TEXT: CRIMSON BLADES DARK FANTASY RPG 
   
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  CRIMSON BLADES DARK FANTASY RPG 
   
  1 
   
  Book 1: Crimson Blades (Characters & Combat) 
  Book 2: Crimson Scrolls (Sorcery & Summoning) 
  Book 3: Crimson Lords (Manors & Monsters) 
  Book 4: Crimson Lands (Legends & Locales) 
   
   
  Some images: Jeff Preston under the Creative 
  Commons License 3.0 
  http://creativecommons.org/licenses/by/3.0/ 
   
  ILLUSTRATIONS 
  Peter Frain, 77 Studios 
   
  Some images copyright Erisian Entertainment, 
  used with permission. 
   
  Some Public Domain Images by: David L Johnson, 
  Earl Geier, Joyce Maureira,  
  Luigi Castellani  Miguel Santos, Andrew Krahnke, 
  Ian MacLean and Sara Mirabella.  
  ----------------- 
  With thanks to Robert P. V. Davis, Chris Harper, 
  Al Livingstone and  
  Kevin Crawford (Sine Nomine Publishing)  
  ----------------- 
  Based on the rules first found in the  
  WOODLAND WARRIORS RPG 
  CRIMSON BLADES 1st Print Edition – JUNE 2014 
  CRIMSON BLADES 2nd Print Edition – MARCH 
  2016 
  BEYOND BELIEF GAMES™ 
   
   
   
   
   
   
   
  Copyright © 2014 Simon Washbourne 
  C ONTENTS 
   
  Title page and acknowledgments  
  1 
  BOOK 1: Crimson Blades 
  (Characters & Combat) 
  2 
  Introduction 
  3 
  The core system 
  4 
  Creating a character 
  5 
  Choose a character class 
  10 
   
  Barbarian 
  10 
   
  Fighter 
  12 
   
  Griot 
  13 
   
  Thief 
  15 
   
  Mountebank 
  17 
   
  Sorcerer 
  18 
   
  Wayfarer 
  20 
   
  Dendrelyssi 
  22 
  Alignment 
  24 
  Buy equipment 
  25 
  How to play 
  30 
  Combat 
  32 
  BOOK 2: Crimson Scrolls 
  (Sorcery & Summoning) 
  38 
  Spell descriptions 
  40 
  Magical research 
  51 
  Summoning 
  53 
   
  Elementals 
  52 
   
  Demons 
  57 
   
  Undead 
  67 
  BOOK 3: Crimson Lords 
  (Manors & Monsters) 
  71 
  Advice for advanced play 
  72 
  Mass combat – land battles 
  74 
  Mass Combat – sea battles 
  76 
  People, animal, monsters and undead 
  78 
  Creating new monsters 
  99 
  Encounters 
  101 
  Treasure 
  102 
  BOOK 4: Crimson Lands 
  (Legends & Locales) 
  103 
  Introduction 
  104 
  Designing adventures & campaigns 
  105 
  The Crimson Lands 
  106 
  Adventuring in The Crimson Lands 
  113 
  Adventure seed 
  117 
  NPC classes 
  120 
   
  Merchant 
  120 
   
  Fleshcrafter 
  121 
   
  Redeemer 
  123 
   
  Witch 
  124 
  OGL 
  125 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  2 
   
  BOOK 1: CRIMSON BLADES 
  (CHARACTERS & COMBAT) 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  3 
   
  INTRODUCTION 
   
  CRIMSON BLADES is a dark fantasy role-playing 
  game. I’ve tried to keep the rules simple so that 
  you can pick up the book, give it a quick once-over 
  and then get on with the role-playing. There are 
  some major changes to the WOODLAND 
  WARRIORS core rules since that game is about 
  anthropomorphic animals in Alder Vale and this 
  game is a sword and sorcery or dark fantasy RPG 
  in the style of Corum, Elric, Kane, Bran Mak Morn 
  and Solomon Kane. There are also some 
  inspirations from the Stormbringer RPG (Chaosium 
  1982). 
   
  Crimson Blades is a free-form role-playing game, 
  meaning that there aren’t very many rules. The 
  GM is responsible for handling situations that 
  aren’t covered by the rules, making fair 
  evaluations of what the characters do and 
  deciding what happens as a result.  
   
  This is not a game in which the players are 
  “against” the GM, even though the GM is 
  responsible for creating tricky traps, dangerous 
  situations, and running the evil necromancers and 
  other foes the PCs will encounter during the game. 
  In fact, the players and the GM cooperate with 
  each other to create a fantasy epic, with the GM 
  creating the setting and the players developing the 
  story of the (anti-)heroes. If they aren’t skillful and 
  smart, the epic might be very short. But it’s not 
  the GM’s job to defeat the players—it’s his job to 
  provide interesting (and dangerous) challenges, 
  and then guide the story fairly. 
   
  This is the second edition of Crimson Blades, with 
  several major rule amendments and a few other 
  changes over the original edition. Hopefully, this 
  makes for a more unified system and therefore a 
  better game. I was also hoping this edition would 
  be published as an A5 sized four-book box set, 
  with a set of dice and a large map but it would 
  have been prohibitively expensive to do, so I had 
  to give up on the idea. 
   
  - 
  Simon W 
   
  The dice 
  In the interests of keeping things simple, Crimson 
  Blades uses only six-sided dice, abbreviated to D6, 
  with the number of dice to be rolled coming in 
  front; for example, if you need to roll three dice, 
  these rules say roll 3D6. Sometimes you need to 
  generate a score lower than D6. The rules will say 
  D3 (roll a die and take 1 and 2 = 1; 3 and 4 = 2; 5 
  and 6 =3) or D2 (1, 2 and 3 = 1; 4, 5 and 6 = 2).   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  4 
   
  THE CORE SYSTEM 
   
  Whenever you attempt an action that has some 
  chance of failure, you roll one or more six-sided 
  die (D6). To determine if your character succeeds 
  at a task (such as attacking a monster or using a 
  skill), you do this: 
   
   
  Roll a D6. 
   
  Add any relevant modifiers. 
   
  Compare the result to a target number 
   
  If the result equals or exceeds the target 
  number, your character succeeds. If the 
  result is lower than the target number, 
  you fail. 
   
  The target number for saves and abilities 
  is normally 5+. However, the GM might 
  modify this for harder or easier tasks. 
   
  The target number in combat is the 
  Defence Class (DC) of the opponent. 
   
  A natural 1 always fails.  
   
   
   
   
  There will be times when you roll more than one 
  die. You don’t add these together, you simply see 
  whether at least one of the dice has equaled or 
  exceeded the target number. These occasions are 
  explained later in this book but can be for these 
  reasons: 
   
   
  Any character with more than 1HD, 
  rolling to hit. 
   
  When using a class ability for which your 
  class enables you to roll more than one 
  die.  
   
  When rolling your primary save. 
   
  When rolling normal saves at 5th level or 
  higher. 
   
  In combat, all successful dice are counted because 
  more the more successes achieved the more 
  damage your character causes to his or her 
  opponent. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  5 
   
  CREATING A CHARACTER 
   
  Unless you’re going to be the GM, you start by 
  creating a character. You’ll roll some dice to 
  determine your character’s strength and other 
  basic attributes, pick a character class, use the 
  character’s game money to buy equipment, and 
  then start to play. If you’re the GM, you’ve got a 
  bit more preparation to do—that’s covered later 
  in this book. 
   
  Roll Attribute Scores 
  The basic attributes of a character are numbers 
  representing Strength (physical power), Dexterity 
  (quickness and coordination), Constitution 
  (general health and hardiness), Intelligence 
  (education and IQ), Wisdom (common sense), and 
  Charisma (leadership). The first step needed to 
  create a character is to roll 3D6 (producing a 
  number from 3 to 18) seven times and take a note 
  of the results. Discard one result (usually the 
  lowest) and then allocate the remaining six scores 
  to your attributes as you wish.  
   
  ATTRIBUTE CHECKS 
  Each attribute provides a guide to a character’s 
  relative strengths and weaknesses. Higher 
  attributes allow characters to perform certain 
  actions more easily and lower attributes make 
  things more difficult. To be a member of a 
  character class, you need 9 or higher in the class’s 
  Prime Attribute. Some classes have additional 
  attribute requirements.  The Attribute Check 
  Modifier Table below provides the modifier for 
  most actions attempted by characters with 
  attribute scores in the range indicated: 
   
  Table 1: Attribute Check Modifier Table 
   
  Attribute 
  Score 
   
   
  Modifier 
   
  3–7 
  -1 
  8-13 
  +0 
  14-17 
  +1 
  18+ 
  +2 
   
  Strength (STR) 
  A high STR gives your character damage bonuses 
  when attacking with a sword or other hand-held 
  weapon (called a “melee weapon”). It also affects 
  attempts to perform actions where physical power 
  makes a difference – like lifting heavy weights or 
  bashing down doors. STR is the Prime Attribute for 
  the Fighter class. 
   
  Add your STR modifier when: 
   
  Rolling weapon damage 
   
  Grappling, throwing and wrestling 
   
  Checking how many things your character 
  can carry 
   
  Breaking down doors, pulling lifting or 
  dragging heavy objects 
   
  Dexterity (DEX) 
  A high DEX score gives your character to hit 
  bonuses when attacking with weapons and 
  improves your Defence Class (DC) making you 
  harder to hit. DEX is the Prime Attribute for the 
  Thief class. 
   
  Add your DEX modifier when: 
   
  Rolling to hit in combat 
   
  Calculating your character’s DC 
   
  Rolling to avoid traps, falling into pits and 
  avoiding the effects of certain spells 
  (called reflex saves) 
   
  Using certain class-based abilities, such as 
  when sneaking, tumbling and lock picking 
   
  Constitution (CON) 
  A high CON gives your character extra hit points 
  and resistance to poisons and other things that 
  might cause physical harm. CON is the Prime 
  Attribute for the Barbarian and Wayfarer classes. 
   
  Add your CON modifier when: 
   
  Calculating your character’s Hit Points 
   
  Rolling to avoid death and the effects of 
  poisons, level drains, diseases and other 
  effects that have a negative effect on 
  your character’s physical health (called 
  fortitude saves) 
   
  Intelligence (INT) 
  INT is the Prime Attribute for Sorcerer and 
  Dendrelyssi characters and for the Fleshcrafter and 
  Witch NPC classes. Only sorcerers with high INT 
  are able to learn the highest-level spells. Those 
  sorcerers with INT of 15 or higher gain an extra 
  first level spell and with 18 INT gain an extra 2nd 
  level spell. Dendrelyssi do not gain bonus spells. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  6 
   
  Add your INT modifier when: 
   
  Rolling to determine starting spells for a 
  sorcerer or Dendrelyssi 
   
  Rolling to recall a fact or information your 
  character might know 
   
  Determining the number of starting 1st 
  level (and 2nd level) spells a sorcerer may 
  cast in a day 
   
  Languages: Your character’s intelligence also 
  determines the number of additional languages 
  known to the character. Reading & writing is 
  classed as one language for these purposes and is 
  a requirement of learning and casting spells. 
   
  Max Spell Level: If your character is a sorcerer, the 
  spells he can cast are restricted by his INT. Only 
  sorcerers of above average intelligence can master 
  the higher level spells. 
   
  Summoning: If your character is a sorcerer or 
  Dendrelyssi, he or she can potentially summon the 
  undead, demons and elementals. What the 
  character is capable of summoning is restricted by 
  INT. You can summon everything listed that is at 
  or below your INT level on the above table, so 
  with 15 INT you can potentially summon Lich 
  Lords, as well as Undead, Demons and Elementals. 
   
  Table 2: Intelligence 
   
  Attribute 
  Score 
   
  Additional 
  Languages 
   
  Maximum 
  Spell Level 
   
   
  Summoning 
  3–7 
   
  0 
   
  Can’t cast 
  spells 
  Can’t Summon 
  8-13 
  2 
   
  3 
   
  Undead, Demons 
  and/or Elementals 
  14-17 
   
  4 
   
  4 
   
  Lich Lords 
  18+ 
   
  6 
   
  5 
   
  Demon Lords/ 
  Elemental Rulers 
   
  Wisdom (WIS) 
  Wisdom describes a character’s willpower, 
  common sense, perception, and intuition. Wisdom 
  represents being in tune with and aware of one’s 
  surroundings and it is the Prime Attribute for the 
  Griot class and the Redeemer NPC class. 
   
  Add your WIS modifier when: 
   
  Making will saves, for negating the effect 
  of charms, fear and resisting other mind-
  invasive attacks  
   
  Using certain class-based abilities, such as 
  when seeing if you notice things that are 
  hidden or for following tracks in the 
  wilderness 
   
  Charisma (CHA) 
  Charisma measures a character’s force of 
  personality, persuasiveness, personal magnetism, 
  ability to lead, and physical attractiveness. This 
  ability represents actual strength of personality, 
  not merely how one is perceived by others in a 
  social setting. A highly charismatic character has a 
  better chance to talk his way out of trouble and 
  can lead more followers than characters with a 
  low CHA. CHA is the Prime Attribute for the 
  Mountebank class and the Merchant NPC class. 
   
  Add your CHA modifier when: 
   
  Rolling to influence others 
   
  Max. No. of Hirelings/Bound Demons or Beasts: 
  Characters can hire servants, bodyguards and 
  experts for certain tasks they need doing. 
  Dendrelyssi and some human sorcerers can bind 
  demons to their service. Barbarians can have beast 
  companions. However, the character’s CHA will 
  determine the number of hirelings and/or demons 
  and beasts he or she can keep loyal to him or her, 
  even in dangerous situations (where they may 
  need some persuasion). In other words, characters 
  can exceed these numbers but they could be 
  asking for trouble. The hirelings may still require 
  paying, of course. See Table3: Charisma 
   
  Table 3: Charisma 
   
  Attribute 
  Score 
   
  Max. No. of Hirelings and  
  Bound Demons (or Beasts) 
   
  3–7 
  2 
  8-13 
  4 
  14-17 
  6 
  18+ 
  8 
   
  Setting Up Your Character 
  Sheet 
  Information about your character goes on a 
  character sheet, which can be as simple as an 
  index card. The card might look like this, with your 
  notes (and maybe spells or class abilities) jotted 
  down on the back: 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  7 
   
   
   
  Name 
  Carsten 
  Class  
  Fighter 
  Adventures 
  0 
  Gender 
  Male 
  Level  
  1 
  Hit Dice 
  1 (+2) 
  Alignment 
  Neutral 
  Homeland 
  Dralucia 
   
   
   
   
  (Attribute Modifiers) 
   
   
   
  STR 
  16 
  +1 
   
  Things Allowed 
  6/9/11/13  
  DEX 
  13 
  +0   
   
  Ref save 
  1D 
  CON 
  15 
  +1 
   
  Fort Save 
  2D+1 
  WIS 
  10 
  +0 
   
  Will Save 
  1D 
  INT 
  8 
  +0 
   
  Additional Languages 
  +2 
  CHA 
  12 
  +0 
   
  Hirelings/Demons 
  4 
   
   
   
   
   
   
  HP 
  8 
  Favoured Weapon – Sword +1HD 
   
  DC 
  4 
  Mail & Shield Assorted travelling goods   
  DR 
  4 
  Sword  (M), Bow (M), 20 arrows 
  GP 
  8 
  Things Carried = 7                       Move = 9 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  8 
   
  Hit Dice 
  In CRIMSON BLADES, your “Hit Dice” (HD) 
  determine two things: 
   
  Hit Points 
  At 1st level you roll a die to determine your 
  character’s Hit Points (HP). Fighters add +2 to the 
  total; barbarians add +4, thieves, mountebanks, 
  wayfarers and Dendrelyssi add +1. To this number, 
  you add any modifier for CON. 
   
  Optional: Sometimes the GM will prefer beginning 
  characters to start with the maximum number of 
  HP (8 for fighters, 10 for barbarians, 7 for thieves, 
  mountebanks, wayfarers and Dendrelyssi and 6 for 
  griots and sorcerers). You would still add your CON 
  modifier to your hit point total if this option is 
  allowed. This option is recommended if you have a 
  small number of players.  
   
  When the character reaches 2nd level, you get to 
  roll again (and add any CON modifier). In the case 
  of the fighter; this means rolling two dice, but 
  other classes simply roll a single die, with an 
  addition. If the resulting number is higher than the 
  previous total, this becomes the character’s new 
  HP for 2nd level. If the new total is not higher, the 
  character sticks with the total he or she had 
  before. Do likewise each time your character 
  advances a level. 
   
  Optional: Characters always receive a minimum of 
  1 HP each time they gain a level irrespective of the 
  player’s dice roll. 
   
  Example 
  Carsten is a fighter, so his player rolls 1D6 (+2) for 
  his HP. He rolls a 5 and adds +2 for a total of 7. 
  However, he gains another +1 from his above 
  average CON and writes 8 onto the character 
  sheet. Assuming Carsten survives to 2nd level, the 
  player now rolls 2D6 +2. He gets 9 and adds +1 for 
  his CON, getting 10 in total. This becomes his new 
  HP total. If he’d got 8 or less, he’d have to go 
  through 2nd level with the same HP he had whilst 
  he was 1st level, unless the optional rule is being 
  used. 
   
  Attack Dice 
  Your character’s HD are also the number of dice 
  you roll when attacking in combat (ignore the 
  number in brackets, which applies to HP only). So, 
  a 1st level fighter rolls one die and a 2nd level 
  fighter rolls 2 dice. Each die that comes up with a 
  number equal to or higher than your opponent’s 
  DC is a hit, so higher level characters can 
  potentially hit multiple times (or multiple 
  opponents). In some instances “multiple” hits 
  actually represent one single powerful blow. 
   
  Example 
  Carsten is 2nd level, so has 2HD. He is attacking a 
  creature with DC 4 and rolls 2 dice. They come up 4 
  and 5, so both of them hit. This can represent two 
  separate strikes or one powerful blow – this 
  depends on the weapon being used. Damage is 
  then rolled for each die that hit. 
   
  Defence Class 
  Defence class (DC) is the natural or trained ability 
  of the character to avoid harm in a fight. The 
  higher it is, the harder the character is to hit. For a 
  normal starting character it starts at 3. DC is 
  modified for higher (or lower) DEX and as 
  characters advance levels their DC can also 
  increase. Picking up a shield adds to DC. Wearing 
  heavy armour can reduce DC for non-fighters. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  9 
   
  Example: Carsten has a DC of 3. His DEX of 13 
  provides no bonus or penalty to his DC. He picks up 
  a shield and his DC is now 4. He then buys half 
  plate armour, which would apply a -1 DC if Carsten 
  weren’t a fighter, but as a fighter he is trained to 
  wear armour and therefore his DC remains 
  unchanged at 4.  
    
  Experience LEVELS 
  As the characters complete their adventures, they 
  become better equipped to deal with the hazards 
  they face. This is represented by the characters 
  advancing in experience levels. Characters start at 
  1st level. Once characters have completed their 
  first adventure, they become 2nd level. After they 
  have completed a further two adventures (three in 
  total) they rise to 3rd level. The number of 
  adventures they need to complete to advance to 
  the next level is set out in Table 4: Experience 
  Levels. 
  Table 4: Experience Levels 
   
   
  Level 
   
   
  Primary 
  Save 
   
  Normal 
  Save 
  # of 
  Completed 
  Adventures 
  Total # of 
  Completed 
  Adventures 
  1 
  2D 
  1D 
  0 
  0 
  2 
  2D 
  1D 
  +1 
  1 
  3 
  3D 
  1D 
  +2 
  3 
  4 
  3D 
  2D 
  +3 
  6 
  5 
  3D 
  2D 
  +4 
  10 
  6 
  3D 
  2D 
  +5 
  15 
  7 
  4D 
  2D 
  +6 
  21 
  8 
  4D 
  2D 
  +7 
  28 
  9 
  4D 
  3D 
  +8 
  36 
  10 
  4D 
  3D 
  +9 
  45 
  Primary Save: This is determined by character class  
  Normal Save: This is for the other saving throws that 
  aren’t the character’s primary save 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  10 
   
  Choose a character 
  class 
   
  Once you’ve rolled up your attribute scores, the 
  next step is to choose a character “class.” There 
  are seven human character classes: Barbarian, 
  Fighter, Griot, Mountebank, Sorcerer, Thief and 
  Wayfarer. If the GM allows, players might also be 
  able to choose Dendrelyssi (a non-human class) or 
  Redeemer, Merchant, Fleshcrafter or Witch (NPC 
  classes). Your GM may also have invented other 
  character classes, or may be allowing optional 
  character classes from some other fantasy game. 
   
  Every class has a Primary Save. This means saving 
  throws made are treated as a primary ability and a 
  1st level character rolls two dice (more as they 
  advance levels).  
   
  BARBARIAN 
  Barbarians are nomadic hunters and warriors from 
  tribal backgrounds and are considered savage 
  brutes in civilized towns and cities. They might 
  come from rugged mountain regions, harsh tundra 
  or tangled forests but they all share one thing in 
  common; they come from savage wilderness 
  places where most civilized folk wouldn’t dare to 
  venture. Barbarians are never lawful.  
   
  Prime Attribute: CON 9+ 
  Primary Save: Fort  
  Hit Dice: 1D6 (+4) at 1st level. Then per the 
  Barbarian Advancement table below. 
  DC Bonus: A barbarian gains +1 to DC at 3rd, 6th 
  and 9th levels. 
  Armour/Shield Permitted: Leather or barbarian 
  armour and shield. 
  Weapons Permitted: Any  
   
  Table 5: Barbarian Advancement 
   
   
  Level 
   
  Hit  
  Dice 
  DC  
  Bonus 
  Primary 
  Ability 
  Dice 
  Secondary 
  Ability 
  Dice 
  Tertiary 
  Ability 
  Dice 
  1 
   
  1(+4) 
   
   
  2D 
  2D 
  1D 
  2 
   
  1(+5) 
   
   
  2D 
  2D 
  1D 
  3 
   
  2(+4) 
  +1 
  3D 
  2D 
  1D 
  4 
   
  2(+5) 
   
  3D 
  2D 
  2D 
  5 
   
  3(+4) 
   
  3D 
  2D 
  2D 
  6 
   
  3(+5) 
  +1 
  3D 
  3D 
  2D 
  7 
  4(+4) 
   
  4D 
  3D 
  2D 
  8 
  4(+5) 
   
  4D 
  3D 
  2D 
  9 
  5(+4) 
  +1 
  4D 
  3D 
  3D 
  10 
  5(+5) 
   
  4D 
  4D 
  3D 
   
  Barbarian Class Abilities 
  Rage: Starting at 1st level a barbarian can fly into a 
  berserk frenzy (called a rage) a number of times 
  per day equal to half his level (a minimum of once 
  per day). During a rage a barbarian becomes 
  distorted and swollen; his visage is bestial and he 
  foams at the mouth. The raging barbarian receives 
  a bonus HD (HP as well as ‘to hit’) and a +2 bonus 
  on Will saves. In addition, a barbarian doesn’t 
  need to make a Fort save if he has fallen below 0 
  HP until the rage ends. A rage lasts a number of 
  combat rounds equal to the barbarian’s level + D3. 
  If a rage continues after all enemies are defeated, 
  there is a chance that the barbarian will continue 
  to attack the nearest person, even if that is a 
  friend (make a Will roll to end the rage or a friend 
  makes a persuade roll to convince the barbarian 
  he’s a friend). A rage is a thing of chaos – so 
  whatever the barbarian’s normal alignment, whilst 
  in a rage, he is always treated as chaotic. 
   
  At 1st level, the barbarian chooses which of the 
  following six abilities will be his or her primary 
  (best), which will be secondary and which will be 
  tertiary (least good). He or she chooses two 
  abilities for each category. Most of these abilities 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  11 
   
  assume the barbarian is carrying out the task at 
  some speed or under a degree of pressure. If the 
  barbarian has time, the GM could give a small 
  bonus; say +1 to the roll. Some abilities also 
  benefit from good equipment and some can be 
  attempted by characters of any class, at the GM’s 
  discretion. 
   
  Climb (STR or DEX): Barbarians are skilled at 
  climbing trees, scrambling around rocky ledges 
  and clambering out of pits they’ve fallen into. 
  Make an attribute roll to scale a wall, clamber 
  along a ledge or even balance on a narrow beam. 
  If the barbarian has a length of good rope and 
  grappling hook, the task might be easier - add +1 
  to the barbarian’s roll. 
   
  Beast Mastery (CHA): Some barbarians feel more 
  at home among the animals of nature than among 
  people. Over time, these wanderers can befriend a 
  wide variety of animals, from mighty lions to tiny 
  weasels. Make an attribute roll to improve the 
  attitude of an animal; the barbarian and animal 
  must be within 30’ of one another to attempt this. 
  An animal that was about to attack might no 
  longer wish to attack – maybe becoming 
  indifferent. An animal that was broadly indifferent 
  might become friendlier. A friendly animal might 
  become bonded to the barbarian – following and 
  generally becoming the animal companion of the 
  barbarian. A barbarian can have as many animal 
  companions as his charisma would allow as if they 
  were hirelings (with a maximum equal to the 
  barbarian’s level or CHA allowance, whichever is 
  lower). Generally this only works with normal 
  animals but the GM may allow certain monsters to 
  become animal companions too.  
   
  Survival (WIS): This ability allows the barbarian to 
  keep him or herself self fed, watered, sheltered, 
  and warm (or cool) and to find his way through 
  inhospitable terrain. In addition the barbarian can 
  safely sustain another person for every level he or 
  she has attained, starting at 1st level. 
   
  Stealth (DEX): Barbarians are noted hunters and 
  outdoorsmen. This ability allows them to move 
  quietly and hide in cover or shadows so that they 
  can go unnoticed and get closer to their quarry. 
   
  Track (WIS): A barbarian can follow a trail left by 
  animals or people and can determine some facts 
  about the trail that has been left – for example the 
  type or number of creatures in question, the age 
  of the tracks and the pace of movement.  
   
  6th Sense (WIS): Barbarians are naturally alert to 
  danger and have a kind of animal sense for 
  threats. Ambushes, traps, about to drink 
  poison…they are aware that something is wrong; 
  not necessarily exactly what is wrong.  
   
  Establish Tribe: at 10th level, the Barbarian 
  becomes a Tribal Chief and attracts a following of 
  other barbarians. These tribal members remain 
  loyal as long as the barbarian gives them plenty of 
  enemies to fight and a share of the spoils of battle.  
   
  Barbarian Armour 
  Barbarians fashion their armour from whatever is 
  naturally and locally available. Often, this will be 
  the hides of the animals they hunt (leather 
  armour) but armour can be made from a vast 
  range of different materials, such as woven plant 
  fibre, wood, bone or tusk plates or scales laced 
  together (lamellar), or even the shells of animals 
  and monsters carved into helmets, shields and 
  breastplates. Most of these armour types are 
  considerably less durable than mail and plate 
  armour. Also, for similar protective qualities, they 
  are heavier and more restrictive. They are 
  relatively cheap though. Barbarians do not adjust 
  their DC for wearing these types of armour, but 
  the ability modifiers do apply.  
   
  Table 6: Barbarian Armour 
   
  Barbarian 
  Armour* 
   
  DR** 
   
  DC 
   
  Things 
   
  Penalties1 
   
  Cost 
  Woven Plant 
  Fibre 
  2 
  - 
  2 
  - 
  5gp 
  Wood, bone 
  or tusk 
  3 
  - 
  3 
  -1 
  10gp 
   
  Turtle Shell 
  Breastplate 
  4 
  -1 
  3 
  -1 
  30gp 
   
  *Assumes a helmet of equivalent type is included 
  ** Damage Reduction – see p. 37 
  1Subtracted from rolls for certain physical tasks, 
  swimming, stealth etc. 
    
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  FIGHTER  
  A fighter is a warrior, trained to use all weapons 
  and to wear the heaviest of armour. Fighters 
  might be soldiers in the professional armies of the 
  feudal lords, archers, spear-bearers, valiant 
  knights riding war-horses into battle or 
  mercenaries, freebooters and bodyguards. The 
  fighter character is best equipped of all the 
  character classes to dish out damage, and absorb 
  it too. You’re going to serve as the party’s sword 
  and shield, protecting the weaker party members 
  and taking down the enemies before you. Perhaps 
  one day they will tell legends of your battle 
  prowess, and followers will flock to your castle 
  stronghold where you revel in your fame, riches, 
  and newly earned nobility. Fail, of course, and 
  you’ll die; just another forgotten swordsman in a 
  dangerous world. 
   
  Prime Attribute: STR 9+ 
  Primary Save: Fort or Ref (player’s choice) 
  Hit Dice: 1d6 (+2) at 1st level. Then per the Fighter 
  Advancement table below. 
  DC Bonus: Fighters gain a bonus to DC at 5th and 
  10th levels 
  Armour/Shield Permitted: Any 
  Weapons Permitted: Any 
   
   
   
  Table 7: Fighter Advancement 
   
  Level 
   
  Hit Dice 
   
  DC Bonus 
  1 
   
  1(+2) 
   
   
  2 
   
  2(+2) 
   
  3 
   
  2(+3) 
   
   
  4 
   
  3(+2) 
   
   
  5 
   
  3(+3) 
   
  +1 
  6 
   
  4(+2) 
   
  7 
  4(+3) 
   
  8 
  5(+2) 
   
  9 
  5(+3) 
   
  10 
  6(+2) 
  +1 
   
  Fighter Class Abilities 
  Armour Training: Fighters are trained to wear and 
  fight in armour. Accordingly, a fighter’s DC is not 
  adjusted for wearing medium-heavy or heavy 
  armour, although a fighter would still suffer the 
  ability modifiers for climbing, stealth and similar 
  activities whilst wearing it. 
   
  Favoured Weapon: The fighter can choose one 
  specific type of weapon (long sword, warhammer, 
  battle axe, bow, halberd, spear etc.) with which he 
  or she has had extra training. When using this 
  weapon, the fighter receives a bonus HD to 
  attacks and fighter stunts. 
   
  Fighter Stunt (STR or DEX): If you want your 
  character to attempt a special manoeuvre in 
  combat that isn’t a direct attack, like parrying, 
  disarming a foe, shooting an arrow at a rope to 
  break it or some other similar trick, you need to 
  make an attribute roll using your HD. If directly 
  opposing someone, they get to roll their HD and 
  the fighter’s target number becomes the best roll 
  made by the fighter’s opponent.  
   
  Establish Stronghold: At 10th level, a fighter may 
  establish a stronghold and attract a body of loyal 
  warriors-at-arms who will swear fealty to him or 
  her. Most likely, the protection of a castle will 
  attract villagers, and the fighter will become a 
  Lord. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  GRIOT 
  Griots are historians, storytellers, praise-singers, 
  poets and/or musicians. The griot is a repository of 
  oral tradition and is also often seen as something 
  of a societal leader due to his or her traditional 
  position as an adviser to royal personages. As a 
  result of the former of these two functions a griot 
  is called a bard or a skald in some regions of the 
  Crimson Lands. A griot’s wit can be devastating 
  and his or her knowledge of local history 
  formidable. Although they are popularly known as 
  "praise-singers", griots may also use their vocal 
  expertise for gossip, satire, or political comment. 
  From an early age, they make their own 
  instrument an ngoni, kora or a balafon (which is 
  required for most of their abilities, especially 
  summoning).  Choose one of these:  
   
  Ngoni: A kind of long, narrow banjo-like 
  instrument 
  Balafon: A kind of wooden xylophone which plays 
  melodic tunes. 
  Kora: A 21-string lute which sounds like a melodic 
  harp 
   
   
   
   
  Prime Attributes: WIS 9+, CHA 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 at 1st level. Then per the Griot 
  Advancement table 
  DC Bonus: Griots gain +1 DC at 4th level and 8th 
  level 
  Armour/Shield Permitted: Quilted, leather or 
  barbarian armour only 
  Weapons Permitted: Light and medium only 
   
  Table 8: Griot Advancement 
   
   
  Lvl 
   
   
  HD 
   
  DC  
   
  Summoning 
  Ability Dice 
  Primary 
  Ability 
  Dice 
  Secondary 
  Ability 
  Dice 
  Tertiary 
  Ability 
  Dice 
  1 
   
  1 
   
   
  1D 
  2D 
  2D 
  1D 
  2 
   
  1(+1) 
   
   
  1D 
  2D 
  2D 
  1D 
  3 
   
  1(+2) 
  1 
   
  1D 
  3D 
  2D 
  1D 
  4 
   
  2 
   
  +1 
  2D 
  3D 
  2D 
  2D 
  5 
   
  2(+1) 
   
   
  2D 
  3D 
  2D 
  2D 
  6 
   
  2(+2) 
   
  2D 
  3D 
  3D 
  2D 
  7 
  2(+3) 
   
  2D 
  4D 
  3D 
  2D 
  8 
  3 
  +1 
  2D 
  4D 
  3D 
  2D 
  9 
  3(+1) 
   
  3D 
  4D 
  3D 
  3D 
  10 
  3(+2) 
   
  3D 
  4D 
  4D 
  3D 
   
  Griot Class Abilities 
  Summoning (INT): Whilst griots aren’t generally 
  known to consort with demons, they are actually 
  able to summon either undead or demons of 
  knowledge (chosen at outset). This is how they 
  know so much – if they want to know about a 
  battle, they summon the shade of a warrior who 
  was there; if they want to know about a specific 
  place or artifact, they summon a demon 
  knowledgeable of these things. They don’t do this 
  in public, of course. Griots aren’t known to bind 
  their undead or demons, but that isn’t to say they 
  aren’t able to.  
   
  At 1st level, the griot chooses which of the 
  following abilities will be his or her primary (best), 
  which will be secondary and which will be tertiary 
  (least good). The griot chooses two skills for each 
  category. Most of these abilities assume the griot 
  is carrying out the task at some speed or under a 
  degree of pressure. If the griot has time, the GM 
  could give a small bonus; say +1 to the roll. Some 
  abilities benefit from good equipment. These 
  abilities are generally unavailable to other classes. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  14 
   
  Followers (CHA): Griots are able to gain followers 
  as if they were hirelings, without the need to pay 
  them, by making a successful roll. They can also 
  add 1 follower to the normal number of followers 
  (hirelings) allowed for every level of griot. 
   
  King’s Ear (CHA): Some griots advance to such a 
  position that wherever they go they are welcomed 
  by the nobility of that land. This connection 
  provides status and a certain level of protection 
  from the law (“Griotic Immunity”). In the griot’s 
  homeland, this protection is absolute (though 
  violating the laws of the land can sometimes lead 
  to trouble for the griot). In other lands this can be 
  a little less certain. Mostly, this is role-played, but 
  when used during a confrontation, a griot can 
  invoke his or her Griotic Immunity by succeeding 
  the die roll. It functions as the sorcerer spell 
  sanctuary but only against people that can hear 
  and understand the griot. It lasts for 1 turn per 
  level. It doesn’t work against monsters and 
  animals. It might work against undead (GMs 
  discretion). 
   
  Performance (CHA): A griot can spin a web of 
  words, song and poetry to attract and hold an 
  audience. Creatures must be able to hear and 
  understand the griot to be affected. Affected 
  creatures take a -2 penalty to their attribute 
  rolls to spot things they would normally 
  otherwise notice (as they are so fascinated by 
  the web of words the griot is creating). This is 
  useful as a distraction for various purposes. 
    
  Suggestion (CHA): A griot can subtly work a 
  suggestion into their tales once per day, like 
  the sorcerer spell. The target is entitled to a 
  Will save. Listeners must make an attribute 
  check in order to spot the suggestion being 
  used against them although this is at -1 per 
  three full levels of the griot. 
   
  Trained Memory (INT): A griot forgets little of 
  what he or she knows. If he or she takes the 
  time to memorize something, he or she can 
  recite it perfectly at any later date with a 
  successful roll. The time taken depends on the 
  thing to be memorized, but as a rule of thumb 
  it takes three times as long to memorize a 
  piece of text as it takes to simply look over it. 
   
  Voice (CHA): A griot has an incredible vocal skill 
  and can perform a number of almost magical 
  effects with his or her voice. The griot can “throw” 
  his or her voice, to make it appear to come from 
  another location. A griot can also mimic other 
  people’s voices and accents if they’ve heard them 
  before and can also make simple sound effects 
  with their voices – animals in the forest, doors 
  opening, floorboards creaking etc.  
   
  Griotic School: At 10th level, a Griot is called a 
  Master Griot and can establish his or her own 
  school for students of poetry, music and 
  entertainment. It will attract a number of paying 
  students eager to learn more. 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  15 
   
  THIEF 
  Thieves are tomb-raiders, crypt-breakers and 
  tower-robbers. They are at home creeping along 
  long-forgotten tunnels and breaking into hidden 
  vaults and musty chambers to steal whatever 
  wealth the ancients buried with their dead. 
  Sometimes thieves come away with great riches – 
  other times they don’t come back at all, fallen to a 
  trap or monstrous guardian. Thieves can turn their 
  hands to street crime, such as picking pockets and 
  mugging if needs be but most consider that type 
  of activity beneath them. These guys are 
  specialists, not common criminals. You might get a 
  few nights board and lodging from a merchant’s 
  purse, but you won’t get treasures beyond your 
  wildest dreams! Thieves tend to work alone and 
  ahead of the main party, scouting, removing traps 
  and opening doors. When battle comes, they can 
  defend themselves but when the fighting gets 
  heavy they need their fighters. 
   
  Prime Attribute: DEX 9+ 
  Primary Save: Ref 
  Hit Dice: 1d6 (+1) at 1st level. Then per the Thief 
  Advancement table below. 
  DC Bonus: Thieves gain +1 to DC at 3rd, 6th and 9th 
  levels 
  Armour/Shield Permitted: Thieves wear none or 
  quilted or leather armour to carry out their normal 
  tomb-robbing activities. They can don heavier 
  armour if preparing for a battle but prefer to be 
  unhindered. Thieves don’t use shields. 
  Weapons Permitted: Light and medium only 
   
  Table 9: Thief Advancement 
   
   
  Level 
  Hit 
  Dice 
  DC 
  Bonus 
  Primary 
  Ability  
  Secondary 
  Ability  
  Tertiary 
  Ability 
  1 
   
  1(+1) 
   
   
  2D 
  2D 
  1D 
  2 
   
  1(+2) 
   
   
  2D 
  2D 
  1D 
  3 
   
  2(+1) 
   
  +1 
  3D 
  2D 
  1D 
  4 
   
  2(+2) 
   
   
  3D 
  2D 
  2D 
  5 
   
  2(+3) 
   
   
  3D 
  2D 
  2D 
  6 
   
  3(+1) 
  +1 
  3D 
  3D 
  2D 
  7 
  3(+2) 
   
  4D 
  3D 
  2D 
  8 
  3(+3) 
   
  4D 
  3D 
  2D 
  9 
  4(+1) 
  +1 
  4D 
  3D 
  3D 
  10 
  4(+2) 
   
  4D 
  4D 
  3D 
   
   
   
  Thief Class Abilities 
  Sneak attack: At 1st level, a thief who can catch his 
  or her opponent unawares or get behind him can 
  attack his or her opponent in a vital area for extra 
  damage. The thief can only do a sneak attack with 
  a light concealed weapon if he or she is in full view 
  or with a light or medium weapon if behind or 
  hidden from view. The attack must be against a 
  single target. If the thief hits the target he or she 
  can add another D6 to the damage the thief 
  causes to that target. At 8th level and higher, he or 
  she can add 2D6 to the damage caused to a single 
  target by a sneak attack. 
   
  At 1st level, the thief chooses which of the 
  following abilities will be his or her primary (best), 
  which will be secondary and which will be tertiary 
  (least good). The thief chooses two abilities for 
  each category. Most of these abilities assume the 
  thief is carrying out the task at some speed or 
  under a degree of pressure. If the thief has time, 
  the GM could give a small bonus; say +1 to the 
  roll. Some skills benefit from good equipment. 
  Some skills can be performed by any character at 
  the GMs discretion. 
   
  Climb (DEX): Thieves are expert at breaking and 
  entering – quite often this involves scaling ancient 
  sorcerer’s towers or clambering out of pits they’ve 
  fallen into. Make an attribute roll to scale a wall, 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  16 
   
  clamber along a ledge or even balance on 
  a beam. If the thief has a length of good 
  rope and grappling hook, the task might 
  be easier – add +1 to the thief’s roll. 
   
  Locks (DEX): Thieves like to get into 
  places where there might be hidden 
  treasure. Normally, such places are 
  behind locked doors or inside chests. 
  Make an attribute roll to successfully 
  defeat the lock. The skill assumes the 
  thief has at least a pin or similar tool. 
  With a proper set of lock picks, the thief 
  player can add +1 to the roll. 
    
  Find (INT): Thieves are good at finding 
  hidden things – whether that is a 
  disguised door in a wall, a secret 
  compartment in a chest or a small object 
  hidden in the lining of a cloak. Roll this 
  number or higher to spot something that 
  is deliberately or accidentally concealed.  
   
  Sounds (WIS): Thieves are good at 
  listening for strange noises and are alert 
  to unusual sounds. Make an attribute roll 
  to hear a monster’s breathing in the 
  shadows or a footfall from behind. 
   
  Stealth (DEX): Thieves are skilled at 
  hiding and creeping. Make an attribute 
  roll to bypass guards or to avoid being 
  spotted. 
   
  Traps (INT): Thieves are good at setting 
  and removing traps and tripwires. If the 
  thief is attempting to set or disarm a 
  trap, make an attribute roll for success. 
   
  Establish Guildhall: At 10th level, a thief 
  may establish his or her own tomb 
  robber’s guild and attract a body of 
  thieves and adventurers to his side. They 
  will become the eyes and ears of their 
  leader and a percentage of treasures 
  found will always come to the Guild. 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  17 
   
  MOUNTEBANK 
  Mountebanks are frauds and con artists, capable 
  of slipping into new identities as others change 
  their clothing. They fake, lie, cheat and swindle 
  selling things they don’t have or don’t own; 
  oftentimes offering worthless fakes as the real 
  thing; relics, potions, art objects and so on. They 
  are cunning gamblers, rakish libertines and all-
  round charlatans. Masters of trickery and 
  misdirection and delighting in manipulating 
  others, Mountebanks are nevertheless likeable 
  rogues. They excel as streetwise information 
  gatherers and, in an urban environment, they 
  definitely come into their own.  
   
  Prime Attribute: CHA 9+  
  Primary Save: Will or Ref (player’s choice) 
  Hit Dice: 1d6 (+1) at first level. Then per the 
  Mountebank Advancement table below. 
  DC Bonus: Mountebanks gain +1 to DC at 3rd, 6th 
  and 9th levels 
  Armour/Shield Permitted: They usually wear no 
  armour or light armour but can wear heavier 
  armour if absolutely necessary. Mountebanks 
  don’t use shields. 
  Weapons Permitted: Light and medium only 
   
  Table 10: Mountebank Advancement 
   
   
  Level 
   
  Hit  
  Dice 
  DC  
  Bonus 
  Primary 
  Ability 
  Secondary 
  Ability 
  Tertiary 
  Ability 
  1 
   
  1(+1) 
   
   
  2D 
  2D 
  1D 
  2 
   
  1(+2) 
   
   
  2D 
  2D 
  1D 
  3 
   
  2(+1) 
   
  +1 
  3D 
  2D 
  1D 
  4 
   
  2(+2) 
   
   
  3D 
  2D 
  2D 
  5 
   
  2(+3) 
   
   
  3D 
  2D 
  2D 
  6 
   
  3(+1) 
  +1 
  3D 
  3D 
  2D 
  7 
  3(+2) 
   
  4D 
  3D 
  2D 
  8 
  3(+3) 
   
  4D 
  3D 
  2D 
  9 
  4(+1) 
  +1 
  4D 
  3D 
  3D 
  10 
  4(+2) 
   
  4D 
  4D 
  3D 
   
  Mountebank Class Abilities 
  Spell Casting (INT): Mountebanks don’t know or 
  learn any spells. However, they may attempt to 
  cast spells found on sorcerer spell scrolls or books; 
  in order to do so successfully they must make an 
  INT check with a penalty modifier of -1 if the level 
  of the spell is higher than the mountebank’s own 
  level. If the roll is failed, the opposite of the 
  intended effect of the spell occurs, usually in a 
  way that is reflected back on the mountebank.  A 
  mountebank may also attempt to use magical 
  devices, such as wands and staffs containing 
  spells. This is classed as a primary mountebank 
  ability. 
   
  At 1st level, the mountebank chooses which of the 
  following abilities will be his or her primary (best), 
  which will be secondary and which will be tertiary 
  (least good). He or she chooses two abilities for 
  each category. Some abilities benefit from better 
  equipment or from spending time to perform 
  them and, at the GMs discretion, may receive a 
  bonus to the roll. Some abilities can be attempted 
  by any character at the GMs discretion. 
   
  Assess Person (WIS): With a minute of study and 
  an attribute roll, the mountebank can figure out 
  something about someone he or she can see. The 
  mountebank can tell the level and class (if he has a 
  class), the person’s alignment, whether the person 
  is in disguise or hiding something and some other 
  useful information at the GMs discretion. 
   
  Contacts (CHA): The mountebank has a number of 
  people around the city (or in other towns and 
  cities) who possibly owe him or her a favour and 
  that he or she can turn to for help as needed. A 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  18 
   
  successful attribute roll indicates he knows of, and 
  has been able to find, someone who may lend 
  some assistance. They still may require a persuade 
  roll to do anything that might be dangerous or 
  that will cost them a lot of money.  
   
  Detect Illusions (WIS):  Mountebanks are trained 
  to notice the tricks and stratagems of other 
  mountebanks and to detect magical illusions.  
  Against any illusory spell or trick, the mountebank 
  gets a WIS roll to see if he sees through the illusion 
  or notices the trickery.  
   
  Disguise (CHA): With a few tweaks here and there, 
  a touch of dye, a change of posture and loose 
  cloaks or clothing, the mountebank can make him-
  or-herself appear to be someone else. Make an 
  attribute roll to fool other people. They may 
  receive a WIS roll to spot you even if you are 
  cleverly disguised, if you do anything unusual and 
  they are reasonably close. The GM will determine 
  what constitutes unusual. 
   
  Sleight (DEX): The mountebank can perform 
  sleight of hand trickery (the pea under the beaker, 
  or cheating at dice or cards) by deft hand 
  movements and misdirection. He or she can also 
  pick pockets and cut purses from belts. Make a 
  DEX roll to succeed. 
   
  Tricks of the Trade (INT): Through the use of some 
  handy dandy alchemical items, such as flash paper 
  and smoke powder, mountebanks can create little 
  “magical” effects to make a quick escape or to 
  baffle or confuse their enemies for a few seconds 
  (a combat round or two). The character doesn’t 
  actually have to prepare these beforehand; it is 
  assumed he or she has a number of these items 
  about his or her person, prepared for 
  emergencies. These effects cause no physical 
  damage and some effects are at the GMs 
  discretion. 
   
  Establish Tavern: At 10th level, a mountebank is 
  likely to establish a tavern, gambling den, brothel 
  or similar establishment. He or she will attract a 
  number of like-minded ne’er-do-wells, doxies and 
  charlatans to assist him or her in fleecing his 
  customers. 
   
  Sorcerer 
   
  The sorcerer is a wizard, warlock, magician or even 
  a priest – a mysterious figure, a student of arcane 
  powers and spell casting. Sorcerers can be 
  devastating opponents and vary greatly in look 
  and style. Some are garbed in hooded robes, 
  maybe covered in mystical symbols, some dress in 
  little more than a loincloth and can have their 
  bodies covered in tattoos, others look and act like 
  warriors, with maybe just the odd talisman or 
  mystical symbol to give them away. Many are 
  afflicted with odd quirks, disfigurements, phobias 
  or even full-blown madness as a result of the dark 
  forces they command. As sorcerers progress in 
  level, they can become one of the most feared of 
  the character classes. With just a muttered word 
  or a flick of the finger, sorcerers are able to 
  command their enemies to sleep, make 
  themselves disappear or even summon the shades 
  of the dead from their graves. The highest level 
  sorcerers can build their own towers, where they 
  can conduct their experiments, create fabulous 
  magic items and scribe new formulae for hitherto 
  unknown spells. 
   
  Only experienced human sorcerers are capable of 
  dealing with the warped logic and the alien minds 
  of demons, elementals and otherworldly 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  19 
   
  creatures. Lesser sorcerers are usually possessed 
  immediately or driven mad when attempting to 
  summon these entities. Therefore, human player 
  characters are wise to stick to spell-casting only. If 
  they want to attempt to summon otherworldly 
  entities, they can at higher levels but it is 
  exceedingly dangerous and better left to the 
  Dendrelyssi, who have centuries of knowledge and 
  experience of dealing with these beings.    
   
  Prime Attribute: INT 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 at 1st level. Then per the Sorcerer 
  Advancement table below. 
  DC Bonus: Sorcerers gain +1 DC at 6th level  
  Armour/Shield Permitted: The most powerful 
  sorcerers prefer not to wear armour at all when 
  casting spells as this inhibits their movements and 
  gestures making spell-casting more difficult. 
  However, they can actually wear any armour, but 
  don’t use shields.  
  Weapons Permitted: Light and medium only 
   
  Table 11: Sorcerer Advancement 
   
   
  Lvl 
   
  HD 
   
  DC 
  Summoning Dice by Lvl 
  Spells by Level/Day 
  1st 
  2nd 
  3rd 
  4th 
  1 
  2 
  3 
  4 
  5 
  1 
   
  1 
   
   
  – 
   
  – 
   
  – 
  – 
  1 
   
  – 
   
  – 
   
  – 
   
  – 
   
  2 
   
  1(+1) 
   
   
  – 
  – 
   
  – 
  – 
  2 
   
  – 
   
  – 
   
  – 
   
  – 
   
  3 
   
  1(+2) 
  1 
   
  1D 
   
  – 
  – 
  – 
  2 
   
  1 
   
  – 
   
  – 
   
  – 
   
  4 
   
  2 
   
   
  1D 
  – 
  – 
  – 
  3 
   
  2 
   
  – 
   
  – 
   
  – 
   
  5 
   
  2(+1) 
   
   
  1D 
  1D 
  – 
  – 
  3 
   
  2 
   
  1 
   
  – 
   
  – 
   
  6 
   
  2(+2) 
  +1 
  1D 
  1D 
  – 
  – 
  3 
   
  3 
   
  2 
   
  1 
   
  – 
   
  7 
  2(+3) 
   
  2D 
  1D 
  1D 
  – 
  4 
  3 
  2 
  2 
  1 
  8 
  3 
   
  2D 
  1D 
  1D 
  – 
  4 
  3 
  3 
  2 
  2 
  9 
  3(+1) 
   
  2D 
  2D 
  1D 
  1D* 
  4 
  4 
  3 
  3 
  2 
  10 
  3(+2) 
   
  2D 
  2D 
  1D 
  1D* 
  4 
  4 
  3 
  3 
  3 
  *Can summon Elemental Rulers, Demon Lords or 
  Lich Lords at this level 
   
  Sorcerer Class Abilities 
  Spell Casting (INT): A sorcerer owns a book of 
  spells called a grimoire from which the sorcerer 
  can cast spells directly. This leaves the book 
  vulnerable and it also takes time to retrieve the 
  book and find the right page (1-3 rounds (roll 
  1D3)). However, the sorcerer can study the 
  grimoire pressing the chosen spell formulae into 
  his or her mind, “preparing” these spells. The 
  sorcerer can then cast the spell any time, without 
  referring to the grimoire. Once a prepared spell is 
  cast, it disappears from the sorcerer’s ability to 
  cast until it is prepared again. If the sorcerer finds 
  scrolls of spells while adventuring, they can cast 
  the spell once directly from the scroll or can be 
  copied into his or her grimoire. The spells that a 
  sorcerer can prepare are set out in Table 11: 
  Sorcerer Advancement. To determine which spells 
  the sorcerer has in his or her grimoire, go down 
  the sorcerer spell list making an INT roll for each 
  one, in order. A successful roll means he or she 
  starts with that spell in their book. Every sorcerer 
  starts with at least one spell. More information 
  can be found in Book 2: Crimson Scrolls. 
   
  Summoning (INT): At 3rd level, sorcerers choose a 
  primary summons from Elementals, Demons or 
  Undead. They then choose which specific type 
  they can summon (see p.25). At later levels, they 
  can learn more types of summoning. Summoning 
  requires a minimum INT, so you need to be sure 
  you can summon the type of being in question 
  before you choose one. See Dendrelyssi (p. 24) for 
  more information on summoning. 
  Sorcerer’s Tower (10th): At 10th level, sorcerers 
  can build a Sorcerer’s Tower to house their 
  libraries and laboratories. They will attract a mixed 
  bag of mercenaries and strange servants (some 
  with odd abilities and deformities). This motley 
  crew will swear fealty to the sorcerer and serve 
  him or her with whatever loyalty he or she can 
  inspire in them.  
   
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  20 
   
  WAYFARER  
  Wayfarers are mysterious rovers and vagabonds 
  that travel the highways and byways of the 
  Crimson Lands, rarely stopping in one place for too 
  long. Sometimes they are seeking something or 
  somewhere in particular; a lost friend, thing, ideal 
  or someplace to call home. Others are not looking 
  for anything; perhaps circumstances mean they 
  had to leave wherever they came from or they are 
  just afflicted by wanderlust. Some Wayfarers are 
  on the road for spiritual reasons but this isn’t 
  necessarily the case. They may be part of an order 
  or sect, but even this isn’t clear. Wayfarers don’t 
  use weapons or armour but they are masters of 
  unarmed combat and can improvise with almost 
  anything as required. Wayfarers are pacifists and 
  never initiate a combat and try not to kill 
  wherever possible. Wayfarers don’t have much 
  need for money; therefore they start with only 
  3D6gp. 
   
  It is rumoured that Wayfarers have some sort of 
  mystical ability to find paths that lead to 
  alternative planes of existence or that perhaps 
  Wayfarers are actually from some other plane. 
  They never speak of this though.   
   
  Prime Attribute: CON 9+, WIS 9+ 
  Primary Save: Fort, Ref or Will (player’s choice)  
  Hit Dice: 1D6 (+1) at 1st level. Then per the 
  Wayfarer Advancement table below. 
  DC Bonus: Wayfarers gain +1 DC at 1st, 3rd, 5th, 7th 
  and 9th levels. 
  Armour/Shield Permitted: None  
  Weapons Permitted: Staff only 
   
  Table 12: Wayfarer Advancement  
   
   
  Lvl 
   
  HD 
   
  DC 
  Unarmed 
  Dam 
  Prim. 
  Ability 
  Sec. 
  Ability 
  Tert. 
  Ability 
  1 
   
  1(+1) 
   
  +1 
  D3 
  2D 
  2D 
  1D 
  2 
   
  1(+2) 
   
   
  D3 
  2D 
  2D 
  1D 
  3 
   
  2(+1) 
   
  +1 
  D3+1 
  3D 
  2D 
  1D 
  4 
   
  2(+2) 
   
   
  D3+1 
  3D 
  2D 
  2D 
  5 
   
  2(+3) 
   
  +1 
  D3+2 
  3D 
  2D 
  2D 
  6 
   
  3(+1) 
   
  D3+2 
  3D 
  3D 
  2D 
  7 
  3(+2) 
  +1 
  D3+3 
  4D 
  3D 
  2D 
  8 
  3(+3) 
   
  D3+3 
  4D 
  3D 
  2D 
  9 
  4(+1) 
  +1 
  D3+4 
  4D 
  3D 
  3D 
  10 
  4(+2) 
   
  D3+4 
  4D 
  4D 
  3D 
   
   
   
  Wayfarer Class Abilities 
  DC Bonus: Wayfarers don’t wear armour but are 
  skilled at avoiding harm by speed, reactions and 
  general alertness. Because of this, as they advance 
  levels, their natural defence class improves. This is 
  in addition to their DEX bonus, if they have one. 
  Also, if WIS is 16 or more, the Wayfarer receives 
  another +1 DC bonus. 
    
  Move Bonus: Wayfarers are fast on their feet. 
  Provided the Wayfarer is unhampered (“things” 
  carried 5 or less) he or she can move extra 
  distance of +1 yard per level attained.  So, at 10th 
  level, a Wayfarer can move up to 22 yards in a 
  round. Carrying any weight over 5 things 
  completely negates the bonus.  
   
  Flurry of Blows: Using unarmed combat 
  techniques, Wayfarers are able to attack with 
  great speed, adding 1HD to attacks for one round 
  per level per day if fighting unarmed. So, at 10th 
  level, they can do a flurry that lasts 10 combat 
  rounds or several flurries adding up to 10 rounds 
  during the course of a day. 
   
  Unarmed Damage: Wayfarers don’t carry 
  weapons (except maybe a walking staff). However, 
  they are  
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  21 
   
  quite capable of bringing down any attackers with 
  their unarmed prowess and their unarmed 
  damage increases as they go up in level.  
   
  Wayfarer Stunt (STR or DEX): If you want your 
  character to attempt a special manoeuvre in 
  combat that isn’t a direct attack, like disarming an 
  opponent with a kick, knocking an opponent off 
  her feet with a leg sweep or catching arrows out of 
  the air, you need to make an attribute roll using 
  your HD. If directly opposing someone, the foe 
  gets to roll their HD and the wayfarer’s target 
  number becomes the best roll made by the 
  wayfarer’s opponent. 
   
  At 1st level, the Wayfarer chooses which one of the 
  following abilities will be his or her primary (best), 
  which one will be secondary and the remaining 
  two, which will be their tertiary (least good). Most 
  of these abilities assume the Wayfarer is carrying 
  out the task at some speed or under a degree of 
  pressure. If the Wayfarer has time, the GM could 
  give a small bonus; say +1 to the roll. Some 
  abilities benefit from good quality equipment. 
  GMs may allow characters of other classes to 
  attempt these abilities. 
   
  Acrobatics (DEX): Their ability to pull physical 
  stunts gives them a degree of agility similar to a 
  modern parkour (free-running) artist. Wayfarers 
  can traverse obstacles by climbing, swinging, 
  vaulting, jumping, rolling, and crawling and so on. 
  A quarterstaff or an anchored grappling hook 
  might grant +1 to acrobatic stunts at the GMs 
  discretion. 
   
  Awareness (WIS): Wayfarers are always alert to 
  danger and are never surprised (even if the rest of 
  the party is). They can also detect paths, gates, 
  portals or other ways to alternate planes in the 
  Multiverse, by making a WIS roll. Sometimes they 
  have to actively search for such paths and at other 
  times they discover them automatically (at the 
  GMs discretion). 
   
  Lingo (INT): Having travelled widely and dealt with 
  a variety of different peoples and customs, even if 
  a Wayfarer doesn’t know a particular language he 
  or she can get by - with common phrases, sign 
  language, gestures and so forth – sufficiently to 
  understand and to make him or herself 
  understood and accepted. 
   
  Meditative Healing (WIS): Wayfarers have 
  supreme control over their own bodies. If they are 
  allowed to meditate in a quiet and relaxing place, 
  they can enter an altered state where their bodies 
  can repair injuries much more quickly. Provided 
  they have at least a full hours’ meditation (and 
  they make their roll) they can restore 1 HP per 
  level and can purge themselves of any poisons in 
  their bodies.  
   
  Wayfarers Rest: At 10th level, a Wayfarer is able to 
  settle down and is called a Host or Hostess. He or 
  she may build a Wayfarers Rest (an inn, hostel, tea 
  house or similar, often fortified) along a busy 
  route for other travellers to stay and refresh 
  themselves. It attracts merchants, pilgrims, 
  wanderers and hobos from all over and they will 
  always be welcome. Those that accept the Host’s 
  hospitality will often be very loyal, returning 
  whenever their wanderings bring them to the 
  vicinity and leaping to the defence of their host 
  and his guests if danger threatens. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  22 
   
  DENDRELYSSI 
   
  The Dendrelyssi are an ancient elfin race - 
  generally tall and slim with long, sharp faces and 
  slightly pointed ears, slanting, colour-flecked, 
  milky eyes that appear blind and high, slanting 
  cheekbones. They are a long-lived and decadent 
  race, given to amoral pleasures; they lack any 
  moral sense. Their actions are determined by 
  tradition, which is about the only thing that has 
  held them in check over the centuries. They 
  constantly search for new pleasures and new 
  sensations. Their sophistication leads them to the 
  arts – poetry, sculpture, philosophy and their love 
  of cruelty and pain leads to torture of slaves and 
  prisoners as a common amusement. The 
  otherness of the Dendrelyssi is manifest in their 
  aesthetics. They naturally prefer a mix of colours 
  and elaborate and baroque decoration and 
  architecture. Their buildings are tall spires, lofty 
  towers and pagodas and are built in shimmering 
  colours of the rainbow. 
   
  Dendrelyssi are both fighters and sorcerers.  
  Unlike human sorcerers, Dendrelyssi are steeped 
  in the lore of otherworldly demons and 
  elementals, having dealt with them down the 
  centuries; making ancient pacts and oaths that can 
  be traced back to when the world was young. 
  These pacts have become dangerously tenuous in 
  more recent times and some creatures struggle to 
  remember their ties with the ancient race of 
  Dendrelyssi. The Dendrelyssi themselves have 
  become lazy and decadent, failing to maintain 
  some of their bonds, so nothing is certain any 
  more. Nevertheless, Dendrelyssi characters can 
  still summon these entities and, more often than 
  not, get them to do their bidding. 
   
  Because of their adherence to ancient traditions, 
  Dendrelyssi are mostly lawful. Although they make 
  pacts with demons (which are chaotic), this is to 
  control chaos rather than to side with chaos.  
  Whilst Dendrelyssi require a high intelligence to 
  cast spells and summon otherworldly beings, to 
  deal with demons in particular requires a strong 
  will and force of personality. Accordingly, they 
  must have INT 13, WIS 9 and CHA 9. 
     
  Prime Attribute: INT 13+, WIS 9+, CHA 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 (+1) at 1st level. Then per the 
  Dendrelyssi Advancement table below. 
  DC Bonus: Dendrelyssi gain +1 DC at 5th and 10th 
  levels. 
  Armour/Shield Permitted: Any 
  Weapons Permitted: Any 
   
  Table 13: Dendrelyssi Advancement 
   
   
  Lvl 
   
   
  HD 
   
   
  DC 
  Summoning Dice by Level 
  Spells by Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1 
   
  2 
   
  3 
   
  4 
   
  5 
  1 
   
  1(+1) 
   
   
  1D 
  – 
   
  – 
   
  – 
   
  – 
  – 
   
  – 
   
  – 
   
  – 
   
  – 
   
  2 
   
  1(+2) 
   
   
  1D 
  – 
   
  – 
   
  – 
   
  – 
  1 
   
  – 
   
  – 
   
  – 
   
  – 
   
  3 
   
  2(+1) 
   
   
  2D 
  1D 
   
  – 
   
  – 
   
  – 
  2 
   
  – 
   
  – 
   
  – 
   
  – 
   
  4 
   
  2(+2) 
   
   
  2D 
  1D 
  – 
   
  – 
   
  – 
  2 
   
  1 
   
  – 
   
  – 
   
  – 
   
  5 
   
  2(+3) 
   
  +1 
  2D 
  2D 
  1D 
   
  – 
   
  – 
  3 
   
  2 
   
  – 
   
  – 
   
  – 
   
  6 
   
  3(+1) 
   
  2D 
  2D 
  1D 
  – 
   
  – 
  3 
   
  2 
   
  1 
   
  – 
   
  – 
   
  7 
  3(+2) 
   
  2D 
  2D 
  2D 
  1D* 
   
  – 
  3 
  3 
  2 
  – 
   
  – 
   
  8 
  3(+3) 
   
  3D 
  2D 
  2D 
  1D* 
  – 
  4 
  3 
  2 
  1 
  – 
   
  9 
  4(+1) 
   
  3D 
  2D 
  2D 
  2D* 
  1D* 
   
  4 
  3 
  3 
  2 
  – 
   
  10 
  4(+2) 
  +1 
  3D 
  3D 
  2D 
  2D* 
  1D* 
  4 
  4 
  3 
  2 
  1 
  *Can summon Elemental Rulers, Demon Lords or 
  Lich Lords at this level (INT minimum) 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  23 
   
  Dendrelyssi Class Abilities 
  Spell Casting (INT): As a race of natural sorcerers, 
  Dendrelyssi can cast spells like human sorcerers 
  do. However, they’ve never considered spell 
  casting as a true way to power; to the Dendrelyssi, 
  real power can only be gained by dealing with 
  otherworldly forces. Therefore, they advance 
  more slowly in spell casting than human sorcerers. 
   
  Summoning (INT): At 1st level, the Dendrelyssi 
  chooses a first summoning from Elementals 
  Demons or Undead. He or she then chooses which 
  specific type of entity he or she can summon. 
  Later on, at 3rd level, the Dendrelyssi can choose 
  second summons and has a third choice at 5th level 
  a fourth at 7th level and a fifth at 9th level. At 7th 
  level, the choice of the Elemental Rulers, Demon 
  Lords or Lich Lords also opens up (although this is 
  more difficult). Summoning requires a minimum 
  INT (see Table 4: Intelligence), so you need to be 
  sure you can summon the type of being in 
  question before you choose. There may also be 
  modifiers – see Book 2: Crimson Scrolls for more 
  on Demon Summoning. 
   
  What can I summon? 
  Dendrelyssi and sorcerers choose which type of 
  entity they can summon – choose from the tables 
  below. 
   
  Elementals 
  Air (Sylphs) 
  Earth (Gnomes) 
  Fire (Salamanders) 
  Water (Undines) 
  Player’s choice 
  Elemental Rulers* 
  *18 INT required 
   
  Demons 
  Combat 
  Desire 
  Knowledge 
  Pain 
  Possession 
  Protection 
  Travel 
  Demon Lords* 
  *18 INT required 
   
   
  Undead 
  Corporeal 
  Non-corporeal 
  Lich Lords** 
  **14+ INT required 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  24 
   
  ALIGNMENT 
   
  Players should choose an alignment for their 
  characters. This is to determine which aspect of 
  the cosmic struggle they tend to support. It is 
  important to note that Law does not necessarily 
  mean good and Chaos doesn’t mean evil, although 
  there is a tendency for that to be the case. 
  Allegiances can change as the characters grow. 
   
  It is also important to remember that the main 
  characters in the sword and sorcery or dark 
  fantasy genres are never whiter-than-white. They 
  aren’t out to save the world and they don’t mind 
  doing things that might be frowned upon in other 
  fantasy genres. They are grim wanderers and 
  brooding swordsmen and they don’t worry 
  overmuch about the rights and wrongs of their 
  actions. 
   
  Lawful 
  Law provides order, structure, and justice to the 
  world. Without it, nothing material could exist. 
  Law appears friendly to life, but a realm controlled 
  by Law alone becomes just as stagnant as one 
  overrun by Chaos. The Realm of Law is a barren 
  wasteland; without wrongs to right and injustice 
  to correct, Law becomes meaningless. Ordinarily, 
  however, Law is benevolent and beautiful in its 
  perfect regularity. 
   
  Law implies honor, trustworthiness, obedience to 
  authority, and reliability. On the downside, 
  lawfulness can include closed-mindedness, 
  reactionary adherence to tradition, 
  judgmentalness, and a lack of adaptability. Those 
  who consciously promote lawfulness say that only 
  lawful behavior creates a society in which people 
  can depend on each other 
  and make the right decisions 
  in full confidence that others 
  will act as they should. 
   
  In general, lawful characters 
  are motivated by the defense 
  of humanity, civilization and 
  order. Dendrelyssi are for the 
  most part lawful, even 
  though they make pacts with 
  demons and dark gods. Many 
  humans are lawful too. 
   
  Chaotic 
  Chaos represents disorder; entropy expresses the 
  principle of possibility unfettered by rules. In 
  general, magic and sorcery draw on the powers of 
  Chaos because they break the laws of nature. The 
  effects of Chaos can be beautiful, but left 
  unchecked, they become too disruptive for life. 
   
  Chaos implies freedom, adaptability, and 
  flexibility. On the downside, chaos can include 
  recklessness, resentment toward legitimate 
  authority, arbitrary actions, and irresponsibility. 
  Those who promote chaotic behavior say that only 
  unfettered personal freedom allows people to 
  express themselves fully and lets society benefit 
  from the potential that its individuals have within 
  them. 
   
  Chaotic characters are motivated by personal 
  power, absolute domination, and ambition at any 
  cost; they might even be specifically about 
  overturning existing civilization and order, usually 
  believing it will put them on top. Sorcerers are 
  mostly chaotic, as are demons and Beastmen. 
   
  Neutral 
  The Cosmic Balance maintains the balance of 
  power between Law and Chaos by keeping both 
  sides from overstepping the rules of war. The 
  Balance is the power most beneficial to life, which 
  needs a mixture of Law and Chaos to exist.  
   
  Someone who is neutral with respect to Law and 
  Chaos has a normal respect for authority and feels 
  neither a compulsion to follow rules nor a 
  compulsion to rebel. He or she is honest but can 
  be tempted into lying or deceiving others if it suits 
  him or her. 
   
  Neutral characters are more 
  about tempered self-interest. It's 
  the default alignment for some 
  people; they're not opposed to 
  civilization and order, but will 
  happily enjoy its benefits. They 
  probably won't take great 
  personal risks to defend it (unless 
  they're common folk roused to 
  its defense by heroes, etc. - of 
  course!). Most of the barbarian 
  tribes of the Crimson Lands are 
  basically neutral. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  25 
   
  BUY EQUIPMENT 
   
  Each character starts the game with some gold 
  pieces that can be used to buy equipment. One 
  gold piece (gp) is worth 10 silver pieces (sp) or 100 
  copper pieces (cp). Prices for equipment are listed 
  in the tables below. 
   
  Starting Gold 
  Roll 3D6 and multiply by 10. This represents the 
  number of gold pieces (gp) that your character 
  gets to have at the start of the campaign. 
  Wayfarers start with less gold (see the class 
  description). 
   
  Barter 
  Ordinary folk (non-adventurers) tend not to have a 
  lot of cash; just a few silver coins or so to buy 
  essentials. More commonly they exchange goods 
  and services; this is called barter.  
   
  Table 14: General Equipment 
   
  Item 
  Cost 
  Backpack * 
  5gp 
  Balafon*** 
  5gp 
  Barrel 
  2gp 
  Bedroll 
  2sp 
  Bell 
  1gp 
  Bottle (potion), clay 
  5cp 
  Bottle (wine), glass 
  2gp 
  Candle 
  1cp 
  Case (map or scroll) 
  1gp 
  Cauldron, Witch’s 
  5gp 
  Chain (10’ length) 
  30gp 
  Chalk, 1 piece 
  5cp 
  Chest 
  2gp 
  Clothes, Average  
  3gp 
  Clothes, Good  
  6gp 
  Clothes, Noble  
  25+gp 
  Clothes, Poor  
  1gp 
  Crowbar 
  2sp 
  Demon Summoning Paraphernalia 
  50gp 
  Disguise Kit, Mountebank’s 
  25gp 
  Fishing Net (per 25’ sq.) 
  4gp 
  Flask (leather, clay or wood) 
  1sp 
  Fleshcrafter’s Surgical Tools 
  30gp 
  Flint & Steel 
  1gp 
  Flute 
  5gp 
  Grappling Hook 
  1gp 
  Grimoire, Sorcerer’s** 
  100+gp 
  Hammer 
  5sp 
  Ink (1 oz) 
  1gp 
  Kora*** 
  6gp 
  Ladder (10’ long) 
  5sp 
  Lamp (bronze) 
  1sp 
  Lantern, bullseye 
  12gp 
  Lantern, hooded 
  7gp 
  Lock 
  20+ gp 
  Lute 
  10gp 
  Lyre 
  25gp 
  Manacles 
  15gp 
  Mirror (small steel) 
  20gp 
  Ngoni*** 
  6gp 
  Oil (lamp), jar 
  1sp 
  Parchment (sheet) 
  2sp 
  Pole, 10’ 
  2sp 
  Pot, iron 
  5sp 
  Rations, trail (day) 
  5sp 
  Rations, dried (day) 
  1gp 
  Rope, hemp (50’ length) 
  1gp 
  Rope, silk (50’ length) 
  10gp 
  Sack* 
  1gp 
  Shovel 
  2gp 
  Spike, iron 
  5cp 
  Tent 
  10gp 
  Thief Tools 
  25gp 
  Torch 
  1cp 
  Traps & Snares 
  5gp 
  *Can contain around 4-8 misc items depending on 
  size Item Descriptions 
  Torches burn for one hour and create a 30’ radius 
  of light. A jar of oil in a lantern burns for 4 hours. 
  Normal lanterns create a 30’ radius of light and 
  bullseye lanterns create a beam of light 60’ long 
  but only 10’ wide. 
  **A sorcerer’s Grimoire isn’t just “bought”. It is 
  created by the sorcerer using rare materials, 
  vellums and inks from strange sea creatures. These 
  materials cost at least 100gp to obtain, but if a 
  sorcerer ever has to create a new Grimoire, it 
  might involve a quest to obtain the precious 
  materials to make it. 
  *** Normally hand-made by the individual for 
  their own use, they are rarely sold 
    
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  26 
   
  Table 15: Transportation 
   
  Type 
  Cost 
  Pushcart 
  30gp 
  Galley, Small (50 rowers) 
  2,500gp 
  Galley, Large (100 rowers) 
  5,000gp 
  Horse, Cart 
  50gp 
  Horse, Riding 
  100gp 
  Horse, Pony 
  25gp 
  Horse, Destrier 
  300gp 
  Camel 
  35gp 
  Coracle 
  15gp 
  Rowboat 
  50gp 
  Small Sailboat 
  200gp 
  Medium Sailing Ship 
  1,000gp 
  Large Sailing Ship 
  3,000gp 
  Wagon (pulled by horses) 
  200gp 
   
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  27 
   
  Table 16: Weapons 
   
   
   
  Weapon Class 
   
   
  Damage 
   
  Cost 
  Examples 
  Melee 
  Thrown 
  Ranged 
  Very Light 
  D2 
  N/A 
  Unarmed 
  Shuriken 
  - 
  Light 
   
  D3 
  1-3gp 
  Dagger, cudgel 
   
  Dagger, dart,  
  throwing stick 
   
  Sling 
   
   
  Medium 
   
  D6 
  3-30gp 
  Sword, staff, spear, mace, hand axe,  
  club, warhammer 
   
  Javelin, axe  
   
  Bow 
   
  Heavy 
   
  D6 
  5- 40gp 
  2-hand sword, flail, morning star,  
  halberd, great spear, pike 
   
  Spear 
  Crossbow 
   
   
  Very, light, light & medium weapons 
  Each HD is a separate attack made with the 
  weapon, so a character with more than one HD 
  can attack one opponent several times or several 
  different opponents in the same round. The 
  damage from each hit is calculated separately. Any 
  STR modifier is applied to each dice that hits. 
   
  Heavy weapons 
  These do slower, more powerful blows; whilst 
  each round the character effectively makes one 
  attack, each successful HD represents a more 
  mighty blow. The result of all successful HD is 
  added together and applied against one target. 
  Any STR modifier is applied to the final total. For 
  melee weapons only; if the damage caused to one 
  target is sufficient to put the target out of action, 
  the remaining damage can be carried over to 
  another target that is within range of the 
  character. For example; a character who hits with  
   
  three of his HD rolls total damage of 10. This is 
  sufficient to kill the target (a goblin with 3HP) and 
  therefore 7 damage can be carried over to the 
  next goblin attacking him.  
   
  Thrown and ranged weapons 
  The number of attacks is limited by the number of 
  missiles the character has available. For example; 
  a character who hits with three of his HD that has 
  only two missile weapons available actually only 
  hits twice (either the same target or two different 
  ones). 
   
  Thrown weapons can be thrown up to 30’ without 
  penalty and up to twice that (60’) range for a -1 
  penalty and up to three times (90’) for -2. 
   
  Bows and crossbows can be fired at up to 100’ 
  with no penalty, up to 200’ at -1 and 300’ at -2.   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  28 
   
  Table 17: Armour 
   
  Armour Type* 
  Class 
  Things 
  DR 
  DC1 
  Penalties1 
  Cost 
   None 
  Unarmoured 
  - 
  0 
  - 
  - 
  - 
  Soft padded or quilted 
  Light 
  1 
  1 
  - 
  - 
  15gp 
  Leather 
  Light-Med 
  1½ 
  2 
  - 
  - 
  25gp 
  Cuirboilli 
  Medium 
  2 
  3 
  - 
  - 
  40gp 
  Mail 
  Medium 
  2½ 
  4 
  - 
  -1 
  100gp 
  Half-Plate 
  Med-Heavy 
  3½ 
  5 
  -1 
  -1 
  400gp 
  Full Plate 
  Heavy 
  4 
  6 
  -1 
  -2 
  800gp 
  Shield 
  Light 
  1 
  - 
  +1 
  - 
  10gp 
  *Assumes a helmet of equivalent type is included 
  2Subtracted from rolls for certain physical tasks (particularly those of thieves, such as stealth and climbing) 
  1Only non-fighters suffer a DC penalty for wearing med-heavy & heavy armour 
    
   
  Calculating Damage Reduction 
  Check the armour your character is wearing and 
  read off DR from the armour table above. Magical 
  or Demonbound armour could add to your overall 
  DR, although this armour is very rare. Some 
  creatures with really tough hides have DR in 
  excess of 5. 
   
  How much you can carry 
  A “normal” level of miscellaneous items from the 
  general equipment list, together with the 
  characters clothing and a few coins in his purse is 
  assumed to count as 1 “thing”. If a character has 
  selected a lot more than what the GM considers 
  normal, he is entitled to increase this to 2 or even 
  3 things. Armour and weapons are counted 
  separately to work out how many things the 
  character is carrying. 
   
  Example: Carsten has STR 16, which means he can 
  carry one more “thing” (6 instead of 5) before his 
  movement rate is reduced. He puts on his ordinary 
  clothing and grabs his carryall containing a candle, 
  a flint & steel, a set of cutlery and a whetstone; 
  this all counts as 1 thing. He puts on his mail (2½) 
  and shield (1), and picks up his sword (1), longbow 
  (2) and arrows (½). At 8 things, his movement rate 
  is now reduced to 9. If he later swapped his mail 
  for half-plate armour, at 1 more thing, this would 
  push him to 9 things. His move would remain at 9, 
  because he can carry up to 9 things before his 
  move rate is reduced further.  
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  29 
   
  Movement 
  All characters, depending on what sort of armour 
  they’re wearing and what they’re carrying, have a 
  base movement rate as follows: 
   
  Table 18: Movement Rate 
   
  Things Carried* 
  Rate (yards) 
  Up to 5 
  12 
  6 - 8 
  9 
  9 - 10 
  6 
  11 - 12 
  3 
  *Modified by STR 
   
   
  Table 19: Indoor/Subterranean/Town Movement 
   
  Description 
   
  Speed 
   
  Results 
   
  Careful 
   
  Base 
  movement rate 
  times 10/turn 
   
  Normal chances for 
  surprise exist 
   
  Walking 
   
  Base 
  movement rate 
  times 20/turn 
  (x2 per round) 
   
  No careful observation 
  or searching is allowed 
   
  Running 
   
  Base 
  movement rate 
  times 40/turn 
  (x4 per round) 
   
  Characters are 
  automatically 
  surprised, and have no 
  chance to surprise 
  others. The sound of 
  their running may 
  attract enemies 
   
  Combat 
   
  Base 
  movement rate 
  in 
  strides/round 
  (e.g., 12/round 
  for 
  unencumbered) 
  This may also be 
  interpreted as the 
  distance a character 
  can move in combat 
  without suffering free 
  attacks from enemies 
  or consequences a 
  retreating character 
  might incur 
   
   
  Table 20: Outdoor Movement 
   
  Description 
   
  Speed 
   
  Results 
   
  Hiking 
   
  Base 
  movement rate 
  in miles/day 
   
  No forced march 
  checks required 
   
  Forced 
  March 
   
  Base 
  movement (x2) 
  in miles/day 
  Forced march 
  Fortitude checks 
  required  
  Combat 
   
  Base 
  movement rate 
  in yards/round 
  (e.g., 12/round 
  for 
  unencumbered) 
  This may also be 
  interpreted as the 
  distance a character 
  can move in combat 
  without suffering free 
  attacks from enemies 
   
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  30 
   
  How to play 
   
  Once you’ve got a character, the GM will describe 
  where the character is, and what he sees. The 
  game might start in a seedy tavern in a 
  disreputable part of town, on the deck of a galley 
  in the middle of a violent ocean storm, in an ill-lit 
  demonic temple or at the entrance to an old 
  smuggler’s cave where a vast hoard of gold is 
  reputed to be hidden - that’s up to the GM. But 
  from that point on, you describe what your 
  character does. Going down stairs, attacking a 
  group of goblins, speaking to the other people you 
  meet: all of these sorts of things are your 
  decisions. The GM tells you what happens as a 
  result: maybe the cave entrance leads down to a 
  lost tomb, or those goblins attack your character. 
  That’s for the GM to decide. The rules below are 
  guidelines for how to handle certain events: 
  combat, movement, healing, dying, and other 
  important parts of the game. 
   
  Basically, you and the GM work together, with the 
  GM handling the details of a dangerous fantasy 
  world, and you handling what your character does 
  in it. The epic story of your character’s rise to 
  greatness (or of his unfortunate death) is yours to 
  create in the GM’s world. 
    
  Gaining Levels 
  Characters gradually become more competent as 
  they complete their adventures successfully and 
  gain experience of the game world around them. 
  They begin at 1st level, having had no adventures 
  (although they might start out as people that have 
  seen a bit of the world – this depends how on 
  individual players view their own character). Once 
  the first adventure has been completed 
  successfully (the GM decides whether it was 
  successful or not, as well as exactly what 
  constitutes an “adventure”) the characters 
  advance to 2nd level, gaining all the HD, DC, ability 
  and spell improvements that go with 
  advancement. To attain 3rd level, characters need 
  to complete another two adventures (three in 
  total). See Table 3: Experience Level on page 9 for 
  more details of level advancement. 
   
  When your character has advanced to a new level, 
  you will roll your HD again for your new level and 
  gain new spells if you’re a sorcerer or Dendrelyssi. 
  Your combat skills and other abilities may also 
  increase. In other words, you’ve become more 
  powerful and can pursue greater challenges! 
   
  Time 
  Sometimes the GM will rule that “an hour passes,” 
  or even, “a month passes,” in the life of our 
  intrepid adventurers, but two important time 
  measurements need a quick explanation. These 
  are combat rounds and turns. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  31 
   
  Combat Rounds and Turns 
  Each combat round is about 10-12 seconds long, 
  but this is a fairly fluid time as combat doesn’t 
  stand still and doesn’t neatly fall into little slots of 
  time. In a combat round, ordinary combatants can 
  draw and swing a sword, load and fire a bow, 
  throw a spear, run a short distance, jump over a 
  dead body and so on. More experienced and 
  better trained fighters can fire a bow and reload 
  several times; experts and veterans can cut down 
  several enemies in the same time.  
   
  There are about 5-6 combat rounds in a turn. 
  Again this timing isn’t exact; it’s more of a way to 
  roughly judge activities that take longer than a 
  combat round or two to carry out. Turns are used 
  to measure normal movement when the 
  adventurers are in a dangerous place; combat 
  rounds are used to measure time when the party 
  is in combat. 
   
  ATTRIBUTE & ABILITY Rolls 
  Normally the GM will just allow characters to do 
  things as described by the players and, if they 
  seem reasonable, they will happen as described. 
  This is particularly true where the character is of a 
  class that should be assumed to be able to 
  complete the task naturally or where the thing 
  they are doing is fairly straightforward. 
  Sometimes, however, a roll will be required.  
   
  The target is normally 5+. Only one die needs to 
  equal or exceed the target number. A natural 1 is 
  always a failure. 
   
  Rolls are made on a single D6, unless the character 
  is using a class ability which entitles the player to 
  roll more than one; for example, a 1st level 
  barbarian tracking a creature, where tracking is 
  the barbarian’s primary ability, would roll 2D6. 
   
  To whichever die comes up with the highest result, 
  you add any modifiers. Modifiers can be from the 
  character’s attributes, from any equipment the 
  character has to help in the task or from difficulty-
  based modifiers applied by the GM. 
   
  Difficulty modifiers are up to the GM but generally 
  they will not generally exceed -2 for very hard 
  tasks or +2 for very easy tasks. 
   
  Whilst the GM should normally allow characters to 
  attempt things wherever possible, there may be 
  legitimate reasons why a GM may not allow a 
  character to even make a roll. This is especially the 
  case where characters are stepping on the toes of 
  another player whose character has the relevant 
  class ability. Here are some examples: 
   
  Sometimes the best person to do something is a 
  character of the appropriate class and if that 
  character fails to do it, it wouldn’t make sense to 
  allow another character to make a roll. For 
  example, a sorcerer has asked the GM if he has 
  some knowledge of a certain demon. The GM 
  believes it is reasonable for the sorcerer to make a 
  roll to see what he knows. If the sorcerer fails it 
  would be reasonable to disallow the fighter to 
  even make a roll as he’s unlikely to know anything 
  that the sorcerer doesn’t. 
   
  There are some class abilities that are feasible only 
  for characters of that class; for example, wayfarers 
  have the almost mystical ability of being able to 
  heal through meditation. It wouldn’t be right to 
  allow a thief to do the same thing, without some 
  very good reason; that would have to be 
  established through role play. 
   
  In some instances one character can assist another 
  in a task. If the assisting character has an class 
  ability, he can choose to give the acting character 
  either on die or +1 to his roll. If the assisting 
  character doesn’t have the ability, he just provides 
  +1 to the acting character’s roll.  
   
  Saving Throws 
  From time to time, a spell or some other kind of 
  hazard requires you to make a saving throw 
  (“save”). Saving throws are similar to abilities, only 
  they tend to be reactive rather than active. They 
  are rolled as a result of something happening to 
  the character, rather that the character 
  attempting to do something. Making a saving 
  throw generally does not take the character’s turn 
  to perform. The type of throw depends on the 
  threat: 
   
  Fort Save: This would be against death, poisons, 
  disease, paralysis, level drain and similar effects 
  that are hazards to physical health and well-being.  
  Ref Save: This would be against slips and falls, 
  keeping hold of or catching small items, dodging 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  32 
   
  landslides and rock-falls and other similar 
  situations, where quickness and agility are helpful.   
  Will Save: This type of save is where mental 
  strength is important; for example the effects of 
  fear and certain spells like Charm Person.   
   
  Normally a save is made on a single die and any 
  attribute modifier is added to the result. However, 
  if rolling the primary save (for your character’s 
  class) then you roll two dice. At higher levels, you 
  also roll more dice (see Table 4: Experience Levels) 
  Combat 
   
  When the party of adventurers comes into contact 
  with enemies, the order of events is as follows: 
   
  1. The GM determines if one side or the 
  other is entitled to a free attack or move 
  as a result of surprise - this is either a 
  judgment or a die roll of some kind, 
  depending on the circumstances. 
  2. Declare spells. 
  3. Determine order of action. Highest DEX 
  has initiative, followed by next highest 
  and so on. In the event of a tie the least 
  heavily armoured character acts first. In 
  the event of a tie, PCs act before other 
  monsters and NPCs. You can hold your 
  action to see what your opponent does 
  and take your action at any time 
  thereafter.    
  4. Anyone who “held” their action and still 
  has their action remaining now acts, and 
  results take effect 
  5. The round is complete. Start the next 
  round 
   
  Surprise 
  The GM determines if one side gets a free 
  initiative phase before the action begins properly. 
  This is either through common sense (adventurers 
  or monsters are not alert), or it can be a range of 
  probability (e.g. a particular ambush has only a 1-
  in-6 chance of succeeding when the victims are 
  alert and watchful). You will often allow the PCs an 
  attribute roll to notice if monsters are waiting in 
  ambush, or check the PCs stealth if the PCs are 
  hidden. 
   
  Declare Spells 
  Any player whose character is going to cast a spell 
  must say so before the initiative is determined. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  33 
   
  Spell casting begins at the beginning of the round 
  but the spell does not activate until the character’s 
  action. Thus, if the enemies have higher DEX and 
  hurt the spell caster, the spell’s casting may be 
  disturbed. 
   
  Determine Initiative 
  The character with the highest DEX score acts first, 
  moving, attacking and casting spells. Characters 
  can move and attack in the same round. The 
  monsters chapter lists average DEX values for non-
  player characters and creatures. Where DEX is 
  equal - roll a die to determine initiative order (or if 
  it’s the PCs with equal DEX the players can decide 
  between them who goes first).  
   
  Attacking/Rolling to Hit 
  The most important rule to understand about 
  combat is the attack (“to hit”) roll. It’s only 
  possible to make a melee attack when the two 
  combatants are within touching distance of each 
  other (in the same or next square, or hex, if using 
  markers or minis). 
   
  Melee Combat 
  When fighting in close (melee) combat, you roll 
  your HD in an attempt to equal or exceed the DC 
  of your opponent. Every die that succeeds is a hit. 
  A natural 1 is always a miss. 
   
  1) Dortmund, a 1st level fighter (1HD) with 
  DEX 15 attacks a goblin (DC4) with a 
  mace and rolls one die. Normally he’d 
  need 4+ to hit, but because of his DEX, he 
  only needs 3+.   
   
  Light & medium weapons: If using a light or 
  medium melee weapon (see Table 16: Weapons) 
  and have more than 1HD, you may split your HD 
  between your opponents as you wish or attack 
  just one of your opponents.  
   
  2) Dortmund is now 2nd level (2HD) and 
  charges into three goblins. This time he’s 
  using his favoured weapon (a sword) so 
  he has 3HD. He can now choose to attack 
  each goblin with 1HD, attack two of 
  them, one with 2HD and the other with 
  1HD or attack just one of them with 3HD. 
  He chooses to go for just two of them, 
  needing 3+ to hit each. He rolls 5 and 3 
  for the first goblin and 4 for the second. 
  He therefore hits both goblins that he 
  went for, but leaves the third alone. 
   
  Heavy weapons: If you are using a heavy weapon, 
  you roll all your HD as one single massive attack. 
   
  3) Dortmund has defeated the goblins and is 
  now faced by an ogre (DC3). A single 
  powerful swing is more likely to hurt the 
  beast, so Dortmund puts away his sword 
  and draws his flail. His 3HD then goes into 
  one single cleave. He needs 2+ and gets 1, 
  3 and 6, hitting with two dice. 
   
  Modifiers 
  Trading HD: You may give up one of your HD for a 
  bonus to hit. This is particularly worthwhile where 
  faced with an opponent whose DC is higher than 
  6. 
   
  1) Dortmund is fighting some demonic 
  creature with a DC of 8. Even with +1 
  from Dortmund’s DEX, he needs 7 or more 
  to hit the creature. As he has 3HD, he can 
  trade one of them for +1 to hit. He can 
  now roll two dice needing a 6 on at least 
  one of them. 
   
  Ganging Up: If two or more attackers are attacking 
  one opponent at the same time, one or more of 
  them may trade (one of) its own HD for a +1 to hit 
  for any one of his allies, for each attacker trading a 
  HD. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  34 
   
  1) Dortmund’s friend Jalara (a mountebank) 
  rushes into the fray. She’s not a great 
  fighter (1HD), but she thinks she can 
  create enough of a distraction to help her 
  friend. She trades her HD to give 
  Dortmund +1 to his attack rolls. 
  Dortmund can now use all of his 3HD 
  attacking the demon. He still needs a 6 to 
  hit, but his chances of getting a 6 are now 
  much greater.   
   
  Missile Fire  
  Like melee combat, when firing or throwing 
  missile weapons (see Table 16: Weapons), you roll 
  your HD in an attempt to equal or exceed the DC 
  of your opponent. There may be an additional 
  modifier based on the range to the target. When 
  using missiles to attack into a melee, it usually isn’t 
  possible to choose which foe (or friend) will 
  receive the attack. Firing or throwing weapons 
  beyond close range incurs a -1 penalty for medium 
  range or -2 for long range.  
   
  1) Dortmund, a 1st level fighter (1HD) with 
  DEX 15 fires a bow at a goblin (DC4) and 
  rolls one die. Normally he’d need 4+ to 
  hit, but because of his DEX, he only needs 
  3+.However, the goblin is at medium 
  range (-1) so he still needs 4+. 
   
  If using a light or medium ranged weapon, and you 
  have more than 1HD, you may split your HD 
  between your opponents up to the number of 
  missiles you have available or you can shoot 
  several shots at just one of your targets.  
   
  2) Dortmund is now 4th level (3HD) and has 
  several goblin targets. This time he’s got a 
  couple of javelins to hand, so whilst he 
  has 3HD, the limit on how many hits he 
  can achieve is the number of javelins he 
  has. He throws both javelins, one at each 
  goblin and rolls his HD. All three HD 
  succeed but one success is discounted 
  because he has only 2 javelins. Each 
  goblin suffers one D6 of damage. 
   
  Heavy missile weapons can only be fired or thrown 
  against one opponent. If you are using a heavy 
  missile weapon, you roll all your HD as one single 
  massive attack. 
   
  Damage 
  Each die that hits the target potentially causes 
  damage. If you hit with one die, you simply roll the 
  damage die for your weapon, add any modifier 
  (for STR, for example) and deduct the DR of your 
  opponent’s armour. 
   
  1) Dortmund hits the goblin with the mace 
  (D6 damage). He rolls a 4, but with his 
  STR of 16 he gets +1, so this becomes 5 
  HP of damage. The goblin has light 
  armour, reducing this to 4, but as he has 
  only 2HP, this is more than sufficient to 
  put the goblin out of action.   
   
  If you hit with multiple dice, it depends on the 
  class of weapon being used. If you attacked with a 
  light or medium weapon doing multiple attacks 
  (i.e. splitting your dice), STR modifier is added to 
  each die that hits and the DR comes off each 
  attack that hit. 
   
  2) Dortmund hit two of the goblins. The first 
  he hit with two dice, so he rolls them both 
  together getting 1 and 2. Because of the 
  fighter’s STR, he adds +1damage to each 
  hit, making the damage 2 and 3.  The 
  goblin’s armour DR1 reduces damage to 1 
  and 2 respectively. The goblin takes 
  3points of damage in total. As he has 4 
  HP, his HP is reduced to 1 and he’s still 
  standing. The second goblin was hit with 
  one die. Dortmund gets a 6 on the 
  damage die, and this is enough to kill the 
  goblin, even allowing for the DR of his 
  armour. 
     
  If you attacked as one powerful blow (using a 
  heavy weapon), you combine all dice that hit 
  when rolling for damage. You only add STR when 
  you’ve totaled up the damage dice. Likewise, DR 
  from armour only comes off the total damage. 
   
  3) Dortmund hit the ogre with a powerful 
  shot, succeeding on two of his dice. He 
  rolls damage – 4 and 4 come up, with +1 
  for STR, the result is 9. The ogre has DR 2, 
  reducing this back down to 7HP. The ogre 
  can take this easily and smiles, swinging 
  his club. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  35 
   
  Specific Situations 
  The following are a 
  compilation of guidelines 
  and instructions for 
  handling certain, specific 
  situations that might 
  arise during combat. 
   
  Backstabbing and 
  attacking a prone 
  opponent 
  The GM will probably 
  assign a bonus to hit for 
  any attacks made from 
  behind or from a position 
  of advantage (perhaps +1 
  to hit). Also, if someone is attacked from behind, 
  they will not be able to use any shield they have, 
  so they will be at a lower DC anyway. 
   
  Terrain Features 
  Characters and monsters will hide behind things, 
  stand on things, lay prone, fight from higher 
  ground, shoot arrows from within concealing mists 
  or tree branches, and take every possible 
  advantage of the combat terrain. The GM may 
  assign bonuses and penalties for terrain features. 
  Most such bonuses will only be +/-1, depending on 
  the degree of cover or the benefit of higher 
  ground. Trying to hit someone through an arrow 
  slit in a castle wall might incur a penalty of -2. 
   
  Spacing 
  If using markers (or figures) it is easiest to assume 
  that a character “occupies” a single square or hex, 
  counting as 3’ across, for purposes of marching 
  and fighting. 
   
  Movement within Melee 
  A defender effectively blocks an area about an 
  arm’s reach + weapon length to either side (one 
  square or hex around the one the character is in), 
  and enemies cannot move through this area. 
  Alternatively, the GM might allow such movement 
  but grant a free attack to the defender(s) who 
  cover these areas. 
   
  Negotiation and Diplomacy 
  Some combats can be averted with a few well-
  chosen words (including lies). If the party is 
  outmatched, or the enemy don’t seem to be 
  carrying much in the way of loot, the party might 
  elect to brazen their way through, in an attempt to 
  avoid combat—or at 
  least delay it until 
  conditions get more 
  favorable. Striking 
  bargains, persuading 
  demons or non-player 
  characters to do things, 
  and getting out of 
  trouble by using your 
  wits are an important 
  part of the game. Use 
  what the character is 
  saying as a guide to 
  whether you need them 
  to make a roll or not. If 
  the opponent isn’t too 
  bothered and the character makes a persuasive 
  argument, allow it to step aside. However, if the 
  opponent has a vested interest in preventing the 
  character doing something or getting somewhere, 
  the player needs to make his persuade roll 
  (possibly with a modifier). Mountebanks are 
  particularly adept at this type of thing. 
   
  Retreating 
  It is up to the GM to decide if there will be any 
  special rules for retreating away from a melee 
  combat. Most GMs allow the enemy a free attack 
  if the character (or monster) moves away by more 
  than its “combat” movement of base movement 
  rate. 
   
  Spears and Polearms 
  Spears and polearms in the second rank of a battle 
  formation can attack by reaching through the first 
  rank of fighters. 
   
  Spells 
  Spell casting begins at the beginning of the round. 
  It is possible to cast a spell while within melee 
  range of an opponent but, if the spell caster 
  suffers damage while casting a spell, the spell is 
  lost. Unless the spell description states otherwise, 
  the spell takes effect in the caster’s initiative 
  phase. Spell casting using a scroll or grimoire takes 
  longer as you need to find it first and then, in the 
  case of the grimoire, find the right page. For a 
  scroll, roll a D2 for the number of rounds before 
  you can begin casting. For a grimoire, roll 1D3. 
   
  Subdual Damage 
  A weapon may be used to beat down, rather than 
  kill, an opponent. When the player desires, 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  damage inflicted can be composed of half “real” 
  damage and half “subdual” damage that does not 
  kill and such points are recovered at a rate of 1 HP 
  per hour after initial post combat recovery  (see 
  Healing). If the opponent’s hit points, including the 
  subdual damage, fall to zero, the opponent is 
  knocked unconscious rather than killed (unless the 
  real damage actually reduces real hit points to 
  zero). 
   
  Two-weapon Fighting 
  You need a DEX of at least 9 to use two weapons 
  in combat. These weapons must be light and/or 
  medium only. Using two weapons, one in each 
  hand, gives you a bonus of 1D6 to your HD for 
  attacks made. However, you receive a -1 penalty 
  to hit for each die rolled.  
   
  Alternatively, you may attack with one and parry 
  with the other. Parrying with a weapon in your off-
  hand acts like a shield, except again you receive -1 
  to hit for your attacks. 
   
  Defensive fighting 
  A character may choose at the start of a round to 
  dodge, duck, evade and/or parry or otherwise 
  attempt to avoid being hit, rather than attacking. 
  This gives a bonus (+1) to DC.  
   
  Unarmed Combat 
  Brawling attacks, such as those conducted with 
  fist, foot or dagger pommel, will normally inflict 
  1D2 points of damage, plus the attacker’s STR 
  bonus to damage (if any). Unarmed combat 
  damage is always classed as subdual damage.  
   
  If unarmed combat is an important part of the 
  GM’s game, he is encouraged to create more 
  complicated rules to reflect unarmed combat. 
   
  Attempts to wrestle an opponent to the ground 
  and pin him down, or attempts to smash into an 
  opponent and push him backward, will be 
  determined by the GM’s common sense (dragons 
  aren’t easily wrestled to the ground). A good rule 
  of thumb is to require a successful attack roll. 
   
  Damage and Death 
  When a character (or creature) is hit, the amount 
  of damage is deducted from his HP. When HP 
  drops to 0, the character may fall unconscious – 
  make a Fort save to stay conscious. A non-player 
  character or monster is dead when he hits 0 hit 
  points.  
   
  If a character goes below 0 HP the following 
  applies: On his initiative phase on each 
  subsequent round roll 1D6:   
   
   
  1 = Make a Fort save. If he or she fails, 
  the character dies, roll up a new one! If 
  he or she succeeds, as 4 - 5 below but 
  also: When he or she comes round he or 
  she develops a phobia – maybe blood, or 
  death, or something connected to the 
  circumstances of his or her “near death” 
  – if he or she was fighting spiders for 
  example, he or she could develop a fear 
  of spiders; if the character was hit by a 
  fire demon, he or she could gain a fear of 
  demons or fire.  The GM should work 
  with the player to determine what is 
  appropriate. 
   
  2 – 3 = No change, roll again next round 
   
  4 – 5 = Character stabilizes, but won't 
  regain consciousness till after the battle is 
  over (at which point he will have 1 HP) 
   
  6=Character draws on his or her heroic 
  reserves, regains consciousness and 1 HP, 
  and is able to get up and take an action 
  this turn. He or she has also suffered a 
  scar or some other minor permanent 
  injury. It doesn’t affect him or her, other 
  than as a reminder of this particular 
  battle. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Healing 
  In addition to the various magical means of 
  restoring HP, a character recovers half the HP lost 
  during the battle, after a swig of ale or water and a 
  short rest. After that, recovery is at a rate of 1 HP 
  per day of light activity or 2 HP per day of 
  uninterrupted rest.  
   
  A week of rest will return a character to full HP 
  regardless of how many HP the character lost. 
   
  Morale 
  Certain creatures, such as mindless or undead 
  creatures, are fearless and always fight to the 
  death. The majority, however, will not continue to 
  fight a hopeless battle, seeking to retreat, 
  surrender or flee. The GM decides when monsters 
  abandon the battle and retreat, based on the 
  situation and the monster’s intelligence. Keep in 
  mind that the party’s own NPC allies might decide 
  to flee if their prospects of survival look grim. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  BOOK 2: CRIMSON SCROLLS 
  (SORCERY & SUMMONING) 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Table 21: Sorcerer & Dendrelyssi Spell List  
   
   
   
   
  1st level 
  Charm Person 
  Magic Aura* 
  Command 
  Magic Missile 
  Detect Magic 
  Mending* 
  Hold Portal 
  Purify Food & Drink* 
  Inspire 
  Remove Fear* 
  Invisibility to Demons* 
  Sanctuary 
  Invisibility to Elementals* 
  Shield 
  Invisibility to Undead* 
  Sleep 
  Light* 
  Spider Climb 
  2nd level 
  Audible Glamour 
  Levitate 
  Augury 
  Light, Continual* 
  Change Self 
  Mirror Image 
  Delay Poison* 
  Phantasmal Creature 
  Detect Invisible 
  Silence, 15’ Radius 
  Enthrall 
  Speak With Animals 
  Forget 
  Stinking Cloud 
  Invisibility 
  Ray of Enfeeblement 
  Knock 
  Wizard Lock 
  3rd Level 
  Clairvoyance 
  Hold Person 
  Cure Disease* 
  Invisibility, 10’ Radius 
  Detect Illusion 
  Phantasmal Creature, Improved 
  Detect Demon 
  Remove Curse* 
  Dispel Magic 
  Secret Page 
  Explosive Runes 
  Suggestion 
  4th Level 
  Change Self, Improved 
  Neutralize Poison* 
  Extension 
  Shadow Monsters 
  Growth of Plants* 
  Speak with Plants 
  Hallucinatory Terrain 
  Spell Immunity 
  Invisibility, Improved 
  Wizard Eye 
  5th Level 
  Cloudkill 
  Passwall 
  Feeblemind 
  Telekinesis 
  Hold Monster 
  True Seeing* 
  Magic Jar 
   
  *Spell can be reversed (e.g.  remove fear becomes cause fear) 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  SPELL DESCRIPTIONS 
   
  At 1st level, sorcerers start with a number of 1st 
  level spells written into their grimoire, based on 
  successful INT rolls for each spell listed. 
  Dendrelyssi do likewise at 2nd level. As they find 
  new spells, they can copy them to their grimoire 
  – they can even copy spells higher than a level 
  they can actually cast, with the view that they 
  can cast them once they attain the appropriate 
  level. Spells cast by higher level sorcerers are 
  more effective at defeating spells cast by lower 
  level sorcerers. 
   
  Here are the descriptions of spells, in alphabetical 
  order, which a sorcerer can 
  cast and/or discover in his 
  travels, starting with a few 
  notes:  
   
  Spells noted as 
  permanent do not 
  end once they take 
  effect unless they 
  are dispelled in some 
  manner (Dispel 
  Magic, etc).  
   
  Spells that are 
  marked as 
  Instantaneous 
  cannot be dispelled.  
   
  Spells with a range 
  of 0 may only affect 
  the caster, or the 
  effect must be 
  centered on the 
  caster.  
   
  Spells with a range 
  of touch are only 
  effective if the caster 
  physically touches 
  the subject of the 
  spell. The caster’s 
  skin must be 
  uncovered at the 
  point of contact but 
  the subject skin does 
  not.  
   
  Audible Glamour  
  Level 2  
  Duration: 1 round/level  
  Range: 60’ + 10’/level  
  The caster of this spell is able to create false 
  sound. The sound may be centered anywhere 
  within range, and within that range the sound can 
  fluctuate and move, imitating approaching or 
  receding footsteps, laughter, voices, and other 
  possibilities. The sound produced is the 
  approximate equivalent of noise produced by 4 
  human sized beings. The sound may increase by 4 
  beings worth for each level the caster is above the 
  minimum required to cast this spell. (Note that the 
  sound does not have to be humanlike, but can be 
  animal or monster sounds. In these cases the GM 
  will determine how much sound and how many 
  individuals it might represent. For instance, the 
  sounds of four humans might be approximately 
  that of 6 or 8 children, or 2 ogres. Beings are 
  allowed a saving throw versus 
  magic to realize the effect is 
  illusory, but only if they 
  actively attempt to 
  disbelieve). 
   
  Augury  
  Level 2  
  Duration: Instantaneous  
  Range: 0  
  This spell allows the caster to 
  see a vision of all timelines, 
  possibilities, and probabilities 
  for but a moment, allowing 
  him a chance to determine 
  whether a particular action 
  will bring success or failure. 
  The augury can see into the 
  future only three turns, so 
  anything that might happen 
  after that does not affect the 
  result. 
   
  Change Self  
  Level 2  
  Duration: 1 turn/level  
  Range: 0  
  This spell creates a dweomer 
  of illusion, altering the 
  caster’s appearance. The 
  illusion must take the 
  appearance of a humanoid, 
  not taller or shorter than the 
  caster by more than 1 foot, 
  but apparent weight and 
  clothing or items may be 
  altered in any way. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  41 
   
  Change Self, Improved 
  Level 4  
  Duration: 1 turn/level  
  Range: 0  
  This spell works like the 2nd level Change Self spell, 
  except that the target can be made to look like any 
  creature the caster desires – even non-humanoid. 
   
  Charm Person  
  Level 1  
  Duration: See Below  
  Range: 120’  
  The Charm Person spell makes a single subject 
  utterly enamoured with the caster and desperate 
  to please him if the Will save is failed. This is not 
  mind control, as the subject retains their 
  personality and controls how they act, but for 
  their utter fascination with the caster, and the 
  caster must articulate their desires if they expect 
  the subject to fulfill them. Any request which is 
  not against the subject’s interests or personality 
  will be followed. Any request which is against the 
  subject’s interests or personality triggers a Will 
  save to refuse the request (but this will not break 
  the Charm!). If the caster promises the subject 
  something the subject is normally inclined to 
  want, then this saving throw is not necessary and 
  the subject will comply. This spell works on all 
  humans and Dendrelyssi. Abuse or neglect of the 
  subject will trigger another Will save to negate the 
  Charm, and murderous violence triggers a save but 
  with a +2 bonus to the roll. The subject will realize 
  they have been victims to mesmerism and retain 
  full memory after the spell ends. 
   
  Clairvoyance  
  Level 3  
  Duration: 1 turn/level  
  Range: See Below  
  Clairvoyance is a means of seeing events in a 
  distant location. There is no effective limit to the 
  spell’s range, but the location must either be 
  familiar to the caster or be obvious, such as the 
  top floor inside a tower the caster can see, or just 
  beyond a dungeon door. The spell cannot 
  penetrate metal; sheets of any type of metal 
  between the caster and the target area will 
  prevent the sorcerer from being able to scry upon 
  the area. The caster will be able to hear sounds in 
  a 10’ radius of the spell’s focal point even if the 
  area is dark. If the area is not dark, the caster will 
  be able to see as if he were standing at the spell’s 
  focal point, for a normal distance but in all 
  directions at once (for the vision is in his mind’s 
  eye). 
   
  Cloudkill  
  Level 5  
  Duration: 1 round/level  
  Range: 30’ 
  Casting this spell allows the smoke emitted from 
  the infernal fires of Hell to spew forth to cause 
  destruction and suffering. A 20’ x 20’x 20’ cloud of 
  poison gas forms which moves at a rate of 10’ per 
  round under the control of the caster (as long as 
  he or she concentrates on it). The gas kills any 
  creatures it comes in contact with of 4HD, or 
  levels, or less provided they fail their Fort save; 
  creatures having 5 or more HD or levels are 
  unaffected. The cloud persists for the entire 
  duration even if the caster ceases to concentrate 
  upon it. 
   
  Command  
  Level 1  
  Duration: 1 round  
  Range: 10’  
  When a sorcerer casts this spell, he may give the 
  subject a single command of one word, which it 
  obeys to the best of its ability. The single word 
  must make sense as a single command, such as 
  approach, drop, fall, flee, halt, surrender, sleep, 
  etc. Although a target could be instructed to die, 
  this will only make the target take on a comatose 
  state for a single round. Note that the target must 
  be able to understand the language the caster 
  speaks. Any intended target that has more than 3 
  levels or HD or an Intelligence of over 12 is 
  entitled to a Will save. This spell is ineffective 
  against undead but does work on demons and 
  elementals. 
   
  Cure Disease*  
  Level 3  
  Duration: Instantaneous  
  Range: Touch  
  This spell allows a sorcerer to cure all diseases, 
  including mummy rot and lycanthropy. Cause 
  Disease inflicts a terrible withering disease on a 
  victim, which will cause death in 3D6+2 days. A 
  Fort save is allowed. This disease can be cured 
  with the casting of Cure Disease. The victim of this 
  disease cannot be magically cured of damage from 
  other spells, and it takes twice the time for normal 
  healing. This suffering further results in a penalty 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  of –1 on all to hit and ability rolls made by the 
  spell’s victim. 
   
  Delay Poison  
  Level 2  
  Duration: Instantaneous  
  Range: Touch  
  This spell counteracts the work of poison already 
  done, weakening it, giving its victim a new chance 
  at life. Any character that has succumbed to 
  poison within the previous 24 hours may make a 
  new Fort save at +1 to resist its effects when this 
  spell is cast. 
   
  Detect Demon  
  Level 3  
  Duration: 1 round + 1 round/level  
  Range: 0  
  The caster places this enchantment on him or 
  herself to grant sight that sees demons – whether 
  they are in a changed form, bound into an object 
  or invisible. The caster may touch one other 
  creature, granting it the ability to see demonic 
  beings as well, so long as the contact is 
  maintained. 
   
  Detect Illusion  
  Level 3  
  Duration: 3 rounds + 2 rounds/level  
  Range: 0  
  The caster places this enchantment on himself to 
  grant sight that sees through illusion. Illusions can 
  be seen in an area 10’ wide and 10’ long per level. 
  The caster may touch one other creature, granting 
  it the ability to see through illusion as well, so long 
  as the contact is maintained. 
    
  Detect Invisible  
  Level 2  
  Duration: 5 rounds/level  
  Range: 10’/level  
  By means of this spell the caster is able to see 
  invisible characters, creatures or objects within 
  the given range, seeing them as translucent 
  shapes. 
   
  Detect Magic  
  Level 1  
  Duration: Instantaneous  
  Range: Line of Sight 
  This spell allows the caster to know if anything 
  within his field of vision (or on his person) is in any 
  way magical. This includes magical creatures, 
  magical items, or any creature or object under the 
  effect of an ongoing spell. The spell does not 
  identify the nature of the magic, only that magic is 
  present. The caster must already be able to see 
  the object in question in order to detect it as 
  magical. Concealed, covered, or invisible objects 
  will not be revealed by this spell. 
   
  Dispel Magic  
  Level 3  
  Duration: Instantaneous  
  Range: 120’  
  As a sorcerer grows in knowledge and power, he 
  becomes able to dismiss magic as well as conjure 
  it. This spell empowers the proper forces of 
  existence to expel the foul energies known as 
  magic as if they never were. The spell affects a 20’ 
  cubic area. All spells in that area that are currently 
  in effect are automatically negated if cast by a 
  lower level sorcerer. If cast on the same segment 
  in combat as a spell from an enemy combatant, 
  Dispel Magic can be used to disrupt and negate 
  that spell, if cast by a lower level sorcerer. All 
  magical items within the area of effect are 
  temporarily disenchanted (but not Demon 
  Weapons). They regain their enchantment after 
  2D6 turns, but one-use items such as potions and 
  scrolls (but not spell books) are permanently 
  nullified. Dispel Magic negates magical curses or 
  diseases for only 2D6 turns. In all cases, if the 
  magic being dispelled was cast by a higher level 
  sorcerer a Will save is required to negate the 
  magic. 
   
  Enthrall  
  Level 2  
  Duration: See Below  
  Range: 100’  
  This spell allows the sorcerer to hold the attention 
  of a crowd and possibly to influence that crowd. 
  Any non-hostile beings within 100' will stop what 
  they are doing to listen to the sorcerer speak. The 
  sorcerer may compel a crowd to action. If the 
  sorcerer attempts to persuade the crowd to do 
  something they are already inclined to do, they 
  will act if they fail a Will save (just because they 
  want to does not make it a good idea, else 
  wouldn't they have already acted?). If the sorcerer 
  attempts to persuade the crowd to do something 
  that offends their sensibilities, they will attack the 
  sorcerer if they succeed their saving throw. The 
  spell ends immediately if any of the subjects of the 
  spell are attacked or harmed in any way, if there is 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  a powerful distraction that breaks the crowd's 
  attention, or if the sorcerer stops speaking to 
  them. 
   
  Explosive Runes  
  Level 3  
  Duration: Permanent until triggered  
  Range: Touch  
  Sorcerers are often miserly and jealous people, 
  guarding their secrets as if they can take them to 
  the grave. These runes are traced by a caster upon 
  a book, map, scroll, or similar object bearing 
  written information. The runes detonate when 
  read, dealing 2D6 points of damage in a 10’ radius. 
  The reader suffers full damage, no save allowed. 
  Anyone else in the area of effect takes the full 
  damage unless a Ref save is made for half damage. 
  The object on which the runes were written is 
  obliterated, unless it is unaffected by fire. The 
  caster, and any other beings specifically instructed 
  can read the protected writing without triggering 
  the runes. Likewise, the caster can remove the 
  runes whenever desired. Another creature can 
  remove them with a successful Dispel Magic spell. 
  A sorcerer needs to cast a Detect Magic to detect 
  the runes. 
   
  Extension  
  Level 4  
  Duration: See Below  
  Range: 0  
  This spell allows magic forces to not be bound by 
  natural time and so lengthens the duration of 
  another spell previously cast by the sorcerer by 
  50%. The previous spell must still be active. 
   
  Feeblemind  
  Level 5  
  Duration: Permanent  
  Range: 120’  
  This spell turns the neural pathways of the target 
  into a super-conducting network of thought. In 
  most targets, this overloads their brain. If the 
  target creature fails a Will save (with a –1 
  penalty!), it becomes a mental invalid. The 
  affected creature is unable to speak, cast spells, 
  understand language, or communicate coherently. 
  The subject remains in this state until a Dispel 
  Magic or Remove Curse spell is used to cancel the 
  effect of the Feeblemind. If however, the target 
  succeeds with his saving throw, he is considered to 
  be under the effect of a Haste spell for as many 
  rounds as the caster has levels. 
  Forget  
  Level 2  
  Duration: Permanent  
  Range: 30’  
  This spell allows the caster to obliterate the 
  memory of an opponent. The time span is equal to 
  the previous 1 round, +1 round per 3 levels of the 
  caster. This spell only affects memory, it does not 
  alter any actual events that have taken place or 
  nullify any other spell effects. The spell is capable 
  of affecting up to 4 beings in range. Beings are 
  allowed a Will save, which is modified depending 
  on how many creatures are targeted. No modifier 
  is applied if 3 or 4 creatures are targeted, but if 
  only 1 or 2 are targeted the save is at -1. 
   
  Growth of Plants  
  Level 4  
  Duration: Permanent  
  Range: 120’  
  Plant growth causes normal vegetation (grasses, 
  bushes, creepers, thistles, trees, vines) within 
  range and a 20’ square area per level to become 
  thick and overgrown. The plants entwine to form a 
  thicket or jungle that creatures must hack or force 
  a way through. Movement drops to 10’, or 20’ for 
  large creatures. The area must have brush and 
  trees in it for this spell to take effect. At the 
  caster’s option, the area can be any shape. This 
  spell has no effect on plant creatures. 
   
  Hallucinatory Terrain  
  Level 4  
  Duration: Permanent  
  Range: 240’  
  The caster makes some terrain look, sound, and 
  smell like some other sort of terrain, but the entire 
  terrain to be hidden must be encompassed within 
  the range this spell may affect. The caster may 
  affect 10’ square area per caster level. 
   
  Hold Monster  
  Level 5  
  Duration: 1 round/level  
  Range: 120’  
  This spell will render any living creature paralyzed. 
  Targets of the spell are aware, and breathe 
  normally, but cannot take any actions, including 
  speech. A successful Will save will negate the 
  effect. The spell may be cast at a single monster, 
  which makes its save at -1, or at a group, in which 
  case D6-1 (a minimum of 1) of the creatures in the 
  group may be affected. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Hold Person  
  Level 3  
  Duration: 2 rounds/level  
  Range: 120’  
  This spell projects a mystic force that paralyses 
  living human targets. The spell may be cast at a 
  single target or at a group, in which case 1D3+1 
  targets may be affected. A successful Will save 
  negates the effect (there is a -1 modifier to the 
  save if cast against a single target). Only humans 
  or humanlike beings are affected. Characters of a 
  greater level than the sorcerer are unaffected.  
   
  Hold Portal  
  Level 1  
  Duration: 2D6 turns  
  Range: 10’  
  This spell magically holds shut a door, gate, 
  window, or shutter of wood, metal, or stone. The 
  magic affects the portal just as if it were securely 
  closed and normally locked. A Knock spell or a 
  successful Dispel Magic spell can negate a Hold 
  Portal spell. 
   
  Inspire  
  Level 1  
  Duration: Instantaneous  
  Range: Touch  
  This spell bestows a favour upon the subject. That 
  subject receives a number of points (D6 + caster's 
  level) to allocate to any die rolls made in the 
  future except damage rolls. To-hit, saving throws, 
  ability rolls - whatever the subject desires. The 
  subject trades the points on a 1-for-1 basis and 
  may adjust the roll by that many points however 
  he sees fit. The number of points to be used on a 
  roll must be declared before the roll is made. All 
  unused points are lost at dawn. 
   
  Invisibility  
  Level 2  
  Duration: 1 turn/level  
  Range: Touch  
  With this spell the sorcerer causes the subject, 
  including all carried equipment, to completely 
  vanish from sight. Equipment that is dropped 
  becomes visible, and items picked up disappear. 
  Light sources carried by the subject cannot be 
  seen by others, but can be seen by the subject. 
  The subject still makes noise, emits odour, etc, as 
  usual. The subject still has physical mass and can 
  touch and be touched. If the subject makes any 
  sort of offensive action, such as attacking 
  someone, tripping someone, using force to break 
  an object, setting fire to a structure - basically 
  taking any violent action at all – that action results 
  in the invisibility being dispelled just after the 
  violent deed is performed. Note that being 
  successful in a violent deed is not necessary; an 
  invisible character that attacks and misses a target 
  still becomes visible.  
   
  Invisibility 10’ Radius  
  Level 3  
  Duration: 1 turn/level  
  Range: 10’ Radius Area  
  Any beings, and their carried equipment, within 
  10’ of the caster at the time of the casting become 
  invisible as per the Invisibility spell. After the spell 
  is cast, those affected do not have to remain close 
  to the caster; it is as if individual Invisibility spells 
  had been cast on each of them. 
   
  Invisibility, Improved  
  Level 4  
  Duration: 1 turn/level  
  Range: Touch  
  With this spell the sorcerer causes the subject, 
  including all carried equipment, to completely 
  vanish from sight. Equipment that is dropped 
  becomes visible, and items picked up disappear. 
  Light sources carried by the subject cannot be 
  seen by others, but can be seen by the subject. 
  The subject still makes noise, emits odour, etc, as 
  usual. The subject still has physical mass and can 
  touch and be touched. Unlike the weaker version 
  of this spell, the subject may take any aggressive 
  or offensive actions without cancelling the spell.  
   
  Invisibility to Demons*  
  Level 1  
  Duration: 1 turn/level  
  Range: Touch  
  The subject of this spell becomes completely 
  unnoticed by demonic creatures for the duration 
  of the spell. Demons cannot see, hear, or smell the 
  subject at all for the duration of the spell or until 
  the subject does something to intentionally gain a 
  demons attention (including attacking). This 
  breaks the spell completely, with all demons in the 
  area able to then sense the subject. The reverse of 
  this spell, Demonic Attraction, causes all present 
  demons to ignore all living beings except the 
  subject until the subject is dead or until one of the 
  ignored beings attacks the demonic creatures. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Invisibility to Elementals*  
  Level 1  
  Duration: 1 turn/level  
  Range: Touch  
  This spell works just like the spell: Invisibility to 
  Demons, except against Elementals. 
   
  Invisibility to Undead* 
  Level 1  
  Duration: 1 turn/level  
  Range: Touch  
  This spell works just like the spell: Invisibility to 
  Demons, except against Undead. 
   
  Knock  
  Level 2  
  Duration: Instantaneous  
  Range: 60’  
  This spell allows the sorcerer to open a stuck, 
  barred, locked, Held, or Wizard Locked door. It 
  opens secret doors, as well as locked or trick-
  opening boxes or chests. It also loosens welds, 
  shackles, or chains (provided they serve to hold 
  shut something which can be opened). If used to 
  open a Wizard Locked door, the spell does not 
  remove the Wizard Lock but simply suspends its 
  functioning for one turn. In all other cases, the 
  door does not relock itself or become stuck again 
  on its own. Knock will not raise a portcullis or 
  operate any other similar mechanism, nor will it 
  affect ropes, vines, and the like. Each spell can 
  undo a single means of preventing access. 
   
  Levitate  
  Level 2  
  Duration: See Below  
  Range: 20’  
  Levitate allows the caster to move himself, 
  another creature, or an object up and down as 
  desired. An unwilling creature may make a saving 
  throw to avoid the effects, and an object must be 
  unattended or the possessor is allowed a saving 
  throw if they so wish. The caster can mentally 
  direct the recipient to move up or down as much 
  as 20 feet each round, by concentration. The 
  caster cannot move the recipient horizontally, but 
  the recipient could clamber along the face of a 
  cliff, for example, or push against a ceiling to move 
  laterally (generally at half its normal land speed). 
  The spell lasts as long as the caster actively 
  concentrates on it. If the caster moves, engages in 
  combat, is damaged, or takes any other action, the 
  spell ends immediately.  
  Light*  
  Level 1  
  Duration: 3 turns/caster level  
  Range: 120’  
  This spell creates a light source equivalent to that 
  of a torch at the target area of the spell. The effect 
  is immobile if cast on an area, but if cast on an 
  object it moves with the object. Once cast, the 
  caster has no control over the light, but may end 
  the spell if he so wishes. If cast on a person or on 
  the equipment of a person who does not wish to 
  be the target of the spell, that person is allowed a 
  saving throw versus magic; success means the 
  spell is cast on the area the person is in, but not on 
  a particular object. The light caused by the spell 
  emits no heat, nor can it be extinguished by water 
  or high winds. The source of the light can be 
  covered, which will block the light, not end the 
  spell. The reverse of the spell causes an area to be 
  covered in total darkness; even creatures able to 
  see in the dark are blind here. The spell can be 
  targeted at a creature’s eyes specifically to blind it, 
  assuming it has eyes in close proximity to one 
  another. The target gets a saving throw versus 
  magic. If successful, the spell fails to work at all. 
   
  Light, Continual*  
  Level 2  
  Duration: 1 day  
  Range: 120’  
  This spell works just like the spell: Light* other 
  than the Duration. 
   
  Magic Aura*  
  Level 1  
  Duration: Permanent  
  Range: Touch  
  This spell makes an object appealing to the forces 
  of magic, giving the item an aura that causes it to 
  register to Detect spells (and spells with similar 
  capabilities) as though it were magical. If the 
  object bearing Magic Aura is physically examined 
  (touched), the examiner recognizes that the aura 
  is false if he succeeds in a Will save. Otherwise, he 
  believes the aura and no amount of testing reveals 
  what the true magic is. The reverse of this spell 
  hides the magic aura of a legitimate magical item. 
  A sorcerer casting Detect Magic and actually 
  handling the item is permitted an INT check to see 
  the magical aura of the item. 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  46 
   
  Magic Missile 
  1st Level 
  Range: 150’ 
  Duration: Immediate 
  A magical missile is a bolt of mystic energy and it 
  flies where the caster directs, with a range of up to 
  150’. The missile hits automatically, doing 1D6 
  points of damage. The sorcerer casts an additional 
  missile for every 3 levels of experience, which can 
  be aimed at different targets simultaneously. 
  Thus, at 3rd level, the caster is able to hurl 2 magic 
  missiles and at 6th level a sorcerer is able to hurl 3 
  magic missiles. 
   
  Magic Jar  
  Level 5  
  Duration: See Below  
  Range: 10’/level  
  By casting Magic Jar, the caster places his soul in a 
  gem or large crystal (known as the magic jar), 
  leaving his body lifeless. An attempt can then be 
  made to take control of a body within 120’, forcing 
  its soul into the magic jar. The caster may move 
  back to the jar (thereby returning the trapped soul 
  to its body) and attempt to possess another body. 
  The spell ends when the caster sends his soul back 
  to his own body, leaving the receptacle empty. To 
  cast the spell, the magic jar must be within spell 
  range. While in the magic jar, the caster can sense 
  and attack any life force. Attempting to possess a 
  body is a full round action. The caster possesses 
  the body and forces the creature’s soul into the 
  magic jar unless the subject succeeds a Will save. 
  Failure to take over the host leaves the caster’s life 
  force in the magic jar, and the target automatically 
  succeeds on further saving throws if the caster 
  attempts to possess its body again. If the caster is 
  successful, his life force occupies the host body, 
  and the host’s life force is imprisoned in the magic 
  jar. The caster keeps his own Intelligence, 
  Wisdom, Charisma, level, class, and alignment. 
  The body retains its Strength, Dexterity, 
  Constitution, hit points, natural abilities, and 
  automatic abilities. The creature’s spells and spell-
  like abilities do not stay with the body. The caster 
  can be forced out of a possessed body if a Dispel 
  Magic spell is cast. The spell ends when the caster 
  shifts from the jar to his body. If the host body is 
  slain, the caster returns to the magic jar, if within 
  range and the life force of the host departs (it is 
  dead). If the host body is slain beyond the range of 
  the spell, both the caster and the host die. If the 
  caster’s life force is within the magic jar and his 
  own body is slain, the caster is trapped in the 
  magic jar until a creature comes within range and 
  can be possessed. If the caster’s life force is in 
  possession of a host and the magic jar is 
  destroyed, the caster’s life force is stranded in the 
  host. Any life force with nowhere to go is slain. 
  Destroying the receptacle ends the spell and 
  destroys any life force inside it. 
   
  Mending  
  Level 1  
  Duration: Instantaneous  
  Range: 30’ 
  Mending repairs small breaks or tears in objects. It 
  will weld broken metallic objects such as a ring, a 
  chain link, a medallion, or a slender dagger, 
  providing but one break exists. Ceramic or wooden 
  objects with multiple breaks can be invisibly 
  rejoined to be as strong as new. A hole in a leather 
  sack or a wineskin is completely healed over by 
  Mending. The spell cannot repair magic/demon 
  items, nor does it affect creatures. 
   
  Neutralize Poison*  
  Level 4  
  Duration: Instantaneous  
  Range: Touch  
  The caster detoxifies any sort of venom or poison 
  in the creature or object touched. A poisoned 
  creature suffers no additional effects from the 
  poison, and any temporary effects are ended, but 
  the spell does not reverse instantaneous effects, 
  such as hit point damage, or other effects that do 
  not go away on their own. If a character dies of 
  poison, Neutralize Poison will bring a character 
  back to life if the spell is used no more than 1 turn 
  after death. The reverse of this spell gives the 
  caster a poison touch, and the first victim touched 
  by the sorcerer must save versus poison or die.  
   
  Passwall  
  Level 5  
  Duration: 3 turns  
  Range: 30’  
  The caster creates a passage through wooden, 
  plaster, or stone walls, but not through metal or 
  other harder materials. The passage is 10’ deep 
  with a 5’ diameter. 
   
  Phantasmal Creature  
  Level 2  
  Duration: 1 round/level  
  Range: 10’/level 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  This spell creates a 
  creature the caster 
  has previously seen 
  that will obey his 
  every mental 
  command. However, 
  it only exists in the 
  minds of those seeing, 
  smelling, or hearing it. 
  The first time a 
  phantasmal creature 
  causes damage in 
  combat, the victim 
  receives a Will saving 
  throw. Success means 
  the creature ceases to 
  exist as far as that 
  character is concerned and no damage is taken, 
  otherwise, the illusion is as deadly as a real 
  creature. The illusion is dispelled the first time it is 
  hit in combat by someone who believes in it. 
   
  Phantasmal Creature, Improved  
  Level 3  
  Duration: 1 round/level  
  Range: 10’/level  
  This spell creates a creature the caster has 
  previously seen that will obey his every mental 
  command. However, it only exists in the minds of 
  those seeing, smelling, or hearing it. The first time 
  a phantasmal creature causes damage in combat, 
  the victim receives a saving throw versus magic. 
  Success means the creature ceases to exist as far 
  as that character is concerned and no damage is 
  taken, otherwise, the illusion is as deadly as a real 
  creature. Whenever the illusory creature is hit in 
  combat by someone believing in it, the attacker 
  gains another saving throw to disbelieve the 
  illusion. 
   
  Purify Food and Drink*  
  Level 1  
  Duration: Instantaneous  
  Range: 30’  
  Enough food and water for up to a dozen people is 
  made pure, removing spoilage and poisons. The 
  reverse of the spell contaminates food and water 
  and will spoil holy water.  
   
  Ray of Enfeeblement  
  Level 2  
  Duration: 1 round/level  
  Range: 20’  
  This spell projects a 
  coruscating ray from 
  the caster’s hand. The 
  target takes a penalty 
  to STR of -2, plus an 
  additional -1 per 2 
  caster levels beyond 
  level 4. This penalty 
  applies equally to 
  mêlée and missile 
  damage inflicted by 
  the affected creature.. 
  A successful Will save 
  negates the effect.  
   
  Remove Curse*  
  Level 3  
  Duration: Instantaneous  
  Range: Touch  
  Remove Curse instantaneously removes one curse 
  on a creature if it makes a Will save. Remove 
  Curse counters and dispels Bestow Curse. Bestow 
  Curse (reverse of Remove Curse) can bring about 
  any number of unfortunate effects upon a being, 
  determined by the caster and GM. Some limits of 
  effect must be enforced. Possibilities include no 
  more than a -1 penalty to saving throws or -2 to 
  hit. An attribute might be reduced by 50%. These 
  effects can have any number of creative 
  symptoms. The victim can avoid being affected by 
  Bestow Curse with a successful Will save.  
   
  Remove Fear*  
  Level 1  
  Duration: See Below  
  Range: Touch  
  This spells instills courage in the subject, and 
  potentially removes the effects of magic induced 
  fear by allowing the target a Will save to attempt 
  to remove the effects. The subject receives a 
  saving throw bonus of +1 per 3 levels of the caster. 
  The subject automatically succeeds in any morale 
  checks for a number of rounds equal to the 
  caster’s level. Remove Fear counters and dispels 
  Cause Fear. The reverse, Cause Fear, will cause a 
  subject who is touched to run away, hysterical, at 
  full running movement for a number of rounds 
  equal to the caster’s level. 
   
  Sanctuary  
  Level 1  
  Duration: 2 rounds/level  
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  48 
   
  Range: Touch  
  This spell allows the subject to be attacked less 
  often by foes. Any creature attempting to attack 
  the subject must first make a Will save, or else it is 
  not permitted to make an attack. The attacker 
  does not lose its turn; it may still attack another 
  target, move, or do anything else it is normally 
  allowed to do. This restriction applies to area 
  effect attacks as well, unless there is another 
  target within that area. The spell ends 
  immediately if the subject makes any violent or 
  offensive action. 
   
  Secret Page  
  Level 3  
  Duration: Permanent  
  Range: Touch  
  This spell allows the caster to disguise a single 
  page in a book (or inscriptions on a tombstone, a 
  framed painting, or any sort of media in amount 
  analogous to a “page”) as something else. The 
  caster will still see the information as it truly is, 
  but all others looking upon it will see the illusory 
  information as determined by the caster. 
    
  Shadow Monsters  
  Level 4  
  Duration: 1 round/level  
  Range: 30’  
  The caster may create phantasmal pseudo-real 
  monsters in an area of 20’. The monster or 
  monsters created cannot exceed the caster’s level 
  in HD. Monsters created in this fashion must all be 
  the same type. They have 2 HP per the creature’s 
  normal HD. Victims are allowed an INT check to 
  realize the creatures are only partly real. The 
  phantasmal monsters are able to attack and deal 
  damage as per a normal creature of their type to 
  any being that fails this check. If the check 
  succeeds, the phantasmal monsters have an 
  effective DC3 and all damage is halved.  
   
  Shield  
  Level 1  
  Duration: 2 turns  
  Range: Touch  
  This spell will protect the caster from many attacks 
  that would otherwise harm him. Against missile 
  attacks, the spell grants the caster DC6, and an 
  effective DC5 for all other attacks. Even if an 
  attack hits, the spell confers a DR1 to the caster, 
  on top of any DR the caster already has from 
  armour worn. 
  Silence 15’ Radius  
  Level 2  
  Duration: 2 rounds/level  
  Range: 120’  
  Upon the casting of this spell, complete silence 
  prevails in a diameter of 30 feet. All sound is 
  stopped and conversation is impossible. No noise 
  whatsoever issues from the area, but noise 
  originating from outside the silenced area can be 
  heard by those within it. The spell can be cast on a 
  point in space, but the effect is stationary unless 
  cast on a mobile object. The spell can be centered 
  on a creature, and the effect then radiates from 
  the creature and moves as it moves. An unwilling 
  creature can attempt a Will saving throw and if 
  successful the spell takes effect in a stationary 
  location near the creature, but the creature may 
  move out of the affected area.  
   
  Sleep  
  Level 1  
  Duration: D6 turns  
  Range: 30’ + 10’/level  
  A Sleep spell causes a magical slumber to come 
  upon creatures with 3HD or less. The caster may 
  only affect one creature of 3HD, or 1D3 creatures 
  if they have 2HD, but the spell will otherwise 
  affect up to 2D3 creatures of 1HD or less. Slapping 
  or wounding awakens an affected creature, but 
  normal noise does not. Sleep does not affect 
  undead or other magical or unnatural creatures 
  (such as demons and elementals).  
   
  Speak with Animals  
  Level 2  
  Duration: 2 rounds/level  
  Range: 0  
  The caster can comprehend and communicate 
  with ordinary animals or giant versions of ordinary 
  animals. The caster can ask questions of, and 
  receive answers from, one particular kind of 
  animal (specified at the time of casting), although 
  the spell doesn’t make it any more friendly or 
  cooperative than normal. If an animal is friendly 
  toward the caster, it may do some favour or 
  service.  
   
  Speak with Plants  
  Level 4  
  Duration: 1 round/level  
  Range: 0  
  The caster can communicate with plants, including 
  both normal plants and plant creatures. The caster 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  49 
   
  is able to ask questions of and receive answers 
  from plants, and can ask plants to move in such a 
  way as to clear a path that is otherwise impassable 
  or covered in difficult growth. The spell does not 
  make plant creatures any more friendly or 
  cooperative than normal. If a plant creature is 
  friendly toward the caster, it may do some favour 
  or service. 
   
  Spell Immunity  
  Level 4  
  Duration: 4 turns/level  
  Range: Touch  
  The caster can use this spell to grant resistance to 
  all spells and spell-like abilities. Spells that charm, 
  command, cause fear, and similar effects are 
  granted a saving throw bonus of +3. Extremely 
  powerful compulsive spells are granted a bonus to 
  a saving throw of +2. All other spells are granted a 
  +1 saving throw bonus. The caster may affect one 
  creature for 4 turns per level, or multiple creatures 
  with the duration divided among them.  
   
  Spider Climb  
  Level 1  
  Duration: 1 round + 1 round/level  
  Range: Touch  
  The subject can climb and travel on vertical 
  surfaces or even traverse ceilings as a spider does. 
  The affected creature must have its hands and 
  feet free to climb in this manner. Any objects 
  weighing fewer than 5 pounds cling to the spell 
  recipient’s hands. This spell may be used on 
  another being (touch required) with no saving 
  throw.  
   
  Stinking Cloud  
  Level 2  
  Duration: 1 round/level  
  Range: 30’  
  Stinking Cloud creates a 20’ cubed bank of fog 
  centered anywhere within range, making living 
  creatures within it helpless with nausea. This 
  condition lasts as long as a creature is in the cloud 
  and for D6 rounds after it leaves. Any creature 
  that succeeds in a Fort save when leaving the fog 
  is not affected for the additional rounds.  
   
  Suggestion  
  Level 3  
  Duration: Permanent until Triggered  
  Range: 30’  
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  50 
   
  Suggestion is one of the few spells that is cast 
  surreptitiously, during other conversations, and 
  only sorcerers, Dendrelyssi, mountebanks, griots 
  and demons will recognize what is happening. 
  After the spell is cast, and if the victim fails a Will 
  save the caster may implant a suggestion in the 
  mind of one listener. This suggestion will lay 
  buried in the victim's mind until a trigger event, 
  set by the caster, occurs. Then the victim will carry 
  out the suggested action. A more subtle 
  suggestion not having to do with specific actions 
  (for example, suggesting that a certain person or 
  group is evil or undesirable) will have an effect on 
  the victim's attitudes, but after every time the 
  victim behaves in a manner contrary to his regular 
  nature he receives an additional saving throw to 
  shake off the effects of the spell. The suggestion 
  itself must be worded in a reasonable manner 
  (even if the end result is not reasonable) and not 
  immediately suicidal. "You should stick this dagger 
  in your chest," is not a valid Suggestion, but "You 
  know you can fly and want to do so right now 
  from the roof," might be, as would, "People label 
  bottles as poison in order to hide their sweet, 
  delicious wine," depending on the delivery. A 
  victim of a Suggestion does not detect as cursed or 
  magical. The enchantment is spent as the spell is 
  cast and the effects are simply stored in the 
  victim’s thoughts. 
    
  Telekinesis  
  Level 5  
  Duration: 1 round/level  
  Range: 120’  
  By concentrating on nothing else and taking no 
  other actions, the caster can move objects or 
  creatures by concentrating on them. A total of 20 
  pounds per caster level may be moved 20’ per 
  round. Living beings may also be moved, but they 
  are allowed a Will save.  
  True Seeing* 
  Level 5  
  Duration: 1 round/level  
  Range: Touch  
  The caster confers on a subject the ability to 
  ignore all of the lies told to us by our natural eyes 
  and to see all things as they actually are. The 
  subject sees through normal and magical 
  darkness, notices secret doors, sees invisible 
  creatures or objects normally, sees through 
  illusions, and sees the true form of changed or 
  transmuted things. False Seeing, the opposite of 
  True Seeing, makes objects, characters, and 
  monsters appear as their “opposite.” The ugly 
  appears beautiful, the valuable appears worthless, 
  and so on.  
   
  Wizard Eye  
  Level 4  
  Duration: 1 turn/level  
  Range: 0  
  The caster creates an invisible magical sensor that 
  sends visual information, and can see with 60’ 
  dark vision. The arcane eye travels up to 120’ each 
  turn. The eye can travel in any direction as long as 
  the spell lasts.  
   
  Wizard Lock  
  Level 2  
  Duration: Permanent  
  Range: Touch  
  Some doors are never meant to be opened. This 
  spell magically holds shut a door, gate, window, or 
  shutter of wood, metal, or stone. The magic 
  affects the portal just as if it were securely closed 
  and normally locked. A Knock spell or Dispel Magic 
  spell can negate a Wizard Lock spell, but the 
  Wizard Lock will take effect when a portal opened 
  with a Knock is closed again. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  51 
   
  MAGICAL RESEARCH 
   
  Magical research is an area in which higher-level 
  characters will begin to grow beyond the scope of 
  the rules. Even fairly low-level sorcerers and 
  Dendrelyssi may want to develop new spells, and 
  higher-level sorcerers might become involved in all 
  kinds of research from potion formulae to creating 
  magical items, to creating golems, to breeding 
  exotic creatures.  
   
  In general, the details of such projects are left to 
  the GM; they will certainly be expensive, and will 
  probably involve finding books of lost lore (yup, in 
  old vaults and libraries, although perhaps the 
  sorcerer has henchmen to retrieve them by this 
  point) and strange components ranging from eye 
  of newt up to the heart of a dragon. Special 
  laboratories might be required, as might the 
  services of a hired alchemist or sage or demon.  
   
  Remember that new spells should be carefully 
  reviewed to make sure they aren’t too powerful—
  the spell’s level should reflect the spell’s power. If 
  a spell turns out to be unexpectedly powerful to 
  the point where it endangers the game, it is 
  always the GM’s prerogative to protect the game 
  by adjusting the level of the new spell. 
   
  Spell Naming 
  For the sake of simplicity Crimson Blades spells 
  have been given familiar names (from the old 
  school game that inspired these rules). To evoke a 
  more evocatively dark fantasy feel, however, you 
  could add a rule for your sorcerer and Dendrelyssi 
  PCs. 
   
   The rule is that every spell the character adds to 
  his book must be given its own name, before the 
  character is capable of impressing it in his 
  memory. This name must be appropriate to his 
  character, the setting and the spell itself. 
   
  For example, Elkor the sorcerer copies an 
  “Invisibility to Undead” spell into his “Grimoire of 
  Elkor” from a scroll he found in a lost tomb in 
  Zamoneth.  At the moment it isn’t named, so he 
  can read it from his book but can’t memorize it. 
  Being creative, the player then names the spell 
  “Veil of Necros” – the character can now learn it 
  and cast it as a memorized spell as required. 
   
  Magical & Demonbound items 
  Here are a few legendary artifacts from the 
  Crimson Lands: 
    
  Souldrinker 
  Souldrinker was created by Dendrelyssi wizards 
  over a millennium ago. It is a huge black-bladed 
  bastard sword with faintly glowing crimson runes 
  up its length. A lesser Demon Lord, from whom 
  the sword’s name is derived, is bound into the 
  blade. The sword has the following abilities: 
    
  1) 
  Grants +2 STR and +2 CON to the wielder 
  2) 
  Grants +4HD (both for HP and to hit) to 
  the wielder 
  3) 
  Level drain on hitting target (target 
  receives a Fort save) 
  4) 
  Lets out a keening sound when drawn – 
  this causes fear to anyone in combat 
  with the wielder (Will save allowed) who 
  fight at -1 to hit 
  5) 
  Glows blood-red (enough to dimly 
  illuminate an approximate 20’ area) 
  6) 
  Only counts as ½ thing 
  7) 
  If the demon hasn’t drawn blood 
  (drained a level) for a week, it will begin 
  to attempt to influence its wielder so it 
  can feed. At the GM’s discretion and at 
  the most inconvenient time (no more 
  than once per day), the PC must make a 
  Will save or be compelled to draw the 
  sword and attack the nearest target. For 
  every week left un-blooded, the Will 
  save is at -1. Once it has drained a level 
  from at least one victim, the Demon 
  relinquishes its hold over the wielder 
  until the next time it goes a week 
  without being blooded.   
     
  Hellbringer 
  A sister-blade to Souldrinker, Hellbringer has 
  essentially the same properties. However, rather 
  than being black-bladed with crimson runes, it is 
  crimson-bladed with black runes. In addition, 
  rather than lighting an area, it can be used to 
  create a similarly-sized area of inky-darkness. A 
  wandering Dendrelyssi called Eoric is reputed to 
  have found this sword. 
   
  Eye of Omcur 
  Omcur was a Demon Lord, killed by a Dendrelyssi 
  sorcerer a thousand years ago. His eye is the only 
  thing that remains of the demon – taken by the  
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  52 
   
  sorcerer and used to see into the Plane of the 
  Dead, where the viewer can see the last beings he 
  killed. The eye has to be fitted into the eye socket 
  of its user. 
   
  The Claw of Croum 
  The same Dendrelyssi sorcerer that killed Omcur 
  also killed Croum, this time for his claw. Grafted 
  onto an arm stump, the person who also uses the 
  Eye of Omcur can use the claw to summon the 
  dead beings he can see. 
   
  It is said that a great Dendrelyssi hero from some 
  other plane of the Multiverse found and used 
  these two artifacts after he lost his own eye and 
  hand under torture.  
   
  The Chalice of Shaverandra 
  Brought to the Crimson Lands from another plane 
  by the Wayferer Shaveranda, the whereabouts of 
  the Chalice has become a thing of rumour and 
  folklore.  The Chalice (which is a very plain looking 
  carved wooden beaker) is believed to be able to 
  cure any disease, wound or affliction of whoever 
  drinks from it. However, anyone who ever drinks 
  from it a second time is poisoned and dies within 
  hours. 
   
  The Horn of Strokk 
  Blowing this huge brass horn brings the Lord of 
  Earth Elementals to the plane within D6 minutes. 
  Strokk immediately smashes any man-made 
  structure the summoner is looking at when Strokk 
  arrives. He will do this for up to an hour and then 
  leave. If the summoner is not looking at a building 
  or other structure, Strokk will get angry and attack 
  whoever is holding (or nearest to) the horn and 
  then take the horn away with him. 
   
  The Gibbering Skull of Tizun Shard 
  Separated from his body many centuries ago by 
  the people whose lives he made miserable due to 
  his foul necromancies, Tizun Shard’s soul still 
  remains intact. If found, this ancient skull will 
  answer those questions it can, mostly truthfully – 
  it will even teach the spells it knows. However, all 
  the while it will manipulate its finder towards the 
  location of the rest of his remains, so that he can 
  be whole again.    
       
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  53 
   
  Summoning  
   
  Whether its demons, elementals or undead, 
  summoning is a dangerous pursuit. However, it 
  can lead to great power so the Dendrelyssi and 
  some human sorcerers attempt it from time to 
  time to further their own power. The character 
  class tables in Book 1 indicate the number of dice 
  rolled when summoning. Summoning requires an 
  INT roll and, just like all ability rolls, requires 5+ to 
  succeed. However, there are ways you can 
  improve (or worsen) your chances, as follows: 
   
  Summoning Modifiers 
  +1 if summoning an elemental or undead and 
  taking at least 2 hours to prepare 
  +1 if summoning a demon and taking a whole day 
  to prepare 
  +1 if summoning as a group of 7-12 summoners 
  +2 if summoning as a group of exactly 13 
  summoners 
  -1 if wearing heavy armour or otherwise 
  encumbered 
  -1 if summoning Elemental Rulers, Lich Lords or 
  Demon Lords 
   
  Additional Demon Summoning Modifiers 
  Some demons can be summoned more easily if 
  certain conditions are prevalent. Here are some 
  additional modifiers that can be applied in special 
  circumstances: 
   
  Demons of Combat  
  +1 during a battle of at 
  least 200 men 
  Demons of Protection  
  +1 in a stronghold 
  (fortress or castle) 
  Demons of Desire  
  +1 during an orgy with 
  at least 20 participants 
  Demons of Travel  
  +1 on board a ship on 
  the open sea 
  Demons of Knowledge  
  +1 in a library of 1,000 
  or more books 
  Demons of Possession  
  +1 if there are at least 
  three insane people in 
  the vicinity (Trillithon is 
  a great place to 
  summon these demons) 
  Demons of Pain  
  +1 if in a torture 
  chamber where at least 
  10 mortals have been 
  tortured 
  Here are some guidelines for when PCs want to 
  perform a summoning: 
   
  ELEMENTALS 
  Elemental summoning is not an instantaneous 
  activity and certain preparations are required 
  beforehand. First the summoner needs to have 
  the coinciding element to hand – so, for example, 
  he needs at least a bowl of water to summon an 
  undine (water elemental). Chanting, rhythmic 
  swaying and hand gestures are also necessary. 
  This is best done unarmoured and unhampered by 
  heavy weapons or gear. This swaying and chanting 
  requires uninterrupted concentration for a period 
  of anywhere between 3-18 minutes (roll 3D6).  
   
  At the end of the period the player makes the 
  appropriate summoning roll, based on the 
  character’s level and applying all applicable 
  modifiers. Failure means the sorcerer has to start 
  all over (or give up). 
   
  Once summoned, the elemental will carry out the 
  first command given to it by its summoner. After 
  carrying out its orders as best it can (assuming 
  they are within its powers), it is free again and will 
  go away to the elemental plane where it came 
  from. However, the sorcerer can attempt bind the 
  elemental rather than have it carry out a task. 
   
  Binding Elementals 
  The elemental must be bound into an item or an 
  object. To bind an elemental requires the sorcerer 
  to overcome the elemental in a battle of wills. 
  Binding requires the character to make a Will save, 
  whereupon the elemental is bound and must obey 
  its master from then on. It will carry out a task as 
  commanded and then return to its object once the 
  task has been completed. It may be called upon up 
  to four times in a day. If called a fifth time it will 
  break free completely and return to its plane. If 
  the Will save is unsuccessful, the elemental simply 
  returns to its elemental domain. 
   
  The Dendrelyssi may bind a number of elementals 
  (either the same type or, if he can summon more 
  than one type, different ones) but this imposes a 
  risk that the Elemental Ruler will become 
  annoyed. After the first elemental has been 
  bound, roll 2D6 for any subsequent ones bound. If 
  the result is lower than the number of elementals 
  of the same type that the Dendrelyssi currently 
  has bound, then he has come to the attention of 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  54 
   
  the Elemental Ruler, who may exact some sort of 
  punishment, require a task to be performed or 
  may simply make a note for future reference at 
  the GMs discretion. 
   
  Banishing Elementals 
  Elementals can be made to return to their 
  elemental domains. If the elemental was 
  summoned by the character banishing the 
  elemental, this happens automatically. Otherwise, 
  a Will save is needed. If the elemental was bound 
  by another character or an NPC, the Will save is at 
  -1 if the summoner is three or more levels higher 
  than the banisher.     
   
  Elemental Powers 
  Elementals are immune to sleep and charm spells 
  and aren’t affected by illusions. Only earth 
  elementals can be affected by normal weapons – 
  the other elementals can only be harmed by some 
  magical attacks and magical (demon) weapons.   
   
  Air (Sylphs) 
  Sylphs cannot be seen. A single sylph has very 
  limited power; it can accomplish as much as a puff 
  of wind. Sylphs have the following abilities: 
  1) Sylphs have DC 7, DR 0 and 1HD 
  2) Can fly at 4-24 (4D6) miles per hour 
  3) Invisible to the naked eye 
  4) Produce 1D6 miles per hour worth of 
  breeze for 1D6 minutes 
  5) Move light objects of 1lb or less for 1D6 
  minutes 
  6) Blow individual arrows off course 
  7) Carry spoken messages from their master 
  to another individual up to a mile away 
  8) Produce enough air to last one person 
  1D6  minutes, but this will slay the sylph  
  9) Destroy a fire elemental (salamander), 
  but this will slay the sylph 
  10) Players may invent other appropriate 
  minor powers, at the GMs discretion 
  11) Multiple sylphs working together may 
  multiply the effects of one power by the 
  number in the group 
   
  Earth (Gnomes) 
  Gnomes are slow, rocky beings who can merge 
  with the earth. When on top of the ground they 
  take the form of a crudely hewn man. They are 
  only capable of simple tasks. They have the 
  following abilities: 
  1) Gnomes have DC 2, DR 5 and 3HD. They 
  always attack last in the round with their 
  doubled fists causing H +2 damage 
  2) Merge with and pass through all natural 
  barriers and walls made of stone or earth. 
  Gnomes cannot pass through such things 
  as wood or worked metal. 
  3) Tremendously strong; a single gnome 
  may lift as much as 2000 pounds 
  4) Any weapon striking their stony bodies 
  has a chance to break. Roll 4+ to save.  
  5) Can tell if gold, silver, or any other 
  desired metal is within 100 yards of their 
  current location. They can also lead 
  people to mineral deposits or metallic 
  objects 
  6) Neutralize (destroy) a water elemental 
  (undine) at the cost of its own existence 
  7) Players may invent other appropriate 
  minor powers, at the GMs discretion 
  8) Many gnomes in proximity remain a 
  collection of individuals. They cannot 
  merge their powers as all the other 
  elementals can. 
   
  Water (Undines) 
  Undines are normally invisible within a body of 
  water. If summoned forth on land, they usually 
  take the form of a beautiful blue-green woman 
  about a foot (30 cm) tall, whose skin is damp to 
  the touch. They have the following abilities: 
  1) Undines have DC 6, DR 0 and 2HD 
  2) Move at will through water at a speed of 
  3-18 (3D6) miles per hour 
  3) Transport a single person through water 
  for 1D6 hours and protect the person 
  from drowning 
  4) Materialize up to one gallon of water at 
  any time or place. 
  5) Neutralize (destroy) one earth elemental 
  (gnome) at the cost of its own existence 
  6) Neutralize (destroy) one fire elemental 
  (salamander) at the cost of its own 
  existence 
  7) Cause metal weapons to rust almost 
  instantaneously, halving the damage for 
  that weapon, at the cost of its existence 
  8) It may enter the respiratory system of a 
  target and do drowning damage to the 
  target for 1D6 melee rounds 
  9) Players may invent other appropriate 
  minor powers, at the GMs discretion 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  55 
   
  10) Multiple undines working together may 
  multiply the effects of one power by the 
  number in the group 
   
  Fire (Salamanders) 
  Salamanders are chaotic shapeshifters, usually 
  appearing as simple flames but sometimes in 
  other forms – like that of a human or animal 
  though always enshrouded in fire. They are the 
  hardest elemental to contain and must be bound 
  to a stone or metallic object or they cause the 
  binding object to be consumed in flame. They 
  have the following abilities. 
  1) Salamanders have DC 6, DR 0 and 2HD 
  2) Ignite any flammable object 
  3) Produce a burst of flame doing 1D6 
  damage to anything along the path of the 
  flame for up to 30’ distance. The 
  salamander may only do this three times 
  in a day; doing it on a fourth occasion 
  destroys the salamander 
  4) Inhabit any metallic weapon or object 
  and cause it to flame for 1D6 melee 
  rounds. Flaming weapons do an 
  additional point of fire damage and on a 
  hit can (roll 5+) ignite flammable objects 
  such as clothing or wooden shields 
  5) Neutralize (destroy) one air elemental 
  (sylph) upon contact at the cost of its own 
  existence 
  6) Produce light in darkness without actually 
  burning anything. 
  7) Melt soft metals such as gold, raw iron, 
  copper, or lead. They merely heat up 
  harder metals and alloys, such as bronze, 
  steel, tempered iron, etc. 
  8) The flame damage of a salamander 
  counts as a magical attack when used 
  against any form of demon or elemental 
  9) Inhabit and control any free-burning 
  flames, such as controlling how fast the 
  fuel is consumed and what direction it 
  moves in when there is little or no wind. 
  A flame is defined as one discrete mass of 
  burning substance not to exceed a 
  diameter of 6’ from side to side 
  10) Detect hidden living beings by their heat 
  and give its master a rough idea of the 
  direction and distance. This will not work 
  through more than one foot of stone or 
  similarly dense material 
  11) Players may invent other appropriate 
  minor powers, at the GMs discretion 
  12) Fire Elementals may merge together to 
  produce a gigantic fire elemental whose 
  power equals the product of all the 
  individual elementals. For example, three 
  elementals acting as one in a flaming 
  weapon would deliver 3 extra damage 
  and have a 3+ chance of igniting any 
  flammable object they contact. However, 
  if shooting flame, elementals may be 
  combined either to increase the amount 
  of damage or to increase the range or the 
  width of the flame. 
    
  THE ELEMENTAL RULERS 
  When the sorcerer wants an effect that one or 
  two elementals or a couple of demons cannot 
  accomplish, such as a tidal wave, a volcanic 
  eruption, a hurricane, etc., they can attempt to 
  summon the appropriate Elemental Ruler. The 
  sorcerer can only summon an elemental ruler of 
  the type of elemental he can summon already and 
  can only do it whilst surrounded by, or immersed 
  in, the proper element. A minimum INT is also 
  required. 
   
  The actual summoning process is initially similar to 
  the process for summoning elementals. However, 
  the Elemental Rulers are too mighty to come at 
  the summons of a mere mortal. If the summoning 
  roll is successful, a troop of elementals arrives and 
  carries off the summoner into another plane of 
  existence where the Elemental Ruler has its 
  capital. Such capitals are always in the midst of the 
  element that the Ruler controls. The mortal 
  sorcerer is magically protected from the element. 
   
  Beings of such power cannot be compelled by 
  mortal sorcerers. They must be either bargained 
  with, or persuaded. The GM should play the part 
  of the Elemental Ruler when summoned, and 
  listen to the bargain that the sorcerer offers. If it is 
  tempting enough, the GM should grant the 
  Elemental Ruler’s aid. If not, it should be rejected.  
   
  Urlessa: Lady of Water Elementals  
  She rules all undines. The following types of things 
  are within her power: 
  1. To control any number of undines at one time 
  for any given purpose. 
  2. To create huge waves, both at sea, or even on 
  rivers and lakes. Such waves may be used to 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  destroy things on land that the GM determines are 
  within their range. 
  3. To create magical artifacts constructed of water 
  or ice.  
  4. To give a mortal the temporary or permanent 
  ability to breathe water. 
  5. To neutralize any offensive magic of the Lord of 
  the Fire Elementals if it takes place in the elements 
  of air or earth. 
  6. Such other powers as the GM shall deem 
  reasonable in game situations. 
   
  Strokk: The Lord of Earth Elementals 
  He rules all gnomes. The following types of things 
  are within his power: 
  1. To control any number of gnomes at one time 
  for any given purpose 
  2. To cause avalanches and earthquakes. 
  3. To construct magical artifacts of solid material, 
  especially of metal. 
  4. To produce great wealth on demand - 
  mountains of gold or silver or gems. 
  5. To confer on mortals the ability to pass through 
  natural earthen materials such as stone, dirt, or 
  metal. 
  6. The ability to neutralize the offensive magic of 
  the Lady of the Air Elementals, close to the surface 
  of the ground (close being defined as within ten 
  feet). 
  7. Such other powers as the GM shall deem 
  reasonable in game situations. 
   
  Susssuru: The Lady of Air Elementals 
  She rules all of the sylphs. The following types of 
  things are within her power 
  1. To control any number of sylphs for any given 
  purpose. 
  2. To call up storms of any level of intensity. 
  3. To control the movement of air. 
  4. To make objects lighter than air, thus giving 
  them the power of flight. 
  5. To neutralize any offensive magic of the Lord of 
  the Water Elementals or the Lord of Fire 
  Elementals if it takes place in the element of air. 
  6. Such other powers as the GM shall deem 
  reasonable in game. 
   
  Ashmeloq: The Lord of Fire Elementals 
  The Lord of Fire is a force of destruction who rules 
  all salamanders. The following types of things are 
  within his power: 
  1. To control any number of salamanders for any 
  given purpose. 
  2. To cause the sun to burn more vehemently and 
  thus raise the temperature of the earth by as 
  much as 20 degrees Fahrenheit. 
  3. To cause and control volcanic eruptions, 
  particularly the flow of the molten lava. 
  4. To imbue the ability to flame within any non-
  combustible material, such as a metal, at the will 
  of the user. 
  5. To imbue combustible materials (such as human 
  flesh) with the ability to resist flame and not burn. 
  6. To neutralize the offensive magic of The Lord of 
  Earth Elementals in a blaze of heat. 
  7. Such other powers as the GM shall deem 
  reasonable in game situations. 
   
  Elemental DOMAINS 
  Each Elemental Ruler has its own domain where it 
  is all-powerful. Here are descriptions of the four 
  domains: 
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  57 
   
  The Domain of Water 
  Ruler: Urlessa, Lady of Water Elementals 
  The Domain of Water is a truly immense spherical 
  shell of salt, fresh, and brackish water. For obvious 
  reasons, this realm is inhabited almost exclusively 
  by aquatic and other water-breathing creatures 
  and a truly vast number of water elementals. 
  Urlessa rules from her Coral Castle, surrounded by 
  a huge forest of tall swaying seaweed, guarded by 
  sharks, sea serpents and other sea creatures.  
   
  The Domain of Earth  
  Ruler: Strokk, Lord of Earth Elementals 
  This domain is composed primarily of rock and 
  earth, crisscrossed by veins of precious metal and 
  gemstones of such gigantic proportions that they 
  cannot be believed by those who have never set 
  foot there. Interspersed with this solid rock and 
  earth are caverns of all sizes, some of them dark 
  and dry, others filled with water and 
  phosphorescent fungus. Strokk rules the realm 
  from his massive mountain fortress, guarded by an 
  army of earth elementals and other earth-and-
  cavern-dwelling creatures. 
   
  The Domain of Air  
  Ruler: Susssuru, Lady of Air Elementals 
  The elemental plane of air is a nearly unimaginably 
  large expanse of open skies, filled with churning 
  air currents, drifting clouds, and towering 
  thunderheads. Tremendous storms of rain and 
  snow lash massive globules of water hanging 
  suspended like floating oceans. Solid matter is rare 
  in this realm, much of it consisting of ice, magically 
  solidified clouds or conjured rock. The Domain of 
  Air is the least populated of the four elemental 
  planes, with only a small fraction of the 
  inhabitants of its neighbors. Some believe that this 
  is due to the extreme scarcity of solid land. 
  Susssuru dwells in a great cloud – at some times 
  thick, dark and violent and other times, white, 
  light and airy, depending on her mood. 
   
  The Domain of Fire 
  Ruler: Ashmeloq, Lord of Fire Elementals  
  The Domain of Fire is a realm of vast, liquid oceans 
  of flame, charred cinder lands and flowing rivers of 
  magma. The Domain of Fire is generally the most 
  hostile to mortal life. It is a landscape of white hot 
  deserts, with rivers of molten metal, mountains of 
  compacted ash, and burning skies filled with 
  curtains of flame. Ashmeloq dwells in a great 
  volcano at the centre of the realm. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  DEMONS 
  First, the sorcerer 
  or Dendrelyssi 
  must draw a 
  pentagram 
  contained in a 
  circle, with runes 
  for the name of 
  the demon around 
  the inner edge. If 
  the demon’s name 
  is not known or 
  just any demon of a specific type is required, the 
  runes for the type should be scribed instead. In 
  the centre of the pentagram the summoner 
  should burn some incense and other powders, the 
  fumes of which will send the sorcerer into the 
  proper altered state. 
   
  The sorcerer must also offer an appropriate 
  sacrifice for the type of demon required. Chanting, 
  rhythmic swaying and hand gestures are also 
  necessary. This is best done completely naked. At 
  the moment of sacrifice, make the appropriate 
  summoning roll. If successful, the summoned 
  demon will be a prisoner within the pentagram, 
  and will generally promise to perform one service 
  in exchange for being freed.  
   
  This activity may be completed in as short a period 
  of time as six minutes, or may take up to 36. (Roll 
  6D6 for time required to complete an impromptu 
  summoning). If completely naked, this may be 
  reduced to 3-18 minutes (3D6) or nearly naked to 
  4-24 (4D6) minutes. Any interruption of the 
  summoning process breaks the spell and causes 
  the summoning to fail. Otherwise, if the sorcerer is 
  able to complete the ritual, the player rolls the die 
  t in an attempt to equal or exceed the target 
  number, determined by the character’s level. 
  Subtract 1 from the player’s roll for wearing heavy 
  armour or being encumbered by weapons and 
  equipment. Add 1 to the player’s roll for a whole 
  day spent in preparation prior to the summoning 
  attempt. 
   
  Dealing with demons is always risky business. 
  Unless bound, they must be persuaded to perform 
  the function for which they were summoned. The 
  sorcerer’s most common promise is to return the 
  demon to its own plane if it will perform the 
  desired service. To see whether the demon agrees 
  to the sorcerer’s bargain, the GM should roll the 
  character’s persuade roll secretly.  If successful, 
  the demon will obey. If not, the demon will betray 
  the character and possibly attack or trick him/her.  
   
  Binding Demons 
  Sorcerers can control demons by binding them 
  into their service. The binding object needs to be 
  some material thing with a pentagram designed 
  into it, painted on it, or inscribed in it. To bind a 
  demon requires a battle of wills. The sorcerer 
  makes a Will save, but if the demon has a higher 
  Wisdom, the sorcerer’s Will save is made at -1. 
    
  A sorcerer may only bind a number of demons 
  equal to the number of demons allowed by his 
  CHA. Thus, Zanthus, with a CHA of 12, can bind up 
  to four demons. 
   
  Banishing Demons 
  Demons can be made to return to the 
  netherworld. If the demon was summoned by the 
  character banishing the demon, this happens 
  automatically. Otherwise, a Will save is needed. If 
  the demon was bound by another character or an 
  NPC, the Will save is at -1 if the demon’s 
  summoner is three or more levels higher than the 
  banisher.     
   
  Demon Powers 
  Demons don’t need to take physical form. To have 
  any physical effect, however, they must take a 
  physical form and this physical form can be 
  destroyed. Any type of demon may be a 
  shapeshifter but the demon’s INT must be at least 
  14. All bound demons have the ability to take the 
  form of the binding object and merge with it. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  59 
   
  Any demon can have special abilities listed on 
  Table 24: Demon Special Abilities. Roll D6. If it is a 
  5+ the demon has a random ability - roll a D6 to 
  determine which one it gets. These abilities 
  appear randomly unless the summoner makes an 
  extra effort to obtain a specific one. To summon a 
  demon with a specific power, the summoner must 
  know the demon’s name. This usually requires 
  research, a quest or summoning a demon of 
  knowledge to obtain it. 
   
  Table 22: Demon Special Abilities 
   
  D6 
  Ability 
  Description 
  1 
  Invisibility 
  The demon and anything it is 
  holding is able to become 
  invisible. A demon in 
  weapon or armor may only 
  make the weapon or armour 
  itself invisible. 
  2 
  Regeneration 
  The demon can heal wounds 
  to itself at the rate of 1 HP of 
  healing each combat round. 
  3 
  Fear 
  The demon inspires panic in 
  all beings within 30’. The 
  target gets a Will save. 
  Panicked beings cannot run, 
  fight or think – all they can 
  do is whimper, whine, and 
  cower until the demon 
  moves out of range. 
  4 
  Acid 
  The demon's skin exudes a 
  strong acid that does L 
  damage every combat round 
  to whatever it touches or 
  whatever touches it. If not 
  washed off, the acid will 
  continue to do L damage for 
  three additional combat 
  rounds or until it is somehow 
  neutralized. 
  5 
  Blink 
  The demon may blink 
  (teleport) itself a maximum 
  distance of 50 feet once on 
  any given combat turn.  
  6 
  Sorcery 
  The demon is able to cast 
  spells as a sorcerer. Roll for 
  level of spells: 
  1-3    1st level only 
  4-5    1st and 2nd level 
  6        1st to 3rd level 
  Demons of Combat 
  To summon a Demon of Combat requires a human 
  being to be sacrificed. Demons of Combat are 
  specialist fighters and gladly kill on demand. They 
  may take whatever form the summoner wishes – 
  the more repulsive or intimidating the better.  
  They can be attacked, injured or killed. Injured 
  Demons of Combat can only repair themselves if 
  they have regenerate as a special ability. 
  Otherwise they have to return to the netherworld 
  to recover – in other words, when reduced to 0 HP 
  they are automatically released. 
   
  Demons of Combat have STR, CON and DEX 8-18 
  (6 + 2D6). The other three attributes range from 3-
  18 (3D6). Demons of Combat are classed as 
  fighters of the same level as their summoner. They 
  have +2 HP per fighter level and they have a 
  natural DC4 (modified by DEX and fighter level). 
  Their DR is 5-7 (D3+4) which can be represented 
  by thick hide, scales, carapace, metallic armour or 
  whatever. 
   
  When fighting unarmed, demon fighters cause M 
  or H (chosen by summoner) damage with their 
  natural weapons (which can be claws, horns, 
  mandibles, spikes or whatever) plus any bonus 
  from their STR. They can be given weapons to fight 
  with, if preferred. Unless they are using mundane 
  weapons, Demons of Combat can harm monsters 
  (like some undead) that can only be harmed by 
  magical attacks. 
   
   
  
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  Demons of Combat are often bound into the form 
  of a weapon (Demon Weapon), which will have a 
  pentagram and various runes inscribed into it. The 
  demon in the weapon can increase the hitting 
  power of the weapon. Other attributes can confer 
  additional bonuses to the character wielding them 
  per the table below.  
   
  All demon weapons are considered magical and 
  only magical weapons may wound or penetrate 
  Demon Armour or harm elementals otherwise 
  unharmed by normal weapons. 
   
  If bound into a weapon, their HD are added to the 
  wielder’s HD to hit. So, a 2nd level demon-bound 
  sword will add + 2HD to anyone who uses it. Each 
  HD can be traded for +1 to hit, as required (for 
  example, to overcome a demon-bound shield). In 
  addition, if the demon has attributes that provide 
  modifiers (i.e. any that are 14+) these can add the 
  following bonuses to either the wielder or to the 
  weapon as follows: 
   
  Table 23: Demon Weapon Bonuses by Attribute 
   
  Attribute 
  Ability 
  If demon 
  attribute 
  is 14+ 
  If demon 
  attribute 
  is 18 
  STR 
  Save vs. 
  weapon 
  breaking 
  +1 
  +2 
  CON 
  User save vs. 
  death 
  +1 
  +2 
  DEX 
  Weapon counts 
  only as 
  ½ a thing 
  0 things 
  INT 
  Sword can 
  change shape 
  Into any 
  other 
  weapon 
  Into any 
  other 
  weapon 
  or non-
  weapon 
  WIS 
  Warning of 
  danger/ambush 
  +1 to 
  notice 
  +2 to 
  notice 
  CHA 
  User 
  intimidation 
  rolls 
  +1 
  +2 
   
  Demon Weapons with INT of 14 or more may shift 
  shapes to another weapon form upon demand; 
  this takes one combat turn during which time the 
  weapon cannot be used. A demon weapon with 
  high CHA means it is showy and beautiful as well 
  as the other benefits.
  The wielder of a demon-bound weapon can 
  choose to attack a Demon of Protection bound 
  into armour instead of the person wearing the 
  armour, if preferred. In this case, the weapon uses 
  the DC of the demon bound in the armour to 
  attack rather than the DC of the target wearing 
  the armour. Damage is done directly to the demon 
  (after its DR is taken into account). The demon can 
  be forced to leave the armour if it is reduced to 0 
  HP. 
   
  DEMONS OF PROTECTION 
  A Demon of Protection can be summoned by 
  sacrificing a domestic animal, preferably a dog, 
  cat, or chicken. These are animals that guard 
  human homes, and Demons of Protection have an 
  affinity for them. Also, not being as ferocious as 
  Demons of Combat, they will accept a lesser 
  sacrifice in their summoning.  
   
  Demons of Protection are much like Demons of 
  Combat except that they will never voluntarily 
  start a fight. Their duty is to guard and defend 
  things (or beings) and they will strike only in self-
  defence, or when someone or something enters 
  an area they are guarding. Even then, they give a 
  warning first. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  61 
   
  Demons of Protection have STR, CON and WIS 
  of 8-18 (6+2D6). The other three attributes 
  range from 3-18 (3D6). Like Demons of 
  Combat, they act as fighters with a level equal 
  to the summoner’s level, but with +3HP per 
  fighter level. They have DC4 (with modifiers 
  for DEX and fighter level). DR is 7-9 (D3+6) 
  which can be represented by thick hide, 
  scales, carapace, metallic armour or 
  whatever. 
   
  Demons of Protection are often bound into 
  some form of armour or a shield (although 
  they can also be bound into doors, chests, 
  walls and so on). This armour is not limited by 
  the bounds of ordinary armour but, at the 
  summoner’s choice, may take any fantastic 
  form he wishes and needn’t even look like 
  armour. If the demon has 14 INT or greater, it 
  may be made to change its form as the 
  sorcerer commands. 
   
  If bound into a shield, for every HD of the demon, 
  add +1 to the DC of the shield. So, a demon-bound 
  shield with a 5th level demon (3HD) will add +3 to 
  the shield’s DC of 1, making it +4. 
   
  If bound into armour, for every HD of the Demon, 
  add +1 to the DR of the armour. So a demon-
  bound suit of plate with a 5th level (3HD) demon 
  will add +3 to the plate’s DR of 5, making it DR 8. 
   
  A Demon of Protection bound into armour or a 
  shield provides the additional bonuses as detailed 
  in Table 25: Demon Weapon Bonuses by Attribute. 
  Bonuses provided to the user/wearer do not stack, 
  i.e. only the highest bonus applies.   
   
  If bound into a door or gate or similar, the 
  sorcerer will give the demon instructions about 
  who can pass – maybe just the sorcerer himself. If 
  an unauthorized being tries to pass through an 
  intact demon door or gate, the demon must give a 
  warning to the intruder. If the intruder decides not 
  to heed the warning, the Demon of Protection will 
  emerge from the door (taking one round to do so) 
  to attack the intruder.   
   
  DEMONS OF KNOWLEDGE 
  When summoning a Demon of Knowledge it is 
  necessary to sacrifice some piece of art, such as a 
  book, a statue or a fine piece of jewelry worth at 
  least 1,000 gp. Demons of Knowledge have INT 
  and WIS of 13-18 (12+D6) and all other attributes 
  are 3-18 (3D6). They classed as sorcerers of the 
  same level as the summoner and are DC4 (if 
  manifesting in physical form) and DR3. 
   
  Demons of Knowledge will not fight under any 
  circumstances. Their sole purpose is to impart 
  information to the person that summoned them. 
  Sometimes the knowledge they give is spurious, 
  worthless, random or plain out of date. The 
  chance of a demon knowing the answer to any 
  given question depends on that demon’s INT 
  check, which is made on 2D plus 1D per two full 
  levels (alternatively, the GM can assume the 
  demon knows the answer and simply give the 
  player the information requested). If the demon 
  does know the answer it will happily give the 
  information; if it doesn’t know and has not been 
  bound, it will lie, in whatever fashion the GM 
  believes will cause the most harm to the player-
  character. If the demon has been bound and 
  doesn’t know the answer, it will attempt to find 
  out; usually requiring 2-12 hours (roll 2D6) minus 
  an hour per two full levels (minimum 1 hour). 
   
  A sorcerer may never have more than one bound 
  Demon of Knowledge at any one time as they are 
  very jealous of their positions as councilors. If a 
  sorcerer binds a second Demon of Knowledge, 
  neither demon will answer his questions. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  DEMONS OF TRAVEL 
  These beings exist solely to facilitate getting from 
  one location to another, usually by the swiftest 
  route possible. The preferred sacrifice is some sort 
  of bird, as birds are the greatest travelers in the 
  normal world. Sacrificing a horse, camel or other 
  riding or pack animal will also suffice as would a 
  dolphin or other sea-creature if voyaging by sea. 
  Demons of Travel can open gates through other 
  planes, transport themselves and others by land, 
  sea or air. They can also teleport straight from one 
  place to another almost instantaneously. In their 
  normal form Demons of Travel are invisible and 
  immaterial, but they may be bound into physical 
  objects or called forth into a particular shape by 
  the summoner.  
   
  Their DEX 
  and STR are 
  8-18 (6+2D6) 
  and their 
  other 
  attributes are 
  generated by 
  rolling 3D6 
  for each. 
  They are 
  counted as a 
  barbarian 
  (for HD 
  purposes) of 
  the same 
  level and HD 
  as the summoner and are DC4 and have DR5. 
   
  The sorcerer may wish to have such a demon in 
  physical form to enable travel across the land. This 
  requires summoning a demon, investing it with a 
  given shape, and then binding it into the form of 
  that shape for permanent service. The speed that 
  the demon will be able to achieve once bound into 
  any given shape depends on the STR rating of the 
  demon. They will have a top speed of 10 times 
  their STR rating in miles per hour. They can travel 
  non-stop for a number of days equal to their CON. 
   
  If it is the GM’s purpose to have his PCs 
  adventuring in other planes, he could simply let 
  the summoning succeed automatically. If the GM 
  is not prepared for the PCs to be venturing into 
  other realms (because he hasn’t had the time to 
  work out an adventure, for example), he could 
  have the demon pretend he is unable to open 
  gates or have the summoner try to persuade the 
  demon by making a CHA roll. Such gates are 
  opened by demons that remain invisible and 
  undetected so that only the gate is apparent.  
   
  Other planes of existence may be so bizarre that 
  most normal humans would be completely 
  disoriented in them (although the Dendrelyssi are 
  used to such travel and wouldn’t be as affected, if 
  at all). The demon could be commanded to lead 
  the characters through such planes, of course. 
   
  Demons can teleport with one “passenger” 
  (probably the summoner). When being teleported, 
  there is always a chance that the demon will not 
  reassemble 
  the 
  summoner in 
  precisely the 
  correct 
  manner. Each 
  time a 
  character or 
  object is 
  being 
  teleported, 
  the player 
  must roll a 
  Ref save 
  (based on the 
  demon’s 
  DEX). If the 
  player fails, the results vary from the ludicrous to 
  the fatal, but it is broadly up to the GM. 
   
  DEMONS OF DESIRE 
  Demons of Desire are granters of wishes. They will 
  procure physical objects, act as all-purpose 
  servants and serve as sex objects. They will never 
  go farther or do more than they have to in order 
  to fulfill a request. To summon a Demon of Desire 
  requires the sacrifice of a virgin of an intelligent 
  species. Such demons appear as highly attractive 
  members of the opposite sex of the species of the 
  summoner (unless the same sex is required). They 
  all have CHA 18 and the other attributes are rolled 
  on 3D6. They are the same level and class as the 
  summoner for HD purposes and have DC5 and 
  DR3. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Demons of Desire may be bound, though they do 
  not take the form of the binding object and do not 
  enter into it. Instead, they retain their original 
  physical form while they are in the Crimson Lands. 
  Whoever owns the binding object (usually a ring 
  or some other small sigil) is the demon’s master 
  and may command it. The demon will generally 
  trail a few steps behind its master, but may be 
  ordered to remain in one place and summoned 
  to its master’s presence by expending a wish (at 
  the cost of a permanent point of the demon’s 
  CON). 
   
  Demons of Desire are shapeshifters if they have 
  INT 14+ and they also have the ability to alter 
  the shapes and forms of others. If your 
  character wished to be a bear for some reason, 
  a Demon of Desire could transform him into 
  one at the cost of a permanent point of the 
  demon’s CON.  
   
  Demons of Desire may provide their masters 
  with mundane objects, such as a weapon, a 
  piece of clothing, a horse and so on. The demon 
  will only travel as far as it needs to get the thing 
  – if this means taking the item from a nearby 
  member of the party, that’s what the demon 
  will do. So, the summoner needs to word his 
  wish with care. Demons of Desire can bring 
  magical objects such as Demon Armor or Demon 
  Weapons, but this costs a point or more of the 
  demon’s CON (GMs discretion how many, 
  depending on the power of the demonic item). 
   
  A Demon of Desire may also be used to heal HP 
  damage taken by its master, or anyone else the 
  summoner chooses to heal. For each HP healed, 
  the demon loses a CON point, permanently. Once 
  a Demon of Desire is reduced to zero CON, it will 
  disappear - returning to the pits of the 
  netherworld it was summoned from.  
   
  DEMONS OF POSSESSION 
  Demons of Possession are non-corporeal and have 
  no body of their own. Instead, they possess the 
  body of whatever is sacrificed to them by entering 
  and controlling it. In the case of human sacrifices, 
  the demon will then have the same exact physical 
  attributes of STR, CON and DEX as the sacrificial 
  victim. Demons of Possession have WIS 8-18 
  (6+2D6) and INT and CHA 3-18 (3D6). They are of 
  the same level and class as the summoner (for HD 
  purposes) and have DC8 and DR0. 
   
  Whoever controls the demon’s binding object 
  controls the demon and may order it to do 
  whatever the body it wears is capable of doing. 
  Demons of Possession may also change bodies on 
  command. To take over the body of a free human 
  or animal, the demon must have a higher WIS than 
  its intended target.  
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Trying and failing to bind a Demon of Possession 
  results in a possession attack against the sorcerer, 
  who must make a Will save (-1 if the Demon has a 
  higher WIS, +1 if the character’s is higher). If the 
  attack succeeds, the character is possessed and no 
  longer under the player’s control. There’s always a 
  risk when dealing with such demons! 
   
  Demons of Possession have no real desire to 
  remain on the earthly plane of existence. If their 
  physical form is slain without a replacement ready, 
  they will leave for their home. Possessed bodies 
  not killed, but deserted by the demon, become 
  mindless, soulless and zombie-like; they will soon 
  die unless repossessed or given special care. 
   
  DEMONS OF PAIN 
  When Demons of Pain appear in material form 
  they resemble human beings (or Dendrelyssi) that 
  are undergoing some form of painful torture - for 
  example, a pale man with iron nails driven through 
  his head and face at regular intervals, or a woman 
  with both legs and arms broken at weird angles 
  with the bones showing where they’ve been 
  broken, or a man flayed of the skin over several 
  large areas of his body etc. These demons are 
  twisted, sick, and malicious and they seek 
  enjoyment through the torture of mortals. They 
  feed upon pain and can regenerate by causing 
  pain. They are vile sadists who will prolong a 
  creature's death just for entertainment. These 
  demons can be summoned only when the 
  sacrificial victim is still alive and in great agony. 
  The sacrifice must be an intelligent species.  
   
  Demons of Pain have the same class and level as 
  their summoner, for the purposes of deciding their 
  HD. DEX is 8-18 (6+2D6), CHA is 1-11 (2D6-1) and 
  the remaining attributes are 3-18 (3D6). They have 
  DC4 and DR6. Demons of Pain use weapons 
  shaped from their own flesh and bones, so they 
  are able to form blades from the bones in their 
  arms, or spikes out of their skulls or chests and 
  whips from the flesh of their arms and so on. 
  These bone and skin extrusions take one round to 
  form and cause D6 damage; it looks and sounds 
  especially gruesome to anyone viewing it. 
   
  Demons of Pain are also able to shape the bones 
  of their victims from a range of 30’. They need 
  merely to point at their target and make hand 
  gestures - bones will break or force their way 
  through the target’s skin; this is excruciatingly 
  painful. The victim takes D6 damage immediately 
  (no save) and must make a Fort save or be forced 
  to collapse to the floor, writhing in agony as their 
  bones are cracking and becoming misshapen. Even 
  if the save succeeds, the victim is in such pain that 
  his or her attacks are at -1 to hit. A second 
  consecutive round of this causes a further D6 
  damage and requires another Fort save, this time 
  at -1. One of the victim’s limbs or ribs becomes 
  broken and useless. This continues in this way 
  round by round unless the demon stops or is 
  distracted. A Demon of Protection of a higher level 
  than the Demon of Pain can negate this attack 
  completely. An equal level Demon of Protection 
  can still give the PC a Fort save to resist the initial 
  damage and negate the -1 to the later saves. A 
  lower level Demon of Protection can provide a 
  one-off Fort save at the start at the cost of its own 
  existence. 
   
  Demons of Pain increase in power whilst there is 
  someone in agony in their vicinity (up to 30’). Each 
  round spent near someone who is suffering great 
  pain (just being wounded isn’t sufficient) they can 
  regenerate 1HP if they are themselves injured. 
  After 2 rounds, the demon will also gain 1HD. 
  After 3 rounds they add 1 to their DR. After 4 
  rounds they gain another demon special ability 
  (Table 24: Demon Special Abilities on pg 33).  After 
  5 rounds, they gain another HD and after the 6th 
  and final round they gain +1 DC. These 
  adjustments last an hour before the demon 
  reverts to its original status.  
   
  Like Demons of Desire, Demons of Pain may be 
  bound but they do not take the form of the 
  binding object and do not enter into it. Instead, 
  they retain their original physical form while they 
  are in the Crimson Lands. Whoever owns the 
  binding object (usually a torture device like 
  thumbscrews or a scalpel) is the demon’s master 
  and may command it. The demon will generally 
  trail a few steps behind its master but can be 
  ordered to remain in a place to be summoned at 
  the cost of a point of the demon’s CON. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  CRIMSON BLADES DARK FANTASY RPG 
   
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  Arranock: The Demon Lord of Combat  
  Dex: 19 
  DC: 8 
  DR: 12 
  Hit Dice: 10 (+50) 
  Damage: M +2 or H +2 (his choice)  
  Saving Throw: Fort 4D+2 Ref 5D+2 Will 3D+1 
  Special: As above, spit venom x2  
  Move: 12 
  Challenge Level: 33 
  Arranock appears as a massive armored spider 
  with a four-armed human male torso. He wields 
  huge curved demon-blades in two of his hands 
  and a demon-spear and demon-shield in the other 
  two. His human head is flanked on either side with 
  the heads of venom-spitting snakes. These can 
  each spit a stream of poison in a straight line up to 
  a range of 30’. A DEX check is needed to avoid 
  being struck. The poison kills within D3 rounds. A 
  Fort save at -1 is allowed to throw off the effects. 
  Arranock can summon 2-12 (roll 2D6) Demons of 
  Combat instantaneously (he doesn’t have to make 
  any preparations for this), once per hour.  
   
  Bathshalam: The Demon Lord of Protection  
  Dex: 17 
  DC: 8 
  DR: 14 
  Hit Dice: 9 (+60) 
  Damage: M +1 
  Saving Throw: Fort 5D+2 Ref 4D+2, Will 3D+1 
  Special: As above 
  Move: 12 
  Challenge Level: 32 
  Bathshalam’s normal form is that of a large, 
  almost cube-shaped, bronze, iron and stone lumpy 
  sort of figure, with four lanky triple-jointed legs 
  and arms; the arms end in crab-like claws. His 
  face(s), which are around four faces of the cube, 
  have flat noses, wide mouths full of sharp teeth 
  and each has a single eye; one face has a scarlet 
  eye, one has a yellow eye, one a mauve eye and 
  the last one a black eye.  He can summon 2-12 (roll 
  2D6) Demons of Protection instantaneously (he 
  doesn’t have to make any preparations for this), 
  once per hour. 
   
  Tezzameth: The Demon Mistress of Desire  
  Dex: 17 
  DC: 8 
  DR: 8 
  Hit Dice: 8 (+35) 
  Damage: M 
  Saving Throw: Fort 3D+1 Ref 3D+1 Will 4D+2 
  Special: As above, plus Desirable Appearance 
  Move: 12 
  Challenge Level: 26 
  Tezzameth appears as a shapely, crimson-
  coloured, 20’ tall naked human female with a 
  hyena-like head, long snake-like tail and cloven 
  hooves instead of feet. Once per hour, Tezzameth 
  can summon a single demon of any type 
  instantaneously (no preparations required) and 
  can continue summoning one each round for up to 
  6 rounds. Tezzameth can appear to any viewer as 
  the person that viewer most desires (living, dead 
  or imaginary); so, when she appears, a man might 
  see her as his ideal woman and a woman might 
  see her as the her secret love. 
   
  Necridion: The Demon Lord of Pain 
  Dex: 18 
  DC: 7 
  DR: 10 
  Hit Dice: 8 (+40) 
  Damage: M +1 
  Saving Throw: Fort 5D+2, Reflex 4D+1, Will 5D+2 
  Special: As above, summon and bind corporeal 
  undead 
  Move: 12 
  Challenge Level: 29 
  Necridion appears as a flayed human corpse, with 
  yellow eyes and a pronounced jaw – seeming as if 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  it is hanging loose and broken His ribs are cracked, 
  and his bones crack and seem to dislocate, as he 
  moves in a jerky fashion. He constantly drips blood 
  wherever he goes. He can summon 1-3 (roll D3) 
  Demons of Pain or 1 Demon of Possession once 
  per hour, instantaneously (no preparations 
  needed).  
   
  Pazzopeth: The Demon Lord of Travel 
  Dex: 19 
  DC: 7 
  DR: 10 
  Hit Dice: 8 (+65) 
  Damage: M 
  Saving Throw: Fort 5D+2, Reflex 4D+2, Will 3D+1 
  Special: As above 
  Move: 15 
  Challenge Level: 31 
  Pazzopeth appears as a dark-skinned naked 
  humanoid with bat-like wings, long thin arms 
  ending in long fingers with suckers on the ends, 
  and an elongated head dominated with a sucker-
  like mouth containing no teeth. Pazzopeth’s long 
  legs (of which there are three) appear to trail away 
  into nothingness. He can summon 1-6 (roll D6) 
  Demons of Travel or 1 Demon of Protection 
  instantaneously (he doesn’t have to make any 
  preparations for this), once per hour. 
    
  Calcridior: The Demon Lord of Possession.  
  Dex: 19 
  DC: 8 
  DR: 8 
  Hit Dice: 7 (+35) 
  Damage: M 
  Saving Throw: Fort 3D+1 Reflex 4D+2, Will 5D+2 
  Special: As above, summon and bind non-
  corporeal undead 
  Move: 12 
  Challenge Level: 25 
  His normal form is that of a slender humanoid, 
  about 10’ tall, with dark purple skin and leprous 
  scarlet weals across his elongated torso. Four 
  squid-like tentacles protrude from his back, ending 
  in lamprey-like maws, dripping with dark, 
  glistening ichor. Once per hour, he can summon a 
  single demon of any type instantaneously (no 
  preparations required) and can continue 
  summoning one each round for up to 6 rounds. 
   
  Veraxion: The Demon Lord of Knowledge 
  Dex: 19 
  DC: 8 
  DR: 8 
  Hit Dice: 7 (+30) 
  Damage: M 
  Saving Throw: Fort 3D+1, Reflex 4D+1, Will 5D+2 
  Special: As above, Lore 6D+2 
  Move: 12 
  Challenge Level: 25  
  Veraxion appears as a 15’ high, conical limpet-like 
  being, with a base about 30’ around.  
  Atop this being are two eyes on snake-like stalks 
  that can swivel around in all directions. The 
  being’s mouth is underneath the base and it 
  seems to have no nose. Veraxion uses telekinesis 
  to move and operate objects and moves slowly, 
  leaving a slime-trail that has acidic qualities (burns 
  through shoe soles in one round and then causes 
  D3 damage per round for 3 rounds or until 
  neutralized). Once per hour he can summon a 
  single demon of any type instantaneously (no 
  preparations required) and can continue 
  summoning one each round for up to 6 rounds. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  UNDEAD 
  Undead summoning (necromancy), like any 
  other type of summoning, is best done 
  when fully prepared. Undead can only be 
  brought back at the actual grave site where 
  the body is buried, or at the location of their 
  death. Old battlefields are a great source of 
  bodies for such summoning. Preparations at 
  minimum require uninterrupted 
  concentration for a period of anywhere 
  between 1-6 minutes (roll 1D6) if the person 
  is recently dead or up to 6-36 (6D6) minutes 
  if the person is long dead. Add 1 to the 
  summoning roll if the sorcerer takes at least 
  2 hours in preparation prior to the 
  summoning. Failure means the sorcerer has 
  to start all over (or give up). 
   
  The number of undead summoned depends 
  on the level of the summoner and the type 
  of undead being summoned. Skeletons are 
  the weakest of the undead and also the 
  most numerous. The summoner, therefore, 
  can summon more of them in one go than 
  say vampires, which are rare and harder to 
  locate. A sorcerer can, of course, summon 
  just one of any type of undead if he prefers. 
  Once summoned, the undead will carry out 
  the first command given to it/them by the 
  summoner. After carrying out their orders as best 
  they can (assuming they are within their powers), 
  they will crumble to dust. The sorcerer can simply 
  ask questions, to which the undead will respond to 
  the best of its ability. However, the sorcerer can 
  bind the undead rather than have it or them carry 
  out a task or ask questions. 
   
  Binding Undead 
  Corporeal undead can only be bound to a site 
  (often a graveyard or similar) or to service. In the 
  latter case they follow their master as ordered and 
  act as servants/bodyguards. Non-corporeal 
  undead can be bound to a location or can be 
  bound into items; the item must be something 
  that has some significance to the undead person 
  whilst they were alive – an item they owned whilst 
  alive, the item that killed them (this might not go 
  down too well with the undead!) or similar. To 
  successfully bind the undead requires a battle of 
  wills by the sorcerer making a Will save.  
   
  A weapon will have one of the special offensive 
  abilities of the undead that is bound into it. So, a 
  sword with a bound Banshee will either be able to 
  do a death shriek once per day, or the act of 
  drawing the blade will cause fear in the character’s 
  opponents or the touch of the blade will cause a 
  level drain. 
   
  Armour bound with non-corporeal undead will 
  have one of the undead’s defensive powers. So, 
  Banshee Armour would confer either the undead’s 
  DC, an immunity to sleep, charm and fear or a 
  resistance to magic, or make the wearer immune 
  to all weapons other than magic weapons.  
   
  Turning Undead 
  Undead encountered by a sorcerer can be turned 
  or destroyed.  This is done by the PC making a Will 
  save with a modifier of +1 to the roll for every 
  level the sorcerer is higher than the number of HD 
  of the undead or -1 for every level lower. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  69 
   
  Corporeal Undead 
  These are solid, physical creatures that can be 
  damaged by mundane weapons and that can 
  physically damage their victims. They can be 
  bound to a place or a person but not into objects.  
   
  Table 24: Corporeal undead summoning 
   
  Type 
  Number 
  Summoned 
  Summoning 
  Difficulty 
  Skeleton 
  D6 x level 
  +1 
  Zombie 
  D6 x ½ level 
  - 
  Ghoul 
  D3 x ½ level 
  -1 
  Crypt Corpse 
  D2 x ½ level 
  -2 
  Mummy 
  D2 
  -3 
  Lich 
  1 
  -4 
   
  Non-corporeal Undead 
  These are immaterial creatures that cannot 
  physically affect the world and therefore cannot 
  be harmed by non-magical means. They can be 
  bound to sites or into objects that held some 
  special significance for them whilst they were 
  alive. 
   
   
   
  Table 25: Non-corporeal undead summoning 
   
  Type 
  Special  
  Abilities 
  Number  
  Summoned 
  Summoning 
  Difficulty 
  Wisp 
  Trickery* 
  D3 + level 
  +1 
  Shadow 
  STR drain 
  D3 + ½ 
  level 
  - 
  Wight 
  DEX drain  
  D3 
  -1 
  Wraith 
  Level drain, 
  Fear 
  D2 
  -2 
  Ghost 
  Level drain, 
  Fear 
  1 
  -3 
  Banshee 
  Death Shriek, 
  Level Drain, 
  Fear 
  1  
  -4 
  *Trickery would be extinguishing lights, souring beer, 
  making small objects move and so on 
   
  A PRICE TO PAY 
  The more the sorcerer delves into the necromantic 
  arts, the greater the toll on his mind, body and 
  soul. When he takes the undead summoning 
  ability (and if he takes it again), the sorcerer 
  immediately receives one of the following 
  consequences (either rolled, selected by the GM 
  or by the player, at the GMs discretion): 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  1-3 
  1. Hair turns grey immediately. Turns white 
  after a month. Falls out after another 
  month. 
  2. Becomes creepy and unsettling. Animals 
  and children shy away.  
  3. Becomes nocturnal; finding it difficult to 
  sleep at night and needing to sleep during 
  the day – disliking the sunlight. 
  4. Skin becomes wrinkly, blotchy and slightly 
  translucent.  
  5. Becomes obsessed with graves and 
  graveyards. 
  6. Teeth start yellowing and fingers and 
  nails grow long and claw-like. 
   
   
  4-6 
  1. Becomes addicted to drinking blood. 
  2. Starts to become gaunt, face becomes 
  white and skull-like.  
  3. Gains +1 to Fort saves to avoid death but 
  wounds take twice as long to heal as 
  normal. 
  4. Becomes paranoid; believes everyone is 
  out to get him and doesn’t trust anyone. 
  5. Physical Debilitation (-1 to STR, CON or 
  DEX) 
  6. Mental Debilitation (-1 to INT, WIS or 
  CHA) 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  71 
   
  BOOK 3: CRIMSON LORDS 
  (MANORS & MONSTERS)
   
   
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  72 
   
  Advice for advanced 
  play 
   
  In dark fantasy as in sword and sorcery, 
  traditionally the protagonist travels alone 
  although he sometimes gains the company of one 
  or more additional adventurers, each going their 
  separate ways once the current adventure is over. 
  They don’t tend to hire others, preferring to rely 
  on their own abilities to get the job done. 
   
  Because Crimson Blades is a role playing game, 
  there are some genre conventions that have to be 
  applied a little more loosely. You can still have the 
  gritty, doom-laden feel of dark fantasy even if 
  there are a few more characters than would be 
  usual for the genre. 
   
  Something you could do, is make your adventures 
  episodic. That is to say, at the end of an 
  adventure, the PCs split up and go their own ways. 
  It is assumed during this period (which could be 
  weeks, months or even years later) they will be 
  having separate adventures and doing other stuff 
  that doesn’t involve the rest of their group. What 
  this is can be up to the individual players. You can 
  play these adventures out, one-on-one, if 
  for example only one player is available on 
  a particular game session or, next time the 
  group get together (maybe at a pre-
  arranged time “in-game”, or by 
  coincidence) they can fill in what they’ve 
  been up to (or not) and then get on with 
  the adventure in hand. 
   
  It’s not usual to hire assistants, certainly 
  not at the lower levels. However, there 
  may be occasions where PCs need 
  additional help – maybe to sail a ship or to 
  guard something whilst they aren’t there 
  or just to carry stuff for them.  
   
  STRONGHOLDS 
  Adventurers can start building strongholds 
  before they have reached 10th level, of 
  course, but they don’t get the followers 
  (or necessarily the recognition of their 
  peers in the area) until reaching a level 
  where their renown is enough to attract 
  villagers, specialists, henchmen and troops 
  to their protection.  
   
  Once the game reaches this level, fighters will 
  have to clear the area around the stronghold of 
  any monsters and brigands and can then safely 
  begin building fortifications and taxing locals as 
  they flock (or trickle) to the character’s banner. It 
  is possible at this point that actual battle might be 
  fought, either on land or at sea, as the character 
  defends his domain or seeks to expand it. 
  Characters of other classes build their strongholds 
  in different locations (often in a city for thieves 
  and mountebanks, for example) and they may 
  have other enemies to concern themselves with, 
  like rival thieves guilds.  
   
  Once PCs get to 10th level, they have options for 
  getting more involved in the bigger events – 
  political machinations, invading other lands, 
  leading armies or maybe even rising up to rule. 
  There might be a need for some sort of base and 
  most classes at 10th level have an option for 
  building a stronghold, be that a castle, a guildhall 
  or a tower. When characters have gained 10th level 
  and have picked up a number of enemies and have 
  their own strongholds, they will begin routinely 
  employing spies, servants, and guards.  
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  73 
   
  Table 26: Construction Cost 
   
  Type 
  Cost 
  Barbican, Large 
  20,000gp 
  Barbican, Small 
  14,000gp 
  Bartizan 
  1,000gp 
  Bastion 
  3,000gp 
  Door, Iron 
  50gp 
  Door, Iron, Double 
  75gp 
  Door, reinforced 
  20gp 
  Door, Reinforced, Double 
  30gp 
  Door, Wood 
  10gp 
  Door, Wood, Double 
  15gp 
  Gatehouse & Gate 
  3,000gp 
  Keep 
  42,000gp 
  Portcullis & Drawbridge 
  2,000gp 
  Slit/Window 
  10gp 
  Slit/Window, Double 
  15gp 
   Stairs, Stone 10’ 
  90gp 
  Stairs, Wood 10’ 
  30gp 
  Tower, Round, Large 
  10,000gp 
  Tower, Round, Small 
  5,000gp 
  Tower, Square, Large 
  8,000gp 
  Tower, Square, Small 
  4,000gp 
  Wall, 120’ 
  2,500gp 
  Wayfarer’s Rest, Fortified 
  2,500gp 
  Thieves or Merchant’s Guildhall 
  5,000gp 
  Sorcerer’s Tower* 
  10,000gp 
  Mountebank’s Tavern 
  2,000gp 
  Redeemer’s Fortified 
  20,000gp 
  *Sorcerers can cut the costs hugely by summoning 
  elementals and demons to help with the 
  ction and strengthening of the building. 
   
  Once it is finished, a 20 mile radius around the 
  fighter’s castle will remain free of monsters. If the 
  castle is near a town or village not controlled by 
  the player characters, they will have to continue to 
  pay their 1% upkeep cost. If the stronghold is in 
  the wilderness or near a city controlled by the 
  characters, they no longer have to pay it. The area 
  around the stronghold is the player characters’ 
  domain.  
   
  Hiring Assistants 
  As a general rule, the upkeep for a single person in 
  a rural community such as a castle or village is 
  about 1gp per month and perhaps twice that in a 
  city. This “upkeep” covers food and incidentals, 
  and does not include lodging, wages, or the 
  purchase of equipment. Note that for some 
  professions the “incidental” cost can be quite high: 
  blacksmiths use up a quantity of supplies just to 
  keep a forge running. The cost of lodging 
  (assuming the character does not own a 
  stronghold where he can house his servants and 
  followers at no cost) is up to the GM, but staying 
  in an inn, even in a stable, will cost at least 1 sp 
  per night.  
   
  Purchase of equipment should be calculated using 
  the equipment tables, and if the hireling requires a 
  great deal of initial equipment such as a forge or a 
  library, the GM will adjust the costs as needed. 
  Wages depend upon the type of services being 
  sought. 
   
  Alchemist 
  Upkeep Cost: 500gp/month 
  Wage: 200gp/month if the alchemist maintains his 
  own laboratory. Half that cost if the character 
  provides one for the alchemist. 
  Initial Equipment: Fully equipped lab costs 150gp. 
   
  Armourer 
  Upkeep Cost: 100gp/month 
  Wage: None, if the armourer is a follower of a 
  character with a stronghold. If not, wages are 
  100gp/month, over and above the cost of upkeep. 
  Initial Equipment: A fully equipped forge costs 
  around 100gp. 
   
  Assassin 
  Upkeep Cost: N/A 
  Wage: 2,000 gp per mission 
  Initial Equipment: None. 
   
  Blacksmith 
  Upkeep Cost: 25gp/month 
  Wage: 25gp/month 
  Initial Equipment: A fully equipped forge costs 
  around 100 gp. 
  A common blacksmith can manufacture everyday 
  metal items, but does usually not know how to 
  make weapons. A smith is needed for every fifty 
  horses or mules in a character’s service. 
   
  Man-at-Arms (Battles/War) 
  Upkeep Cost: 1gp/month in camp or castle. 
  Standard costs of rations if operating in the field 
  (reduced to10gp/month if the character is fielding 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  74 
   
  an army with adequate wagons to 
  purchase in bulk). 
   
  Wage: If the man-at-arms is a part 
  of the character’s stronghold 
  retinue, he costs nothing. 
  Mercenary infantry cost around 
  2gp/month, archers 4gp/month, 
  and mounted knights cost 
  8gp/month. Sergeants (one 
  required for every 10 men-at-arms) 
  cost twice as normal. Lieutenants 
  (required for every 30), cost three 
  times as normal, and Captains 
  (required for every 60), cost four 
  times as normal. 
  Initial Equipment: Determine from 
  equipment list. 
   
  Man-at-Arms 
  (Bodyguard/Adventurer) 
  Upkeep Cost: Cost of food 
  Wage: 2gp/day or upwards of 5gp/day 
  Initial Equipment: Determine from equipment list. 
   
  Physician 
  Upkeep Cost: 1,000gp/month 
  Wage: 100gp/month. 
  Initial Equipment: Small library costs 2,000 gp. 
  Physicians are required to keep hirelings and men-
  at-arms functioning fully.  
   
  Sage 
  Upkeep Cost: 50gp/month 
  Wage: N/A 
  Initial Equipment: Small library costs 2,000 gp. 
  A sage is a true expert in his field. Even if highly 
  specialized, a sage has 
  information way beyond 
  the knowledge of 
  common people. Sages 
  not only have infor-
  mation, they also know 
  where to find it. Obscure 
  information may take 
  days or even weeks of 
  research. 
   
  Sailor 
  Upkeep Cost: 
  10gp/month 
  Wage: 2gp/month 
  Initial Equipment: None. 
  Sailors a common and can be hired 
  in every two near the coast, but 
  need a captain to be effective. 
  Some sailors know how to fight, but 
  these require additional payment as 
  a fighter. 
   
  Slave 
  Upkeep Cost: 2gp/month 
  Wage: None 
  Initial Equipment: None. 
  Slaves can be captured enemy or 
  can be purchased at slave markets. 
  The Dendrelyssi use slaves 
  extensively- most being born into 
  slavery. 
   
  Servant (Domestic) 
  Upkeep Cost: 1gp/month 
  Wage: 5gp/month 
  Initial Equipment: None. 
   
  Ship Captain 
  Upkeep Cost: 50gp/month 
  Wage: 250gp/month 
  Initial Equipment: A ship. 
  Apart from sailors, every ship also needs a captain. 
   
  Siege or Construction Engineer 
  Upkeep Cost: 750gp/month 
  Wage: 750gp/month 
  Initial Equipment: None. 
  Engineers are needed for complex buildings like 
  bridges or fortresses as well as for constructing 
  siege machinery. Digging tunnels during a siege 
  has to be supervised by an engineer. 
   
  Spy 
  Upkeep Cost: 
  10gp/month 
  Wage: 500 gp per mission 
  Initial Equipment: None. 
  The spy is a specialist than 
  know how to blend into 
  the crowd, gather 
  information, infiltrate 
  buildings and do missions 
  behind enemy lines. Spies 
  can also be gained by 
  simply bribing someone 
  working for the enemy. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  75 
   
  Mass CombaT - LAND 
  BATTLES 
   
  Crimson Blades/Crimson Lords is a RPG, so whilst 
  it is nice to have some system whereby PCs can 
  take part in large scale warfare or even lead 
  armies into battle, the most important thing is the 
  PCs and what they do during that battle. A 
  thorough tactical simulation of a battle is beyond 
  the scope of this game though. The actions of the 
  PCs must inform the direction the battle takes and 
  their individual exploits can determine which side 
  wins and which side is defeated. 
   
  Overall Objective 
  First of all, the PCs need to decide what their 
  overall objective is. It might simply be to destroy 
  the enemy forces on the battlefield. It might be to 
  hold the pass until reinforcements arrive. Other 
  alternatives would be to take an enemy fortress, 
  to force the enemy leader to surrender, or even 
  just to slow the enemy’s advance.  
  Once you know what the PCs objective is, you can 
  determine how difficult this might be to achieve. If 
  the enemy is far stronger, then their total 
  destruction might be unrealistic without some 
  form of heroic actions from the PCs. On the other 
  hand, even a stronger enemy might be able to be 
  delayed for a short time with some clever thinking 
  from the PCs.      
   
  Heroic Actions 
  As a GM, you then need to set the scene of the 
  two armies coming together in a clash of spear 
  against shield and then change the emphasis to 
  the individual PCs on the battlefield, giving them 
  heroic actions that they can attempt to swing the 
  course of the battle. 
   
  If the PCs’ army is attempting to defeat a far larger 
  army, that has the advantage of a stronger 
  position, better troops etc, then you might want 
  the PCs to succeed in say at least three Heroic 
  Actions for their forces to have a chance of 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  76 
   
  winning the battle. On the other hand, if the 
  forces are evenly matched, the PCs might only 
  need to successfully complete one Heroic Action, 
  for their army to gain the edge and defeat the 
  enemy. 
   
  Some examples of Heroic Actions: 
   
   
  Capture an enemy banner 
   
  Capture or defeat an enemy 
  leader/sorcerer/demon/elemental/undea
  d 
   
  Prevent a sorcerer summoning a 
  powerful elemental/demon/undead 
   
  Break into a stronghold to open the gates 
  to allow your forces in 
   
  Lead a small force to overtake a strong 
  enemy position 
   
  Hold some high ground for a number of 
  turns against successive waves of enemy 
   
  Deliver an important message or item to 
  a leader or sorcerer 
   
  Rescue, recover or steal someone or 
  something from the enemy 
   
  Break an enemy formation 
   
  Winning and Losing 
  Based on the results of the PCs Heroic Actions, you 
  have various options: 
   
   
  They have done well enough that their 
  forces win the day 
   
  They have done so badly, their forces are 
  defeated 
   
  The result isn’t certain and the battle 
  surges on - you could allow a fighter to 
  make a Lore (Battle) roll to see whether 
  the outcome can be decided by his 
  battlefield skills, or you could allow 
  characters of other classes to use their 
  abilities to make a difference – a 
  mountebank might have a contact in the 
  enemy camp from whom he can receive 
  vital information, a sorcerer could 
  summon a demon and so on. 
   
  Losing isn’t necessarily the end – in fact, losing 
  battle after battle to a superior enemy and being 
  on the brink of total annihilation until some 
  desperate exploit is attempted (like undertaking a 
  quest to an elemental domain) is often a good 
  staple of the genre.    
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  77 
   
  MASS COMBAT - SEA 
  BATTLES 
   
  Like land battles, ship-to-ship battles are carried in 
  an abstract way rather than attempting to create a 
  set of rules that distract from the fact the Crimson 
  Blades is a role playing game. Much of what was 
  said in the mass combat rules above is also of use 
  in the rules for naval combat.  
   
  Overall Objective 
  In sea battles, the objectives might appear more 
  limited, but even so, sometimes an engagement 
  might be fought just to delay an enemy fleet 
  rather than destroy it, or as part of the blockading 
  of a port. Other purpose for the battle might exist, 
  depending on the campaign. 
   
  Heroic Actions 
  These will be similar to the ones for land combat 
  although a fair number of them will involve 
  attempting to board one of the enemy ships, or 
  repelling opposition boarders.  
   
   
  Board enemy vessel to steal 
  documents/orders from captain’s cabin 
   
  Drive off a sea serpent 
   
  Set fire to or hole/sink an enemy vessel 
   
  Types of Ship 
  There are hundreds of different types of sea-going 
  vessels in The Crimson Lands. They are used for 
  many purposes – fishing, trade, transportation and 
  warfare amongst other things. The ones we are 
  mainly interested in here are those used for 
  warfare.  Rather than detail every type of fighting 
  ship that is available, I will give several very broad 
  and generic classifications. 
   
  Longships 
  Longships are used mainly in Ska, Tiranos and Ort. 
  They are characterized as a graceful, long, narrow, 
  light, wooden boat with a shallow-draft hull 
  designed for speed. The ship's shallow draft allows 
  navigation in waters only three feet deep and 
  enables beach landings. Longships are also double-
  ended, the symmetrical bow and stern allowing 
  the ship to reverse direction quickly without 
  having to turn around. Longships are fitted with 
  oars along almost the entire length of the boat 
  itself. They also have a rectangular sail on a single 
  mast which is used to replace or augment the 
  effort of the rowers, particularly during long 
  journeys. The average speed of longships is in the 
  range of 5–10 knots, but they can get up to 
  15 knots in favourable conditions. While longships 
  are used by the Ska in warfare, they are mainly 
  used as troop transports, not warships. However, 
  the Ska have been known to tie several boats 
  together in battle to form a steady platform for 
  infantry warfare at sea. 
   
  Snake 
  The smallest longship used in warfare; it has about 
  20 rowing benches (40 oarsmen) and one 
  pilot/captain. The length of a snake is about 55’ 
  and it has a width of about 8’. These are the most 
  common of Ska warships. 
   
  Wyrm 
  Wyrms are larger ships with a length of about 80’, 
  30 rowing benches and a crew of 60 oarsmen and 
  one pilot/captain. 
   
  Dragon 
  These are the largest ships, with a length of about 
  100’ and 40 rowing benches, with 80 oarsmen, 
  one pilot and one captain. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  78 
   
  Turtle 
  The turtle is a cargo ship used for long sea 
  voyages. The hull is wider, deeper and shorter 
  than a longship and it can take more cargo and be 
  operated by only 12 oarsmen and a pilot/captain. 
  They are built with a length of about 55’, a beam 
  of 15’ and a hull capable of carrying up to 24 tons. 
  A mast with a square sail is fitted. 
   
  Galleys 
  Galleys are used by most nations in the Crimson 
  Lands. Virtually all types have sails that can be 
  used in favorable winds, but human strength is 
  always the primary method of propulsion. This 
  allows galleys freedom to move independently of 
  winds and currents, and with great precision. The 
  Dendrelyssi were far in advance of other nations in 
  boat 
  building 
  techniques 
  and were 
  the first to 
  build the 
  two-level 
  galley, and 
  then the 
  three-level 
  galley. As 
  warships, 
  galleys can 
  carry various 
  types of 
  weapons; 
  rams, 
  arbalests, 
  catapults 
  and fire-throwers. However, the Dendrelyssi also 
  invest their galleys with demons for strength and 
  speed. Luckily, Dendrelyssi ships aren’t seen 
  around the Crimson Sea very much, if at all, these 
  days. 
   
  Unireme 
  A unireme is a galley evolved primarily for fighting. 
  It is un-decked or can be partially decked. The 
  vessel is typically around 40’ long, with a width of 
  8’.  A unireme will typically have a small 
  contingent (10) of marines on board. 
   
  Bireme 
  A bireme has two decks of oars and is typically 
  about 80’ long with a width of about 10’. It has 
  about 120 oarsmen, one pilot and one captain. It 
  will often have up to 20 marines on board. 
   
  Trireme 
  A trireme is about the same length as a bireme, 
  but has an extra tier added to the height, allowing 
  the number of oarsmen to be increased to 180. 
  The trireme usually has about 30 marines on 
  board as well as a pilot and a captain. Triremes are 
  currently the dominant warship in the Crimson 
  Lands.  
   
  Dendrelyssi Demonships 
  These are much larger than the triremes of the 
  other 
  nations. 
  Typically, 
  they have 
  room for up 
  to 300 
  rowers, a 
  deck crew of 
  20 and 100 
  marines. 
  There would 
  also be at 
  least one 
  fire cannon, 
  a catapult 
  and two 
  arbalests. A 
  Demon of 
  Protection, 
  Combat or Travel is bound into the ship. The 
  Captain and pilot would be summoners.  
   
  Land-Sea Battles 
  There will be times when ships at sea are useful 
  tools in a land engagement. Usually this will be off 
  the coast – maybe during the siege of a port city. 
  Troops can be brought up by sea; the ships can 
  enter the enemy harbour and engage enemy ships 
  or coastal fortifications and so on. Sometimes, 
  these engagements will be further inland, if there 
  is a river for the vessels to navigate along. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  79 
   
  PEOPLE, ANIMALS, 
  MONSTERS & UNDEAD 
   
  The following is a quick reference guide for how to 
  read monster descriptions.  
   
  Dex: This is the average DEX of the monster, for 
  combat purposes, for order of actions. 
   
  Defence Class: DC is explained in Book 1: 
  Characters & Combat. The DC might be higher for 
  smaller, faster and more nimble creatures. 
   
  Damage Reduction: DR is explained in Book 1: 
  Characters & Combat. This represents how tough 
  the creature is to hurt when you hit it. It might be 
  due to the armour worn or the toughness of its 
  hide or some other factor that makes the creature 
  more resistant to blows.     
  Hit Dice: is the number of dice (D6) rolled to 
  determine an individual creature’s hit points and 
  to determine its attack capability. If there is a plus 
  or minus next to the number, you add or subtract 
  that number from the total, only for hit points. For 
  example: for a creature with 2(+1) hit dice, you’d 
  roll 2D6, and then add one more hit point. 
  However, when fighting, that beast would roll 2D6 
  to determine its attack(s). Creatures with only ½ 
  HD still roll a D6 for attacks to hit. Monsters with 
  natural weapons (horns, teeth, claws) do very light 
  (VL), light (L), medium (M) or heavy (H) damage 
  with the same rules as the weapon table for light, 
  medium and heavy damage. 
  Saving Throws: This is the number of dice the 
  creatures gets to roll to make saves, based on 
  Fort, Ref or Will.   
  Special: is usually just a “flag” for the GM, to 
  remind him that the beast has one or more special 
  abilities. 
   
  Move: is the beast’s movement rate in yards 
  (squares or hexes), and it’s handled just as 
  movement rates are handled for characters. 
   
  Challenge Level: is used to separate the beasts 
  into “difficulty levels,” so when you’re creating an 
  adventure you’ve got some guidelines about what 
  the characters can handle and what they can’t. 
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  80 
   
  PEOPLE 
   
  Bandit 
  Dex: 10 
  DC: 3 
  DR: 2 (leather) 
  Hit Dice: 1 (+1) 
  Damage: By weapon (Any) 
  Saving Throws: Fort 1D Ref 
  1D Will 1D-1 
  Special: Ambush 
  Move: 12 
  Challenge Level: 1 
  Bandits are brigands or 
  outlaws; desperate 
  marauders that infest the 
  wilderness, preying on 
  merchants and other 
  travelers. They can number from as few as half a 
  dozen to the size of a small army. 
     
  Bandit Leader 
  Dex: 11 
  DC: 4 (shield) 
  DR: 3 (cuirboilli) 
  Hit Dice: 2 (+1) 
  Damage: By weapon (Any) 
  Saving Throws: Fort 1D Ref 1D Will 1D 
  Special: Ambush, Strength Feat 2D 
  Move: 12 
  Challenge Level: 2 
  This represents the chief of a small band of 
  outlaws; if the band 
  of outlaws is larger 
  than about a dozen or 
  so, the leader may 
  well be even tougher 
  (have more HD). 
   
  Berserker 
  Dex: 13 
  DC: 4 (shield) 
  DR: 2 (leather) 
  Hit Dice: 2 (+2) 
  Damage: By weapon 
  (Any) +1 
  Saving Throw: Fort 
  1D+1 Ref 1D  
  Will 1D 
  Special: Rage 1D, STR 
  +1 
  Move: 12 
  Challenge Level: 2 
  These are tough warriors 
  who can work themselves 
  into a frenzy before battle, 
  on a roll of 6. The Rage 
  gives berserkers +1 damage 
  in combat, +1 to Will and 
  Fort saves and they suffer 
  no effects of falling to 0 HP 
  or below, until they reach a 
  negative total equal to their 
  positive total or until the 
  fight ends. At that point, 
  they keel over, dead.  
   
  Cultist 
  Dex: 8 
  DC: 3 
  DR: 0 
  Hit Dice: ½   
  Damage: Dagger (L) 
  Saving Throw: Fort 1D Ref 1D Will 1D 
  Special: Summoning 1D 
  Move: 12 
  Challenge Level: A/1/2 
  Cultists are mysterious followers of the dark gods. 
  Individually, they are not able to summon demons 
  but, if there are 7 or more of them, they can act 
  together to try to summon a demon (if there are 
  13 cultists summoning, they have 2D). 
    
  Charlatan 
  Dex: 14 
  DC: 4 (DEX) 
  DR: 1 (quilted) 
  Hit Dice: 1 (-1) 
  Damage: By weapon (L or 
  M)  
  Saving Throws: Fort 1D 
  Reflex 1D+1 Will 1D+1 
  Special: Trickery 1D 
  Move: 12 
  Challenge Level: 1 
  A street hustler, gambler 
  or swindler – this 
  individual will do anything 
  to relieve characters of 
  their money through lies, 
  tricks and deceit. Trickery 
  covers all sorts of things 
  from cheating at gambling, 
  picking pockets or fast 
  talking.  
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  81 
   
   
  Enchantress 
  Dex: 14 
  DC: 4 (DEX)  
  DR: 0 
  Hit Dice: 2 (-1)  
  Damage: Dagger (L) 
  Saving Throws: Fort 1D Ref 2D+1 Will 2D+1 
  Special: Spells of Enchantment  
  Move: 12  
  Challenge Level: 3 
  This is a beautiful and powerful sorceress 
  specializing in spells that beguile, dazzle and 
  charm. Select appropriate spells from the sorcerer 
  1st & 2nd level lists (for example Charm Person). 
  There are even more dangerous enchantresses 
  that have higher HD and access to spells of a 
  higher level. They are often accompanied by 
  charmed bodyguards. 
   
  Hunter 
  Dex: 14  
  DC: 4 (DEX) 
  DR: 2 (leather) 
  Hit Dice: 1 
  Damage: By weapon (Any) 
  Saving Throws: Fort 1D+1 Ref 1D+1 Will 1D 
  Special: +1 to hit with choice of missile weapon, 
  survival, track 1D 
  Move: 12 
  Challenge Level: 1 
  Hunters are woodsmen, trappers, marksmen and 
  poachers; exploring the wilds for fun, profit, and 
  survival. They make use of ranged weapons to 
  take down their foes from a distance.  
  Mercenary 
  Dex: 11 
  DC: 3 
  DR: 4 (mail) 
  Hit Dice: 1 (+1) 
  Damage: By weapon (Any)  
  Saving Throws: Fort 1D Ref 1D Will 1D 
  Special: Fighter Stunt 1D 
  Move: 9 
  Challenge Level: 1 
  Mercenaries range from little more than well-
  armed bandits to elite soldiers employed to fight 
  the wars of those who pay the most.  
   
  Mercenary Sergeant 
  Dex: 12 
  DC: 3 
  DR: 5 (half plate) 
  Hit Dice: 2 (+2) 
  Damage: By weapon (Any)  
  Saving Throw: Fort 2D Ref 1D Will 1D 
  Special: Fighter Stunt 1D, Favoured Weapon +1D 
  Move: 6  
  Challenge Level: 2 
  This represents a grizzled leader of a small force of 
  a dozen or so mercenaries. 
   
  Dendrelyssi Quester 
  Dex: 13  
  DC: 4 (shield) 
  DR: 6 (plate)  
  Hit Dice: 3 
  Damage: By weapon  
   
   
  
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  Saving Throws: Fort 2D Ref 2D Will 2D+1 
  Special: 1st level spells, Summoning 2D 
  Move: 9 
  Challenge Level: 5 
  Young Dendrelyssi sometimes leave their land to 
  embark on a quest of some sort. The reason for 
  the quest differs from one individual to another – 
  they might be simply interested in learning about 
  the wider world, they might be looking for an 
  artifact, they might be adventuring to hone their 
  battle or magic skills, they might be seeking 
  possibilities for trade – there are loads of reasons. 
  This represents one of these questing individuals.  
   
  Townsfolk 
  Dex: 8 
  DC: 2 
  DR: 0 
  Hit Dice: ½  
  Damage: By weapon (L or M)  
  Saving Throw: Fort 1D Ref 1D-1 Will 1D-1 
  Special: Craft or profession 1D 
  Move: 12 
  Challenge Level: A 
  Townsfolk are ordinary people – traders, 
  taverners, blacksmiths, beggars, servants and so 
  on. They tend to go unarmed but could have a 
  dagger to defend themselves with if expecting 
  trouble. Most wouldn’t even try to fight a well-
  armed adventurer.  
   
  Necromancer 
  Dex: 9 
  DC: 3 
  DR: 0 
  Hit Dice: 2 (-1)  
  Damage: Staff 
  (M) 
  Saving Throws: 
  Fort 1D Ref 1D 
  Will 2D+1 
  Special: 
  Summon 
  (Undead) 1D  
  Move: 12 
  Challenge 
  Level: 3 
  A necromancer 
  is a wizard whose specialty is the ability to raise 
  the dead and deal with undead creatures. 
  Necromancers often have a number undead 
  servants and bodyguards. The GM can assign them 
  higher levels, better summoning abilities and even 
  some spells of an appropriate type (for example, 
  Spider Climb). 
   
  Witch 
  Dex: 10 
  Armor Class: 3 
  Hit Dice: 1 (-1) 
  Damage: dagger (L)  
  Saving Throws: Fort 1D-1 Ref 1D Will 1D+1 
  Special: Healing 1D+1, charms 1D, potions 1D+1 or 
  soothsaying 1D 
  Move: 12 
  Challenge Level: 1 
  Witches are most often old crones or 
  hags living out in the wilds. 
  Sometimes they are thoroughly evil 
  and wicked, cackling over their 
  boiling cauldrons making potions and 
  charms. Others are good and wise 
  and the locals will visit them to 
  receive help with ailments or to have 
  their fortunes told. Some powerful 
  witches have all of the abilities listed; 
  others have just one or two. Some 
  ancient witches have powers of 
  summoning.
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  ANIMALS 
   
  Ape 
  Dex: 14 
  DC: 3 
  DR: 3  
  Hit Dice: 4 (+10) 
  Damage Claws (M)  
  Saving Throws: Fort 
  3D 
  Ref 2D+1 Will 1D 
  Special:  
  Move: 12 Challenge 
  Level: 6 
  These powerful 
  omnivores are very 
  aggressive; they kill and eat anything they can 
  catch.  
   
  Bear 
  Dex: 13 
  DC: 3 
  DR: 4  
  Hit Dice: 4 (+15) 
  Damage Claws (M) 
  Saving Throws: Fort 3D+1 Ref 2D Will 1D 
  Special: Can pick up (and crush) 
  Move: 12 
  Challenge Level: 8 
  Bears are huge, frightening beasts that live in the 
  hills and woods. Thick fur covers their bodies and 
  massive paws contain horrible sharp claws which 
  they use to tear their opponents. If at least half of 
  their attack dice hit a single target, the bear has 
  grabbed it and will attempt to crush the victim. A 
  STR feat roll is required to escape or the victim 
  takes 2D6 damage automatically. 
   
  Centipede, Huge 
  Dex: 13 
  DC: 2 
  DR: 0 
  Hit Dice: 1 HP 
  Damage: Bite (special) 
  Saving Throws: Fort 1D-1 Ref 1D Will 1D-2 
  Special: Poison bite 
  Move: 12 
  Challenge Level: 2 
  Giant centipedes inflict a lethal amount of weak 
  poison; this requires a Fort save at +3 to avoid 
  being killed within D6 minutes. 
   
  Centipede, Giant 
  Dex: 11 
  DC: 3  
  DR: 2 
  Hit Dice: 1 (+5) 
  Damage: Bite (L) 
  (+special) 
  Saving Throws: Fort 
  1D Ref 1D Will 1D-1 
  Special: Poison bite 
  Move: 12 
  Challenge Level: 4 
  This man-sized giant 
  centipede is a 
  deadly predator 
  with armoured 
  segments, a deadly bite, and a lethal (though 
  relatively weak) poison, which requires a Fort save 
  to avoid death within D6 hours, but at +2 to the 
  save. 
   
  Centipede, Colossal 
  Dex: 9 
  DC: 3 
  DR: 5 
  Hit Dice: 2 (+10) 
  Damage: Bite (M +special) 
  Saving Throws: Fort 2D Reflex 1D Will 2D-1 
  Special: Poison bite 
  Move: 12 
  Challenge Level: 6 
  This is a twenty-foot long horror of chitin, multiple 
  legs, and clashing pincers dripping with venom. A 
  Fort save at +1 is required to avoid death within 
  D6 minutes, if bitten. 
   
  Crocodile 
  Dex: 12 
  DC: 3 
  DR: 4 
  Hit Dice: 2 (+8) 
  Damage: Bite (H) 
  Saving Throw: Fort 2D Ref 2D Will 1D 
  Special: Ambush 
  Move: 9/12 (in water) 
  Challenge Level: 3 
  Crocodiles are aggressive predators 11 to 12 feet 
  long. They lie mostly submerged in rivers or 
  marshes, with only their eyes and nostrils 
  showing, waiting for prey to come within reach (-1 
  to notice). 
   
   
  
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  Eagle 
  Dex: 14 
  DC: 5 
  DR: 0 
  Hit Dice: 1 
  Damage: Talons (L)  
  Saving Throws: Fort 1D Ref 1D+1 Will 1D-1 
  Special: Fly, spot 2D+1 
  Move: 3/30 (when flying) 
  Challenge Level: 1 
  Eagles are great winged beasts that hunt smaller 
  animals and carry them off to their nests. 
   
  Hawk 
  Dex: 16 
  DC: 5 
  DR: 0 
  Hit Dice: ½  
  Damage: Talons (VL)  
  Saving Throws: Fort 1D-1, Ref 1D+1, Will 1D-1 
  Special: Fly, spot 2D+1 
  Move: 3/30 (when flying) 
  Challenge Level: A 
  Hawks are winged hunters with superb eyesight. 
   
  Hunting Dog, Tiranos 
  Dex: 13 
  DC: 5 
  DR: 4 
  Hit Dice: 2 (+6) 
  Damage: Bite (H) 
  Saving Throw: Fort 2D+1 Ref 2D+1 Will 1D+1 
  Special: Track 3D+1 
  Move: 12 
  Challenge Level: 3 
  Sometimes called “Demon-Dogs” the hunting dogs 
  of Tiranos were bred using sorcery by the 
  Dendrelyssi lords over a thousand years ago. They 
  now roam free in Tiranos and in some other 
  wooded places. Once they have their prey’s scent, 
  they stop at nothing to bring them down following 
  for days without needing rest. 
   
  Panther 
  Dex: 15 
  DC: 5 
  DR: 0 
  Hit Dice: 2 (+4) 
  Damage: Claws (M) 
  Saving Throw: Fort 2D Ref 2D+1 
  Will 1D 
  Special: Track 
  Move: 12 
  Challenge Level: 2 
  Panthers are ambush hunters and stalkers. They 
  wait in dense vegetation or underbrush, or rocky 
  outcroppings for potential prey to wander by. 
  When in range, the panther springs to the attack 
  and bites and rakes its foe. Panthers are excellent 
  hunters and often stalk potential prey for several 
  miles before attacking. 
   
  Rat, Giant 
  Dex: 14 
  DC: 4 
  DR: 0 
  Hit Dice: ½  
  Attacks: Bite (VL) 
  Saving Throws: Fort 1D Ref: 1D Will 1D-1 
  Special: Disease 
  Move: 12 
  Challenge Level: A 
  These are huge cat-sized rats that often travel in 
  big packs and fight aggressively when cornered. 
  They are found just about everywhere there is 
  food to be had (which is almost anything). On a 
  roll of 6, a rat is diseased and could pass this on to 
  the PC if bitten. A Fort save is required. The 
  disease causes the character to go into a vomiting 
  fit for 1D6 hours. During this time, all rolls are at -
  1. 
   
  Sabre-Tooth 
  Dex: 14 
  DC: 4 
  DR: 3 
  Hit Dice: 4 (+6)  
  Attacks: Bite (H) 
  Saving Throws: Fort 3D Ref 3D+1 Will 1D 
  Special: Track 
  Move: 12 
  Challenge Level: 4 
   
   
  
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  Snake, poisonous 
  Dex: 15 
  DC: 5 
  DR: 0 
  Hit Dice: ½ to 1 
  Damage: Bite (VL+ special) 
  Saving Throw: Fort 1D Ref 1D+1 Will 1D-1 
  Special: Poison bite 
  Move: 6 
  Challenge Level: 2 to 3 
  The poison bite of snakes has a range of effects. 
  Some kill outright (Fort save allowed at +1, but 
  failure means death in 1D6 days – during that 
  time, all activity at -2), others cause temporary 
  paralysis (for 1D6 hours, a Fort save is allowed). 
   
  Snake, Giant Constrictor 
  Dex: 10 
  DC: 3 
  DR: 3 
  Hit Dice: 4 (+20) 
  Damage: Bite (M) 
  Saving Throw: Fort 2D Ref 2D Will 2D 
  Special: Constriction 
  Move: 6 
  Challenge Level: 9 
  If the snake scores at least two hits on its target it 
  has wrapped around the victim and will begin 
  crushing it next round. A STR feat is required to 
  escape, otherwise take 6+D6 damage 
  automatically each round until the snake is dead 
  or until a STR feat roll is achieved.    
  Shark 
  Dex: 14 
  DC: 5 
  DR: 2 
  Hit Dice: 2 (+2) to 4 (+10) 
  Damage: Bite (H)  
  Saving Throw: Fort 3D Ref 3D+1 Will 1D 
  Special: Track 
  Move: 15 (swimming) 
  Challenge Level: 2 to 6 
  Sharks are dangerous sea predators. They vary 
  greatly in size. They track by scent and if their prey 
  is bleeding, they will find them 100% of the time, if 
  within a mile. 
   
  Wolf 
  Dex: 13 
  DC: 4 
  DR: 0 
  Hit Dice: 1 (+2) 
  Damage: Bite (M) 
  Saving Throw: Fort 1D 
  Ref 1D Will 1D 
  Special: Track 
  Move: 12 
  Challenge Level: 1 
  Wolves are pack 
  animals; usually a pack 
  consists of 5-11 
  animals although 
  larger packs aren’t 
  unknown. A large 
  proportion of a pack 
  will consist of young 
  and cubs. They will 
  stalk prey much larger 
  than themselves and track largely by scent. 
   
   
  
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  Riding Beasts: Horse, Pony 
  Dex: 13 
  DC: 3 
  DR: 1 
  Hit Dice: 2 
  Damage: Hoof (L) 
  Saving Throw: Fort 2D Ref 1D Will 1D-1 
  Special:  
  Move: 15 
  Challenge Level: 2 
  These are agile ponies, used by the Forlucian 
  horsemen.  
   
  Riding Beasts: Horse, Courser 
  Dex: 13 
  DC: 3 
  DR: 1  
  Hit Dice: 2 (+2) 
  Damage: Hoof (L) 
  Saving Throw: Fort 2D+1 Ref 1D Will 1D-1 
  Special:  
  Move: 15 
  Challenge Level: 2 
  These are the standard riding horse used by 
  travelers and cavalrymen. 
   
  Riding Beasts: Horse, Destrier 
  Dex: 12 
  DC: 3  
  DR: 1 (or by armour)  
  Hit Dice: 2 (+6) 
  Damage: Hoof (M) 
  Saving Throw: Fort 2D+1 Ref 1D Will 1D 
  Special:  
  Move: 15 
  Challenge Level: 3 
  These are great warhorses, of the type ridden by 
  Torquendyan Knights into battle. 
   
  Riding Beasts: Camel, Sutral 
  Dex: 12 
  DC: 3  
  DR: 1 
  Hit Dice: 2 (+1) 
  Damage: Hoof (L) 
  Saving Throw: Fort 2D Ref 1D Will 1D 
  Special:  
  Move: 12 
  Challenge Level: 2 
   
   
  
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  MONSTERS 
   
  Beastman 
  Dex: 11 
  DC: 4 
  DR: 1 (or by armour) 
  Hit Dice: 2 (+2)  
  Damage: Claw (L) or by weapon 
  Saving Throw: Fort 2D Ref 2D Will 1D 
  Special: Rage 1D 
  Move: 9 
  Challenge Level: 3 
  Beastmen are creatures of Chaos - part human 
  and part animal, they are physically and mentally a 
  savage hybrid of man and beast. Beastmen thrive 
  upon the edges of civilization, raiding isolated 
  farmsteads, villages, and other settlements. 
  Beastmen live in nomadic bands and have a 
  natural hatred of anyone else they encounter – 
  including other Beastmen. 
   
  Beastmen’s bodies are tough strong frames 
  layered in knots of muscle. The tangled fur of 
  Beastmen is matted with dried blood, dirt, and 
  gore that nest countless varieties of ticks and 
  fleas: as a result of this, Beastman live in a state of 
  agitation and rage that always seethes in the heart 
  of every Beastman. Some are horned; some have 
  tails and cloven hooves, and others have long 
  snouts full of sharp teeth. No two Beastmen are 
  alike. The very stench of any Beastman is enough 
  to make even the most seasoned warriors gag; 
  their brays of bloodlust and the gleam of malice in 
  their dark animalistic eyes can unsettle even the 
  staunchest of troops. 
   
  All Beastmen are spiteful and mean-spirited 
  creatures that revel in bloodshed and chaos and 
  loathe order and the very concept of civilization in 
  all its forms. Beastmen are not creatures of nature 
  for there is nothing natural about their existence.  
   
  The Rage lasts for D6 rounds and gives the 
  Beastman +1 damage in combat. The Beastman 
  suffers no effects of falling to 0 HP or below, until 
  they reach a negative total equal to their positive 
  total or until the fight ends. At that point, they 
  keel over, dead.  
   
  Chaotic Features 
  Beastmen are actually humans that have been 
  warped by the raw stuff of Chaos. Any human can 
  be afflicted by the touch of Chaos and might suffer 
  a chaotic mutation. Prolonged exposure could 
  result in several mutations. None of these 
  mutations is particularly advantageous. A person 
  must make a Fort roll if in contact with raw Chaos. 
  If he fails, he makes a roll on these tables.  
   
  1 
  1. Eyes become huge and bulging 
  2. No trace of eyes, not even any eye 
  sockets 
  3. Eyes move to sides of head 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  4. Third eye grows in centre of forehead 
  5. Eyes wide open all the time - no eye-lids 
  at all 
  6. Massive protruding brow and eye-ridges 
  2 
  1. Jutting lower or upper jaw, with two large 
  jutting fangs 
  2. Mouth becomes full of sharp bestial teeth 
  3. Mouth becomes wide and frog-like 
  4. Lips and teeth become vertically aligned 
  5. Neck disappears, head becomes toad-like 
  6. Webs develop between fingers and toes 
  3 
  1. Skin becomes scaly and lizard-like 
  2. Horns or antlers grow from forehead 
  3. Hands become pincers, like a crab 
  4. Hands become clawed 
  5. Develop a bony carapace 
  6. Feathers grow instead of hair 
  4 
  1. Grow thick fur all over 
  2. Limbs become elongated and misshapen  
  3. Arms turn into thrashing tentacles 
  4. Skin begins to exude a stench 
  5. Develops a tail 
  6. Body becomes elongated and snake-like 
  5 
  1. Mouth becomes a bird-like beak 
  2. Skin becomes blotchy with dark crimson 
  or purple patches 
  3. Skin peels away constantly 
  4. Legs and feet become goat-like with 
  cloven hooves, or kangaroo-like 
  5. Nose grows into an elephantine 
  proboscis 
  6. Becomes crouched and ape-like, with 
  long ape-like arms 
  6 
  Roll twice on above tables 
   
  Brain-Ripper 
  Dex: 14 
  DC: 5 
  DR: 1 (or by armour) 
  Hit Dice: 3 (+10) 
  Damage: Tentacle (special) 
  Saving Throws: Fort 2D+1 Ref 2D+1 Will 3D+1 
  Special: INT drain, charm 
  Move: 9  
  Challenge Level: 6 
  Brain-rippers are a super-intelligent, evil, man-
  shaped race (that may pre-date the Dendrelyssi 
  as the master race) with squid-like tentacles by 
  its mouth which it uses to strike its prey. When it 
  hits prey with a tentacle, the tentacle penetrates 
  to the brain and draws it forth, allowing the 
  monster to devour it. A hit by a tentacle will cause 
  D3 INT damage (no save). A brain-ripper also has a 
  charm-like ability, per the spell (Will save allowed), 
  which it uses to bring its prey within range of its 
  tentacles.  
   
  Glob, Acid 
  Dex: 4 
  DC: 2 
  DR: 7 
  Hit Dice: 4 (+40)  
  Damage: Pseudopod (M) 
  Saving Throw: Fort 4D Ref 1D-1 Will 2D 
  Special: Acidic surface, immune to cold, half 
  damage from blunt weapons  
  Move: 6 
  Challenge Level: 14 
  Dark Globs are amorphous blubbery masses with 
  an acidic surface. They are subterranean predators 
  and scavengers. Any normal weapon or armor 
  contacting a dark glob will be eaten away by the 
  acid. The armour or weapon gets a save of 5+ each 
  time it hits or is hit. They attack by extending one 
  or several long pseudopods or projections from 
  their main mass. These attacks cause acid damage 
  on a hit. 
  
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  Glob, Blood 
  Dex: 4 
  DC: 2 
  DR: 7 
  Hit Dice: 3 (+40)  
  Damage: Pseudopod (M) 
  Saving Throw: Fort 4D Ref 1D-1 Will 2D 
  Special: Half damage from blunt weapons, STR 
  drain  
  Move: 6 
  Challenge Level: 13 
  Blood Globs are amorphous masses that look like a 
  pool of congealed blood. They are subterranean 
  predators and 
  scavengers. They live 
  on blood, draining 
  their victims and just 
  leaving the lifeless 
  bodies behind. They 
  attack by extending 
  one or several long 
  pseudopods or 
  projections from their 
  main mass. These 
  attacks, when they 
  attach drain blood 
  through the 
  appendage this drains 
  the victim’s STR (Fort 
  save allowed) as well 
  as HP.  
   
  Dragons 
  Dragons are huge 
  winged lizard-like 
  creatures with scaly 
  hides. Some are 
  winged and some are 
  highly intelligent. 
  There are three types 
  of dragon: Wyrms, Drakes and True Dragons. 
   
  Wyrm 
  Dex: 10 
  DC: 4 
  DR: 10 
  Hit Dice: 4 (+35)  
  Damage: Bite (H) or claws (M)  
  Saving Throws: Fort 4D+1 Ref 3D Will 3D 
  Special: None 
  Move: 9 
  Challenge Level: 10 
  Wyrms look like the other types of dragon, except 
  they are wingless and do not fly. They are the least 
  intelligent type of dragon. They tend to be 
  greenish in colour and live in forested mountain 
  caves.  
   
  Drake 
  Dex: 10 
  DC: 4 
  DR: 11 
  Hit Dice: 5 (+45)  
  Damage: Bite (H) or claws (M)  
  Saving Throws: Fort 5D+2 Ref 4D Will 4D 
  Special: Breathe fire 
  Move: 6/15 (when 
  flying) 
  Challenge Level: 15 
  Drakes are like wyrms, 
  but they are winged, 
  tend to be reddish in 
  colour and breathe 
  fire. These were the 
  dragons mastered by 
  the Dendrelyssi and 
  used to ride into battle 
  in days of old. Their 
  fiery breathe reaches a 
  range of 40’ and 
  causes 16 points of 
  damage to anyone in 
  the range of the 
  breath (Ref save for 
  half damage).     
   
  True Dragon 
  Dex: 10 
  DC: 4 
  DR: 12 
  Hit Dice: 6 (+60)  
  Damage: Bite (H) or 
  claws (M) 
  Saving Throws: Fort 6D+2, Ref 5D Will 5D+1 
  Special: Breathe fire, spells, magic resistance 
  Move: 6/15 (when flying) 
  Challenge Level: 22 
  True dragons are larger than wyrms and drakes 
  and are highly intelligent. Their fiery breath causes 
  20 points of damage in a 50’ jet (Ref save for half 
  damage). Some have spells as a sorcerer of 6th 
  level (roll 5+ for spells). Dragons have additional 
  magic resistance of 4+. Some even older dragons 
  might have +50 or even +60 HP. 
   
   
  
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  Gargoyle 
  Dex: 14 
  DC: 4 
  DR: 5 
  Hit Dice: 2 (+6)  
  Damage: Claws (L) 
  Saving Throw: Fort 2D+1 Ref 2D+1 Will 2D 
  Special: Fly  
  Move: 9/15 (when flying) 
  Challenge Level: 3 
  Gargoyles are winged beings resembling the 
  craven monstrosities that bedeck the walls of 
  cathedrals and many subterranean dungeons. 
  They are terribly vicious predators. 
   
  Gaunt 
  Dex: 14 
  DC: 4 
  DR: 2 
  Hit Dice: 4 (+2) 
  Damage: Claws (M) or Tail (H) 
  Saving Throw: Fort 3D+1 Ref 3D+1 Will 3D+1 
  Special: Carry away  
  Move: 9/12 (flying)  
  Challenge Level: 5 
  Gaunts are 7’ tall humanoid creatures with bat-like 
  wings and horrid, rubbery, greyish skin, secreting a 
  greasy fluid. Their paws are animal-like but they 
  can still grasp objects with them and they have a 
  long spiked tail which they attack with. Their 
  heads have no eyes, mouth or nose but they have 
  two short horns on their foreheads.  If they hit 
  with at least 2 of their HD, this means they have 
  grasped their prey and they will try to carry it off 
  to their lair. A Ref save or a STR feat roll means the 
  victim can escape the grasp on the Gaunt (but this 
  might lead to as long drop to the ground!). 
   
  Goblin 
  Dex: 14 
  DC: 4 
  DR: 0 (or 1: light armour) 
  Hit Dice: ½  
  Damage: By weapon (L) 
  Saving Throws: Fort 1D-1 Ref 1D+1 Will 1D-1 
  Special: attack at -1 to hit in sunlight 
  Move: 12 
  Challenge Level: ½  
  Goblins are malicious little flesh-eating creatures 
  (4’ tall or so) that inhabit dark woods and 
  underground caverns. They are found everywhere 
  and vary greatly in shape and colouration – for 
  example, some are hairy, others aren’t. They use 
  small weapons, like daggers, shortswords, javelins 
  and slings. Individually they aren’t brave but like to 
  gang up on their victims. They attack at -1 in the 
  full sunlight. 
   
  Grug 
  Dex: 6 
  DC: 3 
  DR: 7 
  Hit Dice: 6 (+20) 
  Damage: Claws (M) or bite (H) 
  Saving Throw: Fort 5D Ref 4D-1 Will 2D 
  Special:  
  Move: 9 
  Challenge Level: 10 
  Grugs are giant monsters – at least 20’ tall. They 
  are humanoid, with two arms which separate at 
  the elbow giving the creature two forearms on 
  each arm. Grugs have large barrel-shaped torsos 
  covered in boney protuberances and course black 
  hair. Their mouths, which run from the top to the 
  bottom of their face, run horizontally rather than 
  vertically. They appear so alien that they must be 
  the result of some experiment by Dendrelyssi 
  wizards and fleshcrafters centuries ago. 
   
   
  
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  Harpy 
  Dex: 12 
  DC: 4 
  DR: 0 
  Hit Dice: 2 (+1) 
  Damage: Claws (L) 
  Saving Throws: Fort 2D Ref 2D Will 2D+1 
  Special: Fly, siren-song 
  Move: 6/18 (when flying) 
  Challenge Level: 3 
  Harpies have the upper body of a human female 
  and the lower body and wings of a vulture. Their 
  song is a charm that draws its victims to the harpy 
  (Will save applies), and the harpy’s touch casts the 
  equivalent of a charm person spell (again, Will 
  save applies). 
   
  Hell Hound 
  Dex: 12  
  DC: 4 
  DR: 4 
  Hit Dice: 2 (+5) 
  Damage: Bite (M) 
  Saving Throws: Fort 2D Ref 2D Will 2D 
  Special: Breathe fire 
  Move: 12 
  Challenge Level: 4 
  Hell hounds are fire-breathing dogs of the 
  underworlds or lower planes. In addition to biting, 
  they can breathe fire each round, inflicting 8 HP 
  damage to a target up to 10’ away (Ref save for 
  half damage). They are often used by the Demon 
  Lords as guard dogs. 
   
  Hydra 
  Dex: 7 
  DC: 2  
  DR: 9 
  Hit Dice: 1 per head (+20) 
  Damage: Bite (M) 
  Saving Throws: Fort 5D+1 Ref 2D-1 Will 2D 
  Special: Poison breath, regenerate 
  Move: 9/12 (swimming) 
  Challenge Level: 9 to 18 
  A great many-headed serpent-like creature that 
  lives in lakes, rivers and there are some sea-
  dwelling variants. A hydra can be killed by severing 
  every head or slaying its body. Each head is 
  assigned one of the Hydra’s HD and if that head is 
  “killed” it is severed. However, two new one grow 
  back in D6 rounds. Hydras have at least 4 heads 
  and as many as 12. Some heads can breathe 
  poison in a cloud (roll D6 for each head – if it is 6, 
  then the head has poison breath). The breath will 
  kill anyone breathing it in within D6 rounds (Fort 
  save allowed). 
   
  Lycanthropes 
  Lycanthropes are were-creatures, particularly 
  those in whom the disease permits assumption of 
  a hybrid form of the human and animal. They can 
  be hit by normal weapons, but silver weapons 
  might inflict additional damage up to the GM). If 
  any character is brought below 50% hit points by a 
  lycanthrope, the character will become a 
  lycanthrope himself. 
   
  Lycanthrope, Werebear 
  Dex: 9 
  DC: 4 
  DR: 7 
  Hit Dice: 6 (+20) 
  Damage: Claws (M) or Bite (H) 
  Saving Throws: Fort 4D+2 Reflex 4D Will 3D+1 
  Special: Lycanthropy 
  Move: 9 
  Challenge Level: 11 
  Werebears are often found in temperate forests. 
   
  Lycanthrope, Wereboar 
  Dex: 8 
  DC: 4 
  DR: 6 
  Hit Dice: 4 (+12) 
  Damage: Bite (H) 
  Saving Throws: Fort 3D+1 Ref 2D Will 2D+1 
  Special: Lycanthropy 
  Move: 12 
  Challenge Level: 6 
  Wereboars are often found in the remote 
  wilderness and are especially temperamental. 
   
  Lycanthrope, Wererat 
  Dex: 16 
  DC: 5 
  DR: 4 
  Hit Dice: 2 (+4) 
  Damage: Bite (L) or by weapon 
  Saving Throw: Fort 2D Ref 2D+1 Will 2D 
  Special: Control rats, Lycanthropy 
  Move: 12 
  Challenge Level: 3 
  Wererats are often found in cities, lurking in 
  shadowy alleyways. Wererats can control rats, and 
  are extremely stealthy (surprising opponents on 
  1–4 on a d6). 
  
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  Lycanthrope, Weretiger 
  Dex: 14 
  DC: 5 
  DR: 7  
  Hit Dice: 5 (+16) 
  Damage: Bite (H) 
  Saving Throws: Fort 4D+1 Ref 4D+1 Will 3D 
  Special: Lycanthropy 
  Move: 12 
  Challenge Level: 8 
  Weretigers are often found in tropical cities and 
  ancient jungle ruins. 
   
  Lycanthrope, Werewolf 
  Dex: 13 
  DC: 4 
  DR: 6 
  Hit Dice: 3 (+8) 
  Damage: Bite (H) 
  Saving Throws: Fort 3D+1 Ref 2D Will 2D 
  Special: Lycanthropy 
  Move: 12 
  Challenge Level: 4 
  Werewolves are the traditional Lycanthropes seen 
  in horror movies. 
   
  Nightglider 
  Dex: 14 
  DC: 5  
  DR: 3 
  Hit Dice: 2 
  Damage: Spines (M) 
  Saving Throw: Fort 2D Ref 2D+1 Will 2D 
  Special: Enveloping, camouflage 
  Move: 6/12 (gliding) 
  Challenge Level: 3 
  The nightglider is an arboreal predator. It spends 
  the daylight hours pressed against a tree trunk, its 
  brown fur blending in with the bark, and its spines 
  flattened against its chest. When night falls, it 
  awakens and swoops down on its prey, impaling 
  them on the sharp spines that cover the front of 
  its abdomen; whist wrapping its gliding wings 
  around so its prey can’t escape. 
   
  Ogre 
  Dex: 6 
  DC: 3 
  DR: 4 
  Hit Dice: 3 (+25) 
  Damage: By weapon (H) 
  Saving Throws: Fort 3D+1  
  Ref 2D-1 Will 2D-1 
  Special: +1 to damage 
  Move: 9 
  Challenge Level: 7 
  Ogres are normally quite stupid, but more 
  intelligent versions might be encountered here 
  and there. They use clubs or mauls (heavy) and 
  receive at least +1 to weapon damage due to 
  formidable strength. They like to eat human flesh. 
   
  Striga 
  Dex: 15 
  DC: 6 
  DR: 0 
  Hit Dice: 1 (+1) 
  Damage: Claws (L) 
  Saving Throw: Fort 1D Ref 1D+1 Will 1D-1 
  Special:  
  Move: 6/18 (flying) 
  Challenge Level: 2 
  The striga is a blood-drinking bird, looking a little 
  like a very large owl with a long proboscis instead 
  of a beak. They can be found in dark tangled 
  forests and some, that look more bat-like, are 
  found in subterranean lairs. They can detect blood 
  up to half a mile away and will wait in the 
  darkness to swoop down on their prey; raking with 
  their claws and seeking to attach their proboscis 
  to suck up their victim’s blood. If a striga manages 
  to hit it’s victim, it means it has got a hold and 
  next round will drain blood each round (D3 CON) 
  until removed – a STR feat is needed to pull it off, 
  or if it can be killed, but this will require careful 
  attacks using daggers and similar “finesse” 
  
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  weapons (crude swings with axes and two-handed 
  swords are just as likely to harm the person to 
  whom the striga is attached). 
   
  Sea Serpent 
  Dex: 10 
  DC: 4 
  DR: 10 
  Hit Dice: 5 (+50) 
  Damage: Bite (H) 
  Saving Throw: Fort 4D+2 Ref 2D Will 2D 
  Special: Swallow whole 
  Move: 12 (swimming) 
  Challenge Level: 14 
  Sea serpents are massive dragon-like sea dwellers. 
  They are generally grey-green in colour and 
  usually covered in barnacles. They have been 
  known to crush whole ships, dragging them down 
  to the depths where they dwell. If a sea serpent 
  his with at least two of its HD, it means it has 
  swallowed its victim whole. A massive sea serpent 
  called Strygantha lives in the Mournful Sea. 
   
  Sea Serpent, Strygantha 
  Dex: 9 
  DC: 4 
  DR: 14 
  Hit Dice: 6 (+70) 
  Damage: Bite (H) 
  Saving Throw: Fort 7D+2 Ref 3D Will 4D 
  Special: Swallow whole 
  Move: 12 (swimming) 
  Challenge Level: 21  
  There are numerous legends about Strygantha. 
  The creature is the largest sea serpent ever 
  sighted. It resides in the Mournful Sea and has 
  been responsible for many lost vessels over the 
  centuries. It is far larger than any other sea 
  serpent and possibly far more intelligent. If it hits 
  with at least two of its HD, this means it has 
  swallowed its victim whole.  
   
  Slitherslime 
  Dex: 5 
  DC: 2 
  DR: 2 
  Hit Dice: 0 (+30) 
  Damage: Special 
  Saving Throw: Fort 3D Ref 1D-1 Will 2D 
  Special: Sticky, dissolves flesh,  
  Move: 3 
  Challenge Level: 8 
  The slitherslime is a yellowy-green ooze that hangs 
  from trees in dark areas of the forest – dangling a 
  curtain of sticky material that will ensnare unwary 
  passer’s by (REF save to avoid). It then secretes a 
  sticky digestive juice that dissolves the flesh at 1 
  HP per round, to absorb the nutrients inside. A STR 
  feat roll at -1 is needed to break free. Once it has 
  feasted, it slides within the hollow of a tree until it 
  is ready to feast again. Some ancient slitherslimes 
  are so huge they cover an expanse of several trees 
  or more. Slitherslimes do not like heat and will 
  slither away from flames. 
  
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  Toadman 
  Dex: 12 
  DC: 3 
  DR: 0 (or 1, light armour) 
  Hit Dice: 1 (-1) 
  Damage: By weapon 
  Saving Throws: Fort 1D Ref 1D Will 1D 
  Special: Camouflage 
  Move: 6/12 (swimming) 
  Challenge Level: 1 
  Toadmen (sometimes called Frogfolk) are bipedal 
  monsters that inhabit wet places - rainy forests, 
  marshes, damp caves or virtually any other place 
  that is shady or dark and has water nearby. They 
  have webbed hands and feet, terminating in 
  claws, mottled green-grey or green-brown skin 
  that can change colour to match their 
  surroundings, making them harder to notice if 
  they are waiting in ambush (-2 to notice roll).  
  They form tribes led by at least one larger 
  individual (2HD or more) and/or a shaman 
  (sorcerer). Toadmen are definitely worshippers 
  of the dark gods and their villages usually contain 
  central totemic idols to these demons. It is 
  believed that Toadmen are the degenerate 
  ancestors of an ancient race that ruled before the 
  Dendrelyssi, whilst the world was young.  
   
   
   
  Zhoul 
  Dex: 14 
  DC: 5 
  DR: 3 
  Hit Dice: 3 (+15) 
  Damage: Claw (L) or Bite (H) 
  Saving Throw: Fort 2D+1 Ref 2D+1 Will 1D 
  Special: Leap attack 
  Move: 12 
  Challenge Level: 7 
  Zhouls are about twice the height of a man, with 
  scabrous hairless skin and long powerful hind legs, 
  using them to hop around with and to leap into 
  attack. They have horse-like heads and long jaws 
  full of sharp teeth. When they leap into attack, 
  they receive +1 to their attack roll. Zhouls live in 
  dark places as the sunlight causes their flesh to 
  burn (even though they aren’t undead), suffering 1 
  HP per full turn in full direct sunlight. Zhouls love 
  to eat fresh meat and seem to delight in eating 
  human flesh, in particular. 
   
   
   
  
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  UNDEAD 
  Undead are either the dead bodies of people that 
  have been reanimated by evil sorcerers and 
  cultists to serve them as bodyguard or, tormented 
  souls that due to the way they died have been 
  unable to leave the earthly realm. Both types are 
  malevolent and often induce fear in those viewing 
  them. All undead are completely immune to sleep, 
  charm and fear spells, as well as other similar 
  types of spell at the GMs discretion.  
   
  CORPOREAL UNDEAD 
  Some undead are earthly or corporeal and can 
  affect and be affected by physical means. 
   
  Crypt Corpse 
  Dex: 8 
  DC: 3 
  DR: 4 
  Hit Dice: 3 (+8) 
  Damage: Claw (L + special) 
  Saving Throw: Fort 3D+1 Ref 1D Will 2D+1 
  Special: Fear, strangulation 
  Move: 6 
  Challenge Level: 5 
  A crypt corpse resembles a lich and seeing one rise 
  out of its sarcophagus induces paralytic fear in 
  anyone of 3HD or below lasting D6 rounds. A Will 
  save will negate these effects. Its claws rake 
  anyone it is attacking and, if two of its HD hit a 
  single target it has attached its claws to the neck 
  of its victim and will attempt to strangle them to 
  death. A STR feat is needed to escape; otherwise 
  damage is an automatic hit causing 3-9 (D3x3) 
  each round whilst the Crypt Corpse is attached.  
   
  Ghoul 
  Dex: 11 
  DC: 4 
  DR: 3 
  Hit Dice: 2 (+5) 
  Damage: Claw (L + special) or Bite (H) 
  Saving Throw: Fort 2D Ref 2D Will 1D 
  Special: Paralysis 
  Move: 9 
  Challenge Level: 4 
  Ghouls are hunched and stunted, scabby, slightly 
  rotting, foul smelling, almost goblin-like 
  humanoids. They are corpse-eaters and attack on 
  sight and to the death. Ghouls are found in dark 
  places where there might be dead bodies to eat. 
  Their claw attacks cause mild paralysis (unable to 
  move for D6 turns). A Fort saving throw is allowed 
  against this effect.  
   
  Lich 
  Dex: 12 
  DC: 3 
  DR: 6 
  Hit Dice: 5 (+15) 
  Damage: Claw (L + special) 
  Saving Throw: Fort 4D Ref 3D Will 3D+1 
  Special: Fear, touch causes paralysis, spells per 
  sorcerer, ½ damage from normal weapons  
  Move: 9 
  Challenge Level: 13  
  A lich is a gaunt and skeletal humanoid with 
  withered flesh stretched tight across horribly 
  visible bones. Its eyes have long ago been lost to 
  decay, but bright pinpoints of crimson light burn 
  on in the empty sockets. Liches speak any 
  languages they knew in life. Liches are the undead 
  remnants of sorcerers and wizards, either made 
  undead by their own deliberate acts during life, or 
  as the result of other magical forces (possibly 
  including their own magic, gone awry). A lich has 
  the spell-casting powers of a 6th level sorcerer. A 
  lich’s touch causes paralysis (with -1 to the Fort 
  save), and the very sight of one of these dread 
  creatures causes paralysis lasting for  D6 turns in 
  any being of 3 HD or below (a Will save is allowed). 
  Liches are highly malign and intelligent and are 
  usually surrounded by skeleton and zombie 
  servants and bodyguards. Normal (non-magic or 
  silvered) weapons cause only half damage to a 
  lich. 
   
  Mummy 
  Dex: 9 
  DC: 3 
  DR: 5 
  Hit Dice: 4 (+10) 
  Damage: (M + special) 
  Saving Throw: Fort 3D+1 Ref 2D Will 3D 
  Special: Fear, mummy rot, ½ damage from normal 
  weapons 
  Move: 6 
  Challenge Level: 9 
  Mummies are preserved corpses animated 
  through the auspices of dark desert gods best 
  forgotten. Most mummies are 6 feet tall or more, 
  draped in the remains of their rotted grave 
  wrappings. The very sight of one of these dread 
  creatures causes paralysis lasting for D6 turns in 
  any being of 3 HD or below (a Will save is allowed). 
  
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  Mummies can speak in a cracked and mumbling 
  fashion but seldom bother to do so. A successful 
  attack inflicts a rotting disease (a Fort save is 
  allowed) which prevents magical healing and 
  causes wounds to heal at one-tenth of the normal 
  rate. A Cure Disease spell can increase healing rate 
  to half normal, but a Remove Curse spell is 
  required to completely lift the mummy’s curse. 
  Normal (non-magic or silvered) weapons cause 
  only half damage to a mummy. 
   
  Skeleton 
  Dex: 10 
  DC: 3 (or 4, shield) 
  DR: 0 (or by armour) 
  Hit Dice: 1 
  Damage: Claw (L) or by weapon 
  Saving Throw: Fort 1D Ref 1D Will 1D 
  Special: ½ damage from non-smashing weapons 
  Move: 12 
  Challenge Level: 1 
  Skeletons are animated bones of the dead, usually 
  under the control of some evil master. They 
  sometimes have shields and wear remnants of the 
  armour and use the weapons they had whilst 
  alive. Edged and pointed weapons (arrows, bolts, 
  swords, spears) cause half damage. Maces and 
  other blunt weapons do full damage. 
   
  Zombie 
  Dex: 7 
  DC: 2 
  DR: 0 
  Hit Dice: 1 (+3) 
  Damage: Unarmed (VL) or by weapon 
  Saving Throw: Fort 1D+1 Ref 1D-1 Will 1D-1 
  Special: Hard to destroy 
  Move: 6 
  Challenge Level: 1 
  Zombies are mindless creatures; created from the 
  more recent dead. The standard zombie is simply 
  a corpse animated to do its creator’s bidding, but 
  the GM can give them extra HD or abilities if 
  required. They are so stupid that their master 
  must only give them very simple instructions. Even 
  then sometimes, if left alone for a length of time, 
  they just wander off aimlessly, forgetting what 
  they are supposed to be doing. They attack with a 
  strike unless given a simple weapon. When 
  reduced to 0 HP, they aren’t necessarily 
  immediately destroyed. Each time you 
  subsequently hit roll a D6: 1 sever a leg; zombie 
  keeps attacking but moves half speed/2-4: sever 
  an arm; zombie keeps attacking but attacks do 
  only D2 damage/5-6 smash or sever head; zombie 
  is destroyed. 
   
  Non-CORPOREAL UNDEAD 
  Non-corporeal undead are insubstantial and 
  cannot be affected physically and neither can they 
  make physical attacks; they can pass through 
  physical objects, like walls. They “drift” – meaning 
  they can travel over water and other terrain as if it 
  were land. Some require silvered weapons to hit 
  and the more powerful ones are only affected by 
  magic (demon) weapons. They are immune to 
  effects that require a Fort save. They are mostly 
  powerless in full daylight and will avoid it. Non-
  corporeal undead only touch one person at a time 
  and however many times they hit their target, it 
  only counts as one “hit”. 
   
  Banshee 
  Dex: 15 
  DC: 9 
  DR: 0 
  Hit Dice: 6 (-4) 
  Damage: Touch (special) 
  Saving Throw: Fort * Ref 4D+1 Will 4D+2 
  Special: Appearance causes paralytic fear, touch 
  causes level drain, magic weapons required to hit, 
  death shriek. 
  Move: 12 
  Challenge Level: 14 
  Banshees are horrid undead spirits that live in 
  swamps and other desolate places. They look like 
  gaunt female humans with long, stringy hair and 
  glowing yellow eyes. Banshees have an additional 
  4+ save against magic in addition to their 
  complete immunity to fear, charm and sleep. Their 
  shriek (once per day) necessitates a Will save or 
  the hearer will die in 2D6 rounds. Crossing running 
  water causes a Banshee to lose its magic 
  resistance for 3D6 hours.  
   
  Ghost 
  Dex: 14 
  DC: 8 
  DR: 0 
  Hit Dice: 5 (-3) 
  Damage: Touch (special) 
  Saving Throw: Fort * Ref 3D+1 Will 3D+1 
  Special: Appearance causes paralytic fear, touch 
  causes paralysis and level drain, silvered or magic 
  weapons required to hit 
  
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  Move: 9 
  Challenge Level: 10 
  Ghosts can be dangerous and powerful undead 
  spirits. They are usually tied to a specific location, 
  item or creature (their “haunt”). They are often 
  stuck in the material realm because they have 
  unfinished business; which when completed 
  allows them to “die”. Sometimes they are 
  malevolent and will attack mindlessly any creature 
  that crosses their path. Their chill touch can 
  paralyze (with a -1 to the Fort save) and drain a 
  level (another fort save). Other times they are 
  more benign, not necessarily causing harm 
  (although still terrifying), but trying to get living 
  creatures to understand what it is that will set 
  them free. Some ghosts flit between the two 
  randomly; sometimes attacking and at other times 
  pleading for help. 
   
  Shadow 
  Dex: 12 
  DC: 5 
  DR: 0 
  Hit Dice: 1 (-1) 
  Damage: Touch (special) 
  Saving Throw: Fort * Ref 2D Will 2D 
  Special: Touch causes D3 STR drain, silvered or 
  magic weapons required to hit 
  Move: 12 
  Challenge Level: 3 
  A shadow can be difficult to see in dark or gloomy 
  areas (-1 to notice rolls) but stands out starkly in 
  brightly illuminated places. It resembles a normal 
  human’s shadow, but has longer arms and claws 
  and is often hunched over and creepy looking.  
  Shadows cannot speak intelligibly. Any person 
  reduced to 0 STR becomes a shadow under the 
  control of the shadow that killed him. 
   
  Wight 
  Dex: 11 
  DC: 6 
  DR: 0 
  Hit Dice: 2 (-1) 
  Damage: Touch (special) 
  Saving Throw: Fort* Ref 3D Will 2D+1 
  Special: Touch causes D3 DEX drain, silvered or 
  magic weapons required to hit 
  Move: 12 
  Challenge Level: 4 
  A wight’s appearance is an insubstantial and weird 
  and twisted reflection of the form it had in life. 
  Anyone reduced to 0 DEX by a wight becomes a 
  wight under the control of the wight that killed 
  him. 
   
  Wisp 
  Dex: 16 
  DC: 5 
  DR: 0 
  Hit Dice: ½  
  Damage: None 
  Saving Throw: Fort * Ref 2D+1 Will 2D 
  Special: Trickery, silvered or magic weapons 
  required to hit 
  Move: 12 
  Challenge Level: 1 
  Wisps are mischievous spirits that use trickery and 
  minor glamours to tempt or lure humans to their 
  death. In marshes or thick woods, they will create 
  little lights to make lost people follow them, 
  where they will lead them into quicksand or over a 
  cliff edge. Sometimes they will steal something 
  and try to get the victim to believe one of his 
  friends stole it. Or they will create the illusion of 
  treasure visible in a hole in a tree (where there is a 
  poison snake) and so on. They do not/cannot 
  attack directly.  
   
  Wraith 
  Dex: 13 
  DC: 7 
  DR: 0 
  Hit Dice: 3 (-2) 
  Damage: Touch (special) 
  Saving Throw: Fort * Ref 3D Will 3D 
  Special: Appearance causes fear, touch causes 
  level drain, silvered or magic weapons required to 
  hit 
  Move: 12 
  Challenge Level: 6 
  Wraiths are grim, dark, incorporeal, silhouette 
  beings that drift towards any living creature to 
  drain away their life energies (one experience 
  level) with the chilling touch of their claws. A Fort 
  save is allowed. Normally found in the barrows of 
  fallen heroes or in deep dark places, they protect 
  their place of death (or burial) with an evil 
  malevolence. 
   
   
  
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  VAMPIRE PRINCES AND LICH 
  LORDS 
   
  Vampire Prince 
  Dex: 18 
  DC: 7 
  DR: 8 
  Hit Dice: 7 (+25) 
  Damage: Bite (VL + level drain) or by weapon 
  Saving Throw: Fort 4D+2 Ref 4D+2 Will 4D+1 
  Special: Appearance causes 
  fear, bite causes level drain, 
  silvered (at half damage) or 
  magic weapons required to 
  hit, regeneration, charm 
  Move: 12 
  Challenge Level: 17 
  Vampires are creatures that 
  have been infected by 
  vampirism; a disease that is 
  transmitted from some 
  creature already infected to 
  another, by biting them and 
  draining all their blood. They 
  are semi-corporeal. If using 
  their bite they attack as non-
  corporeal undead but if 
  fighting using a weapon, they 
  attack as a corporeal undead. 
  Once created, the vampiric 
  creature becomes one of the 
  most powerful of the 
  Undead. Their eyes turn red, 
  their teeth and claws grow 
  longer and they become 
  nocturnal, avoiding full 
  daylight. Vampires crave 
  blood and their bite drains 
  one experience level from 
  the victim. A Fortitude save is 
  allowed. They can only be hit 
  with magic or silvered 
  weapons.  
   
  Looking into a vampire’s eyes 
  necessitates a saving throw 
  at -2, or the character is 
  charmed (per a Charm 
  Person spell). Some vampires 
  have additional powers – 
  such as spider climb at will, 
  summon rats, bats or wolves or turn into gaseous 
  form. 
   
  Fortunately, vampires have some weaknesses. 
  They can be killed (these are the only known 
  methods) by immersing them in running water, 
  exposing them to sunlight, or driving a wooden 
  stake through the heart. They retreat from the 
  smell of garlic; they cast no shadow and have no 
  reflections.  
   
  Lich Lord 
  Dex: 11 
  DC: 7 
  DR: 8 
  Hit Dice: 6 (+25) 
  Damage: Claw (L + level 
  drain) or by weapon 
  Saving Throw: Fort 4D+2 Ref 
  4D Will 4D+2 
  Special: Appearance causes 
  fear, touch causes level drain, 
  slivered (at half damage) or 
  magic weapons required to 
  hit, magic spells 
  Move: 9 
  Challenge Level: 18 
  Lich lords, resemble regular 
  liches but they are semi-
  corporeal. This means if using 
  their touch, they attack as a 
  non-corporeal undead but if 
  using a weapon, they attack 
  as a corporeal undead. Lich 
  lords speak any languages 
  they knew in life. A lich lord 
  has the spell-casting powers 
  of a 10th level sorcerer. A 
  lich’s touch causes paralysis 
  (with -1 to the Fort save), and 
  the very sight of one of these 
  dread creatures causes 
  paralysis lasting for  D6 turns 
  in any being of 5 HD or below 
  (a Will save is allowed at -1). 
  Lich lords are always 
  surrounded by skeleton and 
  zombie servants and 
  bodyguards. Normal (non-
  magic or silvered) weapons 
  cause only half damage to a 
  lich. 
   
   
  
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  CREATING NEW 
  MONSTERS 
   
  Because Crimson Blades isn’t a traditional 
  “dungeon-bash” game, you shouldn’t let the 
  monsters become formulaic. Monsters abilities are 
  not at all determined by the rules for player-
  characters. Even the NPCs shouldn’t necessarily be 
  created in the same way as PCs (although they can 
  be). As the GM, you should decide a monster’s 
  abilities and you don’t have to follow any rules 
  about this. What you do need to do is create 
  interesting and varied creatures that will provide a 
  challenge for your players. Feel free to add extra 
  hit dice, sorcerer spells, thief, barbarian or 
  mountebank abilities, or whatever suits your 
  adventure and your campaign. Toggle and tweak, 
  imagine and invent!  
   
  The rules aren’t responsible for the quality of the 
  dark fantasy and adventure in your game, you are! 
  So don’t try to create monsters according to any 
  sort of power formula. Create monsters based on 
  how they feel and how they play at the gaming 
  table. Create challenges for the players, not 
  headaches for yourself. Your job is to imagine and 
  create, not to slave at rulebooks finding out what 
  you’re “allowed” to do. 
   
  Challenge Levels 
  The Challenge Level (CL) of a monster is a useful 
  guide for judging the difficulty of an encounter, 
  but it is not an exact science. Experience with your 
  own players will tell you how tough an encounter 
  they can handle, and what kinds of encounters 
  they are best at. 
   
  Generally speaking, NPCs and monsters of the 
  same level or HD as the characters will be a 
  challenge for the characters. So, a party of three 
  2nd level characters that run into three zouls (2(+2) 
  HD) will find that encounter a challenge. However, 
  some monsters have special abilities and other 
  features that make them more of a challenge than 
  their HD alone would indicate.  
   
  To determine a monster’s CL, take its HD as the 
  base and for every +5(HP) in brackets, add 1 to the 
  CL and then add to that number if the beast has 
  special abilities that make it harder to kill, or more 
  dangerous to the characters.  
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  The Challenge Level Modifications table contains 
  guidelines for how many additional CL to add to a 
  beast’s HD, based on special abilities.  
   
  If a monster just has a lot better armour than the 
  norm or a better weapon or just a minor ability or 
  two, you can add half again to the XP for defeating 
  it. So a goblin (normally DC 4, DR0) wearing chain 
  and shield (DC5 and DR3) might warrant 3 XP 
  rather than the usual 2. If a monster has extra HP 
  that don’t come to the full +5, you could give an 
  extra 1 or even 2 points per +1, especially for 
  powerful creatures.. 
   
  Table 27: Challenge Level Modifications 
   
  Modifications 
   
  Add to 
  Challenge 
  Level 
  DC 7 
  +1 HD 
  DC 8 
  +2 HD 
  DC 9+ 
  +3 HD 
  DR 7 
  +1 HD 
  DR 8+ 
  +2 HD 
  DR 9+ 
  +3 HD 
  Disease, Lycanthropy 
  +1 HD 
  Drains level 
  +2 HD 
  Drains attribute 
  +1 HD 
  Immune or half damage to 
  +1 HD 
  Immune to non-magic weapons 
  +1 HD 
  Death effect (poison, shriek etc) 
  +2 HD 
  Paralysis, immobilizes enemies 
  +1 HD 
  Undead ( immune to sleep, charm, 
  +1 HD 
  Uses multiple spells level 1-2 
  +1 HD 
  Uses multiple spells level 3-4 
  +2 HD 
  Uses multiple spells up to level 5 
  +3 HD 
  Miscellaneous other 
  + ½ or +1 HD 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Encounters 
   
  Generally, the GM determines encounters in 
  advance as part of his overall adventure. However, 
  sometimes the characters will wander off 
  somewhere unexpected or will dally around in a 
  dangerous location and this is where you might 
  want to see if something comes along. Not all 
  encounters are troublesome or dangerous; some 
  will be helpful.  
   
  At intervals determined by the GM, he will roll a 
  die. If a ‘6’ comes up, the characters have had an 
  encounter.  Check the tables below to see which 
  one is the nearest to the type of terrain where the 
  encounter takes place and roll a die for the 
  column and another die for the row. The tables 
  are designed simply to come up with something 
  that might be appropriate when the GM can’t 
  think of something to challenge his players off the 
  cuff. The numbers encountered are up to the GM, 
  based on the strength of the PCs and their ability 
  to handle the encounter. 
   
  Table 28: Cave, Catacomb or Tunnel Encounters 
   
  Die Roll  Encounter (Roll 1-4) 
   
  Encounter (Roll 5-6) 
   
  1 
  Goblins 
  Glob, Blood 
  2 
  Centipedes, Huge 
  Glob, Acid 
  3 
  Rats, Giant 
  Necromancer 
  4 
  Skeletons 
  Shadow 
  5 
  Zombies 
  Wight 
  6 
  Crypt Corpse 
  Wraith 
   
   
  Table 29: Field or Plain 
   
  Die Roll  Encounter (Roll 1-4) 
   
  Encounter (Roll 5-6) 
   
  1 
  Wolves 
  Beastmen 
  2 
  Hawk 
  Mercenaries 
  3 
  Eagle 
  Bandits 
  4 
  Townsfolk 
  Hunter 
  5 
  Centipedes, Huge 
  Snake, poisonous 
  6 
  Centipedes, Giant 
  Panther 
   
   
   
   
   
   
  Table 30: Forest or Wood Encounters 
   
  Die Roll  Encounter (Roll 1-4) 
   
  Encounter (Roll 5-6) 
  1 
  Beastmen 
  Panther 
  2 
  Goblins 
  Centipede, Giant 
  3 
  Hunters 
  Centipede, 
  4 
  Bears 
  Witch 
  5 
  Wolves 
  Wisps 
  6 
  Snake, poisonous 
  Snake, Constrictor 
   
   
  Table 31: Hill or Mountain Encounters 
   
  Die Roll  Encounter (Roll 1-4) 
   
  Encounter (Roll 5-6) 
  1 
  Goblins 
  Panther 
  2 
  Snake, poisonous 
  Eagle 
  3 
  Bandits 
  Dragon, Wyrm 
  4 
  Harpies 
  Bear 
  5 
  Gargoyles 
  Hunters 
  6 
  Wolves 
  Snake, constrictor 
   
   
  Table 32: Swamp or Marsh Encounters 
   
  Die Roll  
   
  Encounter (Roll 1-4) 
  Encounter (Roll 5-6) 
  1 
  Toadmen 
  Witch 
  2 
  Crocodiles 
  Glob, Blood 
  3 
  Centipedes, Huge 
  Snake, poisonous 
  4 
  Centipedes, Giant 
  Snake, Constrictor 
  5 
  Wisps 
  Hydra 
  6 
   
  Rats 
  Centipede, 
  Colossal 
   
   
  Table 33: Well-Travelled Road Encounters 
   
  Die Roll  
   
  Encounter (Roll 1-4) 
  Encounter (Roll 5-6) 
  1 
  Bandits 
  Dendrelyssi 
  2 
  Charlatans 
  Beastmen 
  3 
  Mercenaries 
  Necromancer 
  4 
  Townsfolk 
  Witch 
  5 
  Cultists 
  Enchantress 
  6 
  Redeemer 
  Berserkers 
   
   
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  TREASURE 
   
  Finding treasure is highly important in many of the 
  traditional RPGs, where exploring dungeons and 
  killing monsters for their loot is the primary goal of 
  the game. Crimson Blades isn’t so much about 
  treasure-grabbing; although finding treasure is a 
  great way to reward players for their characters’ 
  achievements. Accordingly, treasure isn’t really 
  featured in a large way in this game. 
   
  Monsters don’t hoard loot. Bandits and pirates 
  probably do, but they also spend it. Most 
  townsfolk barely get by with a few coins to rub 
  together. That’ not to say there won’t be caches of 
  hidden treasure lying around in long-lost vaults 
  and ancient cellars. However, if you choose to 
  have a huge cache of loot in your game for your 
  player characters to discover, the content of the 
  cache is up to you.  
   
  Keep in mind that hunting and patrolling creatures 
  won’t be carting their treasure around with them. 
  If the characters can’t find the monster’s lair, they 
  may get none of the treasure. Also, it obviously 
  doesn’t make sense for every wild beast to have a 
  cache of treasure hidden away somewhere.  
  Magic items 
  In Crimson Blades magic items are scarcer than in 
  many more traditional “dungeon-bashing” role 
  playing games. Therefore, there are not pages of 
  tables for you to roll on to determine what magic 
  items each monster or NPC has. Almost all have 
  none. 
   
  There will be hidden temples and old Dendrelyssi 
  sites that contain useful artifacts though. These 
  are the sort of places that sorcerers like to find; 
  because the only way a sorcerer gains access to 
  new spells is to find them in musty old tomes and 
  on buried parchments. You should make sure you 
  give your sorcerer players characters plenty of 
  opportunity to find and learn these spells. 
   
  Magic items must be carefully thought out. Each 
  one will have a story of who created it, when it 
  was created, who owned it and so on. Magic items 
  are legendary artifacts and must be treated as 
  such. Obtaining magic items would be the object 
  of a particular quest; they do not just happen to 
  be lying around. 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  BOOK 4: CRIMSON LANDS 
  (LEGENDS & LOCALES) 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  INTRODUCTION
   
  Crimson Lands (Legends & Locales) is book four in 
  the set of four that makes up the Crimson Blades 
  Dark Fantasy RPG. This book is for the GM only as 
  it contains background and setting information for 
  the Crimson Lands (the setting for the game) as 
  well as a number of adventure ideas, an adventure 
  generator and one fully fleshed out adventure. 
   
  The setting information provided in this book is 
  designed so that it gives you enough to work with 
  but not too much to overwhelm you. By reading 
  through the book, you should be able to get a 
  good enough feel for the Crimson Lands that you 
  can take the setting and make it your own. Just 
  about all of the locations ought to provide you 
  with some ideas for adventures and, because the 
  world is only lightly sketched out, you won’t have 
  to worry too much when putting your own slant 
  on things that you might be messing something up 
  elsewhere. 
   
  Running a game of Crimson Blades can be a lot 
  easier than running some other fantasy RPGs 
  because there aren’t many rules and your 
  discretion overrides them anyway. Most situations 
  are handled by making “common sense” decisions 
  about what would happen next. However, there 
  are things you need to remember about Crimson 
  Blades that you don’t have to concern yourself 
  with so much in other fantasy RPGs. Crimson 
  Blades is sword and sorcery or dark fantasy – 
  therefore the characters are much more morally 
  ambiguous than say, the characters in Lord of the 
  Rings. Characters are killers and not afraid to draw 
  their swords to end an argument. They are 
  generally wanderers, never stopping in one place 
  for too long - probably because of this tendency 
  towards violence.   
   
  Another major way that dark fantasy stories differ 
  from other forms of fantasy is that the hero is 
  usually a loner. Whilst generally charismatic, the 
  hero prefers to travel the world on his own. 
  Although the heroes might pick up a sidekick along 
  the way they normally face the dangers of the 
  world by trusting to their own abilities (possibly 
  including sorcery) and skill with a blade. This is 
  harder to do in a role-playing game where you 
  would normally have a party of characters 
  adventuring together.  
   
  In Crimson Blades, the classes have been designed 
  to make them a little more resilient – sorcerers 
  can wear armour and can fight reasonably well, 
  allowing you to run games where there are fewer 
  players. Even so, you will need to make a few 
  genre concessions if you have a larger gaming 
  group.   
   
  - 
  Simon W 
   
   
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Designing adventures 
  & CAMPAIGNS 
   
  Basically, the “adventure” is just the setting for 
  the game, usually a map and your notes about 
  certain locations on the map. As the players tell 
  you where their characters go and what they do, 
  you’re referring to the map and your notes to 
  describe what happens as a result. Don’t try to 
  plan for all contingencies - it’s guaranteed that 
  the players will do something unexpected 
  during the adventure, and you’ll just have to roll 
  with it, thinking on your feet and making up new 
  things as you go. Just as you challenge the 
  players with the adventure, they’ll challenge you 
  to keep up with their collective creativity. 
   
  Creating a Crimson Blades campaign can be a 
  complex task, assuming that the GM is 
  attempting to tell a long and involved story with 
  its own set of heroes, villains and memorable 
  occurrences. The best such campaigns are 
  planned from the beginning, but it is also 
  possible to begin without a grand narrative 
  envisioned from the start, instead starting with 
  a simple idea for perhaps one or two short, self-
  contained adventures and embellishing the plot 
  as you go 
   
  A campaign is the world beyond the adventure, 
  the cities and forests and coastlines and 
  kingdoms of the fantasy world. The players will 
  almost certainly want their characters to explore 
  wildernesses, visit cities, and do all sorts of 
  things in the fantasy world. At the beginning of 
  the game, you might want to sketch out a map 
  of a single village (as a starting point) and some 
  of the surrounding area (the location of the first 
  adventure - a dark forest—perhaps?). 
   
   As players move their characters around from 
  adventure to adventure, you can expand the 
  little map into an entire fantasy world - with 
  continents, kingdoms, and great empires. If you 
  want to take a shortcut, you can set your entire 
  campaign in a fictional world created by the 
  author of one of your favourite fantasy books.  
   
  There is a basic fantasy world in this book to get 
  you started – The Crimson Lands. One of the 
  classes (Dendrelyssi) assumes you will be using 
  this world for your adventures. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  106 
   
  THE CRIMSON LANDS 
   
  The Dendrelyssi once ruled the Crimson Lands 
  through sorcerous power and the sheer might of 
  their demon-enhanced fighting ships and dragon-
  riding warriors. However, their empire is no more 
  and, as a force, they have been in slow decline for 
  nearly five centuries. 
   
  The Empire of The Crimson Lands was held 
  together by Dendrelyssi sea power and for 
  thousands of years it grew rich on tributes 
  collected from many nations. However, whilst the 
  Dendrelyssi bathed in their past glories, newer 
  nations were rising far to the west.  
   
  These new nations gnawed at the edges of the 
  Dendrelyssi Empire; slowly toppling their far-flung 
  outposts and increasing their foothold into 
  Dendrelyssi holdings. All the while, the Dendrelyssi 
  coffers were no longer being replenished at the 
  rate they were used to. Because the ingress was 
  gradual and because the Dendrelyssi arrogantly 
  assumed they were invincible, they were unaware 
  of the danger until it was too late. 
   
  The Dendrelyssi fought back; fighting often and 
  rarely losing but all the while being pushed back as 
  they no longer had the numbers to hold onto their 
  lands. Soon the invasion gained momentum and 
  one-by-one, Dendrelyssi cities fell to the invaders 
  as they swept across The Crimson Lands 
  destroying everything in their path. Before long 
  they were on the doorstep of the Isle of 
  Dendrelyss itself. 
   
  The Dendrelyssi nobility was forced into action. 
  They hastily mustered their aging fleet – just 
  under two-hundred ships - which set sail from 
  Necrolorn and met the invading fleet of over a 
  thousand ships in the middle of the Crimson Sea.  
  There a mighty sea-battle was waged and, 
  although yet again the Dendrelyssi were victorious 
  utterly destroying every last one of the enemy 
  ships, only forty-four Dendrelyssi warships 
  managed to limp home to lick their wounds. The 
  Dendrelyssi were no longer a threat and The 
  Crimson Lands were now in the hands of mankind. 
   
  DENDRELYSS 
  The Dendrelyssi have lived here for thousands of 
  years and have all but lost their curiosity about the 
  world. Very few Dendrelyssi even venture around 
  the island, although they occasionally send their 
  slaves on some errand or another. The hilly island, 
  once widely cultivated, has now reverted to dense 
  woodland. Over thousands of years, the 
  Dendrelyssi have introduced new species for their 
  benefit or pleasure; probably they have forced 
  others into extinction. Wild animals known to live 
  on the island include wolves, bears, boar and deer. 
  There are undoubtedly abominations living in the 
  wilder spots; monsters created by the Dendrelyssi 
  wizards of old that have escaped and thrive in the 
  mountain and forest regions. Most Dendrelyssi live 
  in the once great city of Necrolorn and a few still 
  live in Mnenthaynal.  The ruins of other 
  Dendrelyssi villas and towns are scattered all over 
  the island, some empty for thousands of years and 
  some deserted only comparatively recently. Many 
  sorcerous secrets are rumoured to lay hidden in 
  these fallen monuments. 
   
  Necrolorn 
  Necrolorn is the dying capital of a dying race. Once 
  there were hundreds of thousands living here; 
  now there is a mere fraction of that number. 
  Whilst the Dendrelyssi now number only in their 
  several thousands, their slaves are far more 
  numerous, outnumbering their otherworldly 
  masters by around ten to one. The architecture of 
  Necrolorn is characterized by tall and slender 
  many-colored towers topped with ancient banners 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  declaring their nobility. The declining population 
  has left many towers crumbling in neglect. At two 
  hundred feet in height, the highest tower in the 
  Royal Palace is Adeeshuduggaat, The Silver-Cloud 
  Tower, The Tower of The Emperor, with a 
  magically sealed door. Other towers of the Royal 
  Palace are Suusaandar (The Princess’s Tower) and 
  Issaruutunu (The Summoning Tower). The ruins of 
  the Guarding Tower (Niiqquulamuusu), sit at the 
  entrance of the bay, where the remains of the 
  Dendrelyssi fleet are harboured. Most of the 
  vessels haven’t been sea-worthy since the Battle 
  of The Crimson Sea. 
   
  Mnenthaynal 
  Like Necrolorn, large parts of this once thriving city 
  are now desolate and falling into disrepair. Only 
  about a hundred noble families still live here, most 
  having left to live out their days in the capital. 
   
  DESTOI 
  Destoi is a small, sparsely populated and largely 
  unimportant land. Its inhabitants are simple 
  peasants, woodsmen, herdsmen and fishermen.  
   
  Ampoi 
  The capital city of Destoi, Ampoi is small by the 
  standards of other capitals. It has a modest fishing 
  and trade port. Few merchants visit, as the place 
  has little to offer that can’t be found elsewhere. 
  However, that occasionally means you can get a 
  bargain here. 
   
  DRALUCIA 
  Dralucia is a powerful nation, with two capitals – 
  Nazzeron, (the northern capital) and Coravant (the 
  southern capital). They are ruled respectively by 
  the Twin-Kings, Jameth and Sameth. They couldn’t 
  be separated at birth and so, when the old king 
  died, they were both crowned and given royal 
  palaces, creating two capitals. It is said that 
  despite being over 400 miles apart, they always 
  know what each other is thinking.  Dralucia has a 
  powerful fleet and a sizeable army. 
   
  Coravant 
  Coravant is a busy sea port, carrying out much of 
  its trade with the southern lands across the 
  Mournful Sea. As such, Coravant always has some 
  of the most rare and unusual goods – rich spices, 
  bright silks, strange creatures, precious gems and 
  peculiar relics. 
   
  Nazzeron 
  Vying with Krorn as the busiest and wealthiest 
  trade centre, Nazzeron is incredibly diverse and its 
  marketplaces team with merchants trading items 
  they’ve brought up from Coravant. 
   
  Kreska 
  Kreska is built on top of the ruins of an ancient city 
  supposedly built by a people that existed before 
  the Dendrelyssi. There are vaults and passages 
  beneath the city, from which sometimes inhuman 
  sounds can be heard at night. 
   
  FORLUCIA 
  Forlucia is a land of nomadic horsemen on the 
  western plains and wild tribesmen in the wooded 
  parts to the north and south. 
    
  Malygris 
  Malygris is a vast and sprawling mountain city built 
  in and along the sides of the “Serpent Pass”, a 
  winding mountain pass fought over and changing 
  hands for centuries before the founding of 
  Malygris. The city is made up of several smaller 
  settlements that pre-existed and old tribal 
  enmities still flair up within the city from time to 
  time. 
   
  Zinzeeror (ruins) 
  The ruins of an ancient structure lies about 50 
  miles from Malygris. The structure is said to have 
  been built by a race that pre-dates the 
  Dendrelyssi. Whether it is a city, a temple or a 
  mausoleum, none are sure. Ghouls and other 
  abominations now stalk the ruins and although 
  rumoured to contain vast treasures only the 
  foolish venture there. Few have ever returned in 
  one piece. 
   
  KRAND 
  Krand suffered heavily under Dendrelyssi 
  domination. Even now, the scars of their suffering 
  run deep and Krandians are still unused to open 
  displays of magic, viewing sorcery as unnatural 
  and evil. This has led to the rise of a powerful 
  force of “Royal Redeemers”, whose job is to scour 
  the land for signs of the Dendrelyssi or sorcery and 
  stamp it out for good. There are numerous sites 
  across Krand that testify to Dendrelyssi rule. Many 
  were destroyed and wiped off the face of the land; 
  others were left to moulder and have been 
  completely untouched since the Dendrelyssi left. 
  Krand is now a rich country, with a diversity of 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  108 
   
  natural resources, from the mountains that are 
  rich in minerals, the lumber from the forests and 
  the fertile soil for growing a variety of crops. 
   
  Cthilium 
  Although the Krandians destroyed or left deserted 
  nearly every other Dendrelyssi habitation, they 
  couldn’t bring themselves to leave Cthilium. It is a 
  wonderful city, with broad streets, magnificent 
  plazas and grand architecture. The port attracts 
  trade but more importantly, there is a well-
  prepared fleet here at all times, in readiness to 
  strike if ever the Dendrelyssi threaten Krand again. 
  The Royal Redeemers have a particularly strong 
  presence in Cthilium. 
   
  Krorn 
  The capital of Krand and probably the busiest 
  trade centre in the Crimson Lands. The merchants 
  of Krorn are noted for their honesty; the 
  merchant’s rapid rise in wealth and power is seen 
  as a threat to some of the established nobility of 
  Krand.  
   
  Port Undor 
  A growing trade port with one of the best 
  shipyards in The Crimson Lands. The ships built 
  here are the sleekest and most seaworthy of those 
  found anywhere. 
  MORTYLLA 
  The Mortyllans are not believed to be pure 
  humans; perhaps mingling too freely with a race 
  that preceded the Dendrelyssi some time back in 
  the primordial past. As worshippers of Chaos, the 
  people of Mortylla claim to be heirs to the 
  sorceries of the Dendrelyssi but they don’t have 
  the proper mentality of the Dendrelyssi and are 
  ruled by Chaos rather than taming it as the 
  Dendrelyssi did. Mortylla is a nation of sadistic, 
  warped people; many of them are quite possibly 
  insane. The rest of humanity fears them as 
  warmongers and bloodthirsty priests. Mortylla is a 
  dominant power among the Crimson Lands, more 
  because of her black sorceries than for her military 
  might. For its great size, Mortylla is thinly settled – 
  small villages and farmsteads dot the landscape 
  but few settlements are bigger than a few 
  hundred people. The bulk of the population lives 
  in the huge capital of Trillithon.  
   
  A large area of Mortylla is taken with a dry and 
  bleak wasteland known as the Charnel Plain in the 
  middle of which is an ancient necromancer’s 
  tower, known as the Eldritch Tower. It is believed 
  that countless centuries ago the necromancer 
  attempted a powerful conjuration to summon an 
  army of undead. The spell went wrong and instead 
  he destroyed everything for hundreds of miles 
  around his tower. The dust that blows across the 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  109 
   
  plains is said to be the ashen remains of all the life 
  the necromancer killed on that evil day. 
   
  Trillithon 
  The centre of Trillithon is made up wholly of great 
  ziggurats, pyramids and temples. Their altars are 
  black with the dried blood of the daily slaughter to 
  appease the dark gods they worship and the 
  streets ring out with the sermons of the 
  priesthood and the screams of the sacrifices. 
  Trillithon is home to the Temple-Palace of its 
  Theocrat, the High Priest Jeearen Leng. 
   
  NENUPHAR 
  Nenuphar is hot and dry in the northern regions 
  getting more arid further south until the Sutral 
  Desert begins. The desert stretches south for 
  hundreds of miles, far beyond the range of the 
  several nomadic tribes that dwell here. The coastal 
  and river delta regions have surprisingly fertile 
  soil. 
   
  Beshavant 
  Built on the river delta behind its massively high 
  octagonal wall, Beshavant is a great sea and river 
  port; traders and sailors gather here in great 
  numbers and the variety of goods here is 
  undoubtedly the most diverse in all of the Crimson 
  Lands.  
   
  Ebonis (ruin) 
  Ebonis is an ancient temple-city built, as legend 
  would have it, by a race of serpent-men in a time 
  before the Dendrelyssi. 
   
  ORT 
  Often raided in the past by warriors from Tiranos 
  and Ska, Ort has little left of value and is one of 
  the poorest nations. It is largely left alone 
  nowadays. The Ortish themselves are nomadic 
  farmers, drifting from place to place as they 
  exhaust the thin soil. They are a superstitious and 
  primitive people living in fear of the demons they 
  claim haunt their mountains and forests. 
   
  Myrtor 
  Surprisingly, Ort has a capital – it is a city of 
  decayed splendor built from the stone of nearby 
  ruins that predate the Dendrelyssi. Some traders 
  come here from time to time and those foreigners 
  who can stand to stay in the city make up much of 
  its population, electing to live here so that they 
  can exploit the Ortish “oafs”. 
  SKA 
  Ska is made up of two rugged and mountainous 
  islands. The inhabitants are tribal barbarians – for 
  the large part seaborne raiders, pirates and 
  occasional traders. They are broadly illiterate but 
  at their capital, Castle Ysaxx, there are a handful of 
  scholars who do keep written histories.   
   
  Castle Ysaxx 
  Castle Ysaxx is the largest settlement of the Ska 
  and as such it is the main trading port for the two 
  islands. It is a rough jumble of low-roofed 
  buildings scattered around an old Dendrelyssi 
  fortress. Life is cheap in the alleys around the 
  numerous taverns, inns and brothels that vie for 
  the coin of the many visitors to the town. 
   
  TIRANOS 
  Tiranosians wear kilts, skirts, tunics and cloaks of 
  heavy wool and paint their armor with ornate clan 
  designs. Both men and women adorn themselves 
  with striking tattoos. For the most part, the people 
  of Tiranos are woodsmen who use hunting dogs 
  (Hounds of Tiranos) that must have been created 
  by sorcerous means. Coastal tribes are sea-raiders 
  (who often clash with Skalanders) and fisherfolk. 
  There is no real established capital of Tiranos, 
  since the Dendrelyssi left. 
   
  TORQUENDOR 
  Torquendyans have a stately, noble and 
  honourable society. They are also arrogant. They 
  see the fall of the Dendrelyssi as a terrible thing 
  for the Crimson Empire and would see their old 
  masters returned to their former glory. Unknown 
  to the other nations, several Dendrelyssi noble 
  families still live in Torquendor – some as courtly 
  advisors and others as leaders in the Torquendyan 
  army and navy. Torquendor is noted for its 
  magnificent mounted troops in their burnished 
  gold lamellar armour and their highly trained blue-
  coated archers.   
   
  Quendor 
  Quendor is a magnificent, many-spired city, in 
  constant state of rebuilding. Over many years the 
  city has been rebuilt and transformed into the 
  Torquendyan Kings’ image of the ultimate 
  Dendrelyssi city. Whilst it is still only a shadow of 
  Necrolorn in its former glory, Quendor is still a 
  sight to behold for any foreign visitor to the city. 
   
  
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  UTHUUM 
  Uthuum is a land of 
  spider-haunted towers, 
  grim cities and master 
  thieves. The Uthuumian 
  army is adequate but it 
  is their spies and long-
  lived wizards upon 
  which Uthuum relies. 
  Uthuum is a land of 
  intrigues and 
  conspiracies where a 
  well-placed word in the 
  right ear can go a long 
  way. Uthuum follows a shadowy path to world 
  mastery with the aid of spells long forgotten and 
  knives which strike swiftly in the dark. 
   
  Thuum 
  Thuum is a city with some very strange laws that 
  are amended or added to every few months. The 
  laws (of which there are several hundred) are 
  sometimes (but not always) posted on the gates 
  into the city for visitors who are expected to see, 
  read and obey. Needless to say, the city gaol is full 
  to the brim and executions take place almost daily. 
  The city boasts several hundred official Royal 
  Executioners.  
     
  Caspure 
  Caspure is the wrecker’s city. Its wealth comes 
  from the wreckers that use lights and other means 
  to cause passing merchant ships to flounder on 
  the submerged rocks and then strip them of 
  everything of value. The officials of Caspure deny 
  this, of course. 
   
  Khuul 
  The City of Shadows, Khuul is the capital of 
  Uthuum; not the largest capital by any means but 
  the darkest and possibly the most dangerous for 
  unwary visitors. It is ruled by a long-lived sorcerer-
  king; few have seen him except from afar. It is 
  rumoured that he is a Dendrelyssi or, as some say, 
  a Lich or a Vampire. Khuul is a sprawl of narrow 
  winding streets and dingy alleyways. If the price is 
  right, there is always a deal to be done in Khuul. 
   
  VALORN 
  Valorn (sometimes called “The Accursed Isle”) is 
  largely devoid of human life. It was the victim of 
  an old plague that killed almost the entire 
  population and still lingers to this day. Many 
  believe it was a 
  Dendrelyssi curse. 
  Valorn receives few 
  visitors now. Ghost 
  towns are scattered all 
  over the island; once 
  arable land is overgrown 
  and wild. Bones of the 
  old inhabitants can be 
  found lying where they 
  fell. The population has 
  grown but little since 
  those dark days. 
   
  Dokat 
  Dokat is the only town of any size, although many 
  of the houses on the outskirts of the town are 
  empty and fallen into ruin. At its height the 
  population was ten times the current number. It 
  can’t trade because no-one uses its port and its 
  ships are turned away from ports it would trade 
  with. Not that many ships are seaworthy and not 
  that many of its people can raise the enthusiasm 
  to put to sea. 
   
  WITCH ISLE 
  Witch Isle is a matriarchal barbarian society, ruled 
  over by the Coven, a council of 13 witches, 
  enchantresses and sorceresses. They are said to be 
  the direct descendents of the original inhabitants 
  of The Primal City and therefore either demon-
  blooded or Dendrelyssi-blooded, depending on 
  which theory is true. Each Coven member is the 
  head of her own tribe, which has its own defined 
  tribal boundaries on the island. The Coven meets 
  from time to time to agree tribal treaties, judge 
  violations of the law, deal with threats from 
  outsiders and to enact rituals. The Coven jealously 
  guards the Primal City from outsider treasure 
  hunters. 
   
  The Primal City (ruins) 
  This antediluvian monument is possibly the most 
  ancient structure in The Crimson Lands and 
  believed to have been built by the ancestors of the 
  Dendrelyssi (who are widely thought to have been 
  demons).  The area taken up by this ruin is larger 
  than any three of the current capital cities of the 
  Crimson Lands combined. Most of the ruin is now 
  just overgrown walls, fallen masonry and rubble 
  but there are a few almost intact structures. 
  
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  ZAMONETH 
  Like its neighbour Nenuphar, Zamoneth is a hot 
  dry land. Unlike its neighbor, the hundreds of 
  warring nomadic tribes that live here have 
  failed to come together in any significant way. 
  They treat outsiders with suspicion and, whilst 
  the land clearly has a wealth of goods to offer, 
  establishing any firm basis for trade is virtually 
  impossible. South across the Iskor Desert are 
  vast unexplored jungles. 
   
  Zazzoon 
  Zazzoon is the nearest thing Zamoneth has to a 
  capital city. It is a rough settlement of a handful 
  of flat-roofed stone buildings at its core, where 
  a few people have settled and live all year 
  round. At certain times of the year, the 
  settlement swells as tribes set aside their 
  differences to meet, to trade, to negotiate and 
  to let their hair down.  
   
  Two hundred miles to the south-east of 
  Zazzoon is the “Valley of the Gods”, where 
  there are three massive ziggurats and hundreds 
  of smaller tombs, temples and mausoleums. 
  Who built them is unknown, but the 
  superstitious tribes of Zamoneth believe the 
  site is haunted and steer well clear, despite the 
  rumours of great riches stored therein. 
   
   
  LANGUAGES 
  There are hundreds of languages written and 
  spoken in the Crimson Lands. Here are details 
  of some of the most common: 
   
  Dendrelyssi, Low  
  This is the language of the slaves and the 
  lower-birth Dendrelyssi – it is also the common 
  tongue of the Crimson Lands. It isn’t in as 
  widespread use as it once was as most people 
  have reverted to their original tongues now 
  that the Dendrelyssi no longer rule them. 
  However, it is useful to merchants and travelers 
  to have a common language. It is used almost 
  exclusively in Torquendor but its use is 
  outlawed in Krand.  
   
  Dendrelyssi, High 
  This is the language of the nobility of 
  Dendrelyss and is the language of magic, 
  summoning and dragons. It’s heavily borrowed 
  from the language of an ancient race that 
  
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  preceded the Dendrelyssi, which itself seems to 
  have its roots in some sort of demonic tongue. 
   
  Demonic 
  Demonic is the language of the Netherworld; it is 
  strangely similar to High Dendrelyssi and very 
  difficult for humans to speak. 
   
  Dralucian/Forlucian 
  Pretty much the same language, there are just a 
  few differences in the spellings and pronunciations 
  of a few words. 
   
  Krandian 
  This language is rapidly becoming the new 
  common tongue of the Crimson Lands. In Krand 
  you would be expected to speak Krandian to trade 
  or to deal with any form of bureaucracy. 
   
  Mortyllan 
  Mortylla has two languages; that used by ordinary 
  folk, townsmen, peasants and so forth, which has 
  its base in Dralucian but over the years has 
  become intermingled with Low Dendrelyssi and a 
  few words from the Uthuumian language until it is 
  now almost a new language. Anyone who speaks 
  some Dralucian will be able to pick out enough 
  words to understand simple sentences in 
  Mortyllan, but any complicated concepts are likely 
  to be misunderstood.  
   
  Mortyllan, High 
  High Mortyllan is its own thing 
  altogether and seems to be a 
  mad babble – a stream of barely 
  separated words that cannot be 
  comprehended by anyone not 
  born into the priesthood of 
  Mortylla. There are some words 
  similar to High Dendrelyssi and 
  demons understand High 
  Mortyllan perfectly. 
   
  Ortish 
  Ortish is a very basic language. 
  Whilst uncomplicated, it can 
  catch non-native speakers out 
  due to its simplicity. 
   
  Ska 
  The Ska, being a warlike race, 
  have plenty of words and 
  variations of words for death, 
  murder, maiming, battle, fighting, weapons and so 
  on but very few for some of the less warlike 
  pursuits. 
    
  Tiranish 
  Many Tiranish people still speak in Low Dendrelyssi, 
  although in deep forests or high in the hills the original 
  language of Tiranos is still spoken, which has borrowed 
  much from Ska. 
   
  Uthuumian 
  Uthuumian is almost a secretive language; there are 
  subtle depths and hidden meanings to the way a 
  sentence is put together that can convey an entirely 
  different message to what might otherwise appear to be 
  an innocent conversation. Not many outside of Uthuum 
  are versed in its various subtleties. 
   
  Valornish 
  This is the language of both Valorn and Destoi. 
   
  Witch 
  The witches of Witch Isle speak an ancient language that 
  dates from the original inhabitants of The Primal City 
  and has some basic similarities to high Dendrelyssi. 
   
  Zamonish 
  This is the language of both Zamoneth and Nenuphar. 
  Many words are short and harsh – spoken brusquely 
  from the back of the throat. 
   
  
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  ADVENTURING IN THE 
  CRIMSON LANDS  
   
  Adventures can take place out in the wilderness, 
  within the alleys, bazaars and streets of a city, on 
  board a galley at sea or even in one of the many 
  alternate planes of existence. Imagination is your 
  only limit. The real fun of the adventure is in 
  having the PCs fighting for their lives and solving 
  those problems that you as GM have taken so 
  much time and effort to prepare. So, unless the 
  journey itself is supposed to be the adventure, 
  don’t mess around in getting them to it. A simple 
  statement along the lines “you travel for three 
  days and eventually arrive at the ruined tower that 
  you were looking for” will do much better than a 
  lot of dice rolling to see whether any monsters, 
  bandits, or unexpected storms appeared to keep 
  the adventurers away from the goal. However, if 
  the adventure is meant to be the journey, go 
  ahead and throw every hazard you can think of at 
  them the moment they walk out of their nice safe 
  town. The point is, don’t dither…get into the 
  action quickly.  
   
  The literary genre of dark fantasy fiction is a 
  particularly gory branch of heroic fantasy, and that 
  is what this game simulates. Inevitably, this means 
  that some characters will die. It is important that 
  the players understand this before the game ever 
  starts. As a GM it is poor form to become so fond 
  of some PC that you let him cheat death when his 
  luck finally runs out. The dice are there for a 
  reason…they represent the fickle nature of Chaos, 
  so let them fall as they land. 
    
  Wilderness Adventures 
  The wilderness is all the untamed land around 
  cities, fortresses and other points of civilization. It 
  is largely wild and untamed. There are a few roads 
  between the major towns and cities; these are 
  paved for a few miles out of a town but rapidly 
  become rutted tracks the further you travel from 
  the city. You are lucky if you find a trail in the 
  more out-of-the way areas. Deadly creatures lurk 
  in the dark places; where there are ancient ruins, 
  dank caves and other places waiting to be 
  explored. 
   
  Five Wilderness Adventure Hooks/Ideas 
  1. The PCs come across a merchant caravan 
  being attacked (or that has already been 
  attacked) by bandits 
  2. The PCs pass a beggar on a lonely road 
  heading in the opposite direction. When 
  they get to the next village, not too far 
  away, they find everyone dead. 
  3. Late on the road (after PCs are already 
  wounded or weary, maybe from a 
  previous adventure) a knight invites the 
  PCs to rest at his castle not too far away 
  4. A strange tower that wasn’t there 
  previously has appeared on a hilltop 
  overlooking a major road. Is it a demon of 
  transportation? Has it always been there 
  
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  just hidden by sorcery? Who (or what) is 
  inside? 
  5. The party comes across an ancient 
  derelict ship, sitting out in the middle of 
  nowhere. It is not clear how the ship got 
  here. If they explore it, they will discover 
  a dried and nearly petrified corpse of the 
  helmsman. The body is not of a species 
  the party has seen before (demonic-
  looking). In the ship's hold, they find a 
  large array of strange looking oval “jars”. 
  They are arranged neatly in rows. One of 
  the “jars” tops is already open.  
   
  City Adventures 
  There are a number of exciting cities on the 
  Crimson Lands map, any of which can be the base 
  of the characters. As the GM you will have to bring 
  the city to life, creating your own places of 
  interest, inhabitants and generally adding colour 
  and vitality to the place. As the PCs get used to the 
  city, they will meet people, making friends, 
  contacts and enemies along the way. Some of 
  these NPCs will be members of different factions 
  in the city – the thieves’ or assassins’ guild, the 
  merchants’ guild, the nobility, mercenaries, and 
  the militia and so on, all with their own agendas. 
  As these relationships develop, city-based 
  adventures will present themselves – from 
  underworld violence and skullduggery to political 
  intrigue and everything in between. 
   
  Five City Adventure Hooks/Ideas 
  1. Local law enforcement (Redeemers?) has 
  offered a hefty bounty for the capture or 
  execution of a criminal (sorcerer?). 
  2. One of the PCs is mistaken for a wanted 
  murderer (sorcerer?) by a group of 
  vigilantes (Royal Redeemer?). 
  3. A haunted and derelict house is reputed 
  to contain valuable items, which brave 
  players could recover for profit. 
  4. There is a demon loose in the city; PCs 
  need to find it or it’s summoner 
  5. An exotic dancer in one of the city’s seedy 
  taverns catches the eye of one of the PCs. 
  She’s actually the princess, who escapes 
  from her “boring palace” at night to look 
  for excitement in the stews. Maybe the 
  king (and/or her suitor) will be displeased 
  with the PCs 
   
  Adventures at Sea 
  Sea adventures obviously require the PCs to have 
  their own ship or to be crew members on board a 
  ship. Most of the time, it is easier to allow the PCs 
  to sail from port to port with few difficulties as the 
  majority of adventuring will occur when the PCs 
  get to their destination. However, whilst at sea, 
  there are all sorts of things that can happen – from 
  storms blowing the ship off course, to being 
  attacked by pirates and raiders, shipwrecks, 
  encounters with sea creatures and so forth. 
   
  Table 34: Sea Encounters (Coastal) 
   
  Die 
  Encounter (Roll 1-
  Encounter (Roll 5-
  1 
  Small Merchant 
  Longship – 
  2 
  Large Merchant 
  Longship, Snake** 
  3 
  Unireme-of-War 
  Longship – 
  4 
  Bireme-of-War 
  Longship – 
  5 
  Trireme-of-War 
  Harpies  
  6 
  Merchant Convoy* 
  Hit Rocks, damage 
  *Includes D3+1 Merchant Galleys and D2 
  Uniremes of War   
  ** Roll D6: 1 3 = Ska, 4 5 = Tiranos, 6 = Ort. 
   
  Table 35: Sea Encounters (Open Sea) 
   
  Die 
  Encounter (Roll 1-
  Encounter (Roll 5-
  1 
  Storm, blown off 
  Elementals: 1-3 
  2 
  Longship, 
  Sea Serpent* 
  3 
  Sharks 
  Sirens 
  4 
  Merchant Galley 
  Uncharted Island 
  5 
  Longship, Turtle** 
  Undead Galley 
  6 
  Trireme-of-War 
  Dendrelyssi 
  * if sailing in the Mournful Sea , roll D:  5+ and the 
  serpent encountered is Strygantha 
  ** Roll D6: 1-3 = Ska, 4-5 = Tiranos, 6 = Ort. 
   
  Five Sea Adventure Hooks/Ideas 
  1. A Dendrelyssi Demonship has been 
  sighted near the site of the Battle of the 
  Crimson Sea 
  2. An expedition is being raised to sail to the 
  Mournful Sea to hunt for (the) Strygantha 
  3. A Dendrelyssi (maybe in disguise) is 
  looking for crew members for his 
  expedition to the Primal City, where he is 
  seeking an ancient artifact 
  4. The PCs believe they are simply 
  transporting goods from one port to, 
  another but at a certain spot, the ship 
  
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  drops anchor. The “merchant” has gone 
  below, just asking PCs to keep lookout. 
  He will start performing a summoning 
  ritual – he is intending to raise a sunken 
  ship from the very depths of the ocean.  
  5. The ship becomes becalmed and oars 
  caught up in seaweed - a fog rolls in. 
  Undead creatures then begin to attack 
  the ship on all sides.    
   
  Adventures on Other Planes 
  The Crimson Lands are just one plane amongst 
  many in a whole Multiverse of other worlds. There 
  are the four elemental domains, the Netherworld 
  (which itself is made up of the individual realms of 
  the Lords of Chaos) and then other places too – 
  some very alien and others not dissimilar to the 
  Crimson Lands - our Earth amongst them. PCs 
  probably need to have a few experience levels 
  behind them before they adventure frequently in 
  these places. The first time the PCs visit an 
  alternate plane; have them be helpless at first. 
  Make them feel like they're somewhere totally 
  different to what they are used to. As a GM, you 
  can allow PCs as much or as little contact with 
  these other planes as you wish. 
   
  Five Adventure Hooks/Ideas on Other Planes 
   
  The tower (in the Wilderness Adventure 
  Hooks) is actually a portal to alternative 
  planes. It was built by a Dendrelyssi 
  sorcerer thousands of years ago and 
  invested with a powerful Demon of 
  Transportation. The sorcerer is long since 
  dead, but the demon has never been 
  released. Wherever the tower takes the 
  PCs is unlikely to be hospitable. The only 
  way to return to the Crimson Lands is 
  through negotiation with the demon 
  bound into the tower. 
   
  A whole city that is at the centre of the 
  Multiverse, which is hard to find but 
  where everything can be found. (Maybe 
  this is where Wayfarers are from?) 
   
  The Dendrelyssi fleet has been rebuilt and 
  is approaching. The only way to stop the 
  ships is to make a bargain with Urlessa, 
  Lady of Water Elementals and the only 
  way to do this is to travel to her domain. 
   
  The PCs come into a small village just as 
  there is a disturbance. A young girl is 
  being dragged to a shed to be locked up – 
  she is struggling, hissing and spitting at 
  the villagers who are surrounding her. 
  Her parents (who are present) explain 
  this is their daughter, but she has 
  changed since coming back from the 
  mists. The mists, they say, appeared a 
  few nights ago to the north. Heading 
  through the mists, the PCs find another 
  village just like the one they left. Except 
  this one is opposite – where the tavern 
  was on the right side, it is now on the left. 
  Also, where the other village was ordered 
  and neat, this is disorganized and untidy. 
  All signs are the same, but the words are 
  all written backwards. The villagers are 
  very quick to anger and fights break out 
  all the time. The PCs will find that the girl 
  was taken to the “Lord” for correction, as 
  it was clear she was a demon. In fact, the 
  Lord is the demon. 
   
  The PCs are transported to an alternate 
  plane by Susssuru (or a Chaos Lord of 
  choice) because she wants the PCs to do 
  something for her and because she can. 
   
  Specific Locations for Adventure in the Crimson 
  Lands 
  There is great potential for adventure in the 
  Crimson Lands; there is even better potential for 
  GMs to put their own mark on the setting. The 
  background and description of the lands and cities 
  gives enough to provide the flavour of the setting, 
  but not too much that it stamps all over your 
  creativity. This is deliberate. 
   
  There are several sites of interest mentioned – the 
  Primal City, Zinzeeror, the Shining Fortress, the 
  Eldritch Tower and so on. Very little is specifically 
  detailed – so you can create your own ruins, 
  drawing up your own maps of catacombs and 
  dungeons; or use commercial ones that you’ve 
  tailored to the setting. Other sites are marked on 
  the map but nothing more is said about them. 
  They can be known ruins or ruins for the PCs to 
  stumble across during their adventures. That’s up 
  to you. 
   
  Here are some more ideas for some of the 
  locations mentioned:   
   
  
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  The Shining Fortress 
  This massive lighthouse was built by a lost 
  demonic race in the distant past. It is still standing, 
  having weathered the test of time and reaches 
  450’ into the sky, easily taller than the tallest 
  tower in Necrolorn. What secrets still lie in its 
  dusty chambers and the cellars rumoured to 
  stretch below the foundations, no-one knows, for 
  few dare venture there and even fewer return. 
  (This could link in with the adventure idea #4 or 
  #5, on p.39) 
   
  If the above doesn’t grab you, here is another idea 
  for the Shining Fortress: 
   
  Many centuries ago several men and women came 
  together to find a way to resist the Dendrelyssi. 
  They were painfully aware of the shortcomings of 
  their physical might and dared not tap the 
  otherworldly menace in sorcery and thus turned 
  to the power within. In time these few from all 
  walks of life from former slaves to former 
  sovereigns became formidable and eventually 
  built the great Shining Fortress.  
  As usual the Dendrelyssi scoffed at the idea of 
  humans, especially unarmed ones, as a threat. But, 
  well after over a century of ignoring the Wayfarer 
  threat, the Dendrelyssi attacked. 
   
  It is said that Masters of Disciples ordered their 
  followers to spread to the four winds. A handful of 
  Wayfarers defended the Shining Fortress while the 
  Dendrelyssi forces stormed their bastion. The 
  fortress and presumably all the defenders were 
  destroyed but no Dendrelyssi left that battle alive.  
   
  Mnenthaynal 
  Whilst Necrolorn is still considered too powerful, 
  the city of Mnenthaynal might be a weak-link in 
  what remains of the Dendrelyssi Empire. You 
  could have a Royal Redeemer (Melloc Watthame 
  perhaps – see the NPCs section) raising a force of 
  mercenaries to sail to Mnenthaynal to launch a 
  scouting mission; maybe to free some slaves, find 
  an evil artifact, destroy the city and its inhabitants 
  or to set up a foothold on Dendrelyss for a full 
  scale invasion later. Of course, Melloc will want to 
  destroy any artifacts found, whereas the PCs may 
  well want to keep them… 
   
  Trillithon 
  Sacrifices take place every day in Trillithon just to 
  appease the Chaos Lords. There is one huge 
  temple for each of the primary Chaos Lords and 
  hundreds of smaller ones to the lesser demon 
  lords – even some smaller cult worship of little 
  known demons. All of these demons require 
  sacrifices and therefore the agents of the 
  Mortyllan priests are constantly out hunting for 
  suitable sacrifices for their gods. This means there 
  is a good chance PCs will at some point come into 
  contact with Mortyllan priests and their agents 
  
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  and possibly even have to visit Trillithon for some 
  reason or another. 
   
  An obvious reason for venturing to Trillithon 
  would be to rescue someone who has been 
  kidnapped by the priests for sacrificial purposes. 
  But other reasons will come out during 
  play…maybe involving the Chaos Lords 
  themselves! 
   
  The Eldritch Tower 
  The PCs learn of a powerful item believed to be 
  hidden in the Eldritch Tower and either decide to 
  go there or are coerced/hired to go there. Aside 
  from having to negotiate the ever-shifting dust 
  and the ghosts of the Charnel Plain, the PCs will 
  then have to find a way into the tower and search 
  its dusty chambers and horror-ridden hallways. Of 
  course, the Necromancer is probably still alive in 
  the tower…maybe awaiting some fresh blood to 
  revive him in some sorcerous way….  
   
  Krand 
  In the Ethereal Highlands at the centre of Krand is 
  an old Dendrelyssi site that wasn’t destroyed in 
  the purge by the Royal Redeemers and that still 
  lies hidden to this day. The site is a small citadel 
  guarding some deep caverns, where some True 
  Dragon eggs were hidden. One of these eggs 
  cracked open about a year ago and the young 
  dragon that emerged has grown rapidly eating 
  small game from around the cave but has had to 
  travel farther and farther afield to find food. 
  Recently the dragon has been sighted by 
  shepherds and hunters in the area…. 
   
  On an uncharted island somewhere in the Boiling 
  Sea … 
  …is the Island of Dr Mor-El. Mor-El is an ancient 
  and mad Dendrelyssi Fleshcrafter who came to the 
  island several centuries ago to have somewhere 
  out of the way to conduct his experiments. Since 
  he has been there he has created some bizarre 
  hybrid monsters from the creatures he brought 
  with him to the island, the wildlife already there 
  and the local human population. There is very 
  little living on the island that doesn’t bear the 
  mark of Dr Mor-El and his scalpel. 
  ADVENTURE SEED  
   
  This is a short adventure seed based in a small 
  town on the borders of Dralucia and Mortylla. It is 
  designed for 1st or 2nd level PCs but the 
  protagonists can easily be “powered up” to give 
  higher level PCs a challenge if you prefer. It’ll need 
  some work from the GM to flesh out the 
  adventure and bring it to life, but the basics are all 
  here. The scenario has no “direction” as such; 
  you’ll need to read through it thoroughly to get 
  the gist of what’s going on and then let your 
  players loose on it, using what’s written here to 
  guide your responses and reactions.  
   
  Background 
  Lately, people around the border town of Pozo 
  have gone missing. Usually young girls, but not 
  always; so far they have not been found. In 
  addition, it is hard to get information about the 
  missing people because the locals have become 
  tight-lipped, surly and reclusive. Many are 
  particularly short with outsiders – even among 
  those who have lost their family and friends.   
   
  GMs Information 
  The Temple of Grazzioroz of Dark Perceptions in 
  Trillithon has seen falling numbers of cultists in 
  recent years and is losing its relevance and 
  importance in a city already overcrowded with 
  cults to the lesser chaos lords. In order to raise the 
  profile of the temple, Karekos Nulgrim, one of the 
  temple priests, has ventured eastwards to the 
  border to the town of Pozo, in Dralucia. He has 
  overtaken a ruined Dendrelyssi villa a few miles 
  out of Pozo and turned the cellars into a secret 
  temple and holding cells for captives, whilst 
  maintaining the outward appearance of a 
  respectable (if somewhat private) gentleman. 
   
  Bringing in the PCs 
  There may be varied (possibly undisclosed) 
  reasons for the PCs to embark upon this 
  adventure. For some PCs, the offer of coin will be 
  enough to excite their interest. For others, maybe 
  a loved one is amongst the people that have gone 
  missing. Others may have heard that the 
  Dendrelyssi ruin near Pozo has a hidden cache of 
  treasure or artifacts. Maybe even one of the PCs 
  has been trying to track down a certain Mortyllan 
  priest and has some reason to believe he now 
  resides somewhere in the area. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  Pozo 
  The PCs will find that Pozo is a town of about 800 
  people, but was clearly somewhat larger at some 
  time in the past. It is still a market centre and 
  people from the outlying farms and villages still 
  come into the town on market days to trade.  
  The town has a number of inns, including the run-
  down Room for More and the more select and well 
  maintained Snarling Prince. 
   
  The Mayor Benet Grippe, the captain of the local 
  militia Harek Tarv and the market Guildmaster 
  Gnarl Gleean have all been converted by Karekos 
  Nulgrim to the worship of Grazzioraz and attend 
  his villa regularly for ritual sacrifices to the chaos 
  lord. They have also recruited a large number of 
  locals between them; so the congregation is 
  always full. 
   
  Questions and consequences 
  Some locals questioned by the PCs will simply walk 
  away or act nervously. Others may answer with 
  one word responses. Most will give the PCs a wide 
  birth. PCs will always get the impression they are 
  being watched wherever they go. 
   
  Outsiders asking questions around the vicinity of 
  Pozo will soon come to the attention of Benet and 
  Harek Tarv and his dozen or so guardsmen. Harek 
  is likely to visit them personally at some point, 
  having assessed that they are well-armed and 
  potential trouble. He will request them to stop 
  troubling the townsfolk. If they ignore him, he will 
  visit again, in strength, and make his request more 
  forcefully. 
   
  If the PCs don’t leave, there is the possibility they 
  will be arrested and locked in the local prison, 
  which is actually an old tower, repurposed for 
  locking away criminals and vagrants. This may not 
  go well though and Harek is likely to back down if 
  the PCs don’t come quietly. (Not because he’s not 
  a decent fighter, but because he can’t rely on his 
  men). 
   
  Questions and answers 
  There are several persons in Pozo who will help if 
  they learn of the PCs. One is the local blacksmith, 
  a woman named Venera Elek. She is a strong 
  woman, part Dendrelyssi, and not to be bullied. 
  Venera has her suspicions about the “gentleman” 
  who lives in the villa – she believes Pozo’s woes 
  are something to do with him, but she’s not sure 
  exactly what. Venera has also seen Karekos and 
  Benet in earnest conversation and is sure they are 
  united in whatever is going on.  
   
  If the PCs have no-one skilled with lock-picking: 
  Venera will also mention that Karekos came to her 
  to repair some metal door furniture and, as she 
  also has some skill with locks, to make some 
  replacement keys to the lower areas of the villa. 
  She doesn’t know why but she decided to make 
  herself some duplicates that she still has. She will 
  offer these keys to the PCs if they let it slip that 
  they are going to investigate what Karekos is up to 
  at the villa. 
   
  Another person who may prove helpful is Toller 
  Morn, the owner of Room for More Inn. He has 
  seen his customer numbers falling in recent weeks 
  as more and more of the locals are becoming 
  members of the Grazzrioraz cult and therefore 
  having less time or desire to come and carouse in 
  his establishment. 
   
  Toller has been asked by some of his patrons “just 
  to come with them one night” but so far he has 
  resisted. He knows some of his friends have 
  changed and are beginning to be much more 
  secretive and self-absorbed. 
   
  He knows that Benet, Harek and Gnarl are all 
  under the sway of whatever it is that is afflicting 
  the locals and he is also certain it’s something to 
  do with the villa. Toller did recently attempt to 
  raise a mob to go and force Karekos out of town 
  but he and his small handful of followers were 
  “persuaded” out of it by Harek Tarv. 
   
  The Dendrelyssi Villa 
  Sooner or later the PCs will likely head for the villa. 
  When or how they go there largely depends on 
  the PCs and what their activities in town turn up.  
   
  Karekos’ followers in Pozo have already reported 
  to him that there is a group of adventurers in 
  town, so he may decide to invite them to dine 
  with him so he can asses them and their potential 
  danger to him. He may even invite them to join his 
  cult. 
   
  If Karekos assesses that the PCs might cause him 
  trouble later on and they decide not to join him, 
  he might send his combat demon, Vincomosh to 
  follow and kill them. 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
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  If Vincomosh is killed, Karekos will summon 
  another combat demon to take his place. He might 
  even attempt to summon more if he deems the 
  PCs are a considerable danger to him. However, 
  he is trying to save most of his sacrificial victims to 
  appease his dark master, Grazzioraz so he’ll be 
  desperate not to have to do this. 
   
  The villa building is low and square, built around a 
  central courtyard, which has a fountain in the 
  centre that was clearly once a spectacular sight 
  but is no longer functional and badly cracked.  The 
  rest of the villa itself is still largely dilapidated but 
  several rooms that Karekos uses have been 
  repaired and made livable.  There is a stable for 
  the priest’s horse and room for five more. 
  Karekos has employed a handful of locals as 
  servants and they will meet the PCs at the 
  (repaired) gates, if the PCs attend the villa in the 
  “normal” fashion. It is comparatively easy to sneak 
  into the villa, if the PCs decide on a more stealthy 
  approach. 
   
  If the PCs go to the villa late at night there is a 
  strong possibility that Karekos is conducting a 
  sacrifice to his Chaos Lord, Grazzioraz. If he is, 
  then the rest of the villa will be empty, although 
  guarded by his Demon of Combat, Vincomosh (if 
  still alive).  
   
  Underneath the villa are some old catacombs 
  (with locked doors). These were wine and storage 
  cellars for the villa’s previous owner, but now 
  converted to holding cells and a temple. The 
  holding cells still contain several people (mostly 
  young girls) from the area. 
   
  Karekos and his cultists will be in the villa’s cellars, 
  where the temple is. The cultists include Benet, 
  Gnarl and Harek (if they haven’t other duties and if 
  they are still alive!). The congregation numbers at 
  least 30-40 locals (although most of these will 
  simply run from trouble, if given the opportunity). 
   
  There is also a secret area that even Karekos 
  doesn’t know about, hidden behind one of the old 
  wine racks. A secret door leads to an area where 
  the villa’s previous owner carried out some of his 
  sorcerous arts and there may be a few items of 
  interest to similarly-minded PC Dendrelyssi or 
  sorcerers. 
   
  NPCs 
  The locals are generally all townsfolk and Harek 
  Tarv’s dozen guardsmen are classed as bandits. 
   
  Mayor Benet Grippe: Merchant, Level 4 
  HD: 2(+2) HP: 9 DC: 3 DR: 1 (Padded) 
  Weapon: Sword (M) 
  Numismatics 3D/Contacts, Haggle, Lingo, Trade 
  Route 2D 
   
  Guildmaster Gnarl Gleean:  Merchant, Level 3 
  HD: 2(+1) HP: 10 DC: 3 DR: 2 (Leather) 
  Weapon: Sword (M) 
  Trade Route 3D/Contacts, Haggle 2D/Numismatics 
  1D 
   
  Guard Captain Harek Tarv: Fighter, Level 3 
  HD: 2(+3) HP: 12 DC: 3 DR: 4 (Mail) 
  Weapon: Sword (M) 
  Armour Training, Favoured Weapon (Sword), 
  Fighter Stunt 2D 
   
  Venera Elek: Craftswoman/Dendrelyssi, Level 2 
  HD: 1(+2) HP: 7 DC: 3 DR: 4 (Mail) 
  Weapon: Sword (M) 
  Summoning 1D (Fire Elementals), Spellcasting 
  (Level 1 spells) 
   
  Toller Morn: Mountebank Level 3 
  HD: 2(+1) HP: 7 DC: 4 DR: 1 (Quilted) 
  Weapon: Sword (M) 
  Spellcasting (from scrolls) 
  Assess Person, Detect Illusions 3D/Sleight, Tricks 
  of the Trade 2D/Disguise, Contacts 1D 
   
  Karekos Nulgrim: Sorcerer Level 4 
  HD: 2(+3) HP: 12 DC: 3 DR: 5 (Half-plate) 
  Weapon: Sword (M) 
  Summoning 1D (Demons of Combat), Spellcasting 
  (Level 1 & 2 spells) 
   
  Karekos has a bound demon bodyguard called 
  Vincomosh; a scaly, blood-red thing with wicked 
  sword-like claws:  
   
  Vincomosh: Demon of Combat   
  HD: 3(+2) HP: 22 DC: 4 DR: 5 (Scales) 
  Claws damage (M) +1 
  Demonic Power: Blink 
   
   
   
  
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  NPC ClassES 
   
  MERCHANT 
  Merchant is the short form for Merchant-
  Adventurer; these are explorers and adventurers 
  for trade and profit. They travel far and wide, 
  opening trade routes and peddling exotic items, 
  even acting as diplomats and spies from time to 
  time. They excel at gathering information, 
  bartering and negotiating their way out of all but 
  the direst of situations. Usually, they resort to 
  bribery should it further their agenda, and have an 
  1D - uncanny ability to make even the most strict 
  individuals take these "gifts" (often without their 
  knowing it). A merchant adventures for the 
  possibility of obtaining wealth, which in turn may 
  be used to establish his business empire. 
  Merchants have no shame in admitting to this, and 
  while they would never willingly risk their lives for 
  the usual "causes", their lust for gold tends to 
  make them take more risks than they should. For a 
  merchant it is never a bad idea to check out the 
  dragon's lair to see if there's an interesting bargain 
  to be had. 
   
  Prime Attribute: CHA 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 (+1) at 1st level. Then per the 
  Merchant Advancement table below 
  DC Bonus: +1 at 6th level 
  Armour/Shield Permitted: Any armour, although 
  merchants don’t use shields. 
  Weapons Permitted: Light and medium only 
   
  Table 36: Merchant Advancement 
   
   
  Lvl 
   
  HD 
   
  DC 
  Summoning 
  Ability Dice* 
  Prim. 
  Ability  
  Sec. 
  Ability  
  Tert 
  Ability 
  1 
   
  1(+1) 
   
   
  1D 
  2D 
  2D 
  1D 
  2 
   
  1(+2) 
   
   
  1D 
  2D 
  2D 
  1D 
  3 
   
  2(+1) 
   
   
  1D 
  3D 
  2D 
  1D 
  4 
   
  2(+2) 
   
   
  1D 
  3D 
  2D 
  2D 
  5 
   
  2(+3) 
   
   
  2D 
  3D 
  2D 
  2D 
  6 
   
  3(+1) 
  +1 
  2D 
  3D 
  3D 
  2D 
  7 
  3(+2) 
   
  2D 
  4D 
  3D 
  2D 
  8 
  3(+3) 
   
  2D 
  4D 
  3D 
  2D 
  9 
  4(+1) 
   
  3D 
  4D 
  3D 
  3D 
  10 
  4(+2) 
   
  3D 
  4D 
  4D 
  3D 
  *Dendrelyssi only 
   
  Merchant Class Abilities 
  Money (1st): Merchants start with three times the 
  money of other starting characters (3D6 x 30gp). 
   
  At 1st level, the merchant chooses which of the 
  following abilities will be his primary (best), which 
  will be secondary and which will be tertiary (least 
  good). He chooses one primary and two each of 
  the others. Most of these abilities assume the 
  merchant is carrying out the task at some speed or 
  under a degree of pressure. If the merchant has 
  time, the GM could give a small bonus; say +1 to 
  the roll. 
   
  Contacts (CHA): Merchants have access to a wide 
  network of people with whom they do business. 
  Some of these would readily help the merchant 
  out of a tight spot. Make this roll to know 
  someone who might help – they might still need to 
  be persuaded, especially if what is required will be 
  costly or dangerous. 
   
  Haggle CHA): A merchant character can haggle 
  down the price of an item. With a successful 
  attribute roll, the item is purchased for a 10%-60% 
  discount (roll D6x10). Other classes can attempt 
  this but only receive a 10%-20% (Roll D2x10) 
  discount. 
   
  Lingo (INT): Having travelled widely and 
  negotiated deals with many different peoples, 
  even if a merchant doesn’t know a particular 
  language he or she can get by with common 
  
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  phrases, sign language, gestures and so forth – 
  sufficiently to understand and to make him or 
  herself understood. 
   
  Numismatics (INT): A merchant has a great 
  interest in coins and other trade items that aren’t 
  coins, like shells, beads, gems, tokens and so on. 
  You cannot fool a canny merchant. They can spot 
  shaved coins, forged notes (if your campaign has 
  notes), separate real silver and gold coins from 
  fake metals. The merchant can immediately work 
  out the value of such items and, even if given a 
  bag of coins, can work out its worth by feel and 
  weight without even having to open it. 
   
  Trade Route (INT): Starting at 1st level, the 
  merchant begins to designate a trade route. This 
  route comprises one city per two levels attained 
  (round up).  The merchant is able to make lore 
  rolls regarding geography, history, culture and so 
  on from these cities and surrounding areas. Once 
  every year, the merchant must visit these cities (to 
  oversee their business and generally keep up to 
  date with current affairs) or lose the bonus. 
   
  Establish Guildhall (10th): At 10th level, the 
  merchant becomes a merchant prince and can 
  establish a guildhall. It attracts other merchants 
  who pay a fee to use the facilities of the guildhall 
  and the trade routes established by the guild. It’s 
  also a place to hire ship captains, caravan guards 
  and to seek information. 
   
  Dendrelyssi Merchants are also summoners who 
  specialize in summoning and binding Demons of 
  Travel. 
   
   
  Fleshcrafter (Dendrelyssi) 
  Fleshcrafters are Dendrelyssi surgeon-torturers 
  who can also summon a specific type of demon. 
  Dendrelyssi surgeons were far advanced in their 
  craft; primarily because they left no stone 
  unturned in their quest to learn new surgical 
  techniques, to the extent that practicing surgery 
  on living slaves became commonplace. Because of 
  their particular set of skills, Dendrelyssi surgeons 
  more and more were turned to for the 
  interrogation of prisoners – their tortures became 
  more and more elaborate and gradually became 
  an entertainment for bored nobles rather than 
  merely to illicit information from captives. 
  Fleshcrafters are vicious, ruthless and unmerciful. 
  They are cruel to others to an extent that few can 
  match. Fleshcrafters are well and truly evil. INT is 
  their Prime Attribute and CON and DEX should 
  both be 9 or more. 
   
  Prime Attribute: INT 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 at 1st level. Then per the Fleshcrafter 
  Advancement table below 
  DC Bonus: +1 at 6th level 
  Armour/Shield Permitted: Any armour, although 
  fleshcrafters don’t used shields. 
  Weapons Permitted: Daggers and swords only  
   
   
  
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  Table 37: Fleshcrafter Advancement 
   
   
  Lvl 
   
   
  HD 
   
   
  DC 
   
  Summoning 
  Ability Dice 
  Prim. 
  Ability 
  Dice 
  Sec. 
  Ability 
  Dice 
  Tert. 
  Ability 
  Dice 
  1 
   
  1 
   
   
  1D 
  2D 
  2D 
  1D 
  2 
   
  1(+1) 
   
   
  1D 
  2D 
  2D 
  1D 
  3 
   
  1(+2) 
  1 
   
  1D 
  3D 
  2D 
  1D 
  4 
   
  2 
   
   
  1D 
  3D 
  2D 
  2D 
  5 
   
  2(+1) 
   
   
  2D 
  3D 
  2D 
  2D 
  6 
   
  2(+2) 
  +1 
  2D 
  3D 
  3D 
  2D 
  7 
  2(+3) 
   
  2D 
  4D 
  3D 
  2D 
  8 
  3 
   
  2D 
  4D 
  3D 
  2D 
  9 
  3(+1) 
   
  3D 
  4D 
  3D 
  3D 
  10 
  3(+2) 
   
  3D 
  4D 
  4D 
  3D 
   
  Fleshcrafter Class Abilities 
  Summoning: Fleshcrafters are able to summon a 
  particular kind of demon called Demons of Pain. 
  Full details of these demons and how to summon 
  them are set out on page 13. 
   
  At 1st level, the Fleshcrafter chooses which of the 
  following skills will be his primary (best), which will 
  be secondary and which will be tertiary (least 
  good). He chooses two skills for each category. 
  Most of these skills assume the Fleshcrafter is 
  carrying out the task at some speed or under a 
  degree of pressure. If the Fleshcrafter has time, 
  the GM could give a small bonus; say +1 to the 
  roll. Some skills benefit from good quality 
  equipment. 
   
  Amputation (DEX): When a character has “died” 
  as a result of injuries received in combat (see 
  damage and death in the main rulebook), a 
  Fleshcrafter has a chance of saving him by 
  amputation (for the purposes of this rule, it is 
  assumed the character is actually still alive and 
  immediate and drastic surgery might actually save 
  him). The Fleshcrafter declares “I can save him!” 
  and whips out his bone-saw (or some other 
  equally nasty implement). The player of the 
  Fleshcrafter chooses which body part to remove 
  from his victim and a grisly scene ensues (which 
  we won’t elaborate on here). With a successful 
  roll, the “operation” is a success and the character 
  still lives (minus the body part). 
   
  Bleeder (DEX): After hitting his unaware target 
  (that is by surprise or from behind) and with a 
  successful ability roll, a Fleshcrafter may choose to 
  strike a vein or artery in any enemy that has one, 
  to cause it to bleed for 1D6 rounds, causing level 
  divided by three (rounded up) in damage each 
  round afterwards up to the number rolled. 
   
  Grafting (INT): A Fleshcrafter can perform face 
  and body remodeling – cutting inches off a 
  person’s height, or pounds off a person’s weight 
  or even making them appear like someone else 
  who is of a similar look and build. In addition, 
  where someone has lost a limb a Fleshcrafter can 
  replace the missing part with the part of another 
  person or even with that of an animal (if from a 
  dead subject, no more than one day dead). The 
  more extreme the graft the more difficult it is and 
  the GM may apply appropriate modifiers. So, 
  grafting an animal (rather than human) limb to a 
  person would be a -1 modifier. The player and GM 
  should work together to determine the effects of 
  grafting. When grafting doesn’t work, the recipient 
  often dies or becomes badly disfigured. Grafting 
  normally takes 1D6 hours to perform. 
   
  Heal Wounds (WIS): The Fleshcrafter can stitch up 
  wounds and prevent infection using alcohol or 
  similar, healing 1-3 HP (roll 1D3). It takes 5 
  minutes (5 turns) to do a decent patch-up job 
  (usually leaving horrible scars in the process). It 
  can only be carried out once on each new set of 
  wounds. 
   
  Interrogation (CHA): Fleshcrafter’s are skilled at 
  extracting the truth from their victims. With a 
  successful roll, the Fleshcrafter can receive an 
  answer to a direct question provided that the 
  victim knows the answer. With another successful 
  roll, he can obtain another answer. He can keep 
  doing this until he fails a roll. With a failed roll, the 
  victim dies from the torture. This takes 1-3 hours 
  (roll 1D3) per question. PCs receive a Fort or Will 
  save (their choice). 
   
  Poisons (INT): Dendrelyssi Fleshcrafters have 
  made the study of poisons and drugs and their 
  effects on the body into a fine art as part of their 
  tortures and experiments. This ability allows them 
  to concoct a poison that has the effects they wish 
  (with agreement of the GM). A failed roll has 
  means it doesn't work as planned, not at all, or is 
  obvious if they wished it to be subtle – other failed 
  results at the GMs discretion. Working with 
  poisons also allows a Fleshcrafter to save against 
  them using their Will save rather than Fort.  
  
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  REDEEMER 
  (Royal) Redeemers are lawful agents of the King of 
  Krand. They have wide-ranging powers to enable 
  them to seek out and bring to justice any 
  Dendrelyssi they discover. These powers have 
  lately extended to destroying Dendrelyssi, 
  sorcerers, witches, demons and anyone that 
  speaks out against the rulers of Krand. Redeemers 
  are particularly single-minded in their search for 
  signs of chaos wherever it lurks. Whilst most 
  Redeemers can handle themselves pretty well, 
  they often travel with a retinue of fighters and 
  might employ a mountebank or thief on occasion 
  for their particular sets of skills. 
   
  Prime Attribute: WIS 9+ 
  Primary Save: Will 
  Hit Dice: 1d6 (+1) at 1st level. Then per the 
  Redeemer Advancement table below. 
  DC Bonus: +1 at 5th and 10th levels  
  Armour/Shield Permitted: Any 
  Weapons Permitted: Any 
   
  Table 38: Redeemer Advancement 
   
   
  Level 
  Hit  
  Dice 
  DC 
  Bonus 
  Primary 
  Ability 
  Secondary 
  Ability 
  Tertiary 
  Ability 
  1 
   
  1(+1) 
   
   
  2D 
  2D 
  1D 
  2 
   
  1(+2) 
   
   
  2D 
  2D 
  1D 
  3 
   
  2(+1) 
   
   
  3D 
  2D 
  1D 
  4 
   
  2(+2) 
   
   
  3D 
  2D 
  2D 
  5 
   
  2(+3) 
   
  +1 
  3D 
  2D 
  2D 
  6 
   
  3(+1) 
   
  3D 
  3D 
  2D 
  7 
  3(+2) 
   
  4D 
  3D 
  2D 
  8 
  3(+3) 
   
  4D 
  3D 
  2D 
  9 
  4(+1) 
   
  4D 
  3D 
  3D 
  10 
  4(+2) 
  +1 
  4D 
  4D 
  3D 
   
  Redeemer Class Abilities 
  Diplomatic Protection (CHA): At 1st level, a Royal 
  Redeemer receives a signet (a ring or a brooch) 
  from the King of Krand denoting the agent's 
  favored connection to Crown and Nation. This 
  connection provides status and a certain level of 
  protection from the law. In Krand, this protection 
  is absolute (though violating the laws of the land 
  can sometimes lead to trouble for the agent). In 
  the neighboring lands, treaties and long-
  established agreements protect Royal Redeemers, 
  but agents who push their luck—meddling in the 
  affairs of government in lands other than Krand, 
  killing wantonly, or otherwise  
  flouting the local law at every turn—are likely to 
  suffer "accidents" that are completely disavowed 
  by authorities in those lands. In other realms, a 
  Redeemer’s royal protection is meaningless. 
   
  At 1st level, the redeemer chooses which of the 
  following six skills will be his primary (best), which 
  will be secondary and which will be tertiary (least 
  good). He chooses two skills for each category. 
  Most of these skills assume the redeemer is 
  carrying out the task at some speed or under a 
  degree of pressure. If the redeemer has time, the 
  GM could give a small bonus, say +1 to the roll. 
  Some skills benefit from good equipment. Some of 
  these things can be performed by any character 
  on a roll of 6+ at the GMs discretion. 
   
  Assess Person (INT): With a minute of study and a 
  die roll, the redeemer can figure out something 
  about someone he can see. The redeemer can tell 
  the level and class (if he has a class), the person’s 
  alignment, whether the person is in disguise or 
  hiding something and some other useful 
  information at the GMs discretion. 
   
  Detect Illusions (INT):  Redeemers are trained to 
  notice the tricks and stratagems of other 
  sorcerers, enchantresses and demons and to 
  detect magical illusions.  Against any illusory spell, 
  
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  the redeemer gets a roll to see if he sees through 
  the illusion (in addition to any save he would 
  normally get).  
   
  Disciplined Mind (WIS): A Redeemer is particularly 
  resistant to enchantment (charm) spells and those 
  effects that make him do things he’d rather not 
  do, like fear, possession and enchantment. He gets 
  this second roll per the above table if his normal 
  Will save is unsuccessful. 
   
  Force Shapechange (WIS): A Redeemer can force a 
  creature into its natural form. The Redeemer must 
  make a successful melee attack against the 
  creature. If the attack is successful, the redeemer 
  makes a roll to force the target into its natural 
  shape. This ability undoes the effect of change 
  self, lycanthropy, shapechange, and alternate form 
  abilities, whether exceptional, spell-like, or 
  supernatural in nature. The affected creature 
  cannot change its shape again for 1D6 rounds. 
   
  Gather Information (CHA): Redeemers obtain 
  information by greasing palms, subtlety, force or 
  fear. With a successful die roll, they can  get a 
  general idea of a city’s major news items or more 
  specific information as required. The higher the 
  result, the better the information they can obtain. 
   
  Learn the Truth (WIS): By touching a person or 
  creature that has lied to him, a Redeemer can 
  force the creature to tell the truth. 
   
  Establish Chapter 
  (10th): At 10th 
  level, a redeemer 
  can set up a 
  largely 
  autonomous 
  chapterhouse of 
  redeemers as an 
  outpost against 
  the chaos of 
  sorcery. The 
  redeemer will be 
  joined by a 
  number of low-
  level redeemers 
  and fighting-men, 
  ready to die for 
  the cause if 
  necessary.   
   
  WITCH 
  A witch is a sorcerer with a few differences in how 
  she casts spells and with the addition of being able 
  to make potions. 
   
  Prime Attribute: INT 9+ 
  Primary Save: Will 
  Hit Dice: 1D6 at 1st level. Then per the Sorcerer 
  Advancement table (Book 1). 
  DC Bonus: Witches gain +1 DC at 3rd, 6th and 9th 
  levels  
  Armour/Shield Permitted: Witches can wear 
  barbarian armour but prefer to wear none. They 
  don’t use shields at all. 
  Weapons Permitted: Light and medium only 
   
  Spellcasting: Witches don’t write their spells into a 
  Grimoire. Instead, at 1st level, a witch forms a 
  close bond with a familiar, an impish creature that 
  takes the form of a small animal (cat, bat, raven, 
  snake, toad, ferret, squirrel etc.) and teaches her 
  magic and helps to guide her along the path of 
  witchcraft. A witch must commune with her 
  familiar each day to prepare her spells. Familiars 
  store all of the spells that a witch knows, and a 
  witch cannot prepare a spell that is not stored by 
  her familiar. At 1st level, a witch’s familiar can 
  store one of the 1st level sorcerer spells of the 
  witch’s choice. This is the only spell the witch can 
  prepare and cast. At each new witch level, she 
  adds one new spell of any spell level or levels that 
  she can cast (based on her new witch level) to her 
  familiar. The witch can see through her familiar’s 
  eyes as if she were the familiar and can 
  communicate with it by a telepathic link, up to 
  a mile per level. She can also cast any of her 
  prepared spells through her familiar. The witch 
  does not gain bonus spells due to intelligence. 
   
  Cauldron: At 1st level, the witch creates a 
  cauldron in which she can brew one potion per 
  day (this includes the time spent gathering the 
  herbs and materials she needs to brew the 
  potion). These potions can contain one spell 
  from her known spell list or a spell of healing, 
  which heals D6 damage). Once bottled, the 
  potion will last until she uses it. 
   
  Summoning: Witches cannot summon until 
  they reach 5th level (i.e. they do not receive the 
  first summoning ability that sorcerers receive). 
  
  CRIMSON BLADES DARK FANTASY RPG 
   
  125 
   
  Publishing your own materials 
  CRIMSON BLADES is all Open Game Content under 
  the terms of Wizards of the Coast’s Open Game 
  License version 1.0a, with the exception of 
  artwork and the trademarks “Beyond Belief 
  Games,” and “Crimson Blades DARK FANTASY 
  RPG”, and all text that appears in the Crimson 
  Lands Gazetteer. 
   
  What does it mean that this game is Open Game 
  Content? 
   
  It means you can (basically) copy whatever parts 
  of it you want, add your own content, change the 
  content around, and publish the result. You have 
  to comply with the terms of the Open Game 
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  trademarks, that’s all you have to do. 
   
  open game content 
  Open Game Content may only be Used under and 
  in terms of the Open Game License Version 1.0a 
  (OGL). 
  This entire work is designated as Open Game 
  Content under the OGL, with the exception of the 
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  Belief Games” and with the exception of all 
  artwork.  These trademarks, and the Trade Dress 
  of this work (font, layout, style of artwork, etc.) 
  are reserved as Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of 
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  Definitions: (a)"Contributors" means the copyright 
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  does not embody the Product Identity and is an 
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  The License: This License applies to any Open 
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  under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you 
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  from this License except as described by the 
  License itself. No other terms or conditions may be 
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  Offer and Acceptance: By Using the Open Game 
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  Grant and Consideration: In consideration for 
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  CRIMSON BLADES DARK FANTASY RPG 
   
  126 
   
  sufficient rights to grant the rights conveyed by 
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  include the exact text of the COPYRIGHT NOTICE 
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  Updating the License: Wizards or its designated 
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  Content You Distribute.  
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  Termination: This License will terminate 
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  Reformation: If any provision of this License is held 
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  reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce 
  R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax 
  and Dave Arneson. 
  SWORDS & WIZARDRY Core Rules, Copyright 2008, 
  Matthew J. Finch 
  SWORDS & WIZARDRY: White Box, Marv Breig 
  LAMENTATIONS OF THE FLAME PRINCESS: Weird 
  Fantasy Role Playing Grindhouse Edition, 
  Copyright 2011, LotFP, James Edward Raggi IV 
  Sabres & Witchery RPG, Copyright 2010, Simon 
  Washbourne 
  WOODLAND WARRIORS RPG, Copyright 2010, 
  Simon Washbourne 
  CRIMSON BLADES DARK FANTASY RPG, Copyright 
  2014, Simon Washbourne 
  CRIMSON LORDS,  Copyright 2014, Simon 
  Washbourne 
   
   
  
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