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Ker Nethalas: Into the Midnight Throne

Ker Nethalas: Into the Midnight Throne Rulebook

Table of Contents

Table of Contents

  • The Midnight Throne
    • The World Above
    • The World Below
    • Game Terminology
    • Required Materials
    • Dice
    • Simple Rules
    • Engaging Combat
  • Create Your Survivor
    • What Crime Were You Accused Of?
    • Character Attributes
    • Character Skills
  • Masteries
    • Abyssal Reaver
    • Arcanist
    • Brawler
    • Bulwark
    • Duskblade
    • Emissary
    • Flamecaster
    • Frostweaver
    • Gravecaller
    • Hexmancer
    • Icon Caller
    • Mindbinder
    • Ritualist
    • Stormbrand
    • Tracker
    • Umbra Phantom
    • Weapon Master
    • Wraith
    • Wrathspawn
    • Zealot
  • Character Progression
    • Skill Improvement
    • Leveling Up
    • Swapping Mastery Trees Granted by Amulets
    • Boons
  • The Rules
    • Difficulty Modifiers
    • Opposed Checks
    • Critical Successes & Critical Failures
    • Advantage & Disadvantage
    • Mastery Ability Checks
    • Usage Dice
  • Combat
    • The Attack Roll
    • Turns & Rounds
    • Action Types
    • Initiative & Surprise
    • Possible Combat Actions
    • Combat Resolution
    • Defensive Maneuver
    • Weapon Speed
    • Hit Location & Damage
    • Targeting Body Parts
    • Hit Location Tables
    • Dealing Damage
    • Damage Types
    • Armor
    • Critical Hits & Critical Failures in Combat
    • Points to Remember
    • Critical Failures
  • Healing & Death
    • Optional Rule: Forgiving Death
    • Rot
  • Conditions
  • Exhaustion
    • Exhaustion Table
  • Sanity
    • Madness
  • Companions & Servants
  • Playing Co-op
  • Exploring Ker Nethalas
    • Light Source
    • Mapping the Domains
    • Retracing Your Steps
    • Overseer's Influence
    • Corridor Description
    • Room Description
    • Events
  • Search
    • Search Table
  • Doors, Containers & Traps
    • Doors & Containers
    • Traps
    • Trap Effect
  • The Tension Die
    • Rising Darkness
  • Rest & Camp
    • Catching Your Breath
    • Setting Camp
    • The Camp Check
    • Camp Activities
    • Benefits
  • Potions
    • Potion Aging
  • Personal Objectives
  • Combat Encounters
    • Opponent Type
    • Combat Encounter Difficulty
    • Multiple Targets
    • Creature Stat Block
    • Creature Traits
    • Combat Encounters — General
    • Combat Encounters — Table A
    • Combat Encounters — Table B
    • Abyssal Tormentor
    • Amalgam
    • Armor Construct
    • Astral Beast
    • Blade-Wings
    • Blood Tracker
    • Pestilent Rats
    • Bone Golem
    • Bone Spiders
    • Cave Leech
    • Carrion Ants
    • Death Sage
    • Withered Crypt Guards
    • Dwerax
    • Hooked Vine
    • Flayed Knight
    • Flesh-Eater
    • Molten Flesh Ooze
    • Giant Spider
    • Hive Larvae
    • Hive Warrior
    • Hollow Marauder
    • Living Moss
    • Necropede
    • Infernal Fiend
    • Plague Bearer
    • Pyre-Born
    • Ratfolk Raiders
    • Razor-Jaw
    • Reanimated Homunculus
    • Rot Walkers
    • Skeletal Horrors
    • Stone Guardian
    • Swarmer
    • Tomb Crawler
  • Overseers
    • Overseers
    • Infernal Tormentor
    • Zephyr Shade
    • Carnage Devourer
    • Siren of the Venomous Cloud
    • Frostdelver
    • Gorehoof
    • Veilshifter
    • Infernal Archon
    • Pyroclastic Possessor
    • Lord of Dread
  • Loot & Pillage
    • Currency
  • Encumbrance & Character Equipment
  • Weapons
    • Weapon Traits
    • Weapon Weight
    • Weapons
  • Armor & Protective Equipment
    • Armor & Shield Weight
    • Shields
    • Helmets
    • Armor — Full
    • Armor Pieces — Torso
    • Armor Pieces — Bracers
    • Armor Pieces — Greaves
  • Other Objects & Equipment
    • Belt Checks & Quick Slots
    • Common Equipment
    • Loot Tables
      • Valuables
      • Precious Items
      • Ordinary Items
      • Loot
      • Attunement Crystals
      • Fragments
      • Gems & Jewelry
    • Books of Lore
    • Potions
    • Random Mastery
    • Random Weapon
    • Resources
    • Random Armor
    • Random Shield
    • Full & Torso Armor
  • Magic Item Generation
    • Selling Magic Items
    • Item
    • Enemy Type
    • Item Rarity
    • Damage Type
    • Magic Properties — Armor
    • Magic Properties — Belt
    • Magic Properties — Boots
    • Magic Properties — Gloves
    • Magic Properties — Ring
    • Magic Properties — Weapon
  • Magic Item Quirks
    • Magic Item Quirks
  • Relics
    • Relics
  • Merchants
    • Items for Sale
  • Advancing into the Darkness
    • Difficult Start
    • The First Domain
    • Combat Encounters — First Domain
    • Subsequent Playthroughs

The Midnight Throne

Shape the character you want to play. At the heart of Ker Nethalas: Into the Midnight Throne lies its deep character-development system. By choosing which Masteries you learn and which Abilities within each Mastery you select, you have considerable control over the full range of your character's powers. Combined with the many unique, randomly generated pieces of equipment, you can truly shape the character of your dreams.

Explore a perilous place. You are a survivor, executed (or so they thought, when they threw you down here) and trapped in an endless nightmare. By exploring what remains of the once-glorious Vaelorian Ascendancy, you will uncover details about their history and buried customs, all while trying to survive the many undead horrors that now roam the vast catacombs, temples, and chambers of the necropolis.

The World Above

The City of Veldonia stands as the heart of the Kingdom of Alderworth, a sprawling metropolis on the kingdom's eastern coast. Once a beacon of prosperity and grandeur, it now embodies a fallen glory, haunted by its history and by the sinister forces lurking beneath its streets. Gothic architecture dominates the landscape, with gargoyles and grotesque figures adorning every building. The streets are narrow and winding, perpetually wrapped in a shroud of fog and shadow. Dark alleys and hidden passages crisscross the city, offering both refuge to the desperate and lairs to the city's less reputable citizens.

Long ago, Veldonia was a thriving center of knowledge and the arts. Scholars, alchemists, and artists gathered within its walls, creating a home of culture and learning. But ambition and greed, fueled by arcane secrets, soon corrupted the city's elite. The once-proud nobility, led by the royal Silvercrest family, slowly but surely sank into the most abject decadence, rarely leaving their palaces.

The masses, oppressed by both the nobility and the suffocating multitude of religious cults demanding worship and taxes, can do little more than endure lives of misery and hard labor. Their resilience and determination offer a stark contrast to the moral corruption of the ruling class, and occasionally a promising individual rises above their peers and sets out to forge a better future.

Beyond the powerful but globally insignificant Kingdom of Alderworth, a vast world of different cultures and empires stretches in every direction. From the Azari archipelago to the west, with its fierce warriors and strange customs, to progressive Helvonia, a tiny country known for its artificers and engineers, there exists an endless array of cultures and individuals from every walk of life. Many of them end up in Veldonia, drawn by the city's ancient status as one of the seats of power in the world.

The World Below

Beneath Veldonia's twisted roofs and darkened streets stretches a vast and chilling underground world known as Ker Nethalas, the Midnight Throne.

This sprawling necropolis is all that remains of the once-mighty Vaelorian dynasty, an empire of necromancers long forgotten whose legacy still haunts the present. Although this vast underground complex has many entrances, most of them are fiercely guarded by the Obsidian Wardens, a knightly order sworn to protect humanity from the horrors below. Nevertheless, the Wardens cannot be everywhere at once, and many entrances are used for garbage disposal or similar activities.

Ker Nethalas extends deep into the bowels of the earth, a complex labyrinth of crypts, catacombs, and forgotten chambers. The walls are adorned with haunting reliefs, depicting the empire's ancient necromantic arts, as well as the grandeur and boundless pride of the Vaelorian sovereigns. Within it, echoes of the Vaelorian Ascendancy's dark magic persist. The restless spirits of the necromancers and their undead creations roam its passages, guarding long-buried secrets. Their whispers fill the air, tempting those who venture too close with promises of forbidden knowledge and unspeakable power.

Rumor has it that at the heart of Ker Nethalas stands the Midnight Throne itself, a colossal and sinister black stone dais. Legend says that the ancient Vaelorian sovereigns once sat upon this throne, channeling the very essence of death and commanding legions of undead. The necropolis holds countless artifacts and relics of necromantic power, each carrying a dark history and dangerous potential, drawing ambitious necromancers and arcanists eager for the lost and forbidden knowledge of this ancient civilization.

Game Terminology

  • ⅃ (Level): This symbol represents your character's level. Some Abilities will ask you to add your level (or half of it) to attacks, or may have a duration equal to your current level. When this is the case, you must always use your current level, not the level you had when you first acquired the Ability. Your level is also used to properly scale opponents so that they become a reasonable threat, as explained on page 117.
  • Ability: A unique power, special attack, or similar talent that allows your character to accomplish various things, ranging from casting a fireball to striking multiple enemies with a single attack, to healing, and more.
  • Attribute: The fundamental aspects that define your character's physical and mental capabilities.
  • Mastery: One of the specializations available to your character that defines its capabilities and the Abilities it has access to.
  • Domain: Ker Nethalas is a vast, sprawling collection of tunnels, buildings, caves, and rooms. Sometimes they seem to rise toward the surface, and other times they sink deep into the earth. Each distinct part of the necropolis is known as a Domain.

Required Materials

In addition to this rulebook and a blank character sheet (which you can photocopy from the back of this book, or download for free at https://www.blackoathgames.com), you will need the following:

  • At least one copy of each standard polyhedral die: D4, D6, D8, D10, D12, and D20.
  • Two ten-sided dice (D10) of different colors to serve as a D100.
  • A pencil and an eraser.
  • Graph paper (optional, but recommended).
  • A few hours of free time.

Dice

Ker Nethalas: Into the Midnight Throne primarily uses six different types of dice to determine the outcomes of actions and situations, but these same dice can be used to generate numbers across various ranges. These different dice and the terms used to describe and use them are detailed below.

The D10 is a ten-sided die generating numbers from 1 to 10. It is numbered from 0 to 9, with a 0 counting as ten. A pair of D10s, of distinct colors, is also used to form numbers from 1 to 100 (00 counting as 100). Before the roll, the player must specify which die represents the tens and which represents the units. This percentile roll, or D100, is the primary die roll in Ker Nethalas: Into the Midnight Throne. Other commonly used dice are the D4, D6, D8, D12, and D20, referring to dice with 4, 6, 8, 12, and 20 sides respectively.

When several dice must be rolled and added together, this is noted in the text as follows: 2D10 (roll two D10s and add them together), or 6D4 (roll six D4s and add them together). A modifier may be noted as a "plus" or "minus" value, such as 2D12+4 (roll two D12s, add them together, then add four to the total).

Simple Rules

Ker Nethalas: Into the Midnight Throne uses a simple D100 rule set to resolve all tasks. When a PC attempts an action whose outcome is uncertain or that carries a stake, they must make a check. This is done by rolling a D100 and comparing the result to the relevant Skill on the character sheet. A result equal to or lower than the Skill's value indicates a success. This process is detailed in Chapter 3.

Engaging Combat

Combat is a large part of what makes Ker Nethalas: Into the Midnight Throne unique: characters must manage their resources while being smart about which powers they use. The opposed combat check makes combat unpredictable and will require your constant attention, as you weigh the different options available to you based on your luck and your actions.

Create Your Survivor

You are alive... barely, but alive. You were punished for a crime you may or may not have committed, but Anera smiles upon you, and against all odds, you are still among the living. To begin, choose a name, a gender, an age, and a general appearance. Note on your character sheet that you are level 1. You are now ready to begin creating your character.

What Crime Were You Accused Of?

D20Crime
1Highway Robbery: Armed individuals ambush travelers on the main roads, robbing them of their possessions and sometimes resorting to violence.
2Witchcraft: Accusations of practicing witchcraft are common in Veldonia, and the accused often face trials and punishments such as imprisonment or execution.
3Poaching: People illegally hunt game on private land, often to supplement their diet or sell the animals for profit, in defiance of the landowner's rights.
4Smuggling: Illicit trade involving the import or export of goods without paying customs duties, usually via hidden routes to avoid detection.
5Piracy: Individuals sailing the seas attack ships, plundering their cargo and often resorting to violence against the crew. Pirates are a major concern for Veldonia given the importance of its maritime trade.
6Murder: The intentional killing of another person, which could be motivated by various factors such as revenge, personal disputes, or criminal activity.
7Sedition: Engaging in activities that undermine or seek to overthrow established authority, such as inciting rebellion or spreading dissent.
8Treason: Engaging in activities that betray or threaten the monarchy, such as plotting against the king.
9Counterfeiting: Producing fake currency or counterfeit goods, undermining the economy and defrauding individuals.
10Burglary: Breaking into homes to steal valuables or money, often causing property damage and sometimes violence against occupants.
11Vagrancy: Being homeless and unemployed, wandering from place to place with no clear means of subsistence.
12Dueling: Engaging in a private combat with deadly weapons to settle personal disputes.
13Rioting: Taking part in violent public disturbances or protests, often with groups causing property damage or attacking others.
14Blasphemy: Uttering or promoting sacrilegious or disrespectful statements or actions against one of the sanctioned churches.

Character Attributes

Your character's Attributes determine the most basic aspects of their body and soul, and define how much horror and punishment they will be able to endure while exploring the necropolis.

Health. Health indicates how much punishment your body can endure before succumbing. Any loss of Health signals deep damage that is difficult and slow to heal. It can only be recovered under very specific circumstances. If your character's Health reaches 0, they die permanently — or at least, as dead as any other entity in the necropolis can be... Your character's starting Health is determined by a roll of D6+8.

Toughness. Toughness represents your character's resilience and their ability to absorb non-critical damage. Cuts, bruises, and other minor, non-lethal, and quickly reversible incidents manifest as a loss of Toughness. Your character's starting Toughness score is 2D6+10. Characters recover D4 Toughness immediately after a fight ends.

Aether. Aether is a representation of a character's spiritual and psychic power, and is used to cast spells, as described on page 64. Your character's starting Aether points are D6+8, and all Aether is replenished upon entering a new room.

Sanity. Sanity represents your character's ability to remain fully lucid and sane despite the many horrors they witness. A character's starting Sanity score is calculated by rolling D6+8.

Magic Resistance. This represents your character's ability to resist the effects of magic directed against them. This is a crucial element for the survival of any character, so accumulating items that grant Magic Resistance is a recommended survival strategy. Magic Resistance functions like a skill, meaning its score ranges from 01 to 80, and it is tested using a D100. New characters begin with 20 points in Magic Resistance. Magic Resistance is not a Skill, and as such it is not a Reaction and does not accumulate Reaction penalties.

Exhaustion/Exhaustion Resistance. Exhaustion represents fatigue, exposure, hunger, injuries, and other physical factors that progressively wear a character down. If a character goes too long without sleep or food, or undertakes intense physical activity without resting, they will begin to accumulate Exhaustion. A character's Exhaustion Resistance score is subtracted from their current total Exhaustion; the final result is then compared against the table on page 78 to determine the effects of Exhaustion. New characters start with 0 Exhaustion Resistance.

Character Skills

Now that we know your character's innate capabilities, it is time to see how their experiences have shaped them and what they have learned in their past. Skills represent a character's proficiency in various fields. This value can range from 0 (total incompetence) to 80 or beyond (total mastery). These are percentile values, so if a character has a score of 40 in the Dodge skill, that means they have a 40% chance of success when attempting to dodge something.

Whenever you are asked to make a skill check, roll a D100. If the result is equal to or lower than your skill's value, the check is a success. Skills cannot exceed 80 under normal conditions. However, magic items that increase them, or circumstantial bonuses (such as the initiative modifier in combat, described on page 67) are an exception to this rule. The number in brackets corresponds to the starting scores that all characters possess in that particular skill. After applying the starting scores, add the following skill allotments to your skills:

  • +60 to one weapon skill.
  • +40 to one weapon skill.
  • +30 to three skills.
  • +20 to three skills.
  • +10 to four skills.

You cannot assign two different skill allotments to the same skill.

  • Acrobatics (10): A character can slip under a closing portcullis, swing across a chasm using a rope, or keep their balance on a precarious ledge by succeeding at an Acrobatics check.
  • Athletics (10): To undertake difficult feats involving lifting heavy weights, sprinting, climbing, or jumping, a character must make an Athletics check.
  • Slashing Weapons: The ability to wield weapons of this category, such as the longsword or the axe.
  • Blunt Weapons: The ability to wield weapons of this category, such as the morning star or the hammer.
  • Dodge (10): A character's ability to get out of harm's way, whether in combat or otherwise. This skill is also used when a character attempts to disengage from melee combat.
  • Endurance: Through the use of this skill, your character can attempt to resist the consequences of substances and effects that directly attack their constitution. Avoiding injury from poisons and diseases is the most common use of this skill.
  • Medicine: Your character will need proficiency in this skill whenever they attempt to heal their wounds. Combined with 1 Bandage, a Medicine check recovers D4 Toughness. You can also spend 1 Bandage and make a Medicine check to remove the Bleeding condition. Medicine can only be used outside of combat.

No Ranged Weapon skill? Ker Nethalas: Into the Midnight Throne does not include ranged weapons among its equipment options. The only ranged capabilities are Mastery Abilities.

  • Polearms: "Polearms" generally encompasses a variety of weapons that have a shaft or haft and a blade or point at the end. This includes weapons like spears, polearms (such as halberds and glaives), and staffs of all kinds and sizes.
  • Perception (20): Perception refers to a character's ability to see, hear, or smell things.
  • Stealth: Stealth is used to hide or avoid being noticed. A character's Stealth check is generally opposed by a potential observer's Perception check.
  • Resolve (10): Resisting the psychological impact of exposure to the horrors of the necropolis. With this skill, your character can avoid the loss of Sanity, as well as the effects of other, more subtle mental attacks and effects.
  • Larceny: This skill is mainly used to disarm traps or attempt to pick a lock. Disarming a trap requires a Thieves' Kit, while picking a lock requires only the use of a lockpick.
  • Reason: This skill determines your character's ability to understand things and uncover mysteries, as well as to decipher signs and symbols they might find in the necropolis.
  • Unarmed Combat & Brawling Weapons (20): Unarmed Combat includes improvised, brutal fighting, the elegant mastery of martial arts, and everything in between. This skill is useful in any situation where you do not have a weapon at hand. An unarmed character deals D4 Blunt damage.
  • Search: This skill allows your character to find useful bits and pieces that might be lying around in any room.

Masteries

Masteries define your personal path, becoming the foundation of the kind of character you want to play. Each Mastery represents a specific playstyle, a toolbox that gives you access to specific powers and maneuvers.

Each Mastery has a Mastery tree that you will unlock as you level up, gaining new Abilities that will surely help you on your journey through the Midnight Throne. Abilities generally require either spending Aether or making an attack roll with your weapon, as described in each of their descriptions.

Some Abilities have not only an Aether cost, but a cost that must be maintained for the Ability's effect to continue uninterrupted. This means you must permanently subtract the Ability's Aether cost from your Aether pool, or at least until the Ability stops functioning.

Example: Galea has the Night Vision Ability, which allows her to see in the dark without needing a light source. Her Aether pool is 25, and this Ability has a cost of 5 Aether (maintained), meaning that as long as she keeps the Ability active, the maximum size of her Aether pool is now 20.

New characters start the game with 2 Ability Points. You must spend each one of them on a different Mastery.

Abyssal Reaver

A fearsome warrior, you draw upon the dark powers of the abyss, infusing your assaults with demonic energy to freeze the hearts of your enemies with dread.

Passive: You gain 1 point of Temporary Toughness for every victory you achieve. This fleeting Toughness persists until it is spent or until your next rest, and can exceed your usual maximum.

  • Tier 1 - Infernal Flame. 1 Standard Action. Cost: 4 Aether. Your fist bursts into unholy red and green flames, casting a searing glow onto your target and dealing D6+D4 Infernal damage.
  • Tier 2 - Infernal Weapon. 1 Standard Action. Cost: 5 Aether (maintained). Flames from the infernal depths consume your weapon, increasing the havoc it wreaks by D6 Infernal damage.
  • Tier 3 - Demonic Pact. Passive. You have sealed a pact with a demonic entity, sacrificing 3 points of your maximum Sanity, but becoming Immune to Fear and Poison.
  • Tier 4 - Demonic Shroud. 1 Standard Action. Cost: 5 Aether. Until the end of combat, a shroud of flame envelops you, making any attack against you perilous. When an opponent wounds you, they suffer D4 Infernal damage in return.
  • Tier 5 - Soul Harvest. 1 Standard Action. Cost: 10 Aether. You devour the essence of your enemies, dealing 2D6 Infernal damage to all opponents in the room and restoring 1 point of Sanity for each soul thus reaped.

Where were you trained?

D6Background
1The Infernal Lineage: Those born with the Infernal Lineage possess a natural affinity for demonic energies. They learn to master the power of the infernal realms, channeling demonic energy to strengthen their own attacks and abilities. Through intense training and self-discipline, individuals of this lineage can draw upon the raw, chaotic power of demons, infusing their attacks with dark flames, shadowy tendrils, and other demonic manifestations.
2The Order of the Abyssal Pact: The Order of the Abyssal Pact is a secret organization that seeks to master and control demonic energies. Members of the order study ancient grimoires, learning to strike pacts with demonic entities. They willingly embrace the dark powers granted to them, using demonic energies to enhance their own combat skills and magical abilities.
3The Infernal Forge: The Infernal Forge is a renowned training ground for those seeking to draw upon demonic energies. Simply reaching this cursed place is a feat in itself, and survival is never guaranteed. Enduring this perilous journey leads the individual to forge a connection with the infernal realm. Once there, they learn to draw upon demonic energies, channeling them into their attacks and abilities, transforming themselves into vessels of dark power.
4The Soulmark: Bearers of the Soulmark are practitioners who immerse themselves in the forbidden arts of summoning and binding demons. Through their rigorous training, they learn to forge a connection with demonic entities, channeling their energies into their own attacks and abilities. These conjurers can manifest ethereal blades, imbue their strikes with demonic flame, and call upon infernal forces to enhance their powers.
5The Black Gate: The Black Gate is the only known access point from the physical world into one of the demonic realms. As most mortals would die instantly attempting to cross it, aspiring Abyssal Reavers train outside it instead, letting demonic energies steep their entire being as they train and develop new demon-infused techniques and spells.
6The Cult of the Demonic Chant: The Cult of the Demonic Chant is a clandestine cult that venerates and embraces the powers of the demonic realms. Its members undergo dark rituals and intense training, willingly becoming vessels for demonic energies. Through their connection to demons, they gain increased strength, speed, and arcane abilities. Cultists of the Demonic Chant blend their own martial skills with the unholy power of demons, using their dark empowerment to unleash devastating attacks and terrifying displays of demonic power.

Arcanist

You have studied the arcana of the ethereal realm and its manifestations in the tangible world, granting you supreme knowledge and mastery of occult mysteries.

Passive: Every time a creature suffers Arcane damage from the effect of your Abilities, your own Arcane damage increases by +1 against that same creature.

  • Tier 1 - Arcane Missiles. 1 Standard Action. Cost: 4 Aether. A volley of magic darts bursts from your fingers, tracking your targets. Up to ⅃/2 enemies suffer D4 Arcane damage.
  • Tier 2 - Arcane Shield. 1 Standard Action. Cost: 4 Aether. You form a shell of pure, solid Aether around a chosen part of your body, granting you 1 point of Armor at that location until the end of combat.
  • Tier 3 - Light Creation. 1 Standard Action. Cost: 5 Aether (maintained). A sphere of pure light floats around you. You no longer need a light source.
  • Tier 4 - Summon Arcane Companion. 2 Standard Actions. Cost: 10 Aether. You create a being of pure Aether to serve you. The Arcane Companion will endure until it is destroyed. Arcane Companion's Health: 30, Magic Resistance: 40, Endurance: 30, Combat Skill: 60, Damage: D10 Arcane damage. Restored by Arcane damage, Immune to all non-magical damage.
  • Tier 5 - Arcane Bolt. 1 Standard Action. Cost: 6 Aether. You project a beam of ethereal energy at your target, dealing 2D10 Arcane damage.

Where were you trained?

D6Background
1Archmage Alaris: Archmage Alaris is a renowned sorcerer who has spent his life probing the mysteries of arcane magic. As a master of the arcane arts, he only accepts the most devoted and talented students under his tutelage. Under his direction, aspiring mages study ancient tomes, learn complex spells, and uncover the secrets of arcane power. Through rigorous training, disciples develop their understanding and mastery of the arcane, unlocking the hidden depths of magic.
2The Arcane Enclave: The Arcane Enclave is a gathering place for those seeking to uncover the secrets of arcane magic. Within its sacred walls, mages from all walks of life converge to share their knowledge and refine their art. Here, students immerse themselves in the study of magical theory, practice complex rituals, and experiment with new spellcasting techniques. The Enclave serves as a center of arcane research, fostering an environment of discovery and innovation.
3The College of Arcane Lore: Located in the upper district of Veldonia, the College of Arcane Lore is a prestigious institution dedicated to the study and mastery of arcane magic. Students at this esteemed college immerse themselves in the study of ancient texts, refining their spellcasting abilities and uncovering the mysteries of the arcane arts. Under the guidance of experienced professors, mages in training explore various schools of magic, from elemental manipulation to divination, seeking to master the arcane forces that shape the world.
4The Circle of Secrets: A secret society of arcane practitioners, the Circle of Secrets operates out of hidden sanctuaries scattered throughout the Kingdom of Alderworth. Its members, skilled in the arcane arts, study forbidden knowledge and draw upon arcane energies beyond the reach of ordinary mages. Initiates undergo rigorous tests and trials, immersing themselves in esoteric texts, mastering complex rituals, and unlocking the hidden potential of their own magical abilities.
5The Tower of Astral Veils: The Tower of Astral Veils is a revered sanctuary where scholars and arcane practitioners immerse themselves in the study of ancient arcane secrets. Students traverse ethereal realms, master astral energies, and explore the depths of cosmic knowledge. The tower's library houses a vast collection of arcane texts, grimoires, and artifacts, offering a rich resource to mages seeking to push the limits of their magical prowess.
6The Order of the Aether: A mystical order dedicated to the pursuit of arcane enlightenment, the Order of the Aether trains mages who seek to draw upon the deepest wells of arcane power. Members of this revered order study ancient rituals, master complex spellcasting techniques, and strive to forge a connection with the primordial forces that shape reality. Under the direction of seasoned masters, they immerse themselves in forgotten arcane knowledge, uncovering the secrets of the universe and mastering the raw power of magic.

Brawler

You revel in melee combat, your fists and your daring your only allies against all comers. Countless hours of training have made your body the ultimate weapon, and even the horrors of Ker Nethalas cannot withstand your might.

Passive: Increase your unarmed damage to D6, and by +D4 when using brawling weapons.

  • Tier 1 - Feint. 1 Reaction. Requires a Dodge check. After being attacked, you feign a parry, taking advantage of your position. If your Dodge check succeeds, your next attack receives +20, instead of the standard +10.
  • Tier 2 - Uppercut. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You throw a brutal uppercut at your opponent, dealing 2D10 Blunt damage. Your next defensive check receives -20.
  • Tier 3 - Overwhelm. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You land a savage blow on your opponent, overwhelming their defenses. Your opponent cannot defend against this attack in any way. This Ability can only be used once per fight.
  • Tier 4 - Kidney Shot. 1 Standard Action. Requires an Unarmed Combat & Brawling Weapons check. You land a calculated blow against one of the target's vital areas. The target is Stunned for 2 rounds.
  • Tier 5 - Perfect Parry Stance. Passive. Your Reaction penalty is reduced to -10 for every consecutive Reaction after the first, instead of the usual -20.

Where were you trained?

D6Background
1Master Remos, the Iron Fist: Master Remos is a legendary martial arts instructor known for his mastery of unarmed combat. Students seeking to excel in melee combat train under his expert direction. Through intense training regimens and disciplined techniques, Master Remos instills in his disciples the power and precision of the Iron Fist style, allowing them to deliver devastating blows and grapple with exceptional skill.
2The Academy of the Murmuring Pines: The Academy of the Murmuring Pines is a sanctuary where martial artists devote themselves to mastering unarmed combat. In this tranquil setting, students train under the direction of experienced masters from all walks of life. They learn a wide range of martial arts techniques and principles, developing agility, balance, and the ability to adapt their fighting style to any situation.
3Mara, the Resolute Guardian: Mara is a renowned martial arts master who has devoted her life to the pursuit of excellence in unarmed combat. Students flock to her training center to learn the Resolute Guardian style, which focuses on precise strikes and effective defensive maneuvers. Mara's teachings emphasize discipline, mental strength, and the integration of mind, body, and soul in combat.
4The Temple of Serene Harmony: Nestled in a quiet valley of the Havencrest Peninsula, the Temple of Serene Harmony is a revered institution where warriors train in the art of unarmed combat. Students undergo rigorous physical conditioning, practicing a variety of martial arts techniques and forms. The temple's experienced masters guide disciples in cultivating inner peace, self-mastery, and channeling their energy to deliver powerful blows and flawless defensive maneuvers.
5The Order of the Silent Wind: The Order of the Silent Wind is a secret society of martial artists dedicated to the pursuit of mastery in unarmed combat. Students who join the order undergo intense physical training and mental discipline, refining their skills in striking, grappling, and evasion techniques. Guided by skilled mentors, members of the order develop the ability to move silently, strike quickly, and neutralize opponents with efficient, precise techniques.
6The Zenatu Clan: The Zenatu Clan is a tight-knit community of warriors specialized in unarmed combat. Training within the clan emphasizes physical strength, agility, and mastery of a unique style that combines powerful strikes with evasive footwork and fluid movements. Each clan member is assigned a personal mentor, an experienced warrior who passes on their knowledge and expertise, ensuring the traditions and techniques of the Mountain Peak style are passed down through the generations.

Bulwark

You march into battle like a walking fortress, impervious to your enemies' vain attempts to bring you down.

Passive: Ignore all penalties associated with wearing any type of armor.

  • Tier 1 - Preparation. 1 Reaction. Cost: 2 Aether. You see the enemy blow coming, and you are ready for it. Reduce any incoming damage by D6. You must declare the use of this Ability before your opponent's attack roll, and the damage reduction is also rolled on the Damage Dealt table.
  • Tier 2 - Shield Bash. 1 Standard Action. Requires a melee attack check and an equipped shield. You strike your opponent with your shield, Stunning them for D4 rounds.
  • Tier 3 - Sword and Shield. 1 Standard Action. Requires a melee attack check. You overwhelm your opponent, first with your weapon then with your shield. If your weapon strike hits, you may immediately make a free attack that deals D4 damage.
  • Tier 4 - Battle Form. Passive. Permanently increase your Toughness by ⅃. Every time your level increases, you must increase your Toughness accordingly.
  • Tier 5 - Bastion. Passive. You are Immune to Blunt damage.

Where were you trained?

D6Background
1The Iron Heart Guild: Located in the heart of Veldonia, the Iron Heart Guild is a renowned organization of master armorers and warriors. They offer comprehensive training in heavy armor and defensive abilities, focusing on techniques such as the shield bash, the parry, and advanced weapon techniques adapted to heavily armored fighters.
2The Bastion of Eshakon: A massive fortress perched atop a steep mountain, the Bastion of Eshakon serves as a training ground for knights and defenders. Its ancient walls echo with the clash of steel as seasoned warriors teach aspiring fighters the art of combat in heavy armor. Trainees learn to maneuver in cumbersome armor, endure heavy blows, and develop flawless defensive skills.
3The Temple of the Shield Path: Hidden deep within the dense forest of Honopeia, the Temple of the Shield Path is an isolated sanctuary dedicated to preserving ancient martial traditions. Here, monks and sages instruct students in the use of heavy armor, emphasizing a harmonious blend of physical and spiritual strength. Techniques include meditation, balance training, and the development of flawless reflexes.
4The Black Steel Citadel: Located in the volcanic regions of northern Breccia, the Black Steel Citadel is a fortress carved from obsidian rock. This ancient order of warriors focuses on the art of forging and enchanting heavy armor, as well as passing on the skills needed to wield it effectively. Trainees undergo exhausting physical conditioning, learn the secrets of metallurgy, and study defensive tactics suited to heavy armor users.
5The Valley of the Valiant: A remote valley nestled between towering mountain ranges, this hidden place serves as a refuge for warriors seeking to master the art of heavy armor. The valley's inhabitants train in an environment rich in natural obstacles, perfect for honing defensive skills. Trainees learn to withstand harsh weather conditions, navigate dangerous terrain, and engage in combat against formidable opponents.
6The Order of the Bronze Shields: Founded centuries ago by Thelia the Wall, this knightly order is renowned for its unwavering dedication to protecting the realm. Housed in a great fortress, the Order of the Bronze Shields specializes in teaching defensive strategies and techniques specifically adapted to heavy armor users. Trainees undergo rigorous physical training, take part in mock battles, and learn to coordinate with their fellow knights for effective defensive formations.

Duskblade

A master of the art of assassination, you strike with speed and surprise, executing your opponents with supreme finesse and terrifying precision.

Passive: +2D4 Psychic damage to targets unaware of your presence.

  • Tier 1 - Poisoned Blade. 1 Standard Action. Cost: 3 Aether. You conjure a blade of pure venom and hurl it at your opponent. The target becomes Poisoned (1).
  • Tier 2 - Weaken. 1 Standard Action. Cost: 5 Aether. You impose your will on the target's mind, weakening it. Reduce the target's Combat Skill by -20 in defense for D4+1 rounds.
  • Tier 3 - Undermine. 1 Standard Action. Requires a melee attack check. You strike your target with the flat of your weapon, Stunning them for D4 rounds.
  • Tier 4 - Relentless Strike. 1 Standard Action. Requires a melee attack check. You strike your opponent with cold precision, determined to end the fight. Multiply all damage dealt by your attack by 2. This Ability can only be used once per room.
  • Tier 5 - Invisibility. 1 Standard Action. Cost: 6 Aether. You disappear completely from sight, melting into the shadows. Enemies cannot target you directly. The effect ends after you leave the current room, or after you make an attack. Enemies receive -40 to their Combat Skill when attempting to defend against you while you are invisible.

Where were you trained?

D6Background
1The Shadow Chant Guild: Operating out of the slums of Veldonia, the Shadow Chant Guild is a renowned organization that trains individuals in the arts of stealth, subterfuge, and assassination. Aspiring rogues, trackers, and assassins undergo rigorous training in infiltration, lockpicking, trap detection, and silent eliminations. They learn to blend perfectly into their surroundings, strike with precision, and disappear without a trace.
2The Academy of Whispering Blades: Located in an isolated mountain retreat in the Ashglow Peaks, the Academy of Whispering Blades is a prestigious institution dedicated to training elite assassins and stealthy rogues. Students receive comprehensive instruction in various skills, including silent movement, disguise, poison-making, and the art of the surprise attack. Under the guidance of seasoned mentors, they learn to become shadows, lurking in darkness and striking their targets swiftly and efficiently.
3The Brotherhood of the Night Veil: A clandestine order operating deep in the wilderness of Ravenscroft, the Brotherhood of the Night Veil specializes in training rogue agents skilled in espionage, sabotage, and assassination. Initiates undergo intense training in infiltration, disguise, information gathering, and combat techniques suited to covert operations. The Brotherhood's secret network and vast resources make it a formidable force in the field of espionage and subterfuge.
4The School of Silent Shadows: The School of Silent Shadows is a secret training ground for rogues and trackers who specialize in silent eliminations and swift, deadly strikes. Students learn the art of stealthy movement, camouflage, evasion, and the use of a wide range of specialized tools and gadgets. The school's serene environment and natural setting offer the perfect backdrop for honing their skills in patience, observation, and precision.
5The Black Fist: Operating out of the dark underbelly of Wyvernsgate, the Black Fist is a clandestine organization renowned for training expert rogues and assassins. Members undergo extensive training in acrobatics, agility, and unconventional combat techniques. They learn to exploit their surroundings, employing poisons, magic, and any available tool to eliminate their targets swiftly and silently, leaving behind nothing but whispers of their presence.
6The Temple of the Veiled Serpent: Hidden in an isolated desert canyon of the western Shimmering Lands, the Temple of the Veiled Serpent is a secret sanctuary where rogue disciples learn the art of deception, subterfuge, and lethal strikes. Under the guidance of enigmatic masters, students acquire skills in disguise, misdirection, lock manipulation, and the use of concealed weapons. The temple's trials and tests push rogues to their limits, fostering the development of their innate cunning and stealth.

Emissary

You are the voice of your deity on the mortal plane, and as such, you have the authority to inflict punishment on its enemies and grant blessings to its children.

Passive: You gain a new Camp activity: Pray. Heal D4 Sanity. You gain 1 Exhaustion.

  • Tier 1 - Wound Healing. 1 Standard Action. Cost: 4 Aether, +1 Exhaustion. You channel the power of your deity through your body, restoring it and healing D4 Health.
  • Tier 2 - Unshakable Faith. Free Action. Cost: 4 Aether. Your certainty in your path allows you to perform martial feats a normal mortal could not achieve. Increase your next attack roll by 40.
  • Tier 3 - Condition Removal. 1 Standard Action. Cost: 4 Aether. Your deity's authority restores your body to its original form, removing 1 condition of your choice.
  • Tier 4 - Divine Justice. Free Action. Cost: 3 Aether. Your deity has judged your opponent unworthy, nullifying their armor for 1 round.
  • Tier 5 - Sacred Flames. 1 Standard Action. Cost: 10 Aether. A flash of divine flame strikes your target, dealing 3D10 Sacred damage.

Where were you trained?

D6Background
1The Sanctuary of the Justiciar's Grace: The Sanctuary of the Justiciar's Grace is a revered training ground for those who aspire to become priests of Ekoineme, the god of Justice. Here, students immerse themselves in the study of Ekoineme's teachings, refining their understanding of moral principles and the pursuit of fairness. Under the guidance of wise mentors, they learn the art of conflict resolution, advocate for justice, and honor Ekoineme's divine precepts.
2The Temple of the Forgeflame: Located amid volcanic mountains, the Temple of the Forgeflame serves as a sacred training ground for those seeking to become priests of Sonlios, the God of Fire. In the temple's blazing chambers, students study Sonlios's sacred texts, learning to channel the transformative power of fire. They undergo purification rituals, mastering the art of fire-based ceremonies and cultivating a deep connection with Sonlios's divine essence.
3The Halls of Resolve: Nestled within a sprawling fortress, the Halls of Resolve are a revered institution where individuals train to become priests of Auna, the Goddess of Duty. Here, students devote themselves to the study of duty, responsibility, and unwavering commitment. Under the watchful guidance of experienced mentors, they learn to fulfill their obligations with honor, develop a keen sense of discipline, and embrace their divine duty as emissaries of Auna.
4Temple of Victory: Located on the grounds of an ancient battlefield, the Temple of Victory is a renowned training ground for those seeking to become priests of Vuntune, the Goddess of Victory. In the temple's history-laden halls, students immerse themselves in the art of strategic planning, leadership, and the pursuit of triumph. They study Vuntune's teachings on tactics, analyze historic battles, and learn to inspire others toward glorious victories in the goddess's name.
5The Sanctuary of Retribution: Hidden within a solemn temple, the Sanctuary of Retribution is a sacred place where individuals train to become priests of Hythos, the God of Vengeance. Here, students probe the mysteries of divine retribution, studying the subtleties of justice and the balance between vengeance and mercy. Under the tutelage of experienced avengers, they learn the art of tracking down wrongdoers, interpreting omens, and invoking Hythos's power to deliver righteous punishment.
6The Cloister of the Shadow Embrace: Located in an isolated forest wrapped in perpetual darkness, the Cloister of the Shadow Embrace is a mystical sanctuary where individuals train to become priests of Kevona, the Goddess of Night. In the cloister's sacred halls, students probe the depths of night, embracing its mysteries and studying the balance between light and darkness. They learn to navigate the shadows, commune with nocturnal creatures, and unlock the secrets of Kevona's divine realm.

Flamecaster

You are a master of the incendiary arts, wielding the blazing forces of flame to scorch your enemies, leaving a trail of smoking destruction wherever you go.

Passive: You are Immune to Fire damage.

  • Tier 1 - Fire Bolt. 1 Standard Action. Cost: 4 Aether. You shoot a burst of flames from your hand at your opponent, dealing D8+1 Fire damage.
  • Tier 2 - Flame Burst. 1 Standard Action. Cost: 4 Aether. A cone of flame bursts from your palm, washing over all enemies in front of you. Up to ⅃/2 enemies suffer D6 Fire damage.
  • Tier 3 - Cage of Fire. 1 Standard Action. Cost: 6 Aether. Flames rise from the ground, surrounding and trapping one of your opponents. The target becomes Entangled, but may attempt a Magic Resistance check each round to break free. Each failed attempt deals 1 Fire damage to them (no roll on the Damage Dealt table), which cannot be avoided in any way.
  • Tier 4 - Summon Fire Elemental. 2 Standard Actions. Cost: 10 Aether. You summon an elemental from the plane of fire to serve you. The Fire Elemental will endure until it is destroyed. Fire Elemental's Health: 20, Magic Resistance: 40, Endurance: 40, Combat Skill: 60, Damage: 2D6 Fire damage. Restored by Fire damage, Vulnerable to Water damage.
  • Tier 5 - Fireball. 1 Standard Action. Cost: 10 Aether. A ball of flame appears above your head, crashing down onto your enemies. All opponents in the room suffer 2D6 Fire damage and are now Burning.

Where were you trained?

D6Background
1Flamecaster Juute: Pyromancer Juute is a renowned master of fire magic, revered for his ability to command and control the destructive power of flame. Students who aspire to become fire mages seek an apprenticeship with Juute, learning to manipulate and shape fire with precision. Under his tutelage, disciples study the intricacies of fire spells, practice fire-manipulation techniques, and understand the elemental nature of flame.
2The Sanctuary of Embers: Nestled in an isolated volcanic region, too inhospitable for life, the Sanctuary of Embers is a sacred place where fire mages gather to refine their flame-casting skills. In the sanctuary's blazing halls, students are exposed to intense fire rituals, refining their control over it. They study the principles of fire spellcasting and probe the secrets of flame.
3The Emberbrand Guild: The Emberbrand Guild is an esteemed organization that trains individuals in the art of fire magic. From skilled spellcasters to ambitious flamecasters, guild members receive comprehensive training in controlling and wielding flame. They learn to conjure fireballs, create walls of fire, and unleash devastating infernos. The guild offers a platform for collaboration and knowledge-sharing among fire mages, fostering growth and innovation in fire-based spellcasting.
4The Seventh Circle: Located amid the desolate Azari desert, the Seventh Circle is a renowned institution dedicated to the study and mastery of fire magic. Students learn to conjure and manipulate fire through focused concentration and visualization. Through practical exercises, they develop their skill in fire-based spells, uncover ancient fire rituals, and understand the essence of heat and combustion.
5The Order of the Blazing Phoenix: The Order of the Blazing Phoenix is a sacred order that embraces the power of fire as a force of transformation and purification; as such, they work closely with the cult of Sonlios, God of Fire. Initiated fire mages undergo rigorous training, attuning themselves to the elemental energies of fire and mastering its power. They study ancient fire-magic techniques, learning to summon firestorms, breathe torrents of flame, and shape fire at will. The order emphasizes discipline, control, and the responsible use of fire magic.
6The Blazing Citadel: The Blazing Citadel serves as a training ground for fire mages seeking to master the art of flame-casting. Students endure the citadel's intense heat and volatile environment while immersing themselves in the study of fire magic. Guided by experienced fire mages, they learn to conjure flames, shape them into devastating projectiles, and forge a deep connection with the element of fire. The Blazing Citadel stands as a testament to the relentless pursuit of the raw power of fire magic.

Frostweaver

Your mastery of ice, cold, and everything frozen grants you a power few can hope to match. You are a living blizzard, an ice storm that descends upon your enemies with the chill of death.

Passive: You are Immune to Cold damage.

  • Tier 1 - Frost Bolt. 1 Standard Action. Cost: 4 Aether. A shard of ice emerges from your hands and strikes your opponent in a cascade of ice, dealing D8+1 Cold damage.
  • Tier 2 - Ice Shield. Reaction. Cost: 5 Aether. You conjure a block of ice that covers your arm, protecting you from the incoming attack. +30 to Parry against an incoming attack.
  • Tier 3 - Ice Nova. 1 Standard Action. Cost: 6 Aether. An explosion of ice bursts from you as its epicenter, pushing back all surrounding enemies. Up to ⅃/2 enemies suffer D6+1 Cold damage.
  • Tier 4 - Summon Frost Elemental. 2 Standard Actions. Cost: 10 Aether. You summon a creature of pure elemental ice to serve you. The Frost Elemental will endure until it is destroyed. Frost Elemental's Health: 15, Magic Resistance: 40, Endurance: 60, Combat Skill: 60, Damage: 2D6 Cold damage. Restored by Cold damage, Vulnerable to Fire damage.
  • Tier 5 - Frost Weapon. 1 Standard Action. Cost: 5 Aether (maintained). You weave a weapon made of pure strands of ice that re-forms even after being shattered, as long as you keep paying the maintained cost. The weapon can take any shape you wish and deals D6+1 Cold damage.

Where were you trained?

D6Background
1Frostweaver Elara: Frostweaver Elara is a renowned master of frost magic, known for her ability to conjure and control the freezing powers of ice and frost. Students aspiring to become frost mages seek Elara's tutelage, learning to manipulate and shape frost with precision. Under her direction, disciples study the intricacies of frost spells, practice ice-manipulation techniques, and understand the elemental nature of cold.
2The Frostborn Citadel: Located in the frozen tundra north of the Kingdom of Alderworth, the Frostborn Citadel serves as a bastion for those seeking to master the art of frost magic. Within its icy walls, students train under the direction of experienced frost mages, refining their control over cold and frost. They study the principles of frost-based spellcasting, probe the secrets of ice manipulation, and learn to summon blizzards and create icy barriers.
3The Icebound Sect: The Icebound Sect is a prestigious organization dedicated to the study and mastery of frost magic. Students immerse themselves in the study of frost spells, learning to master the power of freezing temperatures. Under the direction of experienced mentors, they practice ice manipulation, create frozen projectiles, and understand the art of frost-based enchantments.
4The Frostfall Circle: The members of this secret society of frost mages study ancient texts and probe the mysteries of cold and ice manipulation. Initiates undergo rigorous training, developing their mastery of frost spells, learning to create shields of frost and summon icy allies.
5The Nexus: The Nexus is a revered training ground for frostweavers who seek to channel the raw power of ice and cold. Within its glacial domain, students endure the biting cold while studying frost-based spellcasting, ice manipulation, and the creation of frozen constructs. Guided by seasoned mentors, they learn to command blizzards, freeze opponents in place, and protect themselves with icy barriers.
6The Ice Trap Monastery: Hidden amid frozen caverns, the Ice Trap Monastery is a sanctuary where frost mages study and refine their skills in cold and frost manipulation. Students practice complex frost spells, learning to shape and control ice with precision. They immerse themselves in meditation, seeking harmony with the frozen elements. The Ice Trap Monastery offers frost mages a serene environment in which to deepen their connection to the essence of frost and embrace the power of icy magic.

Gravecaller

Everything dies eventually, and your grip on death means that, in time, everything will serve you.

Passive: Spend a Standard Action to sacrifice one of your undead servants, recovering D4 Health or 1 Sanity.

  • Tier 1 - Raise Skeleton. 2 Standard Actions. Requires a corpse. Cost: 5 Aether. You animate the bones of a recently defeated humanoid or beast, raising a skeleton that will fight for you. The skeleton lasts until it is destroyed. Raised Skeleton: Health: 10, Magic Resistance: 20, Endurance: 30, Combat Skill: 40, Damage: D6 Slashing damage. Restored by Necrotic damage, Resistant to Piercing damage, Vulnerable to Sacred damage, Vulnerable to Blunt damage.
  • Tier 2 - Corpse Explosion. 1 Standard Action. Cost: 3 Aether. Detonates a nearby corpse, dealing 2D6 Necrotic damage to all opponents in the room.
  • Tier 3 - Blood Shield. 1 Standard Action. Cost: 1 Health, 2 Aether. Blood flows from your eyes and ears, forming a thin membrane. +1 Armor on the chosen body part until the end of combat. Can only be used once per fight.
  • Tier 4 - Raise Specter. 2 Standard Actions. Requires a corpse. Cost: 10 Aether. You trap a nearby soul, binding it to your service. The specter will last until it is destroyed. Raised Specter: Health: 20, Magic Resistance: 60, Endurance: 30, Combat Skill: 60, Damage: D10 Psychic damage. Restored by Necrotic damage, Vulnerable to Sacred damage, Immune to all non-magical damage.
  • Tier 5 - Necrolord. Passive. Whenever you take Necrotic damage from an enemy attack, you heal 1 Health. Your undead servants deal +1 damage and increase their Health by 5.

Where were you trained?

D6Background
1The Crypt of Ekhan Thuul: Hidden beneath a decrepit cemetery, the Crypt of Ekhan Thuul is a forbidden enclave where dark magic and necromancy are practiced. Necromancers in training study the intricacies of raising and controlling the dead, immersing themselves in forbidden tomes and ancient rituals.
2The Tower of Dark Lore: Rising amid the desolate Jara desert, the Tower of Dark Lore is a renowned institution dedicated to the study of dark magic. In its sinister halls, aspiring necromancers immerse themselves in deep studies of necromancy and life-force manipulation. Under the direction of experienced mentors, students explore the forbidden arts of raising the dead, conduct experiments, and refine their ability to command and control undead creatures.
3The Circle of Whispering Tombs: The Circle of Whispering Tombs is a secret society of necromancers where practitioners of the dark arts gather to share their knowledge and probe the secrets of raising the dead. Apprentices learn to commune with spirits, master dark energies, and master the art of necromantic spells and rituals.
4The Silent Ones: The Silent Ones are a strange band of wandering necromancers who roam the land, searching for something they call the Kerazi. For a price, aspiring necromancers can receive comprehensive training in the manipulation of life and death, including the art of raising and controlling the undead, before the group moves on to new lands.
5The Necropolis of the Fallen: Built on an ancient battlefield, the Necropolis of the Fallen is a haunting necromantic site where practitioners of the dark arts gather to perfect their art. Amid forgotten mass graves and ancient bleached bones, necromancers refine their abilities to commune with the dead, raise skeletal warriors, and bend death itself to their will.
6The Isle of Bahatu: Wrapped in perpetual mist, the Isle of Bahatu is a desolate place where necromancers seeking mastery of the undead converge. With its cursed atmosphere and haunted ruins, the isle offers an ideal training ground for the study of necromancy. Students immerse themselves in forbidden texts, learn the secrets of soul manipulation, and train to raise and control various kinds of undead creatures under the direction of the enigmatic mentors who dwell there.

Hexmancer

You have mastered the dark arts to afflict your enemies with debilitating curses and manipulate their life force, sowing despair and weakening your opponents with every insidious touch.

Passive: At the start of combat, all opponents must make a Magic Resistance check. If they fail, every time they take damage from one of your Hexmancer Abilities, they receive +1 damage. You may remove this effect at will.

  • Tier 1 - Sap Vitality. 1 Standard Action. Cost: 5 Aether. You curse your opponent, who loses 5 points of Combat Skill each round, up to a maximum of 20.
  • Tier 2 - Weaken. 1 Standard Action. Cost: 5 Aether. You curse your opponent with a devastating weakness. The target receives +1 damage from all sources until the end of combat.
  • Tier 3 - Mind Curse. 1 Standard Action. Cost: 5 Aether. Your curses seize your target's mind, Stunning them for 1 round if they fail their Magic Resistance check, or Dazing them for 1 round if they succeed.
  • Tier 4 - Life Force Drain. 1 Standard Action. Cost: 8 Aether. Your target's vitality becomes your own, as you steal their life force. The target suffers 3D4 Necrotic damage, and you gain the same amount of Toughness.
  • Tier 5 - Putrefaction. 1 Standard Action. Cost: 15 Aether. You unleash your most devastating hex upon your target. Choose a part of your opponent's body. That body part loses 1 point of Armor each round, until it reaches 0. Once at 0, the target must make a new Magic Resistance check, or the Putrefaction will jump to another body part of your choice.

Where were you trained?

D6Background
1The Circle of Shadows: The Circle of Shadows is a secret group of skilled practitioners specializing in hexes, curses, and dark magic. Circle members study ancient texts and rituals, immersing themselves in the darkest aspects of magic, and learn to weave powerful hexes and curses, inflicting bad luck, debilitating effects, and psychological torment on their targets.
2The Hex Ward: The Hex Ward is an organization dedicated to countering and understanding hexes and curses. Society members train in the arts of hex detection, curse removal, and the study of dark magic. They develop an intimate knowledge of various hexes and curses, learning to dismantle their effects and protect others from their malevolent influence.
3Root & Petal: Root & Petal is a renowned institution where individuals train in the dark arts of hexes and curses. Originally founded by Queen Alesia 300 years ago after her husband's death from a curse, the school's students immerse themselves in forbidden knowledge, learning to manipulate and unleash hexes with devastating effects. Under the tutelage of experienced sorcerers, they study the intricacies of dark enchantments, understanding the balance between cause and effect, and the consequences of their actions.
4The Order of the Bitter Hand: The Order of the Bitter Hand is a secret sect of individuals specializing in hexes, curses, and dark magic. Members learn to weave complex curses that afflict their targets with pain, misfortune, or even supernatural afflictions. The Order of the Bitter Hand is known for its relentless pursuit of vengeance and its ability to unleash devastating hexes upon its enemies.
5The Evening Star: The Evening Star is a clandestine gathering of practitioners specializing in hexes and curses. Within their hidden sanctuaries, enclave members study the dark arts, learning to draw upon the dark energies that fuel hexes and curses. They understand the intricate mechanics of affliction, channeling their dark magic to sow chaos and misery.
6The Withering Circle: The Withering Circle is a revered order of hex masters who have devoted their lives to studying and perfecting the art of hexes and curses. Through years of rigorous training, they learn to draw upon the darkest realms of magic, manipulating the threads of fate to bring suffering and decay to their targets. They are often hired by unscrupulous nobles seeking to swiftly eliminate their opposition, while leaving a lasting impression on the minds of onlookers.

Icon Caller

As an Icon Caller, you channel the power of Icons to unleash a myriad of effects and weave fearsome spells.

Passive: As a Standard Action, you may place one of your Icons. Only 2 Icons may be placed at once; if you already have 2 placed, you must destroy one of the existing ones. Icons cannot be targeted directly by enemies, but any enemy Ability with an area effect will destroy them. Only 1 Icon of each type may be placed at a time.

  • Tier 1 - Icon of Restoration. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that heals all allied characters for 2 Toughness/round.
  • Tier 2 - Icon of Vines. 1 Standard Action. Cost: 2 Aether. Place an Icon that bursts into vines, Entangling a target. Once the target frees itself, the Icon is destroyed.
  • Tier 3 - Icon of the Firebomb. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that explodes at the start of the next round, dealing 2D10 Fire damage to all enemies in the room.
  • Tier 4 - Icon of Cutting Wind. 1 Standard Action. Cost: 10 Aether. Place an Icon that violently unleashes razor-sharp winds against your enemies, dealing D4-1 Slashing damage each round to all opponents in the room.
  • Tier 5 - Icon of Armor. 1 Standard Action. Cost: 10 Aether. Place a powerful Icon that grants all allied characters 1 point of Armor on a body part of your choice.

Where were you trained?

D6Background
1The Wardens: The Wardens are a secret order of skilled individuals, trained in the use of powerful Icons. The Wardens study the ancient art of iconography, learning to imbue symbols with magical properties. Through their training, they master the art of Icon placement, harnessing the energy of symbols to create protective barriers, summon elemental forces, or unleash devastating spells upon their enemies.
2The Sanctuary of Sacred Glyphs: The Sanctuary of Sacred Glyphs is a revered institution where individuals train in the use of powerful Icons. Students at the sanctuary study the complex art of creating and activating glyphs, and learn to channel their magical energies into carefully crafted symbols, triggering various effects when the Icons are placed and activated. Under the direction of skilled instructors, they explore the depths of ancient lore, discovering new and powerful Icon combinations.
3The Order of Elemental Seals: The Order of Elemental Seals is a distinguished organization that focuses on using Icons to master the power of the elements. Order members study the art of elemental magic, learning to infuse Icons with the essence of fire, water, earth, or air. These Icons, once placed and activated, evoke elemental forces, unleashing destructive spells, creating protective barriers, or manipulating the environment to their advantage.
4The Glyphbound: The Glyphbound are a clandestine group of skilled practitioners who use powerful Icons to manipulate reality. Society members undergo rigorous training in the creation, placement, and activation of glyphs. They study the art of channeling magical energies into these Icons, triggering a myriad of effects when activated, ranging from healing and restoration to offensive spells and illusions.
5The Ghena: The Ghena are a tribe that inhabits the many islands of the Azari archipelago, and are famous for their ability to infuse the powers of their ancestors into their Icons. This allows them to create all sorts of effects, from creating protective barriers to disrupting magical forces. The Ghena rarely teach their secrets to outsiders, but a blood debt will generally allow a non-native to study among them.
6The Celestial Scribes: The Celestial Scribes are revered scholars and practitioners who probe the mysteries of ancient texts and symbols. They study the complex art of iconography, uncovering the secrets of celestial magic. Through their training, they learn to create powerful Icons inscribed with celestial symbols. Placing these Icons invokes the power of the stars and celestial bodies, allowing them to manipulate time, summon celestial allies, or draw upon cosmic forces.

Mindbinder

You have learned to insinuate your magic into your target's mind, subtly influencing their actions in your favor, or directly seizing total control of them.

Passive: Enemies attacking you always suffer -10 to their Combat Skill.

  • Tier 1 - Mental Suppression. Free Action. Cost: 5 Aether. The target cannot cast any spells until your next turn.
  • Tier 2 - Mental Healing. 1 Standard Action. Cost: 10 Aether. Your mind is eternally malleable, and no harm to it can be irreversible. Recover D4 Sanity. This spell can only be used once per camp rest.
  • Tier 3 - Calm. 1 Standard Action. Cost: 10 Aether. All enemy targets in the room stop attacking you, allowing you to move on. You must immediately leave the room and may neither search it nor loot it. Calm does not work on Overseers.
  • Tier 4 - Domination. Free Action. Cost: 10 Aether. You impose your mind upon your target, forever destroying their will. The target becomes your servant. This spell does not work on Overseers.
  • Tier 5 - Mind of Stone. Free Action. Cost: 5 Aether. Your will is overwhelming, crushing your target's mind. Your target becomes Paralyzed for D4 rounds.

Where were you trained?

D6Background
1The Unbound: Located in the remnants of an ancient citadel, the Unbound are a group of mindbinders dedicated to the study and perfection of mind-control magic. Members explore the depths of the psychic arts, refining their ability to manipulate thoughts, emotions, and perceptions. Under the direction of skilled mentors, they learn to exert influence over the minds of others, practicing techniques of telepathy, illusion, and subtle manipulation.
2The Guild of Minds: The Guild of Minds is an elusive organization specializing in training individuals in the arts of mind control and psychic manipulation. Guild members study a range of disciplines, including telekinesis, telepathy, and mesmerism, and learn to probe the depths of consciousness, exert control over thoughts and actions, and unleash the power of their minds with precision.
3The Sanctuary of Psionic Insight: The Sanctuary of Psionic Insight serves as a refuge for those seeking to master mind-control magic. Its members generally arrive at the institution after suffering persecution due to their inability to control their power. The luckiest reach safety at the Sanctuary, while the vast majority are burned at the stake as heretics or witches. Once safe, the sanctuary's students immerse themselves in the study of psionics, developing their mental prowess and sharpening their abilities to manipulate minds.
4The Order of Serenity: The Order of Serenity is a revered order that trains individuals in the art of mind control and hypnotic suggestion. Order members undergo rigorous mental conditioning, studying techniques of trance induction, suggestion implantation, and exerting control over the thoughts and actions of others.
5The Closed Fist: Housed in an imposing fortress in the Duchy of Tyrros, the Closed Fist is a controversial organization that explores the darkest aspects of mind-control magic. Students at the institute explore forbidden arts, studying techniques such as mental coercion, thought alteration, and psychic domination, pursuing the absolute submission of their victims' minds.
6The Sovereign: The Sovereign Temple is a revered sanctuary where individuals train in the art of mind-control magic while emphasizing the importance of ethical conduct and personal responsibility. The temple's students immerse themselves in psychic disciplines such as telepathy, empathy, and mental shielding, learning to channel their abilities with restraint, respecting the limits of free will while refining their skills in mental influence and persuasion.

Ritualist

You have studied the ancient words and symbols of power, granting you control over the turning of the spheres and their grip on the material world.

Passive: When you begin a ritual, you are Immune to all damage for 1 round.

  • Tier 1 - Astral Punishment. 1 Standard Action. Cost: 5 Aether, 1x Ritual Ingredient. You call down the punishment of the spheres upon your target, dealing D4 Arcane damage per Ritual Ingredient spent.
  • Tier 2 - Ethereal Blessing. 1 Standard Action. Cost: 10 Aether, 1x Ritual Ingredient. A breath of astral winds envelops you, healing you and all your allies. Recover D6 Health per Ritual Ingredient spent.
  • Tier 3 - Mental Purification. 1 Standard Action. Cost: 10 Aether, 1x Ritual Ingredient. A torrent of universal truth pours into your mind, washing away all corruption. Recover 1 Sanity per Ritual Ingredient spent.
  • Tier 4 - Enslavement. 1 Standard Action. Cost: 5 Aether, 2x Ritual Ingredients. You bind your target's soul to your own, making it yours forever. The target becomes your servant. This spell does not work on Overseers.
  • Tier 5 - Arcane Torrent. 1 Standard Action. Cost: 5 Aether, 1x Ritual Ingredient. You open a tear in the fabric of reality, pouring raw arcane energies onto your targets. Deal 2D10 Arcane damage to a single target, but you may spend 1x Ritual Ingredient per additional target.

Where were you trained?

D6Background
1The Circle of Arcana: The Circle of Arcana is a renowned institution where individuals train in the complex art of ritual magic. There, students study the ancient texts and esoteric knowledge surrounding rituals, symbols, and incantations. Under the direction of experienced ritualists, they learn to master the latent power of sacred rites, conducting complex ceremonies that draw upon the ethereal energies of the world.
2The Silent Enigma: Hidden in a remote mountain range, the Silent Enigma is a prestigious school specializing in the study and practice of ritual magic. Students explore in depth the complexities of arcane rituals, exploring the connections between symbols, gestures, and the manipulation of magical energies. They learn to decipher ancient scripts, perform sacred rites, and uncover the secrets of conducting powerful rituals.
3The Temple of Mystic Convergence: Located in a serene valley not far from Veldonia, the Temple of Mystic Convergence is a revered sanctuary dedicated to the mastery of ritual magic and the worship of Jherenos, God of Magic. In the temple's tranquil halls, students immerse themselves in the study of ancient rites, invocations, and the manipulation of arcane forces through complex ceremonies. Under the direction of skilled priests, they learn to harmonize the elements, commune with spirits, and manifest desired effects through the art of ritual magic.
4The Circle of Sacred Mysteries: A clandestine gathering of ritualists, the Circle of Sacred Mysteries is a secret society that explores the depths of ancient rituals and forbidden knowledge. Aspiring practitioners of ritual magic seek initiation into the circle, where they explore the complex links between symbols, chants, and gestures. Under the tutelage of enigmatic mentors, they learn to channel magical energies, summon entities, and draw upon the deep power of ritual practices.
5The Sanctuary of Sacred Rites: Housed in a remote sanctuary at the heart of Harw Canyon, the Sanctuary of Sacred Rites is a revered training ground for those seeking to master the art of ritual magic. Students undertake intensive studies in ceremonial magic, mastering the precise timing, gestures, and invocations needed to summon the desired effects. Guided by experienced ritualists, they explore the interplay of symbolism, mysticism, and the manipulation of magical energies to perform powerful rituals.
6The Order of the Spheres: The Order of the Spheres is a revered organization dedicated to the preservation and mastery of ritual magic. Within the order's sanctuaries, individuals train to become skilled ritualists, immersing themselves in the intricacies of ancient rites and sacred ceremonies. They study the interweaving of symbols, elemental correspondences, and the harmonization of energies through precise rituals.

Stormbrand

Wielding two weapons and mastering the power of storms, you descend upon your enemies like a hurricane, your technique and mastery of magic combined into a single force of destruction.

Passive: You do not suffer the negative consequences of wielding two one-handed weapons.

  • Tier 1 - Weapon Infusion. 1 Standard Action. Cost: 4 Aether (maintained). You imbue your weapon with the power of the storm. Your attacks deal +D4 Air damage.
  • Tier 2 - Counter-Shock. Reaction. Cost: 6 Aether. If you successfully parry an attack, you send a shockwave through your weapon, dealing D6 Air damage to your opponent.
  • Tier 3 - Storm. 1 Standard Action. Requires a melee attack check. Cost: 8 Aether. You unleash a relentless storm of blows on all enemies in the room, dealing 3D4 Air damage to each of them.
  • Tier 4 - Lightning Slash. 1 Standard Action. Requires a melee attack check. Cost: 6 Aether. You launch a charged attack with one of your weapons, annihilating your opponent's defenses. Your target loses all their armor at the location of your choice.
  • Tier 5 - Whirlwind. 1 Standard Action. Requires a melee attack check. You spin with infernal speed, striking and sowing confusion among your opponents. All enemies in the room become Dazed for D4 rounds.

Where were you trained?

D6Background
1Stormblade Sentinel: The Stormblade Sentinels are an ancient order of warriors specialized in dual one-handed weapon fighting and the mastery of storm-related magic. Masters of lightning and tempest, they sow fear in the hearts of their enemies. Initiated warriors undergo rigorous training in lightning manipulation, learning to channel the raw power of storms into their weapons.
2The Thunderstrike Brotherhood: This secret organization trains individuals in the art of dual-weapon fighting and storm magic. Brotherhood members study the complex link between storm energy and combat techniques. Through intense training regimens, they learn to manipulate thunder, conjure gusts of wind, and imbue their paired weapons with electrifying power. They become formidable opponents, striking with the speed of lightning and unleashing the storm's fury upon their enemies.
3The Storm Enclave: Located within the Eye, a storm-ravaged region in the Katarian Sea, the Storm Enclave is a revered sanctuary where warriors and spellcasters come to specialize in dual-weapon fighting and storm-related magic. The enclave's students undergo immersive training in the art of storm manipulation, mastering the elemental forces of wind, lightning, and rain. They refine their dual-weapon fighting skills, harmoniously blending weapon strikes with powerful storm-infused spells to create a devastating combination on the battlefield.
4The Order of the Cyclone: The Order of the Cyclone is a legendary sect of dual-wielding warriors and storm mages who have devoted their lives to mastering the fusion of martial combat and storm magic. Through their training, members learn to weave storm energy into their weapon strikes, creating whirlwinds of destruction and wielding the power of thunder and lightning with lethal precision.
5The Windblade Guild: This renowned organization specializes in training individuals in the art of dual-weapon fighting and storm-related magic. Guild members study the intricacies of wind manipulation, storm summoning, and lightning-based spells. They become experts at harmoniously combining their swift dual-weapon strikes with elemental bursts of wind and lightning, unleashing devastating whirlwinds of destruction upon their enemies.
6The Citadel of the Storm: Located atop a mountain wrapped in perpetual storm clouds, the Citadel of the Storm is a legendary training ground for those seeking mastery of dual-weapon fighting and storm magic. Graduates of the citadel become formidable dual-wielding warriors, able to harness the fury of storms to decimate their opponents.

Tracker

As a Tracker, you are a master of stealth, survival, and trap detection, using your keen senses and knowledge of the wilderness to navigate the necropolis's dangerous terrain and hunt down elusive targets.

Passive: You have Advantage on all Search and Perception checks.

  • Tier 1 - Edible Mushrooms. Passive. Whenever you succeed at a Search check, you find 1x Cooking Ingredients.
  • Tier 2 - Set a Trap. 1 Standard Action. If you win the Surprise check before combat begins, you may set a trap as your first combat action. The trap triggers as soon as one of your opponents makes an attack, unless they succeed at a Vigilance check. The trap deals 3D4 Piercing damage.
  • Tier 3 - Camp Concealment. Passive. You know how to set up your camp so that it becomes difficult to spot. Increase your Camp check roll by +2.
  • Tier 4 - Will to Survive. Passive. Your determination and tenacity allow you to endure even the most horrific wounds. If an attack would reduce your Health to 0 or below, it drops to 1 instead. This effect can only occur once per camp rest.
  • Tier 5 - Avoid Danger. Passive. You are utterly aware of the danger around you, and can avoid or delay it for a time. The Tension Die starts at D10, instead of D8.

Where were you trained?

D6Background
1The Shadow Trackers: The Shadow Trackers are a clandestine group of skilled trackers and trap-setters, specialized in avoiding enemies and navigating dangerous terrain. They are experts in stealth, camouflage, and wilderness survival. Through their training, the Shadow Trackers excel at avoiding detection, gaining the advantage in engagements, and staying unseen while navigating hostile territories.
2The Trackers' Guild: The Trackers' Guild is a renowned organization dedicated to training individuals in the art of tracking, trap-setting, and evasion. Guild members undergo rigorous wilderness-survival training, developing keen senses and a sharp understanding of animal behavior. They master the art of tracking, deciphering footprints, signs, and clues left by humans and creatures alike.
3The Forest Sentinels: The Forest Sentinels are a group of skilled scouts and hunters, trained in the arts of tracking, trap-setting, and stealthy evasion. Operating mainly in dense forests, they possess an intimate understanding of the natural environment and the creatures that inhabit it. Through their training, they learn to move silently, set snares and complex traps, and read the subtle signs of their surroundings.
4The Pioneers: The Pioneers are a renowned group of explorers and survivalists known for their expertise in tracking, trap-setting, and enemy avoidance. They possess sharp observational skills, allowing them to decipher subtle clues, identify potential dangers, and set effective traps to protect their expeditions into unexplored territories. The Pioneers excel at staying one step ahead, using their knowledge of the environment and their ingenuity to avoid or outwit opponents.
5The Royal Huntsmen: The Royal Huntsmen are a specialized order of skilled hunters and trappers who employ their knowledge of tracking and evasion in service to the King. They undergo rigorous training in stealth techniques, learning to move silently, conceal their presence, and read the signs left by their targets, using their understanding of animal behavior and tactical expertise to outwit both human opponents and dangerous creatures.
6The Scouts: The Scouts are an elite group of scouts and adventurers trained in the arts of tracking, trap-setting, and enemy avoidance. These skilled individuals possess a deep connection to nature and an astonishing ability to navigate dangerous terrain without leaving a trace. They employ a combination of stealth, camouflage, and complex trap systems to remain unseen and secure their surroundings.

Umbra Phantom

You are one with the shadows, and darkness is your domain. The necropolis may be intimidating and full of terrors to others, but you feel at home in it, the everlasting dark wound around your shoulders like a cloak.

Passive: +10 Magic Resistance, +5 Sanity.

  • Tier 1 - Night Vision. 1 Standard Action. Cost: 5 Aether (maintained). You can see in absolute darkness as if it were broad daylight. You no longer need a light source.
  • Tier 2 - Shadow Madness. 1 Standard Action. Cost: Special. You plunge your soul into the realm of shadows, your mind fracturing as you draw upon the dark energy and wield it against your target. Deal D6 Psychic damage for each point of Sanity spent.
  • Tier 3 - Vanish. 1 Standard Action. Cost: 4 Aether. Your shadow seems to envelop you, leaving nothing behind. You immediately disengage from combat and may leave the room you are in without any consequence. This Ability can only be used once per rest.
  • Tier 4 - Reaper. 1 Standard Action. Requires a melee attack check. You consume your target's soul to strengthen your own. If your attack kills your opponent, recover D4 Sanity.
  • Tier 5 - Shadow Clone. 1 Standard Action. Cost: 10 Aether. Your shadow detaches from you, gaining three-dimensionality and joining you in combat. An exact copy of you, with the same abilities and powers, is now under your control. The Shadow Clone lasts D4+1 rounds, and all its effects and summoned Abilities dissipate with it once the duration elapses. A Shadow Clone cannot create another Shadow Clone.

Where were you trained?

D6Background
1The Brotherhood of Twilight: An ancient and enigmatic order, the Brotherhood of Twilight specializes in training shadow masters, stealthy rogues, and assassins who master the power of darkness and shadow. Initiates undertake rigorous training in shadow manipulation, illusion, and the art of concealment. They learn to blend harmoniously into darkness, becoming one with the shadows and striking their targets from behind the veil of darkness.
2The Veil: Operating out of the labyrinthine alleys and hidden dens of Westhumbria, the Veil is a clandestine organization that trains individuals in the art of shadow-based combat and infiltration. Members study shadow magic, improving their ability to move undetected, manipulate shadows, and strike with precision. The guild's intricate network of informants and secret agents provides a wealth of resources to those seeking to embrace the path of shadows.
3The Grand Temple of Kevona: The Grand Temple of Kevona, Goddess of Night, is a renowned training ground for shadow masters, rogue agents, and assassins. Here, students immerse themselves in the study of the shadow arts, learning to manipulate darkness, create illusions, and move with unmatched stealth. They train in the arts of silent eliminations, trap detection, and the use of shadow-infused weapons.
4The Hall of Whispers: Located in a hidden mountain retreat, the Hall of Whispers is a sanctuary for those seeking mastery of darkness and shadow. In its ancient halls, shadow masters, rogues, and assassins refine their skills in subterfuge, silent movement, and dark combat techniques. They learn to call upon the powers of shadow, masking their presence and manipulating darkness to their advantage.
5The Order of Twilight: Embracing the mystique of night, the Order of Twilight trains individuals in the arts of shadow manipulation and assassination. Aspiring shadow masters receive comprehensive instruction in stealth, illusion, and the art of vanishing into shadow. They learn to draw upon dark energies, blend into the night, and employ shadowy techniques to strike swiftly and decisively.
6The Temple of Eternal Shadows: Wrapped in perpetual darkness, the Temple of Eternal Shadows is a revered sanctuary dedicated to the Nameless One, God of Shadows. Students undergo rigorous training in shadow magic, stealthy movement, and the use of shadow-infused weapons. Guided by the temple's mysterious masters, they learn to master the secrets of darkness, becoming ethereal predators who sow fear in the hearts of their enemies.

Weapon Master

A lifetime of devotion to your weapon of choice has granted you a level of technique and mastery unmatched by lesser warriors.

Passive: Choose one weapon: your skill with that weapon is increased by 10 and the damage you deal while wielding it by D4.

  • Tier 1 - Evasive Strike. 1 Standard Action. Requires a melee attack check. You strike your opponent while dodging their attack. If you hit, your next defensive check receives +10.
  • Tier 2 - Sure Strike. 1 Standard Action. Requires a melee attack check. Cost: 4 Aether. You pierce your enemy's weaknesses and exploit them with ease. As long as you succeed at your weapon skill check, your opponent cannot defend against this attack in any way.
  • Tier 3 - Overwhelming Technique. Free Action. Cost: 6 Aether. Your mastery of your weapon leaves your opponent confused and overwhelmed. Reduce the target's Combat Skill by 20 until the end of combat. This Ability can only be used once against the same opponent.
  • Tier 4 - A Thousand Strikes. 1 Standard Action. Requires a melee attack check. Cost: 4 Aether. Your weapon becomes a blur, as you strike all opponents near you. Make an attack against all opponents you are currently engaged with. If they are hit, you deal normal damage and they become Stunned for 1 round.
  • Tier 5 - One With Your Weapon. Passive. Your weapon can never break, and all damage you deal with it is considered Psychic damage, in addition to its normal physical damage. Additionally, you may reduce your weapon skill by 20 to increase your Toughness by 10 until the end of combat.

Where were you trained?

D6Background
1The Grand Colosseum: A magnificent arena located in the heart of Karonia, the Grand Colosseum attracts warriors from every corner of the realm seeking to master the art of melee combat. Here, renowned masters and seasoned fighters gather to train aspiring warriors in a variety of melee weapons. Students learn techniques, tactics, and the nuances of different weapon styles, fostering a complete mastery of melee combat.
2The Isle of Lit Blades: An isolated island wrapped in mystery, the Isle of Lit Blades is home to Oko, the legendary master of melee combat. Students from around the world seek out this revered master's guidance, who passes on timeless wisdom and trains them in the way of the sword, the axe, the spear, or any other weapon of their choosing. The serene environment and rigorous training allow individuals to dive deep into the essence of melee combat.
3The Great Library of Martial Arts: Housed in the great library of Akropoia, this prestigious institution serves as a repository of knowledge on various martial arts and melee weapons. Students have access to a vast collection of ancient texts, scrolls, and treatises on the subject. Under the direction of experienced mentors, they study the history, techniques, and philosophies associated with a wide range of melee weapons, allowing them to develop a comprehensive understanding of the art.
4The Valley of the Master Smiths: Nestled amid picturesque landscapes, the Valley of the Master Smiths is renowned for its guild of revered weapon crafters. Apprentices travel there to learn the art of forging and wielding melee weapons from the master smiths. They gain insight into the design, construction, and maintenance of various weapons, while receiving practical training in their use. This immersive experience enhances their understanding of melee combat.
5Galha Peak: Galha Peak is a revered training ground for warriors seeking to master the art of melee combat. The school is led by a master who possesses unmatched skill with a wide range of weapons. Students undergo rigorous physical training, spar with fellow practitioners, and receive personalized instruction on weapon techniques. The serene atmosphere and breathtaking views inspire a deep connection between warriors and their chosen weapons.
6The Wandering Sage: Legend speaks of a wandering sage, a nomadic warrior who roams the land, passing on wisdom and training in the art of melee combat. Those fortunate enough to meet this enigmatic figure are blessed with the chance to learn from his vast experience and expertise. The sage teaches the fundamentals of melee combat, encouraging students to explore the subtleties of different weapons and develop their own unique fighting style through observation, practice, and guidance.

Wraith

You twist, slide, and spin, your total control over your body allowing you to accomplish superhuman feats and seem to be everywhere at once.

Passive: You may use your Acrobatics skill to avoid attacks or dodge traps.

  • Tier 1 - Combat Awareness. 1 Standard Action. Cost: 5 Aether. You extend your awareness beyond what is usually possible, increasing your defensive checks by 20 for the rest of combat.
  • Tier 2 - Spatial Awareness. Passive. You are always mindful of your surroundings. Increase any Acrobatics check to avoid traps by 20.
  • Tier 3 - Create an Opening. 1 Standard Action. You feint and spin around your target, creating an opening for your allies to strike. All allies receive +30 to their next attack roll.
  • Tier 4 - Create a Weakness. 1 Standard Action. Requires a melee attack check. You strike your opponent, revealing a weakness in their defenses. If the attack hits, all your future attacks against this same target receive +10 and deal +1 damage. This only works once per opponent.
  • Tier 5 - Rapid Strike. 1 Standard Action. Requires a melee attack check. Your speed and precision are unmatched. Make a second free attack if the first one hits.

Where were you trained?

D6Background
1The Whirling Shadows: The Whirling Shadows are a legendary group of acrobatic warriors known for their mastery of acrobatic combat and deceptive tactics. Through years of intense training, they have perfected their agility, balance, and reflexes. Their fighting style focuses on complex feints, rapid dodges, and disorienting maneuvers that leave opponents confused and vulnerable.
2The Acrobatic Blades: The Acrobatic Blades is an esteemed organization specializing in training individuals in acrobatic combat and the art of deceptive maneuvers. Guild members undergo rigorous physical training, mastering acrobatic flips, pirouettes, and complex footwork. They learn to deceive their opponents through clever feints, diversions, and sudden changes in attack angle.
3The Serpent's Grace: The Serpent's Grace is a secret group of acrobatic warriors who blend graceful movement with deceptive combat techniques. Their training focuses on developing unmatched flexibility, cat-like reflexes, and swift aerial maneuvers. Through complex feints, they sow confusion among their opponents, drawing them into vulnerable positions and striking with precision. The Serpent's Grace combines acrobatics with a variety of weapons, executing daring jumps and pirouettes that leave their enemies disoriented and open to devastating attacks.
4The Shadow Dance: The Shadow Dance is a renowned troupe of acrobats who travel the realm, performing for the most prestigious merchants and nobles. Their ability to combine acrobatic feats with combat has made them famous throughout the land, and even though their acts are just that — acts — many warriors spend months, even years, training with them to learn their secrets.
5The Aerial Vanguard: The Aerial Vanguard is a specialized group of warriors trained in acrobatic combat and aerial maneuvers who form part of the King's personal guard. Their training focuses on combining acrobatics with rapid aerial assaults. Members of the Aerial Vanguard use their aerial agility to sow confusion among opponents, executing flips, pirouettes, and evasive maneuvers in mid-air, distracting their adversaries until heavier troops can intervene.
6The World's Edge: The World's Edge is a school specializing in training acrobats and infiltration experts. Their methods are considered brutal and extreme by most, and the death rate for each graduating class rarely falls below two-thirds of the initial number of students, but the results speak for themselves, and those who survive their rigorous training methods rank among the best acrobats in the world.

Wrathspawn

Like the Azari of the western isles, you let your fury and anger fuel your fighting style, throwing yourself headlong into every confrontation.

Passive: Once per rest, you may spend Aether to boost the damage of any of your attacks, at a rate of 1 Aether for +1 damage.

  • Tier 1 - Crash. 1 Standard Action. Requires a melee attack check. You strike your opponent suddenly and violently, increasing the damage dealt by D4.
  • Tier 2 - Sweeping Blow. 1 Standard Action. Requires a single melee attack check. You strike all enemies within melee range with a single blow of your weapon.
  • Tier 3 - Precision Strike. 1 Standard Action. Requires a melee attack check. You carefully aim at your opponent, increasing your attack skill by 30.
  • Tier 4 - Charge. 1 Standard Action. Cost: 2 Aether. You immediately disengage from combat (if already engaged) and rush toward the chosen target, dealing 2D6 Blunt damage. You may also use this Ability to initiate combat.
  • Tier 5 - Vicious Warrior. Passive. You are Resistant to Slashing damage. Heal 1 Toughness whenever you deal damage with your Crash Ability.

Where were you trained?

D6Background
1The Bloodthorn Clan: Originating from the rugged highlands, the Bloodthorn Clan is a formidable warrior society that embraces the power of battle rage. Its members undergo intense physical training, honing their strength, endurance, and combat prowess. They channel their fury into devastating attacks, unleashing relentless assaults upon their opponents. The clan's rugged fortress serves as a training ground, where warriors learn to master their inner rage and tap into their primal instincts.
2The Rageforge Arena: The Rageforge Arena is a renowned fighting pit where berserker combatants gather to display their unbridled fury. The arena's instructors provide specialized combat training, teaching students how to channel their anger to enhance their physical abilities and reach a state of unstoppable aggression. The arena's brutal battles and fierce competitions serve as a testing ground for aspiring berserkers.
3The Azari Tribes: Nestled on hostile desert islands, the Azari Tribes are known for their savage fighting style that channels raw fury. The tribes' warriors embrace their inner rage, adopting a reckless mindset in combat. Training takes place amid scorching sands, where seasoned warriors pass on their knowledge of primal combat techniques. The tribes' rich heritage and connection to their ancestral spirits further amplify their ferocity in battle.
4The Temple of Wrathful Fury: Hidden deep within dangerous mountains, the Temple of Wrathful Fury is an isolated sanctuary where warriors seek enlightenment in their martial pursuits. Here, masters teach disciples to embrace their anger as a source of strength, guiding them to master their rage while maintaining control and focus. Students undergo exhausting physical conditioning, engage in intense combat training, and immerse themselves in meditative practices to achieve a harmonious balance between fury and discipline.
5The War Halls of Rend: Located in the war-torn southern region of Elkshire, the War Halls of Rend are renowned for producing some of the fiercest fighters in the land. In these ancient halls, aspiring warriors learn to channel their inner turmoil into a devastating force on the battlefield. They undergo brutal training regimens, learning techniques that amplify their aggression and strengthen their strikes. The war halls echo with the sounds of battle cries and the thunderous footsteps of those who embrace their fury.
6The Wildfire Caverns: Deep within an active volcanic region lie the dangerous Wildfire Caverns, a crucible where fighters endure harsh trials to refine their fighting style. Fueled by intense heat and a volatile environment, the caverns push warriors to their limits, forcing them to channel their anger into explosive power. Trainees learn to embrace chaos, unleashing their fury with relentless assaults, using their inner fire as a weapon to defeat any opponent.

Zealot

Only faith can give true meaning to your life, and you decided long ago to devote it to the cause of your deity. The heretic will burn, and everyone will eventually come to accept the glory of your cause.

Passive: Your faith guides you, always. 3 times per Domain, you may reroll any check.

  • Tier 1 - Sacred Weapon. 1 Standard Action. Cost: 5 Aether (maintained). You channel your faith into your weapon, marking it as a divine instrument. Increase your weapon's damage by D4 (Sacred).
  • Tier 2 - Purifying Flames. 1 Standard Action. Cost: 5 Aether. A flash of pure fire falls upon your target, dealing 2D10 Fire damage.
  • Tier 3 - Absolution. You forgive yourself the sins you have committed, for all earthly creatures are impure. Recover 2 Health, 2 Sanity. This Ability can only be used at camp, once per stay.
  • Tier 4 - Divine Will. 1 Standard Action. Cost: 6 Aether. Your conviction is so pure that those who stand against you cannot resist its strength. Deal D4+1 Psychic damage, recover the same amount of Sanity.
  • Tier 5 - Sanctuary. 1 Standard Action. Cost: 5 Aether (maintained). Your aura acquires a sacred component, protecting those around you. You and your allies receive +20 Magic Resistance.

Where were you trained?

D6Background
1The Order of the Sacred Flame: A devout and zealous order, the Order of the Sacred Flame trains individuals in the ways of religious war and spiritual fervor toward Sonlios, God of Fire. Zealots, inquisitors, and priests undergo rigorous training in combat, theological studies, and the art of exorcism. They wield divine magic, mastering their faith to punish the enemies of their religion and protect the faithful.
2The Sanctuary of Divine Justice: Located in the great cathedral of Veldonia, the Sanctuary of Divine Justice is a revered institution that educates and trains followers of Ekoineme, God of Justice. Here, students study sacred texts, receive teachings on religious doctrine, and learn the art of interrogation and investigation. The sanctuary's halls echo with prayers and the clash of weapons as students hone their combat skills in preparation for their divine duties.
3The Holy Citadel: The Holy Citadel serves as a bastion for devout warriors, inquisitors, and priests who devote their lives to protecting their faith in honor of Auna, Goddess of Duty. The citadel offers comprehensive training in martial combat, scripture, and divine magic. Zealots and inquisitors learn to wield their faith as a weapon, purging heresy and defending the principles of their religion.
4The Monastery of Devoted Vigilance: The Monastery of Devoted Vigilance is a religious order that trains priests and inquisitors in service to Vuntune, Goddess of Victory. Within the monastery's tranquil walls, disciples learn to cultivate their bond with the divine, administer sacred rites, and invoke miracles. Inquisitors receive training in investigation, discerning truth from deception, and purging the darkness from their religious community.
5The Alliance of Righteous Fury: A secret sect, the Alliance of Righteous Fury trains religious zealots and inquisitors to become relentless champions of Aos, God of Truth. Worship of Aos is banned throughout the Kingdom of Alderworth, due to its clergy's tendency to incite public uprisings. Members undergo grueling physical and spiritual training, mastering various weapons and divine spells. They are taught to unleash their zeal with righteous fury, hunt down heretics, and defend the sanctity of their religious beliefs.
6The Temple of Sacred Retribution: Located in the heart of Karonia, the Temple of Sacred Retribution is a revered institution that trains priests, inquisitors, and religious zealots in matters of faith and vengeance, all according to the precepts of their god Hythos, God of Vengeance. Students receive thorough teachings on religious doctrine, moral principles, and the administration of divine justice. They learn to wield divine magic, dispense judgment upon transgressors, and guide the faithful in times of spiritual crisis.

Character Progression

Skill Improvement

Every time you roll doubles while making a skill check, you may mark that skill for improvement, whether the check was a success or not. An improvement check can then be made while you rest at your camp. To make a skill-improvement check, you must roll a D100 above the skill's score. A success increases the skill by D4, a roll below it increases it by 1, up to a maximum of 80.

Skill scores may also be increased (or decreased) as a result of certain events and items you might find during your journey.

Leveling Up

To level up, you must accumulate a total of 1,000 Experience Points (XP). You gain Experience Points every time you do one of the following:

  • Open a locked door or container, regardless of the method: +10 XP.
  • Successfully disarm a trap: +10 XP.
  • Every time you enter a new Domain of Ker Nethalas: +50 XP.
  • Every time you emerge victorious from a combat encounter: +50 XP.
  • Every time you kill an Overseer: +200 XP.

Every time you accumulate enough Experience Points to level up, you may choose one of the following benefits:

  • Somehow, all the tribulations you go through are a blessing in disguise. Increase your Health by D4.
  • The more they try to break you, the more impervious you become to their attacks. Increase your Toughness by D6.
  • The shadows grow thicker, but nothing can frighten you anymore. Increase your Sanity by D4.
  • Your connection to the ethereal realm grows. Increase your Aether by D6.
  • Constant punishment improves your ability to endure it. Increase your Exhaustion Resistance by 1.
  • You have learned to read the subtle flow of combat, allowing you to land extra strikes, cuts, and punches within your usual fighting style. Increase all physical damage by +D4 (Slashing, Blunt, Piercing).
  • There is a lesson in everything, if you know where to look. Increase a skill of your choice by 5.
  • Constant exposure to chaotic magical energies has made you more resistant to their influence. Increase your Magic Resistance by 10.

Every time you level up, you also gain 1 Ability Point, which you may spend in one of your Mastery trees. You must start at the top of each Mastery tree and progress downward.

Swapping Mastery Trees Granted by Amulets

If you have an amulet equipped that grants you access to a third Mastery, and you have acquired Abilities from its Mastery tree, when you switch to a different amulet that grants you access to a different Mastery, the number of Abilities you possess remains the same.

Swapping an amulet that grants a different Mastery can only be done at camp.

Example: Jana was wearing an amulet that gave her access to the Stormbrand Mastery tree. She unlocked 3 Abilities there, but she has just found an amulet that gives her access to a different Mastery, Frostweaver, which better fits her playstyle. She makes the switch, unlocking the first three Frostweaver Abilities.

Boons

Boons are unique advantages obtained almost exclusively through Personal Objectives, as described on page 112. Each Boon offers a passive effect that benefits your character in various ways.

  • Living Shadow: You always surprise your opponents, and cannot be surprised.
  • Lucky Find: Every time you open a container of any kind, you get D20¢.
  • Precision Striker: When you land a critical hit, you may reroll the damage dealt.
  • Scavenger: Every time you roll on the Search table, you may roll an additional D4. You may modify the Search roll by the result of the D4 roll, either adding or subtracting it.
  • Scholar: You have Advantage on all Reason checks.
  • Trap Breaker: You have Advantage on all Larceny checks when disarming traps.

The monstrous cannibal flesh-eaters are among the greatest threats found in the upper levels of Ker Nethalas: Into the Midnight Throne.

The Rules

The basic mechanism behind all actions in Ker Nethalas: Into the Midnight Throne is called a check. When you are asked to make a check, we take a D100 and try to get a result equal to or lower than the Attribute or Skill in question.

Example: Alana attempts to push a heavy stone because she suspects there is a hidden passage beneath it. To do this, she must test her Athletics skill, which has a score of 54. She takes a D100 and rolls a 34, which is lower than her skill. A success!

Difficulty Modifiers

Some actions may be easier or harder, depending on the specific circumstances of the situation. On these occasions (always specified by the rules and/or circumstances), a difficulty modifier is applied to the check you wish to make. As is the case for all modifiers, these are applied to the Attribute or Skill in question before the roll.

On the rare occasions when you feel the need to randomize the difficulty of a check, you may do so by rolling a D8 on the Difficulty table. Otherwise, simply use the modifier specified by the current circumstances, always keeping in mind that the vast majority of actions have a Normal difficulty.

D8DifficultyModifier
1Trivial+30
2Effortless+20
3Easy+10
4-5Normal+0
6Demanding-10
7Hard-20
8Impossible-30

Opposed Checks

When a player is in direct competition with another character, an opposed check takes place to determine who succeeds. This is generally required when you attempt to sneak up on an opponent at the start of combat, your character attempting a Stealth check while the opponent rolls for Vigilance. Whichever side gets a higher result than its opponent, without exceeding its own skill, wins the opposed check. In case of a tie (for example, if both sides fail), the character with the higher relevant skill is declared the winner.

Critical Successes & Critical Failures

When you make a check, if you roll doubles (i.e., the same number in the tens and units place), the result of your actions is amplified. If you roll doubles above the skill you are testing, you have failed in the most spectacular way possible, which can be particularly dangerous in combat (see page 72 for how critical failures affect combat). Conversely, rolling doubles below your skill score constitutes a critical success, guaranteeing the best possible outcome. This is of paramount importance in combat, as detailed on page 72.

Advantage & Disadvantage

Certain Abilities or circumstances will grant you either Advantage or Disadvantage on a check. This means that if you have Advantage, you roll D100 and read it with the smaller number as the tens digit and the larger number as the units digit if this favors you. The reverse is true when you have Disadvantage, but only if it hinders you.

Example: Xara has just received Advantage on her next attack following a successful defensive maneuver. She rolls D100 and gets a 62; her Slashing Weapons skill is only 50, so this would normally mean a failure. Fortunately, Advantage allows her to reverse the result, turning it into a 26, a success!

Mastery Ability Checks

Only Abilities that specifically call for a combat check require any kind of check. The vast majority of spell-type Abilities (those that have an Aether cost) require no check from you; your grip on your own powers is such that they simply manifest at will. Unfortunately for you, your opponents will always try to resist your spells with a Magic Resistance check (unless the Ability used specifies otherwise).

Usage Dice

Usage Dice are used to track several things in Ker Nethalas: Into the Midnight Throne. Instead of having to note down a list of details and timers, you simply need to keep track of a few different dice.

Here is how the Usage Die mechanic typically works:

Each Usage Die procedure (i.e., the Tension Die described on page 106) is assigned a specific die size, generally represented by standard die notation (e.g., D4, D6, D8, etc.). The larger the die size, the longer it will take before it is completely exhausted.

D20 → D12 → D10 → D8 → D6 → D4

When circumstances require it, you must roll the specified Usage Die. The result of the roll determines the procedure's new state:

  • If the roll is a 1 or a 2, the Usage Die decreases by one size (e.g., from D8 to D6), dropping one step down the die chain. If it is any other number, nothing changes.
  • If the roll is a 1 or a 2 on the D4 (the smallest possible die in the chain), then the procedure triggers and something happens: an Event roll is made, you have no more charges for a specific item, etc.

Every instance of Usage Die use in this book will explain the entire procedure in detail, as well as the consequences of reaching the final step.

Rounding numbers. Whenever you need to round a number (such as when calculating ⅃/2, or the effects of certain Abilities), always round up to the nearest whole number.

Combat

Combat in Ker Nethalas: Into the Midnight Throne is relatively abstract. Instead of tracking your position and that of your opponents, it is simply assumed that you are all moving around the room, taking advantage of positioning and preferences as best you can. This is why concepts such as "range" or "cover" don't really play a role here. Combat alternates between you and your opponent(s), acting in turn until only one side remains.

The Attack Roll

Making an attack works the same way as any other skill check: roll D100 and compare the result to the relevant Combat Skill, and if it is equal to or lower than the skill's score, the attack succeeds.

Turns & Rounds

To understand combat, you must first know the difference between a turn and a round. A turn is a single combatant's chance to act, while a round is the sum of all combatants' turns (both Player Characters and Non-Player Characters). When all combatants have had a turn, that round ends and another begins.

A round of combat lasts an average of 10 seconds.

Action Types

Characters can perform three different types of actions in combat:

  • Free Actions cost nothing to use, and are generally small, almost inconsequential acts. Saying a few words, dropping an item, getting to the ground, casting a free Ability, or ceasing concentration on a maintained Ability are all examples of Free Actions. You may only perform one Free Action per round.
  • Reactions are free actions that a character can perform in response to another character's action, and as such, they generally require a trigger. A character may use as many Reactions in a round as they need, but each Reaction after the first suffers a cumulative -20 penalty to all consecutive Reactions they perform, until the start of the next round. Defending against an opponent's attack is the most typical Reaction, but many Abilities are also considered Reactions.
  • Standard Actions are at the heart of a combat round. They are self-contained and their results are visible within the same turn. Unless they possess an item or Ability, PCs have 1 Standard Action per round.

Some Abilities or spells require 2 or more Standard Actions to complete. Unless the character in question can perform more than the standard 1 Standard Action per round, this means they will be forced to spend two or more rounds to complete that action. When this is the case, the character in question can do nothing else but focus on the action, and suffers -30 to all defensive maneuvers they initiate.

Initiative & Surprise

When you are confronted with an opponent and combat is clearly taking place, you must determine who strikes first. This is done by opposing your Perception to your target's Vigilance in an opposed check called an Initiative check. Whoever wins acts first until the end of combat. If either side rolls a critical failure, their opponent(s) attack as though they had surprised them, as explained below.

Alternatively, and only if your opponent(s) have not surprised you (which will always be explicitly stated), you may attempt to surprise them before combat begins. This is done by comparing your Stealth to your opponent's Vigilance in an opposed check. If there are several opponents with different Vigilance scores, simply use the highest one. The same applies to your camp, but reversed: if you are playing with multiple PCs, use only the lowest Stealth score among them. If you are a solo player accompanied by followers of any kind, your Stealth skill is reduced by 10 for each follower. If you win the check, initiative is yours and you make your first attack with +20. If you fail, an appropriate Initiative check must be made to determine who goes first, but your Perception receives a -10 modifier.

Deep within the necropolis, no matter how fast you are or how sharp your reflexes, if you are caught off guard, your death will come sooner than expected.

Possible Combat Actions

  • Standard Attack: Make an attack with your weapon against a target in the same room. This is a Standard Action.
  • Abilities: You use one of your Mastery Abilities. Not all Abilities are considered Standard Actions, however — read each of their descriptions to learn more.
  • Flee: When things go wrong and you want to disengage from combat and retreat to the previous room, you must succeed at a Dodge check. If you fail, this means your opponent blocks you and you cannot leave combat. This is a Standard Action.
  • Other: You may use any item you are carrying, interact with something, help an ally, or switch weapons. These are all Standard Actions, unless you use an item from your belt, in which case it is a Free Action.

Combat Resolution

Once the action order is established, it is time to begin combat itself:

  • The attacking character makes a standard skill check: roll D100 and compare the result to the Combat Skill they are using. The attacking character has the initiative and therefore receives +10 to their attack skill.
  • Simultaneously, the defender also makes a Combat Skill check. If it is a player, this will be the relevant skill for their currently equipped weapon, or their Dodge skill; if it is an NPC, they must use their Combat Skill. Any Parry bonus the defending character might have (such as those granted by a shield) applies to this roll.
  • We then compare the two results. If the attacker got the higher result, while remaining below their skill score, they hit. If, on the other hand, it is the defender who got the higher result while remaining below their skill, or by scoring an uncontested critical, they may roll on the Defensive Maneuver table. If one side fails the attack roll but their opponent succeeds, the side that succeeded manages to attack or defend, depending on whose turn it was.

Defensive Maneuver

D10Effect
1Your next attack receives an additional +10
2Reduce your opponent's Armor by 1 on a random location until the end of combat
3Your opponent receives the Bleeding (1) condition
4If you were Downed, Paralyzed, Stunned, or in a similar condition, you automatically recover. Otherwise, your next attack receives an additional +10
5Your opponent immediately suffers D4 damage that ignores armor
6Your next attack deals +D10 damage
7You gain Advantage on your next attack
8You press your advantage, reducing your opponent's next defensive roll by -20
9You get a moment's respite after repelling your opponent's attack. Recover 2 Toughness (2 Health in the case of NPCs and opponents)
10Your next attack does not suffer the usual -30 modifier to your attack skill when targeting a specific body part. If it is a monster or NPC, it is forced to attempt to target a Weak Point

Consecutive defensive rolls in the same round, whether using the appropriate attack skill or the Dodge skill, reduce the skill by -20 after the first, as is customary for Reactions. This resets at the start of a new round, and only affects Reaction skill checks.

A critical hit automatically wins the confrontation, regardless of the opponent's roll. A critical failure automatically loses the confrontation, regardless of the opponent's roll.

This is the standard flow of combat, but there are a few exceptions:

  • Most enemy attacks can be defended against with the standard weapon check described above, but some can only be avoided with the Dodge skill, such as certain Overseer attacks. If this is the case, it will always be explicitly stated in the creature's description.
  • Enemies may either attack physically, in which case combat resolves as described above, or magically, in which case the player must succeed at a Magic Resistance check or suffer the spell's effects. As with a PC's magical Abilities, opponents do not need to make any skill check — the Ability simply manifests. Each of a monster's abilities is always labeled as Physical or Magical. When it is the opponent's turn, you must first roll on its Action table to see whether its attack is physical or magical, then resolve it accordingly.

Weapon Speed

Every weapon in Ker Nethalas: Into the Midnight Throne has a Speed value. This represents the weapon's overall handling, so wielding a weapon with a high Speed may end up giving you the edge against a tough opponent. A weapon's Speed is added to all your Combat Skill checks.

Hit Location & Damage

Once it is clear that you (or your opponent) have succeeded in hitting your target, you must determine the consequences of your attack. To do this, you must first roll on the appropriate Hit Location table, based on the target's anatomy.

Every creature you encounter will have a Weak Point, marked with the ❣ symbol next to the relevant body part. Striking a creature's Weak Point is considered an automatic critical hit. As a human, your Weak Point is located on your head.

Targeting Body Parts

You may choose to target a specific body part by applying a -30 modifier to the attack roll. This has two potential uses: either targeting the creature's Weak Point to guarantee a critical hit, or disabling a limb (leg, arm, wing), which reduces the target's attack skill by 10 until the end of combat. A disabling attack deals no damage, and must always be declared before rolling the dice: accidentally hitting a limb without deliberately targeting it does not disable it.

Hit Location Tables

Arachnid

D20Location
1-2Rear Right Leg
3-4Rear Left Leg
5-6Middle Right Leg
7-8Middle Left Leg
9-10Front Right Leg
11-12Front Left Leg
13-14Abdomen
15-16Fore Right Leg (Foremost)
17-18Fore Left Leg (Foremost)
19-20Cephalothorax ❣

Humanoid

D20Location
1-3Right Leg
4-6Left Leg
7-9Abdomen
10-12Chest
13-15Left Arm
16-18Right Arm
19-20Head ❣

Serpentoid

D20Location
1-17Body
18-20Head ❣

Insectoid

D20Location
1Rear Right Leg
2Rear Left Leg
3Middle Right Leg
4Middle Left Leg
5-9Abdomen
10-13Thorax
14Front Right Leg
15Front Left Leg
16-20Head ❣

Winged Biped

D20Location
1Right Leg
2Left Leg
3Abdomen
4Chest
5-9Right Wing
10-13Left Wing
14Right Arm
15Left Arm
16-20Head ❣

Quadruped

D20Location
1-3Rear Right Leg
4-6Rear Left Leg
7-9Hindquarters
10-12Forequarters
13-15Front Right Leg
16-18Front Left Leg
19-20Head ❣

Dealing Damage

If an attack manages to hit, the attacker rolls the damage dice and compares the result of each die to the damage table.

Die RollDamage Dealt
10
2-41
5-72
8-93
10+4

The Damage Dealt column indicates the amount of Health/Toughness that must be subtracted from the creature taking damage, unless it is wearing some kind of armor, as described below.

There are a few important points to remember:

  • When a character takes damage, they first reduce their Toughness. Once their Toughness reaches 0, all further damage is dealt to their Health.
  • Any Ability, spell, or item that increases damage by a fixed amount (+2, +4, etc.) increases the damage die roll, not the amount of damage the target receives directly.
  • After rolling the dice, all damage modifiers are applied to the lowest die roll, but only to a single die.
  • All non-magical weapons deal D6 damage.
  • Any type of damage, whether from a physical attack, a spell, or a trap, must be rolled on the Damage Dealt table.

Damage Types

Not all damage is equal, and some characters, creatures, or items may be more susceptible to one damage type, or immune to another. Here are the damage types that exist in Ker Nethalas: Into the Midnight Throne:

  • Acid: Caused by certain plants, creatures, demons, and alchemical concoctions.
  • Air: Caused by entities with an affinity for Air, as well as by certain Abilities.
  • Arcane: Mystical, ethereal damage caused by magical effects.
  • Blunt: Caused mainly by crushing weapons such as a mace, but also by environmental effects, such as falling rocks. Ignores 1 Armor.
  • Cold: Damage caused by extreme low temperatures, as well as by many creatures and Abilities.
  • Earth: Caused by entities with an affinity for Earth, as well as by certain Abilities.
  • Fire: Caused by both ordinary fire and entities with an affinity for Fire, as well as by certain Abilities.
  • Sacred: Caused by Abilities or creatures of a divine nature or affinity.
  • Infernal: Devastating energies drawn directly from the infernal planes. Caused by demons and certain Abilities.
  • Necrotic: Caused by certain undead and magical effects.
  • Piercing: Mainly caused by certain weapons and creatures, such as spears or a beast's bite. Attacks dealing Piercing damage deal +1 damage when the attacking character acts before their target.
  • Poison: Caused by plants, creatures, demons, and certain Abilities.
  • Psychic: Strange mental energy that attacks the mind and damages the soul. Caused by certain creatures and rare spells.
  • Slashing: Mainly caused by certain weapons and creatures, such as swords, or a creature's claws. +1 damage when striking an unarmored body part.
  • Water (elemental): Caused by entities with an affinity for water, as well as by certain Abilities.

Every creature in Ker Nethalas: Into the Midnight Throne can be either Vulnerable (damage taken doubled), Resistant (damage taken halved), Immune (damage taken completely ignored), or Restored (recovers an amount of Health equal to the damage taken) to a given damage type. For example, undead creatures are Vulnerable to Sacred damage, but are Restored by Necrotic damage. When a creature is Vulnerable or Resistant, only direct damage is taken into account, after armor has been applied.

Example: Ulkarn managed to strike an undead creature with a sacred spell that deals D6+1 damage. He rolls a 4, which becomes 5 thanks to the +1 modifier, resulting in 2 damage. The creature has 1 Armor, reducing the damage to 1. Since the undead creature is Vulnerable to Sacred damage, the damage received is doubled, meaning it takes 2 Sacred damage instead.

Your character may also have some form of damage reduction against certain damage types, mostly through equipment or spells. When this is the case, reduce incoming damage after armor has been accounted for.

Any damage that persists after combat (such as Bleeding, Burning, or Poison damage) deals 1 direct damage (no roll on the Damage Dealt table) per room.

Armor

Most creatures will have some form of armor on at least one of their body parts. The amount of armor indicated determines the amount of incoming damage absorbed, without affecting the creature or player. The armor value is deducted only after all damage rolls have been tallied, instead of applying to each individual die roll.

Example: Arnke managed to land a hit against a terrible amalgam. The blow hits the amalgam in the arm, but unfortunately for Arnke, the creature has 3 points of Armor there. Arnke deals 3D6+1 damage, and rolls 4, 3, and 5. Since the lowest damage roll is the 3, Arnke applies the +1 modifier to it, resulting in another 4. He then adds up the total damage: 1 damage for each 4 rolled, plus 2 damage for the 5, for a total of 4 damage. Since the amalgam's Armor is 3, Arnke only manages to deal it 1 damage.

Armor is only taken into account in combat — damage from traps or other external factors is not absorbed by armor. Magical damage ignores armor.

All armor has an Integrity value, represented by a die. After a fight in which the armor worn by a character was used, the Integrity die must be rolled. A result of 1-2 means the die drops one step down the die chain. A result of 1-2 at the final stage (D4) means the armor is beyond repair and must be discarded.

D12 → D10 → D8 → D6 → D4

Repairing armor increases its Integrity by one die type up the die chain. No armor can ever exceed its original Integrity, however. Not all armor has the same maximum Integrity — check each piece's description to learn more.

Any armor or shield found as loot has a starting Integrity one step below its maximum.

Critical Hits & Critical Failures in Combat

In combat, when a character rolls doubles below their Combat Skill, this is a brutal hit that can only be defended against if the defender also rolls a critical hit. If the defensive roll is not a critical hit, the attacker wins, no matter what.

Damage from critical hits in combat is doubled. This means that if you would normally roll D6 for your damage, when you score a critical hit, you must roll 2D6 instead. All modifiers to your roll are also doubled.

On the other hand, rolling a critical failure during combat will make things harder for you. Roll on the Critical Failures table to see what happens.

Points to Remember

  • Dual-Weapon Combat: A character may wield two one-handed weapons to gain a free parry Reaction per round and deal +2 damage, but their attack skill is reduced by -30.
  • Shields add a modifier to all defensive checks made by the character wielding them.
  • An unarmed character deals D4 damage.
  • Characters or creatures attacking a Downed target have +30 to their attack skill.
  • Attacking an unconscious or sleeping target requires no skill check.
  • When you are about to take a critical hit, you may choose to sacrifice your weapon or shield to negate it, turning it into a normal hit. This absorbs all damage, but the weapon or shield in question is broken and cannot be used again until it is repaired.

Combat Example: Erthos has suddenly encountered a terrible necropede, and it seems there is no way around it. Erthos decides he will attempt to ambush the creature, and makes a Stealth check against the necropede's Vigilance of 40. Erthos's Stealth is 56, and he rolls a 34, while the necropede rolls a 78. Since Erthos won the check, he manages to surprise the creature and gains the initiative.

Critical Failures

D10Effect
1You drop your weapon and must spend your next turn picking it back up. If you are not wielding a weapon, your next attack suffers -20.
2You throw your weapon with such force that it lodges deep into a wall or the floor. As a Standard Action, you must succeed at an Athletics check to retrieve it. If you are not wielding a weapon, your next attack suffers -20.
3You throw your weapon with such force that it shatters against stone, breaking in two. You must repair it before you can wield it again. If you are not wielding a weapon, your next attack suffers -20.
4A random item on your belt breaks: make a Belt check. If you have no belt, you take 1 direct damage.
5You suddenly feel drained and lose D8 Aether. If you have no Aether, you take 1 direct damage.
6You trip and fall, wasting this action. You are Downed and must use a Standard Action to get back up on your next round.
7While executing your attack, you trip and hit your head. You are Dazed for 2 rounds.
8Your attack hits a random ally instead of the intended target. If there are no allies, you hit yourself.
9You somehow manage to hit yourself with a normal attack.
10You somehow manage to seriously injure yourself with your own weapon. You take a critical hit.

The first round of combat begins, Erthos attacking the necropede. He attacks with a dagger, and his Slashing Weapons skill is 73. Since he is the one initiating the attack, he receives +10 to his attack skill, as well as +20 for having surprised his opponent, for a total of 103. The necropede's Combat Skill is 60. Erthos and the necropede both roll, Erthos getting a 12 (a success) against his opponent's 45 (also a success). Since both combatants succeeded, but the necropede's roll is higher than Erthos's, the necropede wins and may roll on the Defensive Maneuver table. Fortunately for Erthos, the result is not as bad as it could have been: a 4, meaning the necropede's next attack gets a +10.

It is now the creature's turn to attack. First, Erthos's player rolls on the necropede's Combat Action table to see what the creature does, resulting in a Spinal Whip attack that deals D8 Blunt damage. This is a physical attack, so combat resolves as usual. The necropede rolls a 45, which is a win against Erthos's 89. Next, Erthos rolls to see where the creature hits him, and it turns out to be a hit to his left arm. He rolls the necropede's damage and compares the D8 roll (a 6) to the Damage Dealt table, resulting in 2 damage. Erthos has 1 Armor on that body part, but since the necropede's attack deals Blunt damage, it ignores 1 Armor, meaning Erthos takes the full 2 damage.

This fight is shaping up to be a difficult one...

Healing & Death

If you are careful, the damage your character takes will be limited to scrapes and bruises, superficial damage that only temporarily reduces their Toughness. All characters recover D4 Toughness immediately after a fight ends, and recover it fully after resting at camp. Outside of combat, Bandages can also be used in combination with the Medicine skill to heal D4 Toughness once per room.

Unfortunately, damage to Health is not so easily recovered. Health is only recovered through magic, potions, and proper rest (Catching Your Breath or Setting Camp).

When you receive healing from a potion or magic, the effect will state that it "heals XX Health." This means that if you have lost Toughness, your character will recover that first before any remaining healing heals lost Health. Most of the time, however, a healing effect will heal either Toughness (as when you use bandages) or Health directly (as when you rest at camp).

When your character's Health drops to 0, they die. Their journey is over, but yours may continue if you wish: take a new character sheet and create a new survivor.

Optional Rule: Forgiving Death

If you feel that having to start over with a new character is too severe a penalty, you may instead do the following:

Immediately recover 2D10 Sanity and Health.

If you died at the hands of your enemies, they have moved on and lost all interest, believing you dead.

You lose 3 Mastery Abilities of your choice, but you cannot end up with fewer than 1 Ability per Mastery this way.

Rot

The creatures that populate Ker Nethalas are singularly adapted to survive in such a hostile environment. Unfortunately for you, this means they often carry infections and diseases that can be lethal to any other creature, such as your character. Among them, the most terrible is known simply as "the Rot." When your character is exposed to the Rot, they must succeed at an Endurance check to avoid being infected. On a failure, the character is infected. From that point on, every time they rest, they must succeed at an Endurance check or the Rot advances one stage.

  • Stage 1: You become Immune to Necrotic damage but are Vulnerable to Sacred damage.
  • Stage 2: Your maximum Toughness is reduced by half.
  • Stage 3: Your skin turns black as coal, and you can see in the dark.
  • Stage 4: You are constantly starving, requiring 2x Rations to remove 1 Exhaustion.
  • Stage 5: Your flesh regenerates on its own, recovering D4 Health every time you rest at your camp.
  • Stage 6: Your body becomes numb, as your nervous system slowly rots. You suffer Disadvantage on all physical checks.
  • Stage 7: You are Immune to the effects of Exhaustion.
  • Stage 8: The Rot takes over your mind, and you become another abomination wandering the halls of the Midnight Throne.

Conditions

There are a number of status effects, or conditions, that can affect a character. Here are the most common ones.

Any damage that persists after combat (such as Bleeding, Burning, or Poison damage) deals 1 direct damage (no roll on the Damage Dealt table) per room.

Bleeding (X). A character with the Bleeding condition takes an amount of damage determined by the intensity of the effect, until the condition is removed. This affliction is cumulative: although it may seem harmless at first (a Bleeding of 3 means the victim takes 1 damage, according to the Damage Dealt table), it can gradually become a serious threat.

Blinded. A Blinded character has -40 to all checks.

Burning. A Burning character takes D8 Fire damage until the condition is removed. To remove the condition, the character must spend 1 Standard Action (in combat), or increase their Exhaustion by 2 (outside of combat).

Charmed. A Charmed creature cannot attack the charmer nor use harmful Abilities on the charmer.

Concealed. Attacking a Concealed target requires a successful Perception/Vigilance check.

Cursed. A Cursed character is afflicted with an effect detailed in the curse's description until the curse is lifted by one means or another. This is a cumulative condition (if applicable).

Dazed. A Dazed character cannot initiate attacks.

Entangled. The afflicted is wrapped in something that restricts their movement. They are unable to move, and any action involving movement suffers a -20 penalty. On their turn, an Entangled character may attempt an Athletics check to remove this condition. This is a Free Action, but the character may choose to spend a Standard Action instead to receive a +20 to their Athletics check.

Frightened. While the cause of a character's fear is in the same room, the Frightened character has -20 to all attack checks. The Frightened character is unable to approach the cause of their fear. At the start of each of their turns, a character affected by this condition may attempt to succeed at a Resolve check in order to act normally.

Frozen. The afflicted has -10 to all skills and acts last during combat. They must succeed at an Endurance check after the first round to recover. On a failure, try again each round until successful (this does not count as an action). Humanoids will chill every 10 rounds, first falling into hypothermia (-50 to all actions), then death.

Paralyzed. A Paralyzed creature is unable to act and can neither move nor speak. Attack rolls against the creature automatically hit.

Poisoned (X). A Poisoned character takes a specified amount of damage each round until the condition is removed or they resist it. Poison is assumed to take effect the first time it is used, but as a Free Action, a Poisoned character may attempt to resist its effects on their turn by succeeding at an Endurance check. This is a cumulative condition, so although it may initially seem harmless (you must treat the damage taken as a damage roll, so if the Poison damage is 3, that means the victim takes 1 damage, according to the Damage Dealt table), it can slowly become a real threat.

Downed. A Downed character must spend 1 Standard Action to stand back up. Attacks against a Downed character receive +30.

Asleep. The creature immediately falls to the ground, and any attack that hits it is a critical hit.

Stunned. A Stunned character loses their turn.

Exhaustion

Exhaustion embodies the weariness, exposure to the elements, ravenous hunger, the marks of wounds, and other physical torments that insidiously consume a being's vitality.

If a mortal endures too long without sleep or food, or engages in exhausting efforts without granting themselves respite, they will begin to accumulate the pangs of Exhaustion.

Exhaustion is a quantifiable burden, its points accumulating as characters struggle to survive in this merciless world.

The effects of excessive Exhaustion are cumulative, and their harmful consequences are detailed in the Exhaustion table below.

Several cursed actions and circumstances will add Exhaustion points to your character, the most common being camp activities, dire events, and encounters with the creatures that haunt these places.

Fortunately, your character can limit the effects of Exhaustion if they possess sufficient Exhaustion Resistance.

A character's Exhaustion Resistance score is subtracted from their current total Exhaustion; the final result is then compared against the Exhaustion table to determine the harmful consequences.

The following actions reduce a character's Exhaustion:

  • Consuming a Ration (-1 Exhaustion). This can be done at any time (except during combat).
  • Catching Your Breath (-2 Exhaustion).
  • Resting (-10 Exhaustion).

A starving character may decide to devour raw provisions (-1 Exhaustion per 1x Provisions), but they must then succeed at an Endurance check or suffer 1 Health damage.

Exhaustion Table

Accumulated ExhaustionEffect
0-10No effect, other than heavy breathing and a few cold sweats.
11-15You recover half the usual amount of Toughness from all sources.
16-20You suffer Disadvantage on all Athletics, Dodge, Endurance, and combat checks.
21+You succumb, your carcass no longer able to bear the burden of accumulated stress and fatigue.

Sanity

Many horrors lie buried deep within Ker Nethalas, and unfortunately for you, your character's fragile mind will sooner or later begin to suffer the consequences of exposure to them. The more they are confronted with the abominations hidden in the necropolis, the more their mental health will deteriorate, until only a cathartic episode can purify their mind and allow them to continue on.

Your character's ability to withstand the frightening creatures and circumstances that assail them while exploring Ker Nethalas is measured by their Sanity score. The higher their Sanity, the longer they will be able to keep their cool and function normally. Eventually, however, their mind will crack, represented by a Sanity score of 0. When this happens, your character will be temporarily (or, if you are unlucky, permanently) swept away by madness. When this happens, roll on the Madness table. Fortunately for you, you can (almost) always attempt to resist the effects of Sanity loss.

Madness

D10Effect
1You are lost in extreme madness. Your mind is broken forever.
2Your mind is in tatters, and the slightest pressure will shatter it. All your future rolls on this table suffer -1. Cumulative.
3You begin to develop physical reactions as a result of your mind's condition. Reduce your maximum Toughness by 1. Cumulative.
4You know the darkness is coming for you... Every time you suffer a loss of Sanity, you lose 1 additional Sanity. Cumulative.
5You are afraid of spending too much time in the same place, and rush through rooms as quickly as possible. Searching becomes a Demanding task (-10). Cumulative.
6You feel your mind beginning to give way to the darkness, offering less resistance. All Resolve checks are now a Demanding task (-10). Cumulative.
7You have trouble holding onto all your memories and experiences. Every time you gain XP, you gain 10 less. Cumulative.
8You have blocked out a traumatic experience, and with it, some of what you learned from it. Reduce a skill of your choice by 10. Cumulative.
9You slap yourself with all your strength, quickly regaining your senses. You take 2D6 Blunt damage, but are otherwise unharmed.
10The traumatic experiences you have lived through have taught you a great deal about yourself. +100 XP.

Every time you are confronted with a situation that would force your character to lose Sanity, you must make a Resolve check. A success means they managed to keep their cool, for now. A failure means they lose the amount of Sanity specified by the circumstances.

The most common source of Sanity loss is opponents with the Frightening or Horrifying Traits:

  • A Frightening creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 1 Sanity.
  • A Horrifying creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 2 Sanity.

When you face several different opponents that cause Sanity loss, only roll once per round, instead of once per opponent. If you fail the Resolve check, lose the highest possible amount of Sanity. This means that if you face 3 Frightening monsters and 1 Horrifying monster, if you fail the Resolve check, you would lose 2 Sanity (the greatest threat to your Sanity coming from the Horrifying monster).

Sanity can be recovered through the following means:

  • Resting at camp (+D4 Sanity).
  • Defeating an Overseer (+D4 Sanity).
  • Certain spells.
  • Certain game events.
  • Suffering a Madness episode, which restores all your lost Sanity.

Companions & Servants

Many Mastery Abilities allow your character to summon or create combat companions and all sorts of servants who will fight at your side. Although they do not grow in power over time as you do, and cannot be equipped with any gear, they are useful tools that will help you survive in Ker Nethalas: Into the Midnight Throne.

  • You may only have a maximum of 3 Companions at a time. If you gain a new companion while you already have 3, you must dismiss one to maintain the count at 3.
  • Companions attack and defend in combat in the same way as any other character.
  • Companions heal all their Health once a room has been cleared.
  • Companions are not affected by Sanity rules.
  • Companions act during your turn, in whatever order you wish.
  • When an enemy ability or combat action calls for a Dodge, Athletics, or Acrobatics check, use the servant's Endurance skill.

Playing Co-op

Although Ker Nethalas: Into the Midnight Throne is written and designed to be a solo experience, nothing stops you from playing it with one or two friends. Just take the following details into account:

  • Double the number of enemies you encounter (except for Overseers).
  • Each player makes their own loot roll.
  • Each player gains the same amount of XP from defeating opponents, but tracks other XP gains independently (i.e., only one character may benefit from disarming a trap, etc.).
  • Overseers have their Health doubled and gain 1 additional activation (i.e., turn) per PC.
  • Each room can only be successfully searched or explored once, regardless of who does it. Only one attempt per room is allowed, no matter how many PCs there are.
  • Traps or any negative event will only affect one of you, determined randomly.
  • You may freely share equipment or any type of material, but doing so during combat costs a Standard Action.
  • You may each have a maximum of 2 Companions at a time.

The man-eating plants known as fang-vines somehow thrive in the dark corridors of Ker Nethalas: Into the Midnight Throne, devouring anything that comes too close to their tendrils.

Exploring Ker Nethalas

Ker Nethalas is a vast tangle of tunnels, rooms, caves, and even structures buried beneath the present-day city of Veldonia, capital of the Kingdom of Alderworth. Unfortunately, every known access point is blocked or fiercely guarded. Your only hope, then, lies in pressing onward into the depths, in search of some eventual way out, further from the surface.

Ker Nethalas is structured into Domains. A Domain is a group of rooms and corridors governed by an Overseer. These are terrible and brutal creatures that you might need to defeat if you wish to continue your journey, and which affect the Domain through their unique power and influence. A Domain does not necessarily mean a level; sometimes the transition from one Domain to another is a simple corridor, while other times it might be a set of stairs going down, or a tunnel going up. The necropolis is a true labyrinth, and trying to understand the logic behind its structure is futile. Some say Ker Nethalas is cursed by the ancient magic of its builders, causing it to shift and change as though it were alive, making any true cartography an impossible task.

Light Source

Ker Nethalas is a dark place. Not only are natural sources of light extremely rare there, but the darkness itself seems alive and spreads like a mist, clouding your sight and your mind. This is why you must always have a light source with you. Torches, oil lamps, even spells will do the trick — as long as you are not plunged into darkness, you'll be fine.

  • You must have a free hand to hold a torch or a lamp. Only spells, belt lamps, and similar items allow you to bypass this constraint.
  • A regular torch or lamp will stay lit for 20 rooms. Use the light source tracker on your character sheet to keep track of this.
  • If you run out of a light source, your character will be Blinded. They must also succeed at a Resolve check every time they enter a new room, or lose 1 Sanity.

Mapping the Domains

To explore Ker Nethalas, you will need a map. The recommended approach is to build it room by room as you go, with the help of the instructions found in this chapter, but you are free to take any pre-existing map and explore it, as long as you only take its layout into account and not its content and encounters; those will be detailed through the rules presented in this book.

If you intend to use the map-building rules found in this chapter, all you need is a pencil and a sheet of paper. If you want to be precise, you can use graph paper, but it isn't really necessary.

  • Roll on the Room & Corridor Shape table to find out what the room or corridor you are entering looks like. This is done by rolling D100: a result of 1-25 means you have encountered a corridor, while a roll of 26-100 is always a room. If you are drawing the Domain's map (as you should), feel free to rotate this new room or corridor and align it however you like, always making sure to match an entrance to the door your character is currently passing through. If the room you just rolled causes the Domain to no longer have any potential rooms or corridors to explore, reroll until you get a room or corridor with more than one entrance.
  • If you want a description of the room or corridor you have just discovered, roll on the Room or Corridor Description tables. This step is purely for atmosphere, however, and will only add a bit of context or ambiance.
  • If this is the first room or corridor of a new Domain, the first thing to do is determine who the Overseer is (page 165), and what modifier it applies to all creatures in the Domain. This is done by rolling on the Overseer's Influence table on page 87. This roll is only made once, at the start of each Domain. If you defeat the Domain's Overseer, all opponents there lose their reinforcements.
  • Every time you place a new room, you must make a Lair check, in order to find where this Domain's Overseer is. This is done via the Usage Die rules explained on page 64, with the starting die being a D12. Once you reach the final stage (a result of 1-2 on the D4), it means you have found the Domain's Overseer. You are not required to fight it immediately, and may continue exploring the rest of the Domain.

Once the Overseer's lair has been located, the Lair check is no longer necessary. Instead, you will make Domain Exit checks every time you enter a new room or corridor. This is done via the Usage Die rules, with the starting die being a D8. Once you reach the final stage, it means you have found the Domain's exit point. You may then abandon the Domain and move on to the next, or turn back and finish any unfinished business you might have in the current Domain — finding a Domain Exit does not mean the current Domain is over; you can theoretically continue exploring the same Domain indefinitely by generating new rooms.

A Domain Exit behaves like any other normal room or corridor, so make all the usual checks (Tension Die, Encounter, etc.). You are free to move between the different Domains of the necropolis you have discovered as you wish.

Once you have determined whether this is an ordinary room or corridor, or the Domain's exit, make a Tension Die check (as described on page 106).

Next, you must see if there is a combat encounter in this room or corridor. Roll D20: if it is a room, a result of 10+ means you have encountered some sort of enemy. For corridors, you will only face combat encounters on a roll of 15+. If the room is the Overseer's Lair, you do not need to check for combat encounters.

Finally, and this should not be skipped, if you have entered a room and there was no combat encounter, you must roll on the Events table.

Retracing Your Steps

If for any reason you need or want to return to an area of the Domain you have already explored, passing through rooms and corridors already cleared, you may do so. You must still roll the Tension Die every time you enter a room or corridor, and your light source will be spent as usual, but you do not need to check for combat encounters or roll on the Events table.

Overseer's Influence

D10Effect
1Robust: Immune to critical hits
2Vital: +D4 Health/5 per character level
3Frenzied: +2 damage
4Skilled: +10 Combat Skill
5Mage Scourge: +10 Magic Resistance
6Resilient: Resistant to 1 random damage type. Roll on the Damage Type table on page 206
7Corruptor: Every time the creature deals 3+ damage in a single attack, the target must succeed at a Resolve check or lose 1 Sanity
8Unstable: Deals D8 Arcane damage upon dying
9Alert: +20 Vigilance
10Piercing: Gains the Penetrating (1) Trait. Can stack with other instances of the same Trait

Corridor Description

D20Description
1The air is thick with ancient dust, and the walls are draped in cobwebs. Faint echoes of distant footsteps can be heard.
2Flickering torches cast unsettling shadows on the stone walls. The air is damp, and the occasional drip of water can be heard.
3The tunnel is barely wide enough for a single person to pass through. The walls are lined with ancient burial niches, some of which have been disturbed. You don't know whether it was from the inside or the outside...
4Thick moss covers the damp stone walls, giving the corridor a strange green glow. The sound of dripping water echoes everywhere.
5The passage is partially blocked by a rockfall, with rubble and debris scattered across the floor. Faint light filters through cracks in the ceiling.
6The walls are adorned with elaborate funerary bas-reliefs and carved epitaphs. The air feels heavy with the presence of the long dead.
7The narrow stone hall winds and turns, disappearing into darkness. The hall seems to have a slight downward slope, and it feels worn and slippery.
8The air here is stale, and the sound of rats scurrying can be heard in the distance.
9An unsettling silence fills this corridor, broken only by the faint whispers of long-dead spirits. The air is heavy with an otherworldly stillness.
10Strange luminescent mushrooms cover the walls, casting an ethereal glow. The tunnel winds, creating a troubling sense of disorientation.
11This wide corridor is lined with imposing statues and ornate sarcophagi. Faded tapestries hang from the ceiling, telling stories of ancient sovereigns.
12The tunnel is partially flooded with water, small ripples disturbing its still surface. A faint smell of decay permeates the air.
13A hidden alcove branches off from the main passage, housing a forgotten altar or small shrine. Dust-covered offerings rest there, untouched.
14Strange symbols are carved into the walls of this hall, perhaps indicating directions.
15The walls of this tunnel bear burn marks, evidence of a past fire or magical explosions. The air carries a faint smell of burnt wood and stone.
16Time and decay have taken their toll on this corridor, with crumbling walls and ceilings. It seems unstable and prone to collapse.

Room Description

D100Description
01Rusted iron chains hang from the walls, and the floor is littered with the remains of those who suffered an unspeakable agony.
02This royal chamber is filled with broken marble thrones, a brutal reminder of the empire's fallen rulers and the shattered legacy they left behind.
03Unsettling murmurs fill the air in this dimly lit crypt, where the tormented spirits of the empire's cursed rulers still wander in eternal restlessness.
04The stone altar at the center of the room is covered in dried blood, a chilling testament to the dark rituals once performed here.
05A vast network of burial niches houses the remains of countless forgotten souls, their existence erased from history.
06Chains of every size hang from the ceiling, their rattling echoing like a haunting melody in this room of imprisonment.
07Sculptures of grieving figures adorn the walls, each seemingly frozen in an eternal state of sorrow and despair.
08The room is perpetually shrouded in darkness, where even torches struggle to dispel the oppressive gloom.
09Tombstones and coffins line the walls, bearing the names of lovers separated by death, eternally longing for the other's embrace.
10Useless trinkets and baubles lie scattered about, remnants of the once-great Vaelorian Ascendancy, now reduced to forgotten relics.
11This room seems to have been carved by a water source over millennia, as every surface is smooth and slippery.
12An opulent throne sits empty at the center of this chamber, surrounded by dust and decay, a symbol of the empire's fallen glory.
13Echoes of anguished screams resound in this room, as if the walls themselves mourn the tragedies that unfolded here.
14Foul, withered plants and skeletal trees twist and reach toward a sunlight that will never touch them.
15A room of absolute blackness that gives the illusion of extending infinitely downward, leaving those who enter with an overwhelming sense of dread.
16This crypt houses the remains of those condemned to eternal damnation, their souls trapped forever in this unholy place.
17A massive, menacing statue dominates the room, depicting a malevolent deity once worshipped by the empire's rulers.

Events

D100Event
1-10There is a trap in this room. Roll on the Traps table and follow the usual procedures.
11-20There is something of value here. Roll on the Loot table.
21-30You have found a merchant. See page 221 to learn more about them.
31Altar of Sacrifice — Dyxemis. This altar is dedicated to the Vaelorian god of Pain. Sacrifice 1 Health to gain +5 max Toughness for the next D10+2 rooms/corridors.
32Altar of Sacrifice — Voteus. This altar is dedicated to the Vaelorian goddess of War. Sacrifice 1 Health to gain +10 to all attack rolls for the next D10+2 rooms/corridors.
33Altar of Sacrifice — Udall. This altar is dedicated to the Vaelorian goddess of Fury. Sacrifice 1 Health to gain +D4 Fire damage for the next D10+2 rooms/corridors.
34Altar of Sacrifice — Koias. This altar is dedicated to the Vaelorian god of Magic. Sacrifice 1 Health to gain +5 max Aether for the next D10+2 rooms/corridors.
35Altar of Sacrifice — Keasis. This altar is dedicated to the Vaelorian goddess of Peace. Sacrifice 1 Health to recover D4 Sanity.
36The floor and ceiling above you shake and rumble, and you are covered in dust and pebbles. Make a successful Endurance check to avoid gaining 1 Exhaustion.
37A voice rises within you, making you wonder why you bother carrying all these coins when you have no use for them down here. Make a successful Resolve check or lose D100¢.
38You enter a room entirely filled with human bones, a veritable wall of femurs and skulls. Make a Resolve check to avoid losing 1 Sanity. Unfortunately, the pile seems far more unstable than you initially thought: make a Dodge check. If you succeed, you gain 10 XP and may roll on the Loot table, discovering something valuable beneath the bones. If you fail, you take 2D6 Blunt damage.
39You find strange markings on the walls and floors. Make a Reason check: if you succeed, you gain 10 XP, as you gain a better understanding of the nature of this place and its inhabitants. If you fail, you are so distracted by the markings that you don't realize you are being attacked. Roll on the Combat Encounter table — the enemy has surprised you!
40It appears a massacre took place here very recently, as the mutilated remains of several people are visible, scattered throughout the room. Every time you enter this room, you must make a Resolve check to avoid losing 2 Sanity, but you may attempt to search it twice.

Search

Your only chance of escaping Ker Nethalas alive is to search every corner of this cursed place for resources that might be useful to you. Every time you enter a room, you may make a Search check; if you succeed, you may roll on the Search table. Only one Search check is allowed per room.

A critical success on a Search check lets you add +5 to the roll on the Search table (if you wish). Conversely, a critical failure on a Search check means you made a lot of noise while searching the room, attracting unwanted attention. Roll on the Combat Encounters table on page 119.

Search Table

D20Result
1You discover macabre remains. Make a successful Resolve check or lose 1 Sanity.
2You find nothing of interest.
3You discover D20¢.
4-11You find D4 Crafting Supplies.
12You discover 2D20¢.
13-18You find D4 Cooking Ingredients.
19You discover D100¢.
20Roll on the Loot table (page 196).

Doors, Containers & Traps

Doors & Containers

While exploring Ker Nethalas, you will come across doors and, if you're lucky, chests or other similar containers, which may hold loot and valuable items. Unfortunately for you, it isn't uncommon for these to be locked, or even trapped.

  • Determine whether the door or container is locked by rolling D20: Door: a result of 12+ means it is locked. Container: a result of 10+ means it is locked.
  • Determine the lock's difficulty by rolling on the Random Difficulty table on page 63. This modifies the character's Larceny skill on any attempt to open it. This requires a lockpick.

After (and only after) deciding to pick the lock (whether it is locked or not), you must see if it is trapped by rolling D10. A result of 7 or higher means it is indeed trapped.

If the lock is trapped, you must make a Perception check to see if you detect it in time. If you succeed at the check, you may attempt to disarm the trap with a Larceny check (and a Thieves' Kit), but a failure triggers the trap. If you do not detect the trap, this means you triggered it while attempting to open the lock. Roll on the Traps table (page 105).

If a door or container is locked and you cannot pick the lock, you may still force it open. To successfully force open the door or container, you must succeed at an Athletics check. Whether you succeed or not, this makes a lot of noise, triggering a Tension Die check. Each failed attempt increases successive Athletics checks by 20.

Traps

Ker Nethalas is not a place you want to explore without being extremely careful. Besides the many natural dangers and encounters, there are deadly traps in the rooms and corridors that can eliminate you if you don't spot them in time. When your character encounters a trap, follow these steps:

Make a Perception check. This is modified by how well-hidden the trap is, which must be randomized by rolling on the Random Difficulty table. A failure means you triggered the trap.

If you spot the trap before triggering it, you may try to disarm it. This requires a Thieves' Kit and a successful Larceny check. Again, roll on the Random Difficulty table to determine how well the trap is set. Failing this check triggers the trap.

  • If you simply want to avoid the trap and leave it as it is, you may make the skill check associated with that trap, as shown on the Trap Effect table. If you do this, you may only leave the room if you are already in it, and cannot search it. Every time you enter this room, you must make the same skill check to avoid triggering the trap, but it becomes an Easy task (+10). If the trap was placed on a door or container, you may simply bypass it, ignoring it.
  • As a last resort, you may choose to voluntarily trigger a trap, while trying to get out of harm's way. This requires succeeding at an Impossible (-30) Dodge check, and you must also make a Tension Die check. If you manage it, the trap is now harmless and you may enter the room or interact with the container without risk.

Trap Effect

D10Check to AvoidEffect
1DodgeArrows shoot out from a hidden location, dealing 2D10 Piercing damage to the character who triggered it.
2DodgeThe character steps on a hidden bear trap. They take 3D6 Piercing damage.
3DodgeA net trap suddenly ensnares the character, who becomes Entangled. Each attempt to break free (a Demanding task) increases their Exhaustion by 1, unless aided by another character.
4DodgeA volley of small poisoned darts strikes the character, who becomes Poisoned unless they succeed at an Endurance check. The darts deal 2D4 Piercing damage.
5AcrobaticsThe character falls into a pit, concealed by a trapdoor. The pit is filled with spikes, dealing 3D4 Piercing damage.
6DodgeA swinging blade strikes the character, dealing D20 Slashing damage.
7AthleticsA noxious gas is released, filling the chamber. All characters must succeed at an Endurance check or immediately take 2D4 Poison damage.
8AcrobaticsA fireball fills the room, dealing 2D6 Fire damage to all characters.
9DodgeSome kind of alarm (mechanical, magical, or otherwise) attracts the attention of one of the place's inhabitants. Roll on the appropriate Combat Encounter table.
10AthleticsA torrent of water fills the room, threatening to sweep the characters away and slam them into the walls, dealing 3D4 Blunt damage.

The Tension Die

Moving through the labyrinth of crypts and tunnels of the Midnight Throne will sooner or later attract the attention of abominations and wandering creatures, especially if you are not careful. To track these roaming dangers, we use the Tension Die. When you make a Tension Die check (which is clearly defined by the current circumstances your character finds themself in), you must roll the currently assigned die value. On a result of 1-2, the Tension Die decreases in value, as explained in the Usage Die rules on page 64.

D8 → D6 → D4

The Tension Die always starts at D8, and resets to D8 after rolling a 1-2 on the D4, which triggers a roll on the Rising Darkness table. Rising Darkness events only affect a single Domain, but remain in play for that Domain, so keep this in mind if you return to it later. Every time you enter a new Domain for the first time, reset the Tension Die to D8.

The following circumstances will trigger a Tension Die check:

  • Moving from one room (or corridor) to the next.
  • Making noise.
  • Specific circumstances, triggered by certain events or creatures.

Rising Darkness

D100Effect
01-02A chorus of howls fills the air. All "Animal" opponents receive +10 Combat Skill.
03-04The shadows lengthen around you. Make a Resolve check. If you fail, you lose 1 Sanity per active Rising Darkness event.
05-06The severity of your wounds resonates deep within you. If you are not fully healed, you take D6 Psychic damage.
07-08You slowly lose control of your own mind. If your Sanity is not at its maximum, you automatically lose 1 Sanity.
09-10You feel your mind being drained. Reduce your max Aether by D4.
11-12The very air you breathe conspires against your survival. Reduce your max Toughness by D6.
13-14You hear a distant rumble and feel a freezing gust of wind. All "Elemental" opponents receive +10 Combat Skill.
15-16Did you hear that? They're coming for you. Every time you Catch Your Breath, not only do you decrease the Tension Die by one step, but you must also immediately make a Tension Die check.
17-18Your hands are shaking too much. Reduce your Camp check roll by 1.
19-20No matter how hard you try to focus, you just can't. You can no longer Attune at camp.
21-22Your mind seems weaker. Reduce your Magic Resistance by 5.
23-24There is a shift in the astral currents. All "Astral" opponents receive +10 Combat Skill.
25-26You turned too abruptly and banged your hip against a corner. Make a Belt check.
27-28This place... it knows, and it's watching you. Make a Resolve check. If you fail, you lose D4 Sanity.
29-30You need a break. You can barely keep your eyes open. The next time you are attacked, your opponent surprises you.
31-32A dark, oppressive will fixes itself upon your party. Roll D6 for each Companion you have. A result of 1 means it is destroyed. If you have no Companions, you take D20 Psychic damage.
33-34A crescendo of screams and howls suddenly fills the halls. Cancel all other active effects caused by Rising Darkness. For each effect cancelled this way, you lose 1 Sanity and 1 Health.
35-36Vines and roots suddenly seem to grow all around you. All "Plant" opponents receive +10 Combat Skill.

Rest & Camp

Catching Your Breath

Whatever kind of training you received before being thrown into Ker Nethalas, you will sooner or later need a break, even a short one. This is called Catching Your Breath, and it lets you recover D10 Toughness, 1 Health, and reduce your Exhaustion by 2. Unfortunately, this reduces your light source by 5, and the Tension Die by one step.

Setting Camp

Sooner or later, you will need to take a real break. Hours of combat and constant tension will wear down even the most hardened warriors, and your body can only withstand so much punishment before giving way. To do this, you will need to set up camp. This involves securing a room (since trying to sleep without knowing what kind of abomination will wander into your camp is far from relaxing), tending to your wounds, and preparing what you need to continue. As with everything in Ker Nethalas: Into the Midnight Throne, setting up a proper camp has a price: the more effort you put into barricading and outfitting your camp, the better you will rest and the safer you will be, but the more Exhaustion you will accumulate while doing so. Each activity in the following list has an Exhaustion cost, so although the idea of trying to set up a perfectly safe camp and prepare as many supplies as possible may be tempting, you will need to balance your needs and decide on the best course of action.

The Camp Check

Once you decide you are done barricading your camp and it is time to do something else or go to sleep, you must make a Camp Check. The Camp Check reflects how well you managed to reinforce the room, how quiet you were, and even your luck (good or bad) — after all, you can do everything correctly and a monster may still decide to wander into your camp. A Camp Check is only made once, after you have finished setting up camp and completing all the activities you wanted to do at camp.

To make a Camp Check, you must roll D20: a result of 10+ means everything is fine, and you rested safely. A failure triggers a roll on the Encounter table (page 119), and halves all camping benefits (rounded down).

Setting up camp consumes 1x Ration. Not having rations halves all camping benefits (rounded down).

Camp Activities

  • Attune: If you have a magic item you want to use and an Attunement Crystal, you may spend it to be able to benefit from the magic item's properties. This costs you 1 Exhaustion for each magic item you attune to.
  • Barricade: You have seen what kinds of horrors populate this place, and you don't want to wake up with one of those things gnawing on your face. For each 1x Crafting Supplies spent to reinforce the place, you gain 1 Exhaustion, but you may add 5 to your Camp Check roll.
  • Cook: Turn all those Cooking Ingredients you found into real, edible food. For each 1x Cooking Ingredient you spend, you gain 1x Rations. Crafting any amount of Rations gains you 1 Exhaustion, and reduces the Camp Check roll by 1.
  • Craft Bandages: You may turn 1x Crafting Supplies into 1x Bandages. Crafting any amount of Bandages gains you 1 Exhaustion, and reduces the Camp Check roll by 1.
  • Craft Lamp Oil: You may turn 2x Crafting Supplies into 1x Lamp Oil. Crafting any amount of Lamp Oil gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
  • Craft Ritual Ingredients (Ritualist only): You may turn 5x Crafting Supplies into 1x Ritual Ingredients. Crafting any amount of Ritual Ingredients gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
  • Craft Torches: You may turn 1x Crafting Supplies into 1x Torches. Crafting any amount of Torches gains you 1 Exhaustion, and reduces the Camp Check roll by 2.
  • Heal a Condition: Spend 1 Bandage per condition (Poisoned, Bleeding, etc.) to remove it. Increase your Exhaustion by 1.
  • Repair: You spend 2x Crafting Supplies to repair a single piece of equipment. No matter how many pieces of equipment you repair, your Exhaustion increases by 2, and you must reduce your Camp Check roll by 2.
  • Rest: You choose to do nothing but rest. You cannot undertake any other camp activity, but you reduce your Exhaustion by 5, heal +1 Health, and increase your Camp Check roll by 2.
  • Swap Mastery Amulets: If you possess two or more amulets that give you access to different Masteries, you may swap them at camp. This has no cost, and only takes a moment as you adjust to the new Abilities.

Benefits

In addition to being the only place where you can craft and cook, resting at a camp is the only way to recover from and remove harmful states.

  • Regain all lost Toughness.
  • Regain 1 Health.
  • Regain D4 Sanity.
  • Reduce Exhaustion by 10.

Potions

The Vaelorian Ascendancy was mainly known for its necromancy and its affinity for dark sorcery, but its alchemists were among the first to formulate many of the procedures and systems that are common today throughout the Kingdom of Alderworth and beyond. It is not uncommon to come across alchemy laboratories in Ker Nethalas, and potions or concoctions of all kinds are also a common find. Of course, time is not a friend to these delicate creations, and it is very likely that the potions you find will either be useless or have a different effect than originally intended. After identifying a potion of any kind, roll on the Potion Aging table to see its effects.

When you find a potion, you must make a Medicine check to learn its effects. If you fail, your only chance is to try the potion and see what happens... This is why you must only determine the type of potion after succeeding at a Medicine check or drinking it. For a complete list of potions and their effects, go to page 203.

Potion Aging

D20Effect
1-2The potion has turned into poison. Succeed at an Endurance check or become Poisoned.
3-4The potion has become extremely unstable, and explodes as soon as you open it. You take 2D4 Blunt damage.
5-6The potion has lost all its potency. No effect after drinking it.
7-10The potion has lost some of its potency. Its effects only last 50% as long as they should, and their effectiveness is halved.
11-17The potion works as intended.
18-19The potion has been refined by time. Its effects last 50% longer and their effectiveness is doubled.
20The potion has been completely enhanced, making its effects permanent.

Personal Objectives

Beyond simply surviving, you may set goals for your character while exploring the endless labyrinth of Ker Nethalas. Personal Objectives will require your character to manage different types of situations, hunt certain kinds of creatures, or master particular skills.

Only two Personal Objectives may be pursued at once, and once chosen, they cannot be changed. As soon as you complete one, however, you are free to choose another one from the list of those available. Be aware that Personal Objectives generally take a long time — several Domains or gaming sessions — to complete. After completing a Personal Objective, your character will receive a corresponding reward that generally has a lasting effect.

Objective recommendation. We strongly recommend choosing the "Overseer Defeated" Personal Objective as your first objective, as the reward will give you access to a third Mastery. Each Personal Objective can only be taken and completed once.

Personal ObjectiveObjectiveRewards
Acid Damage ExpertDeal 200 Acid damageGain 1 Acid damage reduction
Air Damage ExpertDeal 200 Air damageGain 1 Air damage reduction
AnnihilatorDefeat 1,000 opponents+D4 Psychic damage to all attacks
Arcane Damage ExpertDeal 200 Arcane damageGain 1 Arcane damage reduction
Astral ScourgeDefeat 100 Astral opponentsTriple the damage dealt with a critical hit against "Astral" opponents
Beast HunterDefeat 100 Animal opponentsTriple the damage dealt with a critical hit against "Animal" opponents
Master of Slashing WeaponsDefeat 50 opponents with the Slashing Weapons skill+1 damage when wielding a slashing weapon
Blunt Damage ExpertDeal 200 Blunt damageGain 1 Blunt damage reduction
Master of Blunt WeaponsDefeat 50 opponents with the Blunt Weapons skill+1 damage when wielding a blunt weapon
Botanical ExterminatorDefeat 100 Plant opponentsTriple the damage dealt with a critical hit against "Plant" opponents
BrawlerDefeat 50 opponents with the Unarmed Combat & Brawling Weapons skill+1 damage when wielding a brawling weapon or completely unarmed
Cold Damage ExpertDeal 200 Cold damageGain 1 Cold damage reduction
Decapitate the CommandDefeat 20 OverseersWhen you face an Overseer, it is Stunned during the first round of combat
Demon ScourgeDefeat 100 Demon opponentsTriple the damage dealt with a critical hit against Demon opponents
Earth Damage ExpertDeal 200 Earth damageGain 1 Earth damage reduction
Elemental VanquisherDefeat 100 Elemental opponentsTriple the damage dealt with a critical hit against Elemental opponents
Fire Damage ExpertDeal 200 Fire damageGain 1 Fire damage reduction
HoarderObtain 10,000¢. You do not need to hold this amount all at onceMerchants will buy up to 5 items from you at full price

Combat Encounters

Sooner or later, you will have to face some abomination or strange creature trying to make you its next meal, or simply wanting to kill you because that's all it was made for. When you come across such a combat encounter, refer to the rules presented in this chapter to understand what you are facing, how they act, and any other necessary detail.

Opponent Type

All opponents are classified by their type: Animal, Astral, Plant, Demon, Elemental, Undead, Humanoid, Construct. While most have a single type, some may have a combination of two, such as "Elemental Construct," or "Undead Plant."

Combat Encounter Difficulty

As you level up, the enemies you face will become tougher and more cunning: your character's level (⅃) directly influences enemy statistics. Every stat block found in this chapter has an entry called "Level Scaling"; when you prepare to face a combat encounter, you must apply all the changes listed there to scale the creature to your current level. Most creatures will simply have their Health and Combat Skill increased, but some will gain new Traits as your level increases.

Example: Herakos, a level 3 character, is about to face an Abyssal Tormentor. Herakos's player checks the Tormentor's stat block's Level Scaling section, and learns that for every level Herakos has, the creature gains +1 Health. The creature becomes meaner past level 5, but since Herakos is a level 3 character, this means the demon only gains +3 Health, for a total of 5.

All adjustments to a creature's stat block are cumulative, so if you encounter a level 11 opponent, you must apply all the listed changes; that is, both the level 5 and level 10 adjustments.

In the same way that a PC's harmful Abilities and actions only affect their enemies, all harmful effects and area attacks resulting from a monster's actions only affect PCs and their allies.

Multiple Targets

When an opponent is faced with the decision of who to attack, because you are accompanied by friends or servants, try to distribute the number of opponents evenly among your party members. Randomize when in doubt.

Creature Stat Block

Each of the creatures described in this chapter shares a set of common characteristics. In the same way that your character's details are a sum of their skills and Masteries, the opponents you face have different values in the following categories. The set of these categories and their values is known as a "stat block."

  • Athletics: This is used when your Abilities require an opposed check against your target's physical prowess.
  • Vigilance: Every creature in Ker Nethalas has some way of seeing and detecting the dangers around it. Vigilance is mainly used to determine who acts first in combat.
  • Combat Skill: This is the number you must use when the creature attacks or defends.
  • Endurance: This defines a creature's ability to resist the consequences of substances and effects that directly attack its constitution.
  • Health: The amount of damage a creature can take before dying or being destroyed.
  • Hit Location: This indicates which of the Hit Location tables presented on page 69 you must use when attacking this creature. It also marks the creature's Weak Point with the "❣" icon.
  • Level Scaling: This section lists the changes you must make to the creature's stat block to scale it to your current level.
  • Magical & Physical: Actions marked as "Magical" require a Magic Resistance check to avoid. Actions marked as "Physical" require an opposed combat check.
  • Magic Resistance: When you attack a creature with a magical Ability, they can generally attempt to resist it by succeeding at a Magic Resistance check.
  • Number: Some opponents will come in groups. When this is the case, track their Health, attacks, and other details separately.
  • Loot: This tells you which table to roll on to find out if the creature had something of value. Some creatures will tell you directly what you gain after looting them, instead of pointing you to one of the Loot tables.
  • Trait: Some creatures have unique Traits that can help them during combat.
  • Type: An opponent's type defines which category or family of creatures it belongs to.

Creature Traits

  • Alert: This creature cannot be surprised in any way. This Trait overrides any Ability, equipment, or effect that might allow PCs to always surprise their opponents.
  • Frightening: A Frightening creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 1 Sanity. Only one check per round is necessary, no matter how many Frightening creatures are present in the room.
  • Horrifying: A Horrifying creature requires a successful Resolve check at the start of each of your turns, as long as the creature remains alive or in the same room as you. A failure results in the loss of 2 Sanity. Only one check per round is necessary, no matter how many Horrifying creatures are present in the room.
  • Pack: The creature receives +5 Combat Skill for every other Pack creature still alive in the room.
  • Penetrating (X): This creature's attacks ignore an amount of armor points equal to the X value.
  • Relentless (X): This is a Trait reserved for Overseers, which grants them a number of extra Standard Actions per round equal to the X value.
  • Savage: This is a Trait reserved for Overseers. Characters cannot parry (i.e., use their weapon skill against) the Overseer's attacks; they may only use their Dodge skill to avoid them.
  • Swift: The creature ignores all negative Reaction modifiers.
  • Undead: A creature with this Trait is Immune to Charm, Poison, and Disease, Restored by Necrotic damage, and Vulnerable to Sacred damage.
  • Venomous: When you are wounded by this creature, you must succeed at an Endurance check or receive the Poisoned (1) condition.

Combat Encounters — General

D6Result
1-3Combat Encounters — Table A
4-6Combat Encounters — Table B

Combat Encounters — Table A

D20Creature
1Abyssal Tormentor
2Amalgam
3Artificial Armor
4Astral Beast
5Blade-Wings
6Blood Tracker
7Bone Golem
8Bone Spiders
9Cave Leech
10Carrion Ants
11Death Sage
12Withered Crypt Guards
13Dwerax
14Fang-Vine
15Flayed Knight
16Molten Flesh Ooze
17Giant Spider
18Hive Larvae
19Hive Warrior
20Hollow Stumbler

Combat Encounters — Table B

D20Creature
1Living Moss
2Necropede
3Void Demon
4Plague Bearer
5Pyre-Born
6Ratfolk Raiders
7Razor-Jaw
8Reanimated Homunculus
9Rot Walkers
10Stone Guardian
11Swarmer
12Tomb Crawler
13Shadow Demon
14Unbound Familiar
15Vaelorian Mage
16Vinekeeper
17Voidweaver
18Vorleg
19Spectral Skull
20Wrath Elemental

Abyssal Tormentor

From the darkest depths of the abyssal realms, the Abyssal Tormentor emerges as a sadistic and tormenting entity, a malevolent demon specialized in inflicting excruciating pain upon its victims. Its monstrous form is wrapped in an aura of oppressive darkness. It wields an arsenal of arcane chains that twist and lash like serpents, each link infused with a cursed enchantment designed to bind and torment its prey. In combat, an Abyssal Tormentor unleashes a terrifying chain attack, ensnaring its victims with its spectral bindings, pulling them closer to experience the full force of its power. The chains coil tightly around their bodies, inflicting an agonizing and endless torment that leaves the unfortunate souls broken and withered.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon14030402
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Torso)4060Loot table

Trait: Frightening

Level Scaling: +1 Health/⅃. Past level 5: +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Chain Whip (Physical): The Abyssal Tormentor extends its ethereal chains and makes a deadly attack against a target. On a success, the target takes D6 Piercing damage and must succeed at an Athletics check or be knocked Downed.
3-4Tormenting Bind: The Abyssal Tormentor targets a creature it can see and attempts to wrap its chains around the creature's body. The target must succeed at a Dodge check or be held by the chains, becoming Entangled. At the start of the target's turn, they take D8 Necrotic damage as the chains tighten and torment them.
5-6Abyssal Withering (Magical): The Abyssal Tormentor focuses its malevolent power on a target, who must succeed at an Endurance check or have their vitality drained. On a failure, the target takes D10 Necrotic damage and their maximum Health is reduced by the amount of damage taken. This reduction lasts until the target completes a rest at camp.

Amalgam

Amalgams are undead creatures, formed from the assembly of several corpses bound together by dark magic. Their swollen, deformed body reveals a disturbing combination of rotting flesh. Disjointed limbs and body fragments jut out at unexpected angles, held together by desiccated tendons that seem ready to give way. Their heavy movements are slow but steady, making the ground vibrate under their weight. A strong smell of decay accompanies them, a discreet reminder of their unholy nature.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead12040607
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)4030Loot table

Trait: Frightening, Undead

Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Macabre Strike (Physical): The Amalgam swings one of its massive limbs at a target in a brutal, sweeping motion, dealing D8 Blunt damage.
3-4Necrotic Eruption: The Amalgam's rotting flesh pulses with necrotic energy as it releases a burst of dark power. All creatures in the room must succeed at an Endurance check or take D6 Necrotic damage.
5-6Dismembering Blow (Physical): The Amalgam focuses its assault on a single target, attempting to tear it apart. It makes a melee attack against the target, dealing D10 Slashing damage. If the attack hits, the target must succeed at an Athletics check or be knocked Downed and Entangled as the Amalgam's gnarled appendages ensnare it.

Armor Construct

Armor Constructs are living enchanted armor, imbued with dark arcane power. This massive, golem-like creature is an imposing sight, made of heavy metal plates fitted together to form the appearance of an armored humanoid figure. Its cold, unyielding surface is adorned with intricate runes and seals, glowing with an otherworldly light. With every step, the ground trembles under its weight, and its powerful gauntleted fists can pulverize solid stone with ease. The Vaelorians bound restless spirits to armor to obtain the perfect sentinel, patrolling and hunting down those who dare intrude upon their creator's domain.

TypeNumberVigilanceEnduranceAthleticsHealth
Construct12040607
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest, Head)3030Loot table

Trait: Penetrating (1)

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill, +1 Armor. Past level 10: +D6 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Crushing Fist (Physical): The Armor Construct slams one of its massive fists onto a target with incredible force, dealing D10 Blunt damage.
3-4Arcane Shield: The Armor Construct raises its arms, summoning a shimmering arcane shield that grants it temporary Health equal to half its maximum Health. This temporary Health lasts until the start of the Armor Construct's next turn.
5-6Runic Strike (Physical): The Armor Construct channels its dark arcane energy into a devastating melee attack. It makes a melee attack against a target, dealing D12 Slashing damage. If the attack hits, the target must succeed at a Magic Resistance check or be Paralyzed for 1 round.

Astral Beast

Astral Beasts are colossal creatures that shimmer with iridescent hues, a tapestry of stardust and swirling nebulae visible upon their skin. Their mere presence distorts reality, warping the astral fabric and causing small tears within it. When provoked, the Astral Beast wields unfathomable celestial powers, summoning cosmic storms and unleashing torrents of astral energy upon those who dare defy it.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal, Astral12040606
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)2 (Forequarters)4060Loot table

Trait: Penetrating (1)

Level Scaling: Past level 5: +D6 Health, +2 damage, +10 Combat Skill. Past level 10: +D4 Health, +D4 damage, +10 Magic Resistance.

D6Action
1-2Celestial Surge (Magical): The Astral Beast summons a surge of celestial energy and releases it in a directed blast, dealing D8 Arcane damage on a hit.
3-4Nebulous Shield: The Astral Beast wraps itself in a shimmering nebula, creating a protective barrier. Until the start of its next turn, the Astral Beast becomes Resistant to all damage.
5-6Astral Storm (Magical): The Astral Beast channels its cosmic power and unleashes a storm of astral energy on its surroundings. All creatures in the room must succeed at a Magic Resistance check, taking D10 Arcane damage on a failure, or half damage on a success.

Blade-Wings

Blade-Wings are small bat-like creatures, their thin, sharp wings reflecting the cold light of the moon. Their sleek black fur lets them blend into darkness as they move with speed and agility. They let out a shrill cry as they swoop down on their target, their cutting wings capable of lacerating with precision.

TypeNumberVigilanceEnduranceAthleticsHealth
AnimalD4+17030103
Hit LocationArmorCombat SkillMagic ResistanceLoot
Winged Biped (❣ Head)–2020Resource table

Trait: Swift

Level Scaling: Past level 5: +1 damage, +10 Combat Skill. Past level 10: +D4 damage, +10 Combat Skill, +10 Magic Resistance.

D6Action
1-2Scythe Strike (Physical): The Blade-Wing swoops down on a target, using its razor-sharp wings to lacerate it. It makes a melee attack, dealing D6 Slashing damage on a hit. If the target is wearing light armor or no armor, they are now Bleeding (1).
3-4Shadow Dive: The Blade-Wing vanishes into the shadows, increasing its Combat Skill for any defensive check by 30 until its next turn.
5-6Shrieking Assault: The Blade-Wing lets out a piercing shriek, destabilizing and distracting all creatures. Affected creatures must succeed at an Endurance check or suffer Disadvantage on their next attack roll. Additionally, the Blade-Wing may then make a melee attack against one of the affected creatures, dealing D6 Slashing damage on a hit.

Blood Tracker

Blood Trackers are relentless hunters, driven by a constant thirst. Their pale, alabaster skin contrasts with their long fangs, always ready to pierce flesh. They move with surprising speed, striking without warning. When roused, they chain together violent attacks, drawing strength and regeneration from the wounds they inflict.

TypeNumberVigilanceEnduranceAthleticsHealth
Humanoid16060301
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)2 (Chest)5060Loot table

Trait: Penetrating (1)

Level Scaling: +1 Health/⅃. Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.

D6Action
1-2Bite (Physical): The Blood Tracker lunges at a target, attempting to sink its elongated fangs into their flesh. It makes a melee attack, dealing D6 Piercing damage on a hit. If the attack hits, the target must make an Endurance check or take an additional D4 Necrotic damage as the Blood Tracker's bite saps their vitality.
3Blood Frenzy: The next time the Blood Tracker reduces a creature to 0 Health/Toughness with a melee attack, it may use a Reaction to make another melee attack against a different target within range, gaining Advantage on the attack roll.
4-6Vampiric Drain (Physical): The Blood Tracker targets a creature, biting it and dealing D8 Piercing damage. The Blood Tracker gains temporary Health equal to half the damage dealt.

Pestilent Rats

Covered in worn, mottled fur, Pestilent Rats have piercing red eyes capable of intimidating anyone who meets their gaze. Their presence can quickly cause chaos if left unchecked. It is whispered that these unsettling creatures cluster beneath Veldonia, ready to unleash a wave of suffering upon the world.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal3603053
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)–3020Resource table

Trait: Pack

Level Scaling: —

D6Action
1-2Bite (Physical): The Withered Rat bites you with its needle-sharp teeth, dealing D6 Piercing damage.
3-5Claw (Physical): The Withered Rat claws you, dealing D4+1 Slashing damage.
6Rally: The Withered Rat lets out a shrill cry, rousing all Withered Rats in the room and increasing all damage dealt by 1.

Bone Golem

The Bone Golem is an entity made of bone fragments bound by ancient runes carved into its calcified surface. Its empty eye sockets emit an eerie glow, while its jointed limbs move with astonishing fluidity. Relentless, it displays remarkable strength and resilience, ignoring most attacks with unusual indifference. Advancing with heavy, determined steps, it leaves a trail of ruin behind it, its footsteps echoing at length, a constant reminder of its raw power.

TypeNumberVigilanceEnduranceAthleticsHealth
Construct, Undead13060506
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)2 (Chest)4030Loot table

Trait: Penetrating (1), Undead

Level Scaling: Past level 5: +4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.

D6Action
1-2Crushing Strike (Physical): The Bone Golem raises one of its massive arms and slams it down on a target, dealing D10 Blunt damage on a hit. The target must succeed at an Athletics check or be knocked Downed.
3-4Necrotic Grasp (Magical): The Bone Golem extends its skeletal hand, attempting to drain a target's life force. It deals D8 Necrotic damage on a hit, regaining Health equal to half the damage dealt.
5-6Shredding Blow (Physical): The Bone Golem strikes a target with its sharp bone edges, attempting to tear through armor and flesh. It makes a melee attack, dealing D12 Slashing damage on a hit. If the target is wearing armor, it is reduced by 1 until the end of their next turn due to the Bone Golem's shredding attack.

Bone Spiders

Bone Spiders are animated assemblages of bones from multiple creatures, bound together by occult rites into an eight-limbed arachnid structure. Their fangs, carved from the jaws of ancient predators, ooze a venom that numbs the nerves while causing lingering pain. They move without a sound, climbing walls and ceilings with unsettling ease, appearing where least expected, stalking their prey with cold patience and mechanical precision.

TypeNumberVigilanceEnduranceAthleticsHealth
Construct, Undead33060603
Hit LocationArmorCombat SkillMagic ResistanceLoot
Arachnid (❣ Cephalothorax)1 (Abdomen)3030Resource table

Trait: Undead

Level Scaling: Past level 5: +D4 damage, +1 Armor (all body parts except abdomen). Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Venomous Bite (Physical): The Bone Spider lunges at a target, attempting to sink its razor-sharp fangs into their flesh, dealing D6 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or be Paralyzed for 1 round.
3-4Agile Assault (Physical): The Bone Spider moves rapidly across the battlefield, scaling walls and terrain with supernatural agility and attacking, dealing D4 Slashing damage. If the attack hits, the target must succeed at a Dodge check or be knocked Downed.
5-6Web Bind: The Bone Spider shoots strands of sticky webbing at a target, attempting to restrain it. The target must succeed at a Dodge check or be caught by the webbing, becoming Entangled.

Cave Leech

The segmented, slimy body of the Cave Leech stretches for several meters, its mucus-slick shell aiding its fluid progress through underground tunnels. Around its mouth, a crown of sharp fangs can pierce even the sturdiest protection. If it senses a threat, it withdraws in tense silence, coiled upon itself, then bursts out brutally to ensnare its prey and crush it against itself, all while seeking to shred flesh and bone with its powerful jaws.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal16060405
Hit LocationArmorCombat SkillMagic ResistanceLoot
Serpentoid (❣ Head)1 (whole body)3030Resource table

Trait: Penetrating (1), Alert

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Constricting Grip (Physical): The Cave Leech lunges at a target, attempting to coil its slimy body around it to crush it. It makes a melee attack, dealing D6 Blunt damage on a hit. If the attack hits, the target becomes Entangled. The target takes D6 Blunt damage at the start of each of their turns as long as they remain Entangled.
3-4Razor Bite (Physical): The Cave Leech strikes with its razor-sharp teeth, attempting to pierce the target's flesh. It makes a melee attack, dealing D8 Piercing damage on a hit. If the target is wearing armor, the Cave Leech gains Advantage on the attack roll due to its teeth's ability to gnaw through sturdy protection.
5-6Engulfing Devour (Physical): The Cave Leech targets a creature it has Entangled with its Constricting Grip Ability. It opens its mouth wide and attempts to swallow the creature, dealing 2D10 Acid damage. If no creature was affected by Constricting Grip, the Cave Leech instead deals D10 Piercing damage, healing for half the damage dealt.

Carrion Ants

These monstrous creatures are several times the size of an ordinary ant, their chitinous exoskeleton mottled and decaying. Carrion Ants move with notable speed and coordination, in a relentless quest for fresh corpses to consume. Their large, serrated mandibles are capable of tearing through steel armor, serving as a haunting reminder that even the smallest creatures can pose the grimmest and deadliest threat to the living.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal34060404
Hit LocationArmorCombat SkillMagic ResistanceLoot
Insectoid (❣ Head)1 (whole body)2030Resource table

Trait: Penetrating (1), Pack

Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Chitinous Bite (Physical): The Carrion Ant lunges at a target, its chitinous mandibles snapping shut with incredible force, dealing D6 Piercing damage on a hit.
3-4Acid Spray: The Carrion Ant releases a spray of corrosive acid, affecting all characters in the room. Characters must make a Dodge check or take D6 Acid damage. Additionally, a creature that fails the check has its armor reduced by 1 for D4 rounds, as the acid eats away at its protection.
5-6Putrid Eruption: The Carrion Ant suddenly swells grotesquely, bursting in a spray of noxious gas and necrotic energy. All creatures in the room must succeed at an Endurance check or take D8 Necrotic damage. On a success, they take half damage.

Death Sage

Death Sages were once among the most respected figures in Vaelorian society, mage-priests devoted to Kalatha, goddess of the end. Rooted in forgotten rituals, they transcended their mortal nature, becoming withered beings with skeletal silhouettes, wrapped in once-lavish robes. Their intact minds wield the necrotic arts with rigor: targeted hexes, waves of dead energy, direct draining of vital essence. Each spell further anchors them in a suspended state, keeping them between two worlds, witnesses to a faith turned into power.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead16040205
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–3060Resource table

Trait: Undead, Horrifying

Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Necrotic Bolt (Magical): The Death Sage casts a bolt of necrotic energy at a target, dealing D8 Necrotic damage on a hit. The target must also succeed at an Endurance check or have their maximum Toughness reduced by an amount equal to the damage taken until they complete a rest.
3-4Crippling Curse (Magical): The Death Sage points a bony finger at a target, unleashing a curse that weakens their movements. The target must succeed at an Endurance check or suffer Disadvantage on combat-related checks for D4 rounds.
5-6Life Drain (Magical): The Death Sage targets a creature and attempts to drain its life force. The target must make an Endurance check or take D10 Necrotic damage, and the Death Sage regains Health equal to half the damage dealt.

Withered Crypt Guards

Withered Crypt Guards are skeletal sentinels tasked with guarding the sacred resting place of the ancient Vaelorian nobility. Their skeletal forms are draped in the tattered remnants of armor, once a symbol of valor and protection, now corroded and withered by the passage of time. When intruders dare to enter, the Withered Crypt Guard rises from its slumber, its hollow bones creaking with unnatural animation. With its sword raised, it unleashes relentless attacks on those who seek to defile the sanctity of the crypt.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead26040205
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)4030Loot table

Trait: Undead

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill, +1 Armor (all body parts except chest). Past level 10: +D6 Health, +D6 damage.

D6Action
1-2Rusted Blow (Physical): The Withered Crypt Guard swings its corroded sword at a target, aiming to weaken their armor. It makes a melee attack, dealing D8 Slashing damage on a hit. If the attack hits, the target's armor is reduced by 1 until the end of their next turn as it begins to rust and deteriorate.
3-4Relentless Assault (Physical): The Withered Crypt Guard advances with determined steps, attempting to overwhelm a target with multiple strikes. It makes two melee attacks against the same target, dealing D6 Slashing damage for each hit.
5-6Wrath of the Tomb Keeper (Physical): The Withered Crypt Guard channels its guardian spirit and delivers a powerful blow imbued with unholy energy. It makes a melee attack, dealing D10 Slashing damage. If the attack hits, the target must succeed at a Resolve check or become Frightened of the Withered Crypt Guard until the end of their next turn.

Dwerax

The Dwerax stands as a deformed humanoid, a strange, unbalanced silhouette whose stature surpasses that of a man. Its abnormally long arms hang down to its twisted knees, ending in hands with oversized fingers, curved into hooks capable of crushing a torso in a single motion. Its pale gray skin, dull and porous, absorbs light more than it reflects it, giving its body a troubling, almost unreal presence in the depths of the necropolis. In place of eyes, a large opening takes up half its face — a distended maw lined with irregular, bristling fangs, constantly exposed. This mouth, an organ of perception as much as attack, feels the air, picks up vibrations, and lunges at its target with disarming precision. Every tooth seems to vibrate with a will of its own, sharpened to lacerate without resistance. The Dwerax moves through the darkness with a supple slowness, its footing eerily silent, as though it were gliding rather than walking. It does not hunt: it waits, it listens, it senses — then strikes, never giving its prey time to understand what has found it.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon16060606
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)4030Loot table

Trait: Frightening, Alert

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Magic Resistance.

D6Action
1-2Clawed Grip (Physical): The Dwerax lunges at a target, attempting to trap it in its cruel, claw-like hands. It makes a melee attack, dealing D8 Slashing damage on a hit. If the attack hits, the target is grappled and Entangled by the Dwerax. The target takes D4 Slashing damage at the start of each of their turns while grappled.
3-4Abyssal Bite (Physical): The Dwerax lunges at a target with its gaping maw, attempting to tear through its defenses. It makes a melee attack, dealing D10 Piercing damage on a hit, which ignores all armor.
5-6Seismic Strike: The Dwerax strikes the ground with its massive clawed hands, creating a shockwave that radiates outward. All creatures in the room must succeed at an Acrobatics check or be knocked Downed and take D6 Blunt damage.

Hooked Vine

A Hooked Vine has thick, sinewy roots resembling gnarled tendrils that snake through the ground, seeking the vibrations and scent trails of potential prey. When a living creature unknowingly walks over the Hooked Vine's underground lair, its tendrils burst forth with incredible speed, ensnaring the unfortunate victim with crushing force. Rows of teeth resembling blackened obsidian thorns emerge from the earth, piercing and tearing at its prey, injecting a paralyzing venom that leaves it immobilized. The Hooked Vine then slowly drags its captive underground, where it remains hidden from the outside world, offering a grim hunting ground for the creature's insatiable hunger.

TypeNumberVigilanceEnduranceAthleticsHealth
Plant14040301
Hit LocationArmorCombat SkillMagic ResistanceLoot
Serpentoid (❣ Head)1 (Body)3030Resource table

Trait: —

Level Scaling: +1 Health/⅃. Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.

D6Action
1-2Ensnaring Grip (Physical): The Hooked Vine's tendrils lash out at a target within range, attempting to ensnare it. It makes a melee attack, dealing D6 Blunt damage on a hit. If the attack hits, the target is grappled and Entangled by the Hooked Vine.
3-4Thorned Assault (Physical): The Hooked Vine rapidly thrusts rows of obsidian-like thorns from the ground around a target. The thorns strike the target, dealing D8 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or be Paralyzed for 1 round.
5-6Underground Ambush: The Hooked Vine hides underground, its tendrils spread just beneath the surface. On a creature's turn, the Hooked Vine spends a Reaction to burst from the ground with a surprise attack. The target must succeed at a Dodge check or be Entangled by the Hooked Vine's tendrils. The target takes D6 Blunt damage per round while they remain Entangled.

Flayed Knight

Flayed Knights are the animated remnants of fallen heroes of old, their bodies stripped of flesh, revealing broken and blackened bones. Their silhouette is still covered in the remnants of once-prestigious armor, now stained and disjointed, a mute reflection of a bloody fall. Their bony hand grips a blade worn by time, which they raise without hesitation against any living presence. With every strike, the weapon passes through flesh and bone effortlessly, leaving a trail of icy agony. It is neither justice nor war that drives them, but a residue of ill-contained suffering, a broken will that continues to strike in the name of what they have lost.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead14060508
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)4030Loot table

Trait: Undead

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Spectral Strike (Physical): The Flayed Knight swings its spectral blade at a target, its ethereal form allowing the weapon to pass through armor and resistance. It makes a melee attack, dealing D8 Slashing damage on a hit, which ignores all armor.
3-4Haunting Grasp (Magical): The Flayed Knight extends its ghostly hand toward a target, attempting to drain its life force. It deals D6 Necrotic damage on a hit and regains Health equal to half the damage dealt.
5-6Vengeful Strike (Physical): The Flayed Knight swings its blade in a wide arc, attempting to cut through several targets within range. It makes a melee attack against two creatures, dealing D6 Slashing damage to each target. If either attack hits and reduces a target to 0 Health, the Flayed Knight regains Health equal to half the damage dealt.

Flesh-Eater

Emerging from the bowels of forbidden catacombs, Flesh-Eaters surge forth, misshapen masses of worn, distended flesh. Their waxy skin stretches over gnarled bones, streaked with infected openings that pulse with every movement. A row of irregular teeth remains permanently visible, as though carved into a frozen mask. The air around them grows thick with a sour, stagnant smell, a trace of their presence. They move fast, faster than their bodies would suggest, sliding into blind spots with unsettling ease. Their claws crack stone, tear flesh, and pulverize bone. Every attack is precise, methodical, and continues until nothing more moves. In that silence, they feast on what remains, and resume their prowl through the darkness.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead13030454
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–2510Loot table

Trait: Frightening

Level Scaling: —

D6Action
1-2Rancid Claw (Physical): The Flesh-Eater lacerates a target with its grotesque claws, dealing D6 Slashing damage. The target must succeed at an Endurance check or be afflicted with a festering wound. At the start of each of their turns, the target takes an additional D4 Necrotic damage until they receive magical healing or combat ends.
3-4Grasp: The Flesh-Eater lunges at a target, attempting to engulf it in its rotting embrace. The target must make an opposed Athletics check. On a failure, they are Entangled by the Flesh-Eater, taking D8 Blunt damage at the start of their turn until they break free.
5-6Strike (Physical): The Flesh-Eater rears up on its hind limbs, then slams down with considerable force on a target, dealing D10 Blunt damage.

Molten Flesh Ooze

This ooze is an unstable mass of liquefied flesh and gnawed tissue, its quivering form rippling ceaselessly. Its surface evokes an amalgam of partially dissolved bodies, their distorted features frozen in a rictus of suspended pain. As it crawls, it leaves behind a trail of corrosive fluid mixed with soft bone, soaking the ground with a sterile, acidic residue. The Molten Flesh Ooze feeds on whatever it touches. Its skin burns at close range, its touch consuming flesh and collapsing bone until it becomes a formless sludge. From its folds sometimes seep cries — fragments of voices, muffled moans — remnants of the forms it has absorbed, echoes of a hunger no prey can satisfy.

TypeNumberVigilanceEnduranceAthleticsHealth
Elemental, Undead12060406
Hit LocationArmorCombat SkillMagic ResistanceLoot
––3040Resource table

Trait: Undead

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Corrosive Touch (Physical): The Molten Flesh Ooze extends a pseudopod toward a target, attempting to touch and dissolve its flesh. It makes a melee attack, dealing D6 Acid damage on a hit.
3-4Putrid Eruption: The Molten Flesh Ooze violently bursts, releasing a cloud of noxious vapor and corrosive fluid around it. Creatures caught in the area must succeed at an Endurance check or take D8 Acid damage and have their Combat Skill reduced by -5 until the end of combat.
5-6Devour Essence (Magical): The Molten Flesh Ooze extends a tendril toward a creature, attempting to drain its life force. The target must succeed at an Endurance check or take D8 Necrotic damage and have their maximum Toughness reduced by the same amount until they complete a rest. The Molten Flesh Ooze regains Health equal to the damage dealt.

Giant Spider

Immense, silent, it lurks at the heart of a tangle of taut strands. Its webs, woven with geometric precision, capture far more than bodies: they seem to freeze the gaze itself, as though the patterns possessed a will of their own. Its dark abdomen is covered in dense fur, mottled with red marks resembling old burns. Through the darkness, eight fixed eyes glimmer faintly, arranged like a circle of cold lanterns, recording every movement, every vibration. Beneath its head, two serrated fangs move slowly, glistening with a translucent liquid — a toxic saliva that numbs, then destroys.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal16040405
Hit LocationArmorCombat SkillMagic ResistanceLoot
Arachnid (❣ Cephalothorax)1 (whole body)3030Resource table

Trait: Penetrating (1), Alert

Level Scaling: Past level 5: +4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Venomous Bite (Physical): The Giant Spider lunges at a target, attempting to sink its serrated fangs into their flesh. It makes a melee attack, dealing D8 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or become Poisoned (1).
3-4Web Trap: The Giant Spider shoots sticky webbing at a target, attempting to restrain it. The target must succeed at a Dodge check or be Entangled by the webbing.
5-6Terrifying Gaze (Magical): The Giant Spider fixes its gaze on a target, who must succeed at a Resolve check or be Frightened for 2 rounds.

Hive Larvae

Hive Larvae move as a swirling mass, a pulsating tide of segmented bodies that crawls with sickening precision. About the size of a cat, each is sheathed in a slick, pearlescent carapace, rippling with glowing pulses that seem to emit an inner light, strange and captivating, almost hypnotic. Emerging from the buried tunnels of their lair, they always surge forth in compact swarms, advancing as a single organism, moved by perfect coordination. Their movement is accompanied by a low, continuous rumble that seems to resonate in the chest before it even reaches the ears. You can feel them coming long before you see them. They advance with cold logic, engulfing everything in their path — roots, stone, flesh — as though no distinction matters to them anymore. It is not hunger that drives them, but an instinct for transformation, a silent will to erase the living in order to reshape it according to the Hive's needs.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal12020108
Hit LocationArmorCombat SkillMagic ResistanceLoot
––3030Resource table

Trait: Penetrating (1)

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +20 Combat Skill.

D6Action
1-2Swarm Bite (Physical): The Hive Larvae surge forward as a swarming mass, attempting to bite a target within range. They make a melee attack, dealing D4 Piercing damage on a hit. If the attack hits, the target must succeed at an Endurance check or take D4 continuous Acid damage at the start of each of their turns until they receive magical healing or combat ends.
3-4Luminescent Distraction (Magical): The Hive Larvae emit a blinding burst of luminescence, attempting to disorient nearby creatures. All creatures in the room must succeed at an Endurance check or become Blinded until the end of their next turn as their vision is overwhelmed by the intense light.
5-6Consume Essence (Magical): The Hive Larvae extend their proboscises toward a target, attempting to drain its life force. The target must succeed at an Endurance check or take D6 Necrotic damage and have their maximum Toughness reduced by the same amount until they complete a rest. The Hive Larvae gain temporary Health equal to half the damage dealt.

Hive Warrior

Once the Hive Larvae have devoured everything living in their path, they burrow into the bodies they have emptied, weaving their hatching cocoons within. From these graves are born the Hive Warriors: sleek silhouettes sheathed in an oily black exoskeleton, with precise, mechanical movements evoking ancient automatons rather than living creatures. Their perception is sharp, almost collective, and their instinctive coordination makes them as fast as they are relentless. They patrol the tunnels of their underground domain with a discipline foreign to any compassion, ready to give their lives to defend the queen — a being of titanic scale, whose mere presence weighs upon the air like a curse. Their origins trace back to forgotten ancient Vaelorian rituals, whose magical residue continues to pervert flesh and mind. The Hive Warrior is not a mere evolution: it is the result of an ancient design, repeated tirelessly until it became a natural horror — and a certainty in the depths of Ker Nethalas.

TypeNumberVigilanceEnduranceAthleticsHealth
Humanoid, Animal23030454
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4030Loot table

Trait: —

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +20 Combat Skill.

D6Action
1-2Shredding Blow (Physical): The Hive Warrior lunges at a target, lacerating with its elongated claws. It makes a melee attack, dealing D8 Slashing damage on a hit.
3-4Venomous Spines (Physical): The Hive Warrior launches a volley of venomous spines at a target, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or become Poisoned (1).
5-6Unyielding Charge (Physical): The Hive Warrior charges a target, closing the distance with incredible speed. It makes a melee attack, dealing D10 Blunt damage and knocking the target Downed.

Hollow Marauder

These decaying creatures are the obvious result of Vaelorian experimentation and their endless quest to create new forms of undead. Hollow Marauders have no head, leaving a gaping void where their neck should be; instead, they possess an enormous mouth that opens in their thoracic cavity, an orifice lined with rows of pointed teeth. Their body is a mass of tattered, rotting flesh, capable only of moving with a strange, disjointed gait, their limbs contorting abnormally. The purpose of these creatures is to consume the souls of the living, drawing them into their thoracic mouth to join the restless spirits trapped within their tormented carcass.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead13030456
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Chest)–4050Loot table

Trait: Undead

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Devour Soul (Melee): The Hollow Marauder lunges forward with its gaping thoracic mouth, attempting to swallow a creature. The targeted creature must succeed at an Athletics check or be pulled into the Hollow Marauder's thoracic cavity. The creature immediately takes 2D6 Piercing damage, and D6 Necrotic damage at the start of each of their turns while inside the marauder, until they escape. A creature may escape by using their action to succeed at an Athletics check, or by dealing a total of 3 damage to the Hollow Marauder's thoracic mouth.
3-4Distorted Stagger: The Hollow Marauder's disjointed limbs allow it to move in an unpredictable and unsettling manner, increasing its Combat Skill by 5 for D4 rounds.
5-6Tormented Wail (Magical): The Hollow Marauder lets out a haunting wail that chills the souls of those who hear it. Every creature must make a Resolve check. On a failure, the creature is Frightened for 2 rounds and takes 2D6 Psychic damage.

Living Moss

A sinister mass of rotting plant matter, Living Moss seems to crawl out of a forgotten swamp, its body formed of a tangle of spongy roots, greenish flesh, and fetid saps. With every step, the earth dulls, blades of grass wither, and the life around it fades as if struck by a crawling disease. Its presence reeks of ancient corruption, oozing with a muted hostility. When it feels cornered, it stirs its inner mass and launches animated vines driven by a starving instinct. These tendrils, covered in knots and thorns, coil around their prey, draining their vigor until nothing remains of them but a limp carcass soon absorbed into its shifting shell.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead, Plant13060455
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4060Resource table

Trait: Undead

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +20 Combat Skill.

D6Action
1-2Necrotic Touch (Physical): Living Moss extends a tendril imbued with necrosis, attempting to strike a target and dealing D6 Necrotic damage on a hit.
3-4Ensnaring Vines (Magical): Living Moss summons thorny, writhing vines from the ground to ensnare a target. The target must succeed at a Dodge check or be Entangled by the vines.
5-6End of Life (Magical): Living Moss extends a mass of tendrils toward a creature, forcing them to make an Endurance check or take D6 Necrotic damage that directly targets their Health, ignoring any remaining Toughness.

Necropede

This composite entity, an amalgam of an insect body and a defiled carcass, crawls with methodical slowness and an unsettling silence. Its chitinous appendages, bristling with black growths, manipulate its surroundings with morbid precision, while a segmented stinger pulses with a funerary magic that infects everything it pierces. Those it touches do not always die: they rise again, emptied of will, conscripted into the service of a design that is not their own. Its presence need not be seen to be feared — the air thickens, space contracts, and an invisible tension grips the nerves even before its silhouette appears. Some claim it was spawned by a thaumaturge driven mad, who sought to knead life and death into a single creature. Whatever the truth, the Necropede answers to no one anymore — it advances, inexorable, toward everything that breathes.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal, Undead14030258
Hit LocationArmorCombat SkillMagic ResistanceLoot
Serpentoid (❣ Head)1 (Head)3040Resource table

Trait: Venomous, Undead

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Bone Strike (Physical): The Necropede slams its skeletal carcass against a target, dealing D6 Blunt damage.
3-4Soul Drain (Magical): The Necropede emits a dark aura, attempting to drain a target's life force. The target must succeed at an Endurance check or take D6 Necrotic damage, and the Necropede gains temporary Health equal to the damage dealt, up to a maximum of +8 Health total.
5-6Spinal Whip: The Necropede strikes with its inhuman vertebral tail, targeting all creatures in the room. Each target must make a Dodge check. Those who fail take D8 Piercing damage and are knocked Downed. On a success, they take half damage and are not knocked Downed.

Infernal Fiend

Standing barely a meter off the ground on cloven hooves, its sinewy body, black as obsidian, flickers with a sinister ethereal glow. Two curved horns emerge from its skull, menacing, while its blazing eyes glow crimson, an echo of its unquenchable thirst for chaos and pain. From its back sprout sharp, tattered wings that carry it effortlessly through the darkness, allowing it to strike with blinding speed before melting back into the shadows. Although classified among the lesser demons, Infernal Fiends are enemies not to be underestimated: they wield infernal arcana with cruel skill, capable of summoning unholy flames and weaving tendrils of corrupted magic to trap and torment their prey.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon14030405
Hit LocationArmorCombat SkillMagic ResistanceLoot
Winged Biped (❣ Head)1 (Head)3060Loot table

Trait: Frightening

Level Scaling: Past level 5: +D4 Health, +D4 damage, +20 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1-2Infernal Claw (Physical): The Infernal Fiend lacerates a target with its sharp, obsidian-black claws. It makes a melee attack, dealing D6 Slashing damage on a hit. Additionally, the target must succeed at a Magic Resistance check or be affected by the Fiend's Infernal Mark for D4 rounds. The Fiend's attacks deal an additional D4 Fire damage to creatures bearing the Infernal Mark.
3-4Occult Flames (Magical): The Infernal Fiend conjures occult flames that streak toward a target, dealing D8 Fire damage on a hit. Additionally, the target must succeed at an Endurance check or receive the Burning condition.
5-6Corrupting Bind (Magical): The Infernal Fiend weaves tendrils of corrupted magic that ensnare a target, who must succeed at an Athletics check or be Entangled by the tendrils.

Plague Bearer

This nightmarish monster spreads disease and decay everywhere it lurks. Its vile form is an absurd amalgam of rotting flesh and oozing pustules, exuding a noxious stench that permeates the air. Swarms of sickly insects writhe and buzz around its wretched body, drawn to the disease emanating from it. Its sharp, jagged claws are coated in a toxic venom capable of corroding flesh on contact. It can also unleash a cloud of virulent plague, wrapping its enemies in a sickening miasma that withers and consumes everything it touches.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead, Elemental12070408
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Head)4030Loot table

Trait: Frightening, Undead, Venomous

Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Corrosive Claws (Physical): The Plague Bearer lacerates a target with its sharp, venom-coated claws. It makes a melee attack, dealing D6 Slashing damage on a hit.
3-4Virulent Cloud (Magical): The Plague Bearer releases a cloud of virulent plague that spreads through the room. Creatures caught in the cloud must succeed at an Endurance check or take D8 Poison damage and suffer Disadvantage on attack rolls and skill checks for D4 rounds as they are afflicted by the debilitating disease.
5-6Morbid Spit (Magical): The Plague Bearer regurgitates a vile spray of sickly matter that deals D8 Necrotic damage and reduces the target's Health, ignoring Toughness.

Pyre-Born

The Pyre-Born rises like a blazing fire elemental, its form an ever-shifting dance of flames emitting a fierce glow. With smoking eyes and unearthly grace, it leaves behind a trail of scorching devastation. Summoned by ancient rituals from the plane of fire, these creatures were commonly used as guardians by the ancient Vaelorians. Unleashing torrents of fire, it engulfs its enemies in devouring flames and searing storms, guaranteeing nothing but complete destruction.

TypeNumberVigilanceEnduranceAthleticsHealth
Elemental14040204
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4030Loot table

Trait: Restored by Fire damage, Vulnerable to Water damage

Level Scaling: Past level 5: +5 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Ember Strike (Magical): The Pyre-Born extends a tendril of flame toward a target, dealing D6 Fire damage on a hit. Additionally, the target must succeed at a Dodge check to avoid receiving the Burning condition.
3-4Infernal Blast: The Pyre-Born bursts into a spray of intense flames, forcing all creatures to succeed at a Dodge check or take D8 Fire damage. On a failure, they also receive the Burning condition.
5-6Firestorm (Magical): The Pyre-Born summons a firestorm. All creatures in the area must succeed at a Dodge check, taking D10 Fire damage and receiving the Burning condition on a failure.

Ratfolk Raiders

In the forgotten tunnels and hidden alleys of the world, Ratfolk prowl, a frightful vision of humanoid rat-creatures embodying both cunning and savagery. Standing in a hunched posture, these dreadful beasts sport a coarse, mottled fur covering their sinewy, muscular frames. Their sharp claws and yellowed fangs are still stained with the blood of their victims. In their eyes gleams a troubled intelligence, a reflection of instinctive malice and an endless thirst for domination. Clad in rags torn from corpses or stolen from battlefields, they display fragments of armor and grim trophies looted from their opponents, brandished as macabre warnings to those who would dare resist them. Although they occupy the lowest rank in Verrixian society's warrior hierarchy, these marauders compensate for their low status with fearsome expertise in the art of guerrilla warfare and ambush. They strike with brutal speed, bursting from the shadows only to vanish again at once, leaving behind nothing but a trail of panic and destruction. First to appear during the wildest raids, Ratfolk Raiders sweep through settlements without mercy, plundering everything in their path, leaving no corner of civilization safe from their voracity.

TypeNumberVigilanceEnduranceAthleticsHealth
Humanoid38030403
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Head)4030Loot table

Trait: —

Level Scaling: Past level 5: +D6 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +20 Combat Skill.

D6Action
1-2Claw Strike (Physical): The Ratfolk Raider lunges forward, lacerating a target with its razor-sharp claws, dealing D6 Slashing damage on a hit.
3-4Dirty Trick: The Ratfolk Raider uses its cunning to throw dirt, debris, or an improvised weapon into a target's eyes, who must succeed at a Dodge check or become Blinded until the end of their next turn as they struggle to clear their vision.
5-6Alarm: The Ratfolk Raider pulls out a strange horn, preparing to sound the alarm. You may attempt to interrupt the call by succeeding at a Larceny check. A failure means the Raider has sounded the alarm, triggering a Tension Die check.

Razor-Jaw

The fearsome Razor-Jaw has scaly black skin that grants it natural camouflage in the depths of the necropolis. Its limbs are thick and muscular, allowing it to cross rugged terrain with agility and speed, while its sharp claws can tear through obstacles and even the sturdiest opponents with ease. Its most terrifying feature, however, lies in its massive maw — a set of gleaming, serrated teeth resembling interlocking deadly blades, from which it takes its name. Its bite is said to tear through flesh and bone like paper, and its primal reptilian eyes gleam with ancient intelligence and predatory instinct, making it a relentless and cunning hunter.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal17050606
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)1 (Forequarters)4030Loot table

Trait: Penetrating (2)

Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except forequarters). Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Ferocious Bite (Physical): The Razor-Jaw lunges at a target with its massive maw, attempting to bite with its deadly teeth, dealing D8 Piercing damage on a hit.
3-4Claw Strike (Physical): The Razor-Jaw strikes a target with its razor-sharp claws. It makes a melee attack, dealing D6 Slashing damage on a hit. Additionally, the target must succeed at a Dodge check or suffer continuous Bleeding (1) damage.
5-6Savage Pounce: The Razor-Jaw pounces at a target, attempting to knock it to the ground. The target must succeed at an Athletics check or be knocked Downed. If the target is knocked Downed, the Razor-Jaw immediately follows up with a free bite attack, dealing D6 Piercing damage on a hit.

Reanimated Homunculus

These creatures are a twisted amalgam of necromantic art and dark alchemy, the most sacred arts of Vaelorian society. Their body, made of crudely stitched-together limbs and patchwork flesh, gives them a monstrous appearance. Reanimated Homunculi are highly unstable, their essence making them unpredictable and potentially explosive. In combat, they don't really pose a serious threat, due to their slow and clumsy movements. It is only when they appear to freeze in place that fleeing becomes the wise choice, as an explosion of flesh is certain to follow, annihilating both the Homunculus and anyone nearby.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead, Construct14050206
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)2060Loot table

Trait: Undead

Level Scaling: Past level 5: +3 Health, +D4 damage, +1 Armor (all body parts except chest). Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Strike (Physical): The Reanimated Homunculus staggers forward, attempting to strike a target with its stitched-together limbs. It makes a melee attack, dealing D4 Blunt damage on a hit.
3-4Necrotic Aura: The Reanimated Homunculus emits an unstable necrotic aura around itself. Creatures within the aura must succeed at an Endurance check or take D6 Necrotic damage at the start of each of their turns. The aura lasts 2 rounds or until the Reanimated Homunculus is destroyed.
5-6Unstable Detonation (Magical): The Reanimated Homunculus suddenly freezes in place, its necrotic essence becoming increasingly volatile. At the start of its next turn, the Reanimated Homunculus explodes in a burst of necrotic energy. All creatures in the room must succeed at a Dodge check or take 2D10 Necrotic damage, half on a success. The Reanimated Homunculus is destroyed in the process.

Rot Walkers

The wretched form of a Rot Walker is that of a once-human creature, now consumed by the relentless progression of decay. Its pallid, parchment-like skin hangs loosely from its skeletal carcass, exposing festering wounds and bone in a macabre display of inevitable mortality. The Rot Walker's eyes, hollow and devoid of life, track the living with a ravenous hunger. This wretched being lurches forward with a haunting gait, its limbs twisted and disjointed, making every step a strange cadence of suffering. The stench of death and decay precedes its arrival, warning the unfortunate of its relentless pursuit. Its moans and guttural growls echo through the silent night, a mournful dirge that chills the hearts of those who hear it.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead32030204
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–3040Loot table

Trait: Undead, Frightening

Level Scaling: Past level 5: +3 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Hooked Claw (Physical): The Rot Walker extends its decomposed arm, attempting to grip a target with its skeletal hand, dealing D4 Necrotic damage on a success. Additionally, the target must succeed at a Dodge check or become Entangled.
3-4Festering Aura: The Rot Walker emits a fetid aura of decay around itself. Creatures within the aura must succeed at an Endurance check or take D6 Necrotic damage at the start of each of their turns. The aura lasts 2 rounds or until the Rot Walker is destroyed.
5-6Deadly Embrace: The Rot Walker lunges at a target, attempting to pull it into a macabre embrace. The target must succeed at an Athletics check or be grappled, becoming Entangled. While grappled, the target takes continuous D4 Necrotic damage at the start of each of their turns until they break free or the Rot Walker is destroyed.

Skeletal Horrors

Remnants of fallen warriors cursed to wander eternally, these skeletal monsters are wrapped in the tattered remains of armor. Their once-proud bones are blackened and charred by fires from beyond. With empty eye sockets emanating an otherworldly glow, they wield spectral weapons with savage dexterity, instilling dread in the heart of anyone who dares cross their path. Driven by a thirst for vengeance, Skeletal Horrors relentlessly hunt those who violate their cursed domain, their haunting moans echoing through the night, a nagging reminder of the tragic fate that was theirs.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead22020253
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)3020Loot table

Trait: Undead, Frightening

Level Scaling: —

D6Action
1-2Cursed Strike (Physical): The Skeletal Horror swings its weapon with an eerie precision, dealing D8 Slashing damage.
3-4Ethereal Grasp (Magical): The Skeletal Horror extends its hand, attempting to touch a target's life essence. The target must make an Endurance check. On a failure, they take D6 Necrotic damage, and the Skeletal Horror regains Health equal to half the damage dealt (rounded up). On a success, the target takes half the damage (rounded up), and the Skeletal Horror gains no Health.
5Haunting Wail (Magical): The Skeletal Horror lets out a haunting wail that resonates through the air. All creatures must succeed at a Resolve check to avoid being Stunned for 1 round.
6Vengeful Assault (Physical): The Skeletal Horror charges forward with relentless determination, targeting a creature. It makes a melee attack against the target, dealing D10 Piercing damage on a hit. If the attack hits, the Skeletal Horror immediately uses its Ethereal Grasp Ability as a Free Action.

Stone Guardian

Stone Guardians are the most common type of elemental found in Ker Nethalas. Resembling a humanoid form, it exudes an aura of primordial power and ancient knowledge. Yet despite its solemn demeanor, the Stone Guardian is a merciless defender. When roused to protect its domain, it wields considerable force, unleashing a seismic wave upon all intruders that forces them to keep moving, invoking landslides with a simple gesture and summoning stalagmites from the ground to impale its enemies.

TypeNumberVigilanceEnduranceAthleticsHealth
Elemental13060806
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4030Loot table

Trait: Restored by Earth damage, Vulnerable to Air damage

Level Scaling: Past level 5: +5 Health, +D4 damage. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Stone Spike (Magical): The Stone Guardian raises its arm, causing a spike of stone to erupt from the ground beneath a target, dealing D8 Earth damage. The target must also succeed at a Dodge check or be Entangled, impaled on the spike.
3-4Trembling Strike: The Stone Guardian delivers a powerful kick, sending shockwaves through the ground. All creatures in the room must succeed at an Acrobatics check or take D6 Blunt damage and be knocked Downed.
5-6Landslide (Magical): The Stone Guardian raises its arms, causing the earth to shift and deform. All creatures in the room must succeed at an Athletics check or be knocked Downed and take D8 Blunt damage.

Swarmer

A nightmarish amalgam born from the union of thousands of small creatures, a grotesque mass of shrieking insects, writhing worms, and twisting serpents, all fused into a single monstrous swarm. They attack with frenzy, unleashing a deluge of venomous bites, stings, and corrosive secretions upon their prey. Their mobile, ever-shifting form allows them to attack from multiple angles and surprise even the most prepared enemies.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal, Construct15040306
Hit LocationArmorCombat SkillMagic ResistanceLoot
––3030Resource table

Trait: Penetrating (1), Venomous

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +20 Combat Skill.

D6Action
1-2Venomous Bite (Physical): The Swarmer lunges forward, attempting to bite a target with its multitude of stingers and fangs. It makes a melee attack, dealing D4 Poison damage on a hit.
3-4Acid Spray (Magical): The Swarmer releases a spray of corrosive acid in front of it. Creatures in the cone must succeed at a Dodge check or take D6 Acid damage and have their armor reduced by 1 until they can repair it at camp.
5-6Swarm Assault: The Swarmer engulfs a target within its monstrous swarm, attacking from multiple angles and dealing D8 Piercing damage. The target must succeed at an Endurance check or become Blinded until their next turn as the swarm obscures their vision.

Tomb Crawler

Deep within the underground catacombs, the Tomb Crawler slithers like a giant, unsettling, nightmarish centipede, a horror that hunts down reckless intruders who venture into its domain. This monstrous arthropod sports a segmented exoskeleton adorned with an array of jagged spines and bony protrusions, granting it both protection and a singular appearance. Its many legs writhe in an unsettling symphony of motion, propelling it forward with unnatural speed and agility as it navigates labyrinthine tunnels with deceptive ease. The Tomb Crawler's elongated body stretches over great lengths, making it a formidable opponent capable of striking from unexpected angles. Its coloring is a blend of earthy tones, allowing it to blend perfectly into darkness, letting it approach its unfortunate prey. The creature's fanged mandibles secrete a paralyzing venom, quickly subduing its victims, whom it then carries off to its hidden lair for a slow and terrifying consumption.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal16040258
Hit LocationArmorCombat SkillMagic ResistanceLoot
Serpentoid (❣ Head)2 (Body)3030Resource table

Trait: Venomous

Level Scaling: Past level 5: +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Spined Strike (Physical): The Tomb Crawler rears its segmented body and strikes with its jagged spines, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or suffer -10 to their next attack action.
3-4Paralyzing Bite (Physical): The Tomb Crawler lunges forward, attempting to bite a target with its venomous fangs. It makes a melee attack, dealing D6 Piercing damage on a hit. Additionally, the target must succeed at an Endurance check or be Paralyzed for 1 round as the venom takes effect.
5-6Laceration (Physical): The Tomb Crawler strikes, dealing D8 Slashing damage. The target is now Bleeding (1).

Shadow Fiend

This sinister creature lacks any perceptible form, its essence entirely made of swirling, sooty shadows that seem to pulse tirelessly. Its presence darkens even the light around it, casting an aura of darkness that instills primal fear in all who behold it. The Shadow Fiend glides effortlessly through the air, silently stalking its victims, leaving no trace of its passage save for a haunting cold that permeates its surroundings. In moments of aggression, it materializes jagged obsidian claws, capable of tearing through both flesh and soul with a single touch.

TypeNumberVigilanceEnduranceAthleticsHealth
Astral15040256
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4040Loot table

Trait: Frightening, Resistant to all non-magical physical damage

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Magic Resistance.

D6Action
1-2Shadow Claw (Physical): The Shadow Fiend materializes its jagged obsidian claws and lacerates a target, dealing D6 Slashing damage on a hit.
3-4Dark Pulse (Magical): The Shadow Fiend releases a pulse of shadowy energy. Creatures in the room take D8 Necrotic damage and must succeed at an Endurance check or have their vision obscured by darkness, causing them Disadvantage on attack rolls for 1 round.
5-6Evasive Shadows: The Shadow Fiend merges with the shadows, becoming incorporeal and difficult to target. Until the start of its next turn, attacks against the Shadow Fiend have Disadvantage.

Unbound Familiar

Once bound to a sorcerer's will, these extraordinary entities possess an ethereal, shimmering form, translucent like a will-o'-the-wisp, and adorned with faint arcane markings that trace the remnants of their past servitude. Although no longer bound to a master, all Unbound Familiars retain an aura of magical power, suggesting the knowledge they once acquired during their time of service. They wander the many arcane laboratories found in Ker Nethalas, consumed by rage and hatred toward all physical beings, making them terrible opponents to encounter.

TypeNumberVigilanceEnduranceAthleticsHealth
Astral16040204
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–3040Loot table

Trait: Resistant to all non-magical physical damage

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Magic Resistance.

D6Action
1-2Arcane Blast (Magical): The Unbound Familiar channels its residual arcane energy into a focused blast, dealing D6 Arcane damage on a hit.
3-4Ethereal Grasp (Magical): The Unbound Familiar extends its incorporeal form to touch a target. The target must succeed at an Endurance check or become Blinded for 1 round.
5-6Arcane Backlash (Magical): The next time the Unbound Familiar is attacked, it may trigger a magical backlash as a Reaction. The attacking creature must succeed at a Resolve check or take D6 Arcane damage and have their next magical Ability have a 50% chance of failing as the backlash disrupts their concentration.

Vaelorian Mage

Clad in tattered robes that once bore intricate patterns and symbols from a bygone era, these undead spellcasters wield an aura of ancient knowledge. Their empty eye sockets, once bright with intellect and ambition, now glow with a strange light that hints at the darkness coursing through their soul. Vaelorian Mages command the forces of death and decay, summoning spectral apparitions and conjuring occult energies from the very realms of oblivion. Their skeletal hands, often the only thing visible beneath their robes, bear the mark of countless rituals and forbidden spells, remnants of a life devoted to unlocking the secrets of forbidden knowledge.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead14040208
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)3060Loot table

Trait: Undead

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Death Bolt (Magical): The Vaelorian Mage conjures a bolt of necrotic energy and hurls it at a target, dealing D8 Necrotic damage on a hit.
3-4Summon Apparition (Magical): The Vaelorian Mage channels its dark powers to summon a spectral apparition. All characters must make a Resolve check or become Frightened for D4 rounds.
5-6Occult Weakening (Magical): The Vaelorian Mage targets a creature and attempts to weaken its magical and physical capabilities. The target suffers Disadvantage on their next attack roll or skill check as their vitality is drained by the Mage's curse.

Vinekeeper

It is not entirely clear what Vinekeepers, a plant-like humanoid species, are doing in Ker Nethalas. Their forms are a tangle of writhing vines and thorny brambles that somehow form the outline of a humanoid shape. Vinekeepers wield mystical powers, capable of manipulating corrupted flora to ensnare and trap their prey. They can summon tendrils and thorns to tear at their enemies, but they seem to prefer direct physical combat. Many attempts at communication with them have been made, but unfortunately, they seem interested only in violence.

TypeNumberVigilanceEnduranceAthleticsHealth
Plant, Humanoid14040305
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)3030Loot table

Trait: —

Level Scaling: Past level 5: +D4 Health, +D4 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Magic Resistance.

D6Action
1-2Thorny Whip (Physical): The Vinekeeper extends its arm, summoning sharp thorny vines to strike a target, dealing D6 Piercing damage on a hit.
3-4Ensnaring Roots (Magical): The Vinekeeper summons twisted roots from the ground to ensnare all creatures in the room. Each creature in that area must succeed at a Dodge check (Endurance for servants) or become Entangled.
5-6Brutal Strike (Physical): The Vinekeeper charges a target, dealing D8 Blunt damage on a hit. Additionally, the target must succeed at an Athletics check or be knocked Downed as the Vinekeeper's raw strength overwhelms them.

Voidweaver

Brought to the material plane following a ritual summoning, Voidweavers are creatures in harmony with chaotic forces, wielding astral magic in combat. Their form is a shifting veil of swirling shadows and cosmic dust, a hypnotic display of cosmic energy mastered by their will. When provoked, they can warp the fabric of reality and tear into their enemies with powerful void beams.

TypeNumberVigilanceEnduranceAthleticsHealth
Astral14020203
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–3050Loot table

Trait: Resistant to all non-magical physical damage

Level Scaling: Past level 5: +2 Health, +D4 damage, +10 Combat Skill. Past level 10: +2 Health, +D6 damage, +10 Magic Resistance.

D6Action
1-2Void Beam (Magical): The Voidweaver channels the power of the void through its form, firing a beam of dark energy that deals D10 Arcane damage on a hit.
3-4Cosmic Distortion (Magical): The Voidweaver manipulates the fabric of reality, creating a zone of cosmic distortion. Creatures in the room suffer Disadvantage on attack rolls and Dodge checks, as the unpredictable energies of the void disrupt their movements and perception. The zone lasts 2 rounds.
5-6Void Nova (Magical): The Voidweaver taps into the chaotic power of the void within itself, causing a violent burst of energy. All creatures in the room take D8 Arcane damage. Additionally, creatures who fail an Athletics check are thrown to their knees, becoming Downed.

Vorleg

The reptilian form of the Vorleg is sleek and well-suited to its dark, damp habitat, its scales gleaming with an oily sheen that reflects the pale moonlight. The Vorleg's beady eyes gleam with intelligence, and its sharp fangs are always ready to deliver a venomous bite. What is truly dangerous about Vorlegs, however, are the many tentacles covering their back, which they can use to strike with precision and ensnare their prey in a vise-like grip. The tentacles secrete a paralyzing toxin, rendering victims helpless as the creature closes in to finish off its prey. The Vorleg is a master of ambush, striking from the shadows and dragging its prey into darkness.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal16040405
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)1 (all body parts)3030Loot table

Trait: Penetrating (1), Alert, Venomous

Level Scaling: Past level 5: +5 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Venomous Bite (Physical): The Vorleg lunges forward, attempting to sink its sharp fangs into a target, dealing D6 Piercing damage on a hit.
3-4Ensnaring Tentacles (Physical): The Vorleg unfurls its tentacles and strikes a target, dealing D6 Blunt damage on a hit. Additionally, if the attack hits, the target must succeed at an Athletics check or be gripped by the Vorleg's tentacles, becoming Entangled.
5-6Paralyzing Grip: The Vorleg's tentacles tighten around a creature it has gripped. The target must succeed at an Endurance check or take 2D10 Blunt damage. If no target has been gripped by the Vorleg's tentacles, this Ability instead Entangles the target.

Spectral Skull

These fragile yet terrifying entities float through the air, defying the laws of gravity, bound to the mortal realm only by dark magic. Their disembodied presence is a chilling reminder of their unholy origins, as they seek to feed on the life force of the living to sustain their spectral existence. As they move, a strange murmur resonates through the air, a haunting symphony that sows fear in all who hear it. Legends speak of fallen Vaelorian necromancers, executed for their ambition and condemned to serve as guards in the endless halls of the necropolis.

TypeNumberVigilanceEnduranceAthleticsHealth
Undead, Astral16020105
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–3050Loot table

Trait: Undead, Frightening

Level Scaling: Past level 5: +5 Health, +D4 damage, +10 Combat Skill. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Soul Drain (Magical): The Spectral Skull targets a creature and attempts to drain its life force. The target takes D6 Necrotic damage and the Spectral Skull gains temporary Health equal to half the damage dealt.
3-4Ethereal Fade: The Spectral Skull briefly fades into the ethereal plane, becoming incorporeal until its next turn. In this state, it becomes Immune to non-magical damage and effects.
5-6Wail of Torment (Magical): The Spectral Skull lets out a blood-curdling wail that resonates through the air, sowing terror in the hearts of its enemies. Every creature must succeed at a Resolve check or become Frightened for 2 rounds.

Wrath Elemental

Deep within the planar maelstrom, where the boundaries of the elemental and demonic realms converge, the Wrath Elemental emerges as a nightmarish and fearsome creature, a terrifying fusion of elemental fury and infernal malice. Its form is an ever-shifting storm of swirling winds, raging fire, surging water, and crackling lightning, each element locked in eternal conflict within its monstrous carcass. The Wrath Elemental's eyes are blazing crimson orbs, reflecting the sinister power coursing through its being. This formidable creature wields both the destructive power of the elements and the corrupting influence of demonic power. When provoked, the Wrath Elemental unleashes a devastating assault of elemental wrath, summoning firestorms, torrents of water, and lightning to annihilate its opponents. Its demonic nature grants it an innate resilience against injury, allowing it to withstand attacks that would fell other beings.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon, Elemental13050407
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (Chest)4040Loot table

Trait: Swift

Level Scaling: Past level 5: +3 Health, +D4 damage, +10 Magic Resistance. Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1-2Elemental Fury (Magical): The Wrath Elemental channels its inner turmoil of elements, choosing one to unleash upon its enemies. Roll D6: it may create either a cone of fire (1-2), a line of lightning (3-4), or a river of surging water (5-6). Every creature in the room takes D8 damage of the chosen elemental type.
3-4Infernal Resilience: The Wrath Elemental taps into its demonic nature, gaining temporary Health equal to half its current Health. The Wrath Elemental cannot have more than 14 Health this way.
5-6Chaotic Eruption (Magical): The Wrath Elemental releases a burst of unstable energy, causing a chaotic disturbance in the surrounding area. Every creature in the room is Blinded for 1 round and knocked Downed.

Overseers

Every Domain of Ker Nethalas is ruled by a powerful monstrosity called an Overseer. These creatures have carved out their own small kingdoms within the necropolis, spreading their influence there. An influence so strong that it alters the other inhabitants of their domain. Although the wisest course would be to avoid fighting them, killing them presents a number of benefits. For one, their influence over the rest of the Domain's creatures would disappear, making them much less powerful. Overseers are also great sources of magic items and experience points, so it is worth the effort.

As described on page 86, when you first enter a new Domain, you must determine which Overseer rules over it.

These are dangerous opponents who attack multiple times per turn thanks to their Relentless Trait. If there are several targets, they will try to spread their attacks around, instead of focusing on a single one.

Overseers

D10Overseer
1Infernal Tormentor
2Zephyr Shade
3Carnage Devourer
4Siren of the Venomous Cloud
5Frostdelver
6Gorehoof
7Veilshifter
8Infernal Archon
9Pyroclastic Possessor
10Lord of Dread

Infernal Tormentor

The Infernal Tormentor, a malevolent entity of unleashed flame and incandescent fury, embodies the demonic infernal planes. With shifting forms reflecting the intensity of its inner fire, this Overseer scorches the battlefield with fire-based assaults, conjuring molten projectiles that rain down upon enemies. Its unbridled fury lets it unleash devastating melee strikes that split armor and courage with equal ease.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon170506015
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)60501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Frightening, Relentless (1), Swift

Level Scaling: Past level 5: +D6 damage, +1 Armor (all body parts). Past level 10: +D6 damage, +10 Combat Skill.

D6Action
1Infernal Rain (Magical): The Infernal Tormentor conjures a storm of molten projectiles that rain down on all characters. Every creature in the room must make a Dodge check, taking 2D10 Infernal damage on a failure, or half on a success.
2Burning Grasp (Physical): The Infernal Tormentor extends its flaming claws, making a melee attack that deals D8 Infernal damage. The target must succeed at an Athletics check or be gripped and Entangled by the Tormentor's burning grasp. The target takes D6 Fire damage at the start of their turns while gripped.
3Infernal Shapeshift: The Infernal Tormentor changes form, becoming Immune to Fire damage and Resistant to Blunt, Piercing, and Slashing damage for 2 rounds.
4Blazing Eruption (Magical): The Infernal Tormentor releases a burst of intense flames, creating a cone of burning fire in front of it. Every creature in the area must make a Dodge check, taking 3D6 Fire damage on a failure, or half on a success.
5Infernal Wrath (Physical): The Infernal Tormentor channels its rage into a devastating attack. On a hit, the target takes 2D10 Infernal damage and is knocked Downed.
6Infernal Blaze Nova (Magical): The Infernal Tormentor unleashes a nova of infernal blaze. All creatures must make a Dodge check, taking D8 Fire damage and D8 Infernal damage on a failure, or half on a success.

Zephyr Shade

Zephyr Shade is an enigmatic force woven from the very threads of lightning and shadow, reigning as an ethereal storm within the halls of Ker Nethalas. With every movement resembling a dance of charged particles, this Overseer sends bolts of crackling electric fury through the air, casting curses that wrap its victims in disorienting darkness. Its grip over atmospheric energies lets it hurl lightning-charged projectiles that weave a complex web of chaos across the battlefield. Facing Zephyr Shade demands not only mastery of weapons, but also deciphering its evasive, thunderous tactics that echo through the ruins of the necropolis.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon, Elemental170506010
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–50501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Penetrating (2), Savage, Relentless (1), Swift

Level Scaling: Past level 5: +D10 damage. Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.

D6Action
1Lightning Barrage (Magical): Zephyr Shade calls upon the power of lightning to unleash a barrage of electrifying bolts. Every creature in the room must make a Dodge check, taking 2D8 Air damage on a failure, or half on a success.
2Cloak of Shadow: Zephyr Shade melts into the shadows, becoming nearly invisible until the start of its next turn. Attacks made against it suffer Disadvantage, and it gains resistance to all damage except Arcane damage.
3Storm Stride: Zephyr Shade moves with the speed of a storm, receiving +2 Standard Actions this turn. This can only happen once per round; any other roll of Storm Stride during the same round simply adds +1 damage to all of Zephyr Shade's attacks.
4Disruptive Curse (Magical): Zephyr Shade casts a disruptive curse on a target in the room. The target must succeed at a Magic Resistance check or become wrapped in disorienting darkness. On their next attack roll, they roll with Disadvantage.
5Tempestuous Assault (Physical): Zephyr Shade charges with an electrified impulse, making a melee attack against a target that deals D10+2 Air damage on a hit.
6Wave of Forceful Wind (Magical): Zephyr Shade channels the winds and lightning into a devastating wave. Every creature in the room must make a Dodge check, taking 3D6 Air damage on a failure, or half on a success.

Carnage Devourer

The Carnage Devourer, a relentless embodiment of chaos and destruction, charges forward like a colossal behemoth, a living personification of pure carnage. Its thunderous charge is like the herald of doom, leaving a trail of devastation and torn earth, while its monstrous cleaver tears through armor and courage with equal ease. Amid the chaos, it leaves a trail of roaring flames that consume everything in their path, testament to its voracious appetite for annihilation.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon140608015
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)1 (all body parts)60301 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Penetrating (2), Savage, Relentless (1)

Level Scaling: Past level 5: +D10+2 damage. Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.

D6Action
1Furious Charge: The Carnage Devourer charges forward in a straight line, trampling everything in its path. Every creature engaged with it in combat must make a Dodge check or take 2D10 Blunt damage and be knocked Downed.
2Blood-Soaked Cleaver Strike (Physical): The Carnage Devourer swings its enormous cleaver in a wide arc, targeting all creatures in the room and dealing D8 Slashing damage. Targets hit by this attack must also succeed at an Endurance check or receive the Burning condition.
3Seismic Strike: The Carnage Devourer strikes the ground with enormous force, creating a shockwave of scattered earth. All creatures must make an Acrobatics check or be knocked Downed and take D8 Blunt damage.
4Unbridled Rage: The Carnage Devourer's fury intensifies, granting it Advantage on all attack rolls and increasing its damage by D6 for 2 rounds. During this time, it cannot be Frightened or Charmed.
5Roar of Annihilation (Magical): The Carnage Devourer lets out a deafening roar that chills the hearts of its enemies. All creatures must make a Resolve check or suffer the Frightened condition for D4 rounds.
6Devouring Blaze (Magical): The Carnage Devourer summons a torrent of flames in a cone from itself. All creatures must make a Dodge check or take D10 Fire damage and be set alight, suffering the Burning condition.

Siren of the Venomous Cloud

The Siren of the Venomous Cloud is a strange enchantress with mastery over the deadliest toxins known to man. Her haunting presence is marked by clouds of virulent gas that choke the air, and her serpentine movements conjure venomous projectiles that strike with lethal precision. She leaves a trail of crawling vines and thorns in her wake that trap the reckless, leaving them to rot quickly and feed life within the necropolis.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon, Elemental150604012
Hit LocationArmorCombat SkillMagic ResistanceLoot
Serpentoid (❣ Head)1 (all body parts)40501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Penetrating (2), Relentless (1), Immune to Poison damage

Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.

D6Action
1Toxic Cloud: The Siren of the Venomous Cloud releases a cloud of toxic gas, forcing all creatures in the room to make an Endurance check or take 2D6 Poison damage.
2Serpentine Strike (Physical): The Siren's serpentine body strikes down, targeting a single creature and dealing D10 Piercing damage. The target must succeed at an Endurance check or become Poisoned (2).
3Venomous Projectiles (Magical): The Siren conjures venomous projectiles and hurls them at up to three targets. Each target hit takes 2D6 Poison damage.
4Ensnaring Thorns (Magical): The Siren gestures, causing thorny vines to erupt from the ground. Creatures in the area must make an Athletics check or be caught by the thorns, becoming Entangled.
5Dreadful Siren Song (Magical): The Siren sings a spellbinding melody that fills the hearts of her enemies with terror. All creatures in the room must make a Resolve check or suffer the Frightened condition for 2 rounds.
6Toxic Infusion: The Siren empowers herself with toxic magic. Her next successful attack deals an additional 2D6 Poison damage.

Frostdelver

The Frostdelver is a titanic behemoth of frozen fury, its imposing presence heralding its assault and unleashing blizzard gusts that freeze everything in their path. With seismic force, it burrows beneath the surface only to emerge with sudden violence, delivering icy blows that slow the very blood in its victims' veins. Facing the Frostdelver is an arduous test of agility and endurance, as explorers brave its frozen domain and attempt to outmaneuver its relentless underground advances.

TypeNumberVigilanceEnduranceAthleticsHealth
Animal, Elemental140708015
Hit LocationArmorCombat SkillMagic ResistanceLoot
Quadruped (❣ Head)1 (all body parts)40301 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Penetrating (2), Relentless (1), Immune to Cold damage

Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.

D6Action
1Blizzard Gust (Magical): The Frostdelver releases a burst of freezing air in a cone, dealing 2D6 Cold damage to all characters.
2Glacial Strike (Physical): The Frostdelver strikes with its massive frozen limbs, targeting a single creature and dealing D10+2 Blunt damage.
3Burrow Assault: The Frostdelver disappears underground and violently resurfaces. Creatures must succeed at an Acrobatics check or take 2D8 Blunt damage and be knocked Downed.
4Ice Hail (Magical): The Frostdelver conjures hailstones of ice and hurls them at up to three targets. Each target hit takes 2D6 Cold damage and must make an Athletics check or be knocked Downed.
5Frozen Rampage: The Frostdelver charges in a straight line. Creatures must make a Dodge check or take 2D6 Blunt damage and be knocked Downed.
6Glacial Fury: The Frostdelver channels its frozen rage, causing a glacial aura to emanate from it. Enemies within the aura take 2D4 Cold damage at the start of their turn for the next 2 rounds.

Gorehoof

Gorehoof is the chief of the Karth clan, bestial goat-men who plunder and kill with absolute savagery. Standing three meters tall and always wielding a cleaver nearly as large as himself, Gorehoof revels in violence and death. His black fur, often covered in fresh blood, and his large horns make him instantly recognizable, even when leading the clan into battle. With an almost infinite capacity to endure punishment, Gorehoof delights in combat and never retreats, pursuing his victims relentlessly.

TypeNumberVigilanceEnduranceAthleticsHealth
Humanoid130708015
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)45501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Penetrating (2), Relentless (2), Frightening

Level Scaling: Past level 5: +D10 damage, +1 Armor (all body parts). Past level 10: +D10 Health, +D6 damage, +10 Combat Skill.

D6Action
1Cleaving Cutlass (Physical): Gorehoof swings his enormous cleaver in a wide arc, targeting all creatures in the room and dealing D10 Slashing damage.
2Savage Charge (Physical): Gorehoof charges in a straight line, trampling all obstacles. He then makes a melee attack against a single target at the end of the charge, dealing 3D6 Blunt damage.
3Blood Frenzy: Gorehoof enters a frenzied state, gaining Advantage on melee attack rolls. He deals an additional D6 damage with his attacks, but also becomes Vulnerable to all damage until the start of his next turn.
4Rallying Roar: Gorehoof lets out a thunderous roar, fueling his rage and shrugging off his wounds. He regains 2D4 Health.
5Surge of Endurance: Gorehoof's unshakable endurance lets him shake off pain and injury. He gains Resistance to Blunt, Piercing, and Slashing damage for 2 rounds.
6Dominant Presence (Magical): Gorehoof exudes an aura of dominance. All characters in the room must succeed at a Resolve check or become Frightened for D4 rounds.

Veilshifter

Veilshifter, the Illusory Archon, is an enigma of shifting realities who commands illusions and weaves complex webs of deception. Its form is ever-changing, a kaleidoscope of images that confuses the senses, and its mastery of the illusory arts casts doubt upon the very fabric of truth. Through ethereal gestures, it unleashes dazzling bursts of light that blind and disorient, while its manipulation of reality can transform the battlefield into a surreal dreamscape. Veilshifter's arcane power extends to summoning ephemeral doppelgangers that mimic its abilities, creating a labyrinthine challenge for adventurers as they attempt to discern the real from the unreal.

TypeNumberVigilanceEnduranceAthleticsHealth
Astral170403012
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–40501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Relentless (2), Swift

Level Scaling: Past level 5: +D4 Health, +D6 damage. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1Illusory Mirage: Veilshifter creates illusory duplicates of itself and its surroundings. It becomes heavily obscured, and all attacks targeting it suffer Disadvantage until the end of its next turn.
2Ethereal Distortion (Magical): Veilshifter warps reality around itself, creating a shifting landscape of illusions. Creatures in the area must succeed at a Magic Resistance check or become Blinded and Entangled for 2 rounds.
3Reality Flux (Magical): Veilshifter manipulates reality, causing a torrent of illusions to crash down on a target, dealing 2D6 Arcane damage.
4Wave of Doubles: Veilshifter summons illusory doubles to support it in combat. Two doubles appear near Veilshifter and immediately use its Illusory Mirage action on themselves. These doubles last until they have been hit once, and act only once per round each. On their turn, a double makes a physical attack against a target, dealing 2D4 Psychic damage on a hit. Only 4 doubles may be active at a time.
5Dreamlike Shift (Magical): Veilshifter warps the battlefield into an illusory dreamscape, altering the terrain. All creatures in the area must succeed at an Athletics check or fall Downed.
6Mystic Gaze (Magical): Veilshifter fixes its gaze on a target, making them perceive illusory but highly damaging threats. The target must succeed at a Magic Resistance check or take 4D4 Arcane damage.

Infernal Archon

The presence of the Infernal Archon sets the air ablaze, raising waves of scorching heat that overwhelm the senses and smother hope. With sweeping gestures, it summons demonic cohorts and hurls infernal projectiles that immolate everything in their path. Its mastery of chaotic elements lets it weave a torrent of fire and shadow into a vortex of inevitable annihilation. Defying the Infernal Archon is almost like facing an incarnate inferno, where courage and resilience are tested against the relentless assault of flames and shadows seeking to engulf everything in a storm of destruction.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon150405010
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)40501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Relentless (2)

Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1Infernal Eruption (Magical): The Infernal Archon calls upon its mastery of fire, causing flames to erupt. Creatures must make a Dodge check, taking 2D8 Fire damage on a failure, or half damage on a success.
2Veil of Shadow: The Infernal Archon wraps itself in shifting shadows, becoming heavily obscured and granting itself Advantage on all defensive checks until the end of its next turn.
3Demonic Summoning (Magical): The Infernal Archon summons D4 Minor Demons to aid it in combat. They act immediately after it in initiative order. A maximum of 4 Minor Demons may be present at any time.
4Infernal Barrage (Magical): The Infernal Archon conjures molten projectiles and hurls them at a target, who must succeed at a Dodge check or take D10+2 Fire damage.
5Shadow Rift (Magical): The Infernal Archon opens a rift to a realm of shadow and fire, spreading dark flames across the area. All characters must make a Dodge check or receive 3D4 Fire damage.
6Vortex of Annihilation (Magical): The Infernal Archon combines fire and shadow to create a swirling vortex of destruction. A sphere of chaotic energy appears, forcing all characters to make a Magic Resistance check or take 2D8 Fire damage.

Minor Demon

TypeNumberVigilanceEnduranceAthleticsHealth
Demon14040201
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)–4030–

Trait: Restored by Fire damage

ActionDescription
—Demonic Laceration (Physical): The Minor Demon strikes a target with its claws, dealing D6+1 Slashing damage.

Pyroclastic Possessor

This entity of blazing possession and smoldering domination manifests as a spirit woven from the flames of the abyss. Its spectral form is wreathed in fiery energies that consume its surroundings, leaving scorched imprints in its wake. With a gesture, it invades the minds of its victims, compelling them to carry out its destructive will, all while conjuring molten projectiles that erupt from the very earth. The Pyroclastic Possessor will force those who face it to struggle not only against the possession of their minds, but also against the searing fires that threaten to consume everything in a pyroclastic hell.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon140404010
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)30601 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Relentless (2)

Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1Infernal Possession (Magical): The Pyroclastic Possessor targets a creature, who must succeed at a Resolve check or become possessed by the Pyroclastic Possessor for 2 rounds. While possessed, the creature's actions are controlled by the Pyroclastic Possessor, who will force it to attack its allies, or itself if there are none. The creature may repeat the Resolve check at the end of each of their turns, ending the possession on a success.
2Flame Eruption (Magical): The Pyroclastic Possessor conjures a burst of erupting flames. Creatures in the area must make a Dodge check, taking D10 Fire damage on a failure, or half damage on a success.
3Molten Projectiles (Magical): The Pyroclastic Possessor hurls molten projectiles at up to three targets. Each target must make a Dodge check or take 2D6 Fire damage.
4Possessed Blaze: The Pyroclastic Possessor wraps itself in an aura of swirling flames for 2 rounds. Creatures engaged in combat with it receive the Burning condition.
5Blazing Impulse: The Pyroclastic Possessor emits a blazing command that resonates through the necropolis. Make a Tension Die check.
6Embrace of Hell: The Pyroclastic Possessor extends its blazing spectral form to grip a target. The target must succeed at an Athletics check or take 2D8 Fire damage and become Entangled by the Pyroclastic Possessor until the end of its next turn.

Lord of Dread

The Lord of Dread, a nightmarish enforcer of darkness and despair, materializes as a sinister embodiment of malevolence. Its very presence casts a shroud of terror, saturating the air with an aura that drains hope and vitality. With every gesture, it commands an ethereal army of shadow reapers, each a herald of impending doom, while its piercing gaze is as much a weapon as its spectral scythe. Its mastery of the abyss lets it conjure freezing projectiles that hunt down the very souls of its enemies. Those who stand against the Lord of Dread feel as though they face the abyss itself, enduring a relentless assault of shadow and despair emanating from this otherworldly entity.

TypeNumberVigilanceEnduranceAthleticsHealth
Demon, Undead140403010
Hit LocationArmorCombat SkillMagic ResistanceLoot
Humanoid (❣ Head)1 (all body parts)40501 roll on the Valuables table, 1 roll on the Precious Items table

Trait: Relentless (2), Undead

Level Scaling: Past level 5: +D4 Health, +D6 damage, +10 Combat Skill. Past level 10: +D4 Health, +D6 damage, +10 Combat Skill.

D6Action
1Shadow Reapers (Magical): The Lord of Dread summons D4 Shadow Reapers to fight on its behalf. These shadowy servants attack immediately after the Lord of Dread's turn, each making a scythe attack (Combat Skill 40, D6 Cold damage) against a creature, disappearing immediately afterward.
2Aura of Despair (Magical): The Lord of Dread radiates an aura of despair for D4 rounds. Creatures who start their turn near the Lord of Dread must make a Resolve check or become Frightened for 2 rounds.
3Ethereal Scythe (Physical): The Lord of Dread swings its spectral scythe at a target, dealing D10 Slashing damage on a hit. If the target is a PC, they must succeed at an Endurance check or have their maximum Toughness reduced by the amount of damage taken. This reduction lasts until the character completes a rest.
4Shroud of Darkness: The Lord of Dread wraps itself in a shroud of darkness, becoming heavily obscured and becoming Resistant to all damage except Sacred damage until the start of its next turn.
5Weakening Gaze (Magical): The Lord of Dread fixes its gaze on a creature, consuming the target's physical condition. The target must succeed at an Endurance check or become infected with the Rot (see page 74).
6Abyssal Projectiles (Magical): The Lord of Dread hurls abyssal projectiles at up to three targets. Each target must make a Magic Resistance check, taking D10+2 Necrotic damage on a failure.

Loot & Pillage

Many valuable items lie buried deep within the chambers of Ker Nethalas, whether ancient relics and unholy remnants of the Vaelorian Ascendancy's civilization, or debris and refuse from above that found its way down and may now mean the difference between life and death for your desperate character. Furthermore, although some of these items may have no direct value or use to you when you find them, if you are lucky enough, you might be able to trade them for other useful items.

Currency

Among the many other things you will find in the necropolis, coins of all kinds will be predominant. Regardless of their origin and value, merchants within the necropolis will accept them as currency, and as such, they hold value for your character. Whatever the type of currency, all coins found in Ker Nethalas, as well as the prices of items listed in this chapter, are shown in Coins (¢).

Encumbrance & Character Equipment

Your character may equip a maximum of 10 items on their body (9 if wielding a two-handed weapon), which includes:

  • 1 item in Main Hand
  • 1 item in Off Hand
  • 1 Belt
  • 1 Helmet/Headgear
  • 1 Armor (either full or in separate pieces)
  • 1 pair of gloves
  • 1 pair of boots
  • 1 Amulet
  • 2 Rings

Your character may also carry other equipment and items with them. To track what they are carrying, your character has 10 item slots. These item slots are only for items you are carrying: any item equipped in one of your body slots does not count toward your total number of item slots. You must take the following into consideration:

  • Non-encumbering items include anything tiny enough to hold in your palm, empty bags, items with no listed weight such as paper, trinkets, as well as worn clothing and jewelry.
  • Normal items take up one slot.
  • Heavy items take up two slots.
  • Light items can be grouped up to 10 per single slot. This includes torches, rations, potions, Crafting Supplies, Cooking Ingredients, Fragments, Rings, Amulets, and other similar items.
  • Coins and gems take up one slot for every 100 coins, rounded up.

During your stay in Ker Nethalas, you will sooner or later find bags to help you carry more items with you.

  • Backpack: Increases carrying capacity by 20 item slots. You may only equip one backpack at a time.
  • Pouch: Increases carrying capacity by 5 item slots. You may equip a maximum of 3 pouches at a time.

You cannot place items in a backpack or pouch, and then place that backpack or pouch inside another container.

Keep in mind that even if you are wearing armor in separate pieces (as described on page 192), the entirety of the different individual pieces counts as a single Armor slot when equipped. Wearing bracers does not mean you cannot wear gloves, just as wearing greaves does not mean you cannot wear boots.

Weapons

Weapon Traits

All non-magical weapons, regardless of type, deal D6 damage. They also have a different Speed value, depending on the weapon. More importantly, however, each weapon has one or more properties that set it apart from others, called Traits.

  • Defensive: +10 to Combat Skill when used defensively in combination with a shield.
  • Fast: This weapon grants the character +10 to Initiative checks.
  • Parry: +10 to Combat Skill when used defensively.
  • Powerful: This weapon is particularly deadly, increasing damage by 1.
  • Simple: A relatively easy weapon to use, increasing Combat Skill by 10.
  • Two-Handed: A character must use two hands to wield this weapon, but its larger size increases damage by 1.
  • Versatile: When wielded two-handed, this weapon deals +1 damage.

Weapon Weight

All one-handed weapons are considered Normal items. Two-handed weapons are Heavy items. As usual, however, this only matters if you are not currently wielding the weapon and are instead carrying it in your bags.

Weapons

WeaponCostDamageSkillSpeedNotes
Bardiche15SlashingPolearms0Two-Handed
Bastard Sword30SlashingSlashing Weapons5Versatile, Parry
Fauchard10SlashingPolearms0Two-Handed
Claw20SlashingBrawling Weapons10Parry, Fast
Cudgel5BluntBlunt Weapons5Simple
Dagger5PiercingSlashing Weapons10Fast
Flail30BluntBlunt Weapons5–
Glaive15SlashingPolearms0Two-Handed
Greataxe50SlashingSlashing Weapons-10Two-Handed
Great Cudgel20BluntBlunt Weapons-10Two-Handed, Powerful
Greatsword80SlashingSlashing Weapons-5Two-Handed, Powerful
Halberd15SlashingPolearms0Two-Handed
Hatchet5SlashingSlashing Weapons5Simple
Harpoon10PiercingPolearms5–
Improvised Weapon1BluntPolearms-10Two-Handed
Brass Knuckles5BluntBrawling Weapons10Simple, Fast
Light Hammer5BluntBlunt Weapons5Fast

Armor & Protective Equipment

The armor presented in this section falls into a few different categories:

  • Full Armor are complete armor sets, from shoulders to feet. They offer a unified protection rate across all parts of your body.
  • Piecemeal Armor lets you choose which parts of your body you wish to protect better, and which you prefer to keep lighter and freer:
    • Torso armor, to protect both your chest and abdomen.
    • Bracers, which offer protection to your arms.
    • Greaves, to protect your legs and feet.
  • Helmets protect your head from blows and injuries.
  • Shields offer additional protection and an advantage when parrying blows.

If you wear Full Armor, it is only compatible with helmets and shields; you cannot wear multiple layers of armor to stack protection. Full Armor is already a multi-layered armor set; stacking more on top of it would only make movement even more difficult.

Most pieces of armor impact your ability to maneuver and even your spatial awareness, so keep this in mind when choosing what to wear! When a piece of armor indicates that your maneuverability is reduced, you must reduce your Acrobatics, Dodge, and Stealth skills by the specified amount while wearing it.

Armor & Shield Weight

Full Armor sets are considered Heavy items. Any single piece of armor or a helmet is considered Normal, as are all shields, except the wall shield, which is considered Heavy. As usual, however, this only matters if you are not currently wearing the item and are instead carrying it in your bags.

Shields

ShieldCostParry BonusIntegrity
Buckler20+5D6
Standard40+10D8
Full60+15D8
Wall100+20D8

Helmets

HelmetCostProtectionIntegrityNotes
Light201D6Perception: -5
Medium402D8Perception: -10
Heavy603D10Perception: -15

Armor — Full

ArmorCostProtectionIntegrityNotes
Thick Cloth801D6Maneuverability: -10
Soft Leather1201D8Maneuverability: -15
Skin Scales1502D8Maneuverability: -15
Lamellar2002D8Maneuverability: -20
Rigid Leather2502D8Maneuverability: -20
Metal Scales3002D10Maneuverability: -25
Chainmail3002D8Maneuverability: -20
Brigandine3503D10Maneuverability: -25
Plate4003D12Maneuverability: -30

Armor Pieces — Torso

ArmorCostProtectionIntegrityNotes
Thick Cloth401D6Maneuverability: -5
Soft Leather601D8Maneuverability: -5
Skin Scales752D8Maneuverability: -10
Lamellar1002D8Maneuverability: -15
Rigid Leather1252D8Maneuverability: -15
Metal Scales1502D10Maneuverability: -20
Chainmail1502D8Maneuverability: -15
Brigandine1753D10Maneuverability: -20
Plate2003D12Maneuverability: -20

Armor Pieces — Bracers

ArmorCostProtectionIntegrityNotes
Light201D6Maneuverability: -5
Medium402D8Maneuverability: -5
Heavy603D10Maneuverability: -5

Armor Pieces — Greaves

ArmorCostProtectionIntegrityNotes
Light201D6Maneuverability: -5
Medium402D8Maneuverability: -5
Heavy603D10Maneuverability: -5

Other Objects & Equipment

Belt Checks & Quick Slots

If you're lucky enough, you will eventually find a belt, which will give you access to quick slots. A belt has 4 item slots, letting you store items.

Additionally, these items are easily accessible, meaning using or taking any item from your belt counts as a Free Action. Unfortunately, certain circumstances will require you to make a Belt Check. When this happens, roll D4 and compare the result to your belt's inventory. The item stored in that slot has been destroyed.

Common Equipment

ItemCostWeightDescription
Backpack500NormalIncreases carrying capacity by 20 item slots. Can only carry 1.
Bandage10LightHeals D4 Toughness once per room. Consumable.
Sleeping Bag200HeavyGrants +1 to the Camp Check.
Belt1,000NormalLets you have up to 4 items available in your belt's quick slots.
Belt Lamp1,500NormalCan be attached to a belt, taking up one of its slots. Requires Lamp Oil.
Candle2LightServes as a light source, but only lasts 10 rooms. Consumable.
Crowbar50Normal+10 Athletics when attempting to force open a container or door.
Flare20LightThis alchemical concoction reacts on contact with air, illuminating a room. Throwing a flare into a room or corridor serves as a light source. Consumable.
Lamp200NormalServes as a light source. Requires Lamp Oil.
Lamp Oil5LightFuel for an Oil Lamp. Consumable.
Lockpick5LightRequired to open locks. A lockpick breaks with every failed lockpicking attempt using the Larceny skill. Consumable.
Pouch100NormalIncreases carrying capacity by 5 item slots. Can carry a maximum of 3 at a time.
Ration5LightConsumable.
Ritual Ingredient10LightRequired by Ritualists. Consumable.
Thieves' Kit200NormalRequired to disarm traps. +5 to Larceny.
Torch10LightServes as a light source. Consumable.

Loot Tables

Valuables

D20Result
1-5Random Potion
6-12Attunement Crystal
13-16Fragment
17-20Magic Item

Precious Items

D20Result
1-15Magic item
16-20Relic

Ordinary Items

D100Result
01-05D4 Crafting Supplies
06-10D4 Cooking Ingredients
11-15Backpack
16-201x Bandage
21-25Blanket
26-30Belt
31-35Belt Lamp
36-401x Candle
41-45Book of Lore
46-50Crowbar
51-55Flare
56-60Gems & Jewelry (roll on the table on page 198)
61-65Lamp
66-701x Lamp Oil
71-751x Lockpick
76-80Pouch
81-85Random Armor
86-90Random Weapon
91-100D4 Ritual Ingredients

Loot

D6Result
1-3Roll on the Ordinary Items table
4-5Roll on the Valuables table
6Roll on the Precious Items table

Attunement Crystals

Attunement Crystals let your character attune to a magic item in order to access its magical properties. Until a character has attuned to a magic item, the item in question behaves as its ordinary counterpart.

A single Attunement Crystal is needed to identify a magic item's properties, and it is spent after use. You may use Attunement Crystals by choosing the "Attune" camp action (page 109).

Fragments

Fragments are pieces of magic items from the Vaelorian Ascendancy that have broken over time. They still retain a bit of magic for a single use, even though they can no longer produce their full effect.

You do not need to attune to a Fragment to use it.

D20Fragment
1A twisted dagger with a blade covered in thorns. Used to deliver the final blow to an enemy (reducing it to 0 Health), the creature rises as a Raised Skeleton (page 36) under your control.
2A tattered cloak that, once worn, wraps the wearer in darkness. Grants invisibility for 5 rooms, or until you attack. You may ignore all combat encounters until then.
3A jagged mirror fragment that, once broken, creates illusory doubles of the user to distract enemies. +30 to all defensive checks for the next 4 rounds.
4A rusted chain that, wrapped around you, grants your mind strength and resolve. +10 temporary Sanity.
5A black amulet shaped like a heart. Once crushed (Free Action), it lets you absorb damage meant for an ally, but the amulet disintegrates into dust, leaving you unable to feel empathy for a week.
6A cracked monocle that, once worn, lets the user inflict psychic pain on a target by locking eyes with them. As a Standard Action, make a Resolve check; on a success, your target takes 3D10 Psychic damage.
7A vial filled with a sickly greenish liquid. Once thrown, it bursts into corrosive flames that deal 3D6 Acid damage to all targets.
8A small enchanted skull that grants the user the ability to see what awaits them. Roll the contents of the next 3 rooms.
9Tattered bandages that, wrapped around a wound, speed up healing but carry a curse that causes wounds to fester if not removed in time. Heal 2 Toughness/room; if kept for more than D6 rooms, you lose 1 Health/room.
10A blood-red potion that grants immense strength to the user for a short time. Increases your next Athletics check by +50.
11A pendant adorned with a single raven feather. When worn, it grants you +1 Standard Action for the next 4 rounds.
12A spiked gauntlet that, when worn, enhances your melee attacks with searing pain. As long as you remain in this room, your Unarmed Combat & Brawling Weapons skill is increased by 50 and you deal 2D6 Fire damage. Once you leave the room, you take 2D6 Fire damage.
13A vial of thick black liquid that, once consumed, grants you immunity to Sanity loss for the next 4 rooms, but leaves you emotionally detached afterward.
14A delicate locket that, once opened, releases a swarm of spectral spiders that entangle a target. A target of your choice becomes Entangled.

Gems & Jewelry

D20Value
1-2Ornamental — D100¢
3-6Semi-precious — 2D100¢
7-11Precious — 3D100¢
12-15Sumptuous — 4D100¢
16-18Lavish — 5D100¢
19-20Extravagant — 6D100¢

Books of Lore

D10Book
1Shadows of Devotion: The Vaelorian Rites of the Necromantic Cult. "Through a potent blend of religion and dark sorcery, the Vaelorians worship the very realm of death, embracing forbidden arts that bind them to the eternal cycle of life and decay. Within the sacred chambers of their temples, priests clad in shadow, adorned in dark garments, conduct solemn ceremonies to commune with departed souls. Through rituals wrapped in macabre mysticism, they seek divine favor, mastering the power of necromancy to unlock secrets hidden within realms beyond mortal comprehension. The Vaelorian Ascendancy's relentless devotion to necromantic practices and their self-imposed isolation have forged an empire where faith and the manipulation of death intertwine, casting a chilling veil over their enigmatic society forever."
2Ethereal Stitching. "Our creations are more than mere clothing; they are conduits of enigmatic magic. The fabrics we produce possess an intrinsic essence, a strange enchantment that wraps the wearer in an aura of intrigue and mysticism. With every stitch, we weave secrets into the very fabric of our society, concealing even the darkest intentions beneath layers of art and illusion. Our work grants those who don our creations an enigmatic allure, transforming them into figures of fascination and reverence in a world steeped in shadow."
3Mysteries of Death. "The cult of Kalatha, the Sovereign of Shadows, weaves a complex tapestry of devotion and terror. The goddess of death is worshipped as the eternal orchestrator of the cosmic cycle, her skeletal hand guiding souls from the mortal realm toward the veiled mysteries of the afterlife. The Temple of Ebon Rites stands as a monument to her dominion, its towering spires piercing the heavens in solemn testament to our reverence. There, hooded acolytes perform their rituals beneath the faint glow of obsidian candles, invoking Kalatha's name through whispered prayers and offerings of bone and ash. The goddess's presence is keenly felt in necromantic rituals, where death is both a path to power and a sacrament of devotion. Yet Kalatha's blessings are never given freely; they must be earned through loyalty and sacrifice. Her worshippers navigate the delicate balance between life and death, embracing the inevitability of their mortality while wielding the power of the necromantic arts. As the guiding light of the Vaelorian Ascendancy, Kalatha grants a chilling consolation to her devout, a promise of unity with the shadows that wrap our world in an enigmatic embrace."
4Contemplations on the Tapestry of Realms. "Dear minds curious enough to probe the labyrinthine halls of thought, I present to you the heart of my contemplations in this humble tome you now hold. Within its pages, I dare to explore the complex origins of the various planes of existence, those realms veiled from our senses yet deeply intertwined with our reality. Imagine, if you will, a celestial loom, where primordial weavers spin the threads of existence. Each plane, distinct and evocative, bears witness to their intentions — a realm of fire, another of water, one of shadow, and countless others. These parallel domains overlap with our world, like ethereal echoes casting intricate patterns upon the tapestry of our lives. My reflections, though bold and met with skepticism, invite you to transcend the ordinary and embrace the enigma our reality weaves. Let us embark together on this journey of understanding, looking beyond the veil to probe the cosmic loom that shapes the very essence of our being."

Potions

D20Potion
1Aether. You immediately recover 5 Aether.
2Antidote. Immediately removes the Poisoned condition.
3Coagulant. Immediately removes the Bleeding condition.
4Courage. Immediately removes the Frightened condition.
5Ablaze. Applied to a weapon, it deals +D4 Fire damage for 5 rounds.
6Frenzy. For the next D6 rounds, you deal +2D10 damage, but are unable to defend yourself in any way.
7-8Healing. You immediately heal D6+2 Health.
9Regeneration. Heals D10+5 Health, at a rate of 1 Health/round.
10Poison. Applied to a weapon, the next successful attack applies the Poisoned (1) condition.
11Purge. Immediately removes the Cursed condition.
12-13Rest. Reduce your Exhaustion by D4.
14Satiety. Counts as a ration.
15Recovery. Heals 1 Sanity.
16-17Speed. Grants 1 free Standard Action.
18Stoneskin. For the next D10 rooms, you have +1 Armor, but your Dodge and Acrobatics skills are reduced by 10.
19Strength. Increases your Endurance and Athletics by +10 for the next D10 rooms.
20Vitality. Increases your maximum Toughness by D10. Taking more than one while still under its effects causes D10 damage.

Random Mastery

D20Mastery
1Abyssal Reaver
2Arcanist
3Brawler
4Bulwark
5Duskblade
6Emissary
7Flamecaster
8Frostweaver
9Gravecaller
10Hexmancer
11Icon Caller
12Mindbinder
13Ritualist
14Stormbrand
15Tracker
16Umbra Phantom
17Weapon Master
18Wraith
19Wrathspawn
20Zealot

Random Weapon

D100Weapon
01-03Bardiche
04-06Bastard Sword
07-09Guisarme
10-12Claw
13-15Cudgel
16-18Dagger
19-21Flail
22-24Glaive
25-27Greataxe
28-30Great Cudgel
31-33Greatsword
34-36Halberd
37-39Hatchet
40-42Harpoon
43-45Improvised Weapon
46-48Brass Knuckles
49-51Light Hammer
52-54Longsword
55-57Mallet
58-60Mace
61-63Morning Star
64-66Pike
67-69Pilum
70-72Iron-Shod Staff
73-75Rapier
76-78Sabre
79-81Scimitar
82-84Shiv
85-87Short Sword
88-90Spear
91-93Warhammer
94-96War Pick
97-100Magic Weapon

Resources

D10Result
1-2You find nothing of value
3-6You find 1x Cooking Ingredient
7-10You find 1x Crafting Supplies

Random Armor

D20Armor
1-4Torso armor (roll on the Full & Torso Armor table)
5-8Helmet (roll on the Helmets table, page 193)
9-12Bracers (roll on the Gauntlets & Bracers table, page 194)
13-16Greaves (roll on the Boots & Greaves table, page 194)
17-20Full Armor (roll on the Full & Torso Armor table)

Random Shield

D10Shield
1-3Buckler
4-7Standard Shield
8-10Wall Shield

Full & Torso Armor

D10Armor
1-2Leather Armor
3-4Studded Leather Armor
5-6Chainmail
7-8Scale Armor
9-10Plate Armor

Magic Item Generation

When you find a magic item for the first time, you must determine what type it is. You may learn more details about it using the tables below, but only after spending an Attunement Crystal.

Magic items are rare and difficult to find, but they can greatly improve your chances of survival in the depths of Ker Nethalas. Every time you find a magic item, follow these steps to determine its properties:

  • Roll on the Item table to find out what type of item you found.
  • Roll on the Item Rarity table to learn its rarity.
  • Roll on the appropriate Magic Properties table as many times as the item's rarity indicates.

To speed up the process, you can make all the rolls at once: simply take a D8, a D10, and a D20. If the item turns out to be Rare or Epic rarity, reroll the D20 as many times as needed.

Selling Magic Items

You are not guaranteed to find a magic item you will need or want to use. In these cases, you will probably prefer to simply get rid of it by selling it to a merchant. Unlike other items, the prices shown here are final — you do not receive 50% of the price, but the full amount. A magic item's price depends on its rarity:

  • Uncommon magic items sell for 200¢
  • Rare magic items sell for 400¢
  • Epic magic items sell for 600¢
  • Relics sell for 1,000¢

Item

D8Item
1Weapon (roll on the Random Weapon table, page 204)
2Armor (roll on the Random Armor table, page 205)
3Belt
4Boots
5Gloves
6Amulet
7-8Ring

Enemy Type

D8Type
1Animal
2Astral
3Plant
4Demon
5Elemental
6Undead
7Humanoid
8Construct

Item Rarity

D10Rarity
1-5Uncommon: 1 Magic Property
6-8Rare: 2 Magic Properties
9-10Epic: 3 Magic Properties

Damage Type

D20Type
1Acid
2Air
3-5Arcane
6-7Blunt
8Cold
9Earth
10Fire
11Sacred
12Infernal
13Necrotic
14-15Piercing
16Poison
17Psychic
18-19Slashing
20Water

Magic Properties — Armor

D20Property
1-4Roll on the Damage Type table. This armor grants you damage reduction based on the armor's rarity: +1 Uncommon, +2 Rare, +3 Epic.
5This armor grants you Magic Resistance based on the armor's rarity: +10 Uncommon, +20 Rare, +30 Epic.
6Reduce your max Aether by 5, but increase your max Toughness by 10.
7Reduce your max Toughness by 5, but increase your max Aether by 10.
8Roll on the Damage Type table. You are Resistant to that damage type.
9Increase your Dodge by 20.
10Opponents have their Combat Skill reduced by 10 when attacking you.
11Enemies who wound you take 1 Piercing damage that cannot be avoided in any way.
12On command, this armor functions as a light source.
13Increase your carrying capacity by 10.
14Reroll any check once per rest at camp.
15Heal a target once per rest at camp. The amount of Health healed depends on this item's rarity: D10+2 Uncommon, D10+3 Rare, D10+4 Epic. This is a Standard Action.
16After winning a combat encounter, roll D6: a result of 1-3 means you immediately recover D4 Toughness.
17You are immune to Stunned.
18You are immune to the Frightened condition.
19Once per rest at camp, you may cause vines to burst from the armor, Entangling a target.
20Once per Domain, you may become your own shadow for D6+1 rounds. You can only be harmed by Arcane damage while in shadow form.

Magic Properties — Belt

D20Property
1Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic.
2This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic.
3Roll on the Damage Type table. You are Resistant to that damage type.
4Increase your carrying capacity by 10.
5Reroll any check once per rest at camp.
6-8Items attached to this belt can no longer be damaged or lost (Belt Check).
9After winning a combat encounter, roll D6: a result of 1-3 means you immediately recover D4 Toughness.
10You are immune to Stunned.
11You are immune to the Frightened condition.
12Increase a skill of your choice by 20.
13Increase the amount of Health you recover after setting camp by D4.
14Increase the amount of Sanity you recover after setting camp by D4.
15Ignore the effects of a single instance of Madness you are currently affected by.
16Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic.
17Reroll any failed Larceny check made while trying to pick a lock.
18Reroll any failed Larceny check made while trying to disarm a trap.
19On command, this item functions as a light source.
20Once per rest, you may recover D10 Health.

Magic Properties — Boots

D20Property
1Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic.
2This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic.
3Reroll any check once per rest at camp.
4You are immune to Stunned.
5You are immune to Entangled.
6Increase a skill of your choice by 20.
7Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic.
8Reroll any failed Larceny check made while trying to pick a lock.
9Reroll any failed Larceny check made while trying to disarm a trap.
10You have Advantage on Acrobatics checks.
11You have Advantage on Stealth checks.
12Ignore the effects of a critical failure once per rest at camp.
13Double the amount of Crafting Supplies you find.
14You have Advantage on Search checks.
15After rolling on the Search table (page 103), you may choose to increase the die result by D4.
16Increase the armor on your legs by 1.
17Once per room, you may reroll a failed Dodge check.
18Once per encounter, you may make a special kick attack that deals 3D10 Blunt damage. This is a Standard Action that requires an Unarmed Combat & Brawling Weapons check.
19You gain 1 free Reaction per round.
20You are immune to Paralysis.

Magic Properties — Gloves

D20Property
1Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic.
2This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic.
3Reroll any check once per rest at camp.
4Increase a skill of your choice by 20.
5Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic.
6You have Advantage on Athletics checks.
7Increase your Unarmed Combat & Brawling Weapons skill by 30.
8Reroll any failed Larceny check made while trying to pick a lock.
9Reroll any failed Larceny check made while trying to disarm a trap.
10Once per encounter, you may make a special punch attack that deals 3D10 Blunt damage. This is a Standard Action that requires an Unarmed Combat & Brawling Weapons check.
11You have Advantage on Search checks.
12After rolling on the Search table (page 103), you may choose to increase the die result by D4.
13Increase the armor on your arms by 1.
14Increase your attack skill by 10 when attempting to parry an attack.
15Increase your maximum Aether by D10.
16Once per encounter, you may use a magic Ability without spending Aether.
17Your weapon attacks deal +1 damage.
18Roll on the Damage Type table. You may choose to deal that damage type with your weapon attacks.
19Heal 1 Toughness whenever you defeat an opponent.
20Increase your maximum Toughness by D10.

Magic Properties — Ring

D20Property
1Roll on the Damage Type table. This item grants you damage reduction based on its rarity: +1 Uncommon, +2 Rare, +3 Epic.
2This item grants you Magic Resistance based on its rarity: +10 Uncommon, +20 Rare, +30 Epic.
3Reroll any check once per rest at camp.
4Increase a skill of your choice by 10.
5Increase your Exhaustion Resistance by an amount based on this item's rarity: +1 Uncommon, +2 Rare, +3 Epic.
6When you Catch Your Breath, you do not decrease the Tension Die.
7Increase your maximum Sanity by 5.
8Reroll any failed Larceny check made while trying to pick a lock.
9Reroll any failed Larceny check made while trying to disarm a trap.
10Increase your maximum Health by 5.
11Once per rest, you may heal D10 Health.
12After rolling on the Search table (page 103), you may choose to increase the die result by D4.
13Increase the amount of Health you recover after setting camp by D4.
14Increase the amount of Sanity you recover after setting camp by D4.
15Ignore the effects of a single instance of Madness you are currently affected by.
16Increase your maximum Toughness by 5.
17Once per encounter, you may use a magic Ability without spending Aether.
18You have Advantage on Search checks.
19You may reroll your Rising Darkness rolls. The second roll is final.
20Ignore the effects of a critical failure once per rest at camp.

Magic Properties — Weapon

D20Property
1Roll on the Damage Type table. This weapon deals D4 additional damage of that type.
2+10 to Initiative checks.
3When you deal a critical hit with this weapon, you deal the maximum possible damage.
4+1 damage of the same type dealt by the weapon.
5When accidentally dropped, the weapon instantly returns to your hand.
6The target gains Bleeding (1) whenever you deal damage to them.
7The target gains Poisoned (1) whenever you deal damage to them.
8Roll on the Random Enemy Type table. This weapon deals bonus damage against that enemy type, based on this weapon's rarity: +1 Uncommon, +2 Rare, +3 Epic.
9Once per room, you may make a special attack that deals additional damage based on the weapon's rarity: +2D6 Uncommon, +3D6 Rare, +4D6 Epic. This is a Standard Action.
10When you hit with this weapon and reduce the target to 0 Health, you gain D6 temporary Toughness.
11Once per room, you may unleash a destructive cone of Arcane energy from the weapon that affects all creatures in the room. Every creature must succeed at a Magic Resistance check or take damage based on the weapon's rarity: D4 Uncommon, 2D4 Rare, 3D4 Epic. This is a Standard Action.
12When you hit with this weapon and reduce the target to 0 Health, you gain D6 temporary Aether.
13For the next D4 rounds, all damage dealt with this weapon is doubled. All incoming damage is also doubled. Activating this Property is a Free Action.
14You deal +2D6 damage with your first attack in a room while wielding this weapon.
15When you deal a critical hit with this weapon, you recover D10 Health.
16While wielding this weapon, you score a critical hit on a roll of 66, regardless of your skill score.
17Deal +1 damage on your next attack if you took damage during that same turn.
18You may choose to deal D8 additional damage whenever you deal damage with this weapon. If you do, you take the same amount of damage.
19When you deal damage with this weapon, gain +10 to Parry until your next turn.

Magic Item Quirks

No two magic items are alike. Each is a delicate work of art created through a combination of craftsmanship and ethereal energy unique to each artisan.

If you want to know what sets the item you just found apart from others, every time you acquire a new magic item, you may roll a die on the Magic Item Quirks table.

Magic Item Quirks

D100Quirk
01-02It is damp to the touch.
03-04It seems heavier than it looks.
05-06Tiny scales cover its surface.
07-08You hear whispers when holding it, but cannot make out the words.
09-10It appears to be made entirely of glass. This does not make it any more fragile than it should be, however.
11-12It levitates slightly.
13-14When left on the ground, grass grows beneath it.
15-16You feel a constant cold while holding this item.
17-18It turns completely black under direct light.
19-20An eye opens on it when you are not looking directly at it.
21-22Small ferrous objects stick to it.
23-24It is always warm to the touch.
25-26It is always covered in a layer of grime.
27-28It smells of freshly baked bread.
29-30It appears to be made of stone.
31-32It smells of rotting flesh.
33-34It secretes small droplets of water.
35-36It is always covered in a layer of mucus.
37-38It sparkles.
39-40Light seems to dim around it.
41-42Your eyes frequently change color.
43-44It is always immaculate.
45-46Harmless insects constantly swarm around it.
47-48It appears to be made of metal.
49-50It bounces when dropped.
51-52It appears to be covered in fur.
53-54It is an entirely outlandish color.
55-56Arcs of energy leap across it.
57-58Your voice drops an octave lower.
59-60It hums constantly.
61-62It sticks to any surface.

Relics

Relics are unique and powerful magic items that grant you access to unique powers, abilities, and advantages. Finding one of these items can change the way you play and truly influence your character's destiny.

Characters do not need to attune to Relics, and may therefore use them as soon as they acquire them.

Relics

D20Relic
1Aegis of the Eternal Sentinel
2Ring of Knowledge
3Diadem of Arcane Power
4Brew of Vitality
5Echo of Resurgence
6Elixir of Arcane Ascension
7Blade of the Ethereal Requiem
8Doomheart Seed
9Gauntlets of the Blazing Phoenix
10Infernal Plate Armor
11Mace of the Eclipse
12Elixir of the Spirit Warden
13Potion of Forgotten Fate
14Ring of the Arcane Storm
15Ring of the Ethereal Embrace
16Ring of Submission
17Third Eye of Emaricus
18Lifebane Belt
19Void-Grip Gauntlets
20Wyvern Fang

Aegis of the Eternal Sentinel Item Type: Shield (Full)

  • Increases your Parry by 20.
  • Once per room, you may ignore all damage from a single source.

The surface of the shield is engraved with intricate patterns evoking the image of a vigilant sentinel, and it is carved from sturdy ironwood inlaid with veins of glowing crystal. When raised, an invisible barrier forms, embodying its spirit. The Aegis of the Eternal Sentinel absorbs and disperses attacks with remarkable efficiency, offering a solid defense against both unholy and magical assaults.

Ring of Knowledge Item Type: Ring

  • After resting at camp, choose a skill: it gains +50 until your next rest. These points cannot be reassigned before the next rest.

Forged at the heart of the lost library of Kizanu and infused with the essences of countless books, this ring serves as a conduit to unmatched knowledge. Slipped onto the finger, it triggers a profound awakening in the wearer's mind, expanding their intellect and awareness. In the presence of the Ring of Knowledge, mysteries resolve with ease, secrets unveil themselves, and the obscure becomes a landscape of interconnected wisdom.

Diadem of Arcane Power Item Type: Headgear

  • +10 max Aether.
  • All damage-dealing spells deal an additional D6 damage.

Once worn, this diadem, delicately shaped from a single crystal, enhances the caster's connection to the arcane, intensifying the power and efficiency of their spells. Every incantation becomes a symphony of elemental forces, resonating with the wearer's intent and amplifying their magical resonance.

Brew of Vitality Item Type: Consumable

  • Permanently increases your Health by D4.

Held in an opaque glass vial, this liquid is a blend of rare herbs, gem fragments, and distilled essence of vitality. Once consumed, the potion surges through the veins, strengthening constitution and courage. As the elixir infuses the body, it heals wounds, fortifies muscles, and breathes new vigor into the very heart of existence.

Echo of Resurgence Item Type: Talisman

  • If a blow would kill you, ignore all damage and regain D10 Health instead. The Echo of Resurgence then shatters.

The fruit of complex enchantments woven into a fragile crystal, this talisman hangs on a thin chain, resting gently over the wearer's heart. A unique, precious, and irreplaceable gift is offered to the wearer: a second chance. Faced with imminent death, the trinket's magic awakens, forming a protective cocoon and absorbing the fatal blow. However, this salvation comes at a cost: the talisman shatters, its glittering fragments scattering like stars, leaving the wearer with a new life but also the weight of an eternal sacrifice.

Elixir of Arcane Ascension Item Type: Consumable

  • Permanently increases your Aether by D4.

This vial with a shimmering luminescence radiates an aura of magical power. Once drunk, the Elixir of Arcane Ascension awakens a dormant source of arcane potential, elevating the drinker's abilities. As the elixir courses through their veins, their body attunes further to the ethereal planes, letting them draw upon arcane energies with ease.

Blade of the Ethereal Requiem Item Type: Scimitar

  • Attacks with this weapon ignore armor.
  • You can never involuntarily drop this weapon.
  • Recover 1 Sanity after a successful combat encounter.

Forged from an alloy of silvered steel and infused with fragments of star-metal, the sword's blade curves with an ethereal grace. Intricate runes intertwine on its hilt, and once drawn, the blade hums with a melancholic resonance, its touch giving off an aura of spectral cold. With every strike, the sword sings a silent lament, its blows able to bypass armor and flesh to wound the very essence of the enemy.

Doomheart Seed Item Type: Consumable

  • +1 Ability Point.

Once ingested, this ebony-colored seed fuses with the consumer's essence, awakening an innate potential. As tendrils of shadow course through their veins, new strength surges through their body, granting them a boost of power.

Gauntlets of the Blazing Phoenix Item Type: Gloves

  • You are Resistant to Fire damage.
  • Once per rest at camp, you may use the Flamecaster's Tier 4 Ability: Summon Fire Elemental. The elemental disappears when you leave the room.

These gloves, woven from enchanted crimson silk and adorned with intricate patterns resembling dancing flames, fit perfectly, granting the power to command fire. By activating their magic, the wearer can summon a fire elemental ally, a creature born of the very flames they seek to control. The elemental answers the call, its blazing form taking shape beside its master, obeying their commands in combat.

Infernal Plate Armor Item Type: Plate Armor (Torso)

  • This piece of armor bursts into flame when you engage in combat, dealing D4 Fire damage/round to all opponents.

Crafted from enchanted obsidian and etched with flame patterns by the enslaved smiths of Orneka, this plate rests on the shoulders like a mantle of infernal power. In combat, the armor awakens, bursting into majestic flames that dance across its surface, driving back attackers with scorching heat. Your enemies will have to choose between melee combat and its devouring flames, or keeping a cautious distance.

Mace of the Eclipse Item Type: Mace

  • +2 Earth damage.
  • Any creature struck by this mace must succeed at an Endurance check or be Stunned for one round.

Bound with leather straps and reinforced with blackened steel, the mace's head is a spiked orb, engraved with lunar patterns. When swung, it radiates an aura of darkness, its blows carrying an otherworldly cold that engulfs enemies in a shadow of terror, weakening their resolve.

Elixir of the Spirit Warden Item Type: Consumable

  • Permanently increases your Sanity by D4.

A harmonious blend of rare herbs, moon dew, and crystalline extracts, this elixir embodies serenity and mental resilience. Once drunk, it wraps the psyche in a soothing embrace, fortifying mental defenses against psychic assaults and offering comfort against inner turmoil. Its magic weaves a mental barrier protecting against intrusive thoughts and outside influences.

Potion of Forgotten Fate Item Type: Consumable

  • By drinking this potion, you automatically lose access to one of your two starting Masteries. You are free to choose a new one, assigning it the same number of Ability Points as the forgotten Mastery.

This swirling black liquid seems to possess a will of its own. When drunk, the brew slides eagerly down the throat, choking. After a minute of agony, unable to breathe, one vomits up a black crystal containing their former power and experiences, feeling a void in their soul ready to be filled by new power.

Ring of the Arcane Storm Item Type: Ring

  • Lets the character unleash a wave of arcane energies dealing 5D10 Arcane damage to all opponents in the room. This effect can be activated once per rest at camp.

Shaped from a blend of obsidian and sapphire, the ring is engraved with glyphs that pulse in rhythm with arcane currents. Worn, it lets its bearer unleash a devastating wave of raw arcane power. With a focused gesture, it channels intent into a storm of energy that engulfs enemies in a maelstrom of fury.

Ring of the Ethereal Embrace Item Type: Ring

  • Lets the character control +1 servant.

Made from a rare fusion of silvered metal and a crystalline core, the ring crackles with an otherworldly energy that resonates with the wearer's desire for dominance. Once worn, it unlocks the ability to command more servants, forging an unbreakable psychic bond. As the wearer's will extends over the horde, a dance of control unfolds, but with every thread pulled, a fraction of their own consciousness merges with their servants, binding their fates.

Ring of Submission Item Type: Ring

  • Increases the Health of Tier 1 servants by ⅃/2.

This twisted emblem of dominance exudes an aura of enigmatic control. Worn by its master, this obsidian ring surges with dark energy, resonating with the pact it embodies. It strengthens the wearer's servants, elevating their power and loyalty. As the ring's malevolent magic courses through their veins, their abilities are enhanced, their obedience unshakable.

Third Eye of Emaricus Item Type: Trinket

  • You have Advantage on all Perception and Search checks.
  • You can never be surprised.

Carved from rare onyx infused with a sapphire pupil, this eye-shaped jewel has an eternal gaze. Held in hand, it grants a troubling sense of foresight. With a focused look, the gem offers unmatched awareness, making any surprise nearly impossible. Its gaze sees everything and everyone, even in the near-total darkness of Ker Nethalas.

Lifebane Belt Item Type: Belt

  • Increases your Health by 5.
  • You gain access to the Hexmancer's Tier 4 Ability: Life Force Drain.

Crafted from soft leather and woven with threads of vitalizing magic, this belt wraps around the waist with a reassuring weight. When buckled on, new endurance courses through the veins, strengthening constitution and courage. When needed, its latent power can be tapped, letting the wearer siphon their enemies' life force with a simple touch, restoring their own health while sapping that of their opponents.

Void-Grip Gauntlets Item Type: Brawling Weapon

  • The target takes a minimum of 1 damage whenever you successfully hit them, regardless of armor or resistances.
  • Once per fight, you may spend a Reaction to turn your opponent's attack back against them, leaving you unharmed.

Etched seals glimmer upon these black, supple gauntlets, invoking the power of the void. When the hands close, they channel the void into every blow, infusing them with dark energy that tears through armor and flesh. With every impact, the touch of the void threatens to erase the target's very essence, leaving them drained and vulnerable.

Wyvern Fang Item Type: Spear

  • +D6 Air damage.
  • Reduces the opponent's Attack Skill by 5 whenever you deal damage to them.

Forged from a fusion of mithril and wyvern fang, the spear's blade gleams with an iridescent luster, evoking the power of the sky and of dragons. Along its shaft, intricate runes pulse with energy. When wielded, the Wyvern Fang burns with an inner fire, channeling the wielder's strength into piercing strikes carrying the fervor of celestial wrath. The blade's touch inflicts wounds that crackle with sacred fervor, affecting even creatures resistant to unholy wounds.

Merchants

While exploring Ker Nethalas, your character will sooner or later encounter a Merchant. These strange individuals come in all shapes and sizes, but they all share a few distinctive traits in common: their heads are always completely wrapped in thick bandages, and they communicate only through a series of grunts and moans. It is honestly hard to say whether they are human, but at least they are never hostile. They will pay 50% of the price for any items you wish to sell, and have a few items for sale; see the Items for Sale list.

Items for Sale

  • Any Weapon from the Weapons list
  • Any Armor from the Armor list
  • Any item from the Common Equipment list
  • Attunement Crystal: 50¢/each
  • Cooking Ingredients: 5¢/each
  • Crafting Supplies: 5¢/each

Advancing into the Darkness

When you wake up for the first time among decomposing corpses, confused and aching, you have nothing but rags on you, and the knowledge you accumulated during all those years spent on the surface. Ker Nethalas is a merciless place, and you will need to quickly find your bearings if you want to survive.

Difficult Start

Due to the disastrous circumstances in which your character begins, they suffer a series of initial disadvantages:

  • D6 direct damage (no roll on the Damage Dealt table).
  • Loss of D4 Sanity.
  • +1 Exhaustion.

You can heal and recover from these afflictions naturally, using the standard procedures.

The First Domain

If this is your very first game of Ker Nethalas: Into the Midnight Throne, we strongly recommend using the following starting Domain of the necropolis to familiarize yourself with the game. If you prefer a truly hardcore start (keep in mind you will have no weapons, no supplies, and no equipment of any kind!) you may skip this and go directly to the dungeon exploration procedures explained in Chapter 4.

During this first Domain, the map is already generated for you. Some details are fixed, but you will still need to generate the content and possible encounters of each room using the procedures from Chapter 4. The only thing to keep in mind is that this starting level does not use the standard Combat Encounters table on page 119, but the one presented here. This table must be used exclusively during your time in Ker Nethalas's first Domain; once you leave it, you must use the standard Combat Encounters table. It is also not necessary to track the Domain Exit, since it is already marked on the map, but don't forget to make a Tension Die check in every room!

All doors are marked on the map, so it is not necessary to check every room or corridor entrance to see whether the door is locked or not; you only need to do so when a door is drawn.

We strongly recommend exploring every corner of this Domain before deciding to face the Overseer, or moving on to another Domain.

I - The Pile of Corpses. This is where you first opened your eyes after your supposed execution. This is where the nightmare begins. There is nothing of value here, just decomposing flesh and vermin. You do, however, find a half-consumed torch (it will last you 10 more rooms).

II - The Guard Room. This room appears to have been an old guard room, a tattered banner still hanging on one of the walls. Several weapon and armor racks lie collapsed and rotten near the walls, but among the many rusted pieces of weaponry, you find something you can use.

  • 1 dagger
  • 1 cudgel
  • 1 pilum
  • Roll once on the Random Armor tables.

There is no combat encounter or event in this room.

III - Another Unfortunate Soul. It is clear you are not the first one here — others came before you. Before you lies the relatively recent corpse of another one of these unfortunate souls. A quick examination reveals they had 2x Cooking Ingredients and 10x Crafting Supplies on them. Their misfortune might well end up being what saves your life...

There is no event in this room, even though there are no enemies.

IV - Altar. Old melted candles have merged into a mass of solid wax on an altar dedicated to a mysterious goddess you do not recognize. She holds a bowl in her hands, and inside you find the crumbling remains of paper prayers, left there by whoever worshipped this deity. There is no event in this room, but you find D4 candles that you can still use.

Combat Encounters — First Domain

D20Result
1-7Pestilent Rats
8-14Skeletal Horrors
15-20Flesh-Eater

V - The Sorcerer's Loot. This room is covered in the remains of broken shelves, rotten scrolls, and scattered books. Fortunately for you, something survived the ravages of time: you find a small bag containing 3 attunement crystals, warm to the touch and whispering possibilities into your mind.

VI - The Overseer. This is where you will find this Domain's Overseer. As usual, remember that you may ignore it, although the potential XP and loot might be worth the risk.

VII - The Exit. This is the Domain's exit. Move on to the necropolis's next Domain once you have finished gathering everything of value in the first Domain. Unlike normal Domains, you cannot return to this first Domain once you have left it: the descent to the next Domain is too steep to climb back up.

Subsequent Playthroughs

If this is not your very first attempt at exploring Ker Nethalas, or if you simply want to create a new character but don't feel like going through this starting Domain, you may begin the game by going directly to the standard dungeon exploration procedures found in Chapter 4.

New characters who start this way begin the game with the following:

  • A weapon of your choice
  • 1 random armor piece from the Random Armor table
  • 1 torch
  • D10 Cooking Ingredients
  • D10+5 Crafting Supplies
  • D20¢

Living Moss is yet another abomination born of the unholy union between twisted necromantic sorcery and the ever-adaptable forces of nature.

  • Shadow Fiend
  • Unbound Familiar
  • Vaelorian Mage
  • Vinekeeper
  • Voidweaver
  • Vorleg
  • Spectral Skull
  • Wrath Elemental
  • 15Grave Robbing: Desecrating tombs to steal valuables from the dead is viewed with the greatest disgust by Veldonian society, particularly by the faithful of Sothos, God of Death.
    16Fraud: Pretending to be something you are not to gain sympathy, consideration, or money. This can include posing as a veteran of the Eskalian Wars, selling fake remedies, or disguising oneself as a priest, noble, or other person of similar rank.
    17Trespassing: Entering or remaining on another's property without permission, often resulting in disputes or damages.
    18Clandestine Marriage: Marrying secretly without the consent or approval of family members or authorities.
    19Child Theft: Kidnapping or abduction of children for various reasons, including ransom, forced labor, or adoption without consent.
    20Perversion: Committing any "unnatural" sexual act, including between members of the same sex.
    17Faint murmurs and muffled voices fill the air, voices carried through time.
    18The stench of decay is overwhelming in this tunnel, infested with ravenous vermin lurking in the shadows.
    19Intricate carvings adorn the walls, depicting scenes of ancient rituals and funerary rites. The air is heavy with a sense of solemnity and reverence.
    20The corridor seems to shimmer with an otherworldly glow. Transparent silhouettes of long-dead souls can be seen drifting through the walls, unaware of the living.
    18Ghostly apparitions drift through these halls, their faint whispers offering warnings and cryptic messages.
    19An ancient stone altar dominates the room, surrounded by blood-stained grooves where countless offerings met their end.
    20This room houses the remains of traitors and renegades, eternally damned for their betrayal of the empire.
    21Dark symbols and arcane markings cover the walls, suggesting the dark rituals once conducted in this unholy place.
    22The bones of the empire's greatest villains are piled high in this macabre display of death's inevitability.
    23An unsettling ticking fills the air as an ancient enchanted clock counts down the minutes to oblivion.
    24Any sound made in this room fades into nothingness, as though the room devours all noise.
    25Broken vials, shattered beakers, and decaying experiments reveal an alchemist's ill-fated quest for forbidden knowledge.
    26Ancient scrolls and tomes rest on dust-covered shelves. Touching them quickly turns them into piles of dust.
    27A stench of death fills this room. Judging by certain carvings, the Vaelorians disposed of their enemies in mass graves right here.
    28A morbid altar stands before a statue of a martyr who endured unimaginable pain in the name of faith.
    29The remains of a once-grand arrow lie in ruin, a monument to a forgotten hero of the Vaelorian Ascendancy.
    30Upon entering this room, haunting visions and terrifying illusions assail you.
    31Dark rituals once performed here have left an indelible mark on the walls, perpetually stained by the essence of necromancy.
    32The shadows of tormented souls replay their darkest moments in an eternal loop, forever haunted by their past actions.
    33Ancient weapons and armor line the walls, too old and fragile to be of any use to you.
    34The walls bear ghostly imprints of anguished faces, as though the room captured the final moments of those who met a tragic end.
    35Shadows move independently of their sources, dancing on the walls like malevolent spirits.
    36A still pool of black water reflects the darkest aspects of the soul, revealing the horrors hidden within.
    37Mirrors shattered into jagged shards create a disorienting effect, distorting reality and reflecting haunting images.
    38An unsettling aura permeates this room, where the empire once sought answers from a cryptic and enigmatic oracle.
    39Statues of macabre figures surround a central platform, where dark ceremonies once invoked malevolent powers.
    40A wide crack in the room's floor reveals a deep, dark abyss.
    41This room houses an unholy shrine dedicated to dark forces.
    42No sound can be heard in this room, not even the faintest whisper, creating a troubling atmosphere of absolute silence.
    43This appears to be the final resting place of an emperor forgotten by history, his name erased from all records.
    44Broken chandeliers hang from the ceiling, and tattered banners that once announced celebrations now lie in ruin.
    45Heat emanates from this room, and you can see the glow of lava in a corner, the viscous material flowing from a crack in the wall.
    46A faint, unsettling light filters through an enchanted glass ceiling, casting an otherworldly twilight over the room.
    47Mirrors made of dark, reflective obsidian distort your reflection, your light source casting haunting shadows.
    48Shrines dedicated to deities long abandoned by the faithful now stand in silence, their names etched on forgotten prayer tablets.
    49Ancient telescopes and star-observing instruments remain intact. The stars they once observed have long since changed.
    50A once-powerful empress was buried here, her empty sarcophagus adorned with golden glyphs.
    51The room is gripped by an abnormal, biting cold that numbs your bones the moment you enter.
    52Broken vials and failed experiments litter the room, reminders of desperate and deadly alchemical pursuits.
    53An overgrown courtyard now serves as a graveyard, with tombstones dotting the landscape where joyous celebrations once took place.
    54Twisted, grotesque sculptures rest on pedestals, each representing the artist's descent into madness.
    55The apparitions of those who died seeking vengeance are trapped in this room, their fury boiling for eternity.
    56Taxidermied displays of long-extinct creatures and monstrous beasts line the walls, their glass eyes seeming almost alive.
    57Faint sounds of funeral music fill the air, emanating from unseen instruments in this haunted room.
    58This chamber once housed the living quarters of a family of servants. Faint children's drawings are visible on the walls.
    59This room houses a shrine dedicated to a lunar deity. Its worshippers once performed heinous acts under the cursed glow of the moon.
    60A large crypt, where the sound of wailing and weeping echoes endlessly.
    61A chamber once dedicated to the study of the stars, now abandoned and covered in dust.
    62Ghostly weapons float in the air, suspended in an unsettling display of ethereal power.
    63Plans for grand structures, some never built, while others carried terrible secrets, now rest here with the remains of their creator.
    64Statues of once-charming nymphs are now twisted and grotesque, surrounded by thorns and brambles.
    65This once-imposing chamber is now dilapidated and in ruin, a symbol of the empire's decline.
    66A series of arcane symbols you have never encountered before cover the walls of this chamber.
    67Ghostly moans fill the air, as the spirits of wronged women lament their tragic fates.
    68An ancient, corrupted forge where weapons were once crafted from the souls of the fallen.
    69Statues of weeping angels line this hall, their faces eternally frozen in sorrow.
    70The resting place of an heir to the empire, whose lineage was lost to history.
    71The walls are adorned with petrified, unsettling faces that seem to whisper secrets to those who listen.
    72This chamber is made entirely of black stone, and any light that enters is quickly swallowed by its darkness.
    73An ornate stone chalice rests on an altar. It appears to have fused to it from extreme heat.
    74The walls of this room are covered with the tattered remains of ancient heraldic banners.
    75At the center of this room, a seemingly bottomless pit sinks into darkness, its true depth a mystery that strikes fear into your heart.
    76An otherworldly mist fills the room, giving glimpses of fleeting, forgotten dreams of the past.
    77A cursed oracle once resided here, its prophecies leading to misfortune and despair for those who sought answers.
    78A dark, menacing courtyard where twisted shadows play tricks on the mind.
    79The room is filled with the remains of lovers eternally entwined in death, their skeletal hands joined in an everlasting embrace.
    80An otherworldly chamber where the boundaries between dimensions blur, allowing glimpses of distant realms.
    81Horrifying paintings and sculptures depict scenes of unimaginable suffering and torment.
    82This room has a well in one corner, but the water it holds is clearly tainted with an unsettling glow.
    83This chamber is completely covered in fungus and mold of every kind, making each step feel like walking on a thick carpet.
    84Small, empty cells line the walls of this room.
    85The walls are adorned with macabre paintings depicting brutal executions and violent sacrifices.
    86Sealed for centuries, this room contains unspeakable horrors best left undisturbed.
    87An eerie fountain, from which water still flows, sits at the center of the room — a peaceful, almost out-of-place sight.
    88Disorienting illusions momentarily assail you upon entering this room, showing you images from your past.
    89This room was once a vault filled with riches, but it was looted long ago.
    90A once-lavish parlor now lies in ruin, its grandeur replaced by decay and the stench of death.
    91Piles of rotting furniture and rusted utensils are all you can see in this room.
    92The walls are covered in soot and fire marks, clearly indicating a great fire once took place here.
    93This room is completely empty, except for a thick layer of dust. A set of human footprints crosses the room.
    94Upon entering this room, you feel an overwhelming sense of despair, as though all optimism is slowly being drained from your heart.
    95A chamber adorned with gold and jewels. Closer inspection reveals it is only paint and glass.
    96A once-revered shrine now stands in darkness, forgotten by all but malevolent entities.
    97Statues of ancient warriors stand guard, their once-pristine surfaces now marked with crimson stains.
    98Old iron ingots are stacked in a corner of this room, each stamped with the seal of an ancient house.
    99An abnormal wind seems to constantly blow out of this room, violently whipping your clothes and gear around you.
    100An inextinguishable ghostly flame flickers and dances, casting unsettling shadows on the walls, burning forever but never consuming anything.
    41To your great surprise, you find an old man sitting in this room. He appears to be a beggar who probably fell into Ker Nethalas by accident. Make a Reason check: if you succeed, you manage to give the man some pointers that will hopefully help him, and he thanks you by giving you something valuable — roll on the Loot table. If you fail, you fail to notice his strange behavior and the odd lump on his chest. The man explodes before your eyes as a necropede bursts out of him and attacks you!
    42This appears to be an old smugglers' hideout, as the room is full of crates, most of them empty. Make an Athletics check to attempt to open one of the crates; if you succeed, you may roll on the Loot table.
    43A mutilated body lies against one of the room's walls. Make a Perception check: if you succeed, you find an amulet among what remains of the body. The amulet lets you deal +D4 Fire damage when attached to your weapon, but its effects only last for a single room.
    44A steady stream of blood flows from one of this room's walls. Trying to understand what is happening, make a Reason check: if you succeed, you don't really understand any better, but you gain 10 XP. If you fail, you accidentally touched the blood, which turns out to be extremely acidic. You take 3D4 Acid damage.
    45You find a body that has clearly been drained of its blood, slumped against the wall. Make a Perception check while examining the body: you find something valuable, roll on the Loot table. Unfortunately, you must also make a Dodge check, as the body suddenly lunges at you before fleeing into the darkness. If you fail, you are clawed and start Bleeding.
    46You come across a terribly wounded and mutilated man, still alive. If you choose to help him, make a Medicine check and remove 1 Bandage. If you succeed at the check, you gain 20 XP. If you decide to ignore the man and move on, you lose 1 Sanity.
    47A terrible seal is painted in blood on the room's floor. Your vision blurs just from glancing at it, but you remain curious about it. If you insist on deciphering the seal, make a Reason check: if you succeed, you gain 20 XP, but if you fail, you automatically lose D4 Sanity, with no Resolve check.
    48A dark, menacing pool of water sits at the center of this room. You think you see a glint at the bottom... If you attempt to reach in to see what you find, make an Acrobatics check, carefully balancing on the edge of the pool. If you succeed, you manage to pull out something valuable: roll on the Loot table. If you fail, you slip and fall in. Roll on the Rising Darkness table.
    49A large hole in one of the room's walls seems to almost invite you to take a look inside... If you choose to do so, make an Athletics check, stretching your arm as deep as possible inside. If you succeed, you manage to pull out something interesting: roll on the Loot table. If you fail, something tries to pull you inside! You take 2D6 Slashing damage before managing to break free.
    50The sudden sound of a bell fills the room and your mind. With a cry, you cover your ears and try to resist the bell's psychic assault, which cannot be found. Make a Resolve check: if you succeed, you gain 20 XP, managing to control the assault. If you fail, choose one: roll on the Rising Darkness table, or roll on the Madness table.
    51This room has been turned into a makeshift mausoleum, and relatively recently at that. At its center, a sarcophagus, covered in melted candles, has clearly been dragged here. If you choose to desecrate the tomb, you lose 1 Sanity but may roll on the Loot table. If you choose to take a moment of respite and say a quick prayer for whoever is buried here, you regain D4 Sanity.
    52A twisted effigy made from the remains of countless people has been erected here. A dark energy draws you toward it, but you may try to resist. Make a Resolve check: if successful, you gain 10 XP; if you fail, you feel the urge to somehow contribute to this monument of death, cutting deeply into your arm and pouring your blood onto it. You take 3D4 Slashing damage.
    53Upon entering the room, the smell of death fills your nostrils, making you gag. A trio of recently killed men hang from chains, their faces purple and swollen. If you spend time taking them down and trying to give their bodies the rest they deserve, you gain 2 Exhaustion but recover D4 Sanity. If you ignore the corpses and move on, roll on the Rising Darkness table.
    54You hear voices whispering in your ear, ghosts of the Vaelorian Ascendancy sharing forbidden secrets. Make a Reason check: if you succeed, you gain 10 XP; if you fail, you lose 1 Sanity, as your mind cannot bear their dark secrets.
    55The room is littered with funerary urns. You may search here up to 3 times.
    56Upon entering this chamber, you are seized by a daydream. You see your own death, clear as day, and a wave of anguish assails you. You must succeed at a Resolve check or lose D6 Sanity, but the next time your Health reaches 0, you may ignore the source of the damage instead.
    57Before you, a terrible statue depicting what must have been a member of the Vaelorian nobility seems to stare at you intently, judging your worth. You instantly feel repelled by it. If you accept its judgment, you must succeed at a Resolve check. If you manage it, you are rewarded: roll twice on the Loot table. If you decide to strike the statue instead, you may cancel the effects of one active Event.
    58A tranquil fountain, almost out of place, still pours water into a stone basin in a corner of this chamber. You sit for a few minutes and take a moment to refresh yourself. You lose D4 Exhaustion.
    59Strange ghostly flames seem to move about this room at random. Every time you enter it, you must succeed at a Dodge check or be struck by the flames, losing 1 Sanity.
    60This room contains a pile of scrolls that appear to have survived the passage of time. If you sit for a moment to read them, you may make a Reason check. If you succeed, you learn a weakness of this Domain's Overseer, allowing you to Stun it in the first round of combat against it.
    61The room is covered in mosaics depicting fencing stances and techniques. Perhaps there is something to learn here... Make a Reason check; if you succeed, increase your Slashing Weapons skill by 1.
    62A furious spectre appears before you, cursing you in the ancient Vaelorian tongue. Make a Resolve check: if you succeed, you gain 10 XP, learning from this trying experience. If you fail, you lose 1 Sanity and gain 1 Exhaustion.
    63This room appears to be the remains of a tomb raider's camp. Make a Perception check: if you succeed, you find D4 torches and D10 Crafting Supplies.
    64You come across a terrible altar dedicated to a nameless deity. If you choose to desecrate it, make an Athletics check: if you succeed, you may cancel the effects of one active Event. If you fail, you made too much noise, attracting trouble! Roll on the Combat Encounters table.
    65Just as you are about to enter the room, you hear the shuffling of dragging feet, groans echoing through the corridors: the undead, hundreds of them! There is no way to defeat such a number... Make a Stealth check: if you succeed, you hide in the shadows as they pass, and you gain 20 XP. If you fail, you made noise and attracted the attention of a few of them. You must throw an item from your belt to distract them. If you have no belt, you must throw whatever you are holding in your hand (i.e., weapon, torch, lamp, etc.).
    66A feeling of holiness permeates this chamber, emanating from a single seal embedded in the wall. Reset the Tension Die to D8.
    67This chamber has been set up as a place of meditation. If you wish, you may kneel and try to calm your mind. Make a Resolve check: if you succeed, you recover D4 Sanity; if you fail, you lose 1 Sanity.
    68Upon entering the room, you are confronted by an angry spirit. "Give back what you stole from me!" it hisses at you. Make a Resolve check: if you succeed, you gain 10 XP, managing to resist the spirit's demands. If you fail, the spirit passes through you, stealing D100¢.
    69The moment you enter this chamber, you are assailed by a spirit of darkness attempting to possess you. Make a Resolve check: if you succeed, you manage to repel the entity and gain 20 XP in the process. If you fail, the spirit corrupts you and you feel overwhelmed by misery. Every time you enter a new room, you lose 1 Sanity, unless you sacrifice (i.e., destroy) a magic item in your possession.
    70Strange devices you don't really understand are firmly planted around this room. Unfortunately, they appear to form some sort of magical circuit, because every time you pass between them, you receive a shock. Make an Acrobatics check to jump over them and avoid taking 2D6 Air damage every time you enter this room.
    71A pile of debris covers a corner of the room. There might be something useful in there? Make a Perception check; if successful, you find something interesting: roll on the Loot table.
    72You have stumbled upon some sort of summoning, as a lone sorcerer performs a forbidden ritual inside a circle. Every part of you screams to interrupt the ritual... Make a Stealth check to sneak up behind the sorcerer and eliminate them. If you succeed, you manage to eliminate them before they even realize what is happening; you recover D4 Sanity. If you fail, the sorcerer hears you and quickly casts some sort of spell on you. You wake up hours later, alive but confused. Increase your Exhaustion by 2 and roll on the Rising Darkness table.
    73The room is full of broken glass vials and flasks containing all sorts of alchemical substances, along with the tools and equipment typically found in an alchemy lab. Make a Perception check: if you succeed, you find D4 Potions. If you fail, you only find one that you can still drink.
    74Scattered across the room's floor, you can see what appears to be the contents of someone's bag. Huddled in a corner, you find the very recent corpse of the bag's owner. Make a Perception check: if you succeed, roll on the Loot table. If you fail, you don't realize that whatever killed the person in this room has returned! Roll on the Combat Encounters table.
    75A section of one of this room's walls appears to be made of moving pieces. Each piece has a different diagram, and you could swear they form a pattern, but they aren't properly aligned... Make a Reason check; if you succeed in solving the puzzle, revealing a small section of the wall that contains 2D100¢.
    76A hole in the room's floor is completely filled with viscera. You may reach in to search for something valuable. Make a Perception check: if you succeed, you may roll on the Loot table. If you fail, you find nothing and lose 1 Sanity.
    77This large room appears to have been some sort of holding cell at one point. A rusted metal grate still blocks off a corner of the room, and you can see remains on the other side. If you attempt to open the grate, make an Athletics check: if you succeed, you find the desiccated corpse of a forgotten prisoner, and something valuable. Roll on the Loot table.
    78Strange herbs grow in the corner of this dilapidated room. Make a Medicine check to determine whether they have medicinal properties: if you succeed, you obtain a dose of herbs that, once consumed, heal you for 2D6 Health.
    79The room is covered in thick mud, and you immediately sink up to your knees. You must make an Athletics check to cross it: for each failure, you gain 1 Exhaustion.
    80A strange set of seals covers the floor of this room. Convinced they must hold some kind of key to understanding this place, you begin studying them. Make a Reason check: if you succeed, you may ignore the next roll on the Rising Darkness table. If you fail, you trigger some sort of security measure and take 2D6 Arcane damage.
    81A swarm of small, ravenous vampire bats rushes at you the moment you enter this chamber. Succeed at a Dodge check to avoid being bitten and clawed. If you fail, you take 2D4 Slashing damage. You must also succeed at an Endurance check or contract the Rot (see page 74 for more details on the Rot).
    82As you enter this room, you feel the unmistakable presence of a deity, forcing you to your knees under the spiritual pressure. Like a hammer coming down on you, you hear a voice in your head, saying "You have done well, my son. Be purified." You are certain of it — it was Hesie, Goddess of Purity. You recover D6 Sanity.
    83The moment you enter this room, you are assailed by an invisible force that slams into you. Make a combat check with your weapon of choice; if you succeed, you manage to repel the assault and gain 10 XP. If you fail, you take D12 Blunt damage.
    84A fountain shaped like a demonic head pours water into a hole in the floor. If you choose to drink from it, you take 2D6 Infernal damage, but recover D6 Sanity.
    85This room has two doors, one to the left and one to the right (in addition to the one you just entered through), despite what you rolled on the Room & Corridor Shape table. The left door leads you to the Overseer's lair: advance the Domain's Usage Die one step down. The right one leads you to a strange fountain from which black waters flow. If you decide to drink from it, you automatically trigger a roll on the Rising Darkness table, but recover D10 Toughness.
    86A pond that seems to have formed naturally after centuries of water dripping from one side fills this room. Inside, you could swear you see something shining... Make an Athletics check: if you succeed, you manage to stretch out far enough without falling into the pond, recovering 3D20¢. If you fail, you suddenly see your own reflection on the dark surface of the water twist into a hideous creature. You lose 1 Sanity.
    87A waterfall roars furiously in this chamber, water falling from high up into the darkness above. Make a Perception check: if you succeed, you manage to flee the room before a group of enemies can surprise you under the cover of the waterfall's noise. If you fail, you are attacked by surprise: roll on the Combat Encounters table.
    88A strange vine grows through the cracks of this room. Hanging from it are a few dark, fleshy berries. If you decide to eat them, roll D6: 1-3 you recover 5 Exhaustion, 4-6 you are poisoned, taking 3D4 Poison damage.
    89Upon entering this room, you feel broken bones crunching underfoot. The place is completely littered with human remains, piled up all around you. Make an Acrobatics check: if you fail, you slipped on a femur and crashed onto a pile of skulls, taking D10 Blunt damage. If you succeed, you discover something valuable: roll on the Loot table.
    90A strange artifact, clearly arcane in nature, vibrates and shakes at the center of this room. About the size of a cart, it emits heat and light and seems highly unstable, as though it were about to explode. If you attempt to deactivate it somehow, make a Reason check: if you succeed, the artifact stops shaking and emitting heat until it becomes inert; you gain 10 XP. If you fail or ignore the device, the next time a Rising Darkness event is triggered, ignore the result. Instead, the entire necropolis shakes as you hear a loud explosion and debris falls on you, dealing 5D4 Blunt damage.
    91Among the rubble and grime covering this room, you find what looks like some sort of journal. It appears to belong to someone who was also trapped here, several decades ago. Perhaps you can learn something about this place by studying it... Make a Reason check: if you succeed, you may ignore the next Rising Darkness event.
    92A crude map has been drawn on this room's wall. Make a Reason check: if you succeed, you may fully generate the next three rooms right now, without having to enter them directly.
    93A glowing sphere of what looks like ether-infused blood floats above a pedestal at the center of this chamber. It hovers there calmly, and doesn't seem dangerous... If you touch it, the blood seeps into you: you gain D10 temporary Aether, but immediately lose the initiative in your next fight.
    94Dancing flames float around you as you enter the room, threatening to burn you. Make a Resolve check: if you succeed, you gain 10 XP and insight into upcoming threats. You may now roll to determine what your next 3 Combat Encounters will be. If you fail, the flames overwhelm you, and you gain the Burning condition.
    95A large bronze chain hangs from this room's ceiling. Looking closer, it seems to disappear into a small opening in both the ceiling and the floor, making you think it is some sort of pulling mechanism. If you decide to pull the chain, make an Athletics check: if you succeed, you gain 20 XP, slowly but surely managing to move the chain. If you fail, a cackling laugh echoes through the room... The next combat encounter has its Combat Skill increased by 20.
    96A skeletal figure is slumped against the wall, and appears to have scrawled something on it. Make a Reason check: if you succeed, you manage to decipher the message. It's a warning about what awaits you, allowing you to start the next combat encounter with +20 to Initiative.
    97As you cross this empty room, you feel something grip your ankle. Before you can react violently, you look down and see a human hand emerging from a crack in the stone floor. There is someone down there... and they want to offer you something. If you accept their strange bargain, you lose D4 maximum Sanity but gain D4 maximum Toughness.
    98This narrow chamber is filled with sharp iron pieces protruding from every surface, their purpose completely unknown to you. To cross the room safely, you must succeed at an Acrobatics check: if you fail, you start Bleeding.
    99The room must pass near some sort of volcanic chamber, as the heat here is absolutely unbearable. You gain D6 Exhaustion.
    100The ancient spirit of a Vaelorian necrolord appears before you, rushing toward you and gripping your head on both sides. Make a Resolve check: if you succeed, you gain 100 XP, as it fills your mind with forbidden knowledge. If you fail, your mind cannot bear it, and you must roll on the Madness table.
    37-50You are ambushed! Roll on the Combat Encounter table. Your opponents surprise you.
    51-52All "Demon" opponents receive +10 Combat Skill.
    53-54A suffocating mist surrounds you. Make an Endurance check to avoid taking 3D4 Poison damage.
    55-56A weakness seems to seep into your very bones. Every time you take damage from any source, you take +1 damage.
    57-58Confusion suddenly floods your mind, and you struggle to remember your actions of the past few days. Reduce a skill of your choice by 10.
    59-60The ever-present cold of the grave becomes even more tangible. All "Undead" opponents receive +10 Combat Skill.
    61-62Your mental wounds begin to leave physical marks. Every time you lose Sanity, make an Endurance check. If you fail, you take D6 Psychic damage.
    63-64A swarm of infernal bats surrounds you. Succeed at a combat check; if you succeed, you gain 10 XP; if you fail, you take D10 Slashing damage.
    65-66You hear the faint sound of shouted orders in the distance. All "Humanoid" opponents receive +10 Combat Skill.
    67-68You blink several times, coming back to your senses; how long have you been staring into space? Reduce your Light Source by D4.
    69-70The darkness seems to thicken and grow denser. Reduce your light source by 2 instead of 1 every time you enter a room.
    71-72You are overwhelmed by the spirits of the angry dead. Make a Resolve check; if you succeed, you gain 20 XP. If you fail, you lose D4 Sanity.
    73-74Your mind becomes confused and you struggle to remember things. All non-combat skill checks increase in difficulty and are considered Demanding (-10).
    75-76Your mind is suddenly assailed from within. You take D6 Psychic damage per instance of Madness you have.
    77-78The ground trembles, and every step you take feels heavier. All "Construct" opponents receive +10 Combat Skill.
    79-80The ground shakes and debris falls from above. Succeed at a Dodge check or take 3D6 Blunt damage.
    81-100An inhuman voice shouts, whispers, and howls; somehow, you know it is an Overseer. Roll on the Overseer's Influence table. All opponents in this Domain benefit from the result, but they also grant +10 XP.
    Sacred Damage ExpertDeal 200 Sacred damageGain 1 Sacred damage reduction
    Infernal Damage ExpertDeal 200 Infernal damageGain 1 Infernal damage reduction
    Living ShadowSurprise 50 opponentsYou gain the Living Shadow Boon
    MarauderDefeat 100 Humanoid opponentsTriple the damage dealt with a critical hit against "Humanoid" opponents
    Master ThiefOpen 100 doors or containers with the help of your Larceny skillYou gain the Lucky Find Boon
    Necrotic Damage ExpertDeal 200 Necrotic damageGain 1 Necrotic damage reduction
    Overseer DefeatedDefeat an OverseerYou obtain an Amulet
    Piercing Damage ExpertDeal 200 Piercing damageGain 1 Piercing damage reduction
    Poison Damage ExpertDeal 200 Poison damageGain 1 Poison damage reduction
    Precision StrikerDeal 50 critical hits in combatYou gain the Precision Striker Boon
    Psychic Damage ExpertDeal 200 Psychic damageGain 1 Psychic damage reduction
    Relic HunterFind a Relic100 XP
    ScavengerSuccessfully search 100 roomsYou gain the Scavenger Boon
    ScholarSuccessfully use the Reason skill 100 times to resolve EventsYou gain the Scholar Boon
    Sentinel BreakerDefeat 100 Construct opponentsTriple the damage dealt with a critical hit against "Construct" opponents
    Master of PolearmsDefeat 50 opponents with the Polearms skill+1 damage when wielding a polearm
    Slashing Damage ExpertDeal 200 Slashing damageGain 1 Slashing damage reduction
    Trap BreakerSuccessfully disarm 50 trapsYou gain the Trap Breaker Boon
    Thrill SeekerTrigger 20 Rising Darkness eventsEvery time you have to roll on the Rising Darkness table, you may choose to roll a second time and pick whichever result you prefer
    Vaelorian ScholarLoot 10 Books of LoreIncrease your maximum Aether by D4
    Water Damage ExpertDeal 200 Water damageGain 1 Water damage reduction
    Spectre TrackerDefeat 100 Undead opponentsTriple the damage dealt with a critical hit against "Undead" opponents
    Longsword20SlashingSlashing Weapons0Parry, Versatile
    Mallet20BluntBlunt Weapons0–
    Mace15BluntBlunt Weapons0–
    Morning Star15BluntBlunt Weapons0Powerful
    Pike10PiercingPolearms0Two-Handed
    Pilum10PiercingPolearms0Defensive
    Staff5BluntPolearms5Two-Handed
    Rapier30PiercingSlashing Weapons10Fast
    Sabre20SlashingSlashing Weapons5Parry
    Scimitar15SlashingSlashing Weapons5Parry
    Shiv5PiercingSlashing Weapons10Simple, Fast
    Short Sword15SlashingSlashing Weapons5Defensive
    Spear10PiercingPolearms5Defensive, Versatile
    Warhammer25BluntBlunt Weapons-10Two-Handed, Powerful
    War Pick15PiercingBlunt Weapons0Powerful
    15A small obsidian whistle that, once blown, summons a vengeful spirit to seek out and attack a designated target, immediately dealing it 3D10 Psychic damage.
    16A flask containing a swirling miasma. Once opened, it releases a cloud of disease that afflicts enemies, dealing 3D4 Poison damage to all enemies.
    17A broken harp that, when played, creates haunting melodies that charm enemies. A single target will no longer be hostile toward you.
    18A tattered grimoire that lets you use any Mastery Ability once. Roll on the Random Mastery table (page 204) to discover which Mastery it grants access to.
    19A ring set with a magnificent amethyst that grants you 2D10 temporary Toughness.
    20A sinister hourglass that, once flipped, temporarily slows time for everyone but you. All enemies lose their next D4 actions.
    5The Battle of Curum. "The Battle of Curum, a chapter etched into the living memory of the Vaelorian Ascendancy, unfolds in my mind like a visceral painting of heroism and conflict. There, on the rain-soaked battlefield, our shadowsteel-clad warriors clashed with the invading Ashthrenian horde, an unshakable bulwark against creeping chaos. The Obsidian Veil, like spectral wraiths, cut through enemy ranks, their blades weaving a symphony of death. Amid this storm of combat, the Inquisitors' incantations made the very ground tremble, their necromantic power turning the tide of battle. Victory was won through blood and valor, etching a testament to our empire's unyielding spirit and the triumph of the Vaelorian Ascendancy against the relentless storm."
    6The Midnight Throne. "At the heart of the Vaelorian Ascendancy, where shadows converge and faith reigns as an eternal beacon, stands the Midnight Throne, a city unmatched in its grandeur and mystique. To wander its labyrinthine streets is to cross the crossroads of divine devotion and architectural wonder. Obsidian spires, engraved with arcane symbols, reach toward the sky as though seeking the touch of the gods. The very stones beneath our feet whisper the secrets of generations, and the air hums with palpable energy — an embodiment of our history and our unshakable faith. The Midnight Throne is not merely a capital, but a living testament to the soul of our empire, a manifestation of the shadows that cradle us, and a sentinel guarding the sanctity of the Vaelorian Ascendancy."
    7A Thousand Years of Glory. "In the annals of the Vaelorian Ascendancy's saga, one name emerges as a beacon of authority and enigma — Emperor Aurelius the Immortal. Like a figure conjured from the depths of our collective consciousness, Aurelius ruled with an iron fist in a velvet glove, each of his decrees resounding like the whispers of fate itself. It is said he possessed an aura that bridged the mortal and the divine, his presence bearing witness to the power of the Ascendancy's theocratic force. Yet it was not merely his dominion that earned him the epithet "the Immortal." Rather, it was his enigmatic connection to the necromantic arts, a mastery that inspired both admiration and dread. His very life seemed intertwined with the shadow of death, his reign an eternal dance with the great reaper. In the tapestry of our history, Emperor Aurelius emerges as a pivotal figure, a mortal conduit to the divine will of the gods and a sentinel guarding the secrets of the Vaelorian Ascendancy's legacy."
    8Rising Shadows: A History of House Tesir. "As though ordained by the very weavers of fate, this once-obscure lineage climbed the ladder of power with a grace that belied its origins. From the shadows of the working-class districts, House Tesir's ascent mirrored the empire's own journey, a testament to the meritocratic ideals rooted in Vaelorian society. Yet their rise was not without criticism; whispers of clandestine alliances and esoteric pacts still linger in the air. Under the direction of Lord Valerius Tesir, the family's influence spread like ripples in a forbidden pond. It is said their mastery of the assassin's arts became the foundation of their dominance, entwining their name with both reverence and fear."
    9The Third Path. "The convergence of necromancy and demonology, like the meeting of two dark rivers, invokes a dichotomy that both intrigues and disturbs. The marriage of necromancy's communion with the dead and demonology's conjuration of infernal entities creates a symphony of forbidden potential, where life and death intertwine in a macabre dance. It is an enigma woven with danger, for what secrets are whispered by abyssal entities drawn from the lower realms? The fusion of these magics has sparked both fascination and condemnation, blurring the lines between mastery and recklessness. It is true that our work on these dark arts, a reflection of our relentless ambition, often serves as a cautionary tale about the relentless pursuit of dominion over the arcane, a testament to the shadows that forever weave their tendrils within our desires. But I dare say all risks are insignificant compared to the power offered by this Third Path."
    10The Ganeus Rebellion. "In the intricate mosaic of the Vaelorian Ascendancy's history, the treacherous saga of House Ganeus casts a shadow that lingers, a brutal reminder of the precarious nature of power and loyalty. Once esteemed pillars of the empire, their name now echoes as synonymous with betrayal. The web of deception they wove, hidden beneath a veneer of allegiance, bears witness to the abyss that can form between kin and empire. It is said House Ganeus courted forbidden pacts with entities beyond mortal comprehension, seeking power that transcended the very limits of our world. Their duplicity unfolded like a venomous serpent, poisoning the very heart of our Ascendancy. The Ganeus Rebellion, an event etched in pain, saw the empire's own children take up arms against it, their actions marked with the seal of treachery. The tale of House Ganeus stands as an eternal reminder that shadows can be cast from within as much as from without, a symphony of ambition and pride whose notes continue to echo through the halls of our memory."
    20
    The target gains the Burning condition whenever you deal damage to them with this weapon.
    63-64It becomes highly reflective, like a mirror.
    65-66It constantly shifts and changes color.
    67-68Stars seem to float within it.
    69-70It appears to be made of precious gems.
    71-72It is covered in chitin.
    73-74It has a distinct heartbeat.
    75-76It is surrounded by a constant, gentle breeze.
    77-78Wisps of mist occasionally appear.
    79-80It drips sand.
    81-82It constantly gives off smoke.
    83-84Tiny crystals burst from it.
    85-86It appears to be made of flesh.
    87-88It smells of burnt charcoal.
    89-90It is covered in intricate runes.
    91-92Chiming bells can be heard in the distance when it is touched.
    93-94It smells strongly of incense.
    95-96It randomly howls.
    97-98Your desires imprint themselves on the item the first time you touch it. Choose a quirk from this list.
    99-100Roll twice on this table and apply both results.