Choosing Adversaries¶
It's time to build a combat encounter!
The upcoming "Battle Guide" section gives a starting point for building balanced encounters. The following pages break down each type of adversary and provide guidance for building your own.
Battle Guide¶
This guide will help you roughly balance an encounter so you can determine how many and which adversaries to use. You'll first calculate your starting Battle Points, which determine your budget for the encounter. Then you'll adjust the budget up and down based on other factors. Finally, you'll build the encounter, spending Battle Points to add adversaries until you have no more to spend.
When planning a battle, start with the following formula to calculate how many Battle Points you should spend:
(3 × the number of PCs in combat) + 2
For example, if you have a party of three PCs, you have 11 Battle Points to spend. If you have a party of five, you have 17 Battle Points to spend.
Keep in mind that you might need to adjust this calculation as you become more acquainted with your party and their power level.
Adjusting Battle Points¶
Some factors might increase or decrease your Battle Points budget:
- Subtract 1 point if the fight should be less difficult or shorter.
- Subtract 2 points if you're using 2 or more Solo adversaries.
- Subtract 2 points if you add +1d4 (or a static +2) to all adversaries' damage rolls (to increase the challenge without lengthening the battle).
- Add 1 point if you choose an adversary from a lower tier.
- Add 1 point if you don't include any Bruisers, Hordes, Leaders, or Solos.
- Add 2 points if the fight should be more dangerous or last longer.
Spending Battle Points¶
Once you finish calculating your available Battle Points, craft your combat encounter by spending points until you have none left.
- Spend 1 point for each group of Minions equal to the size of the party.
- Spend 1 point for each Social or Support adversary.
- Spend 2 points for each Horde, Ranged, Skulk, or Standard adversary.
- Spend 3 points for each Leader adversary.
- Spend 4 points for each Bruiser adversary.
- Spend 5 points for each Solo adversary.
Tip: Some adversaries summon additional enemies when they use their features—you don't need to factor those into your point total.
Example: Ben is preparing an encounter for his party of four to help introduce a new enemy faction. Having four PCs means he starts with 14 Battle Points to spend. He wants this encounter to be a little easier, so he adjusts his Battle Points to 13. He spends 8 points on two Bruisers, 4 points on two Standards, and 1 point on four Minions.
Later, the party has followed the faction's trail and confronts a group on patrol near the faction's outpost. Ben spends 10 points on five Standard adversaries, 2 points on a Ranged adversary, and 2 points on eight Minions.
And finally, because the party has fought through the outpost to confront the faction leader, Ben decides to make the last fight more difficult. He decides he will add +2 to all adversary's damage rolls, giving him 12 points to spend. With this budget, he spends 3 points on a Leader, 4 points on a Bruiser, 4 points on two Hordes, and 1 point on a Support. The Leader also has an action that can bring in Minions as needed.
Bruiser¶
A towering giant, a muscle-bound bodyguard for a devious merchant, a hulking construct with fists of iron—this is the Bruiser. These heavyweights can take significant punishment and deal powerful blows.
Mechanics¶
Bruisers are close-quarter combatants. They usually engage the party's melee characters while other adversaries attack from range. They deal high damage and often use area attacks. Sometimes they have a "Slow" feature to play up their lumbering nature, or features that move the PCs around to display their power. If you're using minis in your encounter, consider ones with larger bases to convey their size—bigger minis usually imply a larger threat!
Archetypal Example¶
The Minotaur Wrecker is a paramount example of the Bruiser: big, lumbering, and extremely dangerous. At Tier 2, these suggestions typically deal Major damage and can land Severe damage on more tightly armored PCs. Their "Ramp Up" passive means they're more costly to spotlight, but they can attack all targets within range with their standard attack. With their "Gore" action, they charge into combat and make big dents in armored units.
Minotaur Wrecker¶
Tier 2 Bruiser
A massive bull-headed fiend with a quick temper.
Motives & Tactics: Consume, gore, ravage, overpower, pursue
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 14/27 | 7 | 5 |
ATK: +2 | Battleaxe: Very Close | 2d8+5 phy
Experience: Slugger +3
Features¶
- Ramp Up - Passive: You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.
- Charging Bull - Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur's path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).
- Gore - Action: Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.
Custom Bruisers¶
When creating a Bruiser, keep in mind the following guidelines. Offensively, a Bruiser's attack modifiers are usually average or lower, and most of their attacks deal Major or Severe damage (as appropriate for their tier). Defensively, they have average or lower Difficulty, higher than average Hit Points, and slightly higher than average damage thresholds.
Making Your Own¶
Imagine an ogre rising from the grave—let's call them a Dire Wight! This hulking creature might be found feasting on their latest kill or patrolling the outskirts of an ancient castle. This powerful guardian carries a terrifying two-handed mace, enchanted with the last cries of their victims. We'll make them at Tier 1.
- Since the wight is a larger, lumbering creature and thus easy to target, a Difficulty of 15 works well.
- We want to make the wight easier to hit, but harder to damage, so let's give them a Major threshold of 26, and a Severe threshold of 42. We can also give them 8 HP and 4 Stress.
- Because they are so big, the wight doesn't attack that accurately, giving them a slightly below-average attack modifier of +0.
- The damage from these attacks should always have an impact when they connect, so we'll use the impressive damage pool of 3d12+3.
- Because we want them to feel reckless and powerful, let's make their Experience a +3 in Throw.
Dire Wight¶
Tier 3 Bruiser
An undying protector of their territory.
Motives & Tactics: Kill, obey, protect, terrify
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 15 | 26/42 | 8 | 4 |
ATK: +2 | Claws and Teeth: Very Close | 3d12+5 phy
Experience: Throw +3
Features¶
- Terrifying Swing - Action: Spend a Fear to force all targets within Very Close range to mark a Stress, then make an attack against them. Targets the Wight succeeds against take 3d10+3 physical damage.
- Splitting Skin - Reaction: When the Wight takes Major or greater damage, you can mark a Stress to force all targets within Very Close range to make a Presence Reaction Roll. Targets who fail lose a Hope and are knocked back to Close range.
Horde¶
Whether a swarm of rats beneath a tavern or a pack of wolves prowling the forest, a Horde represents a massive group of enemies in an easy-to-run way.
Mechanics¶
Hordes are groups of weaker enemies. They deal high damage initially, but less once they've marked at least half of their Hit Points (rounded up). Many of them have interesting passives or reactions that capture their role in the fiction. Every Horde that perished has the "Horde" passive, which is unique to this adversary type:
Horde (X) - Passive: When the Horde has marked half or more of their HP, their standard attack deals X damage instead.
Hordes also have a unique notation of (Y/HP) next to their type in their stat block. The Y represents the number of enemies represented by each Hit Point the Horde has. For example, 2/HP means that every Hit Point represents two members of the Horde. This narrative detail allows you to quickly describe the number of foes brought down with each attack. For example, if a PC deals 8 damage to the Horde, they take down four enemies with their attack. Hordes work well in theater-of-the-mind play because you only need to use a single unit to represent many foes.
Archetypal Example¶
The Zombie Pack is a good example of how to capture the fiction with these features. Their damage is near the top of the tier, but they're less likely to hit with their −1 attack modifier. Since the Horde's purpose in the narrative is to overwhelm the characters, it's fitting that the Zombie Pack has a reaction called "Overwhelm" that allows them to mark a Stress and attack a creature who struck them.
Zombie Pack¶
Tier 1 Horde (2/HP)
A group of shambling corpses instinctively moving together.
Motives & Tactics: Consume, feast, hunger, maul
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 12 | 6/12 | 6 | 3 |
ATK: −1 | Bite: Melee | 1d10+2 phy
Features¶
- Horde (1d4+1) - Passive: When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
- Overwhelm - Reaction: When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.
Custom Hordes¶
Hordes have low Difficulty and attack modifiers, as well as average damage thresholds. Their damage is initially high, then drops by about half once they've taken substantial damage.
Making Your Own¶
Delving deep into magical mines sometimes exacts a price more permanent than exhaustion. The spirits of miners that perished as a result of their own greed still linger, ever covetous. We'll make them at Tier 3.
- Because of their large numbers, the miners are much easier to hit. However, they're also ghostly, so their Difficulty might be only slightly lower than average at 16.
- We'll put their thresholds on the low end at Major 15/ Severe 25, as their ties to the Mortal Realm are tenuous. Additionally, we'll give them 6 Hit Points and 3 Stress.
- These miners might have some skill with their tools, but they aren't trained for combat. At best, they might have a −1 attack modifier.
- As these ghosts once did in life, they exploit any weakness. Their attacks are devastating because of their numbers. Putting their standard attack at 3d12+10 means they deal high damage, which drops to 3d6+5 when they're at half HP or fewer.
- Trapped by their greed, the miners are obsessed with gaining wealth. Giving them a feature that demonstrates their ravenous hunger against targets with gold plays into the fiction we've established.
Covetous Miners¶
Tier 3 Horde (5/HP)
A ghostly group of miners cursed by their insatiable greed.
Motives & Tactics: Be free, gain wealth, pay debts
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 16 | 11/25 | 6 | 3 |
ATK: −1 | Soul Mattock: Melee | 3d12+10 mag
Features¶
- Horde (3d6+5) - Passive: When the Miners have marked half or more of their HP, their standard attack deals 3d6+5 magic damage instead.
- Hunger for Gold - Action: Mark a Stress to make a standard attack with advantage against all targets carrying gold within Very Close range.
Leader¶
A Leader can be the antagonist of the whole campaign or just the current encounter—either way, they're only as good as the allies who follow them. This adversary could be the boss of a local thieves' guild or an evil knight whose army lays waste to the countryside. They bring the strength of their forces to bear against those who oppose them.
Mechanics¶
A Leader can spotlight multiple allies in one move, buff them, or summon new combatants to the field, and they create dynamic combat by rallying and manoeuvring their forces. But a Leader is also dangerous on their own! They should have some of the highest attack modifiers for their tier of play, making them difficult to hit, harder to take down, and deadly when they land a blow. When you build an encounter with a Leader, the most important thing you can do is tell the fiction of what types of features they use and pair them with other adversaries who take advantage of those features.
Archetypal Example¶
The Head Guard is an iconic Leader. Their features build on each other in a very interesting way. If the Flickerfly uses their "Mind Dance" action, their "Hallucinatory Breath" reaction is even more effective. At Tier 2, their attacks deal moderate damage, but with the "Feeblaze Accuracy" passive, the Flickerfly can hit higher-Evasion targets more often. Most importantly, they have the ability to spotlight up to three allies during a GM turn.
Head Guard¶
Tier 2 Leader
A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives & Tactics: Arrest, close gates, pin down, seek glory
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 15 | 7/13 | 5 | 3 |
ATK: +3 | Mace: Melee | 1d6+3 phy
Experience: Commander +2, Local Knowledge +2
Features¶
- Rally Guards - Action: Spend 3 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.
- On My Signal! - Reaction: Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
- Momentum - Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.
Custom Leaders¶
While their physical stats might be low, Social adversaries might have other means of putting up defences against the party. These defences typically come in the form of passive features. The adversaries in this book are a good starting point for creating social encounters, but many times you'll want to create your own.
Making Your Own¶
Welkome bandit gangs are sometimes led by thieves known as Briarwhips. These experienced rangers know the verdant woods and its bounty. When word of well-guarded treasure reaches a gang, a Briarwhip is chosen to lead the heist. We'll make them at Tier 1.
- They are fierce and nimble rangers, so a Difficulty of 14 suits them. You could let them increase their Difficulty, similar to the Bone domain's "Ferocity" feature.
- They wear scale-like stone armor that would give them higher damage thresholds. Let's do Major 9/Severe 14. Additionally, we'll give them 6 HP and 4 Stress.
- They have deadly accuracy with their whip, giving them an attack modifier of +3.
- They attach poisoned thorns to the whip, so their weapon deals more damage, but the application might be less accurate. To represent this, we increase use to 1d10+2 for their damage.
- We'll give them a few Experiences that reflect both their Leader type and their background as a ranger.
- They command their subordinates through the use of hand signals or whistles. Giving them the ability to command their allies to slink back into the underbrush could be a great Fear Feature, but consider how that would change the scene. If all their allies are Hidden, the Briarwhip would become the characters' only target, so we want to give them the ability to take a few hits—headed their way. Borrowing from the Bone domain's "Brace" feature, we can have them mark a Stress to lessen the blow.
Briarwhip¶
Tier 1 Leader
A cunning and capable ranger who takes on the most dangerous heists.
Motives & Tactics: Explore, plan, protect, steal
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 9/14 | 6 | 4 |
ATK: +3 | Poisoned Briarwhip: Close | 1d10+2 phy
Experience: Heist +2, Intimidation +2, Track +3
Features¶
- Ferocious Defence - Passive: When an attack from the Briarwhip causes a target to mark HP, the Briarwhip gains a +1 bonus to their Difficulty until they mark 1 or more HP.
- Into the Bramble - Action: Spend a Fear to spotlight up to 1d4 allies within Far range. They move to cover within Close range and become Hidden until after their next attack or a PC succeeds on an Instinct Roll to find them.
- Brace - Reaction: When the Briarwhip marks 1 or more HP, you can mark a Stress to mark 1 fewer HP.
Minions¶
A half-dozen imps tossed away in a single swipe, a room full of reanimated skeletons—no matter their form, Minions increase the scale of a battle without bogging down play.
Mechanics¶
Each Minion has 1 Hit Point and the following features:
Minion (X) - Passive: This adversary is defeated when they take any damage. For every X damage a PC deals to this adversary, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all adversaries with this name within a certain range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal X damage each. Combine this damage.
The "Minion" passive creates cinematic experiences at the table while ensuring these adversaries are easily defeated. Each Minion has a different amount of damage that triggers their "Minion" passive, as defined by the number in the feature's heading. For example, the Giant Rat's feature says "Minion (3)," which means that if an attack deals 3 damage to them, the initial target is destroyed, and another Minion within range who the attack roll would succeed against is also defeated. At 6 damage, two additional Minions within range are defeated, and so on. Tell the attacking PC which other Minion within range the attack would succeed against and let them choose which Minion they defeat. For example, if a PC deals 3 damage to a Giant Rat (Difficulty 10) and there's a Rotted Zombie (Difficulty 8) nearby, the PC can choose to defeat the Rotted Zombie in addition to the initial Giant Rat. It's important to note that these weapons have greater range than others: making magical attacks very effective against Minions.
The "Group Attack" action allows the Minions to attack using only one roll. This speeds up play significantly, as you simply add up the damage of many attacks rather than rolling for each individual attack.
Archetypal Example¶
The Giant Rat is an example of a typical Minion. Other than the numbers in their stat blocks, Minions vary little from adversary to adversary, as they don't tend to have other distinguishing features. When Minions do have unique features, they should be reserved for cinematic moves that make sense in the fiction (such as the Tangle Bramble Minion's "Drain and Multiply" reaction) or stronger Minions (such as the Hallowed Soldier's "Divine Flight" passive or the Fallen Shock Troop's "Aura of Doom" passive).
Giant Rat¶
Tier 1 Minion
A cat-sized rodent skilled at scavenging and avoiding threats.
Motives & Tactics: Burrow, forage, scurry, swarm
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 10 | None | 1 | 1 |
ATK: −1 | Claws: Melee | 1 phy
Experience: Keen Senses +3
Features¶
- Minion (3) - Passive: The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against.
- Group Attack - Action: Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.
Custom Minions¶
In addition to the previous information, Minions have lower Difficulty and no fixed damage.
Making Your Own¶
The Demon of Hubris is a Leader who demands perfection from those beneath them. Who might this sneering king of the Circles Below have as servants to lord over? Idolising imps that grovel and bow in deference make perfect sense. We'll make them at Tier 3.
- Minions tend to have a low Difficulty for their tier, but these are nimble adversaries, so we'll give them a Difficulty of 13.
- Because they are Minions, they have 1 HP and 1 Stress.
- The imps spend their hours idolising their leader and doing little else. An attack modifier of −1 feels appropriate.
- You want Minions to do significant damage at the beginning of a combat, but much less as their numbers thin. Let's do 7 physical damage per Minion.
- In that case, they're likely more fragile—we can incorporate that into their "Minion" passive so the PCs fell many of them in a single blow. "Minion (9)" fits!
Idolising Imp¶
Tier 3 Minion
A demon who takes great joy in deference to their lord.
Motives & Tactics: Defend, trick, worship
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 13 | None | 1 | 1 |
ATK: −1 | Claws: Melee | 7 phy
Features¶
- Minion (9) - Passive: The Imp is defeated when they take any damage. For every 9 damage a PC deals to the Imp, defeat an additional Minion within range the attack would succeed against.
- Group Attack - Action: Spend a Fear to choose a target and spotlight all Idolising Imps within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 7 physical damage each. Combine this damage.
Ranged¶
A Ranged adversary could be a spellcaster firing necrotic bolts of energy or an archer on the battlements raining arrows down on an advancing army. These adversaries hit hard while staying away from direct conflict.
Mechanics¶
Because of their superior attack range, a Ranged adversary's presence on the battlefield divides the characters' attention. When positioning them, spread them out and put other threats between them and the party. Have them use the terrain to their advantage when they attack, keeping them on the edge of their effective range wherever possible. When you build encounters, consider the party's abilities: Ranged adversaries work well against flying characters and can be difficult for melee-focused PCs to deal with.
Archetypal Example¶
A great example of a Ranged adversary is the War Wizard. This enemy doesn't evoke the traditional idea of a Ranged enemy, but they have all the hallmarks of one. They can move within Far range, they deal lethal damage, and it would take two hits from most PCs to bring them down. It's just a matter of getting to them.
War Wizard¶
Tier 2 Ranged
A battlefield mage trained in destructive magic.
Motives & Tactics: Develop new spells, seek power, shatter formations
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 11/23 | 6 | 6 |
ATK: +3 | Blast: Very Close | 2d10 mag
Experience: Magical Knowledge +2, Strategist +2
Features¶
- Battle Teleport - Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.
- Refresh Warding Sphere - Action: Mark a Stress to refresh the Wizard's "Warding Sphere" reaction.
- Eruption - Action: Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage.
- Arcane Artillery - Action: Spend a Fear to unleash a precise blast of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.
- Warding Sphere - Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can't be used again until the Wizard refreshes it with their "Refresh Warding Sphere" action.
Custom Ranged¶
These adversaries have higher than average attack modifiers, lower damage thresholds, and fewer Hit Points. They hit hard but go down quickly once engaged.
Making Your Own¶
In the frozen lands at the top of the world, survival is all that matters. To survive in the most dangerous places, a hunter must have ice in their veins and an unshakeable nerve. The settlements in this bitter wasteland depend on these explorers to survive—the Icewaste Hunter is a hero to their people. We'll make them at Tier 2.
- A longbow would give a PC a −1 to their Evasion. Let's incorporate that into our hunter by giving them an average Difficulty of 13.
- These hardy survivors are keenly attuned to the frozen climate. We can reflect that in their thresholds, Hit Points, and Stress by giving them the following static thresholds of Major 7/Severe 14, 5 Hit Points, and 4 Stress.
- Hunters bring down dangerous foes from a distance, so our Ranged adversary needs a weapon that can hit from hunt Far away. We'll give them a +3 to their attack.
- They should deal high damage, often Major and sometimes Severe. A longbow that deals 2d12+6 damage fulfills these requirements.
- Through years of training, hunters acquire skills that help them survive and use their surroundings to their advantage. We'll reflect that in their Experience map.
- Lastly, we'll give them a few features that build on these Experiences, like taking cover and using traps.
Icewaste Hunter¶
Tier 2 Ranged
A survivalist who travels the icy wastes in search of dangerous game.
Motives & Tactics: Hunt, persevere, ressist, track
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 13 | 7/14 | 5 | 5 |
ATK: +3 | Longbow: Far | 2d12+6 phy
Experience: Navigate +2, Survivalist +3
Features¶
- Steady Aim - Passive: Mark a Stress to give the Hunter advantage on their next attack.
- Snowball Trap - Action: Spend a Fear to target a group within Close range. All targets must succeed on an Agility Reaction Roll or be caught in the trap, becoming Vulnerable until they escape with a successful Strength or Finesse (14) roll. You gain a Fear when a target who is caught in this trap makes an action roll.
- Take Cover! - Reaction: Mark a Stress to give an attack against the Hunter disadvantage. If the attack still succeeds, reduce the severity of the damage they take by one threshold.
Skulks¶
Skulks come in different types and have different abilities based on their lore. They can be ambush predators who lurk in the darkness, skirmishers specialising in hit-and-run tactics, or elusive adversaries who confuse the party through mundane conditions, or imposes unique status effects.
Mechanics¶
A wide breadth of adversaries can fit into the Skulk category, typically those who use misdirection and movement during combat. They might not do damage on every activation— instead opting to hinder the party's ability to move freely through the battlefield or debilitate them with a temporary condition. There are several ways to take advantage of these adversaries in combat: you might open with an ambush from a group of Skulks, or a Leather might summon one midway through the battle, placing them close to PCs who try to stay away from the fight. Like Ranged adversaries, most Skulks don't want to stay within Melee range; they strike and move away whenever possible. If you want your Skulks to be particularly cunning, they should attack warriors, seraphs, and guardians, instead pursuing softer targets such as wizards and bards.
Archetypal Example¶
The Jagged Knife Shadow is a good example of a Skulk that uses hit-and-run tactics. They can divert attention by using their "Cloaked" action to become Hidden, then take advantage of their "Backstab" passive to increase their damage. However, they can only use this combo every other turn.
Jagged Knife Shadow¶
Tier 1 Skulk
A nimble assassin bearing a wicked knife and utilising shadow magic to isolate targets.
Motives & Tactics: Ambush, conceal, divide, profit
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 13 | 6/10 | 5 | 3 |
ATK: +2 | Dagger: Melee | 1d8+1+4 phy
Experience: Intrusion +3
Features¶
- Backstab - Passive: When the Shadow succeeds on a standard attack that has advantage, they deal 1d8+8 physical damage instead of their standard damage.
- Cloaked - Action: Become Hidden until after the Shadow's next attack. Attacks made while Hidden from this feature have advantage.
Custom Skulks¶
Skulks have average or higher attack modifiers and Difficulties. They usually deal moderate damage, but they can deal high damage when they attack an isolated or compromised target. Their own damage thresholds are typically in the Fragile range.
Making Your Own¶
The Frostcap Peaks are treacherous at the best of times, when the sun is high and the ice pack has been broken up. The warmth of the day brings out dangerous predators searching for an easy meal. Because of their command of the mountain caves and the chilling skies, Glitterwyrm have become the apex predators of this space. We'll make them at Tier 2.
- They are agile fliers, able to deftly manoeuvre through the frozen skies despite punishing winds. It makes sense to put their Difficulty at 14.
- As ambush hunters, Glitterwyrm have evolved to secrete an oil from their scales that freezes to a mirror-like finish. While this trait helps them to surprise their prey, they are quite fragile. Damage thresholds of Major 9/Severe 18 with 5 Hit Points and 4 Stress are appropriate here.
- These wyrms have keen vision, so a +2 attack modifier is appropriate.
- They approach quickly and dive-bomb onto their prey, hoping to push them into a cliffside or off a ledge and eat the remains later. Because of this, their bite isn't as strong as other wyrms' might be—it only deals 2d8+3 damage.
- Because they're flying predators with sharp claws, we'll give them a few Experiences that reflect those traits.
- The secretion from their tails turns into barbs as they hibernate on the high basalt cliffs that surround the passage. We can make an "Icicle Barb" action that allows them to use these as weapons to pin down their prey.
Glitterwyrm¶
Tier 2 Skulk
A wyvern covered in mirror-like scales of ice.
Motives & Tactics: Ambush, feast, hibernate, hoard, hunt
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 9/18 | 5 | 4 |
ATK: +2 | Bite: Very Close | 2d8+3 phy
Experience: Aerial Predator +2, Ambush +2
Features¶
- Arctic-Adept - Passive: While flying, the Glitterwyrm can move up to Far range.
- Reflective Scales - Passive: Creatures who aren't within Very Close range of the Glitterwyrm have disadvantage on attacks against them.
- Swift Claws - Action: Mark a Stress to choose a point within Far range. The Glitterwyrm moves to that point and makes an attack against a target within Very Close range. On a success, deal 2d8+6 physical damage and the target must succeed on a Strength Reaction Roll or be knocked back to Close range.
- Icicle Barb - Action: Spend a Fear to make an attack against a group within Close range. Targets the Glitterwyrm succeeds against take 2d4 physical damage and become Restrained by the barbs until they break free with a successful Finesse Roll.
Social¶
Whether it's a meeting with a reticent spy or an intromation of a corrupt leader, not all encounters are solved with the edge of a blade. When the party is faced with a Social adversary, they enter a battle of wits.
Mechanics¶
When planning a social encounter, you should pay particular attention to the motives and tactics of these adversaries. What are the characters trying to get from this encounter? Why would the adversary want to keep this information from them? What would tip the balance and force an adversary's hand? If you have time to establish this NPC prior to their introduction into the story, let their goals and tactics guide the interaction, and give them a memorable quirk to distinguish them as the PCs' rival.
Archetypal Example¶
A social encounter that many players have experienced is haggling with a merchant. These traders are shrewd, squeezing every coin they can out of a deal. The Merchant adversary uses their features to fluctuate prices and cause characters haggling poorly with them to mark Stress.
Merchant¶
Tier 1 Social
A sharp-eyed trader with a keen eye for financial gain.
Motives & Tactics: Buy low and sell high, create demand, inflate prices, seek profit
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 4/8 | 3 | 3 |
ATK: +1 | Club: Melee | 1d4+1 phy
Experience: Shrewd Negotiator +3
Features¶
- Preferred Treatment - Passive: A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant may pay more and has disadvantage on future Presence Rolls against the Merchant.
- The Runaround - Passive: When a PC rolls a 14 or lower on a Presence Roll against the Merchant, they must mark a Stress.
Custom Socials¶
While their physical stats might be low, Social adversaries might have other means of putting up defences against the party. These defences typically come in the form of passive features. The adversaries in this book are a good starting point for creating social encounters, but many times you'll want to create your own.
Making Your Own¶
A nearby forest settlement is led by elders who have forged a great connection with nature. In gaining this power, the village leaders become an enigma to their people, hidden behind veils of shadow. We'll make them at Tier 1.
- Their hearts and wills are strong, and they wish only for the good of their people. Let's give them a Difficulty of 14.
- Because they aren't combat-focused, we'll give them 2 Hit Points. That means they only need a Major threshold, so let's set that at 6. To reflect their wisdom and patience, we'll do 4 Stress.
- Many of these elders hold peace above all else and are not trained in the ways of violence. This would make their attack modifier a −2.
- They might carry an old stick or a farm implement covered in vines from the bramble, but everyone knows they're just for show. A weapon like this would deal 1d4+2 physical damage.
- These elders have lived full lives, expressed by having several Experiences with larger bonuses. Their experience can show up in their passive, too—they're world-wise and insightful, so they have advantage in these social situations.
- The people of these settlements have learned to trust the will of their elders, cryptic as it can sometimes be. We'll create an action for social encounters that mechanises this dynamic called "No Hospitality." They can also invoke the peace of the meadow—in dire situations. This feature seems combat-oriented, but it serves a social purpose—to showcase the elders' power, whether used against PCs or the elders' foes. Either way, the "There Will Be Peace" reaction is a one-time-use, evocative feature that conveys their role in their village.
Village Elder¶
Tier 1 Social
An elder of a forest village who can call upon nature magic to provide uphold tradition.
Motives & Tactics: Care for the community, judge, speak softly, uphold tradition
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 6/None | 2 | 4 |
ATK: −2 | Dagger: Melee | 1d4+2 phy
Experience: History +2, Nature's Friend +3, Pillar of the Community +3
Features¶
- Age Taught Me Well - Passive: All action rolls to deceive the Elder have disadvantage.
- No Hospitality - Action: Mark a Stress to forbid any of the Elder's allies from selling or providing comfort to a target or their allies for the next 2d4 days.
- There Will Be Peace - Reaction: When a creature attacks someone within the village who the Elder can see, you can spend 2 Fear. That creature must lose all Hope, mark 2d4 Stress, and succeed on a Presence Reaction Roll (20) or fall unconscious until 1d4 hours have passed. While Unconscious, the target can't make action rolls, can't speak, and automatically fails all reaction rolls. Once the Elder uses this reaction, they can never do so again.
Solo¶
From a terrifying dragon capable of destroying cities to the evil that lurks beyond the threshold of the Mortal Realm, these powerful adversaries share little in common with each other, save for their purpose: to create an exciting encounter!
Mechanics¶
Some Solos have the "Relentless" feature, which allows the GM to spotlight them multiple times during a GM turn. Others have multiple reactions that work in place of the "Relentless" feature. Solo adversaries without these features should fear other units with them or an environment that supports them. Because of the number of features a Solo has, they are more complex to run.
Archetypal Example¶
When looking at the range of Solo adversaries, you might happen across the Juvenile Flickerfly. Their features build on each other in a very interesting way. If the Flickerfly uses their "Mind Dance" action, their "Hallucinatory Breath" reaction is even more effective. At Tier 2, their attacks deal moderate damage, but with the "Feeblaze Accuracy" passive, the Flickerfly can hit higher-Evasion targets more often. Most importantly, they have the ability to spotlight up to three times during a GM turn.
Juvenile Flickerfly¶
Tier 2 Solo
A horned insect with iridescent scales and crystalline wings moving faster than the eye can see.
Motives & Tactics: Collect shiny things, hunt, swoop
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 15 | 12/20 | 10 | 5 |
ATK: +3 | Wing Slash: Very Close | 2d10+4 phy
Features¶
- Relentless (3) - Passive: The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Feeblaze Accuracy - Passive: Before the Flickerfly makes an attack, it rolls a d8. On a result of 4+ higher, the Flickerfly's Evasion is halved against this attack.
- Mind Dance - Action: Mark a Stress to create a magically dazzling display that grips the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target's greatest fears.
- Hallucinatory Breath - Reaction: Countdown (Loop 6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be charmed by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.
Custom Solos¶
Solo adversaries without these features should fear other units with them or an environment that supports them. Because of the number of features a Solo has, they are more complex to run.
Making Your Own¶
Deep in the ruins of the Earliest Age lies a structure buried under rubble and stained with blood. Within it is a massive forge covered in eldritch invocations. Its crucible brims with energy stolen from distant stars. Guarding the forge is an ironclad being of twisted metal and flesh. An amalgam of writhing limbs and clicking gears, this Malefacted Giant waits for those who would claim the Starforge. We'll make them at Tier 2.
- Given their strange and unpredictable nature, 15 seems like an appropriate Difficulty.
- This adversary is somewhere between humanoid and machine, giving them solid defences. Damage thresholds of Major 10/Severe 26 with 10 HP and 5 Stress will work well for that purpose.
- Because of their sheer size and strength, the giant should have a decent attack modifier of +3.
- Their writhing limbs make for an interesting, evocative weapon. Let's make it deal 2d12+4 physical damage.
- Instead of having the "Relentless" feature, this adversary has the "Swarming" reaction, which allows them to make multiple attacks on a countdown that ticks down as the characters roll with Fear. As this is an adversary, eldritch horror, we can lean into the weirdness of their being with features like "Mindvortex" and "Behind the End." These ramp up the oddity and let you express it in the game, bringing this adversary to life at the table.
- As the giant fights, they batter the minds of their opponents. Giving them a Fear Feature that pierces through their defences creates additional tension at the table.
Malefacted Giant¶
Tier 2 Solo
A giant humanoid made of twisted metal and melded flesh spliced together in unholy union.
Motives & Tactics: Collect secrets, real reality, undo fate
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 15 | 16/26 | 10 | 5 |
ATK: +3 | Writing Limbs: Close | 2d12+4 phy
Features¶
- Behold the End - Passive: Before a PC would make an action roll that would affect the Giant, they must make a Knowledge Reaction Roll. On a failure, the PC loses a Hope. On a success, the PC is permanently unaffected by this feature.
- Scream into the Void - Action: Spend a Fear to unleash a psychic assault. All targets within Close range must succeed on an Instinct Reaction Roll or lose 3d10 mind integrity and mark a Stress.
- Mindvortex - Action: Make a standard attack. On a success, mark a Stress to add a d8 to the damage roll, if the target marks HP from this attack, they have disadvantage on their next action roll.
- Swarming Dread - Reaction: Countdown (Loop 1d4). When the Giant sees a hostile target for the first time, activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, the Giant makes a standard attack against up to three targets within Close range. Targets the Giant succeeds against take 2d6+8 physical damage.
- Reject Reality - Reaction: When a creature within Far range of the Giant successfully succeeds on an action roll, the Giant clears a Stress.
Standard¶
The town guard, the zombie, the faction agent—Standard adversaries represent the average of their peers and are the backbone of any encounter.
Mechanics¶
Standard adversaries don't offer heavy damage or amazing defences. Instead, they fill out the ranks of a combat. They're best utilised as a bulwark that prevents the PCs from reaching their Ranged and Support allies. They might also be a good choice for a Leader to bring into combat to represent their forces to synergise with other abilities. Standard adversaries might be average, but they don't need to be boring.
Archetypal Example¶
The Bladed Guard could be one of the first adversaries your party meets in a campaign. They stand at the gates, protect the townsfolk, and patrol the city's streets. Their "Shield Wall" passive immediately tells you that more of them is always better, while their "Detain" action conveys their purpose, lining up well with their motives and tactics.
Bladed Guard¶
Tier 1 Standard
An armored guard bearing a sword and shield painted in the insignia of their liege.
Motives & Tactics: Arrest, close gates, make it through the day, protect townsfolk
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 12 | 5/9 | 5 | 2 |
ATK: +1 | Longsword: Melee | 1d8+1 phy
Experience: Athletics +2, Knowledge +3
Features¶
- Shield Wall - Passive: When the Guard and one or more additional Bladed Guards are standing in a line alongside the first, and watch in which Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line.
- Detain - Action: Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll.
Custom Standards¶
Most everything about a Standard adversary is going to be in the average range for the tier. You can use the tables in the upcoming "Improvising Adversaries" section to choose the average for their attack modifier and the moderate damage dice for their tier. This makes them simple to create. When Standards shine is in the features that define their role in the fiction, such as the Bladed Guard's "Shield Wall," the Spectral Guardian's "Ghost," or the Vampire's "Draining Bite."
Making Your Own¶
Wonderborne communes speak of a legendary troupe that pops up at a crossroads, luring travelers into a show unlike anything they've ever seen. Only a rare few return to tell the tale of the Empty-Sky Circus. The troupe is filled with Bladedance Jesters, who constantly move to a song only they can hear. We'll make them at Tier 4.
- The jesters are quick and nimble, so to represent this, we'll give them a Difficulty of 19.
- They likely wear little armor, so we can do a low Major threshold, and a higher Severe threshold. Major 22/Severe 50 should work well. The rest of their numbers will be average: we'll use 5 Hit Points and 3 Stress.
- Bladedance Jesters are the Empty-Sky Circus's first line of defence, more focused on protection than destruction. We'll give them a +3 attack modifier.
- We'll want a weapon that represents them—something that always needs to be in motion or move fluidly to attack. Their Chained Chakrams convey that sense of motion and grace and, as a bonus, double as a performing prop. We'll put their attack damage at 4d8+5.
Bladedance Jester¶
Tier 4 Standard
A lithe circus performer entranced by a dance from realms beyond.
Motives & Tactics: Channel the dance, entertain, lure prey
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 19 | 22/50 | 5 | 3 |
ATK: +3 | Chained Chakrams: Very Close | 4d8+5 phy
Features¶
- Dance With Me - Action: Make an attack against a target within Very Close range. On a success, the target must succeed on an Agility Reaction Roll or be pulled into Melee range of the Jester, and when they next move, you gain a Fear.
- Silent Slapstick - Reaction: When the Jester takes damage, you can mark a Stress to reduce the damage by 3d6. The Jester can then move to a point within Close range.
Support¶
A Support adversary might be a druid who creates brambles and thorns that slow down pursuers, a bard that inspires their allies to greatness, or any other unit that buffs, inflicts conditions, or imposes unique status effects.
Mechanics¶
Supports are as varied in their abilities as Leaders or Solos. They might bolster in ally or stop foes in their tracks. When selecting adversaries for an encounter, limit the use of Support adversaries—their defeat should be an important part of the tactical calculation. Protect them with Standard adversaries and distract PCs with higher-damage targets, such as a Bruiser or Ranged adversary.
Archetypal Example¶
The Cult Adept is a great example of what a Support can do. They force targets to mark Stress with their attacks, buff allies with resistance to damage, and restrain foes. They also clear a Stress when a PC rolls a failure with Fear, which plays into the fiction very well.
Cult Adept¶
Tier 2 Support
An experienced mage trained in shadow and fear.
Motives & Tactics: Curry favor, hinder foes, uncover knowledge
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 14 | 7/13 | 4 | 5 |
ATK: +2 | Rana-Covered Rod: Far | 1d8+1 mag
Experience: Fallen Lore +2, Rituals +2
Features¶
- Enervating Bolt - Action: Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress.
- Shroud of the Fallen - Action: Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage.
- Shadow Shackles - Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll.
- Fear is Fuel - Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.
Custom Supports¶
Supports have similar stats to Standards, if not slightly weaker. They do less damage and have middling Hit Points, so they usually need to mark Stress to use their actions, they typically have higher Stress than other adversaries.
Making Your Own¶
Many woods are tended to by powerful practitioners of nature magic called Forest Druids. They live in hollowed roots, pollarded caves, or simple thatched huts. We'll make them at Tier 1.
- We'll make them slightly easier to hit because they are a Support adversary, granting them a Difficulty of 11.
- Forest Druids often wear the wood and natural order of the forests as armor. Thresholds of Major 8/Severe 10 with 4 Hit Points and 5 Stress fits their nature.
- They're likely to carry standard weapons, so we'll give them an attack modifier of +0.
- Similarly, we'll limit their damage to mostly Minor, dealing a base of 1d4+2.
- These druids seek balance in nature, so an action that can undo the effects of a spell or condition on an ally makes sense. Additionally, the druid could leverage their understanding of the forest as a living entity, using its power to weaken their enemies. Perhaps they also summon the barbs of the wandering briar to styme their foes.
Forest Druid¶
Tier 1 Support
A recluse wanderer who understands the speech of beast and leaf.
Motives & Tactics: Call upon nature, leave no trace, protect the woods at all costs
| Difficulty | Thresholds | HP | Stress |
|---|---|---|---|
| 11 | 8/10 | 4 | 5 |
ATK: +0 | Oak Staff: Melee | 1d4+2 mag
Experience: Animal Knowledge +2, Lay of the Land +3
Features¶
- Calm of the Vale - Action: Mark a Stress to end the effect of a spell or clear any condition affecting the Druid or an ally they can see within Very Close range.
- Deafening Whisper - Action: Mark a Stress to call on the winds in the canopy. A target within Close range must succeed on an Instinct Reaction Roll or the whistling wind fills their ears. The target is unable to hear anything besides the wind, must mark a Stress, and is Vulnerable until they clear a Stress.
- Overgrowth - Action: Spend a Fear and choose a point within Far range. Brambles and thorns erupt from the ground, filling an area within Close range of that point. A creature who enters that area on their turn or ends their turn in it takes 1d4+4 physical damage and must succeed on an Agility Reaction Roll or become Restrained until they succeed on a Finesse Roll or the Druid takes Severe damage.
Improvising Adversaries¶
Sometimes you want to use an adversary but they're too powerful (or not powerful enough) for your party's tier. Or you might want to replace a feature or two, then present them as an entirely different creature. When planning your session (or even mid-session), you can adjust an existing adversary's stat block to fit the needs of your battle.
When you're mid-session and you realise you need a new adversary, don't sweat. You can quickly adjust a stat block to a different tier by replacing its existing statistics with those listed on the Improvised Statistics by Tier table, using the column that corresponds to your party's tier.
Improvised Statistics by Tier¶
| Adversary Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Attack Modifier | +1 | +2 | +3 | +4 |
| Damage Dice | 1d6+2 to 1d12+4 | 2d6+3 to 2d12+4 | 3d8+3 to 3d12+5 | 4d8+10 to 4d12+15 |
| Difficulty | 11 | 14 | 17 | 20 |
| Damage Thresholds | Major 7/Severe 12 | Major 10/Severe 20 | Major 10/Severe 32 | Major 25/Severe 45 |
Adjusting Between Tiers¶
If you're moving an adversary from Tier 1 or 2 to Tier 3 or 4, you'll want to consider raising their HP and Stress by 1–3 points depending on how long you want them to last in the battle and how many Stress-based features they have. Also keep an eye out for features that deal a different amount of damage than the adversary's standard attack, as those might need adjusting too.
If you feel comfortable inventing an adversary's features on the fly, you can even improvise a completely new adversary using these guidelines.
Using this guidance won't always make the adversary a perfect match for the PCs at your table, but it'll reduce the chances of you unexpectedly overwhelming the party (or the PCs defeating your Solo adversary with just a few rolls).
Adding or Changing Features¶
When scaling an adversary to a higher tier, consider adding a new feature to make them a greater threat instead of just scaling up the damage and Difficulty of their existing features. Similarly, if scaling down to a lower tier, consider removing one of the adversary's most powerful or impactful features.
Improving Hordes, Minions, and Solos¶
If you're improving a Horde, Minion, or Solo adversary, keep in mind that their power levels are very different from other adversaries'. The following guidance can help you create these adversaries on the fly.
Horde: Their standard attack should deal high damage, then reduce (roughly by half) when the Horde has marked half or more of their HP.
Minion: Give them a flat damage value for their standard attack, usually between 1 and 5, and use that value for their "Group Attack" feature. You'll also set the value of their "Minion" feature, determining how much damage is needed to defeat additional Minions in one attack. This is usually between 3 and 15, depending on the adversary's tier.
Solo: Give them high damage, high HP, and features that let them act more frequently (like "Relentless") or deal area-of-effect damage.
Defeated Adversaries¶
When an adversary marks their last Hit Point, they are defeated (unless they have a feature that gives them a second chance!), but you and your players decide what this means. For example, the PCs might knock the adversary unconscious, tie them up, or kill them. Important adversaries might have means of cheating or faking death, slipping through the cracks to reappear later in the campaign.