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Horizon RPG System

Horizon is a rules-lite tabletop roleplaying game system featuring a unique runic inscription magic system. Set in a world where magic flows through ancient symbols and glyphs, characters inscribe runes onto their bodies, weapons, and surroundings to channel supernatural power.

Design Philosophy

  • Simple Math: Addition and subtraction only. Typical modifiers range from -1 to +5.
  • Bounded Accuracy: Success remains meaningful at all levels. A goblin can still threaten a veteran.
  • Runic Identity: Magic is visual and tactile, expressed through inscribed symbols rather than abstract spell slots.
  • Narrative Focus: Mechanics enhance storytelling rather than slow it down.
  • 10-Level Cap: Progression is meaningful and campaigns reach satisfying conclusions.

The World of Inscriptions

In Horizon, magic manifests through seven runic domains:

DomainElementTheme
IgnisFireDestruction, passion, light
GlaciusIcePreservation, patience, cold
FulmenStormSpeed, change, lightning
TerraEarthStability, strength, growth
UmbraShadowConcealment, fear, darkness
LumenLightHealing, truth, radiance
AnimaSoulLife, death, spirit

Characters learn to inscribe these domains as glyphs on their skin, etch them onto weapons, or trace them in the air. The more powerful the inscription, the greater the strain on the inscriptor.

What You Need

  • One 20-sided die (d20) per player
  • A set of polyhedral dice (d4, d6, d8, d10, d12)
  • Character sheets
  • This rulebook

Core Mechanic

When the outcome is uncertain, roll a d20, add your modifier, and compare to a target number:

d20 + modifier >= target number = success

That’s it. Everything else builds on this foundation.

Quick Start

  1. Create a Character (Chapter 2): Pick a Path, background, assign stats, and choose talents.
  2. Learn the Runes (Chapter 5): Understand domains, inscriptions, and strain.
  3. Master Combat (Chapter 6): Understand actions, attacks, and wounds.
  4. Play: Roll dice, tell stories, and have fun.

Horizon is designed for use with the Tavern application but can be played entirely on paper.

Core Rules

This chapter covers the fundamental mechanics of Horizon.

The Four Stats

Every character has four core stats. These values directly represent your modifier (no separate ability score/modifier split).

StatAbbrGoverns
MightMIGPhysical power, endurance, melee attacks
FinesseFINSpeed, precision, stealth, ranged attacks, defense
InsightINSPerception, intuition, willpower, divine magic
CunningCUNKnowledge, problem-solving, arcane magic

Typical Values: -1 to +5. Starting characters distribute +2, +1, +1, +0 among their stats.

Rolling Dice

Basic Rolls

When you attempt something with an uncertain outcome:

  1. Roll a d20
  2. Add your relevant stat modifier
  3. Add your proficiency bonus (+2) if applicable
  4. Compare to the target number (Difficulty Class or Defense)

Success: Total ≥ target number Failure: Total < target number

Advantage and Disadvantage

Sometimes circumstances make success more or less likely:

  • Advantage: Roll 2d20 and take the higher result
  • Disadvantage: Roll 2d20 and take the lower result

If you have both advantage and disadvantage, they cancel out regardless of how many of each you have.

Critical Results

Special outcomes occur on natural die results:

Natural RollResultEffect
Natural 1Critical FailureAutomatic failure, regardless of modifiers
Natural 20Critical SuccessAutomatic success with bonus effect

Note: Characters with mastery in a domain treat natural 1s as regular failures instead of critical failures.

Skill Checks

The 15 Skills

Skills are grouped by their governing stat:

Might Skills

  • Athletics: Climbing, swimming, jumping, feats of strength
  • Intimidation: Frightening or coercing through presence
  • Endurance: Resisting hardship, holding breath, forced march

Finesse Skills

  • Acrobatics: Balance, tumbling, aerial maneuvers
  • Stealth: Moving unseen, hiding, ambushes
  • Sleight of Hand: Pickpocketing, lockpicking, prestidigitation
  • Riding: Controlling mounts and vehicles

Insight Skills

  • Perception: Noticing details, spotting hidden threats
  • Medicine: Treating wounds, diagnosing illness, stabilizing dying
  • Survival: Tracking, foraging, navigation, weather prediction
  • Empathy: Reading emotions, detecting lies, understanding motives

Cunning Skills

  • Arcana: Magic knowledge, identifying spells and phenomena
  • History: Past events, cultures, famous figures
  • Investigation: Analyzing clues, deduction, solving puzzles
  • Persuasion: Logic, charm, negotiation, rhetoric

Making Skill Checks

d20 + stat modifier + proficiency bonus (if proficient) vs DC

Difficulty Classes

DifficultyDCDescription
Trivial5Almost anyone can do this
Easy8Simple task, requires some effort
Medium10Standard challenge for the untrained
Hard13Requires skill or luck
Very Hard16Only skilled individuals succeed reliably
Extreme19Even experts struggle
Legendary22Near impossible, the stuff of legends

Tiered Success

Not all successes are equal. The margin (how much you beat the DC by) determines the quality:

MarginResultOutcome
FailedFailureYou don’t achieve your goal
0-4Partial SuccessSuccess with a complication
5+Full SuccessComplete success, no drawbacks

Complications (GM chooses one for partial success):

  • Takes longer than expected
  • Attracts unwanted attention
  • Costs something (item damaged, resource spent)
  • Creates a new problem
  • Achieves a lesser version of your goal

Contested Checks

When two characters oppose each other directly:

  1. Both roll their relevant skill check
  2. Higher total wins
  3. Ties go to the initiator (whoever started the contest)

Proficiency

Proficiency Bonus: +2 (this never changes)

You add your proficiency bonus when:

  • Making a check with a skill you’re proficient in
  • Making an attack with a weapon you’re proficient with
  • Making a saving throw you’re proficient in
  • Casting spells (if you have spellcasting ability)

Proficiencies come from your Path, background, and talents.

Health Points (HP)

HP represents your ability to avoid and absorb damage.

Starting HP = Hit die maximum + Might modifier (minimum 1)

HP Per Level = Hit die average + Might modifier (minimum 1)

Hit DieMax (Level 1)Average (Per Level)
d663
d884
d10105
d12126

Defense

Defense determines how hard you are to hit in combat.

Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)
Armor TypeFinesse Limit
LightFull Finesse modifier
MediumMaximum +2
HeavyNo Finesse bonus

Resting

Short Rest

  • Duration: 1 hour of light activity
  • Recover: Mana equal to 1/4 of your max (rounded up)
  • Use: Class abilities that refresh on short rest

Long Rest

  • Duration: 8 hours (at least 6 sleeping)
  • Recover: All HP, all mana, all abilities
  • Limit: Once per 24 hours

Mastery

Masters of a domain treat natural 1s as regular failures instead of critical failures.

Domains:

  • Melee Weapons
  • Ranged Weapons
  • Arcane Magic
  • Divine Magic
  • Athletics
  • Subterfuge
  • Lore
  • Social
  • Survival
  • Crafting (specific type)

Mastery is gained through archetype progression (automatically at level 5) or specific talents.

Character Creation

Follow these steps to create your Horizon character.

Step 1: Choose Your Path

Your Path defines your relationship with runic inscriptions, your hit die, and available talents.

PathRolePrimary StatHit Die
WardkeeperDefensive protectorMightd10
BladescribeMelee damage dealerMight/Finessed10
GlyphweaverArcane inscriptorCunningd6
SoulscribeHealer and supportInsightd8
ShadowmarkStealth and precisionFinessed8
PathreaderExplorer and trackerInsightd8

See Chapter 4: Paths & Talents for full details.

Step 2: Choose Your Background

Your background represents your life before adventuring. It grants:

  • 2 skill proficiencies
  • Starting equipment
  • Narrative bonds and hooks

Available Backgrounds

BackgroundSkill ProficienciesEquipment Highlights
Legion InscribedAthletics, IntimidationLegion sigil, faded battleglyph
Archive KeeperHistory, InvestigationRunic codex, inscription pen
Glyph RunnerStealth, Sleight of HandLockpicks (runic), hooded cloak
Highborn InheritorPersuasion, HistorySignet ring, noble vestments
Rune TraderPersuasion, EmpathyGlyph loupe, sample inscriptions
Temple InitiateEmpathy, MedicineInscribed prayer beads, holy oils
Spectacle WeaverAcrobatics, PersuasionGlyph-light orb, performer’s outfit
StormmarkedSurvival, AthleticsStorm charm, weathered cloak
Wild InscribedSurvival, NatureTribal sigils, hunting trap
Inscription CrafterInvestigation, ArcanaInscription tools, guild token
Street MarkedStealth, Sleight of HandGang glyph, city map
Solitary InscriptorMedicine, ArcanaPersonal grimoire, rare inks

Step 3: Assign Stats

Distribute the following modifiers among your four stats:

  • +2 (primary strength)
  • +1 (secondary strength)
  • +1 (tertiary strength)
  • +0 (weakness)
PathMightFinesseInsightCunning
Wardkeeper+2+1+0+1
Bladescribe+2+1+1+0
Glyphweaver+0+1+1+2
Soulscribe+1+0+2+1
Shadowmark+0+2+1+1
Pathreader+1+1+2+0

Feel free to customize based on your character concept.

Step 4: Choose Starting Talents

Select 2 talents from your Path’s talent list. These define your starting capabilities beyond the Path’s base abilities.

See Chapter 4: Paths & Talents for talent options.

Step 5: Calculate Derived Stats

Hit Points

Max HP = Hit Die Maximum + Might Modifier (minimum 1)
PathHit DieWith +2 MightWith +0 Might
Wardkeeperd1012 HP10 HP
Bladescribed1012 HP10 HP
Glyphweaverd68 HP6 HP
Soulscribed810 HP8 HP
Shadowmarkd810 HP8 HP
Pathreaderd810 HP8 HP

Defense

Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor)

Without armor, defense equals 10 + Finesse.

Runic Energy (Inscriptors)

Max Runic Energy = (Casting Stat + Level) x 2
PathCasting StatLevel 1 Energy (with +2)
GlyphweaverCunning6 energy
SoulscribeInsight6 energy
PathreaderInsight6 energy

Step 6: Record Equipment

You receive equipment from:

  1. Path: Starting weapons and armor
  2. Background: Additional gear and tools
  3. Gold: 10 gold pieces for additional purchases

Path Starting Equipment

PathWeaponsArmor
WardkeeperLongsword, inscribed shieldChain mail
BladescribeRuneforged longsword, daggerLeather armor
GlyphweaverQuarterstaff, glyph focusRobes
SoulscribeMace, inscribed shieldScale mail
ShadowmarkShortsword, shortbow, daggersLeather armor
PathreaderLongbow, shortswordLeather armor

Step 7: Finishing Touches

Name and Description

Give your character a name, physical description, and note any visible inscriptions or runic marks.

Bonds

Choose or create 1-2 bonds from your background. These are motivations, relationships, or goals that drive your character.

Example Bonds by Background:

  • Legion Inscribed: “My unit’s sigil is inscribed on my shoulder. I will honor their memory.”
  • Archive Keeper: “A runic text was stolen from my archive. I must recover it.”
  • Glyph Runner: “The underground taught me that runes can set you free.”
  • Temple Initiate: “The sacred inscriptions must not fall into the wrong hands.”

Example Character

Name: Kira Stormglyph Path: Wardkeeper Background: Legion Inscribed

Stats:

  • Might: +2
  • Finesse: +1
  • Insight: +0
  • Cunning: +1

Skills: Athletics (background), Intimidation (background)

Talents: Glyph Shield, Runic Fortitude

HP: 14 (10 + 2 base + 2 from Runic Fortitude) Defense: 18 (10 + 6 armor + 2 shield)

Equipment: Longsword, inscribed shield, chain mail, legion sigil, faded battleglyph, 10 gp

Bond: “A Wardkeeper saved my life by transferring their protective glyph to me. I carry on their legacy.”

Character Advancement

As you adventure, you’ll gain experience and level up:

LevelXP RequiredFeatures
10Starting character
2300+1 Talent
3900+1 Talent
42,700+1 Talent, +1 to any stat
56,500+1 Talent, Signature Mastery
614,000+1 Talent
723,000+1 Talent
834,000+1 Talent, +1 to any stat
948,000+1 Talent
1064,000+1 Talent

Signature Mastery: At level 5, you automatically gain mastery in your Path’s signature domain:

  • Wardkeeper: Melee Weapons
  • Bladescribe: Melee Weapons
  • Glyphweaver: Arcane Inscriptions
  • Soulscribe: Divine Inscriptions
  • Shadowmark: Subterfuge
  • Pathreader: Ranged Weapons OR Survival (your choice)

Mastery means that when you roll a natural 1 in that domain, it’s treated as a regular failure instead of a critical failure.

Paths & Talents

Your Path defines your character’s relationship with runic inscriptions and their core capabilities.

Wardkeeper

Warriors who inscribe protective wards directly onto their skin and armor, serving as frontline defenders.

AttributeValue
Primary StatMight
Hit Died10
Signature MasteryMelee Weapons
Starting DomainsTerra, Lumen

Base Abilities

Glyph of Shielding As a reaction when you or an adjacent ally takes damage, reduce it by 1d6 + your level.

Ward Transfer As a bonus action, transfer your active protective glyph to an ally within 10 feet. They gain +1 Defense until your next turn.

Inscription Scars Your body is a living ward. You can never be completely disarmed of your protective inscriptions.

Wardkeeper Talents

TalentPrerequisiteEffect
Glyph ShieldStartingDeflect spell damage by your level using your shield
Inscribed ResilienceStartingResistance to one damage type; when you take that damage, gain temp HP equal to your level
Warded SoulStartingAdvantage on saves vs charm and fear
Inscription BindingStartingGrappled creatures are restrained by your wards
Mending WardStartingWhen you use Glyph of Shielding, heal the target for 1d8
Overchannel WardStartingDouble the damage reduction of Glyph of Shielding; take half the reduced damage yourself
Unbreaking WardLevel 5Your defensive inscriptions can’t be dispelled; you have advantage on saves to maintain concentration
Aegis ExpansionLevel 4Glyph of Shielding and Ward Transfer reach 30 feet

Bladescribe

Fighters who inscribe combat runes onto weapons for devastating effects.

AttributeValue
Primary StatMight or Finesse
Hit Died10
Signature MasteryMelee Weapons
Starting DomainsIgnis, Fulmen

Base Abilities

Weapon Inscriptions You can temporarily etch runes onto your weapons for bonus effects lasting 1 minute.

Runic Strike Once per turn when you hit with a weapon attack, deal +1d6 damage of a type matching your weapon’s inscription.

Combat Scribe You can inscribe runes in the heat of battle without provoking opportunity attacks.

Bladescribe Talents

TalentPrerequisiteEffect
Devastation RuneStarting+1d8 damage on critical hits
Precision GlyphStarting+2 to hit with inscribed weapons
Targeting InscriptionStartingMark enemies for advantage on attacks
Perfect InscriptionStartingWeapon inscriptions don’t fade in combat
Giant’s BaneStartingExtra damage against Large+ creatures
Cascade InscriptionStartingAttacks can chain to nearby enemies
Runic FuryLevel 5Extra attack when you reduce an enemy to 0 HP
Master InscriptorLevel 7Apply two inscriptions to one weapon

Glyphweaver

Scholars who combine runes into complex patterns to reshape reality.

AttributeValue
Primary StatCunning
Hit Died6
Signature MasteryArcane Inscriptions
Starting DomainsAll seven domains

Base Abilities

Runic Array You can combine two basic glyphs into a compound inscription, gaining effects from both domains at increased cost.

Symbol Mastery Choose one runic domain. Inscriptions from that domain cost 1 less Runic Energy (minimum 1) and have +1 to their save DC.

Inscription Memory You can hold one fully-prepared inscription in your mind, releasing it instantly as a reaction.

Glyphweaver Talents

TalentPrerequisiteEffect
Expanded AttunementStartingGain one additional attunement slot
Metamagic InscriptionStartingOnce per short rest, apply one metamagic effect: Extend (double duration), Widen (increase area by 5ft), or Quicken (cast as bonus action)
Runic SiphonStartingWhen you successfully dispel or counter magic, recover Runic Energy equal to the inscription’s cost
Inscription ErasureStartingAs a reaction, counter an inscription within 60ft; contested Cunning check vs caster
Ritual InscriptorStartingYou can cast any inscription you know as a ritual (10 minutes, no energy cost)
Empowered SymbolsStartingAdd Cunning modifier to inscription damage once per turn
Dual MasteryLevel 5Your Symbol Mastery applies to two domains instead of one
Reality InscriptorLevel 7Spend 10 minutes to create a permanent glyph; max Cunning modifier active at once

Soulscribe

Healers who channel the Anima and Lumen domains to mend and protect.

AttributeValue
Primary StatInsight
Hit Died8
Signature MasteryDivine Inscriptions
Starting DomainsLumen, Anima

Base Abilities

Life Inscription Once per short rest, heal a creature within touch for 2d8 + Insight modifier HP.

Soul Sense You can sense the life force of creatures within 30 feet, detecting undead, constructs, and dying creatures.

Anima Script Your healing inscriptions leave protective marks that grant +1 AC for 1 minute.

Soulscribe Talents

TalentPrerequisiteEffect
Banishment GlyphStartingInscribe wards that repel undead and fiends; they cannot willingly enter within 10ft
Sympathetic ResonanceStartingWhen you heal another creature, heal yourself for half that amount (max Insight mod per turn)
Spirit LanceStartingAs an action, make an Insight-based ranged attack (60ft) dealing 2d8 radiant damage
Resonant HealingStartingWhen you cast a healing inscription, one additional creature within 10ft heals for 1d6
Purifying LightLevel 3When you heal a creature, you can also end one condition: blinded, deafened, poisoned, or frightened
Anima BladeStartingSummon a weapon of soul-light (1d8 radiant, uses Insight for attacks); lasts 1 hour or until dismissed
Glyph of PetitionLevel 5Once per long rest, call upon divine aid: ask one yes/no question or request minor intervention
Life LinkStartingBond two willing creatures for 1 hour; damage to one is split evenly between both

Shadowmark

Operatives who use Umbra domain runes for concealment and assassination.

AttributeValue
Primary StatFinesse
Hit Died8
Signature MasterySubterfuge
Starting DomainsUmbra

Base Abilities

Veil Glyph As a bonus action, activate Umbra runes to become lightly obscured. Advantage on Stealth while active.

Marked Target As a bonus action, place an invisible Umbra rune on a creature within 60 feet. +1d6 damage against marked targets.

Fade Step Once per short rest, teleport up to 30 feet to dim light or darkness as a bonus action.

Shadowmark Talents

TalentPrerequisiteEffect
Umbra StrikeStartingSneak attack deals Umbra damage
Shadow SlipStartingDisengage or Hide as bonus action
Refined TechniqueStartingExpertise on two skills
Reflex WardStartingHalve damage from attacks as reaction
Death MarkStartingAdvantage and auto-crit vs surprised creatures
Phase GlyphStartingTeleport through dim light/darkness
Phantom InscriptionLevel 5Create illusory duplicates
Tremor GlyphLevel 7Sense vibrations through surfaces

Pathreader

Travelers who read the natural runes in the world, mastering tracking and nature magic.

AttributeValue
Primary StatInsight
Hit Died8
Signature MasteryRanged Weapons OR Survival (choose at level 5)
Starting DomainsTerra, Anima

Base Abilities

Natural Script You can read the runic patterns in nature, gaining advantage on Survival and tracking checks in natural terrain.

Terrain Attunement Once per short rest, attune to the terrain. Gain advantage on all checks related to that terrain for 1 hour.

Beast Tongue You can communicate simple concepts with animals through shared runic understanding.

Pathreader Talents

TalentPrerequisiteEffect
Terrain InscriptionStartingMark terrain for advantage on attacks
Bonded LandscapeStartingSecond terrain attunement; ignore difficult terrain
Runic FamiliarStartingGain a CR 1/4 animal companion
WindmarkStarting+10 speed; Dash as bonus action
Scatter InscriptionLevel 5Attack all creatures in an area
Hunter’s Mark GlyphStartingEnhanced damage against marked prey
Verdant WritingLevel 7Manipulate plants and terrain
Way ReadingLevel 9Sense creatures up to 1 mile away

Universal Talents

Available to all Paths:

TalentPrerequisiteEffect
Vital Inscription+1 max HP per level; when reduced to 0 HP, drop to 1 HP instead (once per long rest)
Vigilance Glyph+5 initiative; you can’t be surprised while conscious
Swiftmark+10 movement speed; when you Dash, ignore difficult terrain
Fortune’s GlyphGain 3 luck points per long rest; spend one to reroll any d20 (must use new result)
Sight Rune+1 Insight; you can read lips; +5 to passive Perception
Body Inscription+1 to Might or Finesse (choose when taken); advantage on Athletics and Acrobatics
Knowledge GlyphsGain proficiency in 3 skills or tools of your choice
Guardian InscriptionCreatures provoke opportunity attacks from you when they Disengage; hits reduce their speed to 0
Toughened Physique+1 Might; when you receive healing, heal an additional amount equal to your Might modifier
Field MedicUsing a healing kit heals 1d6 + 4 + your proficiency bonus HP

Mastery Talents

These grant mastery in a skill domain—on a natural 1, you may reroll once (must use new result):

TalentPrerequisiteMastery
Blade MasteryLevel 3Melee weapon attacks and damage
Marksman MasteryLevel 3Ranged weapon attacks and damage
Silver TongueLevel 3Persuasion, Deception, and Intimidation checks
Wilderness InscriptorLevel 3Survival, Nature, and Animal Handling checks
LorekeeperLevel 3History, Arcana, and Religion checks
Runic InitiateLevel 3, Non-casterGain access to one runic domain; learn 2 inscriptions from it; 4 inscription uses per long rest

Equipment

This chapter covers weapons, armor, and gear available to adventurers.

Currency

CoinValueConversion
Copper (cp)Base1 cp
Silver (sp)10 cp1 sp = 10 cp
Gold (gp)100 cp1 gp = 10 sp = 100 cp

Most prices are listed in gold pieces (gp).

Weapons

Weapon Properties

PropertyEffect
FinesseUse Finesse instead of Might for attack and damage
LightCan be used for two-weapon fighting
HeavySmall creatures have disadvantage
Two-HandedRequires both hands to wield
VersatileCan be used one or two-handed (damage in parentheses)
ThrownCan be thrown; use Might for attack
RangedRanged weapon; use Finesse for attack
LoadingRequires an action to reload after firing

Simple Melee Weapons

WeaponDamagePropertiesPrice
Dagger1d4 piercingFinesse, Light, Thrown (20/60)2 gp
Quarterstaff1d6 bludgeoningVersatile (1d8)2 gp
Mace1d6 bludgeoning5 gp
Javelin1d6 piercingThrown (30/120)1 gp

Martial Melee Weapons

WeaponDamagePropertiesPrice
Shortsword1d6 piercingFinesse, Light10 gp
Longsword1d8 slashingVersatile (1d10)15 gp
Rapier1d8 piercingFinesse25 gp
Battleaxe1d8 slashingVersatile (1d10)10 gp
Warhammer1d8 bludgeoningVersatile (1d10)15 gp
Greatsword2d6 slashingHeavy, Two-Handed50 gp
Greataxe1d12 slashingHeavy, Two-Handed30 gp

Ranged Weapons

WeaponDamageRangePropertiesPrice
Shortbow1d6 piercing80/320Two-Handed25 gp
Longbow1d8 piercing150/600Heavy, Two-Handed50 gp
Light Crossbow1d8 piercing80/320Two-Handed, Loading25 gp
Hand Crossbow1d6 piercing30/120Light, Loading75 gp

Armor

Armor Class Calculation

Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)

Light Armor

Full Finesse modifier applies

ArmorDefense BonusPrice
Robes+01 gp
Leather+110 gp
Studded Leather+245 gp

Medium Armor

Finesse modifier capped at +2

ArmorDefense BonusStealthPrice
Hide+210 gp
Chain Shirt+350 gp
Scale Mail+4Disadvantage50 gp
Breastplate+4400 gp
Half Plate+5Disadvantage750 gp

Heavy Armor

No Finesse modifier; may require minimum Might

ArmorDefense BonusMight ReqStealthPrice
Ring Mail+4Disadvantage30 gp
Chain Mail+6+1Disadvantage75 gp
Splint+7+2Disadvantage200 gp
Plate+8+2Disadvantage1,500 gp

Shields

ShieldDefense BonusPrice
Shield+210 gp

Adventuring Gear

Packs

PackContentsPrice
Explorer’s PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft rope10 gp
Dungeoneer’s PackBackpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft rope12 gp
Priest’s PackBackpack, blanket, 10 candles, tinderbox, alms box, 2 blocks incense, censer, vestments, 2 days rations, waterskin19 gp

Common Items

ItemPriceWeight
Backpack2 gp5 lb
Bedroll1 gp7 lb
Rope (50 ft)1 gp10 lb
Torch (10)1 cp each1 lb
Rations (1 day)5 sp2 lb
Waterskin2 sp5 lb (full)
Tinderbox5 sp1 lb
Lantern5 gp2 lb
Oil (flask)1 sp1 lb
Crowbar2 gp5 lb
Grappling Hook2 gp4 lb
Healing Kit5 gp3 lb

Tools

ToolPriceUse
Thieves’ Tools25 gpRequired for picking locks and disabling traps
Artisan’s Tools20 gpCrafting items of that trade
Herbalism Kit5 gpCreating potions and antitoxins
Musical Instrument10-50 gpPerformance and bardic abilities

Consumables

Potions

PotionEffectRarityPrice
Potion of HealingRestore 2d4+2 HPCommon50 gp
Potion of Greater HealingRestore 4d4+4 HPUncommon150 gp
Potion of Superior HealingRestore 8d4+8 HPRare500 gp
Potion of ResistanceResist one damage type for 1 hourUncommon100 gp
AntitoxinAdvantage on poison saves for 1 hourCommon50 gp

Scrolls

Scrolls allow anyone to activate an inscription once. Casting stat is +0 if you lack inscription ability.

ScrollSpell LevelPrice
Scroll of Detect Magic1st25 gp
Scroll of Identify1st25 gp
Scroll of Cure Wounds1st50 gp

Ammunition

AmmunitionPrice
Arrows (20)1 gp
Crossbow Bolts (20)1 gp
Sling Bullets (20)4 cp

Magic Items

Magic items are rated by rarity:

RarityPrice MultiplierAttunement
Common×1Rarely
Uncommon×10Sometimes
Rare×100Often
Very Rare×1,000Usually
Legendary×10,000Always

Attunement: Some magic items require attunement. You can attune to up to 3 items. Attuning takes a short rest spent focusing on the item.

Sample Magic Items

Weapons

ItemRarityEffectPrice
+1 WeaponUncommon+1 to attack and damage300 gp
+2 WeaponRare+2 to attack and damage3,000 gp
FlametongueRare+2d6 fire damage when ignited (attunement)1,000 gp

Armor & Protection

ItemRarityEffectPrice
+1 ArmorUncommon+1 Defense beyond base armor500 gp
Ring of ProtectionRare+1 Defense (attunement)500 gp
Cloak of ProtectionUncommon+1 Defense (attunement)300 gp

Wondrous Items

ItemRarityEffectPrice
Boots of ElvenkindUncommonAdvantage on Stealth checks250 gp
Gauntlets of Ogre PowerUncommonMight becomes +4 (attunement)400 gp
Amulet of VitalityRare+2 to maximum HP per level (attunement)800 gp
Bag of HoldingRareExtradimensional storage500 gp

Encumbrance

Carrying Capacity: (5 + Might) × 20 pounds

If carrying more than capacity:

  • Speed reduced by 10 feet
  • Disadvantage on physical checks

Selling Equipment

Used equipment sells for half its listed price. Magic items may sell for more in the right market.

Runic Inscriptions

This chapter covers the runic magic system in Horizon. Magic is channeled through inscribed symbols called glyphs, organized into seven elemental domains.

The Seven Domains

DomainElementDamage TypeThemes
IgnisFireFireDestruction, passion, warmth, light
GlaciusIceColdPreservation, stasis, patience
FulmenStormLightningSpeed, change, electricity
TerraEarthBludgeoningStability, endurance, growth
UmbraShadowNecroticConcealment, fear, darkness
LumenLightRadiantHealing, truth, revelation
AnimaSoulPsychicLife, death, spirit, mind

Domain Access vs Attunement

Understanding the difference between Domain Access and Domain Attunement is essential:

  • Domain Access determines which inscriptions you can learn. This is set by your Path and never changes.
  • Domain Attunement provides bonuses when using inscriptions from that domain. You choose which of your accessible domains to attune to.

Domain Access by Path

PathAccessible DomainsNotes
GlyphweaverAll seven domainsFull arcane access
SoulscribeLumen, AnimaDivine healing and soul magic
PathreaderTerra, AnimaNature and primal spirits
WardkeeperTerra, LumenDefensive inscriptions only*
BladescribeIgnis, FulmenWeapon inscriptions only*
ShadowmarkUmbraShadow magic exclusively

*Wardkeeper and Bladescribe are martial Paths with limited inscription access. See “Martial Inscriptors” below.

Runic Energy

Inscriptors use Runic Energy to power their inscriptions.

Energy Pool

Maximum Runic Energy = (Casting Stat Modifier + Level) x 2
Casting StatLevel 1Level 5Level 10
+021222
+141424
+261626
+381828

Energy Recovery

  • Short Rest: Recover 1/4 of maximum energy (rounded up)
  • Long Rest: Recover all energy; reset Strain to 0

Casting Stats by Path

PathCasting Stat
GlyphweaverCunning
SoulscribeInsight
PathreaderInsight

Inscription Knowledge

Unlike other systems where casters prepare specific spells, Horizon uses Inscribed Patterns—glyphs physically etched onto surfaces that can be activated when needed.

Glyphs (Cantrips)

You permanently know all glyphs from domains you have access to. Glyphs cost no energy, cause no Strain, and can be traced unlimited times. They represent fundamental runic patterns your character has mastered.

Inscriptions (Leveled)

You must prepare inscriptions during a rest by etching them onto prepared surfaces (skin, armor, weapons, scrolls, or focus items). You can only have a limited number prepared at once.

Prepared Inscription Limit

Prepared Inscriptions = Casting Stat Modifier + Level
Casting StatLevel 1Level 5Level 10
+12611
+23712
+34813

Preparing Inscriptions

  • You can only prepare inscriptions from domains you have access to
  • Preparing inscriptions requires a short or long rest (inscribing takes the full rest)
  • You can change your prepared inscriptions each rest
  • Once prepared, inscriptions remain until you choose to replace them

Learning New Inscriptions

You learn inscriptions by:

  • Leveling up: Gain 2 new inscriptions from your accessible domains
  • Discovery: Find runic tablets, ancient texts, or learn from other inscriptors
  • Research: Spend downtime studying domain theory (GM discretion)

You can learn any inscription from domains you have access to, but can only prepare a subset at any time.

Strain System

Channeling runic power taxes the body. Strain accumulates as you cast and represents magical fatigue.

Maximum Strain

Maximum Strain = 5 + Might Modifier + Level

Strain Thresholds

Strain LevelPercentageEffect
None0-50%No penalties
Mild51-75%Disadvantage on concentration checks
Severe76-99%Speed halved, -1 to all saving throws
Overflow100%+Cannot cast inscriptions until Strain is reduced

Gaining Strain

Each inscription adds Strain equal to its base energy cost:

Energy CostStrain Gained
0 (Glyphs)+0
1-2+1
3-4+2
5++3

Reducing Strain

  • Short Rest: Reduce Strain by half (rounded down)
  • Long Rest: Reset Strain to 0

Inscription Attacks and Save DCs

Inscription Attack = d20 + Casting Stat + Proficiency
Inscription Save DC = 8 + Casting Stat + Proficiency
Casting StatLevel 1 AttackLevel 1 Save DC
+2+412
+3+513

Glyphs (Cantrips)

Glyphs are minor inscriptions that cost 0 energy and can be traced unlimited times.

Glyph Scaling

Glyph damage increases as you level:

LevelDamage Dice
1-4Base (1d)
5-82x dice
9-103x dice

Glyph List

GlyphDomainDamageRangeEffect
Ignis BoltIgnis1d10 fire120 ftInscription attack
Frost MarkGlacius1d8 cold60 ftAttack; hit slows by 10 ft
Spark TouchFulmen1d8 lightningTouchAdvantage vs metal; no reactions
Stone ShardTerra1d6 bludgeoning60 ftFinesse save; target 2 adjacent
Lumen FlareLumen1d8 radiant60 ftFinesse save; ignores cover
Soul ChillAnima1d8 necrotic120 ftAttack; undead disadvantage
Light GlyphLumenTouchShed light 20 ft for 1 hour
Phantom HandAnima30 ftSpectral hand lifts 10 lbs
Minor InscriptionAny10 ftMinor magical effects
Guidance MarkAnimaTouch+1d4 to one check in 1 minute

Inscriptions (Leveled)

Inscriptions cost Runic Energy to trace. Higher costs indicate more powerful effects.

Ignis Domain (Fire)

InscriptionCostRangeEffect
Flame Burst115 ft cone3d6 fire; Finesse save half
Fire Lance2120 ft3 rays, 2d6 fire each; attacks
Inferno Sphere3150 ft20 ft sphere; 8d6 fire; Finesse save half
Fire Storm5Self60 ft cone; 8d8 fire; Might save half

Glacius Domain (Ice)

InscriptionCostRangeEffect
Frost Armor1Touch+2 Defense for 10 minutes
Ice Prison260 ftTarget restrained; Might save ends
Glacial Wave3Self30 ft cone; 6d8 cold; difficult terrain
Absolute Zero560 ftSingle target; 10d10 cold; Might save half

Fulmen Domain (Storm)

InscriptionCostRangeEffect
Thunder Burst1Self15 ft cube; 2d8 thunder + push
Chain Lightning260 ftLeaps to 3 targets; 3d10 lightning
Lightning Bolt3Self100 ft line; 8d6 lightning; Finesse save half
Storm Call5150 ft30 ft radius; 6d10 lightning; Finesse save half

Terra Domain (Earth)

InscriptionCostRangeEffect
Stone Shell1Self+5 temporary HP per level
Earth Grip260 ftTarget restrained by stone; Might save
Tremor3Self30 ft radius; 4d8 bludgeoning; prone
Wall of Stone4120 ftCreate stone wall; 10 panels

Umbra Domain (Shadow)

InscriptionCostRangeEffect
Darkness Veil160 ft15 ft radius magical darkness
Terror Mark260 ftTarget frightened; Insight save
Shadow Step2SelfTeleport 60 ft in dim light/darkness
Umbral Grasp3Self30 ft cone; 5d8 necrotic; Insight save

Lumen Domain (Light)

InscriptionCostRangeEffect
Mending Light1TouchHeal 1d8 + casting mod
Shield of Dawn160 ft+2 Defense for 10 min (concentration)
Purifying Radiance2TouchEnd disease or condition
Beacon of Hope330 ft6 creatures heal 2d8 + casting mod
Restoration3TouchReturn creature dead <1 min to 1 HP
Mass Mending560 ft6 creatures heal 3d8 + casting mod

Anima Domain (Soul)

InscriptionCostRangeEffect
Mind Whisper130 ftInsight save or charmed 1 hour
Slumber Glyph190 ftAffects 5d8 HP of creatures
Command Inscription160 ftInsight save or follow one-word command
Soul Cage260 ftInsight save or paralyzed (concentration)
Compulsion Mark230 ftInsight save or follow suggestion
Fear Inscription3Self30 ft cone; Insight save or frightened

Domain Attunement

Domain Attunement represents deep resonance with a runic domain. Attuning to a domain grants bonuses when using its inscriptions—it does not grant access to new domains.

Attunement Benefits

When using inscriptions from an attuned domain:

  • Energy Reduction: Inscriptions cost 1 less Runic Energy (minimum 1)
  • DC Bonus: +1 to save DC for inscriptions from that domain
  • Advanced Access: Only attuned domains allow learning Major Inscriptions (5+ energy cost)

Attunement Slots

You can attune to a limited number of domains based on your level:

Level RangeAttunement Slots
1-31 slot
4-62 slots
7-103 slots

Attunement Rules

  • You can only attune to domains you have access to (from your Path)
  • Changing attunement requires a long rest and 1 hour of meditation
  • At level 1, you automatically attune to one of your accessible domains
  • Glyphweavers with all seven domains must still choose which to attune to

Example

A level 5 Soulscribe has access to Lumen and Anima, and 2 attunement slots. They can:

  • Attune to both Lumen and Anima (gaining bonuses for all their inscriptions)
  • Or attune to just one domain (getting stronger bonuses there, none in the other)

They cannot attune to Ignis because they don’t have access to it.

Martial Inscriptors

Wardkeeper and Bladescribe are martial Paths that use limited inscription magic. They don’t have traditional Runic Energy pools.

Wardkeeper (Defensive Inscriptions)

Wardkeepers inscribe protective wards directly onto their armor and skin. They use Might as their casting stat.

  • Limited Access: Only defensive inscriptions from Terra and Lumen (Stone Shell, Shield of Dawn, etc.)
  • Inscription Uses: Can use 2 + Might modifier inscriptions per short rest (not a Runic Energy pool)
  • Ward Casting: Inscriptions activate as reactions or bonus actions when protecting self or allies
  • Strain Immunity: Wardkeepers don’t track Strain—their body is the inscription

Bladescribe (Weapon Inscriptions)

Bladescribes etch combat runes onto weapons for devastating effects. They use Might or Finesse (choose at character creation).

  • Limited Access: Only weapon-enhancing inscriptions from Ignis and Fulmen
  • Inscription Uses: Can use 2 + primary stat modifier inscriptions per short rest
  • Combat Casting: Inscriptions are woven into weapon attacks, not cast separately
  • Strain Immunity: Like Wardkeepers, Bladescribes don’t track Strain

Concentration

Some inscriptions require concentration to maintain:

  • Only one concentration inscription at a time
  • Taking damage requires Might save (DC 10 or half damage) to maintain
  • Tracing another concentration inscription ends the current one
  • Severe Strain gives disadvantage on concentration saves

Ritual Inscriptions

Inscriptions marked as rituals can be traced without spending energy if you take 10 extra minutes.

Ritual Inscriptions: Light Glyph, Guidance Mark, and any inscription your GM designates.

Compound Inscriptions (Glyphweaver Only)

Glyphweavers can combine two domain glyphs into a compound inscription:

  • Costs energy from both domains
  • Gains effects from both (GM discretion)
  • Requires 1 action to trace (not bonus action)

Example: Ignis + Glacius = Steam Burst (fire damage + difficult terrain from fog)

Combat

When words fail, steel speaks. This chapter covers the rules of combat in Horizon.

Combat Overview

Combat proceeds in rounds. Each round, every participant takes a turn in initiative order. During your turn, you have three types of actions available.

Action Economy

Each turn you may take:

Action TypeQuantityExamples
Move1Move up to your speed
Act1Attack, cast spell, use item
React1/roundOpportunity attack, counter

Combat Actions (Act)

ActionDescription
AttackMake one weapon attack
Trace InscriptionActivate a runic inscription you know
DodgeAttacks against you have disadvantage until your next turn
HelpGive an ally advantage on their next check
Use ItemDrink potion, activate magic item, etc.
ReadyPrepare an action with a trigger
DisengageMove without provoking opportunity attacks
DashDouble your movement this turn
HideAttempt to become hidden (Stealth check)

Attack Rolls

To attack a target:

d20 + stat modifier + proficiency → compare to target's Defense
  • Melee Attacks: Use Might (or Finesse if weapon has Finesse property)
  • Ranged Attacks: Use Finesse
  • Inscription Attacks: Use your casting stat (Cunning or Insight)

Critical Hits

On a natural 20, your attack automatically hits and deals double damage dice.

Critical Misses

On a natural 1, your attack automatically misses (unless you have mastery with that weapon type).

Damage

When you hit, roll damage:

Damage dice + stat modifier

Apply the same stat used for the attack roll.

Damage Types

TypeCommon Sources
SlashingSwords, axes
PiercingArrows, daggers, spears
BludgeoningMaces, hammers, fists
FireFlames, explosions
ColdIce, freezing effects
LightningElectrical attacks
PoisonVenoms, toxins
RadiantDivine energy, holy light
NecroticDeath energy, life drain
PsychicMental attacks

Resistances and Vulnerabilities

  • Resistance: Take half damage from that type
  • Immunity: Take no damage from that type
  • Vulnerability: Take double damage from that type

The Wound System

Horizon uses a wound-based system for damage beyond 0 HP.

Reaching 0 HP

When reduced to 0 HP, you become Bloodied. You can still act but any further damage inflicts wounds.

Wound Severity

SeverityDamage TakenWound PointsEffects
Minor1-51-1 to all rolls
Serious6-102-2 to all rolls, disadvantage on physical checks
Critical11+3-3 to all rolls, disadvantage on all checks, half speed

Wound Thresholds

Wound PointsStateEffect
0ActiveNormal operation
1-2WoundedWound penalties apply
3-5UnconsciousFall prone, can’t act
6-8DyingMust make death saves
9+DeadCharacter dies

Combat States

StateDescription
ActiveHP > 0, fighting normally
BloodiedAt 0 HP, can act but vulnerable
WoundedHas wound points but conscious
Unconscious3+ wound points, can’t act
Dying6+ wound points, making death saves
Dead9+ wound points or 3 failed death saves

Death Saves

When you’re Dying (6+ wound points), roll a death save at the start of each turn:

RollResult
10+Success
2-9Failure
Natural 20Critical success: regain 1 HP, wake up
Natural 1Critical failure: counts as 2 failures
  • 3 Successes: Stabilized (stop dying, remain unconscious)
  • 3 Failures: Dead

Any healing brings you back from dying immediately.

Conditions

Combat can inflict various conditions:

ConditionEffects
BlindedDisadvantage on attacks; attacks against you have advantage
DeafenedAuto-fail hearing-based checks
FrightenedDisadvantage while source is visible; can’t willingly approach
GrappledSpeed becomes 0
IncapacitatedCan’t take actions or reactions
InvisibleAdvantage on attacks; attacks against you have disadvantage
ParalyzedCan’t move or act; melee attacks auto-crit
PetrifiedWeight ×10; incapacitated; unaware of surroundings
PoisonedDisadvantage on attacks and ability checks
ProneDisadvantage on attacks; melee attacks against you have advantage, ranged have disadvantage
RestrainedSpeed 0; disadvantage on attacks and Finesse saves
SilencedCan’t speak or cast spells with verbal components
SlowedHalf speed; -2 Defense and Finesse saves; no reactions
StunnedIncapacitated; can’t move; auto-fail Might/Finesse saves
UnconsciousIncapacitated; prone; melee attacks auto-crit

Opportunity Attacks

When a creature you can see moves out of your reach, you may use your reaction to make one melee attack against them.

Creatures using the Disengage action don’t provoke opportunity attacks.

Cover

CoverDefense Bonus
Half cover+2
Three-quarters cover+5
Total coverCan’t be targeted

The Escalation Die

As combat continues, tension rises. Starting on round 2, the escalation die advances:

RoundEscalation
10
2+1
3+2
4+3
5+4
6++5 (max)

Player characters add the escalation die to all attack rolls.

Creatures may or may not benefit, based on their CR:

  • CR 0-2: No escalation bonus
  • CR 3-4: Half escalation (rounded down)
  • CR 5-7: Full escalation
  • CR 8-10: Full escalation + special abilities may trigger

Escalation Triggers

Powerful creatures may have abilities that activate at certain escalation thresholds:

Dragon’s Fury (Escalation 3+): The dragon’s breath weapon recharges immediately.

Movement in Combat

Speed

Most characters have a base speed of 30 feet per round.

Difficult Terrain

Moving through difficult terrain costs double (1 foot = 2 feet of movement).

Moving Through Creatures

  • Allies: Move through freely
  • Enemies: Must use special movement or the space is difficult terrain

Falling

Take 1d6 bludgeoning damage per 10 feet fallen (max 20d6).

Combat Example

Round 1

  1. Thrain (Wardkeeper) moves 30 feet and attacks the goblin with his longsword: d20+5 (MIG +2, proficiency +2, attack bonus +1) = 18 vs Defense 13. Hit! Deals 1d8+2 = 7 slashing damage.

  2. Goblin attacks back: d20+4 = 12 vs Thrain’s Defense 18. Miss!

Round 2 (Escalation +1)

  1. Thrain attacks again with escalation: d20+6 = 22. Hit! Natural 20 - critical hit! Deals 2d8+2 = 12 damage. The goblin falls.

GM Tools

This chapter provides tools for Game Masters to create balanced encounters, manage NPCs, and run adventures.

Challenge Rating (CR)

Challenge Rating indicates a creature’s threat level. A CR X creature is a fair challenge for a party of four level X characters.

CR Quick Reference

CRHPDefenseAttackDPRXP
02011+2525
14012+31050
26013+315100
38014+425200
410015+430400
512015+540700
614016+5501,100
716016+5601,800
818017+5702,900
920017+5854,200
1022018+51006,000

DPR = Damage Per Round

Creature Types

TypeExamplesTypical Traits
HumanoidGoblins, orcs, banditsTool use, social structure
BeastWolves, bears, eaglesNatural weapons, instincts
UndeadSkeletons, zombiesImmunity to poison/charm
FiendDemons, devilsFire resistance, fearsome
ElementalFire elementalTied to element
AberrationMind flayersAlien, psychic
DragonDragons, wyvernsBreath weapons, flight
ConstructGolemsImmunity to many conditions
FeyPixies, dryadsCharm, illusion
GiantOgres, trollsLarge, strong
MonstrosityOwlbears, griffinsHybrid creatures
PlantTreantsUnusual vulnerabilities
OozeGelatinous cubeMindless, corrosive
CelestialAngelsRadiant damage, good

Creature Tiers

TierHP MultReactionsLegendaryXP MultUse
Minion0.5×100.25×Groups of weak enemies
Standard10Normal encounters
Elite1.5×201.5×Mini-bosses
Boss23/roundMajor encounters

Minions die on any hit that deals damage (no HP tracking needed).

Boss creatures get 3 Legendary Actions per round, usable at the end of other creatures’ turns.

Encounter Building

Step 1: Determine XP Budget

Multiply the party’s threshold by party size:

LevelEasyMediumHardDeadly
1255075100
250100150200
375150225400
4125250375500
52505007501,100
63006009001,400
73507501,1001,700
84509001,4002,100
95501,1001,6002,400
106001,2001,9002,800

Example: Party of 4 at level 3

  • Easy: 300 XP
  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,600 XP

Step 2: Apply Enemy Count Multiplier

More enemies = harder encounter due to action economy.

Enemy CountMultiplier
1×1.0
2×1.5
3-4×2.0
5-6×2.5
7-10×3.0
11-14×4.0
15+×5.0

Step 3: Calculate Adjusted XP

Adjusted XP = (Sum of creature XP) × Enemy Count Multiplier

Compare adjusted XP to budget for difficulty.

Example Encounter

Party: 4 characters at level 5 (Medium budget: 2,000 XP)

Enemies: 1 Orc Leader (CR 3, 200 XP) + 4 Orc Warriors (CR 2, 100 XP each)

Calculation:

  • Base XP: 200 + (4 × 100) = 600 XP
  • Enemy count: 5 → ×2.5 multiplier
  • Adjusted XP: 600 × 2.5 = 1,500 XP
  • Difficulty: Medium (1,500 < 2,000)

Encounter Suggestions

Easy Encounters

  • Single creature of party level CR
  • 2-3 minions + 1 standard creature

Medium Encounters

  • 1 elite creature
  • 2 standard creatures
  • 4-6 minions + 1 standard

Hard Encounters

  • 1 elite + 2-3 standard
  • 3-4 standard creatures
  • 1 standard + 6-8 minions

Deadly Encounters

  • 1 boss creature
  • 2 elite creatures
  • 1 elite + 4-5 standard

Daily XP Budget

A party can handle approximately 7 medium encounters worth of XP per day before needing a long rest.

Party LevelDaily Budget (4 PCs)
1350
31,050
53,500
75,250
108,400

Sample Creatures

Goblin (CR 0, Minion)

  • HP: 7 | Defense: 13 | Speed: 30 ft
  • Stats: MIG -1, FIN +2, INS +0, CUN +0
  • Attacks: Scimitar +4 (1d6+2) or Shortbow +4 (1d6+2)
  • Abilities: Nimble Escape (disengage/hide as bonus)
  • Morale: Cowardly (DC 5)

Wolf (CR 0, Standard)

  • HP: 11 | Defense: 13 | Speed: 40 ft
  • Stats: MIG +1, FIN +2, INS +1, CUN -3
  • Attacks: Bite +4 (2d4+2) - target makes Might save or is knocked prone
  • Abilities: Pack Tactics (advantage if ally within 5 ft)
  • Morale: Trained (DC 10)

Skeleton (CR 1, Standard)

  • HP: 13 | Defense: 13 | Speed: 30 ft
  • Stats: MIG +0, FIN +2, INS -1, CUN -2
  • Attacks: Shortsword +4 (1d6+2) or Shortbow +4 (1d6+2)
  • Immunities: Poison
  • Vulnerabilities: Bludgeoning
  • Morale: Mindless (never flees)

Orc (CR 2, Standard)

  • HP: 15 | Defense: 13 | Speed: 30 ft
  • Stats: MIG +3, FIN +1, INS +0, CUN -1
  • Attacks: Greataxe +5 (1d12+3)
  • Abilities: Aggressive (move toward enemy as bonus action)
  • Morale: Trained (DC 10)

Troll (CR 5, Elite)

  • HP: 84 | Defense: 15 | Speed: 30 ft
  • Stats: MIG +4, FIN +1, INS -1, CUN -2
  • Attacks: Multiattack (2 claws +7, 2d6+4 each)
  • Abilities: Regeneration (10 HP/round, stopped by fire/acid)
  • Morale: Fanatical (DC 15)

Young Dragon (CR 7, Boss)

  • HP: 178 | Defense: 18 | Speed: 40 ft, fly 80 ft
  • Stats: MIG +4, FIN +0, INS +2, CUN +3
  • Attacks: Multiattack (bite 2d10+4, 2 claws 2d6+4)
  • Breath Weapon (Recharge 5-6): 30 ft cone, 10d6 fire, Finesse save half
  • Legendary Actions: Tail attack, wing buffet, detect
  • Morale: Fanatical

Reaction Rolls

When PCs encounter a creature whose disposition is uncertain, roll 2d6 + Cunning modifier:

RollDispositionBehavior
2-3HostileAttacks immediately
4-5UnfriendlyThreatens, demands
6-8NeutralWary, open to negotiation
9-10FriendlyHelpful, talkative
11-12HelpfulActively aids party

Situation Modifiers

ModifierValue
Good reputation+2
Bad reputation-2
Offering tribute+2
Armed and armored-1
Peaceful approach+1
Language barrier-2
Shared enemy+2

Morale Checks

When creatures face adversity, they may flee or surrender.

Morale Triggers

  • First ally killed
  • Half of group killed (-2 to check)
  • Leader killed (-4 to check)
  • Massive damage (>50% HP in one hit, -2)
  • Outnumbered 2:1 (-2)

Morale Types

TypeDCExamples
MindlessN/AUndead, constructs, oozes
Fanatical15Fiends, dragons, zealots
Trained10Soldiers, professionals
Untrained8Bandits, beasts
Cowardly5Goblins, kobolds

Morale Check: d20 + Insight vs DC

ResultOutcome
Beat DC by 5+Stands firm
Beat DC by 0-4Shaken (Frightened)
Failed, can escapeFlees
Failed, can’t escapeSurrenders

Progress Clocks

Use progress clocks to track ongoing situations:

[●●●○○○] Alarm Raised (3/6)

Clock Types

  • Progress: PCs filling toward goal
  • Danger: Threat filling toward consequence
  • Racing: Two clocks competing

Segment Counts

  • 4 segments: Quick, simple goals
  • 6 segments: Standard challenges
  • 8 segments: Complex endeavors
  • 10 segments: Long-term projects

Loot and Treasure

Individual Loot by CR

CRTypical Loot
0-11-6 sp, 10% chance common item
2-41-16 gp, 25% uncommon item
5-68-30 gp, 50% uncommon, 10% rare
7-815-60 gp, uncommon + 20% rare
9-1030-120 gp, rare + 10% very rare

Treasure Hoards (Boss Loot)

TierCRCurrencyMagic Items
Low0-410-60 gp0-1 uncommon
Mid5-750-300 gp1 rare
High8-10200-1200 gp2 rare + 1 very rare

GM Intrusions

GM intrusions are complications you introduce for narrative tension. When you invoke one:

  1. Describe the complication
  2. Offer the player a Resolve token to accept
  3. Player can refuse by spending 1 Resolve (if available)

Sample Intrusions

Combat:

  • Weapon becomes stuck
  • Environmental hazard activates
  • Reinforcements arrive
  • Friendly fire risk

Social:

  • Conversation overheard
  • Witness appears
  • Old enemy recognizes you
  • Social faux pas

Exploration:

  • Equipment breaks
  • Weather turns dangerous
  • Trap triggers
  • Shortcut blocked

Resolve Tokens

A shared party resource (max = party size).

Using Resolve

  • Reroll any die just rolled
  • Reduce damage by character level
  • Refuse intrusion
  • Narrative declaration (minor story detail)

Gaining Resolve

  • 1 token at session start
  • Accept a GM intrusion
  • Exceptional roleplay (GM discretion)

Quick NPC Generator

Disposition

Roll d6: 1-2 Hostile, 3-4 Neutral, 5-6 Friendly

Motivation

Roll d6: 1 Greed, 2 Fear, 3 Duty, 4 Love, 5 Power, 6 Knowledge

Quirk

Roll d6: 1 Nervous, 2 Boastful, 3 Quiet, 4 Suspicious, 5 Cheerful, 6 Mysterious