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The

ANCIENT LAND DUST OF

• EXPANSION 1 •

CREDITS Lead Designer and Writer: Ivan Sorensen Editing and Layout: Richard L Gale Art Directors and Project Manager: Chris Birch Cover Art and Interior Art: Christian Quintot With special thanks to “The Inner Circle” Bill Hamilton, Georgios Akritidis, Dustin Lowers, Jason Daniel Smith For Modiphius Entertainment: Chief Creative Officer Chris Birch Chief Operations Officer Rita Birch Managing Director Cameron Dicks Head of Product Samantha Webb Head of Development Sophie Williams Head of Creative Services Jon Webb Creative Coordinator Kieran Street Financial Controller Luc Woolfenden Logistics & Production Manager Peter Grochulski Art Directors Kris Aubin, Rocío Martín Pérez, Ariel Orea Studio Coordinator Rocío Martín Pérez

Modiphius Entertainment Ltd, 39 Harwood Road, London, SW6 4QP United Kingdom Tel +44 207 736 7020 www.modiphius.com Product Number: MUH095V002-PDF

Photographer Fátima Martín Pérez Lead 3D Designer Jonathan La Trobe-Lewis Senior 3D Designers Domingo Díaz Fermín, Colin Grayson, Chris 'Chrispy' Peacey 3D Designers Joana Abbott, Ben de Bosdari, Sean Bullough Lead Graphic Designer Michal E. Cross Graphic Designers Stephanie Toro Gurumendi, Chris Webb, Mark Whittington, Leigh Woosey Audio & Video Producer Steve Daldry Editor Bryce Johnston Development Coordinator Jason Enos Developers Jono Green, Ethan Heywood 2d20 Developer Nathan Dowdell QA Testers Samantha Laydon, Nathan Perry, Dominic Westerland Senior Project Manager Gavin Dady Project Managers James Barry, Daniel Lade, Ben Maunder, Chris Shepperson Assistant Project Managers Haralampos Tsakiris Operations Manager John Wilson

Factory Manager Martin Jones Senior Production Operatives Drew Cox, Warwick Voyzey Lead Production Operative Anthony Morris Production Operatives Thomas Bull, Louis HartleyEdwards, Jake Pink, Jake Skinner-Guy, Miles Turner, Assembly Team Elaine Elizabeth Hughes, Nichola Jones Tool Makers Luke Gill, David Hextall, Alex Taylor Customer Service & Accounts Manager Lloyd Gyan Events Manager Gregoire Boisbelaud Community Manager April Hill Translations & Publishing Manager Matt Timm Distribution & Key Accounts Manager Gary Moore Marketing Manager Ben O'Brien Marketing Coordinator Shaun Hocking Customer Support Representative Chris Dann Webstore Manager Apinya Ramakomud Bookkeeper Valya Mkrtchyan

Five Leagues from the Borderlands is copyright Ivan Sorensen. No part of this book may be reproduced or transmitted in any form or by any electronic or mechanical means, including photocopying, recording, or by any information storage and retrieval system, without the express written permission of the author and publisher except where specifically permitted by law. Artwork and graphics ©Modiphius Entertainment. All rights reserved. The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2022. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity wih actual people and events, past or present, is purely coincidental and unintentional.

CONTENTS

• Introduction • Welcome to The Ancient Land of Dust, an adventure expansion for the Five Leagues from the Borderlands rules. This adds the information needed for you to play and explore a brand new region of the game world, with new foes to tackle and exciting things to find. It also serves as a nice excuse for you to create new tabletop terrain, paint up new miniatures, and expand your gaming collection!

How to Use this Expansion

The new rules follow the same campaign structure as in the core rules: You create a world map as you travel around, exploring locations and adventuring. Along the way, you meet people and fight enemies with sword and with spell. You can use this book in two ways and the choice is up to you. If you have an existing warband you would like to continue using, declare that they have traveled to

The Dust, and begin adventuring there. This works best if you have recently finished a campaign, but if you are raring to go, you can to start right away. Or you can start a brand new campaign with a new warband, immediately taking advantage of the new character options in this book.

Overview of Contents

There is a lot of new content in this book. We suggest that you look through all of it, so you have an idea of what is provided. Once you are ready to play, simply consult each chapter as it becomes relevant, beginning with Campaign Setup.

Communications

If you have questions, suggestions or corrections, please don’t hesitate to reach out at [email protected] – I am always looking forward to hearing from you. – Ivan Sorensen

Contents The Ancient Land of Dust: Setting background for your adventures there. ��������� 4 Character Creation: New character tables, plus a new origin and background. ����� 7 The Serpentine Arts: A new type of spell caster, complete with the trials to join their ranks, and the new spells they have access to. ������������������������� 12 The Desert Scouts: A new order of adventurers to join and progress within. ������� 19 Campaign Setup: How to begin a campaign in the new lands. ������������������� 21 New Camp Events: A unique landscape brings fresh preparations and meetings ��� 24 Campaign Activities: Adjustments for The Dust, plus new activity, Rest & Recover. � �� 27 Items and Trade: New items to acquire, as well as new trade tables. ������������� 28 Quests in The Dust: New Quest Talents. ������������������������������������� 32 Travel in The Dust: A new Travel Table, plus tables for Sandstorms and Obstacles. ��� 33 Setting Up Gaming Terrain: A system for terrain setup. ����������������������� 36 Encounter Rules: New rules for environmental concerns during battle. ����������� 40 Temples of the Old War: An alternative Delve type tailored to the new region. ����� 42 The Dead and The Dust: The encounter list for the region's unique new Threat. ����� 44 Aberrations in the Sand: A new, setting-specific Aberration table. ��������������� 51 Rewards and Riches: Modified loot tables, including new magical trinkets. ������� 54

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game rules

• THE ANCIENT LAND OF DUST • A Land of Bitter Pride Known to those who live here only as “The Dust”, this is one of the least hospitable regions of the world. A land of rocky ground and endless desert, saturated with magic, it is also a popular haunt for adventurers looking for fame, riches, or simply to make their mark. In spite of this, it is also a land rich with history and a sprawling civilization, making the most of a dangerous and precarious situation. Great cities litter the landscape, their sun-bleached walls visible from afar, streets brimming with merchants hawking rare goods to those who can afford them. Among the sands, tough villagers scrape out an existence. These hardy folk are

The Warlord

To the people who live in The Dust, this ancient evil goes by many names. Some isolated communities give name to the Warlord, but only in whispers, and few agree. Others speak of “the arch sorcerer” or “the bringer of fire” and a thousand other names. There are those that claim the lack of knowledge is a deliberate ruse: Names are powerful, and if a sorcerer of equal power knew the Warlord‘s true name, they might be able to usurp such power for themselves. Among the scholars, theories even abound that the warlord was not a single man, if indeed a man at all. Theories range from a circle of wizards, to an alien entity from beyond time, to a renegade fey queen. The truth is unlikely ever to be unearthed.

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fiercely proud of their homeland, and are willing to bleed and die to defend it. In these times, they are often called upon to do so.

Days Drowned in Blood The Dust was not always as it is today. Written records tell of a land so green, it was known as the Emerald Fields, though the pages of those tomes are often stained with tears. The stories tell of the rise of a great evil: A mortal ascended to become a sorcerous warlord, intent on waging a terrible war for dominion of the Fields. The name of the mortal has long been forgotten, if it was ever known. No scroll or book records it and no storyteller recalls it. Described by the most learned scholars as ‘The Warlord’, they quested for ancient powers and swore great pacts with the powers of the old world before ascending to become a being of pure, sorcerous energy. With newfound powers reaching even through time, the Warlord unleashed great armies to scorch the lands. Defending armies were trampled, villages were put to the sword, and the land itself was torn by arcane fires. It is not known to any now alive what halted the Warlord’s armies, but the old who tell stories around the campfire have assigned the deed of slaying the Warlord to all manner of heroes. Whatever the reason, the Warlord’s armies faltered and fell, scattered and collapsing as the survivors looked upon the lands they were to rebuild. In many areas, life had been burnt out of the

soil, drained for great magical rituals or choked by the poisonous spittle of dragons. Never again would the Fields be the envy of the world, but the descendants that still inhabit the land cling to it with the fervor of those who know that what little they have can be lost at any time.

The People of The Dust A difficult lands breeds pragmatic people. Despite the harsh conditions, a number of peoples eke out their existence in the fertile regions where they trade, farm, and fight to survive. Despite, or perhaps because of, the difficult circumstances, the people of these lands are often quite open and welcoming of newcomers. Generosity is considered a key aspect of anyone’s character, and your willingness to contribute to your village, whether by blade, craft, or coin, matters far more than your birth or lineage. This has made The Dust a popular place to escape into. Bounty hunters sometimes

come here looking for criminals, dissidents, and rebels who have escaped, only to find them an upstanding member of a new society eager to defend them to the death from any outlanders. This does not mean that the denizens of The Dust will accept anything, however. Those who are deemed a danger to the survival of a community are shown little mercy. A thief is given one day to settle their affairs before they are driven out, and known outlaws who have committed crimes within The Dust are usually met by a hail of arrows.

A Land Suffused with Magic As explorers reclaimed the wasteland from the armies of the Warlord, what they found disturbed them. Great temples dotted the conquered lands, consecrated to entities not known to any scholar of theology. Massive stone pillars and bizarre stone figures had been raised, towering over the desert sands. In deep

5

mountain caves, intricate script had been carved into the rock, and traced with blood and magic. It was clear that some great work had been interrupted, but none could decipher the meaning of these plans and, with time, their importance has faded from memory. Whatever steps had been completed and towards what goal, the effects of even these limited achievements are seen everywhere: Dust storms that choke and disorient travelers, mystical creatures that roam the wasteland slaying the living, while those who meet death in the sands rarely rest peacefully.

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Inexperienced visitors report landmarks shifting overnight, hallucinations in the deep desert, and days that seem to never end. When nights fall, wood refuses to burn, and the air feels thick as oil. The deeper one ventures into the desert, the worse these effects get. On many days, the stink of ancient magic is heavy in the air like the smell of poisoned spice.

The locals take great care when traveling. With experience, the worst and more dangerous regions can be avoided, but no journey is ever quite safe. Of course, such dangers are unlikely to deter a band of adventurers eager for ancient gold coins and mystical treasures.

The Rising Evil Deep in the sands, the minions of the Warlord stir again. Dead soldiers trudge the sand, while bands of warriors stir from their campsites to find themselves stolen from across time, knowing that the Warlord calls them to service again. Even the spirits that embody the desert itself feel restless, mocking mortals that a great time of war will soon be upon them again.

game rules

• CHARACTER CREATION • This chapter provides new options for characters created in The Dust. They can be used when creating a new warband, or when recruiting a new character while adventuring there.

Existing Character Options

A new table is provided for players who prefer rolling for their origins. This table includes all options listed below. Some of the table’s results require a second D100 roll as indicated.

Humans

Character Origin Table

D100

Origin

01-40

Human 1-35 Outlander 36-100 Duster

41-45

Fey-Blood

46-50

Duskling

51-60

Feral 1-40 Outlander 41-100 Dizhar

61-70

Halfling 1-20 Outlander 21-100 Dustling

71-85

Preen

86-100 Chitter

All of the existing options exist for characters created in the campaign but some are changed as indicated below. The most populous people, Humans can be found both in the large cities and in the scattered homesteads and villages of this arid land. The Dusters, as they are called by outsiders are a tough, determined culture, well-versed in survival techniques. When creating a Human character, you must select whether they are an Outlander (using the core rulebook mechanics) or a Duster (a native to the land). ” Dusters receive the Driven rule as normal. ” They may select the new Wanderer background or any of the rulebook options. ” Their Skill expertise grants +1 to Wilderness instead of Speech.

Fey-blood

There are few Fey-bloods native to The Dust and their full-blooded kin seem to avoid the land instinctively. The legend holds that the ancient queens made a blood-oath to never contest this land, though what could extract such a dire promise is only whispered of. Any Fey-blood character created is assumed to be a traveler from far away, and will use the core rulebook mechanics.

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game rules Dusklings

Several Duskling groups have begun to establish themselves in the blasted wasteland of The Dust. The inhospitable environment and swarms of undead only seems to encourage their natural inclination to trial and challenge. Duskling characters are created using the core rulebook mechanics. Few groups have been in the land long enough to develop in markedly different directions.

Ferals

The native Feral groups tend to be leaner and less shaggy than their cousins from more temperate climates. Known as the Dizhar, they have a reputation for physical grace, and a ruthless survival instinct that often earns them a mixed reputation. When creating a Feral character, you must select whether they are an Outlander (using the core rulebook mechanics) or a Dizhar (a native to the land). Compared to Outlander Ferals, Dizhar:

Halflings are rare in The Dust, but extended clans exist in most of the larger cities. Dustlings, as they are known, are involved in the running of most of the urban merchant organizations. When creating a Halfling character, you must select whether they are an Outlander (using the core rulebook mechanics) or a Dustling (a native to the land). Dustling characters receive the Lucky shot, Slip away and Lacking strength traits, as normal. They must select the Townsfolk background, and apply their Proficiency bonus to Speech instead of Wilderness.

Preen

Preen are native to The Dust, and can be found in almost any settlement, intermingled with Human and Halfling society. Local Preen exclusively have black feathers, and they tend to be a bit more jovial than their cousins, but are otherwise indistinguishable.

” Are subject to the Loping Run and Skill Expertise rule as normal.

Preen characters follow the core rulebook rules in all ways.

” They do NOT receive Hunting Instincts.

New Player Origin

” They are subject to the Alien rule only while outside The Dust, ” They receive a new trait, Survival Instinct (see below). ” Dizhar characters must select the Wanderer background.

Survival Instinct

The character may not voluntarily enter melee combat while Wounded.

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Halflings

The new Chitter origin is available for characters recruited in The Dust. They cannot be recruited elsewhere, but nothing prevents a character in your warband from traveling with you.

Chitters

Resembling a humanoid bug with forelimbs adapted for grasping, Chitters are native to The Dust. They follow a faith – mostly incomprehensible to non-Chitters – that compels them to participate in group endeavors. This has made them popular city-dwellers and adventuring partners.

game rules Resilient

Chitters are extremely durable, shrugging off toxins and crippling wounds with relative ease. ” Poison of any kind does not affect Chitters. This includes the Poison and Venom enemy traits. They are affected normally by diseases and curses. ” If a Chitter is assigned a 6 when assigning initiative dice, the character will recover immediately if Wounded.

Melee-oriented

Due to cultural restrictions, Chitters cannot use ranged weapons at all.

Character options

Chitter Heroes may select the Frontier or Townsfolk backgrounds.

Skill expertise

Chitter characters add +1 to all Expertise Proficiency tests.

game rules New Background: Wanderer

D20

Training

The unique conditions that exist in The Dust tend to produce tough, survivalminded characters, though they have a reputation for being prosaic, finding little value in ephemeral things when there are needs to be addressed in the here and now.

1-2

Wilderness skill

3-4

Pathwise skill

5-14

1 skill

15

2 skills

16-20

+1 XP

The new Wanderer background may be selected by Duster Human characters and is required for Dizhar Ferals. The entries work similar to the backgrounds in the core rulebook. Wanderer Background Tables

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Followers Followers recruited in The Dust are always assumed to be Dusters. The table below can be used to determine the identity of any Followers. They follow all the normal Follower game rules.

D20

Capabilities

1-5

Agility increase

6-8

Combat Skill increase

D100 result

Follower

9-11

Speed increase

01-07

Hopeful explorer

12-16

Toughness increase

08-13

Quiet monk

17-18

Speed and Toughness increase

14-21

Weatherworn herder

19-20

Agility and Toughness increase

22-28

Intrepid researcher

29-35

Bitter survivor

D20

Mentality

36-41

Aspiring ranger

1

+2 Will

42-47

Roaming nomad

2-4

+1 Will

48-52

Rambling preacher

5-18

+1 XP

53-59

Petty merchant

19

+1 Luck

60-67

Silent drifter

20

+1 Luck & +1 Will

68-75

Settlement militia

76-83

Dejected farmer

D20

Possessions

84-90

Peculiar wanderer

1-3

1 Gold Mark

91-100

Destitute town-dweller

4-7

Quality weapon

8-15

Fine basic weapon

16-20

Item

Follower Table

game rules

• Stranger to the Sand • Players should read through this section carefully, as it contains several concepts you will need to be aware of.

Familiarity with the Land The desert can be an incredibly alien place until you are well-accustomed to living within it. Likewise, the outside world can seem strange to denizens of The Dust. All Outlander characters (any character originating from outside The Dust) is subject to the following trait while adventuring in The Dust. It can be added to their character sheet as a type of skill.

Stranger to the Sand The character suffers a -1 penalty to all Pathwise and Wilderness proficiency tests taken in The Dust. Completion of a Quest while within The Dust allows all current warband characters to remove this trait, if they have it. Characters who are native to The Dust are subject to the following rule when they travel elsewhere. It can be added to their character sheet as a type of skill.

Away from the Sand

The character suffers a -1 penalty to all Pathwise and Wilderness proficiency tests taken outside The Dust. Completion of a Quest while outside The Dust allows all current warband characters to remove this trait, if they have it.

Exhaustion

Some events in the game can result in a character being Exhausted as a result of the punishing environment. If an event requires you to randomly select a character to become Exhausted, do not include characters that are already Exhausted in the random selection. Exhausted characters: ” Cannot take the Dash action, and ” Are unable to receive a Skill bonus to any Proficiency check. Once Exhausted, a character ignores additional Exhaustion effects. They do not stack in any way.

Recovery from Exhaustion

Exhaustion remains until recovery is made through one of the following methods: ” During the Healing segment of Step 2: Hard Times (core rulebook, p.81), a warband in a settlement may select one Exhausted character that recovers. ” Selecting the new Rest & Recover campaign activity (see sidebar) allows two characters to recover. ” Consuming the Invigorating Tea item (p.30). ” Mystics or Serpentine Mages can spend a Congealed Strand to recover from Exhaustion, but cannot grant this benefit to another character.

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game rules

• THE SERPENTINE ARTS • The Dust has its own forms of magic, jealously guarded by its practitioners. The order that invented the Serpentine Art is long forgotten, but their descendants still teach the technique. All practitioners take vows to honor the people of The Dust, to keep the arts secret, and to stand against the realm of the dead. As an apprentice conducts the final ceremony, it is rumored they see an avatar of the great serpent spirit that is the warden of The Dust. The oaths committed carry a terrible weight and transgressors are rare.

Characters and the Arts

No character may know the Serpentine Arts at creation. To acquire this knowledge, you must first find one of the temples to prove your dedication and willpower. The section below will outline this process.

The Serpentine Quest You may declare at any time that a character in your warband wishes to pursue the Serpentine Quest. Select the character in question. They do not have to be a Mystic (and if they were, they would have to renounce their existing magical abilities upon completing the Quest). The logic of the quest is well known to everyone in The Dust, as it is a common fable told to children. However, without sufficient strength of will, it is of no value to anyone.

Step 1: Care for the Children of the Sand

The quester must donate 3 Gold Marks in each of three different Towns. In the event there are only two Towns in the

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campaign region, the quester must travel into the wilderness and make camp, then sacrifice 3 Gold Marks there in place of the third donation. Once the donations or sacrifices have been made, the quester will be able to locate the Signs in the Sand (see below).

Step 2: Locate the Signs in the Sand A Adventure Milestone must be achieved (core rulebook, p.74) to complete this step.

This can only be attempted while In Camp, and is checked normally in Campaign step 5: Research. Success means the signs have been located, and the quester can progress to the next step.

Step 3: Open Your Heart to the Dreams of the Sand

Every campaign turn, when rolling for Settlement/Camp actions, roll D6 to determine the clarity of your dreams. The score is tracked, and is cumulative. When the accumulated total reaches or exceeds 10, the vision is granted. Add a Delve to your region map, located in the Wilderness.

Step 4: Find the Temple

You must complete 3 Depths of the Delve. Once you have done this, you have located the Temple. Claim 2 Story Points for doing so if the original quester is still part of your warband. The Delve is removed from the map and replaced with the Temple.

Death of the Quester

Embrace the Way

Once the quest has begun, your warband may continue, even if the quester is slain. Simply select a different character to become the quester. You may opt to wait until a new character joins the warband.

When visiting the Temple at any point, you may have any one character become a Serpentine Mage provided you do not currently have one. If you are visiting during your initial quest, it must be the quester.

Once you have located the Temple successfully, you may always visit again, without requiring any special steps.

You can have both a Mystic and a Serpentine Mage in your warband at the same time, but cannot have two of the same type. In the event a Mystic wishes to become Serpentine Mage, they lose access to all prior spells. Serpentine Mages use the alternate progression table on the following page:

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game rules Serpentine Mage Progression Table

D100 Serpentine Mage character result

Third increase: Select any one known spell and reduce the Casting Cost by 1 point of Drift (to a minimum of 1D6 minus 1).

Serpentine Spell Nature

01-15

Skill selection

16-30

Select Agility increase or Speed increase

All spells are used during battle encounters.

31-55

Select Toughness increase or Will increase

56-70

Spell learning (see below)

Casting requires the use of Drift: A state of being that draws magical energies from the surrounding landscape as well as the life forces released during battle.

71-100 Spell focus (see below)

Spell learning

First and second increases: Learn a new random spell. Third increase: Learn a new spell of choice.

Spell focus

First increase: Select any one known spell and reduce the Casting Cost by 1 point of Drift (to a minimum of 1D6 minus 1) (see below). Second increase: Select any one known spell and reduce the Casting Cost by 1 point of Drift (to a minimum of 1D6 minus 1).

Spells are given a Casting Cost, which indicates how much Drift they require to cast.

Fueling Spells

The amount of Drift a caster begins the battle with is determined by rolling on the table in the environmental rules. Outside The Dust, it always begins at 0 Drift. Each time the character is activated, they receive 1D6 points of Drift, which are added to their current total. A -1 penalty applies to the roll during Delves, unless it is a Temple of the Old War. The following additional factors apply:

game rules Drift Generation Table

Event

Drift Generated

Per figure removed as a casualty this battle round (unless Undead) Per Undead or Undead Abberation figure removed as a casualty this battle round Per warband member that chants. The character cannot move or take any action Each point of Will spent by caster

Notes

+1

Some element of life force is inherent to the spilling of blood.

+2

The spirit released from its shell grants additional energy as a return for being freed.

+1

This is rarely cost-effective but is available in emergency situations.

+3

Iron will allows internal life force to be added to the spell.

Drift accumulates from round to round, and can be tracked on a piece of scrap paper, or by placing a die next to the figure. Each award is applied once per occurrence. For example, if two figures are removed as casualties, 2 points of Drift would be generated. A character cannot accumulate more than 10 points of Drift at any given time. Any excess points are simply discarded.

Casting Spells

Casting a Serpentine spell requires the Casting Non-Combat Action to be taken. Unless the description for a spell says otherwise, the target must be in Line of Sight of the Serpentine Mage. Consult the spell list and roll the die indicated in the Casting Cost column. ” If the total is higher than the amount of available Drift, the spell fails and 1 point of Drift is consumed. ” If the total is equal to or less than the amount of available Drift, the spell is cast and that amount of Drift is consumed.

If a spell is cast successfully, the Serpentine Mage may attempt to cast another spell, continuing until they choose to halt or fail a Casting roll. However, each known spell may be cast only once per battle round. Example: A Serpentine Mage has 7 points of Drift, and casts a spell with a Casting Cost of 1D6+1. The final score is a 4, meaning the spell succeeds and 3 points of Drift remains. The character decides to try another spell with a Casting Cost of 1D6. The roll is a 5. Drift is reduced to 2, and the spell fails. No more spells can be attempted this battle round.

Magical Item Factors

Serpentine Mages do NOT benefit from any Mystic-oriented items listed in the rulebook. Any such items pertain only to Mystics. Events and factors that affects or inhibits spell-casting in general affects Serpentine Mages normally.

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game rules Spell List

Targets are as follows:

A new Serpentine Mage receives 3 spells chosen at random from the list below. Reroll duplicates. ” Serpentine spells are never Taxing or Simple. ” Unless stated otherwise, spells may be cast at any eligible target in sight of the Serpentine Mage, subject to any scenario limitations on visibility. ” A Serpentine Mage may always target themselves with a spell.

“Ally”

Any warband figure or ally, including the Serpentine Mage themselves.

“Enemy”

Any Enemy figure

“Ground”

A point on the ground.

“Personal”

Affects the Serpentine Mage themselves.

“–“

No target is selected.

Durations are as follows: “Immediate”

the spell takes effect when it is cast, but lacks a lasting effect.

“Battle”

lasts for the rest of the battle.

“Full round”

lasts until the Tracking Phase of the following Battle Round.

Serpentine Mage Spell Table

16

D100 Spell result

Casting Cost

Target

Effects

Duration

01-07

Poison dart

1D6+4

1 enemy

Place a marker by the target. Every time they activate, roll 1D6. If the roll exceeds their Toughness, they are Wounded. Has no effect on Undead, Undead Abberations, or Fey.

Battle

08-15

Air spirit

1D6+1

Special

Randomly determine a direction, and roll 1D6. The caster may then either move themselves, move one figure in sight, or move every figure on the table. Selected figures move a number of inches equal to the roll, in the rolled direction. This can result in them ending up on top of a terrain feature (measure horizontally only and simply place the figure on top as needed), but they will halt at the battlefield edge.

Immediate

game rules D100 Spell result

Casting Cost

Target

Effects

Duration

16-24

1D6

1 ally

The target may leap to a surface within 4”, bypassing intervening terrain and figures. This is a bonus action, and does not affect regular movement in any way.

Immediate

25-30 Movement

1D6

1 ally

Increase base movement by +1” for the rest of the battle. A single character can only benefit from this once per battle.

Battle

31-37

1D6+2

1 ally

Immediate The character may immediately shoot any bow (but not crossbow or other ranged weapon) normally. This is a bonus action and any damage is resolved as +1 / +1 regardless of the weapon used. If a magical bow is used, none of its normal qualities apply.

38-45 Choking

1D6

Target point

The area within 2” of the target point fills with dust. All non-Undead characters must immediately retreat to the closest point outside the area. The area cannot be seen through by any or entered by non-undead.

Full round

46-54

Wind direction

1D6



Select a battlefield edge. The wind will blow away from this edge. Any move that ends further from the selected edge (with the wind) adjusts the base move by +1. Any move that is moving towards the selected edge (against the wind) adjusts the base move by -1.

Full round

55-59

Rejuvenation 1D6

1 ally

If the target is Wounded, they heal immediately. The target may ignore Exhaustion for the rest of the battle.

Immediate

Leap

boost

Arrow true strike

dust

17

game rules D100 Spell result

Casting Cost

Target

Effects

60-65 Aggravate

1D6+2

1 enemy

A Wounded enemy receives an Immediate additional Wound, typically making them a casualty. Has no effect on Fey or Undead or Undead Abberations.

66-74

Conceal and redeploy

1D6+1

Personal and 1 ally within 8”.

The Serpentine Mage and the ally swap places.

Immediate

75-82

Avenge the dead

1D6+1

1 ally

This spell can only be cast once per ally that has fallen in the battle so far. The target gains the Counter Attack trait.

Battle

1D6+1

Nearest Undead

The caster rolls 1D6. The target must retreat a number of inches away equal to the die roll. If the roll equals or exceeds the Toughness of the target, it is Wounded.

Immediate

wound

83-92 Repel

undead

Duration

Aberrations are not affected.

93-100 Animal

conjuration

1D6

Ground

A small animal is summoned in base contact with the Serpentine Mage. The animal has Agility 3, Speed 6” / +0, Combat +0, Toughness 3, Armor 1. It attacks for +0 / +0 damage and can use no equipment of any kind. This spell is only usable if you have less than 6 warband members and allies on the table.

18

Battle

game rules

• THE DESERT SCOUTS • The Scouts The Desert Scouts are an old organization that has existed under a variety of guises. Groups of the Desert Scouts prowl the wasteland, searching for dangerous creatures and marking areas suspected of dangerous magic. While many Scouts are talented warriors, their primary task is to locate and identify hazards, so they can be avoided or relayed to the relevant authorities. Belonging to an insular organisation, Desert Scouts are disinclined towards fraternizing with those from outside their order, but they have been known to take an interest in talented adventurers, though the process is never an easy one. No character may begin the campaign as a Desert Scout. Once you have played out 4 campaign turns within The Dust, you may attempt to join the order by declaring your interest at any point. This is done while In Camp but does not require any specific campaign action. The following night (in the same campaign turn), a Scout leaves a message for you.

Proving Your Worth Once you have declared your interest, your group must track down and defeat any single Aberration. You may wait to encounter one during the course of your normal campaign, but you may also opt to search for one. The latter option requires a new campaign action, and requires passing a 10+ [Pathwise] test if you are In Camp, or a 10+ [Speech] test if you are in a settlement. Success locates an Aberration lair in the current map area: Roll

immediately, to see what type of creature is in the lair. If you do not choose to attack this campaign turn, the lair vanishes, and another must be found. The battle is resolved as a normal Lair scenario. Once an Aberration has been slain, the Scouts will contact you next time you Camp, and invite one Hero of your choice to join their order. The Hero must have participated in the battle with the Aberration, but does not have to have delivered the killing blow. Once your warband has had any character join, any time you slay an Aberration you may induct an additional Hero when you are In Camp next.

Scout Training Once inducted in the order, the Hero is considered a Novice Scout (this status can be added under Proficiencies & Spells on the roster sheet). A Novice Scout receives the following advantages immediately: ” In the first battle round of any encounter or scenario, unless the Scout has conducted a ranged attack, enemies will ignore them. ” If a scenario involves markers that can be revealed by approaching within a given distance, Scouts may reveal them from a distance 1” further than normal. This ability is usable in any scenario.

19

Becoming a Senior Scout All Scouts must swear to send resources to the order, so that it can continue the mission. A Novice Scout may send items to the order at any time while In Camp or In Town (the Scouts keep retainers in most population centers). To progress to the rank of Senior Scout, a total of 5 items must be sent. Any equipment can be sent. Enchanted items count as 3 items (if single-use) or 5 items (if permanent). Every time 5 items have been sent, one Novice Scout may be promoted to Senior Scout. The character retains their existing Novice Scout abilities, but also receives the following:

20

” Add one proficiency from among Pathwise, Traveling, Wilderness, and Scouting. In the event the character already has all four, no additional benefits are attained from this rule.

” When playing a Defensive Battle scenario, when the Scout is selected to spot for enemy infiltrators, add +1 to the roll.

The Order Requires Your Aid While adventuring in The Dust, If you are offered a Contract from a Secretive group, it is always assumed to be from the Desert Scouts. You cannot turn this Contract down, and must pursue it immediately, if at all possible. No additional penalties accrue from failure, but if a Scout was to ignore a request from the order, they and their companions would be unable to progress in rank or induct new members until penance was paid. This penance equates to 8 items (using the values above) and 1 Story Point.

the CAMPAIGN

• CAMPAIGN SETUP • Beginning a campaign in The Dust works in a similar way to beginning a regular campaign.

Step 1: Setting up the Region

This step functions the same as in the core rules. Names in The Dust should sound exotic compared to those you have used in your other campaigns. A trick is to look up real life place names in a country where you do not speak the language, then change around or swap a few letters.

Step 2: Establishing Settlements

Use the alternate table below. The Dust is a comparatively desolate place, and large population centers are less common. Settlement Population Table

D100 result

Hamlet

Village

Town

01-10

0

1

1

11-30

1

1

1

31-50

2

0

1

51-80

2

1

1

81-100

3

1

1

The following new table is used to determine settlement types. This roll is unmodified. Settlement Type Table

D100 Location is result 01-15

Fortified town A community surrounded by sturdy walls and patrolled by local militia.

16-30

Sanctuary camp A small refuge of plentiful water and green growth amid the arid lands.

31-45

Old rubble Many communities are built among the ruins of an ancient civilization uncovered from the sand.

46-55

Scout camp The desert scouts set up multiple camps to act as outposts, with some growing into entire

Effects Add +1 to the roll when taking the Recruit action. If rolling for a Hamlet, treat this as “4655: Scout camp” instead. You may take the Hunting Expedition Camp action here and receive a +1 bonus to the proficiency test when doing so. The first time you arrive here during a campaign, you may add +1 Adventure Point.

You may take the Scout campaign activity here and receive a +1 bonus to the proficiency test when doing so.

21

the CAMPAIGN D100 Location is result 56-70

Trading post A busy, bustling place where almost anything can be found for sale, if you are willing to pay the asking price.

71-90

Ancient city The towers and walls have stood as long as any scholar can remember, giving rise to a great degree of wealth.

91-100 Mystic site The land itself is alive with the whispers of generous spirits. This town was built on one of their haunts.

Effects You may pay 1 Gold Mark to receive one additional Rare Trade roll once per Campaign Turn.

Any Contract Job received here is worth +1 Gold Mark.

Add +1 to the proficiency test when receiving a Blessing. If rolling for a Town, treat this as “01-15: Fortified Town” instead.

the CAMPAIGN Step 3: Creating Your Map

This step works exactly as in the normal core rules campaign. The map should, of course, be covered in desert, dry wasteland, rocky plains, mountains, and similar desolate terrain.

Step 4: Determine Threats

You must select The Dust Rises as one of the Foes Within for your campaign. This new enemy table is detailed on p.44. Choose or randomly select one additional Threat each from the Foes Within and Foes Without Tables from the core rulebook (core rules, pp.71-72). Note: The Ice-Heart Court has no presence in The Dust and cannot be selected.

Step 5: Establishing Threat Levels The Dust Rises is given a Threat level of 7. Assign a Threat level of 5 to each of the other two Threats selected.

Step 6: Place Additional Points of Interest on the Map When populating the initial game map, the process varies slightly from the core rulebook: ” Place 1 Unexplored Location as normal. ” There will be 2 Enemy Camps. One must be for The Dust Rises, while the other will be for a randomly generated Threat. ” There will be 2 Delves present. Both begin the game Hidden.

Step 8: Determine Your Starting Location

Your warband begins the campaign at any location of your choice, having just arrived from wherever they originated. You will begin the first campaign turn using the normal turn sequence, including events and campaign actions.

The Promise of the Ancient Sands The Dust is a land of old mysteries and exceptional danger. The following rules apply when beginning a campaign here: ” The first time you arrive at a settlement after traveling, you will be given a Quest immediately. Note that beginning the campaign at a settlement does not qualify. You need to have traveled. ” If you are using a brand new warband rather than carrying one over from an existing campaign, add +3 Story Points to your starting total. “It is strange – when you look for but a moment, you don’t see it. It looks like mere sand. A lot of sand. “Yet when you are sitting and looking for a while, you start to see it: Shapes in the dust and figures in the heat haze. The locals say it is the souls of the lost trying to lure you to your doom. The old scholar we talked to said they were echoes of past lives, and quite harmless. “I know I’m not going to have a look.”

Step 7: Note Down Hideouts

Each Threat receives 1 Hideout exactly as per core rules. These all begin the game Hidden.

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PREPARATION

• NEW CAMP EVENTS • Use this new event table in place of the rulebook table while adventuring in The Dust.

27-31

Town events will use the core rules Camp Events table instead (core rulebook, p.78).

Select a random warband member. A random item they are carrying or wearing becomes Damaged.

Camp Events Table

1-7

And so the story went

The warband spends an evening musing on their travels so far and where they might end up. Add +1 Story Point to your total. 8-13

Camped in a decent location

While working with your gear, an item broke.

32-34

Sandstorm

You are forced to lay low while the storm passes. You receive one less campaign activity this turn. 35-39

Wise healer

The area you are in seems to be a bit less haggard than is typically the case.

Your camp is visited by an elderly healer. They aid you in return for a bit of tea and a pleasant tale.

Add +1 to any Hunting Expedition or Forage for Herbs campaign activity this campaign turn.

Select an injured character who can mark one turn off their recovery time as well as recovering from Exhaustion.

14-17

If this heals them completely, they can act normally this campaign turn.

The lay of the land

You have time to do a bit of scouting from some high ground.

40-42

Add +2 Adventure Points. 18-22

Kind wanderer

A visitor to your camp site shares their food. You may reduce Upkeep costs by 1 Gold Mark this campaign turn. 23-26

Arid wasteland

There is no sign of life anywhere in sight. You cannot choose the Hunting Expedition campaign activity this turn. Randomly select a warband member. If they are not a native, they become Exhausted.

24

Damaged equipment

We should give this a look tomorrow

While collecting firewood, you see something that draws your attention. Add an Unexplored Location to the current Map Area. 43-46

Planning for tomorrow

You are able to get the lay of the land, which should make the next day’s journey much faster. You may select a location that you can reach in the Adventuring Stage without making a Travel roll.

47-50

Friendly scout

You meet one of the desert scouts, and they share your campfire. Add a scout Friend. If your warband contains any desert scouts, you receive a Contract job. 51-54

Rust and wear

Constant exposure to the elements is doing a number on your gear. Select a random warband member wearing any items of armor. A random armor piece becomes Damaged.

55-60

Saw a choice animal coming in

One of the warband members can’t stop talking about the beast they spotted. If you choose the Hunting Expedition campaign activity and succeed, you may roll twice on the Rewards Table and keep both results. 61-64

Injured while foraging

While looking for firewood, a member of the warband got hurt. A random uninjured warband member is now injured and must recover for 1 campaign turn.

25

PREPARATION 65-67

The wasteland is merciless

84-87

You have been unable to do any hunting or foraging at all lately.

Sleeping in the wilderness is starting to really make you feel your age.

You must consume Rations if you have any available. Randomly select two warband members, and mark them as Exhausted. If you lack Rations at all, no warband member will recover from injuries naturally this campaign turn (although healing items will work normally).

A random injured character does not recover naturally this campaign turn. Items and actions that reduce recovery time are still effective normally. If nobody is injured, this has no effect, but the oldest character gripes all day.

68-71

88-92

A star-lit night where the faeries sing

Conduct a normal Traveler Encounter to see what they are up to (core rulebook, p.114). When rolling for their reactions, you may add +10 to the roll.

A random character receives the benefits of being Blessed (core rulebook, p.84) next time they engage in battle. 72-75

93-95

A random injured character has become ill. You can expend a dose of misty water-flower to cure the infection. Otherwise, make a 9+ [Scholar] test for the character selected to help them. If it fails, and they are a Follower, they die. If it fails and the infected character is a Hero, add 3 turns to their recovery time and they cannot recover from any source, natural or otherwise, this campaign turn.

Attacked!

Select a random warband member and make an 8+ [Bravery] test. If they fail, they are injured for 1 turn, and a random item they carry is Damaged. Getting worn down

The constant exposure to dust and sand is difficult to endure.

If no characters are injured, a random character has the sniffles and spends a few days coughing and feeling sorry for themselves.

Select a random character. If they are not native, they become Exhausted. 80-83

Infected wounds

A wound has become infected.

A wild beast attacks you in the night. You fight it off, but not before it causes considerable damage.

76-79

A pleasant visitor

One of the many wanderers of the sands joins your camp, eager to share your company.

They say on a beautiful night like this, the faerie folk select who they will protect.

Time on your own

96-100 The enemy is tracking you

It is nice to have time to think occasionally.

You feel like you are being observed all night long.

A random Hero gains +1 XP.

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This life is wearing on you

You are unable to attempt any Adventure Milestones this campaign turn. However, if you fight a Threat battle this turn, you receive +2 Adventuring Points. .

PREPARATION

• CAMPAIGN ACTIVITIES • Campaign Activities The Hunting Expedition, Forage for Herbs, and Mystic Expedition campaign actions are modified slightly in The Dust. Players should use the versions in this chapter. Read the new versions carefully as target numbers, rewards, and locations have been modified.

Hunting Expedition Table

D6 Roll Result 1

You obtain food equal to 1D3+1 Rations.

2-3

You obtain animal pelts worth 1D3+1 Gold Marks.

4

You have no luck, but you find something that warrants further investigation. Add an Unexplored Location to the same Map Area you are in.

5-6

You find suspicious tracks suggesting enemy activity. Add +1 Adventure Point.

Forage for Herbs (Camp only)

Even in this desolate land, nature is bountiful to her friends. Decide if you wish to hire a local guide for 1 Gold Mark. Make a 9+ [Wilderness] test. A guide will grant +2 to the roll. Success locates 1 dose of herbs. A final result of 12+ locates 2 doses. Roll D6 on the table below for each dose to determine what you have found. Foraging for Herbs Table

D6 roll Herbs 1-3

Gentle shade-flower

4-5

Sage flower

6

Thorny rock fruit

Hunting Expedition (Camp only) You have seen tracks indicating a worthwhile beast to hunt.

Mystic Expedition (Camp or Settlement) In a land brimming with magical energies, the perceptive can find plenty of fuel for their craft. Make an 8+ [Alchemy] test. If you succeed, you find 1 Congealed Strand. A score of 12+ finds 2 Congealed Strands.

New Campaign Activity Rest & Recover (Settlement only)

When taking this action, select any two characters that are Exhausted. They recover immediately. This action can be taken twice in a campaign turn.

Decide if you wish to hire a local guide for 1 Gold Mark. Make a 9+ [Wilderness] test. A guide will grant +2 to the roll. If you succeed, roll D6 on the table below to see what you got out of it.

27

PREPARATION

• ITEMS AND TRADE •

28

Trade Tables

Common Goods

Cost Available

When trading in The Dust, the new Trade tables below are used in place of the core rulebook tables. Some prices and availabilities have changed due to local circumstances, some items are not in common use in The Dust, while some new goods can be acquired there.

Fencing sword

6

Village/Town

Longbow

10

Town only

Light armor

2

Any

Light armor (Fine make)

5

Village/Town

Partial armor

6

Town only

Items can be sold for the normal values (1 Gold Mark per item, 1D6 Gold Marks for magic items) even if they are not usually available in The Dust.

Partial armor (Fine make)

12

Town only

Helmet

2

Any

Shield

6

Village/Town

Common Goods Table

Akayan pony

14

Any

Bandages (1 use)

2

Any

Camp gear

4

Any

Coil of rope (1 use) 3

Any

Congealed strand (1 use)

Village/Town

Common Goods

Cost Available

Standard weapon

1

Any

Standard weapon (Fine make)

4

Village/Town

Light weapon

1

Any

Staff

2

Any

Sling

2

Any

Self bow

5

Any

Bastard sword

9

Town only

Warhammer

9

Town only

War spear

6

Village/Town

6

Desert survival kit 10

Any

Invigorating tea (1 use)

3

Any

Rations (1 use)

3

Any

Sage flower (1 use) 8

Any

Tonic (1 use)

4

Any

Torch (1 use)

1

Any

PREPARATION Rare Goods Table

D100 roll

Rare Goods

Cost

Notes

01-06

Fine weapon of choice

+5

Select any weapon on the Common goods list. Add +5 to the cost. It has the Fine Make trait.

07-12

Throwing knife

5



13-17

Shield (Fine make)

10



18-23

Bottle of Oasis Flower

4



24-29

Crafting materials

8



30-33

Delvers kit

5



34-40

Exotic wine

3



41-44

Finely fletched arrows / bolts

8



45-49

Gentle shade flower

3



50-53

Holy water

7



54-56

Icon

9



57-59

Large quiver

8



60-61

Map-making kit

5



62-67

Mystic trinket

4

1D3 available. Pay for each.

68-70

Ranger’s cloak

5



71-74

Repair kit

7



75-77

Scout’s cloak

6



78-82

Set of alarm traps

4



83-86

Spell-breaker herb

4



87-88

Talisman

4



89-91

Thief tools

8



92-95

Thorny rock fruit

4



+2

Select any item from the rare trade table and pay the normal cost +2.

96-100 Item of choice

29

PREPARATION Equipment

Crystalized morning wind

A number of new equipment items are available when playing in The Dust.

If you hold these crystals up at dawn, you can feel the cool breeze on your face.

Note that some are variations of items normally available. Please read any descriptions carefully.

Receive 1D6+1 points of Drift immediately. Serpentine Mage only.

Invigorating tea

In the item descriptions below, the following abbreviations apply: (S) (B) (C)

(S) (C)

A sweet, fragrant tea. Every merchant seems to have their own mixture.

Single-use Backpack item Campaign item

Desert survival kit

(B)

Can be used in one of three ways: ” Consumed to remove Exhaustion status from two characters.

(B)

A collection of tools, camp items and conveniences to aid travelers and explorers. Add +1 to all Wilderness and Scouting proficiency tests while in The Dust.

” Sold for 2 Gold Marks. ” When rolling for a General Meeting during a Traveler Encounter, you may offer the tea to the person you are meeting. This expends the item but adds a +5 bonus to the D100 roll on the Interaction table (core rulebook, p.115).

PREPARATION Bottle of Oasis Flower (S) (B)

Gentle shade flower

It lacks the smooth bite of the Red Duck, but this smoky beverage will get you drunk just as fast.

A tiny white flower that grows in rocky crevices. The petals are so fragile, they require a special tool to harvest intact.

Gives the drinker 1 temporary point of Will, usable at any point during the battle. If the character already has Will, it is added to their current pool even if this would take them above the normal limit for their character type. When the battle ends, the extra point is lost.

When consumed before or during a battle, the character becomes immune to all types of poison, including attacks with the Poison enemy trait. The flower has no effect if taken after the character was poisoned, and does not affect post-battle injury rolls.

Note that Ferals of any kind do not receive any benefit from drinking Oasis Flower. If a Chitter drinks the bottle, they receive the normal benefits above AND will also immediately heal, if they are Wounded.

Akayan pony

(C)

Hardy and territorial ponies, these beasts are greatly valued for their loyalty and endurance. Their fur coat is a speckled grey, earning them the nickname “Rock Horses”. The warband can carry 1 additional Backpack item for a total of 9. You cannot claim the bonus from multiple ponies (they don’t get along), but you can combine it with a Brave Mule for a total capacity of 10 items (the ponies don’t view mules as competition, and rather enjoy their company).

Exotic wine

Thorny rock fruit

(S) (C)

(S) (C)

A nourishing fruit with mild painresistant properties. Can be eaten by a character before an encounter to give them +1 Toughness (to a maximum of 5) for the duration of the battle. Alternatively, it may be eaten in place of Rations, reducing Upkeep costs for the warband by 3 Gold Marks this campaign turn.

Sage flower

(S) (C)

A rare, purple flower, reknowned for its great healing qualities. May be given to a character that is required to roll on the post-game Injury table. The character may roll twice and then pick either result. This has no effect when rolling on the Flight in the Dark table.

(S) (C)

An unusual wine from far-away lands. Some of these bottles are decades old. Give to a Disgruntled character to remove the status, or sell for 1D3+1 Gold Marks when you are in any settlement.

31

adventures

• QUESTS IN THE DUST • The Dust is a land brimming with ancient evils, undead minions, and problems that require galant heroes to solve. Quests are conducted using the normal rules and mechanics, but with the addition of new Talents to learn: When completing a Quest in The Dust, you roll once on the regular Quest Talent Table in the core rulebook (core rules, p.110), plus once on the Quest Talent (The

Dust) Table, below. After rolling on both tables, you may select either one of the two Talents rolled, and grant it to any character in your warband at the time of Quest completion. Note: If you roll Enduring roamer, you receive both Talents and may give them to the same or two different characters, if desired.

Quest Talent (The Dust) Table

D100 result

Talent

Effects

01-12

Friend of the asp

The character becomes immune to all effects of poisoned attacks, including the Poison trait.

13-23

Hunter of the dead In melee against an enemy with the Undead or Undead Abberation trait, the character gains Counter Attack and Parry.

24-35

Studious caretaker Items carried by the character cannot be Damaged.

36-50

Faltering trickster

Once per battle, the character may cast a spell as a Non-Combat Action. Roll on the Spell table in the main rulebook (core rulebook, p.47). The spell must be cast immediately, and does not require a Casting roll or the expenditure of any resources. If there are no valid targets or the spell is unusable, it fizzles with no effect.

51-62

Fatal archer

When shooting a bow (not crossbow or other missile weapon), the character may choose to take two shots in the same round, with each shot receiving a +1 bonus to Hit. The character is then out of ammo for the rest of the battle. The shooter may pick two targets up to 6” apart.

63-77

Intrepid delver

The character receives no movement limitations in Site battles.

78-90

Enduring roamer

The character cannot become Exhausted. Note that if this Talent is rolled, you receive both Talents you rolled for.

91-100 Keen eyed shot

32

When stationary, add +1 to missile Hit rolls.

Adventures

• TRAVEL IN THE DUST • When traveling in The Dust, use the new Travel table provided below. Travel Table

D100 result

Event

Notes

01-10

Uneventful travels

You arrive at your destination without any events.

11-30

Exhausting journey

You arrive at your destination. Randomly select two warband members that become Exhausted.

31-45

Meet someone Roll up a Traveler Encounter (core rulebook, p.114) to see who you met.

46-60

Deviated from Add a new Map Area with an Unexplored Location the route (core rulebook, p.94) to your regional map. You may opt to go there now, or ignore it and arrive at your original destination. Randomly select a warband member. If they are not native, they become Exhausted.

61-70

Waylaid by foes

You are attacked while traveling. Generate a Defensive Battle using the Roadside Enemies table. Afterwards, you may continue to your destination or set up Camp.

71-80

Sandstorm

You are embroiled in a sudden storm. Roll on the new Sandstorm table, below.

81-95

An obstacle bars your way

Roll on the new Obstacle table, below. If this does not prevent you from reaching your destination, you will arrive afterwards.

96-100 This all looks the same to me

You are completely lost. Randomly select two warband members that become Exhausted, and you must halt in the wilderness without exploring any locations this turn. Next campaign turn you begin in Camp, and must make a new Travel roll to reach any location.

33

adventures Sandstorm Table

D100 result

Effects

Notes

01-45

All paths are erased

When the storm settles, all landmarks have been erased.

46-60

Any shelter that would have us

You rapidly seek shelter in a nearby structure. You fail to reach your destination, and cannot explore any location this turn. You begin the next campaign turn In Camp, but when the wind clears, you realize you are somewhere you did not expect at all. Immediately roll on the Unexplored Location table (core rulebook, p.95). You may explore this location immediately, or make a travel roll to reach another destination.

61-80

Stormtorn

Fierce winds tear at your packs while you try to find shelter. Roll D6 for each item in your Backpack. Every 1 indicates the item is lost to the storm. You manage to arrive at your destination as normal this turn.

You fail to reach your destination, and cannot explore any location this turn. You begin the next campaign turn In Camp, and must make a Travel roll to reach any destination.

Adventures D100 result

Effects

Notes

81-95

Through hell and back

The storm assails you with intense fury, as if the desert itself was conspiring against you. Every character becomes Exhausted. Randomly select a warband member. If they are not native, they become injured and must recover for 1 campaign turn. You arrive at your destination this turn.

96-100 The howl of gates beyond

As you stagger through the storm, it suddenly parts in front of you and you realize you have arrived somewhere you read about. You have discovered a Delve and immediately receive a Quest. You do not arrive at your original destination this turn.

Obstacle Table

D100 result

Obstacle

Notes

01-20

Deep sands

You are sinking up to your ankles. Make a 8+ [Traveling] test. If you fail, you do not reach your destination this campaign turn; next campaign turn you will be in Camp, though if you decide to reach your original destination, a Travel roll is not required. Randomly select one character to be Exhausted. If the selected character is native, they are unaffected.

21-40

Scorching heat

The heat intensifies until it is almost unbearable. All characters that are not native to The Dust become Exhausted. You arrive at your destination.

41-65

Rocky wasteland

Firm ground, but difficult to move through. Make a 8+ [Traveling] test. If you fail, a random character suffers a minor injury and will require 1 campaign turn of recovery. You arrive at your destination.

66-75

Bewitched sands

The very terrain seems to move, luring you away from your path. Select a known Map Area at random. You emerge in that Map Area, and may choose to visit any location of choice.

76-90

Rocky outcroppings

91-100 Haunted stones

You might be able to find a safe path. Make a 9+ [Pathwise] test. Failure results in a random Backpack item being dropped off a cliff side. You arrive at your destination. An eerie song can be heard in this place. Make a 8+ [Devotion] test. If you fail, your warband spends several days hypnotized before they crawl out of the desert. Mark every character as Exhausted, and arrive at a randomly selected Settlement. If you succeed the test, you arrive at your intended destination.

35

• SETTING UP GAMING TERRAIN • This feature generator is included for people who prefer a randomly created battlefield space and enjoy the process of generating a table to play on. It can also be used as a guide if you are looking to build or purchase suitable terrain for your adventures in The Dust. You will no doubt run into things you don’t currently own. If so, just use the closest piece you have, or swap out something else. The process is designed to be a guide, not a mandate. You always have the option to set up terrain as you prefer to fit the area you are fighting in, and what is on your world map.

36

Step 1: Quarters and Sectors

The table is divided into four quarters, with each quarter subdivided into four sectors of roughly equal size. It does not have to be that exact. You can mark the sectors in any suitable manner if you choose, but eyeballing them is fine as well. You should also find the approximate center of the table. Put a small marker or die there.

Step 2: The Center

The first step is to generate the central terrain feature. Roll D6 on the table below and place this feature to partially cover the center of the table. It does not have to be exactly aligned over the middle, as long as part of the feature covers the center marker.

ENCOUNTERS Example: I roll a 1, which is some sort of structure. I have a ruined building I like, but it’s very long. I decide to put it so one end is over the center, with the ruin extending towards one of the table edges to act as a dividing feature for the table. Central Terrain Feature Table D6 Feature 1

Structure or ruin

2

Group of boulders

3

Hill or other raised ground

4

Green area (collection of desert plants, trees, oasis, etc.)

5

Huge rock, boulder, or rocky area

6

Strange feature (crystals, giant skull, sinister monolith)

Step 3: The Quarters

Work through the quarters one at a time, in any order you like. For each quarter, roll four D6 and view the table below to determine what features will be present. Once you have selected all four features, place them in that quarter. Note that you do not roll sector by sector: Roll all four dice at the same time, and choose one of the following options: 1. The four features are arranged as you see fit within the quarter, placing features near each other to help create an evocative table. 2. Each sector must have one of the rolls at least partially within it. A feature can straddle two sectors.

Quarters Terrain Feature Table D6 Feature 1

Linear obstacles: A wall, a row of rocks or plants, or similar. If you roll this result multiple times for the same quarter, they should be linked together.

2

Stone: A large rock, boulder or similar, or a section of ruined building.

3

Open ground: If you roll this result multiple times for the same quarter, one should be a raised area, such as a small hill.

4

A single strange feature: For example a crystal, an old statue, or an animal skeleton.

5

Vegetation: A few trees, a cluster of plants, or similar.

6

Mostly empty: Use scattered pieces such as small rocks, bushes, or similar.

Example: For the first quarter, I roll a 1, 2, 4, and 5. I pick out a length of wall, a big rock, some odd looking bushes, and a big animal skull. I am using option 1, so I decide to arrange the bushes in a half-circle around the animal skull to create a weird, evocative look in the middle of the quarter. The rock will be in one corner of the quarter, and the wall will be along the edge, separating the quarter from the adjacent one.

The size of features can be selected based on what you have available, but should not be longer and wider than the size of one sector, and most can be smaller.

37

ENCOUNTERS Dust-specific Terrain

This section can be omitted while you are still getting used to adventuring in The Dust, but is recommended once you feel you are up to speed. ” Distribute 3 patches of soft sand (see below) around the table. Each patch should be 3-6” at the widest, and can be in any shape you like. Try to place them in open spaces. ” Roll 1D6+1, and place that many specimens of unpleasant flora (see below) around the table, scattered fairly equally around the table. ” If your warband includes a Mystic or Serpentine Mage, roll 1D6 and place that many Glimmers (see below) around the table again, scattered fairly equally.

A host of spiked, thorny, or mildly poisonous plants grow throughout The Dust. If you want to represent unpleasant flora on your table, they should be individual plants (such as a cactus or a small bush). Figures cannot voluntarily move within 1” of unpleasant flora. If beginning a move within 1” (due to a random movement placing the figure there), all movement is Difficult for the battle round. Aberrations are not affected by unpleasant flora in any way.

Glimmers

The land radiates with magical energies. To the trained eye, they are immediately recognizable, even if they escape the notice of the less enlightened.

Soft Sand

A Glimmer can be represented by any token or marker. A small crystal or clear bead will work well.

Soft sand can be represented with brown or sand colored paper or by gluing sand to a terrain base. Soft sand acts as a Field terrain feature, does not interfere with Line of Sight, but any figure that enters or begins its movement within soft sand must deduct 1” from their available movement allowance immediately. The deduction is only applied once per move, and soft sand never affects areas of raised ground within the terrain feature (such as climbing up on a rock within the sand area).

Glimmers have no effects except for Mage characters. A Serpentine Mage moving into contact with a Glimmer may immediately add +2 points of Drift (see p.14). A Mystic may roll D6, with a 5+ granting them 1 Strand. In either case, the Glimmer is removed from the table.

Wading through thick, soft sand can suck you in as surely as a swamp.

38

Unpleasant Flora

ENCOUNTERS General Terrain Notes When you are creating the gaming table, take a moment to consider what kind of land this is. Three things characterize The Dust: It is a dry, arid land, so steppe and desert terrain works very well. Deserttype buildings, tents, and similar can be purchased as part of many wargaming terrain collections, as can various desert plants. If you don’t have any desert terrain at all, don’t despair. You can get a great start by buying a simple khaki, pale brown, or grey sheet or table cloth and draping it over the table, then getting a bunch of rocks and pebbles to scatter everywhere. Many plastic fish tank decorations look like strange and alien rock formations, and can be purchased cheaply at any pet supply store. Secondly, it is a land of ancient, violent history. Don’t be afraid to put some rubble, ruins, and similar remains around the table. A single statue, half-buried in sand, can do wonders in bringing the past to life on your gaming table, and adventurers need plenty of ruins and rubble to pick through. Finally, it is a land of magic. The Dust seethes with barely contained sorcery, and that’s a great excuse to come up with some wild and interesting things: Strange statues (easily made by buying fantasy monster miniatures and painting them grey), giant crystals, alien looking plants, and more. Again, the pet store will furnish you with any amount of odd-looking plastic plants in the fish tank section, and these will look fantastic when your adventurers are dueling ancient horrors around them.

Don’t rely too heavily on real world Middle Eastern buildings and structures as inspiration. While these are often very visually pleasing, The Dust is not fantasy Egypt or fantasy Iraq (unless you want it to be!). Don’t be afraid to change things up to help make the place feel suitably alien and weird. European structures with Aztec-style pyramids, and alien-looking desert plants might product an intriguing fantastical atmosphere, and that’s exactly what you want. Be creative and don’t be afraid to experiment.  “What few realize is just how beautiful this land can be. Yes, it’s arid and full of dust and rocks, but when you sit down, to rest for a moment, you see little flowers growing in every speck of shade, and tufts of rugged plants clinging to life. “Everywhere you turn, you sense the struggle between ancient death and new life. They say a great war was fought here in forgotten times. I don’t think it ever stopped. “Before we made camp last night, we saw two of those fierce sand wolves. I readied my spear, but they paid us no heed, and as they ran past, we heard a shrill howl emerge from the storm – clearly the product of some sorcerous fiend. “The howls turned to snarls and then finally a raspy gurgling death-cry before we could only hear the wind once more, I am not ashamed to admit I huddled a little closer to our fire.”

39

• ENCOUNTER RULES • This chapter explains new rules that apply to all encounters in The Dust. As well as adjustments to the normal rules when dealing with enemies with the Fey trait, the environment itself can be a challange to newcomers.

An Ancient Battle of Dominion Scholars theorize that during the Warlords rise to power, a titanic battle was fought against the Fey Lords. During this battle, a great ritual was enacted which denied the land to the Fey forever. Enemies with the Fey trait can be encountered (often traveling through briefly), but will be subject to the following rules:

40

” When setting up the encounter, the number is reduced by -1. ” The Fey trait is ignored for all purposes.

Environmental Effects The environment in The Dust is unpredictable, and the desert itself often conspires to assail the unwary. Unless you are fighting a Site Battle / Delve, roll D100 on the table below before each battle. Conditions last for the duration of the battle. Serpentine magic is tied directly to the desert. If a Serpentine Mage is in the warband, they begin the battle with the amount of Drift listed in the table. Any increase only applies to the start of the battle.

ENCOUNTERS Environment Effects Table D100 result

Environmental rule

Starting Drift

01-40

The Warlord sleeps.

0

No special rules apply. 41-52

The dust swirls.

+1

All visibility is limited to 10”. Sand Dweller characters are not affected. 53-64

The sand grasps and seizes.

+1

Only Sand Dweller characters may perform Dash moves. 65-76

Gusts of wind spoils aim.

+1

Ranged attacks hit only on a natural 6. This affects all characters. Visibility is limited to 15” for all characters that are not Sand Dwellers. 77-84

The wind whispers to the dead.

+2

If you are fighting Undead, 1 additional melee troop will be encountered, and you cannot Seize the Initiative. If you are not fighting Undead, no penalties are incurred but you still receive the additional points of Drift. 85-92

Winds of lost time.

+2

At the end of each battle round, randomly select a Wounded figure on the table. They heal immediately. 93-100 Witch storm.

+4

Any time a warband member casts a spell, roll 2D6. On a 2-4 (Mystic) or 2-3 (Serpentine Mage), an Aberration arrives on the battlefield at the end of the Battle Round. Randomly determine the type (using the table on p.51), and place it along a randomly selected point on the edge of the table. The Aberration will attack both sides. It acts last in the Enemy Actions Phase.

41

ENCOUNTERS

• TEMPLES OF THE OLD WAR • Like many places in the Borderlands, The Dust is littered with old ruins. Most no longer have any resemblance to what they originally were, serving mostly as hideouts and monster dens in the present era. During the war, many temples to the Warlord’s power were raised, towering over the land as dread monoliths, crackling with magical energies. With the end of the war, the sorceries dissipated throughout the surrounding land and the towers crumbled into rubble and debris. Being suffused with magic makes these locations a popular destination for adventurers, but they are also extremely dangerous. Travelers often report very strange phenomenon occurring at, and within miles of these locations.

Chaotic Option

If you prefer a more wild and unpredictable game, you could apply these rules to any battle you fight in the campaign. It is a magical land, after all.

“I am still struggling for words to describe the place we visited last night. The ruin itself seems to have simply risen out of the sand one night, in an area that was barren on all of our maps. “When we ventured inside, we saw walls and ceilings of a sort of crystal sheet, like molten gemstones that had solidified in place. The most uncanny was the raw taste of blood in the air, even though nothing living could have stood in that place for hundreds of years.”

42

Discovering a Temple During the campaign, keep track of the number of Delves you encounter. Every even-numbered Delve is a Temple site, using the rules for Delves, but modified by the additions in this section. Oddnumbered Delves (including the initial one placed on the campaign map) use the core rulebook.

Temple Effects on the Surrounding Area This rule applies if you are fighting a battle in the same Map Area as a Temple (including within the Temple). If a Temple is present, magical energies affect the surrounding region, often producing strange and confounding effects due to the theories of magical energy diffusion (or so Mystics would have you believe). When fighting in an affected area, if the Initiative roll at the beginning of the turn produces three or more dice rolling the same score, check the table below, applying the effect immediately. If two sets of triples are rolled, apply both effects, from lowest to highest number. Rolling more than three of the same number has no additional effect.

ENCOUNTERS Temple Effects Table Dice shows Effects Triple 1

A randomly selected character in the warband is teleported 7” in a random direction. If this would place them in base contact, off the battlefield, or in an impossible position, place them at the nearest legal position on the battlefield.

Triple 2

Two randomly selected characters in the warband immediately swap places.

Triple 3

A magical surge grants +2 Drift to any Serpentine Mage. Mystics receive a +2 Casting bonus this turn.

Triple 4

A randomly selected character in the warband temporarily loses all of their weapons. Roll up a random enchanted weapon that appears in the character’s hands. After the battle, all equipment reverts to the original, and the enchanted item cannot be kept.

Triple 5

A magical drain prevents any spell-casting this turn. This applies to enemy spell abilities as well.

Triple 6

Randomly select one figure on each side. An exact duplicate is created of each, placed randomly 6” from the original. The duplicates act normally, and will disappear at the end of the battle.

THE ENEMY

• THE DEAD AND THE DUST • This is the new enemy table used when in battles using The Dust Rises as a Threat. As with the core rulebook Threat tables, you may opt to use this in two ways.

” If you prefer a more unpredictable campaign, use the D100 roll on the enemy table to determine who you will be fighting each time.

Both methods are considered “official” in the rules, so use whichever you prefer.

You should always bear the story in mind: If you fought a particular enemy type, and have another battle in the same location, it might make sense to use the same type again.

” If you prefer a campaign that escalates in difficulty, do not make a random roll. Simply play the encounters in order, moving down the list each battle. The Dust Rises Enemy Table D100 result

Enemy

Num.

Speed Combat Damage

Tough. Armor Ranged

01-09

Wracked

+6

4”

4

+0

+0 / +0

1

3 Darts

Rumored to be the remains of wanderers who were caught in a sorcerous storm, the bony forms of the Wracked are unsettling to behold as they emerge from the haze of the desert. Fragile: The Wracked count as Armor 0 while Stunned or Wounded. Trait: Undead. 10-16

Raving cultists

+4

5” / +2 +0

+0 / +0

4

0

2 Self-bows

Not all of the cults in The Dust are tied to the great battles that were once fought here. Some simply go mad as they try to gain the patronage of otherworldly entities they encounter among the many ruins. Blood stench rituals: In the Tracking Phase, roll 1D6. Roll an additional D6 for every warband member that became a casualty during the round. For every 5+, a Wracked (from this encounter list) is placed randomly along a battlefield edge. Trait: Poison (melee attacks only). 17-23

Wind-swept +3 wanderers

5” / +2 +0

+0 / +0

5

0

2 Self-bows

A coven of those who have given their minds over to The Dust itself. When their droning chant becomes one with the howling of the wind, the gates open. Conjuring chant: Every Tracking Phase, roll 1D6 per Wind-swept Wanderer on the table. Tally up any 6s rolled. Once a total of five 6s have been rolled, a randomly selected Aberration is placed randomly along a battlefield edge. Only one Aberration can be summoned per battle.

44

Trait: Sand Dweller.

D100 result

Enemy

Num.

Speed Combat Damage

Tough. Armor Ranged

24-31

Soldiers from out of time

+4

5” / +2 +0

4

+0 / +0

1

2 Darts

Across The Dust the armies of the Warlord gather once more, as the harsh desert winds howl. Dust shroud: Ranged attacks against the Soldiers hit only on a natural 6. This does not extend to any other characters fighting alongside them. 32-40

Villainous raiders

+4

5” / +3 +1

+0 / +0

4

1

3 Self-bows

The Dust is as wild a land as any border region, and raiders looking for pillage are common. Trait: Sand Dweller. 41-46

Skeletal hunting beasts

+5

6”

+1

+1 / +0

4

1



Not all undead are humanoid. These skeletal hunters must have been common predators of the desert lands, and are still locked in their instinctual need to harry and maul. Trait: Undead.

45

THE ENEMY D100 result

Enemy

Num.

47-51

Desert Imps +3

Speed Combat Damage

Tough. Armor Ranged

6” / +2 +1

4

+0 / +0

-



A peculiar breed of imp, often despised by adventurers, that seems to congregate near areas of natural magical energies. Trickery: Every Tracking Phase, randomly select a warband member and roll 1D6: 1: A random item the character carries or wears is stolen. Recover only if Holding the Field. 2: The character is magically moved 12” in a random direction (but halting at the edge of the table). 3: The character must subtract 1 point of Will if they have any. 4: All ranged weapons carried by the character run out of ammunition. 5: All enchanted items carried by the character cease to function until the end of the battle. Armor will still provide its base Armor value and weapons will act as a standard weapon. 6: The character immediately disappears from the battlefield. After the battle they rejoin the group unharmed. Traits: Shiftling, Sand Dweller, Flying. 52-58

Hunters of the Sands

+4

5” / +4 +1

+1 / +0

5

1



Fierce and fast predators, these long-limbed beasts like to wear down their prey before the final pounce. Hard to target: Ranged attacks from a distance exceeding 6” will hit only on a natural 6 when targeting a Hunter of the Sands. This ability does not extend to any characters accompanying the Hunters. Ambush tactics: When playing a meeting engagement, after both sides have set up, roll 1D6 for each Hunter of the Sands. On a 5-6 the figure immediately moves into / directly behind the closest terrain feature to their front, then rolls again. This can happen multiple times. If no features remain between the Hunter and the closest warband member, move the figure to within 2” of the warband member and stop rolling for this Hunter. Trait: Sand Dweller. 59-66

Those of Sand and Dust

+4

5” / +1

+1

+0 / +0

5

2



It is rumored that when someone dies in the desert, their desperation gives rise to these human-like sand creatures. Made of sand: Ranged attacks have no effect. Trait: Sand Dweller.

46

THE ENEMY D100 result

Enemy

Num.

Speed Combat Damage

Tough. Armor Ranged

67-73

Devoted Servants

+4

5” / +1

5

+1

+0 / +0

1

3 Slings

The Warlord has many loyal minions throughout the land, eager to bring about his return. Manic onslaught: For the first 5 battle rounds, every time a Devoted Servant is removed as a casualty, another immediately arrives on the enemy battlefield edge, immediately behind the position of the removed figure. Figures removed due to morale failures are not replaced in this fashion. The new arrival has a sling, if the figure they are replacing did. 74-81

Lurking Stalkers

+5

4” / +2 +1

+0 / +1

5

1



Ambush predators known for their terrible rending claws. Horrible wounds: Every Tracking Phase, any warband member that was Wounded in melee combat against a Lurking Stalker must roll 1D6. On a roll of a 1, they become a casualty, and are removed from the table. Trait: Sand Dweller. 82-86

Strider clan

+2

8” / +1

+1

+1 / +0

5

2

4 Long bows

Combining the shape of four legged animals with a humanoid torso, the Striders are relentlessly hostile to any two legged creatures they encounter. Bulky charge: When a Strider initiatives melee combat, the opponent is unable to use or gain the Counterattack ability from any source for the duration of that melee. This does not apply when other figures initiate combat with the Strider. Powerful archery: Strider archery hits with a damage of +1 / +0. Trait: Sand Dweller. 87-91

Skeletal constructs

+3

6”

+2

+1 / +1

5

3



Built for war, these remnants of the Warlord’s armies still roam the land. Most resemble humanoid skeletal constructions, pieced together from multiple creatures, and heavily reinforced. Brute force: Opponents are unable to use or gain the Parry ability from any source. Trait: Undead.

47

THE ENEMY D100 result

Enemy

Num.

Speed Combat Damage

Tough. Armor Ranged

92-95

Forgotten Dead

+2

4”

5

+2

+0 / +2

2



The vengeful dead of a long-lost culture of powerful magicians. When careless explorers or the rampaging of a wild beast destroys their resting places, the lords of that ancient people stride the world once more. Magical attacks: At the end of each move, Forgotten Dead that are not in melee combat will target the closest visible warband member with a spell. Roll 2D6. If the roll exceeds the distance to the target in inches, the target must either spend 1 Will, 1 Luck or receive a Wound (target chooses). If the distance roll is a double, the spell fizzles and has no effect, regardless of range. Trait: Undead 96-100 Spirits of the Scorching Winds

+3

5” / +2 +2

+1 / +1

5





Scholars call these hateful beings sand elementals, and reassure worried travelers that their physical form can only be sustained while in a hot, arid climate. Trait: Shiftling, Sand Dweller, Flying.

New Enemy Weapon Dart

Missile 6" +0 / +0

Heavy, weighted darts that are typically thrown at close range. Darts can be thrown even if the character moved over half their movement range. Characters never add their Combat Skill when throwing darts.

New Enemy Traits

The following universal enemy traits are new to enemies in The Dust. Shiftling: The creature only exists in our reality some of the time. When the creature is struck by any attack, instead of rolling to Overcome Armor, roll D6:

48

” 1-3: the creature moves randomly a number of inches equal to the die roll, and is unaffected by the source of damage. This includes all secondary effects and status effects. If the creature would appear in contact with another figure, distance them by half an inch. This always ends a melee with no further results. ” 4-6: the creature is struck normally. Proceed to the Toughness roll. Sand Dweller: The creature is unaffected by desert fighting conditions that would reduce movement or visibility.

THE ENEMY Large Fights (optional rule) If you prefer larger and more epic fights, you may choose to adopt this rule: When rolling for the opposing numbers in a Meeting Engagement or Defensive Battle scenario, if both D6 show the same number you will conduct a large fight. Determine the enemy number as you normally would, then add the following additional foes: ” +2 melee troops ” +1 Sergeant ” If the enemy normally employs missile troops, 2 missile troops of the same type.

” If the enemy does not normally employ missile troops, +3 additional melee troops (for a total of +5). When conducting a large fight, you will be aided by allies. Roll D100 on the table below to see who joins you. Allied forces always act in the Slow Action Phase, without any additional initiative dice being rolled or assigned. As these brave folk are coming to your aid, they are not subject to morale dice, but they will not fight in vain: If, at the end of a game turn, there are fewer warband members than there are allies on the table, you must remove allies until they no longer outnumber you. You may choose which figures to remove.

Large Fight Allies Table D100 result

Enemy

Num. Speed

Combat Damage Tough. Armor Ranged

01-25

Townsfolk

5

+0

4” / +2

+0 / +0

3

0

1 sling

A group of brave townsfolk come rushing to your side. While armed poorly, their determination is not in question. Armed with Light Weapons. 26-50

Hardy travelers

5

4” / +2

+0

+0 / +0

4

0

1 self bow

A stoic band of travelers have happened upon your plight and offered their aid. Armed with Standard Weapons.* 51-65

Caravan guards

4

5” / +2

+1

+0 / +0

4

1

1 crossbow

The passing caravan must have been what attracted the foe. The hired guards advance to fight alongside your warband. Parry Armed with Standard Weapons* 66-80

Local troops

4

5” / +2

+1

+0 / +0

4

2

1 crossbow

You are lucky a patrol from the nearest town was passing through this area. They are honored to stand with you in battle. Parry Armed with Standard Weapons*

49

THE ENEMY D100 result

Enemy

Num. Speed

Combat Damage Tough. Armor Ranged

81-90

Priesthood of Shadow

3

+0

4” / +0

+0 / +0

4

1



More often seen in the temples and plazas of larger towns, the priesthood grant their boons to all that seek to redeem the world. At the end of the Slow Actions Phase, roll 1D6 for every Wounded ally or warband figure within 2” of a member of the Priesthood (including the Priesthood themselves). On a 5-6, their Wound is healed. Armed with Light Weapons. 91-100

Desert Scouts

3

5” / +3

+1

+1 / +0

5

1

2 longbows

A trio of hardened Desert Scouts emerge unexpectedly from the desert. Without a word, they join the fray. Skirmisher Armed with Standard Weapons.

*Except for Desert Scouts, missile armed allies must swap their Standard Weapon for a Light Weapon.

THE ENEMY

• ABERRATIONS IN THE SAND • Whenever an Aberration would be encountered in The Dust, use this table in place of the one in the core rulebook.

All Aberration rules apply as normal, unless otherwise stated.

Aberration Table D100 result

Aberration

Speed

Combat

Melee

Armor

Toughness

MP Reward rating

01-06

Ashen minotaur

5”

+2

+1 / +1

2

5

3

2

A burly humanoid beast. Their history is disputed, but they seem to only have appeared in the last few years, suggesting a magical origin. The minotaurs found in The Dust are a bit slighter in stature, with thick leathery hides. Traits: Knock Back, Magic Resistant. 07-14

Naga

7”

+1

+1 / +1

3

4

3

2

3

2

A snake-like demon capable of draining life force with a glance. Traits: Draining Attack. 15-18

Golem

3”

+1

+3 / +2

4

6

A magical construction, often used for defending a place. If the original orders have ceased to have meaning, golems are likely to start wandering. Traits: Knock Back. 19-25

Ravenous lizard

6”

+2

+1 / +1

2

5

3

2

5

4

3

The desert is full of large, hungry animals like these. Traits: None. 26-30

Ogre-golem

5”

+2

+0 / +2

4

These crude sculptures have the raging soul of an ogre trapped within them. Traits: Difficult to Kill. 31-35

Dark-spit lizard

4”

+1

+0 / +1

1

4

4

3

These large predators drool acidic slime, which can be spit a considerable distance. Traits: Area Attack (9”, Damage +0 / +1), Venom (melee & range). 36-40

Spiked hunter

6”

+1

+0 / +1

3

4

5

3

The spiked hunter is a hybrid creature, resembling a tangled mass of plant fiber. Upon sensing warm-blooded prey, razor sharp spines protrude from the depths of the creature. Traits: Fell Touch, Cruel Wounds.

51

THE ENEMY D100 result

Aberration

Speed

Combat

Melee

Armor

Toughness

MP Reward rating

41-46

Riddling beast

6”

+2

+1 / +1

3

4

5

3

8

4

A great winged beast that snares victims with beguiling words. Traits: Outwit. 47-49

Towering construct

4”

+2

+1 / +2

2

6

Similar to a golem, these animated statues are powerful creations. It is said they were built for siege warfare. Traits: Size, Knock Back. 50-54

Wraith

5”

+1

+1 / +0

0

3

3

2

4

4

3

4

3

A ghostly apparition shrouded in an aura of icy dread. Traits: Ethereal, Terror, Undead Aberration. 55-59

Howling shade

5”

+2

+1 / +0

1

Some of those that perish in the sands grow to regret the still-living. Traits: Terror, Magic Resistant, Undead Aberration. 60-63

Skeletal war 6” beast

+2

+1 / +0

3

5

These magical war-creatures are constructed from the bones of several great and terrible beasts. Traits: Charge. Undead Aberration. 64-69

Desert fiend 6”

+1

+2 / +1

3

6

6

3

Sneering creatures often mistaken for otherworldly entities, though they have existed in these lands since the creation of time. Traits: Draining Attack, Outwit. 70-73

Undead behemoth

5”

+1

+0 / +1

3

5

8

3

A patchwork of creature parts, stitched together by magic and dark crafts. Traits: Size, Undead Aberration. 74-77

Sand elemental

7”

+2

+1 / +1

3

5

A living manifestation of the desert itself and just as dangerous. Traits: Ethereal, Flying.

52

3

2

THE ENEMY D100 result

Aberration

Speed

Combat

Melee

Armor

Toughness

MP Reward rating

78-84

Monstrous scorpion

6”

+2

+3 / +1

4

4

4

3

The result of magical experiments, these beasts were never able to be tamed as tools of war. Traits: Size, Terror, Venom. 85-90

Monstrous snake

6”

+2

+2 / +1

2

5

5

3

These nightmare-sized snakes prowl the sands in search of suitable targets. Traits: Terror, Venom. 91-93

Dust hydra

4”

+2

+1 / +0

1

5

7

3

The Dust Hydra is slightly smaller than the more common variety encountered elsewhere, but has the ability to spew choking fumes. Traits: Size, Difficult to Kill, Area Attack (1” per movement point remaining, +2 / +0). 94-97

Monstrous skeletal lizard

5”

+3

+2 / +2

2

5

10

5

12

6

The skeletal remains of some ancient beast of great size. Traits: Size, Terror, Charge, Undead Aberration. 98-100

Skeletal drake

8”

+3

+3 / +3

4

5

That this unholy terror is no longer capable of flight is small consolation. Traits: Size, Terror, Undead Aberration, Magic Resistant.

New Aberration Traits

Draining Attack: Unless the Aberration has not entered melee combat, at the end of its move it will attempt to Drain a random opponent within 9” and Line of Sight. Roll 1D6: If the roll is 4+, the target must spend 1 Will. If they have no Will, they become Wounded instead. Outwit: Any warband member that moves within 6” of the Aberration during their action, or begins their action within this distance, must make a 9+ [Wits] test immediately. Mages may add +2 to the test.

” Success indicates the character is not affected. ” On a failed test, the character must halt immediately and can take no additional actions this game turn. One point of Will can be spent to shake off the effect. A character will only take this test once during a battle. Undead Aberration: The creature is considered to be Undead for the purpose of attacks that have special properties against Undead targets.

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RESOLUTION

• REWARDS AND RICHES • The basic mechanics for Loot work as they have previously, but while adventuring in The Dust, the updated tables below should be used. A new category of Items of The Dust has been included. Note that you may find items that are not readily sold or otherwise acquired in The Dust (like heavy suits of armor). Many an adventurer has brought such equipment into The Dust, only to perish in some forgotten place.

D100 result

Valuable

Gold Mark Value

01-10

Raw gems

1D3+1

11-16

Tapestries

1D3+1

17-28

Jewelry

1D6+2

29-42

Gem stones

1D6+1

43-52

Bag of coins

1D6

53-60

Precious metals

1D6+1

61-65

Art objects

1D3+1

66-71

Sacks of nonperishable food

72-81

Bag of tools

1D3+1

82-92

Bag of ancient coins

1D6+1

Loot Table

D100 result

Loot category

01-15

Valuables (use subtable below)

16-35

Weapons*

36-50

Armor*

51-60

Tools*

61-75

Consumables*

76-85

Enchanted items*

86-100 Items of The Dust (use subtable below)

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93-100 Jars of spices

1D3

2D3+1

Items of The Dust Subtable

D100 result

Magic item

01-08

Hammer of the Old War

09-17

Fiend-hunting Spear

18-25

Blade of Torment

Categories marked with * use subtables from the core rulebook, pp.197-199.

26-33

Helmet of Quiet Dominion

34-43

Dancing Wind

Valuables Subtable Use this new Valuables Subtable to determine any valuables you find. The table otherwise functions as the normal table: Items are sold in town during the Trade step. If you roll more than once on this subtable when rolling for Loot, each roll after the first will generate a new item AND increase the value of the currently most valuable item by 1 Gold Mark.

44-49

Safe Roaming

50-55

Lure Stone

56-66

Tiny Chime

67-76

Time Gem

77-88

Clay Tablets

89-100 Rod of Desert Wisdom

In the item descriptions below, the following abbreviations apply: (S) Single-use (R) Ranged weapon (M) Melee weapon (DB) May only be used during battle (OC) May only be out of combat or during battle (W) Worn item (B) Backpack item (C) Campaign item (U) Unique Item (E) Enchanted item

Hammer of the Old War

(E) (M)

+1 / +0 Damage, increased to +1 / +1 against an enemy with the Undead or Undead Aberration trait. The wielder cannot take advantage of any ability granting Counter Attack when using the Hammer. Trait: Bulky.

Fiend-hunting Spear

(E) (M)

+0 / +0 Damage, increased to +0 / +2 versus Aberrations. If in movement range, Aberrations will always attack the wielder in preference to other targets in range. Trait: Counter Attack.

Blade of Torment  (E) (M) The wielder must adjust all Combat Skill rolls by -1. +1 / +1 Damage. Blows ignore the Tough trait and Wounds from this weapon cannot be Regenerated or otherwise healed during battle. Trait: Bulky.

Helmet of Quiet Dominion  (E) (W) Armor 2, cannot be combined with any other type of armor. If the wearer destroys an enemy with the Undead or Undead Abberation trait in melee combat, it immediately reanimates with no injuries, and fights on the side of the wearer for the

55

RESOLUTION rest of the battle. The creature always act in the Slow Actions Phase, and disappears at the end of the battle or if the wearer leaves the battlefield. The wearer can only ever have one undead ally at a time.

Dancing Wind (E) (W) When active, the wielder may choose to either add +1 to their own missile Hit rolls or apply a -1 Hit penalty to ALL missile attacks made by both sides this turn. The effect lasts until the wielder is active next, at which point they may keep or change the effect.

Safe Roaming

(E) (W)

The character is unaffected by the environmental conditions of The Dust in battle. “You see this dagger? I wrestled it from the fists of some undead beast. It wasn’t even using it as a weapon, just clinging to it like it was a beloved possession. “Perhaps in some past life it was. “The carvings on the blade don’t match anything I have ever seen before. I promised our mystic that I wouldn’t use it for anything until we had deciphered what they might mean. “I’ve heard stories of weapons like this: In the village where I grew up, they call them dream-stealers, because if you look at them for too long they will claim your mind. I’m not saying I believe in that, but I am not taking any chances. “But enough about that. Let me tell about the time we faced down a trio of angry Dusklings over who should pay for the bar tab...”

56

Lure Stone

(U) (DB) (S)

When used, put a marker within 2” of the user. Every enemy on the table is affected once when the stone is activated next, and must move a full move towards the Lure Stone, by the most direct route possible. They will not Dash but will engage in combat if a warband member is in the path.

Tiny Chime

(U) (OC) (S)

After rolling on any of the Camp Events, Town Events, News Travels, or Enemy Moves tables, you may roll again, then select the new event if you prefer. The Chime is only used up once you choose the new roll. If you stick with the original roll, you may keep it for future use.

Time Gem

(U) (DB) (S)

The user and your choice of characters within 6” may immediately take a full normal activation, including fighting a full series of exchanges if initiating melee combat. This allows them to move and take an action just as if they had normally activated, and this does not prevent them from activating normally during the battle round.

Clay tablets  (C) (S) This item is only usable by a Mystic or Serpentine Mage. The character receives +2 XP immediately.

Rod of Desert Wisdom

(B) (S)

Serpentine Mages in the warband always begin every battle with 2 Drift, regardless of circumstances or environmental effects.  

ADJUSTMENTS

• GAME ADJUSTMENTS • The Game Adjustments in the core rulebook work fine in The Dust. This chapter provides new options allowing the total difficulty rating to reach 22 (for the absolutely dedicated and determined).

Existing Game Adjustments

Desert of the dead: Increase the encounter size by +1 when facing Undead foes. Hostile winds: During battles in The Dust the warband is always limited to a missile range of 12”.

Deny the dark arts: If this option is selected, it also prevents the use of Serpentine Mages.

Constructs of the warlord: All Aberrations add +1 to their Monster Points total.

New Game Adjustments

Constrained sorcery: Serpentine Mages always begin the battle with 0 Drift points, regardless of battle conditions.

Each of these options will add +1 to the difficulty factor.

Choking breeze: You do not automatically have a character recover from Exhaustion in the Healing step of the campaign turn.

• Table Index • Aberration Table … … … … … … … … Camp Events Table … … … … … … … Central Terrain Feature Table … … … … Character Origin Table … … … … … … Common Goods Table … … … … … … Drift Generation Table … … … … … … Environment Effects Table … … … … … Follower Table … … … … … … … … … Foraging for Herbs Table … … … … … Hunting Expedition Table … … … … … Items of The Dust Subtable … … … … Large Fight Allies Table … … … … … … Loot Table … … … … … … … … … Obstacle Table … … … … … … … … …

51 24 37 7 28 15 41 10 27 27 54 49 54 35

Quarters Terrain Feature Table … … … Quest Talent (The Dust) Table … … … … Rare Goods Table … … … … … … … … Sandstorm Table … … … … … … … … Serpentine Mage Progression Table … … Serpentine Mage Spell Table … … … … Settlement Population Table … … … … Settlement Type Table … … … … … … Temple Effects Table … … … … … … … The Dust Rises Enemy Table … … … … Travel Table … … … … … … … … … Valuables Subtable … … … … … … … Wanderer Background Tables … … …

37 32 29 34 12 16 21 21 43 44 33 54 10

57

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