FailStatesRPG:FQR

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Why bother?[edit]

I loved playing Avalon Hill's Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.

Parts of a Day[edit]

The game of Fae Queen Restored is played in days of action. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. Typically, a character may not repeat the same action all day (the "Enduring" Amazon is an exception).

The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure that uses all that part of the day or that angers a denizen. A much worse result would be failure that costs that part of the day and that also angers a denizen.

Examples:

FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.

RECRUIT (CHA) can arrange for hire of companions at a fair price. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.

REST can restore a point of STR (which can be lost in combat).

RETURN and MOVE ALONG are special actions for traversing the Kingdom, discussed below.

SEARCH (WIT) can enable a treasure roll within a location.

TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).

Traversing the Kingdom[edit]

The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.

d6,d6 1 2 3 4 5 6
1 Bounteous Village Birch Wood Grim Heath Jagged Hill Hot Caves B
2 Silent Village Elm Wood Gloomy Heath Cold Pass Salt Caves L
3 Goatkin Village Ash Wood Pale Heath Sentry Peak Deep Caves I
4 Furnace Village Oak Wood Moaning Heath Golden Cliffs Glowing Caves S
5 Porcelain Village Beech Wood Howling Heath High Seat Crag Grottoes S
6 L O S T Threshold Durance

Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player's path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location's adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the "filled" location is rolled when they Move Along, they must re-roll.

A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.

Being guided to a location does not add that location to the player's path. Having a map does add its locations to the player's path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.

When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.

The Core[edit]

The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player's Luck has changed the situation.

Roll two dice for Luck.

Die roll Result
6-9 as expected
10+ better
4-5 worse
2-3 much worse

Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside. You regain one set-aside Extra die each time that you hear Birdsong (usually right before dawn).

Larger than Life[edit]

Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.

You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.

You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.

In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).

Examples of Extra dice:

  • superior weapon
  • superior armor
  • psychic power
  • special training
  • special knowledge
  • special relationship

Combat Mini-Game[edit]

You may prefer distinct rules for combat as compared to other situations. Here they are.

Everybody has 1 Hit Die and an armor class.

Weapons / armor Hit Die (HD) Armor class (AC)
Unarmed d4 2
Light d6 3
Medium d8 4
Heavy d10 5
Tremendous d12 6

When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.

Optionally, armor or weapons may be damaged (reduced by 1 AC or one size of Hit Die) rather than removing a Hit Die.

How do I recover damaged or lost HD, STR, and Extras?[edit]

When you hear Birdsong (right before dawn, or if someone sings for you), you regain all HD, 1 STR, and one of your set-aside Extra dice.

When you hear Restoration, you regain all HD, all lost STR and all of your set-aside Extra dice.

When you hear Repair, all damaged weapons and armor are restored to full HD and AC.

Arms and Armor[edit]

Now look at this table:

Arms Cost (in BLISS) Lifestyle min (#) Examples
Unarmed 3p Meager Gambeson; dagger, rocks
Light 1s Simple (1) Maille shirt and/or (2) target;

(3) light spear or (4) arming sword, (5) short bow or (6) sling

Moderate 5s Decent (1) Hauberk and cap, (2) heater shield;

(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow

Heavy

(min STR 3)

15s Good (1) Haubergeon with bracers and helm;

two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest

Tremendous

(min STR 5)

Rich (1) Full maille and closed helm;

tremendous (2,3) sword or (4) axe

If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor class gets one less).

A Simple Class System[edit]

Where we have Hit Dice we can have Classes. A "hard" character has 2 Hit Dice. A "sharp" character's Extras start at d6, not d4. A "smooth" character rolls 3d6 and takes the middle die for one of their Abilities.

As expected?[edit]

Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?

Dice result 2-3 4-5 6-9 10+
0 HD (STR) -4 STR -2 STR -1 STR Stable.
MORALE (CHA) Flee. Retreat. Hold. Bold.
RECRUIT (CHA) Hostile. 20% premium. Fair price. 10% discount
TRADE (CHA) No deal. 10% markup/knockoff. Fair price. 10% bargain/premium.
FORAGE (WIT) Angry denizen. Waste action. Find food and water. Food and water

and extra action.

SEARCH (WIT) Angry denizen. Waste action. Roll on treasure table. Roll on treasure table

and extra action.

0 HD results: if STR is less than zero, the character dies.

MORALE results: roll for denizens at start of combat and each time one of their allies is knocked down (0 HD). Use the CHA of a character who hired the denizens, or the default CHA of the denizens. Fleeing denizens can be attacked once without risk. Bold denizens gain a d4 Extra to their next attack.

Magic[edit]

A character may attempt to sing any magical Song that they have learned. Some songs require a WIT roll, others require CHA or even STR. None of the characters in the Fae Kingdom are "research wizards". They only can sing songs that they have learned by hearing the songs.

The expected result of singing a song is NOTHING. A better result is that the song is effective. A worse result is that an angry faery appears. A much worse result is that an angry faery appears and immediately attacks the character.

Some characters have a specific type of song as an Extra.

Holy Chants (CHA)[edit]

Birdsong: Cancel all spells with duration. All who hear the song regain 1 STR and one set-aside Extra.
Exorcism: Banish faeries from current location.
Quell: All who hear are reduced to 0 HD, but do not lose STR.
Repair: Restore the target's damaged arms to full Hit Dice.
Restoration: All who hear regain full STR and all set-aside Extras.

Bittersweet Ballads (WIT)[edit]

Faelight: All who hear the song are LOST! - strike out their entire lists of locations adjacent to this location, they may not Return from here but must Move Along.
Golden Tongue: One who hears the song gains CHA +6.
Lightness of Being: One who hears the song gains the Strider trait.
The Earth Speaks: Singer discovers all treasures in current location.
The Tangled Vine: One who hears the song may not leave current location.

Hymns of the Rose (STR)[edit]

Bitter Seed: Those who hear the song lose all their Extras.
How Sweet the Scent: The singer gains the Peaceable trait.
Leaf Blight: One who hears the song loses 1 STR.
Petals Shake: One who hears the song rolls all Hit Dice, sets aside any odd dice.
The Beautiful Broken Thorns: Apply the singer's roll for the song as Hit Dice against all who hear the song.

Nightshade Lullabies (WIT)[edit]

Drowse: All who hear the song sleep.
Fading Twilight: The singer gains the Elusive trait.
Fog: All who hear the song cannot Search, Forage, Trade, Recruit, Move Along, or Return.
Gust of Wind: An object is moved as if by a hand of STR +4; or, singer rolls one Medium Hit Die (d8).
Witch Sight: Singer sees all hidden things.

Periwinkle Jingles (CHA)[edit]

Beast Speech: Those who hear the song may converse with any animal. Make Reaction Rolls.
Hidden Star: The singer illuminates their location as if they are a star.
Pandemonium: All who hear the song lose the rest of their Daily Actions in a cacophany of laughter and screaming.
Shield: The singer gains an armor number of 8.
Sweet Berry of Knowledge: Target gains a map of three random locations.

Violet Tunes (STR)[edit]

Darkness: All lights are extinguished. No lights may be lit.
Eternal Dance: One who hears the song must immediately Move Along, and cannot Return to current location.
Fiery Ring: All who hear the song must make a Reaction Roll in the 0 HD column.
Ringing Silence: Those who have heard the song can hear no other sound.
The Mighty Flower: The singer may breach one barrier.

Potions[edit]

Potions are bottles of water or other liquid to which certain songs have been sung. When a potion is applied to a creature or object, it takes effect until Birdsong is heard by the recipient.

A character or denizen who can make potions can sing one of the following special songs, or can duplicate the effects of any other song that they know.

Drinking Songs[edit]

Bane: A melee weapon or missile to which the potion is applied will strike as a Tremendous weapon regardless of size.
Might: A creature to whom the potion is applied will gain STR +6.
Perspicacity: A creature to whom the potion is applied will gain WIT +6.
Stalwart: Armor to which the potion is applied will gain armor number 6.
Stealth: A creature to whom the potion is applied gains the Elusive trait.

Characters[edit]

Here are the possible characters to play:

Character STR WIT CHA HD Arms Extras
Amazon +2 +2 +1 1 M bow, L sword, M armor d6 Bowmaster; d6 Enduring
Barbarian +6 +1 +1 2 H axe, L armor d4 Berserker; d4 Tough
Bittersweet Magus +1 +2 +1 1 L staff, no armor d6 Cunning; d6 Ballads
Captain +3 +1 +3 2 M spear, M armor d4 Spearmaster; d4 Leadership
Dwarf +5 +2 +2 2 H axe, M armor d4 Potions; d4 Short Legs
Elf +1 +3 +2 1 L sword, L bow, no armor d4 Elusive; d4 Strider
Harper +1 +6 +4 1 unarmed d4 Affable; d4 Any Songs
Knight Errant +4 +2 +5 2 H sword, H armor d4 Honored; d4 Chants
Knight Renegant +2 +3 +1 1 M sword, H arbalest, M armor d6 Bowmaster; d6 Fearsome
Monk +3 +1 +2 2 * d4 Disciple of the Hand; d4 Chants
Nightshade Magus * +3 +2 1 * Ethereal; d6 Lullabies
Periwinkle Magus +1 +1 +4 1 unarmed d6 Lucky; d6 Jingles
Rose Magus +3 +2 +1 1 L staff, no armor Peaceable; d6 Hymns
Swordsman +3 +2 +2 1 L sword, L armor d6 Swordmaster; d6 Cunning
Violet Magus +2 +3 +1 1 L staff, L armor d6 Aura of Power; d6 Tunes
Woodfolk +1 +1 +1 1 L bow, L sword, no armor d6 Beast friend; d6 Tracker

Players' characters are special. Each archetype has a distinct array of Abilities and Extras.

Amazon[edit]

Character STR WIT CHA HD SD Arms
Amazon.png +1 +1 +1 3 1 M bow, L sword, M armor

Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Enduring: You may use all of your daily actions for the same task.

Barbarian[edit]

Character STR WIT CHA HD SD Arms
Barbarian.png +4 0 0 4 0 H axe, L armor

Berserker: You may enter a battle rage that allows you to re-roll any number of your Hit Dice (keep the higher result). You must set aside your lowest Hit Die after each re-roll. You regain set aside Hit Dice when you end the rage.

Tough: You may take an extra Rest each day. You may choose this trait multiple times.

Bittersweet Magus[edit]

Character STR WIT CHA HD SD Arms
Bittersweet Magus.png 0 +2 0 2 2 L staff, no armor

Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.

Ballads: You may use any Bittersweet Ballad that you've learned. You begin play knowing one Ballad.

Captain[edit]

Character STR WIT CHA HD SD Arms
Captain.png +1 0 +1 4 0 M spear, M armor

Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Leadership: You may have +1 more hireling than normal. When rolling Morale, take the next better result.

Dwarf[edit]

Character STR WIT CHA HD SD Arms
Dwarf.png +3 +2 0 4 0 H axe, M armor

Potions: You may make a potion of any song that you have learned. You begin play knowing one Drinking Song.

Short Legs: When attacked in melee combat, or when shot at, set aside (do not "discard") each of your opponents' highest rolled Hit Die. You may Return or Move Along only once per day.

Elf[edit]

Character STR WIT CHA HD SD Arms
Elf.png 0 +1 +1 2 2 L sword, L bow, no armor

Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.

Strider: You may Move Along or Return an extra time each day.

Harper[edit]

Character STR WIT CHA HD SD Arms
Harper.png 0 +2 +1 2 2 unarmed

Affable: Treat each result on a Reaction Roll as one level better (e.g., a "3" would be "abashed"). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.

Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type. You begin play knowing one song.

Knight Errant[edit]

Character STR CHA HD SD Arms
Knight Errant.png +3 +2 3 1 H sword, H armor

Chants: You may use any Holy Chant that you have learned. You begin play knowing Birdsong.

Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.

Knight Renegant[edit]

Character STR WIT CHA HD SD Arms
Knight Renegant b.png +2 0 -1 4 0 M sword, H arbalest, M armor

Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.

Monk[edit]

Character STR WIT CHA HD SD Arms
Monk.png +1 +1 +1 2 2 *

Chants: You may use any Holy Chant that you have learned. You begin play knowing one Chant.

Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice and have armor number 5.

Nightshade Magus[edit]

Character STR WIT CHA HD SD Arms
Nightshade Magus.png * +3 0 0 4 *

Ethereal: You may interact with the world only through Songs. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.

Lullabies: You may use any Nightshade Lullaby that you have learned. You begin play knowing one Lullaby.

Periwinkle Magus[edit]

Character STR WIT CHA HD SD Arms
Periwinkle Magus.png 0 +1 +1 1 3 unarmed

Lucky: You gain +1 (one die larger) to all Saves.

Jingles: You may use any Periwinkle Jingle that you have learned. You begin play knowing one Jingle.

Rose Magus[edit]

Character STR WIT CHA HD SD Arms
Rose Magus.png 0 +2 +1 1 3 L staff, no armor

Peaceable: Denizens let you pass by default.

Hymns: You may use any Hymn of the Rose that you have learned. You begin play knowing one Hymn.

Swordsman[edit]

Character STR WIT CHA HD SD Arms
Swordsman.png +1 0 0 4 0 L sword, L armor

Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.

Violet Magus[edit]

Character STR WIT CHA HD SD Arms
Violet Magus.png 0 +3 +1 1 3 L staff, L armor

Aura of Power: Do not discard the lowest die when rolling Song Dice.

Tunes: You may use any Violet Tune that you have learned. You begin play knowing one Tune.

Woodfolk[edit]

Character STR WIT CHA HD SD Arms
Woodfolk.png +1 +1 +1 3 1 L sword, L bow, no armor

Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.

Tracker: You can Return along the path of any character who has visited your current location. This trait "defeats" the BLISS prohibition on Returning.

Economy[edit]

Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.

1 pound (£) === 20 (s)hillings 

1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence 

1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings

This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.

Lifestyle and Upkeep[edit]

A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. 

A simple lifestyle can be obtained with 6p per month.

The cost/mo for lifestyle is how much it costs to hire one of the example people.

Lifestyle Cost/mo Max lv Examples
Meager 3p 0 Unskilled laborer, conscripts; Ruffians, Goblins
Simple 6p 1 Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk
Decent 1s 2 Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors
Good 2s 3 Knights, guild leaders; Trolls
Rich 5s 4 Aristocrats, rich merchants; Giants
Wealthy 10s 9 Barons, bishops
Extravagant 1£+ 14 High lords

A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.

Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.

Provisioning[edit]

Creature Cost/wk Enc (pounds)
Human (or smaller) 2f 14/wk
Horse (or other large) 6f 42/wk
Larger than horse 11f 98/wk

The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.

Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.

A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.

Mounts[edit]

Mounts Safe load (lb) Cost Upkeep/mo
Draft 300 4s 1s
Pack 300 5s 1s
Riding 200 2s
Hunting 200 3s
War 300 10£ 4s
Mule 300 5s 6p
Donkey 200 3s 6p

Locations[edit]

The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.

Villages[edit]

Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.

Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.

Village Provisions Repairs L arms M arms Denizens
Bounteous 1p 5p 1s 6s d6
Silent 2p 5p 1s 5s d4
Goatkin 2p 1s 1s 5s d8
Furnace 3p 2p 10p 4s d6
Porcelain X X 2s 8s d10
Die roll Denizens
1 Traveling House
2 Visitor
3 Watch
4 Travelers
5 Ruffians
6 Watch
7 Travelers
8 Ruffians
9 Visitor
10 Traveling House

The Traveling House[edit]

When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.

Die roll Available to learn
1 Restoration
2 any Holy Chant
3 any Bittersweet Ballad
4 any Nightshade Lullaby
5 any Periwinkle Jingle
6 any Violet Tune

Village Visitors[edit]

Die roll Visitor
1 Monk
2 Rose Magus
3 Bittersweet Magus
4 Knight Errant
5 Harper
6 Swordsman

Forests[edit]

Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.

Forest Denizens Hazard Treasure
Birch Wood d4 d6 d8
Elm Wood d6 d8 d10
Ash Wood d8 d4 d6
Oak Wood d10 d6 d12
Beech Wood d12 d8 d4

Forest Denizens, Hazards, and Treasures[edit]

Die Roll Denizens Hazard Treasure
1 Wolves Poison ivy none
2 Goblins Angry bees 10s
3 Elves Smoldering fire 10s
4 Travelers Rutting deer L arms
5 Woodfolk Foraging bear 40s
6 Visitor Thunderstorm M arms
7 Ogres Hail ring
8 Woodfolk Fire ants none
9 Travelers - rod
10 Goblins - H arms
11 Wolves - robe
12 Ogres - T arms

Forest Visitors[edit]

Die roll Visitor
1 Elf
2 Knight Renegant
3 Periwinkle Magus
4 Amazon
5 Captain
6 Barbarian

Heaths[edit]

The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.

Denizens Treasure
Grim Heath d4 d10
Gloomy Heath d6 d12
Pale Heath d8 d6
Moaning Heath d10 d4
Howling Heath d12 d8

Heath Denizens and Treasure[edit]

Die roll Denizen Treasure
1 Travelers none
2 None L arms
3 Visitor M arms
4 None 10s
5 Travelers none
6 Dragon M arms
7 Visitor H arms
8 None none
9 Travelers 40s
10 Dragon ring
11 Visitor rod
12 Travelers robe

Mountains[edit]

In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.

Jagged Hill
Cold Pass
Sentry Peak
Golden Cliffs
High Seat Crag

Caverns[edit]

The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.

Hot Caves
Salt Caves
Deep Caves
Glowing Caves
Grottoes

Denizens[edit]

Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.

Denizen Number

Appearing

HD SD Arms Traits / Songs
Dragons 1 7 2 H (d10) Breath Attack* / Tunes
Dwarves d4 2 0 H (d10) Short Legs, Bones of Stone
Elves d4 1 1 L (d6) Elusive / Ballads
Giants 1 6 0 T (d12) Tough
Goblins d10 1 0 L (d6) Elusive
Ogres 1 5 0 M (d8) Tough, Puissant (melee)
Ruffians d6 1 0 L (d6) -
Scorpions d4 3 0 M (d8) Puissant (melee)
Travelers d4 1 2 L (d6) Strider / Chants
Trolls 2 4 1 H (d10) Elusive / Lullabies
Watch d6 2 0 M (d8) Puissant (melee), Puissant (missile)
Wolves d8 1 0 L (d6) -
Woodfolk d4 1 1 L (d6) Beast friend, Tracker

Dragon's Breath Attack: Once per combat, as Fiery Ring.