of Seasons, Nikta, as the loss of her eye had the most recent and visible impact on everyone in Fanewick.
Fanewick's various divinities each have their own opinion concerning the Witherwild corruption. While some enjoy nature's newfound dominance, many of the lesser deities are wary of how out of balance Fanewick has become. While their behavior and motives may be inscrutable, these deities are more accessible than gods who watch from on high.
The Inciting Incident
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You can use the prompt below to start your campaign, or create your own.
The Reaping Eye is stowed in a secure vault beneath the central tower of Haven's wizarding school, seemingly impossible to recover. A secretive and dangerous rebel group, led by a mysterious figure known only as the Fanewraith (she/her), has hatched a plan to end the curse of the Witherwild: find the Great Owl, Nikta, and pluck out the Sowing Eye. While this may solve the immediate problem, the long-term consequences are not being considered, just as they weren't when Haven invaded.
Haven's beleaguered spymaster, Kreil Dirn (he/him), is not a popular person in Haven. He is responsible for rooting out insurgents, stopping schemes before they have a chance to start, and keeping a close watch on Haven's internal activities. Kreil has never agreed—at least not openly—with Archmage Phylax's (they/them) decision to steal the Reaping Eye, and the consequences they've all paid for that decision have been grimly vindicating.
Recently, Kreil uncovered the Fanewraith's plot and is horrified by the possibility of her success. Knowing he can't send a troop of Haven soldiers deep into the woods to hunt down and stop the Fanewraith from stealing the Sowing Eye, Kreil uses his vast network of informants and spies to find a group of adventurers who can bring the Fanewraith to swift justice. The party is sent an invitation from Haven to meet with Kreil. But is his information correct? Does he have his own motivation or secret ambition? Whether they come from Fanewick or Haven, the party must extend some trust to a person who is equally as dangerous and mercurial as the "enemy" they pursue. And what will they do when they find the Fanewraith? Bring her to justice? Side with her? Attempt to recover the Reaping Eye?
Kreil advises the party to start their hunt for the Fanewraith in the treetop village of Alula, where he suspects she runs her operation.
Campaign Mechanics
- Page 261
The following mechanics are unique to this campaign.
Corruption From the Witherwild
Adversaries and environments in this campaign can gain an additional type called Withered. When an adversary is Withered, describe how the Witherwild changed or impacted how they would normally appear or operate, and add the following feature to their stat block:
Withered—Passive: Any time a PC takes Severe damage from a Withered adversary or environment, place a Wither token on that PC's character sheet. When you do, the PC must roll their Fear Die. If the result is equal to or less than the number of Wither tokens on their sheet, they immediately gain a scar and clear all tokens, describing how the Witherwild changes them permanently.
You need about 20 Wither tokens (these can be the same as the tokens you use for Fear). At the end of each session, clear all Wither tokens from the PCs' sheets and gain an equal amount of Fear.
If a character dies with Wither tokens on their sheet, their body is permanently taken over by the Witherwild.
GM Tools
- Editorial Addition
Official Daggerheart Downloads
The official Daggerheart — Downloads section provides several useful items in PDF format, including:
- Character sheets and guides
- Print and play cards
- Blank maps
- Campaign frame materials
- Quickstart adventure
- Errata
- Age of Umbra adversaries
- The Void (playtest character options)
Daggerheart Homebrew Kit
The Daggerheart Homebrew Kit establishes the game's design principles and key terms, and provides guidance for creating original:
- Ancestries
- Communities
- Domains
- Classes and subclasses
- Adversaries and environments
- Equipment and loot
- Campaign frames
Encounter Planning Tools
Virtual Tabletops (VTTs)
Encounters
PC Benchmarks
- Editorial Addition
The following tables provide information the GM can use to help build encounters, compare to adversary benchmarks, or create original equipment.
PC Defense Benchmarks
- Editorial Addition
The contents of this table assume PCs wear tier-appropriate equipment, and account for PCs adding their level to damage thresholds. They don't account for every possible combination of bonuses—PCs specialized for defense are able to exceed these values.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Evasion | 8–14 | 8–16 | 8–18 | 8–20 |
| Hit Points | 5–9 | 5–11 | 5–12 | 5–12 |
| Stress | 6–8 | 6–10 | 6–12 | 6–12 |
| Base Damage Thresholds | 6/13 (+0/−1 to +4/+6) | 9/20 (+0/−2 to +10/+12) | 11/27 (+3/+1 to +16/+20) | 13/36 (+6/+4 to +22/+28) |
| Base Armor Score | 3 (+0 to +4) | 4 (+0 to +4) | 5 (+0 to +5) | 6 (+0 to +6) |
Standard Armor Features
- Editorial Addition
| Feature | Feature (Verbose) | Threshold Changes | Base Score Change | Notes |
|---|---|---|---|---|
| Flexible | Flexible: +1 to Evasion | Varies | −1 | Apply threshold changes based on tier:
|
| Heavy | Heavy: −1 to Evasion | Varies | +1 | Apply threshold changes based on tier:
|
| Very Heavy | Very Heavy: −2 to Evasion; −1 to Agility | Varies | +1 | Apply threshold changes based on tier:
|
Special Armor Features
- Editorial Addition
| Feature | Feature (Verbose) | Threshold Changes | Base Score Change | Notes |
|---|---|---|---|---|
| Burning | Burning: When an adversary attacks you within Melee range, they mark a Stress. | — | — | Minimum tier 4. |
| Channeling | Channeling: +1 to Spellcast Rolls | — | −1 | Minimum tier 4. |
| Difficult | Difficult: −1 to all character traits and Evasion | +5/+12 | — | Minimum tier 4. |
| Fortified | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. | +2/+4 | −2 | Minimum tier 4. |
| Gilded | Gilded: +1 to Presence | — | — | Minimum tier 3. |
| Hopeful | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. | +2/+3 | +1 | Minimum tier 2. |
| Impenetrable | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. | — | — | Minimum tier 3. |
| Magic | Magic: You can't mark an Armor Slot to reduce physical damage. | +5/+12 | +1 | Minimum tier 3. |
| Painful | Painful: Each time you mark an Armor Slot, you must mark a Stress. | +6/+16 | +1 | Minimum tier 3. |
| Physical | Physical: You can't mark an Armor Slot to reduce magic damage. | +5/+12 | +1 | Minimum tier 3. |
| Quiet | Quiet: You gain a +2 bonus to rolls you make to move silently. | −1/−2 | +1 | Minimum tier 2. |
| Reinforced | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. | — | — | Minimum tier 2. |
| Resilient | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. | +0/+1 | — | Minimum tier 2. |
| Sharp | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. | −1/−2 | — | Minimum tier 2. |
| Shifting | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. | — | — | Minimum tier 2. |
| Timeslowing | Timeslowing: mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. | — | +1 | Minimum tier 4. |
| Truthseeking | Truthseeking: This armor glows when another creature within Close range tells a lie. | — | — | Minimum tier 4. |
| Warded | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. | +0/+1 | — | Minimum tier 2. |
PC Damage Benchmarks
- Editorial Addition
This section contains a table with damage roll averages PCs make with weapons, but not features that increase an instance of damage, for example, Faun ancestry's Kick, the Rogue class' Sneak Attack, or Warrior class' Combat Training.
Actual average damage rolls will be higher than these listings, and more complicated to calculate—after all, dealing damage requires a successful attack rolls against the Difficulty of an adversary. As they gain levels, PCs can gain new features, domain cards, and advancements that increase their traits (accuracy) or Proficiency (damage).
Additional tables provide recommended modifications to primary and secondary weapons with features—based upon their other properties, along with recommended changes to their damage roll.
One-Handed Weapons
- Editorial Addition
| Type | Tier 1 (Proficiency 1) | Tier 2 (Proficiency 2) | Tier 3 (Proficiency 3–4) | Tier 4 (Proficiency 4–6) |
|---|---|---|---|---|
| Melee | d8+1 (6 average) | d8+4 (13 average) | d8+7 (21–25 average) | d8+10 (28–37 average) |
| Very Close | d10 (6 average) | d10+3 (14 average) | d10+6 (23–28 average) | d10+9 (31–42 average) |
| Close | d8+1 (6 average) | d8+4 (13 average) | d8+7 (21–25 average) | d8+10 (28–37 average) |
| Far or Very Far | d6+1 (5 average) | d6+4 (11 average) | d6+7 (18–21 average) | d6+10 (24–31 average) |
| Secondary | d6 (4 average) | d6+3 (10 average) | d6+5 (16–19 average) | d6+7 (21–28 average) |
Two-Handed Weapons
- Editorial Addition
| Type | Tier 1 (Proficiency 1) | Tier 2 (Proficiency 2) | Tier 3 (Proficiency 3–4) | Tier 4 (Proficiency 4–6) |
|---|---|---|---|---|
| Melee | d10+3 (9 average) | d10+6 (17 average) | d10+9 (26–31 average) | d10+12 (34–45 average) |
| Very Close | d10+2 (8 average) | d10+5 (16 average) | d10+8 (25–30 average) | d10+11 (33–44 average) |
| Close | d10+3 (9 average) | d10+6 (17 average) | d10+9 (26–31 average) | d10+12 (34–45 average) |
| Far or Very Far | d6+3 (7 average) | d6+6 (13 average) | d6+9 (20–23 average) | d6+12 (26–33 average) |
Primary Weapon Features
- Editorial Addition
| Feature | Feature (Verbose) | Damage Die Change | Modifier Change | Notes |
|---|---|---|---|---|
| Bonded | Bonded: Gain a bonus to your damage rolls equal to your level. | — | −3 | — |
| Bouncing | Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. | — | −1 | Minimum tier 3. |
| Brave | Brave: −1 to Evasion; +3 to Severe damage threshold | Step up | −2 | Minimum tier 3. |
| Brutal | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | — | Varies | Minimum tier 2. Apply modifier change based on trait:
|
| Burning | Burning: When you roll a 6 on a damage die, the target must mark a Stress. | — | −2 | Minimum tier 3. |
| Concussive | Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. | Step up | +1 | Minimum tier 3. |
| Cumbersome | Cumbersome: −1 to Finesse | Step up | — | — |
| Deadly | Deadly: When you deal Severe damage, the target must mark an additional Hit Point. | — | −1 | Minimum tier 2. |
| Destructive | Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. | Step up | +1 | Minimum tier 3. |
| Devastating | Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. | — | −2 | Minimum tier 3. |
| Eruptive | Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a Reaction Roll (14) or take half damage. | Step down | — | Magic weapon only; minimum of tier 2. |
| Grappling | Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. | — | −1 | — |
| Greedy | Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. | — | −3 | Minimum tier 4. |
| Healing | Healing: During downtime, automatically clear a Hit Point. | Step up | −1 | Magic weapon only; minimum of tier 3. |
| Heavy | Heavy: −1 to Evasion | Step up | — | Assign Strength for trait, Melee range, physical damage, and Two-Handed burden. |
| Hot | Hot: This weapon cuts through solid material. | — | −1 | Minimum tier 4. |
| Invigorating | Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. | — | −1 | Magic weapon only; minimum of tier 3. |
| Lifestealing | Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. | — | −3 | Minimum tier 4. |
| Long | Long: This weapon's attack targets all adversaries in a line within range. | Step down | −1 | Assign Very Close range. |
| Lucky | Lucky: On a failed attack, you can mark a Stress to reroll your attack. | — | −1 | Magic weapon only; minimum of tier 3. |
| Massive | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | — | −1 | Assign Strength for trait, Melee range, physical damage, and Two-Handed burden. |
| Otherworldly | Otherworldly: On a successful attack, you can deal physical or magic damage. | Step up | — | Magic weapon only; minimum of tier 3. |
| Painful | Painful: Each time you make a successful attack, you must mark a Stress. | d20 | Varies | Minimum tier 3. Apply modifier change based on original damage die:
|
| Persuasive | Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. | — | — | Magic weapon only; minimum of tier 3. |
| Pompous | Pompous: You must have a Presence of 0 or lower to use this weapon. | Two steps up | — | — |
| Powerful | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | — | Varies | Apply modifier change based on range:
|
| Protective | Protective: +1 to Armor Score | — | −2 | — |
| Quick | Quick: When you make an attack, you can mark a Stress to target another creature within range. | — | Varies | Apply modifier change based on burden:
|
| Reliable | Reliable: +1 to attack rolls | — | −1 | — |
| Reloading | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | Step up | +1 | Assign to firearm weapons. |
| Retractable | Retractable: The blade can be hidden in the hilt to avoid detection. | Step up | — | — |
| Returning | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | — | −1 | — |
| Self-Correcting | Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. | — | −2 | Magic weapon only; minimum of tier 3. |
| Scary | Scary: On a successful attack, the target must mark a Stress. | — | —2 | Minimum tier 2. |
| Serrated | Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. | — | −1 | Physical weapon only; minimum of tier 3. |
| Timebending | Timebending: You choose the target of your attack after making your attack roll. | Step up | +2 | Magic weapon only; minimum of tier 3. This is an unusually powerful feature. |
| Versatile | Versatile: This weapon can also be used with these statistics—[Trait], [Range], [damage roll]. | — | −3 | Set the alternate damage roll to that of a tier-equivalent weapon of the selected range, and step down its damage die. |
Secondary Weapon Features
- Editorial Addition
| Feature | Feature (Verbose) | Damage Die Change | Modifier Change | Notes |
|---|---|---|---|---|
| Barrier | Barrier: +X to Armor Score; −1 to Evasion | — | −1 | X is equal to weapon tier + 1. |
| Charged | Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. | — | −1 | Magic weapon only; minimum of tier 3. |
| Deflecting | Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Slots against the attack. | Step down | −1 | Minimum tier 3. |
| Double Duty | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range | — | −1 | Minimum tier 2. |
| Doubled Up | Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. | — | +1 | Minimum tier 4. |
| Hooked | Hooked: On a successful attack, you can pull the target into Melee range. | — | −1 | — |
| Locked On | Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. | Step down | −7 | Minimum tier 4. |
| Paired | Paired: +2 to primary weapon damage to targets within Melee range | Step up | −1 | — |
| Parry | Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled. | — | −1 | Minimum tier 2. |
| Protective | Protective: +X to Armor Score | — | −1 | X is equal to weapon tier. |
| Returning | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | — | +1 | — |
| Sheltering | Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage. | — | −1 | Minimum tier 4. |
| Startling | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | — | −1 | Apply to whip weapons. |
| Versatile | Versatile: This weapon can also be used with these statistics—[Trait], [Range], [damage roll]. | — | −1 | If the alternate attack is a shorter range, step up the damage die. |
NPCs
Non-Player Characters
- Page 166
When roleplaying NPCs, GMs should strive to bring the world to life in accordance with the GM principles, and differentiate each NPC with unique manners of speech, abilities, desires, and appetites.
The only essential mechanical elements of an NPC are their name, description, and motive, but If you think the PCs might make a move against them, give them a Difficulty. An NPC can quickly become an adversary by modifying an appropriate stat block.
If an NPC is an ally in combat, they don't need a stat block—just put the spotlight on what they do and describe how their involvement alters the fiction. If a PC capitalizes on their help during the scene, give the PC advantage. NPCs that don't have Hit Points or Stress can still be injured or killed if the fiction demands it.
If an important NPC must mechanically interact with the system, give them one or more features with specific triggers and effects.
Adversaries
- Page 193
- Page 194
Adversaries are creatures controlled by the GM that act in opposition to the PCs. Adversary stat blocks include:
- Name
- Some effects apply to all adversaries with the same stat block.
- Tier
- The recommended tier of PCs the creature should oppose.
- Type
- An adversary's type represents the role they play in a conflict.
- Description, Motives, and Tactics
- The adversary's look, mannerisms, and how they get what they want.
- Difficulty
- The Difficulty of most action rolls made against them.
- Damage Thresholds, Hit Points, and Stress
- Damage thresholds, Hit Points, and Stress work exactly the same as they do for PCs.
- Attack
- Includes attack roll modifier, name, range, and damage roll.
- Experience
- The GM can spend a Fear to add a relevant Experience as a modifier to an adversary's action roll, reaction roll, or the Difficulty of a roll a PC makes against them.
- Features
- Additional adversary features.
Adversary Types
- Page 194
- Bruiser
- Bruisers are tough, and make powerful attacks.
- Horde
- Hordes are creature groups acting together.
- Leader
- Leaders command or summon other adversaries.
- Minion
- Minions are easily dispatched, but dangerous in numbers.
- Ranged
- Rangeds deal high damage, but are fragile up close.
- Skulk
- Skulks are highly mobile, maneuvering to ambush.
- Social
- Socials challenges PCs in conversation, not combat.
- Solo
- Solos present a formidable challenge for the party.
- Standard
- Standards are representative of their fictional group.
- Support
- Supports enhance allies or disrupt the PCs.
Adversary Actions
- Page 89
- Page 100
- Page 102
- Page 148
- Page 153
- Page 154
- Page 194
When the GM gains spotlight, they can make a GM move to spotlight an adversary. They can spend additional Fear to spotlight additional adversaries, prompting each to take an adversary action, including:
- Move within Close range and make a standard attack
- Move within Close range and use an action adversary feature
- Clear a condition
- Sprint within Far or Very Far range
- Take another appropriate action the fiction demands
Once an adversary is spotlighted, they can't gain the spotlight again until the spotlight swings to the PCs, and back to the GM again. There exceptions to this—for example, Minor Fire Elemental has the Relentless feature, allowing them to gain the spotlight more than once.
Adversary Features
- Page 195
There are five types of adversary features:
- Passive
- Passive features remain in effect until an adversary marks their last hit point. A few Passive features enhance an adversary action based on conditions or a cost—for example, the Spectral Archer adversary's Ghost feature.
- Action
- Some adversaries have special Action features they can use when spotlighted instead of making a standard attack. Some actions require the adversary to mark Stress, or the GM to spend Fear.
- Reaction
- When triggered by a specific circumstacnce, the GM can choose to use an adversary's Reaction feature. Reactions don't swing the spotlight. In a phased battle, a Phase Change reaction alters an adversary's stat block or replaces it with a different one—for example, Fallen Warlord or Volcanic Dragon.
- Fear Features
- Fear features require the GM to spend Fear to activate.
Adversary Benchmarks
Adversary Benchmarks
Adversary Types
Adversary Features
PC Benchmark Comparisons
- Page 208
- Editorial Addition
The following tables shows ranges and averages for various adversary statistics by adversary type.
- Difficulty
- Difficulty determines the chance a PC's attack roll succeeds. It also determines a PC's chance to succeed against reaction rolls prompted by adversary features (unless the feature specifies otherwise). For related information, see Duality Dice Benchmarks.
- Damage Thresholds
- Major and Severe damage thresholds determine how many Hit Points an adversary marks in response to a PC's damage roll. For related information, see PC Damage Benchmarks.
- Hit Points
- Hit Points determine the number of successful attack rolls the PCs must make to defeat an adversary. Adversaries with damage thresholds will mark Hit Points more frequently.
- Stress
- Stress can be used to fuel adversary features, and delays the onset of the Vulnerable condition.
- Attack Modifier
- Increase or decrease an adversary's attack modifier by up to ±4 to make an attack roll more or less likely to succeed. For related information, see GM's Die Benchmarks.
- Damage
- Increasing the damage dice increases average damage, but also increases randomness—especially at higher damage die sizes. Increasing the damage modifier increases a damage roll in a consistent way. Be sure to take the attack roll modifier into account. For related information, see PC Defense Benchmarks.
Adversary Experiences by Tier
- Editorial Addition
| Experiences | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Number | 0–2 | 0–3 | 0–3 | 0–3 |
| Bonus | +2 to +3 | +2 to +4 | +2 to +4 | +2 to +5 |
Adversary Hit Points
- Editorial Addition
| Hit Points | Guidelines |
|---|---|
| 1 | Defeated by any successful attack roll. This number is only used for a Minion. |
| 2 | Defeated by 1–2 successful attack rolls. Assign a Major damage threshold, and a Severe damage threshold of "None". |
| 3 | Might be defeated with one attack roll with a high damage roll, or might take a while to defeat—assign Difficulty and damage thresholds carefully. |
| 4–6 | These enemies will last a while. Assign this range to a Standard adversary. |
| 7–9 | Tougher than usual, but be careful—too many adversaries with too many Hit Points will cause an encounter to last too long. |
| 10+ | An extremely tough enemy—avoid using more than one of these in an encounter, and supplement them with weaker underlings. |
Adversary Type Benchmarks
Bruiser Benchmarks
- Editorial Addition
Bruisers are tough, and make powerful attacks. They can complicate encounters with adversary features that cause targets to become Restrained, deal additional damage, or attack multiple targets. Add the Momentum feature, and consider adding the Ramp Up feature.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 12–14 | 14–16 | 16–18 | 18–20 |
| Threshold Minimums | 7/14 | 10/24 | 18/35 | 30/60 |
| Threshold Maximums | 9/18 | 15/28 | 25/40 | 40/70 |
| Hit Points | 5–7 | 5–7 | 6–8 | 7–9 |
| Stress | 3–4 | 4–6 | 4–6 | 4–6 |
| Attack Modifier | +0 to +2 | +2 to +4 | +3 to +5 | +5 to +8 |
| Damage Rolls |
|
|
|
|
Horde Benchmarks
- Editorial Addition
Hordes are creature groups acting together. The Horde feature assigns X as a new damage roll with half the average damage. Don't assign too many adversary features.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 10–12 | 12–14 | 14–16 | 16–18 |
| Threshold Minimums | 5/9 | 10/16 | 15/27 | 20/35 |
| Threshold Maximums | 10/12 | 15/20 | 25/32 | 30/45 |
| Hit Points | 5–6 | 5–6 | 6–7 | 7–8 |
| Stress | 2–3 | 2–3 | 3–4 | 4–6 |
| Attack Modifier | −2 to +0 | −1 to +1 | +0 to +2 | +1 to +3 |
| Damage Rolls |
|
|
|
|
| Halved Damage Rolls (X) |
|
|
|
|
Leader Benchmarks
- Editorial Addition
Leaders command or summon other adversaries. Most have the Momentum feature, and all have at least one adversary feature that spotlights or summons adversaries.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 12–14 | 14–16 | 17–19 | 19–21 |
| Threshold Minimums | 8/13 | 12/24 | 18/36 | 30/60 |
| Threshold Maximums | 12/16 | 15/28 | 25/42 | 60/70 |
| Hit Points | 5–7 | 5–7 | 6–8 | 7–9 |
| Stress | 3–4 | 4–5 | 5–6 | 6–8 |
| Attack Modifier | +2 to +4 | +3 to +5 | +5 to +7 | +8 to +10 |
| Damage Rolls |
|
|
|
|
Minion Benchmarks
- Editorial Addition
Minions are easily dispatched, but dangerous in numbers. The Minion feature determines how many additional Minions are defeated by incoming damage. Minions don't make damage rolls, and use a flat damage modifier instead. Add the Group Attack feature, using the same damage dealt by the basic attack. Don't assign too many other adversary features.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 10–13 | 12–14 | 14–16 | 16–18 |
| Damage Thresholds | None | None | None | None |
| Hit Points | 1 | 1 | 1 | 1 |
| Stress | 1 | 1 | 1–2 | 1–2 |
| Attack Modifier | −2 to +0 | −1 to +1 | +0 to +2 | +1 to +3 |
| Minion Feature (X) | 3–5 | 5–7 | 7–9 | 9–12 |
| Basic Attack Damage (Y) | 1–3 | 2–4 | 5–8 | 10–12 |
Editor's Notes — Since minions don't have damage dice, a critical success on an attack roll doesn't increase damage. The GM might decide a minion (or Group Attack) doubles the damage instead.
Ranged Benchmarks
- Editorial Addition
Rangeds deal high damage, but are fragile up close. They benefit from increased Range between themselves and the PCs. Consider adding adversary features that increases the damage of the basic attack under specific conditions, or a Fear feature to attack multiple targets at once.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 10–12 | 13–15 | 15–17 | 17–19 |
| Threshold Minimums | 3/6 | 5/13 | 12/25 | 18/30 |
| Threshold Maximums | 5/9 | 8/18 | 15/30 | 25/40 |
| Hit Points | 3–4 | 3–5 | 3–6 | 3–6 |
| Stress | 2–3 | 2–3 | 3–4 | 4–5 |
| Attack Modifier | +1 to +2 | +2 to +5 | +3 to +7 | +4 to +8 |
| Damage Rolls |
|
|
|
|
Skulk Benchmarks
- Editorial Addition
Skulks are highly mobile, maneuvering to ambush. Their features often resemble the Cloaked and Sneak Attack of the Rogue. Successful attacks cause PCs to become Restrained or Vulnerable. Consider adding a Fear gain feature.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 10–12 | 12–14 | 14–16 | 16–18 |
| Threshold Minimums | 5/8 | 7/16 | 15/27 | 20/35 |
| Threshold Maximums | 7/12 | 9/20 | 20/32 | 30/45 |
| Hit Points | 3–4 | 3–5 | 4–6 | 4–6 |
| Stress | 2–3 | 3–4 | 4–5 | 4–6 |
| Attack Modifier | +1 to +2 | +2 to +5 | +3 to +7 | +4 to +8 |
| Damage Rolls |
|
|
|
|
Solo Benchmarks
- Editorial Addition
Socials challenges PCs in conversation, not combat.
Solos present a formidable challenge for the party. Add the Relentless and Momentum features. A Solo has a high number of Hit Points, so consider giving them a feature that creates an interesting Countdown. Despite their name, encounters featuring a Solo should include a group of accompanying Minions, Standards, and Supports.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 12–14 | 14–16 | 17–19 | 19–21 |
| Threshold Minimums | 8/13 | 12/24 | 18/30 | 30/60 |
| Threshold Maximums | 12/16 | 15/28 | 25/40 | 40/70 |
| Hit Points | 8–10 | 8–10 | 10–12 | 10–12 |
| Stress | 3–4 | 4–5 | 5–6 | 6–8 |
| Attack Modifier | +2 to +3 | +3 to +4 | +4 to +7 | +7 to +10 |
| Damage Rolls |
|
|
|
|
Standard Benchmarks
- Editorial Addition
Standards are representative of their fictional group. Their features frequently provide a bonus to their standard attack—either to the attack roll or damage roll.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 11–13 | 13–15 | 15–17 | 17–19 |
| Threshold Minimums | 5/8 | 8/16 | 15/27 | 25/35 |
| Threshold Maximums | 8/12 | 12/20 | 20/32 | 35/50 |
| Hit Points | 3–4 | 3–5 | 4–6 | 5–6 |
| Stress | 3–4 | 4–5 | 5–6 | 5–6 |
| Attack Modifier | +0 to +2 | +1 to +3 | +2 to +4 | +3 to +5 |
| Damage Rolls |
|
|
|
|
Support Benchmarks
- Editorial Addition
Supports enhance allies or disrupt the PCs, and make up for weaker standard attacks with powerful features that cause PCs to mark Stress or lose Hope. Many supports enhance the abilities of other adversaries, or hamper the activities of the PCs.
| Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 12–14 | 14–16 | 16–18 | 18–20 |
| Threshold Minimums | 5/9 | 8/16 | 15/28 | 20/35 |
| Threshold Maximums | 8/12 | 23/20 | 20/35 | 30/45 |
| Hit Points | 3–4 | 3–5 | 4–6 | 4–6 |
| Stress | 4–5 | 4–6 | 5–6 | 5–6 |
| Attack Modifier | +0 to +2 | +1 to +3 | +2 to +4 | +3 to +5 |
| Damage Rolls |
|
|
|
|
Adversaries with Passives
- Page 195
- Editorial Addition
The following adversaries have Passive features other than Horde, Minion, Relentless, or Terrifying.
| Adversary | Tier | Type | Passive |
|---|---|---|---|
| Adult Flickerfly | Tier 3 | Solo |
|
| Assassin Poisoner | Tier 2 | Skulk |
|
| Bear | Tier 1 | Bruiser |
|
| Bladed Guard | Tier 1 | Standard |
|
| Brawny Zombie | Tier 1 | Bruiser |
|
| Cave Ogre | Tier 1 | Solo |
|
| Chaos Skull | Tier 2 | Ranged |
|
| Construct | Tier 1 | Solo |
|
| Cult Fang | Tier 2 | Skulk |
|
| Demon of Avarice | Tier 3 | Support |
|
| Demon of Despair | Tier 3 | Skulk |
|
| Demon of Hubris | Tier 3 | Leader |
|
| Demon of Jealousy | Tier 3 | Ranged |
|
| Demon of Wrath | Tier 3 | Bruiser |
|
| Dire Bat | Tier 3 | Skulk |
|
| Dire Wolf | Tier 1 | Skulk |
|
| Failed Experiment | Tier 2 | Standard |
|
| Fallen Shock Troop | Tier 4 | Minion |
|
| Fallen Warlord: Realm Breaker | Tier 4 | Solo |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Giant Beastmaster | Tier 2 | Leader |
|
| Giant Eagle | Tier 2 | Skulk |
|
| Giant Mosquitoes | Tier 1 | Horde |
|
| Glass Snake | Tier 1 | Standard |
|
| Gorgon | Tier 2 | Solo |
|
| Greater Earth Elemental | Tier 3 | Bruiser |
|
| Green Ooze | Tier 1 | Skulk |
|
| Tiny Green Ooze | Tier 1 | Skulk |
|
| Hallowed Archer | Tier 4 | Ranged |
|
| Hallowed Soldier | Tier 4 | Minion |
|
| Harrier | Tier 1 | Standard |
|
| Head Vampire | Tier 3 | Leader |
|
| High Seraph | Tier 4 | Leader |
|
| Huge Green Ooze | Tier 3 | Skulk |
|
| Hydra | Tier 3 | Solo |
|
| Jagged Knife Bandit | Tier 3 | Standard |
|
| Jagged Knife Kneebreaker | Tier 1 | Bruiser |
|
| Jagged Knife Shadow | Tier 1 | Skulk |
|
| Jagged Knife Sniper | Tier 1 | Ranged |
|
| Juvenile Fickerfly | Tier 2 | Solo |
|
| Knight of the Realm | Tier 2 | Leader |
|
| Kraken | Tier 4 | Solo |
|
| Master Assassin | Tier 2 | Leader |
|
| Merchant | Tier 1 | Social |
|
| Minor Chaos Elemental | Tier 1 | Solo |
|
| Minor Demon | Tier 1 | Solo |
|
| Oak Treant | Tier 3 | Bruiser |
|
| Oracle of Doom | Tier 4 | Solo |
|
| Outer Realms Abomination | Tier 4 | Bruiser |
|
| Outer Realms Corruptor | Tier 4 | Support |
|
| Patchwork Zombie Hulk | Tier 1 | Solo |
|
| Perfected Zombie | Tier 4 | Bruiser |
|
| Petty Noble | Tier 1 | Social |
|
| Pirate Captain | Tier 1 | Leader |
|
| Pirate Raiders | Tier 1 | Horde |
|
| Pirate Tough | Tier 1 | Bruiser |
|
| Red Ooze | Tier 1 | Skulk |
|
| Royal Advisor | Tier 2 | Social |
|
| Shambling Zombie | Tier 1 | Standard |
|
| Shark | Tier 2 | Bruiser |
|
| Siren | Tier 2 | Skulk |
|
| Skeleton Archer | Tier 1 | Ranged |
|
| Skeleton Warrior | Tier 1 | Standard |
|
| Spectral Archer | Tier 2 | Ranged |
|
| Spectral Captain | Tier 2 | Leader |
|
| Spectral Guardian | Tier 2 | Standard |
|
| Spellblade | Tier 1 | Leader |
|
| Stag Knight | Tier 3 | Standard |
|
| Stonewraith | Tier 2 | Skulk |
|
| Swarm of Rats | Tier 1 | Horde |
|
| Sylvan Soldier | Tier 1 | Standard |
|
| Vault Guardian Gaoler | Tier 3 | Support |
|
| Vault Guardian Sentinel | Tier 3 | Bruiser |
|
| Vault Guardian Turret | Tier 3 | Ranged |
|
| Volcanic Dragon: Obsidian Predator | Tier 4 | Solo |
|
| Volcanic Dragon: Molten Scourge | Tier 4 | Solo |
|
| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| War Wizard | Tier 2 | Ranged |
|
| Young Ice Dragon | Tier 3 | Solo |
|
| Zombie Legion | Tier 4 | Horde |
|
Adversaries with Actions
- Editorial Addition
Many adversaries have unique Actions they can take instead of a standard adversary action or standard attack. This list omits the Group Attack feature of Minions.
| Adversary | Tier | Type | Action |
|---|---|---|---|
| Archer Guard | Tier 1 | Ranged |
|
| Archer Squadron | Tier 2 | Horde |
|
| Assassin Poisoner | Tier 2 | Skulk |
|
| Battle Box | Tier 2 | Solo |
|
| Bear | Tier 1 | Bruiser |
|
| Bladed Guard | Tier 1 | Standard |
|
| Brawny Zombie | Tier 1 | Bruiser |
|
| Cave Ogre | Tier 1 | Solo |
|
| Chaos Skull | Tier 2 | Ranged |
|
| Construct | Tier 1 | Solo |
|
| Courtier | Tier 1 | Social |
|
| Cult Adept | Tier 2 | Support |
|
| Cult Fang | Tier 2 | Skulk |
|
| Deeproot Defender | Tier 1 | Bruiser |
|
| Demon of Avarice | Tier 3 | Support |
|
| Demon of Despair | Tier 3 | Skulk |
|
| Demon of Hubris | Tier 3 | Leader |
|
| Demon of Wrath | Tier 3 | Bruiser |
|
| Demonic Hound Pack | Tier 2 | Horde |
|
| Dire Bat | Tier 3 | Skulk |
|
| Dire Wolf | Tier 1 | Skulk |
|
| Dryad | Tier 3 | Leader |
|
| Electric Eels | Tier 2 | Horde |
|
| Elite Soldier | Tier 2 | Standard |
|
| Failed Experiment | Tier 2 | Standard |
|
| Fallen Sorcerer | Tier 4 | Support |
|
| Fallen Warlord: Realm Breaker | Tier 4 | Solo |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Giant Beastmaster | Tier 2 | Leader |
|
| Giant Brawler | Tier 2 | Bruiser |
|
| Giant Eagle | Tier 2 | Skulk |
|
| Giant Scorpion | Tier 1 | Bruiser |
|
| Glass Snake | Tier 1 | Standard |
|
| Gorgon | Tier 2 | Solo |
|
| Greater Earth Elemental | Tier 3 | Bruiser |
|
| Greater Water Elemental | Tier 2 | Support |
|
| Green Ooze | Tier 1 | Skulk |
|
| Hallowed Archer | Tier 4 | Ranged |
|
| Head Guard | Tier1 | Leader |
|
| Head Vampire | Tier 3 | Leader |
|
| High Seraph | Tier 4 | Leader |
|
| Huge Green Ooze | Tier 3 | Skulk |
|
| Hydra | Tier 3 | Solo |
|
| Jagged Knife Hexer | Tier 1 | Support |
|
| Jagged Knife Kneebreaker | Tier 1 | Bruiser |
|
| Jagged Knife Lieutenant | Tier 1 | Leader |
|
| Jagged Knife Shadow | Tier 1 | Skulk |
|
| Juvenile Fickerfly | Tier 2 | Solo |
|
| Knight of the Realm | Tier 2 | Leader |
|
| Kraken | Tier 4 | Solo |
|
| Masked Thief | Tier 2 | Skulk |
|
| Master Assassin | Tier 2 | Leader |
|
| Merchant Baron | Tier 2 | Social |
|
| Minor Chaos Elemental | Tier 1 | Solo |
|
| Minor Demon | Tier 1 | Solo |
|
| Minor Fire Elemental | Tier 1 | Solo |
|
| Minotaur Wrecker | Tier 2 | Bruiser |
|
| Monarch | Tier 3 | Social |
|
| Mortal Hunter | Tier 2 | Leader |
|
| Oak Treant | Tier 3 | Bruiser |
|
| Oracle of Doom | Tier 4 | Solo |
|
| Outer Realms Abomination | Tier 4 | Bruiser |
|
| Outer Realms Corruptor | Tier 4 | Support |
|
| Patchwork Zombie Hulk | Tier 1 | Solo |
|
| Perfected Zombie | Tier 4 | Bruiser |
|
| Petty Noble | Tier 1 | Social |
|
| Pirate Captain | Tier 1 | Leader |
|
| Pirate Tough | Tier 1 | Bruiser |
|
| Red Ooze | Tier 1 | Skulk |
|
| Royal Advisor | Tier 2 | Social |
|
| Secret-Keeper | Tier 2 | Leader |
|
| Siren | Tier 2 | Skulk |
|
| Skeleton Archer | Tier 1 | Ranged |
|
| Skeleton Knight | Tier 1 | Bruiser |
|
| Spectral Archer | Tier 2 | Ranged |
|
| Spectral Captain | Tier 2 | Leader |
|
| Spectral Guardian | Tier 2 | Standard |
|
| Spellblade | Tier 1 | Leader |
|
| Spy | Tier 2 | Social |
|
| Stag Knight | Tier 3 | Standard |
|
| Stonewraith | Tier 2 | Skulk |
|
| Sylvan Soldier | Tier 1 | Standard |
|
| Tangle Bramble Swarm | Tier 1 | Horde |
|
| Vampire | Tier 3 | Standard |
|
| Vault Guardian Gaoler | Tier 3 | Support |
|
| Vault Guardian Sentinel | Tier 3 | Bruiser |
|
| Vault Guardian Turret | Tier 3 | Ranged |
|
| Volcanic Dragon: Obsidian Predator | Tier 4 | Solo |
|
| Volcanic Dragon: Molten Scourge | Tier 4 | Solo |
|
| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| War Wizard | Tier 2 | Ranged |
|
| Weaponmaster | Tier 1 | Bruiser |
|
| Young Dryad | Tier 1 | Leader |
|
| Young Ice Dragon | Tier 3 | Solo |
|
Adversaries with Reactions
- Page 195
- Editorial Addition
The following adversaries have Reactions that might be triggered while the PCs have the spotlight. The list omits the Momentum feature.
| Adversary | Tier | Type | Reaction |
|---|---|---|---|
| Acid Burrower | Tier 1 | Solo |
|
| Adult Flickerfly | Tier 3 | Solo |
|
| Arch-Necromancer | Tier 4 | Leader |
|
| Battle Box | Tier 2 | Solo |
|
| Dire Bat | Tier 3 | Skulk |
|
| Dryad | Tier 3 | Leader |
|
| Elite Soldier | Tier 2 | Standard |
|
| Fallen Sorcerer | Tier 4 | Support |
|
| Fallen Warlord: Realm Breaker | Tier 4 | Solo |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Giant Brawler | Tier 2 | Bruiser |
|
| Giant Mosquitoes | Tier 1 | Horde |
|
| Gorgon | Tier 2 | Solo |
|
| Greater Water Elemental | Tier 2 | Support |
|
| Green Ooze | Tier 1 | Skulk |
|
| Harrier | Tier 1 | Standard |
|
| Head Guard | Tier1 | Leader |
|
| Head Vampire | Tier 3 | Leader |
|
| Huge Green Ooze | Tier 3 | Skulk |
|
| Hydra | Tier 3 | Solo |
|
| Juvenile Fickerfly | Tier 2 | Solo |
|
| Master Assassin | Tier 2 | Leader |
|
| Minor Chaos Elemental | Tier 1 | Solo |
|
| Minor Demon | Tier 1 | Solo |
|
| Minor Fire Elemental | Tier 1 | Solo |
|
| Monarch | Tier 3 | Social |
|
| Mortal Hunter | Tier 2 | Leader |
|
| Oracle of Doom | Tier 4 | Solo |
|
| Outer Realms Abomination | Tier 4 | Bruiser |
|
| Perfected Zombie | Tier 4 | Bruiser |
|
| Red Ooze | Tier 1 | Skulk |
|
| Tiny Red Ooze | Tier 1 | Skulk |
|
| Secret-Keeper | Tier 2 | Leader |
|
| Shark | Tier 2 | Bruiser |
|
| Skeleton Knight | Tier 1 | Bruiser |
|
| Skeleton Warrior | Tier 1 | Standard |
|
| Spectral Captain | Tier 2 | Leader |
|
| Spy | Tier 2 | Social |
|
| Stag Knight | Tier 3 | Standard |
|
| Sylvan Soldier | Tier 1 | Standard |
|
| Tangle Bramble | Tier 1 | Minion |
|
| Tangle Bramble Swarm | Tier 1 | Horde |
|
| Vampire | Tier 3 | Standard |
|
| Vault Guardian Turret | Tier 3 | Ranged |
|
| Volcanic Dragon: Obsidian Predator | Tier 4 | Solo |
|
| Volcanic Dragon: Molten Scourge | Tier 4 | Solo |
|
| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| War Wizard | Tier 2 | Ranged |
|
| Young Ice Dragon | Tier 3 | Solo |
|
| Zombie Legion | Tier 4 | Horde |
|
| Zombie Pack | Tier 1 | Horde |
|
Adversaries Applying Conditions
- Editorial Addition
Several adversaries apply conditions.
| Adversary | Tier | Type | Feature | Condition |
|---|---|---|---|---|
| Cult Adept | Tier 2 | Support |
|
Protected |
| Giant Scorpion | Tier 1 | Bruiser |
|
Poisoned |
| Jagged Knife Hexer | Tier 1 | Support |
|
Cursed |
| High Seraph | Tier 4 | Leader |
|
Guilty |
| Huge Green Ooze | Tier 3 | Skulk |
|
Enveloped |
| Hydra | Tier 3 | Solo |
|
Dazed |
| Oak Treant | Tier 3 | Bruiser |
|
Rooted |
| Siren | Tier 2 | Skulk |
|
Entranced |
| Vault Guardian Turret | Tier 3 | Ranged |
|
Marked |
| Young Ice Dragon | Tier 3 | Solo |
|
Chilled |
Adversaries Causing Hope Loss
- Page 195
- Editorial Addition
Adversaries can cause PCs to lose Hope. The Terrifying feature also causes Fear gain.
| Adversary | Tier | Type | Feature |
|---|---|---|---|
| Demon of Despair | Tier 3 | Skulk |
|
| Demon of Hubris | Tier 3 | Leader |
|
| Demonic Hound Pack | Tier 2 | Horde |
|
| Fallen Shock Troop | Tier 4 | Minion |
|
| Fallen Sorcerer | Tier 4 | Support |
|
| Fallen Warlord: Realm Breaker | Tier 4 | Solo |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Juvenile Fickerfly | Tier 2 | Solo |
|
| Head Vampire | Tier 3 | Leader |
|
| Minor Demon | Tier 1 | Solo |
|
| Mortal Hunter | Tier 2 | Leader |
|
| Oracle of Doom | Tier 4 | Solo |
|
| Outer Realms Corruptor | Tier 4 | Support |
|
| Patchwork Zombie Hulk | Tier 1 | Solo |
|
| Shark | Tier 2 | Bruiser |
|
| Skeleton Knight | Tier 1 | Bruiser |
|
| Volcanic Dragon: Obsidian Predator | Tier 4 | Solo |
|
| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| Young Ice Dragon | Tier 3 | Solo |
|
Adversaries Causing Fear Gain
- Editorial Addition
The most common method of adversary-based Fear generation is the Momentum feature—it's so common that these results are omitted from the table. Fear gain features are common for Solos and Bruisers, but are also useful for Leaders and some Skulks.
| Adversary | Tier | Type | Feature |
|---|---|---|---|
| Acid Burrower | Tier 1 | Solo |
|
| Arch-Necromancer | Tier 4 | Leader |
|
| Adult Flickerfly | Tier 3 | Solo |
|
| Battle Box | Tier 2 | Solo |
|
| Cave Ogre | Tier 1 | Solo |
|
| Demon of Hubris | Tier 3 | Leader |
|
| Dire Wolf | Tier 1 | Skulk |
|
| Electric Eels | Tier 2 | Horde |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Gorgon | Tier 2 | Solo |
|
| Head Vampire | Tier 3 | Leader |
|
| Juvenile Flickerfly | Tier 2 | Solo |
|
| Mortal Hunter | Tier 2 | Leader |
|
| Oracle of Doom | Tier 4 | Solo |
|
| Outer Realms Abomination | Tier 4 | Bruiser |
|
| Patchwork Zombie Hulk | Tier 1 | Solo |
|
| Secret-Keeper | Tier 2 | Leader |
|
| Shark | Tier 2 | Bruiser |
|
| Skeleton Knight | Tier 1 | Bruiser |
|
| Spellblade | Tier 1 | Leader |
|
| Volcanic Dragon: Molten Scourge | Tier 4 | Solo |
|
| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| Young Ice Dragon | Tier 3 | Solo |
|
Adversary Fear Features
- Editorial Addition
This list omits the Minions with the Group Attack feature.
| Adversary | Tier | Type | Feature |
|---|---|---|---|
| Arch-Necromancer | Tier 4 | Leader |
|
| Archer Squadron | Tier 2 | Horde |
|
| Cave Ogre | Tier 1 | Solo |
|
| Chaos Skull | Tier 2 | Ranged |
|
| Cult Adept | Tier 2 | Support |
|
| Deeproot Defender | Tier 1 | Bruiser |
|
| Demon of Avarice | Tier 3 | Support |
|
| Demon of Despair | Tier 3 | Skulk |
|
| Demon of Hubris | Tier 3 | Leader |
|
| Demon of Jealousy | Tier 3 | Ranged |
|
| Demon of Wrath | Tier 3 | Bruiser |
|
| Dryad | Tier 3 | Leader |
|
| Fallen Sorcerer | Tier 4 | Support |
|
| Fallen Warlord: Undefeated Champion | Tier 4 | Solo |
|
| Giant Scorpion | Tier 1 | Bruiser |
|
| Glass Snake | Tier 1 | Standard |
|
| Gorgon | Tier 2 | Solo |
|
| Greater Water Elemental | Tier 3 | Support |
|
| Green Ooze | Tier 1 | Skulk |
|
| Hallowed Soldier | Tier 4 | Minion |
|
| Head Guard | Tier1 | Leader |
|
| Head Vampire | Tier 3 | Leader |
|
| High Seraph | Tier 4 | Leader |
|
| Huge Green Ooze | Tier 3 | Skulk |
|
| Hydra | Tier 3 | Solo |
|
| Jagged Knife Lieutenant | Tier 1 | Leader |
|
| Kraken | Tier 4 | Solo |
|
| Master Assassin | Tier 2 | Leader |
|
| Merchant Baron | Tier 2 | Social |
|
| Minor Chaos Elemental | Tier 1 | Solo |
|
| Minor Demon | Tier 1 | Solo |
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| Minor Fire Elemental | Tier 1 | Solo |
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| Minotaur Wrecker | Tier 2 | Bruiser |
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| Monarch | Tier 3 | Social |
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| Mortal Hunter | Tier 2 | Leader |
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| Oracle of Doom | Tier 4 | Solo |
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| Outer Realms Abomination | Tier 4 | Bruiser |
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| Perfected Zombie | Tier 4 | Bruiser |
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| Petty Noble | Tier 1 | Social |
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| Pirate Captain | Tier 1 | Leader |
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| Red Ooze | Tier 1 | Skulk |
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| Royal Advisor | Tier 2 | Social |
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| Secret-Keeper | Tier 2 | Leader |
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| Siren | Tier 2 | Skulk |
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| Spectral Archer | Tier 2 | Ranged |
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| Spectral Captain | Tier 2 | Leader |
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| Spectral Guardian | Tier 2 | Standard |
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| Spellblade | Tier 1 | Leader |
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| Spy | Tier 2 | Social |
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| Stag Knight | Tier 3 | Standard |
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| Stonewraith | Tier 2 | Skulk |
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| Sylvan Soldier | Tier 1 | Standard |
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| Vampire | Tier 3 | Standard |
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| Vault Guardian Sentinel | Tier 3 | Bruiser |
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| Vault Guardian Turret | Tier 3 | Ranged |
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| Volcanic Dragon: Molten Scourge | Tier 4 | Solo |
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| Volcanic Dragon: Ashen Tyrant | Tier 4 | Solo |
|
| War Wizard | Tier 2 | Ranged |
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| Weaponmaster | Tier 1 | Bruiser |
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| Young Dryad | Tier 1 | Leader |
|
| Young Ice Dragon | Tier 3 | Solo |
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Building Encounters
- Page 174
- Page 197
The obstacles the GM creates in the form of adversaries, environments, and hazards are powerful tools for heightening meaningful tension drama. Use combat and action to reveal information to players about the unfolding story, the world, and the characters in the setting.
Dynamic battles create suspense by forcing PCs to choose between conflicting objectives, engaging their character's motivations and weaknesses, creating the crucible that forges them into legendary heroes.
When building encounters, the GM should ask:
- What is the narrative function of the encounter?
- Is combat inevitable?
- What are the objectives of the PCs? What about any important NPCs, or the adversaries?
- How can the environment bring the encounter to life?
- Is there anything about the situation that interact with a PC's specific narrative or mechanical features?
Phased Battles
- Page 180
You can up the stakes by shifting the nature of the adversaries or environment by adding a phase change adversary feature.
- Change the terms of engagement
- Alter the environment
- Evolve the opposition
Battle Guide
- Page 197
Calculate Battle Points
Start with 3 × the number of PCs + 2 Battle Points. Modify the results, depending on the type of encounter:
| Encounter | Modifier |
|---|---|
| Easier or shorter fight | −1 |
| Includes 2 or more Solos | −2 |
| Add 1d4 (or +2) to adversary damage rolls | −2 |
| Deploy an adversary from a lower tier | +1 |
| No Bruisers, Hordes, Leaders, or Solos | +1 |
| Harder or longer fight | +2 |
Spend Battle Points
Spend Battle Points to add adversaries to the encounter. Spent battle points don't account for summoned creatures or the environment.
Environments
- Page 240
Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and natural forces. Environment stat blocks include:
- Tier
- The PC tier the environment is designed to challenge.
- Type
- The type of scene it most easily supports.
- Impulses
- The manner or mode with which the environment pushes and pulls the creatures within them.
- Difficulty
- The standard Difficulty for action rolls made to overcome, oppose, or resist the environment or its elements.
- Potential Adversaries
- Suggested adversaries to add to the scene.
- Features
- Environment features are identical to adversary features.
- Feature Questions
- Prompts for plot hooks, narrative engines, and connections to other story elements.
Environment Types
- Page 241
- Exploration
- A wondrous locations with mysteries and marvels to discover.
- Social
- A location that primarily presents interpersonal challenges.
- Traversal
- A dangerous locations where movement itself is a challenge.
- Event
- A special activity or occurrence (something happening in the space, as opposed to the physical space itself). This environment could be used in combination with other environment types.
Environment Benchmarks
- Page 242
- Editorial Addition
Sometimes, an environment is not an appropriate tier for the party, or the GM might modify or replace a feature or two and present it as an entirely different environment. Use the following table to adjust a stat block's Difficulty or damage rolls, or to create entirely new ones:
| Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Difficulty | 10–12 | 13–15 | 16–18 | 19–21 |
| Damage Rolls |
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