TEXT: COMBAT
  Cover
  Half cover grants +2 AC and +2 bonus on Luck 
  (Dex) saves.  Three Quarters cover grants +4. 
  Cannot be directly attacked if in full cover.
  Critical
  Max die plus half level damage (round up).
  Flanking
  +1 attack roll if flanking target.
  Fumble
  Target gets free melee attack. If ranged attack 
  with ally in melee, reroll attack against ally. 
  KO
  -2 penalty to hit, if reduce target to zero hp, 
  unconscious for 1d6 x 10 min.
  Misc Factors
  Generally +1 or -1 modifier (GM’s call).
  Mounted
  May make attack part way through move, 
  and gains Rogue Skirmish ability. 
  Prone
  Prone target suffers -2 penalty on their attack 
  rolls, and foes gain +2 bonus on their attacks.
  Shooting into an 
  Ally’s Melee 
  Target generally gains +2 AC due to half cover. 
  If miss, 33% chance reroll ranged attack 
  against ally in same melee. 
  Shooting whilst
  in Melee
  Disadvantage on ranged attack roll. 
  Surprise
  Bonus round, plus adv on first attack, or foe 
  suffers disad on Luck saves vs physical spell.
  Visibility
  Very hard to see (heavy fog, near darkness) 
  imposes 33% miss chance. Full darkness or 
  invisible imposes 66% miss chance or auto 
  miss, depending on all the circumstances 
  (GM’s call).
  MONSTERS
  HD
  AC
  Luck
  Dmg
  1
  11
  4
  1d6
  4
  13
  7
  2d6
  8
  15
  10
  2d10
  12
  16
  12
  3d8
  15
  18
  15
  3d10
  18+
  20
  16
  3d12
  22
  23
  16
  4d10
  Boss Monsters p.185
  MOVEMENT
  Move
  Typically 30 ft, cannot be broken up with an action. 
  May spend action to move twice. 
  Intercept
  Not surprised/in melee/moved. Within 30 ft. Dex check 
  required (at disad if before first turn in a new combat).
  Charge
  Move at least 10 ft, up to double normal move, attack 
  with +2 bonus. Uses action & move. Until next action, 
  enemies gain advantage on attacks. 
  Stand Up
  Half movement.
  Party 
  Retreat
  At start of round, players explain how escape might be 
  possible. If GM agrees, attribute checks may be required, 
  followed by a Group Luck save to escape. 
  Withdraw
  Foe gains a free attack if a character attempts to move out 
  of foe’s melee reach (or > 5 ft from foe with 10 ft+ reach).
  Chases
  p.70
  INJURY, RECOVERY & DEATH
  All Dead
  PC is reduced to zero hp, and (i) the body 
  cannot be recovered, or (ii) the body is 
  recovered but PC fails a Con check (Reroll 
  Pool available).
   
  If reduced to zero hp, and the PC lives, roll  
  on the Injuries & Setbacks table; p.80.
  Long Rest
  Requires 1d6 days rest (1d4 in a safe 
  environment such as an inn). Each fight adds 
  1 day. Restores all class ability uses, Reroll Pool 
  dice, Attribute loss, 1 point of Luck, and half 
  hp damage + 1d4 + Con bonus. 
  Short Rest 
  Requires a few minutes after a meaningful 
  combat (GM’s call). Each successful Will check 
  allows the PC to restore (i) half hp damage + 
  Con bonus (once per Short Rest), or (ii) 
  one use of a class ability, or (iii) one Reroll 
  Pool die. Maximum 3 Short Rests per 24 
  hours. Further details p.82.
  TRAPS
  Threat (2d6) 2-7: Low    8-10: Moderate   11-12: Major.
  Attack Mode: p. 233
  2d6
  Trigger
  2
  Water level change
  3-4
  Tripwire
  5-7
  Pressure plate
  8-9
  Object is interacted with
  10-11    Timer
  12
  Magic sensor
  2d6
  Bypass
  2-3
  Trap does not activate, or is disabled, at 
  certain times of the day or night.
  4-5
  Code or puzzle (multiple buttons, dials, 
  levers, etc).
  6-8
  Hidden switch, lever, pressure plate, etc.
  9-10
  Safe route map (possessed by enemy, 
  hidden, or puzzle).
  11-12
  Magical Password
  Mostly Dead
  
  TERRAIN
  8  HOURS 
  TRAVEL
  TERRAIN
  8  HOURS 
  TRAVEL
  Roads & Trails
  10 miles
  Mountains, Jungles, Swamps, 
  Deserts & Artic Ranges
  5 miles
  Plains & Light Woods
  8 miles
  Ocean (large sea vessel at about 5 knots)
  40 miles
  Forests, Hills, 
  Subterranean
  7 miles
  River or Lake (rowboat, canoe, barge, 
  small sailing vessel at about 3 knots)
  24 miles
  1d12
  SHIFTING
  WEATHER
  1
  Much Hotter
  2
  Warmer
  3
  Similar but Drier
  4
  Similar but 
  More Humid
  5
  Similar but  
  Less Windy
  6
  Similar
  7
  Similar or reroll on 
  Starting Weather 
  Table (50%)
  8
  Similar but Windier
  9
  Similar but  
  Less Humid
  10
  Similar but Wetter
  11
  Cooler
  12
  Much Colder
  1d8
  STARTING 
  WEATHER
  1 or 2 point modifier for climate & season
  -1
  Extreme Heat/Wildfire
  0
  Severe Heat/Humid
  1
  Hot and Sunny
  2
  Clear and Sunny
  3
  Warm, partly cloudy
  4
  Warm and Cloudy
  5
  Cool and Cloudy
  6
  Cold, Cloudy and Windy
  7
  Rain (and/or Fog 50%)
  8
  Thunderstorm
  9
  Snow
  10
  Heavy Snow/Blizzard
  ENCOUNTER  DISTANCE
  Settlements, Ruins
  2d6 x 10 ft (20 - 120 ft)
  Forests, Jungles, 
  Swamps, Subterranean
  2d6 x 10 yards 
  (20 - 120 yards)
  Hills, Mountains
  4d6 x 10 yards 
  (40 - 240 yards)
  Deserts, Plains, Artic 
  Ranges, Lakes, Rivers
  8d6 x 10 yards 
  (80 – 480 yards)
  Ocean
  2d6 x 10 yards for a shark 
  fin or small object, or 
  2d4 miles for a ship
  EXPLORATION
  Short Treks: Periodically check for random encounters. Int (Wilderness Lore) checks 
  might be required to prevent straying off course. 
  Long Journeys: Every day or few days (GM's call) - (i) Roll for Weather, (ii) PCs choose their 
  intended destination, (iii) PCs choose their route, (iv) Roll 1d20 for a Travel Event p.130.
  1d12
  While You Were Lost
  1d12
  While You Were Lost
  1
  Roll for Shifting Weather.
  7
  One PC loses/uses up a random 
  mundane item or bundle of items 
  (climbing gear, rope, torches, etc).
  2
  The party loses another day whilst 
  lost. Roll again.  
  8
  One 
  PC 
  suffers 
  exhaustion, 
  losing 1 point of Str, Dex or Con 
  (equal chance).
  3
  A Random Encounter occurs.
  9
  A Random Encounter occurs.
  4
  1d4 horses or other animals are 
  lost, injured or fall ill (equal chance, 
  not including ranger pets).
  10
  1d4 PCs’ rations/water supplies 
  are lost or used up (parasites, etc).
  5
  1d2 
  Hirelings 
  or 
  NPCs 
  are 
  lost, 
  injured or fall ill (equal 
  chance, not including important 
  NPCs).
  11
  One player regales the group 
  with 
  a 
  travel 
  montage, 
  a 
  tale about their background, or 
  other worldbuilding.
  6
  A Random Encounter occurs.
  12
  A Random Encounter occurs, then 
  roll again.
  
  NAMES
  Midlander
  (Argosan) 
  Aldred, Hammond, Gregor, Willem, Harding, 
  Emory, Shand, Bennett, Warner, Fenton, Morris, 
  Lothar, Dirk, Justen, Ogden, Yorric, Ethan, 
  Horett, Grindle, Theobald, Odessa, Cassey, 
  Isolde, Lucia, Marcella, Kendra, Felicia, Edith, 
  Annorah, Janess, Talia, Celene, Sara, Maegen, 
  Dawn, Estelle, Nyssa, Magda, Isabelle, Lorna. 
  Karok
  Mateo, Baltasar, Lucon, Escobar, Cristoval, 
  Gavriel, 
  Pascal, 
  Ramiro, 
  Monferriz, 
  Inigo, 
  Tomon, 
  Salazar, 
  Gascon, 
  Vasquez, 
  Avaro, 
  Vincente, Anselmo, Eltor, Rachiro, Gomez, 
  Cataline, Mari, Oalla,  Juana, Crusina, Francia, 
  Teresa, Serena, Elvira, Aldona, Innes, Ysabel, 
  Felipa, Blanca, Antonia, Mercia, Madele, Elena, 
  Marcietta, Luzia. 
  Nydissian
  Decimus, Mithrides, Trovex, Norcil, Lucius, 
  Sercanis, Ortuvo, Titus, Prytanis, Gaius, Varro, 
  Serjax, Nicandes, Mallius, Barbulo, Crassus, 
  Kapula, Terro, Carnifex, Anticus, Lucidia, Soosi, 
  Septana, Tibori, Rox, Galera, Antine, Sevira, 
  Cerix, Theodora, Quinte, Marcella, Avius, 
  Maesaris, Kali, Octavia, Dorni, Vexonae, Balba, 
  Drusia.
  Varnori
  Gunther, 
  Arnjin, 
  Njord, 
  Holgrim, 
  Eldrik, 
  Seigmar, 
  Brunjur, 
  Ulfric, 
  Vorn, 
  Svannor, 
  Finnvar, Borgov, Karlviir, Steiner, Vignaal, 
  Ragnar, Noordac, Magnus, Eldavaar, Farviir, 
  Freya, Salieff, Ulfina, Ingie, Dyra, Halasti, 
  Sighilda, Gutha, Kelbi, Firthora, Kolli, Farrjor, 
  Holatha, Yiris, Ogarra, Dyrri, Bayora, Vissu, 
  Gulthena, Arna. 
  Thuel
  Ulnuk, Shaggog, Grinback, Torg, Dragur, 
  Cromot, Dolgor, Ogrot, Maddrok, Vornog, 
  Ruttog, Ushug, Shabboc, Thragur, Hothruk, 
  Rorhug, Malgur, Drazzok, Wemmog, Torhoc, 
  Silni, Gotha, Impi, Pashma, Findi, Osha, Annash, 
  Shel, Burzu, Susha, Rarza, Kalini, Losra, Mori, 
  Gulfi, Zul, Sharnesh, Ulfimi, Glasha, Surri
  SPEECH QUIRKS (1d20)
  1
  Wheezes, 
  coughs, 
  sniffs
  6
  Scratches 
       Chewing, spits     
  Slow/Fast
  talker
  2
  Uses hands
  7
  Mumbling 
      
  Low/High 
  tone
  17
  Flips hair
  3
  Repeats 
  words
  8 
  Quiet/Loud  
  Talks to self 
  18 Long winded
  4
  Rambling
  9
  Puffs on pipe 
  Ums & ahs
  19
  Squinty
  5 
  Pulls at ear 
  10 
  Touchy feely  
  Curt, direct 
  20 Close talker
  NPCs 
  & 
  LOCATIONS
  NPCs
  Mid p.108
  Rival 
  Adventurers
  Taverns 
   Mid p.137
  Outposts 
    Mid p.112
  Street Names  Mid p.134
  PERSONALITY QUIRKS (1d10, 1d4)
  1
  Ridiculously greedy
  Down in the dumps
  Easy going 
  and carefree
  Utterly ruthless
  2
  Shrewd and 
  calculating
  Likes to joke 
  and laugh
  Sexist or 
  Homophobic
  Irrepressible 
  optimist
  3
  Highly curious 
  and inquisitive
  Honest and decent
  Grumpy and rude
  Highly enthusiastic 
  and excitable
  4
  Kind and 
  compassionate
  Vengeful and 
  holds grudges
  Practical and 
  no nonsense
  Helpful and 
  well mannered
  5
  Easily offended
  Calm and self assured
  Overly Pessimistic 
  Brave and outspoken
  6
  Incorrigible flirt
  Open hearted 
  and joyful
  Devoutly religious
  Charitable or 
  self effacing
  7
  Arrogant 
  or bullying
  Meek or indecisive
  Reckless but 
  well meaning
  Indifferent  
  or apathetic
  8
  Determined with 
  eyes on the prize
  Cheeky and 
  impulsive
  Honourable 
  or protective
  Simple and 
  a little slow
  9
  Racist or quick 
  to generalise
  Standoffish  
  or withdrawn
  Awkward  
  or bumbling
  Genteel or chivalrous 
  10
  Uncompromising 
  or judgmental
  Quiet or secretive
  Forgetful or 
  easily distracted
  Naïve or trusting
  p.226
  16
  11
  12
  13
  14
  15
  
  MELEE WEAPONS
   Battle Axe
  1d8
  +1 damage two handed. 19: Roll Injuries
  & Setbacks table (PC gets a Luck save).
  Club
  1d6
  Masquerades as a tree branch, 
  fire log or table leg.
  Dagger or Knife     1d4
  Throw 40 ft. Concealable. +2 Initiative.
  Great Sword, Axe, 
  Hammer
  1d12
  Two handed. Disadvantage in  
  cramped quarters. 19: Daze 
  (disad on next initiative check).
  Light Hammer or 
  Mace
  1d6
  Throw 25 ft. 19: Prone or Push
  backwards up to 10 ft.
  Light Axe
  1d6
  Throw 25 ft. 19: Roll Injuries &
  Setbacks table (PC gets a Luck save).
  Flail
  1d6+1 19: Trip or Disarm.
  Heavy Mace or 
  Hammer
  Lance
  2d4+1
  Double damage mounted charge.
  Longsword, etc
  1d8
  +1 damage two handed (exc rapier).
  19: Disarm. Rapier +2 Intercepts.
  Polearm
  1d10
  Two handed. Disadvantage in 
  cramped quarters. 10 ft Reach.
  Shortsword
  1d6
  19: Disarm. +2 Initiative.
  Spear
  1d6+1
  +1 damage 2h. Throw 50 ft.  10 ft Reach.
  Staff
  1d6
  +1 damage two handed. Reach 10 ft.
  Whip
  1d4
  19: Trip or Disarm. Reach 10 ft.
  RANGED WEAPONS
  H. Crossbow 
                                                 
  2d8 
   200 ft
  1d6        70 ft
  May be used in melee without disadvantage
  Lt. Crossbow  2d4+1   150 ft
   Action to reload, but if suffer damage, 
  action is lost. Two handed reload.
   1d8
     250 ft
  Two handed.
  Short Bow
    1d6    150 ft
  Two handed. More concealable, less bulky 
  than Long Bow. May use mounted. 
  Sling
   1d4
   100 ft
  Two handed. Stones are free. 
  Pistol
   3d4
     40 ft
  Action and two handed reload.
  Musket
   4d4
     100 ft
  Two handed and 3 actions to reload. 
  Blunderbuss
   5d4
      20 ft Two hands, cone 20 ft x10 ft, 2 actions to reload. 
  Powder 
  Grenade
   4d4
    1 action to prime, 1 action to throw. 10 ft radius. 
  Luck (Dex) save negates (no attack roll).
  SKILLS
  Acrobatics 
  Dex
  Animal Lore 
   Int
  Apothecary 
  Int
  Arcane Lore 
  Int
  Detection  
  Perc
  Gather Info 
  Int, Cha
  GEAR AVAILABILITY
  Common
  Available
  Available
  Uncommon
  2d4
  1d6 days
  Rare
  1d3
  1d6 weeks
  Very Rare
  1
  1d6 months
  EQUIPMENT
  Common
  1d3 gp
  Uncommon 
  2d10+10 gp
  Rare 
  5d10+50 gp 
  or more 
  Gear Packs
  p.57
  Hirelings
  p.158
  Animals
  p.58
  Food & Services
  p.58
  Ships & Vehicles
  p.58
  OUTPOST SERVICES (1d20)
  1 
  Furrier
  11 
  Inn
  2
  Potter
  12     Brewer, 
  Tavern
  3
  Weapon 
  smith
  13 
  Brothel
  4
  Leather 
  worker
  14
  Guide, 
  Porters
  5
  Armourer
  15
  Mercenaries
  6
  Weaver, 
  Textiles
  16
  Herbalist
  7
  Alchemist
  17
  Shrine
  8
  Falconer
  18
  Cartographer
  9
  Carpenter, 
  Woodcarver
  19     Apothecary, 
  Herbalist
  10
  Stables
  20    Other (bard, 
  slaver, etc)
  TREASURE
   Carry Loot
  p.252
   Trinkets & 
   Curios
  p.256
   Valuables
  p.262
   Lair 
   Treasure
  p.255
   Potions
  p.265
   Scrolls
  p.267
   Permanent 
   Magic Item
  p.267
  1d8
  +1 damage two handed. 19: Roll Injuries
  & Setbacks table (PC gets a Luck save).
  Athletics 
  Str, Con
  Deception  
  Cha
  General Lore 
  Int
  Insight 
  Int, Perc
  Leadership 
  Cha
  Persuasion 
  Cha
         Sailing 
   Int, Str
  Sleight of Hand 
   Dex  
         Stealth 
   Dex
  Traps & Locks 
  Dex
  Wilderness Lore 
   Int 
  Two handed. 19: Prone. Action to reload, 
  but if suffer damage, action lost. 
      70 ft
  Javelin
  Long Bow
  
  COMBAT
  Cover
  Half cover grants +2 AC and +2 bonus on Luck 
  (Dex) saves.  Three Quarters cover grants +4. 
  Cannot be directly attacked if in full cover.
  Critical
  Max die plus half level damage (round up).
  Flanking
  +1 attack roll if flanking target.
  Fumble
  Target gets free melee attack. If ranged attack 
  with ally in melee, reroll attack against ally. 
  KO
  -2 penalty to hit, if reduce target to zero hp, 
  unconscious for 1d6 x 10 min.
  Misc Factors
  Generally +1 or -1 modifier (GM’s call).
  Mounted
  May make attack part way through move, 
  and gains Rogue Skirmish ability. 
  Prone
  Prone target suffers -2 penalty on their attack 
  rolls, and foes gain +2 bonus on their attacks.
  Shooting into an 
  Ally’s Melee 
  Target generally gains +2 AC due to half cover. 
  If miss, 33% chance reroll ranged attack 
  against ally in same melee. 
  Shooting whilst
  in Melee
  Disadvantage on ranged attack roll. 
  Surprise
  Bonus round, plus adv on first attack, or foe 
  suffers disad on Luck saves vs physical spell.
  Visibility
  Very hard to see (heavy fog, near darkness) 
  imposes 33% miss chance. Full darkness or 
  invisible imposes 66% miss chance or auto 
  miss, depending on all the circumstances 
  (GM’s call).
  MONSTERS
  HD
  AC
  Luck
  Dmg
  1
  11
  4
  1d6
  4
  13
  7
  2d6
  8
  15
  10
  2d10
  12
  16
  12
  3d8
  15
  18
  15
  3d10
  18+
  20
  16
  3d12
  22
  23
  16
  4d10
  Boss Monsters p.185
  MOVEMENT
  Move
  Typically 30 ft, cannot be broken up with an action. 
  May spend action to move twice. 
  Intercept
  Not surprised/in melee/moved. Within 30 ft. Dex check 
  required (at disad if before first turn in a new combat).
  Charge
  Move at least 10 ft, up to double normal move, attack 
  with +2 bonus. Uses action & move. Until next action, 
  enemies gain advantage on attacks. 
  Stand Up
  Half movement.
  Party 
  Retreat
  At start of round, players explain how escape might be 
  possible. If GM agrees, attribute checks may be required, 
  followed by a Group Luck save to escape. 
  Withdraw
  Foe gains a free attack if a character attempts to move out 
  of foe’s melee reach (or > 5 ft from foe with 10 ft+ reach).
  Chases
  p.70
  INJURY, RECOVERY & DEATH
  All Dead
  PC is reduced to zero hp, and (i) the body 
  cannot be recovered, or (ii) the body is 
  recovered but PC fails a Con check (Reroll 
  Pool available).
   
  If reduced to zero hp, and the PC lives, roll  
  on the Injuries & Setbacks table; p.80.
  Long Rest
  Requires 1d6 days rest (1d4 in a safe 
  environment such as an inn). Each fight adds 
  1 day. Restores all class ability uses, Reroll Pool 
  dice, Attribute loss, 1 point of Luck, and half 
  hp damage + 1d4 + Con bonus. 
  Short Rest 
  Requires a few minutes after a meaningful 
  combat (GM’s call). Each successful Will check 
  allows the PC to restore (i) half hp damage + 
  Con bonus (once per Short Rest), or (ii) 
  one use of a class ability, or (iii) one Reroll 
  Pool die. Maximum 3 Short Rests per 24 
  hours. Further details p.82.
  TRAPS
  Threat (2d6) 2-7: Low    8-10: Moderate   11-12: Major.
  Attack Mode: p. 233
  2d6
  Trigger
  2
  Water level change
  3-4
  Tripwire
  5-7
  Pressure plate
  8-9
  Object is interacted with
  10-11    Timer
  12
  Magic sensor
  2d6
  Bypass
  2-3
  Trap does not activate, or is disabled, at 
  certain times of the day or night.
  4-5
  Code or puzzle (multiple buttons, dials, 
  levers, etc).
  6-8
  Hidden switch, lever, pressure plate, etc.
  9-10
  Safe route map (possessed by enemy, 
  hidden, or puzzle).
  11-12
  Magical Password
  Mostly Dead
  
  TERRAIN
  8  HOURS 
  TRAVEL
  TERRAIN
  8  HOURS 
  TRAVEL
  Roads & Trails
  10 miles
  Mountains, Jungles, Swamps, 
  Deserts & Artic Ranges
  5 miles
  Plains & Light Woods
  8 miles
  Ocean (large sea vessel at about 5 knots)
  40 miles
  Forests, Hills, 
  Subterranean
  7 miles
  River or Lake (rowboat, canoe, barge, 
  small sailing vessel at about 3 knots)
  24 miles
  1d12
  SHIFTING
  WEATHER
  1
  Much Hotter
  2
  Warmer
  3
  Similar but Drier
  4
  Similar but 
  More Humid
  5
  Similar but  
  Less Windy
  6
  Similar
  7
  Similar or reroll on 
  Starting Weather 
  Table (50%)
  8
  Similar but Windier
  9
  Similar but  
  Less Humid
  10
  Similar but Wetter
  11
  Cooler
  12
  Much Colder
  1d8
  STARTING 
  WEATHER
  1 or 2 point modifier for climate & season
  -1
  Extreme Heat/Wildfire
  0
  Severe Heat/Humid
  1
  Hot and Sunny
  2
  Clear and Sunny
  3
  Warm, partly cloudy
  4
  Warm and Cloudy
  5
  Cool and Cloudy
  6
  Cold, Cloudy and Windy
  7
  Rain (and/or Fog 50%)
  8
  Thunderstorm
  9
  Snow
  10
  Heavy Snow/Blizzard
  ENCOUNTER  DISTANCE
  Settlements, Ruins
  2d6 x 10 ft (20 - 120 ft)
  Forests, Jungles, 
  Swamps, Subterranean
  2d6 x 10 yards 
  (20 - 120 yards)
  Hills, Mountains
  4d6 x 10 yards 
  (40 - 240 yards)
  Deserts, Plains, Artic 
  Ranges, Lakes, Rivers
  8d6 x 10 yards 
  (80 – 480 yards)
  Ocean
  2d6 x 10 yards for a shark 
  fin or small object, or 
  2d4 miles for a ship
  EXPLORATION
  Short Treks: Periodically check for random encounters. Int (Wilderness Lore) checks 
  might be required to prevent straying off course. 
  Long Journeys: Every day or few days (GM's call) - (i) Roll for Weather, (ii) PCs choose their 
  intended destination, (iii) PCs choose their route, (iv) Roll 1d20 for a Travel Event p.130.
  1d12
  While You Were Lost
  1d12
  While You Were Lost
  1
  Roll for Shifting Weather.
  7
  One PC loses/uses up a random 
  mundane item or bundle of items 
  (climbing gear, rope, torches, etc).
  2
  The party loses another day whilst 
  lost. Roll again.  
  8
  One 
  PC 
  suffers 
  exhaustion, 
  losing 1 point of Str, Dex or Con 
  (equal chance).
  3
  A Random Encounter occurs.
  9
  A Random Encounter occurs.
  4
  1d4 horses or other animals are 
  lost, injured or fall ill (equal chance, 
  not including ranger pets).
  10
  1d4 PCs’ rations/water supplies 
  are lost or used up (parasites, etc).
  5
  1d2 
  Hirelings 
  or 
  NPCs 
  are 
  lost, 
  injured or fall ill (equal 
  chance, not including important 
  NPCs).
  11
  One player regales the group 
  with 
  a 
  travel 
  montage, 
  a 
  tale about their background, or 
  other worldbuilding.
  6
  A Random Encounter occurs.
  12
  A Random Encounter occurs, then 
  roll again.
  
  NAMES
  Midlander
  (Argosan) 
  Aldred, Hammond, Gregor, Willem, Harding, 
  Emory, Shand, Bennett, Warner, Fenton, Morris, 
  Lothar, Dirk, Justen, Ogden, Yorric, Ethan, 
  Horett, Grindle, Theobald, Odessa, Cassey, 
  Isolde, Lucia, Marcella, Kendra, Felicia, Edith, 
  Annorah, Janess, Talia, Celene, Sara, Maegen, 
  Dawn, Estelle, Nyssa, Magda, Isabelle, Lorna. 
  Karok
  Mateo, Baltasar, Lucon, Escobar, Cristoval, 
  Gavriel, 
  Pascal, 
  Ramiro, 
  Monferriz, 
  Inigo, 
  Tomon, 
  Salazar, 
  Gascon, 
  Vasquez, 
  Avaro, 
  Vincente, Anselmo, Eltor, Rachiro, Gomez, 
  Cataline, Mari, Oalla,  Juana, Crusina, Francia, 
  Teresa, Serena, Elvira, Aldona, Innes, Ysabel, 
  Felipa, Blanca, Antonia, Mercia, Madele, Elena, 
  Marcietta, Luzia. 
  Nydissian
  Decimus, Mithrides, Trovex, Norcil, Lucius, 
  Sercanis, Ortuvo, Titus, Prytanis, Gaius, Varro, 
  Serjax, Nicandes, Mallius, Barbulo, Crassus, 
  Kapula, Terro, Carnifex, Anticus, Lucidia, Soosi, 
  Septana, Tibori, Rox, Galera, Antine, Sevira, 
  Cerix, Theodora, Quinte, Marcella, Avius, 
  Maesaris, Kali, Octavia, Dorni, Vexonae, Balba, 
  Drusia.
  Varnori
  Gunther, 
  Arnjin, 
  Njord, 
  Holgrim, 
  Eldrik, 
  Seigmar, 
  Brunjur, 
  Ulfric, 
  Vorn, 
  Svannor, 
  Finnvar, Borgov, Karlviir, Steiner, Vignaal, 
  Ragnar, Noordac, Magnus, Eldavaar, Farviir, 
  Freya, Salieff, Ulfina, Ingie, Dyra, Halasti, 
  Sighilda, Gutha, Kelbi, Firthora, Kolli, Farrjor, 
  Holatha, Yiris, Ogarra, Dyrri, Bayora, Vissu, 
  Gulthena, Arna. 
  Thuel
  Ulnuk, Shaggog, Grinback, Torg, Dragur, 
  Cromot, Dolgor, Ogrot, Maddrok, Vornog, 
  Ruttog, Ushug, Shabboc, Thragur, Hothruk, 
  Rorhug, Malgur, Drazzok, Wemmog, Torhoc, 
  Silni, Gotha, Impi, Pashma, Findi, Osha, Annash, 
  Shel, Burzu, Susha, Rarza, Kalini, Losra, Mori, 
  Gulfi, Zul, Sharnesh, Ulfimi, Glasha, Surri
  SPEECH QUIRKS (1d20)
  1
  Wheezes, 
  coughs, 
  sniffs
  6
  Scratches 
       Chewing, spits     
  Slow/Fast
  talker
  2
  Uses hands
  7
  Mumbling 
      
  Low/High 
  tone
  17
  Flips hair
  3
  Repeats 
  words
  8 
  Quiet/Loud  
  Talks to self 
  18 Long winded
  4
  Rambling
  9
  Puffs on pipe 
  Ums & ahs
  19
  Squinty
  5 
  Pulls at ear 
  10 
  Touchy feely  
  Curt, direct 
  20 Close talker
  NPCs 
  & 
  LOCATIONS
  NPCs
  Mid p.108
  Rival 
  Adventurers
  Taverns 
   Mid p.137
  Outposts 
    Mid p.112
  Street Names  Mid p.134
  PERSONALITY QUIRKS (1d10, 1d4)
  1
  Ridiculously greedy
  Down in the dumps
  Easy going 
  and carefree
  Utterly ruthless
  2
  Shrewd and 
  calculating
  Likes to joke 
  and laugh
  Sexist or 
  Homophobic
  Irrepressible 
  optimist
  3
  Highly curious 
  and inquisitive
  Honest and decent
  Grumpy and rude
  Highly enthusiastic 
  and excitable
  4
  Kind and 
  compassionate
  Vengeful and 
  holds grudges
  Practical and 
  no nonsense
  Helpful and 
  well mannered
  5
  Easily offended
  Calm and self assured
  Overly Pessimistic 
  Brave and outspoken
  6
  Incorrigible flirt
  Open hearted 
  and joyful
  Devoutly religious
  Charitable or 
  self effacing
  7
  Arrogant 
  or bullying
  Meek or indecisive
  Reckless but 
  well meaning
  Indifferent  
  or apathetic
  8
  Determined with 
  eyes on the prize
  Cheeky and 
  impulsive
  Honourable 
  or protective
  Simple and 
  a little slow
  9
  Racist or quick 
  to generalise
  Standoffish  
  or withdrawn
  Awkward  
  or bumbling
  Genteel or chivalrous 
  10
  Uncompromising 
  or judgmental
  Quiet or secretive
  Forgetful or 
  easily distracted
  Naïve or trusting
  p.226
  16
  11
  12
  13
  14
  15
  
  MELEE WEAPONS
   Battle Axe
  1d8
  +1 damage two handed. 19: Roll Injuries
  & Setbacks table (PC gets a Luck save).
  Club
  1d6
  Masquerades as a tree branch, 
  fire log or table leg.
  Dagger or Knife     1d4
  Throw 40 ft. Concealable. +2 Initiative.
  Great Sword, Axe, 
  Hammer
  1d12
  Two handed. Disadvantage in  
  cramped quarters. 19: Daze 
  (disad on next initiative check).
  Light Hammer or 
  Mace
  1d6
  Throw 25 ft. 19: Prone or Push
  backwards up to 10 ft.
  Light Axe
  1d6
  Throw 25 ft. 19: Roll Injuries &
  Setbacks table (PC gets a Luck save).
  Flail
  1d6+1 19: Trip or Disarm.
  Heavy Mace or 
  Hammer
  Lance
  2d4+1
  Double damage mounted charge.
  Longsword, etc
  1d8
  +1 damage two handed (exc rapier).
  19: Disarm. Rapier +2 Intercepts.
  Polearm
  1d10
  Two handed. Disadvantage in 
  cramped quarters. 10 ft Reach.
  Shortsword
  1d6
  19: Disarm. +2 Initiative.
  Spear
  1d6+1
  +1 damage 2h. Throw 50 ft.  10 ft Reach.
  Staff
  1d6
  +1 damage two handed. Reach 10 ft.
  Whip
  1d4
  19: Trip or Disarm. Reach 10 ft.
  RANGED WEAPONS
  H. Crossbow 
                                                 
  2d8 
   200 ft
  1d6        70 ft
  May be used in melee without disadvantage
  Lt. Crossbow  2d4+1   150 ft
   Action to reload, but if suffer damage, 
  action is lost. Two handed reload.
   1d8
     250 ft
  Two handed.
  Short Bow
    1d6    150 ft
  Two handed. More concealable, less bulky 
  than Long Bow. May use mounted. 
  Sling
   1d4
   100 ft
  Two handed. Stones are free. 
  Pistol
   3d4
     40 ft
  Action and two handed reload.
  Musket
   4d4
     100 ft
  Two handed and 3 actions to reload. 
  Blunderbuss
   5d4
      20 ft Two hands, cone 20 ft x10 ft, 2 actions to reload. 
  Powder 
  Grenade
   4d4
    1 action to prime, 1 action to throw. 10 ft radius. 
  Luck (Dex) save negates (no attack roll).
  SKILLS
  Acrobatics 
  Dex
  Animal Lore 
   Int
  Apothecary 
  Int
  Arcane Lore 
  Int
  Detection  
  Perc
  Gather Info 
  Int, Cha
  GEAR AVAILABILITY
  Common
  Available
  Available
  Uncommon
  2d4
  1d6 days
  Rare
  1d3
  1d6 weeks
  Very Rare
  1
  1d6 months
  EQUIPMENT
  Common
  1d3 gp
  Uncommon 
  2d10+10 gp
  Rare 
  5d10+50 gp 
  or more 
  Gear Packs
  p.57
  Hirelings
  p.158
  Animals
  p.58
  Food & Services
  p.58
  Ships & Vehicles
  p.58
  OUTPOST SERVICES (1d20)
  1 
  Furrier
  11 
  Inn
  2
  Potter
  12     Brewer, 
  Tavern
  3
  Weapon 
  smith
  13 
  Brothel
  4
  Leather 
  worker
  14
  Guide, 
  Porters
  5
  Armourer
  15
  Mercenaries
  6
  Weaver, 
  Textiles
  16
  Herbalist
  7
  Alchemist
  17
  Shrine
  8
  Falconer
  18
  Cartographer
  9
  Carpenter, 
  Woodcarver
  19     Apothecary, 
  Herbalist
  10
  Stables
  20    Other (bard, 
  slaver, etc)
  TREASURE
   Carry Loot
  p.252
   Trinkets & 
   Curios
  p.256
   Valuables
  p.262
   Lair 
   Treasure
  p.255
   Potions
  p.265
   Scrolls
  p.267
   Permanent 
   Magic Item
  p.267
  1d8
  +1 damage two handed. 19: Roll Injuries
  & Setbacks table (PC gets a Luck save).
  Athletics 
  Str, Con
  Deception  
  Cha
  General Lore 
  Int
  Insight 
  Int, Perc
  Leadership 
  Cha
  Persuasion 
  Cha
         Sailing 
   Int, Str
  Sleight of Hand 
   Dex  
         Stealth 
   Dex
  Traps & Locks 
  Dex
  Wilderness Lore 
   Int 
  Two handed. 19: Prone. Action to reload, 
  but if suffer damage, action lost. 
      70 ft
  Javelin
  Long Bow
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming GM Screen/Low Fantasy Gaming GM Screen 8 Panels (Colour and BW) v2.pdf