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WE BLEED BUT
TOMORROW
WE'LL BE RICH”
The rules of FLEAUX! are licensed under a creative commons 4.0 license
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Art director
EDgarra Studio
Editors
Matt Kay, Alastair Jones,
the amazing backers of the Fléaux!
crowdfunding, you rock!
Cover art by
Théo Moret
Interior art by
Carlos Castilho, Dominick, EDgarra,
Yuri Perkowski, Charles Ferguson-Avery, Lunstream, Nyothep, Warmtail
and William McAusland.
4
087#
06 Introduction
12 character Creation
21 Experience
22 Talents
24 equipment
28 Rules
32 combat
38 Sorcery
48 Bestiary
60 Adventure
70 world
96 Game Aids
5
THE
WORLD
6
7
8
The world of FLÉ AUX! is on the brink of
oblivion. Far from the flickering lights of
civilization, lurking in the deepest forests,
hidden in the ruins of past empires; gathered
behind the mountains at the end of the world,
the legions of Chaos await... Ignoring or
minimizing the threat, the free peoples of the
world fail to see the corruption that is slowly
eating away at the foundations of society.
CORRUPTION
Apart from cultists and corrupt
nobles, there are many who think
they are simply serving a just cause:
The doctor who agrees to experiment on innocent people to
find a miracle cure; the nobleman who agrees to sacrifice a
village to save a city; the general who is willing to do anything
to crush an “inhuman” enemy; the inquisitor who truly
believes he is saving believers. And let's not forget the artists
and scientists ready to let loathsome creatures whisper into
their ears in exchange for inspiration, glory, or wealth.
CHARACTER
230!""!$
087#
!"9#
CREATION
Each character has seven attributes:
Strength represents
both physical strength and endurance.
Dexterity represents overall
coordination and agility.
Erudition represents
general knowledge*.
Charisma represents the ability to
influence others in conversation.
Guts represents remaining
calm in the face of horror, the unspeakable,
or a suspicious guard.
Melee represents the ability
to inflict harm in close combat.
Shooting represents the ability
to kill from afar.
*(a score below ten means a character is illiterate).
3
streNGTH
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13
dexterITY
I erudition
charisma
guts melee
I
shooting
II
DETERMINE
THE ATTRIBUTES
Roll 2d6 for each attribute in order, then consult
the following table to determine their score.
!087#!7
You can then swap two attributes if you wish.
&' 2 30
2-3 4-5 6-7 8-9 10-11 12
dice
036 8 9 10 11 12 13
score
I
14
ORIGIN
Next, choose an origin and roll a
on the corresponding table.
(d6)
2m
1,75m
1,45 m
HUMAN
HUMAINor
ouHALFLING:
HALFLING,You grew
vous avezup...
grandi…
1.
1. in
Auasein
noble house,
d’une +1 toNoble,
maison Charisma
+1 en Charisme
2. on a farm, +1 to Strength
2. Dans une ferme,: +1 en Force
3.
3. in
Dansthelastreet, +1en
rue, +1 toDextérité
Dexterity
4. in a religious institution, +1 to Erudition
4. Dans une institution religieuse, +1 en Érudition
5. in a mercenary camp, +1
5. Dans un camp de mercenaires, to Melee or Mêlée
+1 en Shooting
ou en Tir
6. far from civilization, +1 to any attribute
6. Loin de la civilisation, +1 dans un attribut au choix
DWARF:
En tant You
quereceived your
NAIN, vous education...
avez reçu votre éducation…
1. atlathe
1. à merchant's
guilde guild, +1+1
des marchands, to en
Charisma
Charisme
2. in the stinking mushroom fields
2. dans les champignonnières nauséabondes de+1
of your city, to Strength
votre cité, +1 en Force
3. as an apprentice in a forge, +1 to
3. comme apprenti de la Forge, +1 en Force Strength
4. under
4. sous lesthe blows
coups desofinstructeurs
the mine guardians' instructors,
des gardiens +1 to
de la mine, +1Melee
en Mêlée
5. as an initiate of a master craftsman, +1 to Dexterity
5. en tant qu’initié des maitres-graveurs, +1 en Dextérité
6. at the
6. au fondbottom of a mine,
de la mine, à couppickaxe +1 en+1
in hand,
de pioche, to Strength
Force
ELF:
VotreYou grew
ELFE up...
a grandi…
1.
1. under
sous lathe tutelage
coupe of a highdu
d’un membre council +1en
member,+1
haut-conseil, toCharisme
Charisma
2. with storytellers from the House of Memories, +1 to Erudition
2. avec les conteurs de la maison des Mémoires, +1 en Érudition
3. while trying to join the royal scouts' regiment, +1 to
3. en essayant de rejoindre l’ordre des éclaireurs, +1 en TirShooting
4. en
4. while protecting
protégeant lesthe bordersde
frontières ofson
your +1+1
kingdom,
royaume, entoMêlée
Melee
5. in the corridors of the House of Arts, +1 to Dexterity
6. talking to foreign merchants, +1 to Charisma
15
HERETIC
MURDERER
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17
LOOTER
!087#!7&3
CRIME
I
You had to leave your home because you have
been accused of...
(d20)
2. ...sleeping with the wrong person
3. ...killing a royal officer
4. ...being an apostate
5. ...poisoning a sick person
6. ...bribing a royal official
GITATOR
7. ...killing a nobleman
8. ...robbing a judge
9. ...being an agitator
10. ...threatening an inquisitor
11. ...killing a member of your family
II I
PROFESSION (d6)
To survive, you relied on...
Your
R esour cefulness
1. Burglar: Few locks resist you. You have
advantage on all attribute rolls related to
climbing, lockpicking, and stealth,
+1 to Dexterity.
Your Knowledge
1. Barber-Surgeon: You can restore
[d4 + your level] HP to a patient with a successful
Dexterity roll, +1 to Dexterity.
EQUIPMENT WILLPOWER
You begin your You start with a
adventures with a weapon Willpower die equal to
(choose or roll on the d6.
Weapons Table below),
a knife, and 3d6 shillings.
If you opted for a violent
career, you also begin with
light armor that grants
1 point of protection.
II
]�
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21
]
YOUR CHARACTER GAINS BETWEEN 1 AND 3
!087#!7&3
EXPERIENCE POINTS (XP) EACH SESSION.
YOU GAIN A LEVEL WITH EVERY 5 XP EARNED.
TOO FAST? LIMIT XP TO 1 PER SESSION. TOO SLOW?
GAIN A LEVEL WITH EVERY 3 XP EARNED.
EXPERIENCE
LEVEL AND ASSOCIATED BENEFITS
2. → +1 to an attribute (maximum: 18), +1 HP
3. → Gain a Talent. +1 HP
4. → +1 to an attribute (maximum: 18), +1 HP
5. → Gain a new profession*. +1 HP
6. → +1 to an attribute (maximum:18), +1 HP
7. → Gain a Talent. +1 HP
8. → +1 to an attribute (maximum: 18), +1 HP
9. → Gain a Talent, +1 HP
10. → the character's Willpower die is now a d8
*It doesn't have to be linked to your origin. You don't get the attribute bonus though.
22
† Duelist
each turn, you have the choice between two
options: gain advantage on either your damage or
your defense roll. If this fails, the character must
make a Willpower roll (with disadvantage in case
of a critical failure).
† Escape artist
TALENTS
you are able to escape any type of bonds with a
successful Dexterity roll.
† Fetishist
Over time you have become... choose one of your weapons to now inflict d12
points of damage. However a result of 1 on the
damage die means that it breaks. If this occurs,
you must spend a week to transfer this advantage
† Angel of Death to a new weapon.
in combat, you gain a critical success on a natural
result of 1 to 3. † Hard to kill
you gain advantage when rolling on the Helpless
† Blood Magic Adept table.
when a character casts a spell, they can ignore a
disadvantage on their Willpower roll by sacrificing † Haunted
2 HP. your nightmares sometimes contain a warning of
what to expect. Once per session, you can act first
† Bookworm (whether or not in combat).
replace any attribute roll with an Erudition roll
once per session (twice if you are a Chronicler). † Lucky Bastard
You must justify this by citing the book's title and once per session, ignore the damage caused by an
author (make a small list before each session). attack by sacrificing a weapon, piece of armor, or
shield.
† Bloodthirsty
the size of your damage die increases by one step. † Meticulous
usage dice tied to your gear only degrade on a
† Composed result of 1.
you can return your Willpower die to its maximum
after a short rest. † Opportunist
when a human dies near you, you get 1 HP back
† Cook (but only once per turn).
once per session, you can concoct a tasty meal that
gives the benefits of a long rest to a short rest. You † Paranoid
must have the necessary ingredients for your meal. you gain advantage on your Initiative rolls.
† Dangerous † Protective
when you successfully defend yourself in combat, once per fight, you can cancel d6 points of damage
your attacker loses 1 HP. intended for a close character.
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23
5
† Reassuring † Vengeful
once per scene or fight, the character grants one if an attack brings you to 0 HP, you can
!087#!7&3
of his companions advantage on a Guts roll. immediately attack with advantage
before collapsing.
† Relentless
once per session, add your Willpower die to your
damage.
† Resolute
you gain advantage to resist your opponent's spells.
† Resourceful
once per session, you can bring any single usage die
(other than the Willpower die) up to its maximum.
† Robust
once per day, you can recover a number of HP equal
to your level, even in the middle of a fight.
† Scarred
when you aren't wearing armor, you are considered
to have a natural PR of 1.
† Suicidal
you can choose to have your melee attack be an
automatic success, but all your Defense rolls will
fail until your next turn.
† Tactician
once per battle, you can sacrifice your turn and give
it to a close companion.
† Tough
if you are still alive after biting the dust, add your
level to the HP you recover.
† Thrifty
you gain advantage on rolls to determine the cost
of an item. For example, if an item costs d6x100
shillings, you roll 2d6 and keep the lower result (if
you are the buyer) or the higher result (if you are
the seller).
24
EQUIPMENT
COST OF LIVING
At the beginning of each adventure, characters spend
a number of shillings equal to their Strength. This
represents their expenses between adventures.
a
A character who does not have this amount has either taken a
job or a loan (preferably from a shady character). If they prefer
to be hungry and dirty, they will suffer disadvantage on all
their attribute rolls during this session. That will teach them
not to be stingy!
WEAPONS
1 Axe
2 Sword
3 Mace
4 War hammer
5 Shovel
6 Crossbow*
7 Pickaxe
8 Dagger
9 Bow*
10 Flail
11 Sling
12 Chopper
13 Bastard sword
14 Dagger
15 Staff* (iron tips)
16 Claymore*
17 Metal gauntlet
18 Spear*
19 Sickle
d
20 Battle axe*
* two-handed weapons
o
a
25
T
T V
k
PRICE
LIST
D6 D6X10O D6X1O
SHILLINGS SHILLINGS SHILLINGS
Light Armor (PR1) Cart Heavy armor (PR2) and shields
Backpack Firearms Boots
Grappling hook Gem
a
Caltrops
Common clothes Horse Crowbar
Mirror Swords, battle axes, flails, Drugs & poisons
Oil flask halberds, etc. Fancy clothes
One night at an inn Lantern
Parchment, ink, and quill Musical instrument
Rations (per day) Pickaxes, shovels, etc.
Rope Saddlebags
Waterskin Simple weapons (stick, knife, club,
Whistle etc.)
Wooden stakes Spyglass
Tent
Three bullets with powder charges
Vial of holy water
Waterproof box
8
26
SUMMARY
087#
CHARACTER
CREATION
DETERMINE THE
ATTRIBUTES
Roll two d6 for each attribute in
order, then consult the table on
page 13 to determine their score.
You can then swap two attributes
if you wish.
ORIGIN
Next, choose an origin (Human, Halfling,
Dwarf, Elf, Goblin or Ogre-blooded) and
roll a d6 on the corresponding table.
CRIME
You had to leave your home because you
have been accused of a crime, see page 17.
PROFESSION
To survive, you relied on... WILLPOWER
Violence, Isolation, Your Resourcefulness, You start with a Willpower die
Your Knowledge. equal to d6.
27
LEVEL
This is your experience see
page 21
HIT POINTS
Your total hit points (HP) are equal
to your Strength score.
TALENTS
You gain a new talent at level 3, 7
and 9, see pages 22/23.
DAMAGE DICE
By default, a character inflicts
d6 points of damage when armed
and d4 points when unarmed.
EQUIPMENT
You begin your adventures with a weapon (choose or roll on
the Weapons Table below), a knife, and 3d6 shillings. If you
opted for a violent career, you also begin with light armor
that grants 1 point of protection.
087#!7&3$
RULES
28
!087#!7&3
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29
30
RULES
EVERYTHING
HAPPENS HERE TUR NS
WELL... ALMOST. To make sure everyone at the table has a
the
chance to speak, the game uses Turns. At
is the time neede d for a character
table, a Turn
to move and act. In game time, a Turn may
at),
represent a few moments (during a comb
a few minutes, a few hours or even a few days.
The game is always played in Turns.
A CT IO N S
ON E TU RN , TW O spotlight,
yer hogs the
To make sure no pla ns
ve and take two actio
a character can mo lex ity (a nd the
e action comp
during his turn. Th actio n) de pe nds
th a move
distance covered wi d by the
e Turn as establishe
on the length of th
nutes, hours...).
GM (moments, mi g your
ntical actions durin
Performing two ide e be low ).
illpower roll (se
turn triggers a W
RE
CR ITI CA L SU CC ES S AN D FA ILU
No matter what the modifiers are:
success.
THE ATTRIBUTE ROLLS † A roll of 1 is always a critical
cal failure.
When a character tries to do something that has † A roll of 20 is always a criti
a chance to fail, the player makes an attribute roll ess means the
For an attack roll, a critical succ
by rolling a d20: m dam age and adds
character does maximu
on top of that.
another damage die
† Rolling below the attribute: the character
succeeds re means you have
Whatever the roll, a critical failu
to make a Willpower roll.
† Rolling equal to or above the attribute:
the character fails or succeeds at a cost.
!"#$-,*067#!"%#
31
NTAG E
AD VA NTAG E AN D DIS AD VA ns
ntage on a roll mea
Having advantage or disadva
that you roll two dice:
yer to choose
† Advantage allows the Pla WIL LPO WE R
which result to use. The Willpower die represents a character's
ability to overcome fear and exhaustion. As
chooses the
† Disadvantage means the GM any Usage die, it can be depleted, leaving
the
result to use. character open to a panic attack. A player
usually rolls their character's Willpower
reflect bad or good die
For the GM: use this rule to when:
any roll, this might be
conditions that can influence
having the right tools for
a strained relationship or † They take the same action twice durin
g
the job. a combat Turn*.
situations where your
For the player: try to create † They use a Talent that requires it.
age: find a better
character can gain an advant
ter, offer a bribe, etc.
position, help another charac † They get a critical failure on an
attribute roll.
ge can apply to all die
Advantage and disadvanta
rolls and any Usage
rolls: attribute rolls, damage *If the action already requires a Willpower
both advantage and roll,
die. If a roll happens to have this one is made with disadvantage.
h other (no matter
disadvantage, they cancel eac
disa dvantages you
how many advantages and The Willpower die returns to its maximum
have). after the character has taken a long rest.
g20>g12>g10>g8>g6>g4
Fear
When a character is faced with a frightening
situation, the player must make a Guts roll.
IN IT IAT IV E ery player
of each fight, ev
At the beginning ns the
A failure gives the player two options: ll. A success mea
makes a Guts ro ion, failure
fore the opposit
character acts be cc ess grants
† the character runs away or they roll site. A critical su
means the oppo ro un d, a critical
their Willpower die to continue acting an ex tra actio n for the first
yo u on your first
ts you one action
normally. failure only gran
round.
A critical failure immediately results
in a Panic roll.
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33
ATTAC K
† Melee attack: make a Melee roll
R TU RN
A CT DU RI N G YO U
!087#!7&3
act twice.
, characters can † Ranged attack: make a Shooting roll
During their turn ck,
action twice (atta
If they use the same po wer
st roll their Will A success inflicts damage equal to the character's
move, etc.), they mu y: yo u ca n
ption is sorcer damage die.
die. The only exce turn .
during your A critical success deals the character's maximum
only cast one spell
damage, plus an additional damage die.
DEFE ND
† Parry: make a Melee roll*
† Dodge: make a Dexterity roll**
s account (and
character's armor is not taken into
they must make a Willpower roll as for any critical
failure).
34
087#!7&3$
THREAT LEVEL
If an opponent's level is higher than the
character's, the difference between the two is
used as a penalty to attribute rolls aimed at them
(attack, defense, persuade or intimidate, etc.).
If the character's level is higher, no modifier is
applied, that's tough but it will prevent characters
from mowing down their opposition. CONTIN UOUS DAMAG E
Such pleasant things as fire and acid can cause
continuous damage. This means that the target
takes gd4 points of damage each round (until
ARMOR
the die is depleted). Armor is useless against
The protection score of the armor (PR) is
this type of damage.
deducted from the damage taken by the character
(which can then be reduced to 0).
HIT POINTS
SHIELD When a NPC's hit points drop to 0, they die. A
A shield grants advantage to your Parry rolls. character just bites the dust: once the fight is
over, the player rolls a d6:
TWO-HANDED WEAPONS
These weapons give you an advantage on your
damage rolls.
HELPL ESS (d6)
1. Scarred: the character gets away with
an ugly scar.
RECOVERY
Characters are a little stronger than average. They can
recover HP by taking a short rest or a long rest.
FIREARMS
087#
Some rules for those who wish to integrate firearms
into their campaign.
† Pistol: its mere presence gives you advantage Critical success while shooting
to your intimidation attempts. If your target is human and of a level equal to
yours or less, they are killed instantly. Otherwise
† Musket: immediately kills the target on a (non-human target or a higher level), apply the
critical hit, regardless of level. usual critical success rules.
SORCERY
AND FIREARMS
Sorcery is chaotic and a constant source of corruption. Mixing sorcery with
firearms can be as dangerous to the user as it is to the target.
Rune of Rage
This bullet inflicts d12 points of damage but the
violence of the shot inflicts 1 point of damage to the
shooter.
Rune of Blood
This bullet adds 6 points to the damage you inflict
but destroys your weapon when fired.
087#
SOR
CERY
38
39
40
087#!7&3$
CAST A SPELL
† The sorcerer's player must make a Willpower roll.
† If the sorcerer has already cast a spell during the day, the Willpower roll is made with disadvantage.
† A result of 1 on the Willpower die can sometimes have unfortunate effects, as indicated in the description
of some spells.
† If your Willpower die is exhausted after casting a spell, you must face Chaos Revenge.
CHAOS
(D6)
REVENGE
1. You cannot
cast any more spells
until next sunrise.
2. The energy
of the spell ravages
your body: lose d6 HP.
4. Your body
pays the price for your arrogance:
lose 1 HP permanently.
6. A creature from
another dimension
appears and drags you into their domain.
Sacrifice
You can use your HP to change the result
of the Willpower die, 1 HP gives a +1
(you can't intentionally set it to 1).
42
† Chthonic Guide:
When you are underground, this spell
087#
summons a rat that can guide you to the
nearest exit, provided you feed it your blood
(this costs d4 HP). The rat dies once you reach
the exit.
† Demon's Breath:
All light sources in the same room as the
LIST OF
sorcerer are immediately extinguished. A fire
will also start in another room of the building.
SPELLS
† Dream Message:
Send a message to someone you know through
a dream. The target must of course be asleep.
This spell has no range limit.
† Feather Fall:
† Acid Blood:
The target survives an otherwise deadly fall.
You can turn a small pool of your blood acid
All equipment carried by the character is
(it costs 3 HP to create). It causes d6 points of
destroyed.
damage to a living creature or can dissolve an
object no larger than a small book.
† Gloomy Lullaby:
Your target loses consciousness. A result of 1 on
the Willpower die means that the target will
never wake up.
† Bloody mark:
You can mark an object with a drop of your
blood (this definitely costs you 1 HP). You
always know where this object is. If the object is
† Greedy Hand:
destroyed, the sorcerer recovers his HP.
One of the objects your target is holding flies to
you. A result of 1 on the Willpower die means
that the object is destroyed.
† Boneless:
The target's body becomes as flexible as a
snake's, allowing it to easily escape from bonds
or slip between bars or into a narrow passage. † Hazy Memories:
The spell lasts for 6 minutes. A result of 1 on Your target forgets all interactions with you
the Willpower die causes the target to lose all over the last d6 hours. A result of 1 on the
its hair (which will grow back in the following Willpower die means that the target becomes
days). totally amnesiac.
43
† Silence:
† Infernal Hound: All sounds within a 10 meter radius of the
Turns an ordinary dog into an infernal hound sorcerer are muffled. The spell lasts as long as
(11 Attack, 10 HP, bites for d6 damage). The the sorcerer can concentrate. A result of 1 on
dog dies when the fight is over. the Willpower die means that all people in the
area of effect of the spell become mute for the
† Infernal Scream: same duration.
An inhuman scream paralyzes those who hear
it for a few seconds. This sound kills children † Spontaneous Combustion:
and pets instantly. Your target bursts into flames and suffers
continuous damage. A result of 1 on the
† Inquisition: Willpower die means that everyone present
Your target must be immobilized. The spell will burst into flames.
subjects him to intense pain and forces him to
answer d4 questions. The GM rolls the die and † Steel Ghost:
hides the result from the sorcerer's player. If Renders a weapon no longer than a dagger
the player asks more questions than the die roll completely invisible until it is drawn from its
allows, the target dies. scabbard (or the sorcerer casts another spell).
If the weapon does not injure anyone on the
† Living Reflection: turn it is drawn, the wizard loses d6 HP.
You give a semblance of life to your reflection
in a mirror. You can see what it sees when you † Vampire:
close your eyes (and cannot sleep while the spell If you manage to hit your target, you "steal"
is active). The spell stops when you decide or d6 HP from it, which comes back to replenish
when the mirror is broken. your own supply (without making it exceed its
maximum). On a result of 1 the target dies.
† Poisoned Projectile:
You poison a projectile by dipping it in your own † Veil of Darkness:
blood (this costs you 1 HP). Anyone wounded by D6 targets are blinded for an entire combat (or
this projectile dies after 4 minutes. d6 minutes). A result of 1 on the Willpower die
means that you are also affected.
† Wine of Death:
The spells targets a jug or cup of wine the
sorcerer must touch. Those who drink this wine
† Sharing the Pain: quickly start looking for a fight. A result of 1 on
You can transfer a loss of HP caused by a wound the Willpower die means that the drinkers are
to one of your companions. trying to kill each other.
44
† Impotent Arrows:
All projectiles that hit the target of the spell
ALCHEMY
To create an alchemical potion, a
character must first get their hands on
ingredients: these are usually organs
taken from a monster killed by the group,
such as “skeleton powder", “harpy
liver", “troll brain" or “lich eye". These
ingredients shouldn't be found at the local
market.
It is up to the players to create potions and For each formula created in this way, the
their effects. A formula can have from one player must note the ingredients used. This
to three ingredients. The more ingredients, formula cannot then be modified: the same
the more powerful the effects. The following ingredients must be used each time.
table allows you to estimate some of the
effects. Effects duration
The effects of an alchemical formula are
† An explosive vial that inflicts d8 points of generally immediate and are not intended
damage requires three ingredients. to last over time. If this is the case, you can
associate a usage die to the formula.
† A vial of light made with one ingredient is as
bright as a torch. Buying ingredients
The GM may allow an alchemist to buy
† An alchemist who wishes to make a vial of certain ingredients when they are in a large
daylight capable of harming a vampire may city. Each ingredient should cost d6x50
decide to dedicate one ingredient to range (a shillings. A character who tries to sell the
torch) and two ingredients to damage inflicted ingredients they have found can earn d6x20
(d6). shillings per ingredient.
Some guidelines
1 +1 d4 d4 Torch Cold
2 +2 d6 d6 Campfire Pneumonia
ENCHANTED
ITEMS
A character should not have more than one
m
such item. In fact, we recommend that you go
for a maximum of two such items per group.
Unique Steel
Ilmarian steel is the strongest material
available. Unfortunately, the secret of its
manufacture has been lost and weapons
made of this steel are very rare.
Killer Weapon
This type of weapon inflicts maximum
damage on a successful attack against its
target of choice (vampires, leechers, undead,
etc.).
Armor
Magical armor grants an advantage to a
character's die roll when they roll on the
helpless table.
Items
A magic item usually grants an advantage
to a specific type of action, such as a cloak
of concealment that grants an advantage to
any Dexterity roll dedicated to stealth.
They can also reproduce the effect of a spell
(in which case the item has a g d6).
47
EAPON LICTS
KILLER WWEAPON INF
F
THIS TYPE OD
A
AMAGE ON AINST ITS
M A X IMUM G
ATTACK A
SUCCESSFULCHOICE (VAMPIR ES,
TARGET OFS, UNDEAD, ETC.).
GOR ELING
230!""!$
087#!7&3$
!"9#
087#
BES
TIARY
48
!"#$-,*067#!"%#
49
50
BESTIARy
Each monster and antagonist description
includes the following elements:
level, hit points and the actions they
can perform during their turn.
A monster can usually move during its
turn and use one of its actions. These are
presented as follows:
Name Lvl Hp Actions
Changeling 3 15 Claws (Dexterity/Melee) 5 damage
53
r
54
Q
55
e
Pistol (Dexterity) one shot, 7 damage
Human shield roll a d6 when a character hits the
captain, on a result of 1 or 2 another pirate takes the
damage instead.
Name
Quartered One 2
Lvl Hp Actions
10
56
57
9
58
MONSTERS
ON THE GO
If you need to create a monster on the go
(or for a specific adventure) you can use
the following table to determine their
HP and damage.
Give it two actions. Don't worry about the characters' levels,
just respect the setting's logic. Make sure that cautious or curious
players will have a chance to get information about what to expect.
At worst, remind them that escape is always an option.
Level 1 2 3 4 5 6 7 8 9 10
HP 5 10 15 20 25 30 35 40 45 50
Damage 4 5 6 7 8 9 10 11 12 13
ADVEN
TURE
60
!"#$-,*067#!"%#
61
62
A d V E N T U R e
b lo o d bAT h
087#
At C a s t l e
KRAGSTEIN
Our heroes having all committed a crime they find themselves in the same
wagon on their way to the prison castle of Kragstein. The prison will soon be
besieged by barbarian tribes who have come to free their leader who is among the
prisoners. In order to defend his prison, the governor will call upon a prisoner
adept in the dark arts. A decision that will deliver castle Kragstein and its
occupants to the hatred of its former victims, back from the underworld to devour
the living.
63
The A r r i va l
The characters sit in an iron cage on a wagon,
on their way to castle Kragstein, the prison
from which, it is said, there is no escape. Their
companions of misfortune are:
† A female warrior from the local barbarian Upon arrival at the prison, the characters
tribes. are brought out into the main courtyard.
The first thing that catches their attention is
† A monk with a smooth head and a satisfied the huge hole in its center (10m in diameter)
smile who doesn't seem to be troubled by his (13). Around this pit fifty prisoners have
situation. gathered in small groups.
What the characters may know The "welcome" speech is given by the
A scholarly character will have heard prison's warden, a dwarf with a ferocious
of Jorge Rotseele, the mad monk who grin, it is clear and simple:
slaughtered his congregation to summon "you will leave this place once your sentence
a demon. All characters have heard of is over or when you're dead, nobody has ever
the capture of a barbarian leader, Ulfhild escaped Kragstein castle. If you get tired of our
Haralddottir, who was trying to gather company, the well of souls is waiting for you".
scattered tribes to attack civilized areas.
g
g Use this moment to give the players the
Give this information to the players only if prison's map. Point out that the castle is
they're curious about their fellow travelers, located at the top of a mountain peak that is
otherwise skip to the arrival at the prison. almost impossible to climb and that the only
g way to get out is over the stone bridge they
crossed when they arrived.
g
64
Meet the prison's governor † The pit in the courtyard (13) is the Well of
If one of the characters is: Souls. The former master of the castle used
to have the bodies of opponents he executed
087#
† A scholar thrown into this pit, a tradition supposedly
† An elf dating back to antiquity.
† Accused of heresy or making pact with a
demon (or any crime related to sorcery) † The fifty or so prisoners are divided into
four factions: fallen nobles, corrupt officers,
They are immediately summoned to the defrocked clerics and petty criminals.
prison governor's office (7): Any scholarly
character will note the presence of many † There are about a dozen guards, usually
occult books in the library (including a only four of them are active, two of them
number of volumes known to be rubbish by armed with crossbows. They are tired and are
any serious scholar). waiting for the relief that is to arrive the next
The governor assures the character that day.
their stay will be more pleasant if they
agree to share their knowledge with him. † The guards have four dogs.
He seems particularly interested in demonic
possessions and exorcism (and a character † The prisoners do their own cooking and
who succeeds at an Erudition roll will laundry.
quickly realize that the man doesn't know
much about either). † The prison's governor has the reputation of
being a rather whimsical occultist.
g
Even if none of the characters is summoned, † The prisoners' quarters (3) are located
Jorge Rotseele, the mad monk, is quickly near one the prison's towers. All windows and
received by the governor. He leaves his doors, except the one leading to the courtyard
appointment with the same satisfied smile have been walled up (1).
that he had during the journey.
g † The gates that delimit the prisoners'
quarters go up to the top of the ramparts.
its o cc upants
characters can find are wooden spoons
(that break after the first attack).
By taking the time to observe the place and
g
talking to the other prisoners, here are the As long as the characters make the effort to
various pieces of information the characters observe their surroundings and communicate
with the NPCs, they should be able to access
can learn about their situation: this information quickly, so try not to spend
more than 15 minutes on this.
g
65
THE BA R BA R I A NS
ATTAC K!
In the afternoon, one of the guards on the
ramparts takes an arrow in the eye. He falls
and crashes into the courtyard. A message is
attached to the arrow: “free our leader before
sundown or we will kill you all"
The rest of the guards pour into the barbarians have given the governor until
courtyard, followed by the governor. Once he dusk to free their leader. After that, they will
has read the message he goes to the gate and storm the prison and kill all its occupants.
addresses Ulfhild Haralddottir:
g
"Your men have come to free you... Don't count Give the characters three turns to act: ally
on it, nobody leaves Kragstein without my with some of the prisoners, find tools to open
permission! " the gate (one of the prisoners has them), set
fire to their tower (players make crazy plans,
The moment he finishes his sentence, be ready for anything).
several soldiers' heads land in the courtyard, g
thrown by the barbarians: it seems the
expected relief won't arrive tomorrow as Jorge Rotseele is summoned by the governor.
planned. Fifteen minutes later, four prisoners are
taken away. Half an hour later, the well of
If the characters did not read the note, they souls emits a disturbing red light.
can question the guards and learn that the
66
REPLACING A CHARACTER
† If one of the characters dies during the
adventure, it shouldn't be very difficult to
087#
replace them, there is no lack of prisoners in
Kragstein.
The a r r i va l o f
the d ea d The governor took refuge in a dungeon with
Screams can be heard from the bottom of the Jorge and had four prisoners sacrificed. The
characters can learn this by questioning one
Well of Souls. 4 turns later, the first monsters
of the guards who accompanied the governor.
appear: flayed ones, decapitated ones and
Jorge used the sacrifices to summon the
quartered ones.
castle's numerous victims. Killing Jorge will
stop the arrival of new monsters, but there
are already a hundred in the castle and even
more outside.
g
From this point on, run the rest of the
The governor's office contains a book about
adventure as an ongoing combat scene: go
exorcism, it takes 4 turns to find it. It is then
from one player to the next, asking them
necessary to succeed at an Erudition roll to
what they're doing. Keep the pressure on:
use it (with a disadvantage if the character
the monsters are getting more and more
doesn't have a scholarly or religious
numerous with each turn while the number
background). One of the prisoners may help
of guards and prisoners is dwindling.
them (with a score of 12 in Erudition).
g
Conclud e t he
ad vent ur e
The survivors who manage to escape the castle
are now free to begin their adventuring life.
g
Keeping Ufhild alive means the barbarians
won't kill the characters on sight.
g
THE MONSTERS
CASTLE TROOPS
Burned Ones
Guard
Level 2 HP 10
Level 1 HP 5
Steam Blast (Dexterity) 5 damage
Mace (Dexterity/Sword) 3 damage or
Crossbow (Dexterity) 3 damage
Decapitated Ones
Level 2 HP 10
Guard Dog
Axe (Dexterity/Speech) 5 damage
Level 1 HP 5
Reverse (Dexterity/Strength)
Quartered Ones
you end up on your butt or
Level 2 HP 10
Bite (Dexterity or Melee) 3 damage
Chain (Dexterity/Melee) 5 damage, can hit
distant targets
Prisoner
Level 1 HP 5
Flayed Ones
Disorderly Attack (Dexterity/Strength)
Level 2 HP 10
3 damage
Hooks (Dexterity/Melee) 5 damage or
Frightful Appearance (Guts) one use, Panic
THE BARBARIANS roll on failure
Barbarian
Level 1 HP 5 Jorge Rotseele
Disorderly Attack (Dexterity/Melee) Level 3 HP 15
3 damage Punch (Dexterity/Melee) 6 damage
y
087#!7&3$
P RIS ON map
68
castle le v e l 0
10 10
2
1 1
9 9
3
13
10
4
5
1'
1' 1' 10
7
!"#$-,*067#!"%#
69
!087#!7&3
castle level 1
11
11 11
12 11 11
230!""!$
087#!7&3$
!"9#
087#
EMPIRES,
KINGDOMS
AND OTHER
CASTLES
MADE OF
70
SAND
!"#$-,*067#!"%#
71
74
087#
TH E RUIN S Kreutzfell
What remains of an empire when its various The former capital of the emp
ire is now an
arena where looters fight ove
r its last riches.
factions have torn each other apart? Ten years A spell cast by a sorcerer who
wanted to
extinguish a fire that threaten
of civil war have reduced the most flourishing ed to destroy
the city has placed it under
almost constant
empire on the continent to a vast field of ruins rain. Add to that the various
monsters that
have taken up residence in the
punctuated by well-filled cemeteries and sewers and
you get a city turned into a
meat grinder for
abandoned temples. the unwary.
hes,
The characters' mission is to find potential witc
g them back
rescue them from the local population and brin
to the council.
m
4. One of the Headless
King's prison ships
TH E IR ON is coming to its month
For the resistance this
ly stop in Redhaven.
KI NG DO M
is one of the few
opportunities to free som
e of their comrades.
5. The characters are
An island subject to the will of the Kingdom and must fin
from the Iron
ted to d a way to escape.
Headless King. His body is connec Their only hope is to boa
rd a ship bound for
hinery,
a complex and supernatural mac the continent. They mu
st find 500 shillings
sick ly- each or find a way to do
maintained by a small group of value for the captain to
a favor of equal
tics by take them on board.
looking dwarves, considered here 6. An ambitious pirate
fleet is attempting
gdom
the rest of their people. The kin to raid the city. The cha
racters can join the
anxious expedition.
has withdrawn from most trade,
and
not to be "tainted" by the beliefs
superstitions of foreigners.
Redhaven
The only port in the kingdom officially open
to foreigners. The Order of Penitents, the
country's main police force, keeps an eye on
newcomers and potential revolutionaries.
The former to prevent them from entering
the country, the latter to prevent them from
leaving.
K
th e ki ng do m Cha ract ers can be part
last free city of has northern mountains.
bl e to th e co mmon man, it atte mpt this miss ion or as
unpronouncea of its of those who will
ni ck na m e "R ust". The goal will try to stop it.
earned the er king, is to those who
hter of the form
leader, the daug gd om .
of the Iron Kin
hasten the fall
es the
crows devastat
1. A murder of ty co un cil
ops. The ci
surrounding cr de m an d to stop
a rans om
quickly receives nd other
e characters (a
the attacks. Th ty of d6x100
e offered a boun
adventurers) ar an d apprehend
gs ea ch if they can find
shill in ters kill him,
e bl ac km ai le r. If the charac
th
lved.
the bounty is ha nt in the
r B on w ick, a contesta
2. Arthu tition, is
cooking compe
town's annual otect him
e muscle to pr
looking for som fo rts of his
botage the ef
(and possibly sa t gr ea t (d6x10
e pay is no
opponents). Th bu t fo od and lodging
aracter)
shillings per ch quality!).
nd of excellent
are assured (a
5
!"#$-,*067#!"%#
79
sed
illusions ba
K
as
e a b il it y to c r e a te
to in n , m a king it seem
ave th inn m.
The twins h reams. They travel from ering to "exorcise" the
on people's
d en off
e s a r e h a u nted and th
if the plac
Anvil
is a fortress
The capital of the kingdom
re the Order of
of stone and iron whe
ps the ent ire pop ulation under
Penitents kee
and other
surveillance. Black markets
wed, but the
small-scale trafficking are allo
is imm ediately
slightest hint of resistance
crushed.
rge of a small
1. The characters are in cha
sts trying to
group of actors and alchemi
ant s that the
convince the city's inhabit
imp osto r. The goal is to
Headless King is an
sup ern atu ral even ts leading
stage seemingly
king is cursed
observers to believe that the
and shouldn't be in power.
nce is a sect that
2. The Brotherhood of Sile artists needs
has made it their goal to cut out the tongues 4. A network of subversive
ss. Sorcerers g out pam phlets for
of any sorcerers the y com e acro the characters to brin
shillings ugh out the kin gdo m. This
offer a handso me bou nty (d6x 200 distribution thro
to mak e con tact with various
succeed in will allow the m
per character) to those who
eradicating this threat. resistance cells.
of the
3. The characters get their
hands on 5. The dwarves in the service
age d to build a giant
an automaton that rep eats geo graphic Headless King have man
le wea pon designed
coordinates (latitud e and long itud e) in a automaton, a formidab
ounter mie s of the rule r. The
loop. Once the re, the cha ract ers enc to crush the ene
wan t are give n the task of sab otaging
a community of "guardians"
who characters
to prevent them from enterin
g the loca l or stealing the machine.
ent at the
temple. While exploring the und ergr oun d 6. The death of a young stud
Pen iten ts sets off the
under the temple, the cha ract ers disc ove r hands of the Order of
of Anv il revo lts while the
200 automatons tha t will obe y the ir fire: the population
re. It is reco mm ended that
able to show characters are the
every command (they're not the characters
initiative). this event only be used once
ions in the
are involved with various fact
kingdom.
e
80
T H E V IR IA T H E A N
E M P IR E
With a huge fleet that has
allowed it to
establish itself in the four
corners of the world,
the Viriathean Empire is
at the height of its
prosperity. That wealth is 3. The characters arr
built upon two ive in Fortaleza, their
crimes: slaver y and coloni rucksacks stuffed with
zation that will soon artworks stolen from
bring this rotten empire dow the ruins of Kreutzfell.
There are many
nfall. collectors and some of
the m do not hesitate
to use the hard way to
get what they want.
4. Fortaleza is built on
an old mine. Its
galleries have become
the refuge of the
poor and the criminals
Fortaleza charged with finding the
. The characters are
A dwarf fortress city tha child of a noble
t guards the family who has gone ast
path between the Viriat ray. They won't
haean Empire and find the child but his dou
the Ruins, Fortaleza att ble, a kid from a
racts all traders. penniless family. Every
one could be happy
Prosperous, cosmopolita and make a profit right?
n, and notoriously
corrupt, Fortaleza welco 5. A Viriathean noble
mes rich people but can only be judged
has no room for pennile by their peers, much to
ss adventurers. the despair of the
town's inhabitants who
1. One of the town's nob are getting tired of
les has gotten the elite's corruption.
The characters are
his hands on a dragon's therefore hired to scare
egg to add to his the hell out of five of
cabinet of curiosities. A the city's nobles. At the
dragon will hire the same time, a killer
characters to get it bac is hired by a noble fam
k. Another group, ily to get rid of their
led by a sorcerer, also competitors with the cha
intends to get hold of racters taking the
this egg for an alchem fall.
ical potion capable of
bringing immortality (wi 6. A judge from the cap
th the unforeseen ital is charged with
side effect that the per putting an end to the ram
son who drinks the pant corruption
potion turns into a dra that plagues the city. Sh
gon). e prefers to hire
2. The nobles of the city foreigners to have her
organize back: the characters.
clandestine fights betwe Their main adversary
en refugees, offering will be Rodrigo de
the possibility of settlin Galindo, allegedly a des
g in the empire to the cendant of the city's
winners. Characters can founder (in fact a great-
take part in these grandson of a
fights or be assigned to blackmailer who has ass
find a participant by umed the identity of
family members. a dead man).
A scholar pursued by
Templars has just enou
time to hand over a bo gh
ok of sorcery to the ch
The grimoire is sealed aracters.
with a padlock.
O
81
itect
huca, a dwarf arch
4. Francisco Mac build
er, has managed to
and corrupt sorcer
Argogne erful a cathedral in the
heart of the cit y. It is a
empire is a wond as
The capital of the at will open as so on
you sti ck to th e pa laces demonic portal th ilding.
place... As long as rhood. d on the floor of the bu
their rich neighbo blood is spille m
of the nobles and places, ns will th en ris e fro
ves flood mark et An army of demo the
Poor people and sla cides e on ly wa y to clo se
ed by a noble wh o de the cathedral. Th them.
sometimes whipp l is to fin d its plans and destroy
horseback . porta pla ns in a
to cross them on course hidden his
Francesco has of of de mo nists.
lled by a sect
monastery contro gu ards
s are hired to help s are hir ed as bo dy
1. The character gain his 5. The character for the
do, a fallen heir, re cali, wh o ad vo ca tes
Cristobal Orquen e betrayal by Baron Pablo Al
ng evidence of th
position by obtaini end of slavery. gne,
of his sister, Helen
a. inent seer in Argo
6. The most prom le
bit an ts of Argogne have highest-ranking pe op
2. A few inha ey need consulted by the th e
escaped slaves. Th s disappear ed an d
organized to help up : to break in the empire, ha id
a few extra hands
for a ma jor co
character s go loo king for her. Ingr
or, Juan her
of the city's govern vision th at on e of
out all the slaves . Bereciartua had a ing to
Orbina, well know
n for his cruelty ror himself, was go
has just clients, the Empe of th e
rs ued by Templars d then had vis ion s
3. A scholar pu bo ok of sorcery assassinate her an
nd over a e in ruins.
enough time to ha e is se aled Viriathean Empir
The gr im oir
to the characters. ell ca pa ble
side is a sp
with a padlock. In ns of a city.
for tifi catio
of destroying the aneous
requires the simult
However, the spell st.
ople to be ca
death of twenty pe
82
2. Guarding a warehouse is a
boring but
usually easy task. Except whe
n you are in
charge of guarding the eggs of
giant spiders
coveted by a sect of Arakneans,
whose
intervention could well cause
the ten or so
eggs that are there to hatch.
3. An expedition to find a lost
city on a
new continent is looking for volu
nteers. The
dangerous nature of the expedit
ion (and the
whimsical nature of its sponsor)
does not
attract crowds. Upon arrival,
the characters
may find gold (a little) and dino
saurs (a lot).
4. Like every year, the city orga
nizes a
monster hunt in the sewers of
the city. The
group that kills the biggest mon
ster wins
a bonus of d6x500 shillings. Thi
s year the
biggest monster is currently a
flesh golem
that managed to escape from
its creator's
castle.
5. A mummy brought back from
a distant
colony is coveted by a sorcerer
Pontesangre the characters to steal it for him
who instructs
The most important port of the . The
empire mummy, of course, has other plan
is also the place of its most flou s, including
rishing revenge and going back home.
trade: slavery. The pride of the
Viriathaean 6. For saving a member of the
merchants in this trade is the imperial
source of the family, the characters are offe
contempt that the rest of the red a ruined
peoples of the mansion outside the city. The
continent have for the empire. characters will
soon discover that the mansion
is being used
as a storage place by a gang of
1. A ship is drif ting off the coas smugglers.
t. The entire
crew is dead. A medical exam
ination shows
that all the sailors died of pois
oning. The
body of the captain is missing
, as well as
the ship's log. However, the map
s are still
present and characters notice
the presence
of an island absent from current
maps. The
captain can be found on a nea
rby beach, half-
mad, trying to drag a monstro
us idol made of
pure gold. There are other trea
sures on the
island, each more cursed than
the next, each
object containing the soul of a
murderer.
The island is a kind of prison
created by a
culture that has disappeared and
whose last
members live inside the bodies
of the stone
golems that stand guard.
83
ss
h u m a n kin gdom is a fortre
e form er nobles live
The capital of th n conquered. Elven and human
ee
that has never b aces
t te rr
on the highes
e
THE TWO
hires the
a royal physician,
5. Karol Hager, und.
guards for her ro
L IC
C R O W N S R E P U Bwas born
characters as body lly a so ciety of
wn , offi cia
6. The Scarlet Da an cient
pire, a republic worshipers of an
scholars (actually
East of the fallen em Glycon) has jus t se ttl ed
o kingdoms: one hu
man, snake-god named by th e
from the union of tw e frowned up on
in the city. They ar
and a mixed assembly ion , bu t th ey
e populat
one elven. Two kings authorities and th ed
ite their pronounc
e land. The living rm les s, de sp
of nobles now rule th
are ha ce lle nt doctors
Th ey ar e ex
and the young repub
lic taste for alcohol. most
conditions are harsh d su rgeo ns , ca pa ble of treating the
an
t threat of the eastern an en t los s of
ch as perm
has to face the constan serious injuries (su
attribute points).
elven empire.
Varschewia Minas-Uruloë
perched atop the
highest
gdom is
former human kin The elven citadel
The capital of the co nq uered. th e co ntinent. It can on
ly be
has never been mountain of at have
is a fortress that e hig hest eagle or by path s th
nobles live on th reached by giant home to
Elven and human e for centuries. It is
f traders fro m th been kept secret
terraces, but dwar out an in the elven world
.
ing mo un tains have carved the oldest library
surround e city.
themselves in th
important place for s are recruited to
hunt
1. The character ok s sc at tered
g ngerous bo
looking for fencin down the most da
1. An elf noble is a duel nt. Some ow ne rs wi ll do
st particip at e in across the contine
instructors. He mu lp of the their bo ok s. Ot he rs are
die with ou t th e he anything to keep
and will probably th at th e old book they have
just
un aw ar e th eir
characters. is all the statues in
ed dwarf merchant acquired can turn
2. A recently settl s. He irsty killers.
his fellow dwar ve town into bloodth
being extorted by ur e map actually re
veals
ac ter s to protect him. 2. An old tre as
is
hires the char the s-Uru loë . Th e ro ad
r decides to follow a passage to Mina ters will
3. An elf chronicle ry . He as ur e, th e ch ar ac
r to wr ite th eir sto perilous, and as tre e among
characters in orde gs if th at the most literat
placed by changelin fin d a lib ra ry...
. What
will have them re he wia's e for its tru e va lue
y up within Varsc them will appreciat they
they work their wa this informa tio n on ce
will they do with
power structure. the ual taver n? M an y fac tio ns
s are often used by return to their us
4. Bounty hunter ls, but for such informatio
n.
ly to ca tch cr im ina would pay dearly
authorities, not on ters
n of specific mons
also to rid the regio .
r monster's level)
(d6x20 shillings pe
q
84
087#!7&3$
3. The characters follow
the trail of a spy Drezdenwice " because of the
it leads them Nicknamed "the silver city
230!""!$
n Em pir e and
from the Easter de its fortune. The
087#
e for their sake many mines that have ma
to Minas-Uruloë. Let's hop the city purposely
!"9#
ce. dwarf nobility that holds
that they have solid eviden es of oth er peoples.
e cha rac ters are ask ed by a monastery keeps out representativ
4. Th the loc al pop ulation
uloë. The book This doesn't bother
K
nas -Ur
to bring a book to Mi cer ned by the inc reasing
for me r own er, a lich who though, more con
in turn attracts its .
his property back. number of missing miners
will stop at nothing to get
double, an underground
Minas-Uruloë has an evil red
dead monks with faces cove
fortress maintained by un
by grimacing masks.
AM RÛ NA BA D,
TH E EM PI RE OF
TH E EA ST
all
This vast elven empire claims to control
the lands east of the continent.
ry:
The pillars of the empire are steel and sorce
rers
the legions of Amrûnabad and the sorce
have
of the emperor's court. Crows and ravens
of the
the reputation of being the eyes and ears
, on
emperor and their hunting is forbidden
to their
pain of death. These birds must return
seen.
masters in order to show what they have
the
The transmission is not instantaneous (but
ing
named population and the characters know noth
5. Many miners start using a drug
Stakhane, which helps them impr ove their about this).
back : prolo nged use
performance. Small draw
vior. Ever yone turn s a
leads to suicidal beha
long as silve r is flow ing out of
blind eye as
the mines. The same cannot be said
for the Aransul
al to the The imperial city is a masterpiece
of elven
families of the victims who will appe
in the worl d is as
characters. architecture, no other city
always chan t quar ter
6. Silver convoys leaving the city beautiful as Aran sul. Its mer
rt. The pay is 10 shill ings t of the forei gn trav elers who se
need a large esco welcomes mos
that usua lly last d6+1 days . and goin gs are stric tly cont rolle d
a day for trips comings
ning
Brigands are one of the mos t freq uent by the local guard, usually by assig
the ws them
threats, but some guards plan to take them a crow or a raven that follo
to the char acters
loot for themselves . It's up everywhere.
to choose their side. ..
of a
1. The characters form the escort
t accu sed of traffi ckin g a mag ical
merchan
er of the
drug. They must flee to the cent
merchant district.
ced
2. Eastern empire elves have repla
with chan gelin gs man y years
several children
have reac hed key posit ions and are
ago. They
dow nfall
now threatening to bring about the
an
of the republic. All are in contact with
agent.
help of
3. An escaped prisoner seeks the
rs. He's a necr oma ncer who just
the characte
to do his expe rime nts in peac e (a well-
wants
be grea t as
stocked graveyard nearby would
well).
86
Minas Nolmë
This fortress city is home to the
only sorcery
academy in the empire. It is heav
ily guarded,
its location is secret and no outs
iders are
allowed in. Sorcerers scour the
empire for
potential candidates. Only sorc
erers trained
at the academy are allowed to
exercise their
powers within the empire.
Poudrière
A group of dwarves tired of the clan and
family hierarchy have discovered a special
talent for making the gunpowder that pirate
ships are so fond of. However, not everyone
is happy with Poudrière's monopoly, and
competitors will soon appear.
4. Every full moon, a mist appears on the
1. Characters who want to get into the archipelago. Creatures from the sea attack
good graces of the dwarves of Poudrière can the camps or isolated ships. They leave as
help them recover their stock of gunpowder soon as they have taken a few prisoners. The
stolen by a small group of pirates known for mist is created by a circle of shamans. Their
their cruelty. people are affected by a strange greenish ore
2. A fairly common way to get to the that will surely attract the dwarves' curiosity
archipelago is to follow a treasure map. (and their loss if the characters are not
There will be no shortage of obstacles, careful).
including the ghost of the former captain 5. An island, a ship in bad shape and a
who will agree to guide the characters on ruined fortress, that's what the characters
the condition that his body is buried in find when they arrive in the archipelago. It
consecrated ground. A difficult task, given remains to be seen what they will do with it.
the man's reputation (but a substantial 6. While exploring a network of previously
donation to the Church might solve the unexplored caves, the characters find three
problem). Add to that old rivals and a dragon eggs that will hatch in d4 months.
Viriathaean spy and the characters' journey
should prove interesting.
3. A dwarf clan has just settled on an Humarate
island near Poudrière. They're pirates who In the center of this island is an active
plan to use a flying boat (using balloons volcano which responds to the commands of
filled with poison gas). They're recruiting a local shaman who uses it to hurl molten
anyone crazy enough to believe in their rock at enemy ships. He will continue to
project. do so as long as the native population, the
Kalinagas, is threatened by the Viriatheans.
The Viriathean Empire has promised
a fortune to those who bring back the
shaman's head.
N
89
st
1. Following the use of the volcano again
a Viriathaean fleet, an island emer ges from
d
the ocean. An ancient city organized aroun
a great pyram id is in its cente r, visibly
abandoned. No doubt adventurous chara
cters 4. The spirit of the volcano refuses to be
will find some forgotten treas ure there . The used any longer by the shaman to settle
n, a
city is in fact a necropolis that rises from
the human quarrels. Once this becomes know
centu ry to reple nish the food arma da head s for the archi pelag o.
waves once a Viriathean
and the
stocks of the mummies who live there and Only an allian ce of all the pirat es
on
were promised eternal life. Problem is they Kalinagas can save them. The interventi
of a few Iron kingdom priva teers could also
only eat human flesh.
2. The many Viriathean ships that lie off prove useful.
the coast of Humarate rise to the surface, 5. There is a well on the north side of the
manned by crews of undead. This new fleet island that has the reputation of going down
the
endangers the other pirates' business. The into the underworld. This is a passage to
ge
necromancer behind the spell seeks reven Ur-Hundun.
on the Viriathean nobles who disfigured and 6. The shaman of Humarate dies stupidly
ble
exiled him. (by slipping on a rotten fruit). The possi
the island
3. While the use of the volcano proved successor of the sham an has left
effective in sinking the Viriathaean ships
, to discover the "benefits" of civilization. If
the carna ge has finally awakened an ancie nt the characters agree to find him and bring
the
water deity who now sends hordes of shark him back, they will gain the gratitude of
people in search of fresh meat. Who will Kalinagas.
have the courage to confront her in her
underwater fortress?
is to follow
A fairly common way to get to the archipelago
obstacles, including
a treasure map. There will be no shortage of
the ghost of the former captain
U
90
Tainaka
This is the island where
the capital of
the indigenous population
, the Kalinagas,
is located. They live in a
very old city,
Tainaka, with an impres
sive system of
aqueducts as well as a full
y functional
sewage system. Some Vir
iathean scholars
believe that Tainaka is
the remnant of an
ancient civilization that
has disappeared.
The Kalinagas never mis
s an opportunity to
make fun of foreign sch
olars by being very
evasive about the histor
y of their island.
ALVE YD RI A
Some scholars of dubious reputation are
convinced that there is a vast underground
kingdom hidden in the depths of the world.
Explorers sometimes discover what look like 5. Seven Ilmarian steel swords from the
sell the
1. A penniless adventurer wants to
map (whi ch he drew hims elf) of
characters a
that leads to an Alve ydria n outp ost.
a road
Rega rdles s of the char acter s' plan, the
adventurer is found dead the next day.
dition
2. A university has no news of an expe
to map an undergrou nd lake syste m and
hires adventurers to find its members.
the
3. Alveydrians are forced to come to
that
surface to find a cure for an epidemic
has stricken the undergrou nd kingd om.
ing for
4. Dwarf miners who have been miss
man aged to escap e from
several years have
. The first peop le they meet are
Alveydria
their
the characters who must then confront
pursuers.
92
93
d by a
The creatures that inhabit the Ur-Hundun are motivate
multitude of things: desire, curiosity, violence...
F e
TH E RO OT S
OF TH E WO RL D
Magic finds its source in another dimension,
the Ur-Hundun, another world separated from
the real one by a barrier as thin as it is porous.
It's possible to go there but also to get lost and
it sometimes happens that this mysterious
plane insinuates itself into the real world like a
cancer. The origins of certain cultures, such as
the elves or the dwarves, are also linked to this
dimension (and would explain their sometimes
inhuman character).
TH E DI ST UR BI NG
ST RA NG EN ES S
own
The Ur-Hundun is a world apart, with its
s that
rules. At the most basic level, this mean
ted
the landscapes can take any form: inver
psychede lic
gravity, perpetual night or rain,
ions
colors, black sand desert where construct
..
appear and disappear in a few moments.
Don't be shy and pick from all the graphic
resources that inspire you.
ld never
It means that the characters shou
wha t to expe ct. The attit ude of the
know
from
inhabitants of Ur-Hundun can vary
idled sava gery,
benign indifference to unbr
conv ersa tion. An
sometimes in the same
drya d will ask you to pay a
affable-looking
one of your eyes or a blood thirs ty
toll with
t melody
monster will be stopped by the swee
of a flute.
keep on
This kind of atmosphere is hard to 1. In the plane of the muses, every
human
so the stays in the Ur-H undun be able
the long term life is a melo dy that a mus ician will
be shor t (at least in gam e time ). If e in ghostly
should to recognize. The characters mov
e you
it becomes a place like any other wher form in a space that seems infin ite, mad e of
and your
can have your habits, your hangouts clouds that swell or disap pear to the rhyt hm
n loses all inter est.
contacts, the Ur-Hundu of the music. A part icula rly gifte d mus ician
Ur-H undu n shou ld cost inue a
Every stay in the (16 Dexterity or Charisma) can cont
an item,
the characters something: they lose melo dy that has stop ped and thus brin ga
in
get a strange tattoo that attracts certa dead person back to life. However , this will
on a
monsters, or their weapons take be his last work of art and he will not be able
tion of
grotesque appearance. The mere men to create any more work s of art after ward s.
ld alwa ys be inter preted
the Ur-Hundun shou
as an ominous sign.
t an eternal
dreams there are 5. The lands of spring hos
2. In the land of forgotten festival to ent erta in the ver y first king of the
art. They may be
many unfinished works of elves. This is where change
lings are born.
. The master of
paintings, songs or memoirs The names of each change
ling's host family
e pric e: a character
souls always sets the sam are carefully noted. To get access to one of
his Tal ent s in exchange characters must
must sacrifice one of the names on this lon g list ,
Som etim es this is the only
for a work of art. elf kin g. If the y fail, they will
on a piec e of a puzzle entertain the
way to get the ir han ds sent back home.
to com plete age five years before being
that will allow the characters 6. The desert of kings is ma
de of black sand
another quest. ns of the people
less expanse of where the various creatio
3. The graveyard is an end of the continent appear in the sand only to
per son that has ever t later. It is
tombs, one for every collapse or fade awa y a mo men
The gra ved iggers know the whose
walked the earth. here that the thr ee sist ers resi de,
h question asked
history of each of them. Eac hourglasses mark the rem
aining tim e of
.
costs you a year of your life humanity and its creations.
One of the se
The for tre ss is like a cas tle with no end lon g tim e ago by a
4. hourglasses was stolen a
are inte rtwined in e
in sight. The corridors particularly devious sor cer er tha t has sinc
ble per spe ctiv es and it feels brin g
seemingly impossi become immorta l. If the cha rac ters
However, it is
like you will never get out. back the hourglass and kill
the sorcerer, the
fortress through
possible to access any land three sisters will agree to
delay the death
e" worth d6x1000
these corridors. A "sacrific of one of the characters' frie
nds by several
h passage.
shillings is required for eac decades.
ADVANTAGE AND DISADVANTAGE
Having an advantage or a disadvantage on a roll
means that you roll two dice:
g20>g12>g10>g8>g6>g4
ONE TURN, TWO ACTIONS
To make sure no player hogs the spotlight, a † When you roll a 1 or 2 on a g d4, this means
character can take two actions during his turn. the resource is depleted.
The action complexity (and the distance covered
with a move action) depends on the length of
the Turn as established by the GM (moments,
minutes, hours...).
Performing two identical actions during your turn WILLPOWER
triggers a Willpower roll (see below). The Willpower die represents a character's
ability to overcome fear and exhaustion. As any
Usage die, it can be depleted, leaving the character
open to a panic attack. A player usually rolls their
character's Willpower die when:
CRITICAL SUCCESS
AND FAILURE † They take the same action twice during a
No matter what the modifiers are: combat Turn*.
† A roll of 1 is always a critical success. † They use a Talent that requires it.
† A roll of 20 is always a critical failure.
† They get a critical failure on an attribute roll.
For an attack roll, a critical success means the
character does maximum damage and adds The Willpower die returns to its maximum after
another damage die on top of that. the character has taken a long rest.
Whatever the roll, a critical failure means you *If the action already requires a Willpower roll,
have to make a Willpower roll. this one is made with disadvantage.
97
Burn willpower RANGES
Players can choose to "burn Willpower": roll FLEAUX! uses four ranges: Close, Nearby,
Willpower and subtract the result from an Faraway and Distant. Moving one range requires
attribute roll. The Willpower die automatically one move action. Depending on the length of a
degrades. Turn, the actual distance covered by the character
will vary, for example in combat:
Once the Willpower die is depleted, the character
panics. Close † 1,50m † 1 square
Nearby † 10m † 6 squares
Faraway † 20m † 12 squares
Fear Distant † Beyond 20m
When a character is faced with a frightening
situation, the character must make a Guts roll.
A failure gives the player two options:
PANIC
Once a character's Willpower die is depleted, the GROUP roll
player must roll on the Panic table. In a group effort, if half the characters succeed at
their attribute roll, the whole group does.
DEFEND
† Parry: make a Melee roll*
† Dodge: make a Dexterity roll**
RECOVERY
*The character must have an object or weapon Characters are a little stronger than average.
that allows them to parry. They can recover HP by taking a short rest or a
**Ranged attacks can only be dodged. long rest.
2 A critical success on Defense means the A short rest lasts 1 hour and causes the character
character immediately deals damage to the to recover a number of HP equal to their Strength
attacker (if it was a melee attack). divided by two (rounded down). A character can
take one short rest per day.
2 A failed Defense roll means that the
character takes damage (according to the A long rest lasts 6 hours and allows a character
monster's description). to recover all their HP. Some Talents and the
Willpower die are also recharged after a long rest.
2 A critical failure in Defense means that
the character's armor is not taken into account Characters must be in a safe, civilized place to take
(and they must make a Willpower roll as for a long rest. In the wilderness, a long rest will have
any critical failure). the same effects as a short rest.
99
CONTINUOUS DAMAGE (d6) chaos revenge
Such pleasant things as fire and acid can cause
1. You cannot cast any more
continuous damage. This means that the target
spells until next sunrise.
takes gd4 points of damage each round (until the
die is depleted). Armor is useless against this type of
2. The energy of the spell ravages
damage.
your body: lose d6 HP.
HELPLESS (d6)
6. A creature from another dimension
appears and drags you into their domain.
1. SCARRED: the character gets away with an
ugly scar.
SACRIFICE
2. CLOSE CALL: one of the objects carried by
You can use your HP to change the result of the Willpower die
the character is broken.
(you can't intentionally set it to 1).
3. IMPAIRED: disadvantage to Dexterity rolls
until the end of the session.
4. INJURED: disadvantage to all attribute rolls
until the end of the session. Firearms
5. BUTCHERED: the character loses 1 point of † Pistol: its mere presence gives you advantage to
Strength or Dexterity permanently. your intimidation attempts.
6. DEAD: create a new character of the same † Musket: immediately kills the target on a critical
level as the dead character. hit, regardless of level.
† Blunderbuss: it gives you a damage advantage
A character who survived (results 1 to 5) when the target is close.
immediately recovers d4 HP.
Limitation
Firearms can only fire once per combat.
Critical failure while shooting
cast a spell
A critical failure on your shooting roll means your
† The sorcerer's player must make a Willpower weapon explodes and you take the damage.
roll. Critical success while shooting
† If the sorcerer has already cast a spell If your target is human and of a level equal to yours or
during the day, the Willpower roll is made with less, they are killed instantly. Otherwise (non-human
disadvantage. target or a higher level), apply the usual critical
† A result of 1 on the Willpower die can success rules.
sometimes have unfortunate effects, as indicated Optional: smoke
in the description of some spells. Used in enclosed spaces, the shots create such a
† If your Willpower die is exhausted after smoke that all combat actions that take place there
casting a spell, you must face Chaos Revenge. suffer a disadvantage.
Gloomy Lullaby Greedy Hand Hazy memories Infernal Hound
Your target loses One of the objects Your target forgets all Turns an
consciousness. your target is interactions with you ordinary dog into
A result of 1 on holding flies to you. over the last d6 hours. an infernal hound
the Willpower die A result of 1 on the A result of 1 on (11 Attack, 10 HP,
means that the target Willpower die the Willpower die means bites for d6 damage).
will not wake up. indicates that the object is that the target becomes The dog dies when
destroyed. totally amnesiac. the fight is over.
Infernal Scream Inquisition Living reflection Poisoned
projectile
An inhuman scream Your target must be You give a semblance of life You poison a projectile by
paralyzes those who hear it immobilized. The spell to your reflection in a mirror. dipping it in your own blood
for a few seconds. subjects him to intense pain You can see what it sees when (this costs you 1 HP). Anyone
This spell kills children and and forces him to answer d4 you close your eyes wounded by this projectile
pets instantly. questions. The GM rolls the (and cannot sleep while the dies after 4 minutes.
die and hides the result from spell is active).
the wizard's player. If the The spell stops
player asks more questions when you decide to or when
than the die roll allows, the the mirror is broken.
person dies.
Acid Blood bloody mark boneless Chthonic Guide
You can make You can mark The target's body becomes as When you are
a small pool an object with a drop flexible as a snake's, underground, this spell
of your blood acidic of your blood allowing it to easily escape summons a
(it costs 3 HP to create). (this definitely from bonds or slip rat that can guide you to
It causes d6 points costs you 1 HP). between bars or into a the nearest exit, provided
of damage You always know narrow passage. The you feed it your blood
to a living creature or can where this object is. spell lasts for 6 minutes. (this costs d4 HP).
dissolve an object no If the object is A result of 1 on the The rat dies once you
larger than a destroyed, the sorcerer Willpower die causes the reach the exit.
small book. recovers his HP. target to lose all its hair
(which will grow back in the
following days).
Curse of Demon's Breath Dream message Feather fall
the mute
The target All light sources Send a message The target survives an
can no longer speak. in the same room to someone otherwise deadly fall. All
A result of 1 on as the sorcerer you know through equipment carried by the
the Willpower die are immediately a dream. character is destroyed.
makes the effect extinguished. The target must
permanent. A fire will also start of course be asleep.
in another room of the This spell has no
building. range limit.
Wine of Death Dead Man's Map Flame Fleabag
The spells targets a jug or The blood of a dead man This spell summons The sorcerer can transform
cup of wine the sorcerer must draws a map that a flame (no larger than a themselves into a
touch. Those who drink this indicates the rough location match) in the sorcerer's dog, but they only returns to
wine quickly start looking of the murderer. palm. On a result of their original form
for a fight. A result of 1 on 1 on the Willpower die, the at sunset (if the spell
the Willpower die means that sorcerer's clothes is cast during the day) or
the drinkers are trying. catch fire. at sunrise (if the spell
is cast at night). Their
HP does not change, they can
only bite (use
their unarmed damage)
and bark.
Guardian of the Impotent arrows Mark of infamy Meal of the
Dreams faithful
Animates a doll, All projectiles that hit The target of this spell bears The sorcerer
puppet, or stuffed animal the target of the spell the name of the crime purifies a meal
that stands guard while during the next turn he committed on his (poisons, natural
you sleep. It starts to do no damage. On a forehead. or not, are eliminated)
scream if it sees someone Willpower die result of 1, The effectiveness of this but it no longer has any
the sorcerer has not the projectiles of the spell has yet to be proven flavor. A successful Guts roll
designated. Lasts one night sorcerer's allies are among the illiterate. is required to eat it.
(the spell does not also affected. The mark fades at the next
work during the day). dawn. On a result of 1,
the sign appears on
the foreheads of all
those present.
Raven's Eyes Sharing the pain Silence Spontaneous
combustion
The sorcerer can see You can transfer All sounds within Your target bursts
through the eyes of a bird as a loss of HP caused by a 10 meter radius of the into flames and suffers
long as they concentrate and a wound to one of your sorcerer are muffled. The continuous damage. A result
keeps their eyes closed. companions. spell lasts as long as the of 1 on the Willpower die
As soon as they open wizard can concentrate. means that everyone present
their eyes, the spell stops and A result of 1 on the will burst into flames.
the bird dies. Willpower die means that all
people in the area of effect of
the spell become mute for the
same duration.
Steel ghost Vampire Veil of Darkness Voice Thief
Renders a weapon If you manage to hit your d6 targets are You can now
no longer than a dagger target, you "steal" d6 HP blinded for an speak through
completely invisible until it is from it, which comes back to entire combat your target's mouth.
drawn from its replenish your own supply (or d6 minutes). You are limited
scabbard (or the wizard (without making it exceed its A result of 1 on the to six words
casts another spell). maximum). On a result of 1 Willpower die means that
If the weapon does not injure the target dies. you are also affected.
anyone on the turn it is
drawn, the wizard
loses d6 HP.
Mud puddle Scarecrow Scent of the Swarm of bees
servant countryside
Immediately Animates a pile of clothes The target gives The target is stung
slows down any person, or rags to give them off the smell of manure until several times (d3 damage)
animal, or vehicle that steps the appearance of life. next dawn. and cannot act
into it (enough to end a Its movements are during this turn.
chase, for example). uncoordinated and the
scarecrow cannot hurt
anyone.
castle le v e l 0
LEVEL -1 TH E D UN G E ON S
F
castle le v e l 1
e
2
Level
Origin Profession
Crime Upbringing
Hit
g Willpower
Now
g4 / g6 / g8 Max
die M M M points
Armed Unarmed
Protection
Shield M
eF
The world of
FLÉAUX!
is on the brink of
oblivion. Far from
the flickering lights
of civilization,
lurking in the
deepest forests,
hidden in the ruins
of past empires;
gathered behind
the mountains
at the end of the
world, the legions
of Chaos await...
Ignoring or
minimizing the
threat, the free
peoples of the
world fail to see
the corruption that
is slowly eating
away at the
foundations
of society.