Land of Eem SRD

System Reference Document for the Land of Eem TTRPG Open License

Download  SRD + Resources

< Introduction

Welcome to the Land of Eem System Reference Document (SRD)! This document serves as a comprehensive guide for creators, gamemasters, and players who wish to build upon or adapt the Land of Eem system as defined in the Land of Eem License. Here, you’ll find the core mechanics, rules, and guidelines that form the foundation of the game, allowing you to create new adventure modules, resources, settings, and character options compatible with Land of Eem.

How to Use This Document

The SRD is designed for ease of use, making it easy to work with the core mechanics and develop your own material. It aims to provide tips that explain our design philosophies for making Land of Eem content. Whether you're a designer looking to create custom game material or a player curious about the system, the Land of Eem SRD can guide you through all the essential aspects of the game. 

Why We Made It

We created the Land of Eem SRD to empower the Land of Eem community to expand on the game in creative and unique ways. The Land of Eem is a place of endless stories and whimsical adventures, and by making the game system accessible, we hope to inspire collaboration, creativity, and new adventures for players and game masters alike. 

We invite you to contribute to the growing universe of Land of Eem and take the game in directions we may have never imagined.

Limitations

As defined in the Land of Eem Open License, you may not use any material from Land of Eem that is not in the SRD content, including but not limited to: characters, settings, folk, creatures, critters, NPCs, artwork, maps, and any other entities established in previously published works where Ben Costa and James Parks hold the copyrights. These works include, but are not limited to: Rickety Stitch and the Gelatinous Goo series, Dungeoneer Adventures series, and any official Land of Eem game materials, as well as any future materials developed by Ben Costa and James Parks, in which they hold the copyrights.

You must create your own original material using the Land of Eem SRD.


< Dice Mechanics

Whenever a PC does something where the outcome is uncertain they should make a CHECK to find out what happens. Checks can happen proactively (initiated by a player using a PC Ability) and reactively (called for by the GM). To make a Check, roll 1d12 adding or subtracting the relevant SKILL modifier. The result determines the success or failure that occurs.

Roll 1d12 + Skill

1-2 Complete Failure
3-5 Failure with a Plus
6-8 Success with a Twist
9-11 Success
12+ Complete Success

Interpreting the results

As you can see, there are 5 types of Check results. It’s generally up to the GM to interpret these situational results, but the other players’ input should be welcomed and encouraged. After all, interpreting results in the moment often requires creative thinking and improvisation, and in those situations, multiple heads are better than one!

1-2 COMPLETE FAILURE

The attempt fails and something else goes wrong in the process.

Examples

  • Picking a Locked Door: A PC fails to pick the lock, and makes a lot of noise doing so, alerting the guards.
  • Tricking Some Guards: A PC fails to trick the guards who then move to take the PC into custody.
  • Escaping The Guards: A PC is caught by the guards and winds up in custody.

3–5 FAILURE WITH A PLUS

The attempt fails but with a benefit or silver lining.

Examples

  • Picking a Locked Door: A PC fails to pick the lock, but notices another (more perilous) way inside.
  • Tricking Some Guards: A PC fails to fast-talk the guards, but has a chance to swipe their key.
  • Escaping The Guards: A PC is caught by the guards, but encounters an old friend in prison.

6–8 SUCCESS WITH A TWIST

The attempt succeeds—with a complication.

Examples

  • Picking a Locked Door: A PC picks the lock but does so noisily, attracting unwanted attention.
  • Tricking Some Guards: A PC fast-talks the guards to let them in, but now they’re suspicious.
  • Escaping The Guards: A PC escapes but accidentally leaves an important item behind.

9-11 SUCCESS

The attempt succeeds!

Examples

  • Picking a Locked Door: A PC picks the lock with ease!
  • Tricking Some Guards: A PC outwits the guards!
  • Escaping The Guards: A PC escapes!

12+ COMPLETE SUCCESS

The attempt succeeds and something great happens!

Examples

  • Picking a Locked Door: A PC picks the lock quickly, giving them extra time to search the room.
  • Tricking Some Guards: A PC sweet-talks the guards, who are now completely trusting.
  • Escaping The Guards: A PC loses the guards and leaves a false trail right to a rival gang’s doorstep!

Modifiers

The GM may grant a bonus to a Check for favorable circumstances or impose a penalty for difficult circumstances. Other factors such as Abilities, Perks, and items may also modify a Check, but a Check can never have more than a cumulative +3 BONUS or -3 PENALTY. A Quest Point, however, can always add 1 to the result of a Check after the roll.

Example

Nerman the Gnome wants to try and track down the clunch dragon. He has a +3 Wilderness Skill, but suffers a -1 penalty for the dense terrain, bringing the Check bonus down to +2. However, Epoli the Knight-Errant successfully uses her Inspiring Orders Ability to increase Nerman’s Check by +2. Mathematically, that would be a +4 bonus but it’s instead capped at +3, the max cumulative bonus for a Check. When Nerman gets a result of 8, he can still use a Quest Point to make it a 9.

Advantage and Disadvantage

When a Check has ADVANTAGE, whether through Proficiencies, Abilities, Perks or GM-determined narrative circumstances, roll twice and take the better result. Conversely, with DISADVANTAGE, roll twice and take the worse result. If a Check has both Advantage and Disadvantage, they cancel each other out.

Proficiencies and Deficiencies

Proficiencies are PERMANENT ADVANTAGES for a type of Check or circumstance. Most often, they represent specific expertise within a Skill’s larger purview. For instance, Hiding Proficiency is just one aspect of the Sneak Skill; a PC would gain Advantage only when doing something

that involved hiding—not when moving around quietly. Deficiencies are PERMANENT DISADVANTAGES for a type of Check or circumstance. Heavy Armor, for example, imposes a Deficiency in Sneak. 

Target Numbers

Some Abilities and situations might call for Checks that

use a target number and a simple pass/fail mechanic. This is usually described as “on a 6+”, meaning if the result is 6 or greater, the Check succeeds. On the flip side, “on a 5-” means that if the result is 5 or less, the Check fails.


< Playing the Game


The Player's Role


Roleplay Your Character

  • Don’t rely on dice rolls to speak for you: say what your character says.
  • Your character can try anything! Do what you think they would do in the moment, even if it's not an "optimal" choice. Embracing failure and complications makes for a better, more interesting story.
  • Build on your RELATIONSHIPS each session.
  • Demonstrate your IDEAL and FLAW.
  • Pursue your PERSONAL QUEST over many sessions.

Explore the Land of Eem

  • Direct your own gameplay. Your PC should have desires. Where do you want to go? What do you want to do? Don’t be afraid to suggest new and creative ways for the GM to help you realize your objectives.
  • Look at the map and decide what looks interesting. What’s in that cave over there? Where can we find more trombones for our goblin ska band?
  • Seek out RUMORS to pursue. Where is that Knight-Errant off to in such a hurry?

Be Cooperative

  • Collaborate on interesting outcomes for dice results if the GM is struggling.
  • Share the spotlight with other players.
  • Support your fellow player’s creativity. “Yes, and…!”

The GM's Role

Make the Land of Eem Feel Alive and Real and Weird.

  • Strive to make every NPC and creature A PERSON.
  • Use random tables to generate the setting.
  • Reveal as much information and lore as possible without spoiling mystery—nobody wants to know the ending at the beginning!
  • The world exists beyond the PCs’ adventures. NPCs and factions’ plots and plans progress even if the PCs ignore them.

Offer the PCs Interesting and Difficult Choices

  • Make them weigh their options.
  • Throw rocks at them. Put them in peril. Make them use resources.
  • Move the story forward. If things stall, have them meet a new NPC or wandering creature.

Challenge the Players, but also Be Their Biggest Fan

  • Reward creativity.
  • Allow multiple solutions to problems.
  • Work with the players’ ideas. You don’t have to say yes to everything, but always try to find a nugget to work with.
  • Be fair and consistent with rulings.

< Attributes + Stats

PCs have four core Attributes that broadly define their capabilities: Vim, Vigor, Knack, and Knowhow. The modifiers of Attributes (+2, +1, +0, -1) directly influence SKILLS and derived STATS.

VIM

  • Represents a PC's charisma, inner spirit and intuition.
  • Modifies the Courage Stat.
  • Corresponding Skills: Charm, Inspire, Mettle and Perception.

VIGOR

  • Represents a PC’s physical presence, prowess, and fortitude.
  • Modifies the Attack Stat.
  • Corresponding Skills: Athletics, Intimidate, Might and Vitality.

KNACK

  • Represents a PC’s cunning, dexterity, and stealthiness.
  • Modifies the Defense Stat.
  • Corresponding Skills: Nimbleness, Search, Sneak and Trickery

KNOWHOW

  • Represents a PC’s knowledge, wisdom, and resourcefulness.
  • Modifies the Quest Points Stat.
  • Corresponding Skills: Lore, Realms, Tinker and Wilderness


Stats

There are five Stats: Courage, Attack, Defense, Quest Points, and Inventory Slots. They are directly influenced by Attribute modifiers.

COURAGE

  • Determines how much Dread a PC can withstand before being Defeated.
  • Measures a PC’s bravery, will, tenacity and determination while adventuring.
  • Determined by Class.
  • Modified by Vim.

ATTACK

  • Measures a PC’s Combat prowess when striking foes.
  • Equal to Vigor modifier.

DEFENSE

  • Determines how difficult it is for Adversaries to harm a PC in Combat.
  • Modifies Attacks targeting a PC.
  • Derived by inverting a PC’s Knack modifier (eg +1 Knack = -1 Defense). A negative Defense is better.

QUEST POINTS

  • Represent a PC’s adventuring savvy, will to succeed and, perhaps, a bit of luck.
  • Equal to Knowhow +3.
  • Replenished at the start of each session.
  • Spend to use a “Once every Session” Ability or Perk an additional time in a session, or grant +1 
  • to the result of a Check after rolling.

INVENTORY SLOTS

  • Represent how much a PC can carry before becoming Overburdened.
  • Equal to 20 + Might Skill + Vitality Skill.

< Skills

Skills represent a specific focus or aspect of an Attribute. PCs can use any Skill, but how a player decides to increase their character’s Skills has a significant effect. After all, using a Skill is often required to use a Class Ability as well.

Skills are improved individually with XP and they can never have more than a +3 bonus or -3 penalty.

Some Skills are grouped together thematically outside of their respective Attributes. Rules in the game sometimes refer to Social, Movement, Physical and Mental Checks or Skills.

To use a Social Skill, players must roleplay or describe what their PC is saying before any Check is made. Players can never just make a Check in lieu of roleplaying and engaging with the fiction.

Primary Skill Categories


Vim Skills

Charm, Inspire, Mettle, Perception

Vigor Skills

Athletics, Intimidate, Might, Vitality

Knack Skills

Nimbleness, Search, Sneak, Trickery

Knowhow Skills

Lore, Realms, Tinker, Wilderness

Thematic Skill Categories


Social Skills

Charm, Inspire, Intimidate, Trickery

Movement Skills

Athletics, Nimbleness, Sneak

Physical Skills

Might, Vitality, Athletics, Nimbleness, Sneak, Search

Mental Skills

Mettle, Perception, Lore, Wilderness, Realms, Tinker

Vim Skills


Charm

A PC’s natural likability and “aura,” which defines how the Land of Eem’s inhabitants react to them. Used for captivating listeners with speech and song.

Inspire

Used to convince others of the PC’s sincere words and actions. Along with Charm, it defines how the Land of Eem’s inhabitants might react to PCs—but especially in serious situations.

Mettle

A PC’s inner fortitude and willpower which defines how well they withstand facing danger. Used in resisting fear or pushing one’s self beyond their limits.

Perception

A PC’s insight, intuition, and ability to observe the world around them.

Vigor skills


Athletics

Determines a PC’s athletic prowess for running long distances, jumping, climbing and swimming, etc. Differs from Nimbleness in that Athletic actions emphasize physical fitness over dexterity.

Intimidate

Used to threaten or frighten someone. For example, coercing a guard to give the PC a key or frightening away a bandit.

Might

A PC’s physical strength, used in lifting heavy objects, breaking someone’s grapple, or winning an arm wrestling contest.

Vitality

A PC’s physical fortitude, stamina, health and constitution. Used to endure harsh conditions, resist poisons, and to keep moving when the going gets tough.

Knack Skills


Nimbleness

A PC’s agility and dexterity, determining how quick and graceful they are with their feet and hands. Used in dodging hazards, picking locks, piloting vehicles, and performing acrobatic maneuvers or sleights of hand.

Search

Used to find hidden things. Encompasses everything from scouring a room for clues to looking behind a painting for a secret safe or hidden door.

Sneak

Used to hide or move stealthily, unnoticed or unseen. Determines how adept a PC is at slinking by a gang of watchful bandits or hiding from a hungry gwarglebeast. Also determines how well a PC can conceal or smuggle objects.

Trickery

Used for deceiving with lies or falsehoods, duping others, and making disguises. It also determines how crafty the PC is with unscrupulous tasks like pickpocketing, misdirection, and cheating at cards.

Knowhow Skills


Lore

Used for knowing Eem’s history and trivia. It is a PC’s memory for legends and stories, as well as knowledge not covered by another Skill. Determines how well a PC can recall rumors about a strange place, know facts about an obscure creature, and identify Magic items.

Realms

A PC’s knowledge of locations and cultures, how well-traveled they are, and how well they speak various languages. Used for things like identifying who runs a frontier town or understanding the cultural habits of feral boggles in the Quagmash. It’s also the main Skill used for traveling across the Hex map.

Tinker

Represents how handy the PC is at crafting and making things, as well as their general cleverness as a worker. It also defines their aptitude for comprehending the science and mechanics of things. Used for fixing broken machinery, rigging a pulley system, or figuring out the most efficient way to complete a job.

Wilderness

Used for surviving and navigating the perils of the wild. It also represents a PC’s botanical and animal knowledge, and covers things like identifying plants, wrangling critters, riding animals or tending a snake bite.


< Abilities

Abilities are what make a PC truly unique and powerful, often allowing them to be creative. PCs gain Abilities several ways:

  • Class Abilities and Perks
  • Folk Perks
  • Magic items and Relics
  • Heroic Titles (found in the Land of Eem sandbox settings like The Mucklands)

Oftentimes, using Abilities requires a Skill Check. However, Abilities bend the game’s normal rules, expanding the capabilities of what regular Skill Checks can accomplish. If an Ability seems like it achieves the same thing as a regular Skill, assume the Ability grants the PC increased capability, potency and/or convenience.

State Your Intentions

When making a Skill Check or using an Ability, players should first state what they are proposing to happen or become true before rolling the dice. In the case of Social Checks, they must describe or say what their character says before rolling. The player’s intention is essential in interpreting the die result.

Gaining Class Abilities

At Level 1, a PC starts with both of the Level 1 CLASS ABILITIES. When a PC reaches Level 2 or subsequent Levels, they choose which Ability they want to learn permanently. This is called MASTERING an Ability. When a PC levels up, they may also choose to master any Ability from an earlier Level.

Example

The Bard advances to Level 4 granting access to both of the Level 4 Abilities: Ode and Fast Friends. The Bard has already mastered NARRATOR (Level 1) and GOOD NEWS (Level 2). The Player must now choose which Ability to master. They decide that they don’t want either Level 3 Ability right now, and instead masters HEARSAY (Level 2) to keep for the rest of the Bard's career.

Ability Terminology


Once Every Session

After use, the Ability is exhausted until the next game session. You may spend a Quest Point to use a “Once Every Session” Ability again.

Once Every Combat

After use, the Ability is exhausted until the next Combat. Quest Points cannot be spent to use them again before the next Combat.

Each Session

As “Once Every Session” but Quest Points cannot be spent to use them again.

On a 6+

Sometimes Abilities only trigger their effects if a target number is rolled. Most often, this is ON A 6+, but some Abilities trigger ON A 9+ or ON A 5- and so on.

Hit

A Hit always inflicts Dread in addition to any other described effects.

Instant Action

An Instant Action does not count as the PC’s Action during a Conflict round. It happens in the blink of an eye and is often an Ability that allows the player to create something in the setting.

NPCs

A Non-Player Character (whether creature, critter or creeper) played by the GM.

Adversaries

An NPC in a CONFLICT with the PCs.

Adversary Classes

Some Abilities only affect certain classes of Adversaries, specifying either Goons, Bruisers or Champions.

Hex Cluster

A few Abilities affect an area called a Hex Cluster, which is a hex on the map and all its surrounding hexes.


< XP

Experience Points (XP) are used to Level Up and improve Skills and Stats. PCs gain XP in numerous ways, and there are two types: QUESTING XP and ROLEPLAYING XP. At the end of each session, the GM awards XP by reflecting on the session’s events with the players and tallying up the number of achievements the PCs triggered during gameplay.

Questing XP

When a Questing XP achievement is triggered, every PC present gains 1 XP. Each of the following achievements can only be triggered once every session:

  • Complete a quest.
  • Encounter a new creature, critter or creeper.
  • Have a significant NPC encounter.
  • Solve a problem in a creative way.
  • Get into peril or hijinks.
  • Travel 10 or more Hexes.
  • Explore a new location or point of interest.
  • Find a Magic item or Relic.
  • Craft an item.

Roleplaying XP

Roleplaying XP stems from CHARACTER STORIES and is only awarded to the PC or PCs who triggered it. A PC can only trigger each of the following achievements once every session:

  • Build on a Relationship.
  • Pursue their Personal Quest.
  • Demonstrate their Ideal.
  • Demonstrate their Flaw.
  • Their Folk Quirk causes trouble.
  • Tell an important story or reveal a significant truth about their past.

Spending XP

There are a few ways to spend XP, which is typically done between sessions or during Downtime.

Leveling Up

Each Level must be bought individually. Level 2 costs 4 XP, and Level 3 costs another 8 XP, and so on. When a PC gains a new Level, choose which Ability from any previous Level they will master. The PC gets to use both Abilities from their current Level.

Improving Skills

Each Skill rank must be bought individually. Increasing from +0 to +1 costs 4 XP, and +1 to +2 costs another 8 XP, and so on.

Stat Boosts

Each Stat Boost can only be taken one time.

Level 10 Characters

After reaching Level 10, PCs can spend 40 XP to gain an additional Ability from a previous Level. This can be done multiple times.

LEVELING UP

Level 2 = 4 XP
Level 3 = 8 XP
Level 4 = 12 XP
Level 5 = 16 XP
Level 6 = 20 XP
Level 7 = 25 XP
Level 8 = 35 XP
Level 9 = 45 XP
Level 10 = 60 XP

IMPROVING SKILLS


Skill Rank -2 to -1 = 1XP
Skill Rank -1 to +0 = 2 XP
Skill Rank +0 to +1 = 4 XP
Skill Rank +1 to +2 = 8 XP
Skill Rank +2 to +3 = 12 XP

STAT BOOSTS


+5 Courage = 20 XP
+1 Attack = 25 XP
-1 Defense = 25 XP
+1 Quest Point = 20 XP
+1 Dread = 20 XP


< Classes

A Class has several key elements. For more, see the Game Design Tips at the end of the document.

  • A description.
  • A sentence for new players that summarizes the gameplay promise of the Class.
  • Courage value.
  • Dread die.
  • Two categories of Class Perks, each with 3 options to choose from. The categories should have a clear theme. 
  • Ten Levels, each two Class Abilities.

< Folk

A Folk’s description tells you about the physical characteristics its members have in common with one another. Because members of the same Folk often live in similar regions and environments with each other, each Folk has developed its own set of common cultural traits.

Just like in the real world, cultural traits aren’t inherent to a Folk. An individual’s own personality and backstory often takes them in other directions—especially when they spend time around other cultures. 

Steps

1. Select Folk.
2. Choose one Skill bonus and one penalty.
3. Choose one Perk OR Choose two Perks and a Quirk.
4. Note Folk size.
5. Choose a Homeland.

SKILL MODIFIERS

Skill modifier options represent a mix of a Folk’s common cultural proclivities as well as physical capabilities and qualities.

PERKS AND QUIRKS

Folk Perks and Quirks are divided into two types: Culture Perks and Quirks represent cultural practices or backgrounds, while Ancestry Perks and Quirks represent unique qualities and physical capabilities.

FOLK SIZE

Small, Medium, or Big—the size of a PC is primarily for narrative effect. For example, a bugbear, being Big, can’t fit into a tiny sewer grate, but a Small boggle can! 

  • Small: Roughly up to 4’0" tall
  • Medium: Roughly 4’0" to 6’0” tall
  • Big: Roughly taller than 6’0”

HOMELANDS

Each Folk’s available Homeland options are listed. Homelands further define a Folk’s cultural background by virtue of their chosen Proficiencies and equipment.

SRD Folk

You’re free to use the names of any of the following folk and are encouraged to create your own. Unique Land of Eem Folk not on this list cannot be used, but feel free to make your own versions of them (frog folk, bird folk, etc.)

  • Boggart
  • Boggle
  • Bugbear
  • Gelatinous Goo
  • Gnome
  • Goblin
  • Human
  • Imp
  • Skeleton

< Homelands

The Land of Eem is vast, spanning many realms, and within each realm are distinct regions. Where a PC comes from gives insight into how they grew up and what they carry with them at the start of this chapter in their lives.

Steps

  • Choose a Homeland available to your Folk.
  • Pick 2 Proficiencies.
  • Record starting equipment. The parenthetical number next to each item is how many Item Slots it takes up.
  • Roll 2 random Mundane items. Roll them with the Land of Eem Random Generators

PROFICIENCIES

Each Homeland has 5 or 6 thematic Proficiencies to choose from.

STARTING EQUIPMENT

Each Homeland starts with 8 thematic items with a number in parentheses that identifies how many Item Slots each item takes up.


< Character Sheets

Backstory

Players are encouraged to expand upon their Backstory, adding specific details to make their histories unique.

Ideals and Flaws

Ideals and Flaws are a PC’s innate personality traits, beliefs, or tendencies that drive or hinder them. At the end of each session, if the player engaged with the PC’s Ideal and Flaw, they gain 1 XP for each. PCs start with one Ideal and one Flaw, and at level 5, they gain an additional Ideal and Flaw. If a PC changes over the course of play and outgrows an Ideal or Flaw, a replacement may be chosen.

Personal Quest

A Personal Quest is what drives a PC at their core, separate from their companions’ goals. This category requires the most creativity to flesh out but makes for unique and fruitful gameplay.

If a PC ever completes their Personal Quest, they should develop a new one.

Relationships

PCs should be connected to every other PC. Some connections will be deeper than others, but the goal is to establish some sort of bond explaining why PCs are adventuring together.

Players should take turns picking a Relationship with another PC. It’s important to note that both PCs should share the same Relationship premise from one Class’s list, as opposed to both picking a different premise from their own Class list. This may require the counterpart player to tweak the text’s language from their PC's point of view.


< Items + Equipment

Inventory

Every item has an ITEM SLOT value that approximates weight and bulk, taking up (0), (1), (2) or (3) Inventory Slots. This is expressed as a number within parentheses next to an item. A PC’s Inventory Slots are equal to 20+Might+Vitality.

If a PC exceeds their max Inventory Slots, they become OVERBURDENED.

Regular clothes only worn for narrative or flavor purposes are not factored, while especially heavy or bulky items may occupy more than 3 slots or be impossible to carry, at the GM’s discretion.

WORN VS. CARRIED

Inventory items are either WORN or CARRIED. Worn items are those the PC is currently wearing: clothes, armor, accessories, and weapons in hand. Worn Items actively confer any bonuses and are instantly at the ready.

Carried Items are what a PC is carrying in bags, packs, pouches and bandoliers, etc. Carried Items must be drawn or taken out to be used.

Containers

It is assumed that PCs have all the necessary bags and pouches to carry their items. Having extra containers may be useful for narrative reasons. Only Magnificent containers provide extra Inventory Slots.

Item Slots

(0) Slot Items

Every 5 (0) Slot Items take up 1 Inventory Slot. Coin pouches; Crafting Materials; spell scrolls; small trinkets like jewelry; little objects such as potions, keys, etc.

(1) Slot Items

Light weapons (daggers, slings, a quiver of arrows, etc.); small shields; light armor (piecemeal armor, leather, etc.); special footwear, gloves, bracers, hats, masks, capes, cloaks; Rations; various one-handed tools and gear, etc.

(2) Slot Items

Medium weapons (longswords, axes, maces, bows); medium shields; medium armor (breastplate, scale mail, etc.); larger tools and gear, etc.

(3) Slot Items

Heavy weapons (polearms, greatswords, battle axes, crossbows, etc.); large shields; heavy armor (plate armor, chain mail); bulky tools and gear, etc.

Usage Dice

Some consumable items like COINS, RATIONS and AMMO have an assigned die called a USAGE DIE (1d6, 1d8, 1d10, 1d12, or 1d20). For instance, if a PC eats Quality Rations (which has a 1d8 Usage Die), roll 1d8. On a 1 or 2, the Rations are entirely consumed. Otherwise, the Rations are reduced a die step to 1d6. (1d20 reduces to 1d12, 1d12 to 1d10, 1d10 to 1d8, and 1d8 to 1d6.) A 1d6 Usage Die, doesn't reduce to 1d4 and is reusable until rolling a 1 or 2.

The GM can assign a Usage Die to any kind of consumable item.

Item Types

MUNDANE ITEMS

  • Regular items: Rolled on the Mundane Items table. Mundane items have Trait types:
  • Tools: Useful items or gear that allow PCs to do things that would otherwise be difficult or impossible without. For instance, you need rope to tie someone up.
  • Trinkets: Items (usually small) with very specific usefulness or purpose.
  • Clothing: Items of clothing that a PC might wear that stand out from regular attire.
  • Armor: Light, Medium, Heavy, Piecemeal or Shields
  • Weapons: Bladed, Blunt, Ranged, Polearm or Flexible weapons.

MAGNIFICENT ITEM TRAITS

Items of exceptional quality with a special property called a MAGNIFICENT TRAIT, notated in brackets like [cleave]. To roll a random Magnificent item, first roll on the Mundane Items table; then, based on the item’s Trait type, roll on the proper Magnificent Traits table.

1D12 BLADED WEAPON TRAITS

1 [trusty] Can’t be fumbled or accidentally dropped.
2 [light] Once every Combat, attack twice in a round.
3 [exceptional] Once every Combat, gain Advantage on an Attack.
4 [parry] Once every Combat, negate a Counterattack.
5 [quick] +2 Initiative.
6 [slash] Critical Hits inflict +1d6 Dread (after doubling).
7 [cleave] Ignores Block.
8 [precious] Sells for Gold Coins.
9 [true] +1 Dread.
10 [lucky] Once every session, reroll a missed Attack.
11 [cold steel] Certain Adversaries are vulnerable to cold steel.
12 [meteor metal] Roll two Traits. 

1D8 RANGED WEAPON TRAITS

1 [true] +1 Dread.
2 [quick] +2 Initiative.
3
[trusty] Can’t be fumbled or accidentally dropped.
4
[lucky] Once every session, reroll a failed Attack.
5
[precious] Sells for Gold Coins.
6
[exceptional] Once every Combat, gain Advantage on an Attack.
7 [accurate] +1 Attack
8 [meteor metal] Roll two Traits. 

1D4 FLEXIBLE WEAPON TRAITS

1 [entangle] On a Critical Hit, a large or smaller target is Entangled.
2 [light] Once every Combat, attack twice in a round.
3 [quick] +2 Initiative.
4 [trip] Once per combat, on a 6+ Hit, the target falls Prone (except Huge Adversaries).

1D12 BLUNT WEAPON TRAITS

1 [trusty] Can’t be fumbled or accidentally dropped.
2 [grim] Once every session, gain Advantage on an Intimidate Check.
3 [quick] +2 Initiative.
4 [bonk] On a Critical Hit, the target is Stunned.
5 [trip] Once per combat, on a 6+ Hit, the target falls Prone (except Huge Adversaries).
6 [hefty] +1 Item Slot. +2 Dread.
7 [light] Once every Combat, attack twice in a round.
8 [exceptional] Once every Combat, gain Advantage on an Attack.
9 [parry] Once every Combat, negate a Counterattack.
10 [precious] Sells for Gold Coins.
11 [wicked] Increase Dread by one die. -2 maximum Courage.
12 [crushing] Once every Combat, inflict double Dread.

1D10 ARMOR TRAITS

1 [precious] Sells for Gold Coins.
2 [parry] Once every Combat, negate a Counterattack.
3 [grim] Once every session, gain Advantage on an Intimidate Check.
4 [hardy] Once every Combat, Block 1d6 Dread.
5 [nimble] No Disadvantage on Nimbleness Checks.
6 [repellent] Once every Combat, inflict Disadvantage on a Dread after being Hit.
7 [stalwart] Once every Combat, inflict Disadvantage to an Attack.
8 [mirrored] Reflects light brilliantly.
9 [sturdy] Cannot be broken.
10 [meteor metal] Roll two Traits.

1D12 POLEARM TRAITS

1 [reach] Gain -1 Defense against melee attackers (except Huge Adversaries).
2 [wicked] Increase Dread by one die. -2 maximum Courage.
3 [charge] Once every Combat, may charge and attack a Faraway target.
4 [precious] Sells for Gold Coins.
5 [cleave] Ignores Block.
6 [exceptional] Once every Combat, gain Advantage on an Attack.
7 [light] Once every Combat, attack twice in a round.
8 [trip] Once per combat, on a 6+ Hit, the target falls Prone (except Huge Adversaries).
9 [parry] Once every Combat, negate a Counterattack.
10 [hefty] +1 Item Slot. +2 Dread.
11 [crushing] Once every Combat, inflict double Dread.
12 [beastly] +2 Dread. -1 Attack in small rooms and tight spaces. Roll another Polearm Trait.

1D6 TOOL TRAITS

1 [superb] Grants +1 to relevant Skill Check.
2 [valuable] Sells for Silver Coins.
3 [sturdy] Cannot be broken.
4 [lucky] Once every session, reroll a relevant failed Skill Check.
5 [trusty] Can’t be fumbled or accidentally dropped.
6 [mastercrafted] Advantage on relevant Skill Check.

1D4 CONTAINER TRAITS

1 [small] +1 Inventory Slots.
2 [medium] +2 Inventory Slots.
3 [large] +3 Inventory Slots.
4 [hidden] +1 secret Inventory Slot.

1D4 CLOTHING & TRINKET TRAITS

1 [superb] Grants +1 to relevant Skill Check.
2 [valuable] Sells for Silver Coins.
3 [lucky] Once every session, reroll a relevant failed Skill Check.
4 [mastercrafted] Advantage on relevant Skill Check.

MAGIC ITEMS

Rare items with unique magical properties. 

Charges

Some Magic items and Relics have CHARGES that limit the item’s use. When all Charges are spent, the item becomes inert until its Charges are replenished. Unless otherwise specified by the item, Charges can only be replenished by a powerful magician for a steep price.

Cursed Items

Some Magic items and Relics are CURSED, meaning there is an ill effect associated with them. Characters that hold a Cursed item become Cursed themselves and can't willingly discard it until they break the Curse on them.

RELICS

Legendary items with more magical power, or more cultural significance. 

Some Relics have an option to spend XP to permanently upgrade the item. Each upgrade can only be done once unless otherwise noted.

Weapons

Hitting an Adversary with a weapon inflicts DREAD. A weapon’s Dread is determined by the PC’s Class, not the weapon itself: a dagger wielded by a Knight-Errant is simply more effective than in the hands of a Bard.

Weapon Rules & Modifiers

  • One-handed melee weapons: Inflict Dread normally.
  • Two-handed melee weapons: Inflict +1 Dread.
  • Improvised weapons (fists, shovel, pan, umbrella, etc.): Inflict Dread with Disadvantage.
  • Ranged weapons: Attacks suffer Disadvantage at Close and Distant range.
  • Thrown weapons: Attacks suffer Disadvantage at Faraway range. Cannot be thrown at Distant range.
  • Dual wielding (a (2) Slot weapon and a (1) Slot weapon, or two (1) Slot weapons): Suffer -1 Attack, except Knight-Errants and Rascals. Make one Attack roll and inflict Dread with Advantage.
  • Artillery (cannons, ballistae, catapult, etc.): Can attack at Extreme range. Dread is based on artillery weapon type, not PC Class.
  • Ammo (arrows, bolts, bullets, darts, etc.): 1d20 Usage Die unless otherwise noted. Only roll usage at the end of the Combat or encounter. Optional Rule: If your group prefers, don't worry about tracking regular ammo.

Armor

Armor is essential for any adventurer expecting to get into a scrape or two. Different armor types offer varying levels of protection against harm. There are five types of armor: Light, Medium, Heavy, Piecemeal, and Shields. Light and Medium armor always include chest armor, while Heavy is a full suit of armor (except a helmet). Piecemeal armor are individual pieces like a helmet or greaves; these pieces can be added to or swapped in to Light, Medium, and Heavy armor sets.

LIGHT ARMOR (1)

Gambeson, padded, leather, hide, etc.

  • Grants ADVANTAGE on Defy Death

MEDIUM ARMOR (2)

Chain hauberk, brigandine, breastplate, scale mail, etc.

  • +1 BLOCK
  • Grants ADVANTAGE on Resist Wounds and Defy Death
  • Inflicts DISADVANTAGE on Sneak Checks

HEAVY ARMOR (3)

Full plate, splint, ring, chain mail, etc.

  • +2 BLOCK
  • Grants ADVANTAGE on Resist Wounds and Defy Death
  • Inflicts DISADVANTAGE on all Movement Checks

PIECEMEAL ARMOR (1)

Individual helmets, greaves, gauntlets, pauldrons, etc.

  • Helmets grant +1 to Defy Death and Resist Wounds
  • Wearing 4 different piecemeal armors (4 Slots) grants ADVANTAGE to Resist Wounds.
  • Provides narrative benefits. For instance, if acid drips on a PC’s hands, perhaps their gauntlets are destroyed before they’re harmed; or when kicking a mook in the shins, wearing greaves it hurts extra.

SHIELDS

Shields provide protection at choice moments in combat.

  • Small Shield, (1) Slot: Twice every Combat, Block 1d4 Dread.
  • Medium Shield, (2) Slots: Twice every Combat, Block 1d6 Dread.
  • Large Shield, (3) Slots: Twice every Combat, Block 1d8 Dread.

Armor Rules


BLOCK

Medium, Heavy and some Magic armor reduce incoming Dread by their BLOCK RATING. However, Block only reduces Dread from a physical exterior source. Dread suffered from fear, emotional harm, or exhaustion, for instance, can’t be blocked by armor.

DAMAGED ARMOR

After DEFYING DEATH or suffering a WOUND, armor and shields are damaged and must be REPAIRED to confer benefits.


< Coins + Economy

In the Land of Eem, people use various coins of differing values, all stemming from different eras and regions. Because of this, tracking money is abstracted. If PCs find money in a Hoard or someone pays them, instead of tracking individual coinage players track discrete POUCHES.

Coin Type

  • Copper Coins = 1d6 Usage Die with a Purchasing Power of Copper Coins
  • Silver Coins = 1D8 Usage Die with a Purchasing Power of Copper or Silver Coins
  • Gold Coins = 1d10 Usage Die with a Purchasing Power of Copper, Silver, or Gold Coins
  • Ancient Coins = 1d12 Usage Die with Purchasing Power of Copper, Silver, Gold, or Ancient Coins

Buying Stuff

When a PC wants to buy something, they must have the proper pouch of Coins: the purchasing power of the Coin Type must either match or exceed the cost.

Then roll the Usage Die for the pouch of Coins:

  • On a 1 or 2, the Coins are entirely spent and removed from the PC’s Inventory. Otherwise, the Coins are reduced a denomination: Ancient Coins become Gold Coins, Gold Coins become Silver Coins, Silver Coins become Copper.
  • Copper Coins don’t reduce a denomination and are spent completely on a roll of 1 or 2.
  • Some items cost COPPER ×2, or SILVER ×2, and so on. This means the buyer must have two pouches of Copper and roll them both at the same time, or pay with a higher denomination.
  • Unless explicitly bundled together, items are purchased individually, triggering separate Usage Die rolls.

What this system does is abstract haggling, so game sessions needn’t get bogged down with long, drawn-out shopping scenes. Does the PC pay a high price and spend the whole pouch, or do they walk away with some change? A PC can certainly use higher denomination Coins to buy lower cost items—for instance, using Gold Coins to buy an item that costs Silver. But players can guess that using Ancient Coins to buy an item that costs Copper Coins probably isn’t worth it—like buying a pack of gum with a platinum bar.

Increasing Purchasing Power

PCs can combine like pouches of Coins into a higher denomination at a bank in any large settlement.

  • 3 pouches of Copper Coins = 1 pouch of Silver Coins
  • 3 pouches of Silver Coins = 1 pouch of Gold Coins
  • 3 pouches of Gold Coins = 1 pouch of Ancient Coins

Item Availability

An item’s availability in a shop depends on the size of the settlement or site. Between all the various shops present in a big city, every item on the Mundane Items table is available to find and purchase. At smaller settlements and sites, it’s impossible to find the widest selection of goods.

Large Settlement

Any big city or town with districts.

  • All Mundane items.

Small Settlement

Any small town or village.

  • Mundane items that cost Copper Coins.

Frontier Shop

Any site or shop out in the wilderness that sells adventuring equipment.

  • Mundane tools, weapons, armor and containers that cost Copper and Silver Coins.

< Crafting

Materials

Crafting items requires Materials and, sometimes, Components. Players don’t have to track wood, iron, leather, or stone, etc. It’s all lumped together as abstracted units of MATERIALS. Materials are (0) SLOT ITEMS that can be gathered in the wild, found in hoards or even bought from a supplier.

Tools

Besides sufficient Materials, PCs need proper CRAFTING TOOLS to make items. Any metal item also requires a FORGE. The time it takes to craft an item with a forge is multiplied by 2. Forges are also too large to lug around while adventuring, so the crafter has a few options. Most

SETTLEMENTS have an available forge usable at a small cost. With enough money, the crafter can purchase a forge to own in a settlement. Alternatively, PCs can give the requisite Materials and Components to a blacksmith and pay them to craft something for Coins one denomination cheaper than the listed price (minimum Copper Coins).

Additionally, the Loyal Chum’s Class Ability MOBILE FORGE allows them to use their own forge while traveling. Large or expensive items might require a CRAFTING CREW if the project is large enough.

TOOL COSTS


Tools

  • Standard Crafting Tools: Silver Coins
  • Master Crafting Tools (once per item, reroll a Crafting Check): Ancient Coins
  • Cookware: Copper Coins
  • Alchemy Set: Silver Coins

Forge

  • Rent: Copper Coins/Day
  • Own: Ancient Coins

Crafting Crew

  • Standard: Copper Coins/Day
  • Skilled (+1 Tinker): Silver Coins/Day

Time

Provided Materials and tools, crafting still takes time. This might require a PC to craft something during downtime between sessions.


< Travel + Exploration

The system uses a hex map and procedural rules for travel (known as hex crawling). Each Hex is 6 miles. There are three modes of travel: A Day’s Travel, Exploration and Dungeon Crawling.

Travel turns

When traveling across the map, each day is divided into 4 TRAVEL TURNS. Turns 1 and 2 are in the daytime, and Turns 3 and 4 are at night. Daytime hours are ideal for traveling, and PCs can move up to 2 Hexes every Turn. Thus, the party can typically cover 4 hexes (24 miles) during the daytime. Traveling at night is much more difficult and dangerous: not only can PCs move just 1 Hex every Turn, they suffer Disadvantage on Travel Checks when doing so.

Obviously, it isn’t always wise to march across the land both day and night, never stopping to rest. If PCs push ahead and travel a 3rd Turn in a day, they become TIRED and suffer 1d6 Dread without a successful Vitality Check. If they travel a 4th Turn, they automatically become TIRED and suffer 1d6 Dread.

Travel Checks

For every Travel Turn spent moving across the map, a different PC must make a TRAVEL CHECK for the whole group. To make a Travel Check, roll 1d12+Realms at the beginning of the Turn to determine if there is an encounter, a minor setback, an uneventful journey or a discovery. Travel Checks and Hex movement are modified according to the Travel Modifiers table.

Realms Check

1–2 Perilous Encounter
3–5 Dangerous Encounter
6–8 A Bump in the Road
9–11 Uneventful Journey
12+ Discovery

Travel Modifiers Table

  • Traveling at night = Travel 1 Hex per Turn and suffer Disadvantage on Travel Checks.
  • Difficult terrain: mountains, forests, swamps, rivers, sailing choppy waters, etc. = 1 Hex per Turn.
  • Traveling on roads (marked on the map) = +1 to Travel Checks.
  • All in party mounted or in a vehicle on roads (marked on the map) = Travel 1 additional Hex per day.
  • Traveling by vehicle on waterways = Travel 1 additional Hex per day. With an active crew, Large and Huge vehicles may travel at night without Disadvantage.
  • Traveling in Zones (in sandbox settings) = Often penalizes Travel Checks.

Travel Check Results

PERILOUS ENCOUNTER

An immediate life-threatening situation or hostile Adversary. Roll on the Perilous Encounter table.

DANGEROUS ENCOUNTER

A clear danger or potentially hostile Adversary. Roll on the Dangerous Encounter table.

BUMP IN THE ROAD

A Bump in the Road is a minor setback even though the PCs successfully traveled to or explored a Hex without an encounter.

D6 Bump in the Road

  • Lost
  • Lost Supplies
  • Exhaustion
  • Bad Weather
  • Unwanted Attention
  • Interparty Conflict

Lost

The PCs take a wrong turn and get lost, moving just 1 Hex and rolling 1d6 to determine which Hex the party travels to (1. North, 2. Northeast 3. Southeast, 4. South, 5. Southwest, 6. Northwest). In difficult terrain, they make no progress.

Lost Supplies

PC accidentally loses some food or Rations (or, absent that, a tool from their inventory).

Exhaustion

The PCs take a difficult path, wearing everyone out. Everyone suffers 1d6 Dread, and becomes Tired until taking a Long Sleep.

Bad Weather

The PCs run afoul of bad weather: rain, wind, cold or heat. Only move 1 Hex and suffer -2 to the next Travel Check.

Unwanted Attention

The PCs travel quite conspicuously, drawing attention to themselves. The next time they camp, the Wandering Intruder Chance increases by +2.

Interparty Conflict

The road is hard, putting people on edge. Two random PCs start bickering about something important (a potential opportunity to build Relationships and gain XP).

UNEVENTFUL JOURNEY

The PCs successfully traveled to or explored a Hex without any trouble. The PC making the Travel Check can also attempt to Find Components.

DISCOVERY

A Discovery is a positive encounter or revelation of a local landmark or secret in addition to successfully traveling to or exploring a Hex. Roll on the Discoveries table.

Exploration

Instead of traveling to a new Hex, the PCs may spend 1 Travel Turn exploring their current Hex. They may either look for something specific OR a random unknown destination, location, landmark or person (roll on the Discoveries table p198). Exploration Checks use the Search Skill.

The GM may decide that the PCs need a 9+ to find something particularly hidden, or even a 12+ to find a “needle in a haystack.” On a 5-, the GM decides what happens when they fail to find what specific thing they were looking for. Perhaps the PCs find a different point of interest, but have to make another Travel Check to find what they’re seeking; or they are utterly lost and their next Travel Check suffers -2.

Dungeon Crawling

When exploring a very specific location—like a dungeon, building, or a few acres of land—play occurs over the span of minutes. This type of gameplay is generally called dungeon crawling. In these cases, the PCs’ activities are likely less structured than A Day’s Travel or Exploration as they move moment to moment through the environment. The GM often has planned encounters or curated random tables as the PCs move from room to room problem-solving and overcoming challenges.

DARKNESS

Sometimes it’s relevant to determine if the PCs have a light source while exploring a dark area. If the PCs lack a light source in a spooky dungeon or the like, PCs must make a Mettle Check to determine if they get FRIGHTENED. On a 5-, the PC is Frightened until a light source is available.

  • During a Conflict or other harrowing scene, torches and lanterns have a 2-in-6 chance of snuffing out.
  • Attack, Perception, Search, and Movement Checks suffer Disadvantage in complete darkness.

Making Camp

Camp Travel Turns

After a typical day of traveling for 2 Turns during daylight, each PC can choose how to spend the following 2 Turns when they make camp at night.

  • Story Time (1 Turn). PC tells stories and asks questions while eating and/or cooking around the fire.
  • Find Food and Components (1 Turn). PC goes off into the wilderness, usually to catch food in a pinch.
  • Sleep (1 Turn). PC gets a sufficient amount of sleep. Without food and sleep, PCs don’t heal Courage.
  • Long Sleep (2 Turns). PC conks out for an extended slumber, usually to heal the Tired Condition.
  • Keep Watch (1 Turn). Instead of sleeping, PC keeps watch while others rest, which reduces the Wandering Intruder Chance by 1. Two PCs can take shifts during the Turn: they won’t be Tired, but they don’t heal Courage that night.

Story Time

Adventurers don’t always just sit around silently before hitting the sack. They tell each other stories and ask questions as they gather around the fire and fill their bellies.

Whenever the PCs camp, they can spend the Turn engaging in Story Time. During this time, they can tell a story about themselves, elaborating on their Backstories, Relationships, or Personal Quests. Or they can ask another PC a question. The goal is to ask evocative questions that elicit revealing answers, giving insight into the fellow PC’s personality, Backstory, Relationships, or Personal Quest. If need be, the asking player can ask related follow-up questions to draw out something juicy.

Story Time is a good opportunity for PCs to build their Relationships, discuss Personal Quests and gain XP in the process. And as long as a PC is hanging around the camp, they can also participate in Story Time while doing other activities like crafting.

During sessions when the PCs are on a long journey, a group may not want to engage in this roleplay every single time they camp, but the GM should remind the players of the possibility.

Healing, Food and Rest

Healing naturally without magic or Abilities requires food and rest. As long as a PC can eat and sleep in a place of safety and comfort, they heal 2d6 Courage upon waking up. While in the wilderness, however, a PC only gains 1d6 Courage after eating and spending at least 1 Turn sleeping. If a PC doesn’t do one or the other they don’t gain Courage when they wake.

  • If a PC doesn’t eat once a day, they suffer 1d4 Dread.
  • If a PC doesn’t sleep, they become TIRED (-1 to Skill Checks).
  • When a PC eats, it’s assumed they’re also drinking, so no need to track water.
  • When a PC takes a LONG SLEEP it means they sleep for 2 Travel Turns and can’t Keep Watch, participate in Story Time, Find Food and Components, or other activities.

For each of the following, a PC gets +1 bonus to their healing roll after eating and sleeping:

  • Sleeping on a bed, bedroll, or in a tent.
  • Eating a cooked meal (not Rations).
  • Spending 2 Turns for a Long Sleep.
  • wandering intruders

When camping, there’s a chance a wandering intruder stumbles upon the PCs in the wilderness or dungeon. This is called the WANDERING INTRUDER CHANCE. This normally occurs if the GM rolls a 1 on 1d6. Roll on the Wandering Intruders table to determine what appears, then roll on the Reaction table to find out how they react to finding the PCs.

The Wandering Intruder Chance can be increased due to other circumstances, like if the PCs are in a dangerous area like a dungeon, or they rolled Unwanted Attention on a Travel Check result. For instance, if the Chance were to increase to 3, a Wandering Intruder is encountered on a 3-.


< Conflicts

A Conflict occurs when tension escalates to the threat of Combat. This is not to say every Conflict turns into Combat. In fact, most of the time, players have opportunities to avoid Combat. NPCs, creatures, critters and creepers in a Conflict with PCs are called Adversaries.

Conflicts happen in rounds, with each round consisting of four phases. At the start of a Conflict round, players state their intended Actions for their turn: to Parley, Improvise, Run, or fight in Combat.

ACTIONS AND MOVES

PCs have one ACTION and one MOVE every turn. Adversaries only take Actions and Moves in the Combat phase. More powerful Adversaries may have up to 4 Actions. Once every round, both PCs and Adversaries may sacrifice one Action to use another Move.

Conflict Phases


PHASE 1: PARLEY

At the beginning of a Conflict, a PC who wishes to talk first may do so. Charm, Inspire, Intimidate and Trickery are the Skills most often used, along with any useful Abilities. If all goes well during this phase, the PCs could potentially avoid Combat altogether.

NPCs and creatures have a Parley score of 0–2, determining how many times the PCs can attempt to negotiate with them during a Conflict. Once all attempts have been used, Parley is no longer available as an Action unless something dramatically changes. Critters can only be Wrangled using the Wilderness Skill. The more fearsome and hostile the Adversary, the harder it is to Parley or Wrangle. Especially tough enemies can even impose a penalty or Disadvantage on Skill Checks.

During Parley, a Failure with a Plus is up for interpretation, just like other Check results. Some helpful ideas:

The PCs fail to sway the Adversary…

  • but the Adversary spills some information.
  • but the Adversary is distracted.
  • but the Adversary has no interest in killing the PCs; they want something else.

Rolling a Complete Failure should generally mean that things have gone awry and the Adversary is angered.

PHASE 2: IMPROVISE

After the Parley phase is the Improvise phase, when one may use an Action to do something other than fight. This is the time for PCs to use their non-social Skills and Abilities to help overcome or defuse the situation. For example, a PC might try to cave in the entrance, cut the rope bridge or dive for the precious item. Or they might give aid to an ally, hide behind a table, or swing from the chandelier!

PHASE 3: RUN

If PCs wish to flee, they can use their Actions to run, but they are only as fast as the slowest fleeing party member. The fleeing PC with the lowest Nimbleness makes the Nimbleness Check for everyone fleeing. Failure means the fleeing PCs can’t disengage and leave the Conflict just yet—but they can try again next round. Success means the PCs escape the area or a chase scene ensues, which is up to the GM.

Chase Scenes

Use a chase scene if Adversaries aggressively pursue fleeing PCs. During a chase scene, each player alternates describing how their PC aids the escape. Then they each make a Check of their choice. They can use their Skills and Abilities creatively but it should make sense in the fiction, and the party can’t do the same Action twice in a chase scene. Failures and Twists often mean the pursuer can attack the PC during the chase, in addition to other narrative consequences.

If the PCs accumulate 5 Successes (or 3 Successes for a small party) before 3 Failures, they outrun and lose their pursuer. The result of a failed getaway is up for interpretation: it could mean the pursuer corners them, the PCs lose or drop something important, or some other negative consequence occurs.

PHASE 4: COMBAT

The Combat phase uses Initiative. Every PC acting in Combat makes a Perception Check to determine attack order. Anyone rolling a 6+ acts before Adversaries, and anyone else acts after Adversaries. For simplicity, NPC allies always act after Adversaries.

To attack a target, roll Attack modified by the defender’s Defense. A negative Defense subtracts from an Attack, making it harder to Hit. If successful, inflict Dread to the target’s Courage. If an Ability targets multiple defenders, only make one Attack roll.

After the Combat phase, a new Conflict round begins. In the new round, Parley comes first (assuming there is still the option), followed again by the Improvise phase, Run phase and then Combat phase with new Initiative Checks.

Combat

Combat is meant to be quick and decisive. By design, PCs don’t have boatloads of Courage to absorb dozens of hits over several rounds and, because of the Counterattack mechanic, they are liable to get hit on their own turn. Players should know that running away is a completely acceptable option.

Range Bands

This is largely a “theater of the mind” game when it comes to Combat. Distances between characters are categorized into broadly defined range bands: CLOSE, NEARBY, FARAWAY, DISTANT, and EXTREME RANGE. All that matters is the distance between two things currently in question, whether that’s between two characters, a character and an object or landmark, or whatever.

SPEED

PCs have a default SPEED of 1, meaning when they use a Move, they move 1 range band at a time (e.g. Close to Nearby, Nearby to Faraway, and so on). Some Adversaries have 2 Speed, meaning when they use a Move, they can move up to 2 range bands at a time (e.g. Close to Faraway or Nearby to Distant).

CLOSE

Right next to a PC. Mere inches to a few feet away. Can talk normally.

Required range for melee Attacks.

Ranged attackers suffer Disadvantage attacking Close targets.

NEARBY

On the other side of the room, or across the yard. Roughly 10 to 30 feet away. Must talk loudly.

1 Move to get to Close range.

Ranged attackers can attack Nearby targets.

FARAWAY

On the other side of a stream or at the opposite end of the grand hall. Roughly 30 to 80 feet away. Need to yell.

2 Moves to get to Close range.

Ranged attackers can attack Faraway targets.

DISTANT

On the other side of a field or down a city block. Roughly 80 to 150 feet away. Can barely understand yelling.

3 Moves to get to Close range.

Ranged attackers suffer Disadvantage attacking Distant targets.

EXTREME RANGE

Out of range for almost all attackers. Roughly 150+ feet away. Can’t hear or understand each other.

May take 4 or more Moves to get to Close range (GM decides).

Only artillery weapons can attack Extreme Range targets.

Things beyond Extreme range aren’t usually relevant in a Conflict until they come closer.

Melee Combat

To attack a target, roll Attack modified by the defender’s Defense. A negative Defense is harder to Hit.

Roll 1d12 + Attack + Defense

1–2 Critical Miss
3–5 Miss with a Plus
6–8 Hit with a Counterattack
9–11 Hit
12+ Critical Hit

Ranged Combat

Ranged attacks are slightly different—it's more difficult to Hit, but the attacker cannot be Counterattacked.

Roll 1d12 + Attack + Defense

1–2 Critical Miss
3–5 Miss with a Plus
6–8 Grazing Shot
9–11 Hit
12+ Critical Hit

Success and Failure


CRITICAL MISS

Something bad occurs in addition to the Attack missing. Perhaps the attacker drops their weapon, accidentally damages a precious item, or accidentally gets in an ally’s way inflicting Disadvantage on their next roll.

If the GM can’t come up with anything in the moment, they are encouraged to collaborate with the players or roll on the following table:

1d6 Critical Miss

  • Fumble item, or item malfunctions or breaks.
  • Get forced into a bad or precarious position.
  • Accidentally Hit an ally or object in the environment for a negative effect.
  • Alert or draw the ire of other Adversaries.
  • Alter or give a penalty to an ally’s next Attack or Action.
  • Accidentally hurt yourself.

MISS WITH A PLUS

Some sort of silver lining or positive outcome occurs despite missing. This could mean missing but knocking the target closer to a nearby cliff’s edge, or a mechanical bonus like setting up a flanking ally, granting Advantage on their next roll.

If the GM can’t come up with anything in the moment, a quick solution for Miss with a Plus is that both the attacker and defender suffer 1 Dread. Otherwise the GM is encouraged to collaborate with the players, or roll on the following table:

1d6 Miss with a Plus

  • Set up an ally’s next Action or Attack.
  • Alter the Adversary’s planned Attack or Action.
  • Hit an object in the environment for a positive effect.
  • Guard a vulnerable ally.
  • Disrupt or delay other Adversaries in the fight.
  • Put the Adversary in a bad or precarious position.

HIT WITH A COUNTERATTACK

The attacker hits and inflicts Dread but their target can make an Attack against them. If the target then rolls a Hit with a Counterattack against the attacker, the attacker can Counterattack as well, and so on. In this way, a chain of lucky Counterattacks can simulate a duel.

GRAZING SHOT

A Miss with a Plus, and the ranged attacker also grazes their target inflicting 1 Dread.

HIT

The attacker inflicts Dread.

CRITICAL HIT

The attacker inflicts double their Dread roll—adding any Dread bonuses after multiplying the total by 2.


< Courage + Dread

Courage

Courage is a measure of a PC’s bravery, will and toughness during an adventure; other games commonly refer to this as Hit Points, but Courage also represents the mental aspect of dealing with harm and adversity.
A PC’s starting Courage is determined by their Class+Vim. Some items also bestow Courage, as well as Temporary Courage, which can increase maximum Courage until it’s depleted.

Adversaries also have Courage, based on their Level and Class.

Dread

Physical and mental harm are expressed as Dread, which reduces Courage. Armor can only block Dread from a physical exterior source. Dread suffered from fear, emotional harm, exhaustion, or internal poison, for instance, can’t be blocked by armor.

Dread is determined by the PC’s Class. Some Classes have Abilities increasing their Dread die and some items also increase Dread. PCs can attack with just about anything: a shovel, a pan, an umbrella, etc., but when attacking without a true weapon their Dread roll suffers Disadvantage.

Defeat and Death


DEFEAT AND RESISTING WOUNDS

At 0 Courage, a PC is Defeated, meaning they fall UNCONSCIOUS for 1d4 rounds. There is no negative Courage. Upon Defeat, the PC must make a Vitality Check to Resist Wounds: on a 5-, they suffer the WOUNDED Condition which inflicts -1 to all rolls and persists unless healed by actual medical help, magic, or Recuperation.

An ally can use an Action to wake a Defeated PC. Once awake, they heal Courage equal to 1d6 + their Level. If all PCs are Defeated, the GM describes what happens based on the Adversary. Some Adversaries take prisoners or demand retribution, while others, like dragons, are ruthless and might gobble the PCs up.

Defeated Adversaries either flee, surrender, fall unconscious until woken up, are killed outright, or otherwise removed from Combat depending on the context.

DEFY DEATH

If a PC is reduced to 0 Courage twice (or more) in a session, they make a Vitality Check to Defy Death. They can use multiple Quest Points on this Check.

Vitality Check

1–5 PC can perform a final heroic act before dying.
6–8 PC lives but suffers a Wound and a Lasting Injury.
9+ PC lives but suffers a Wound.

A PC failing their Defy Death check cannot be healed but can perform one final, heroic act to help out the party. This can be something amazing, and the GM should work with the player to help their character go out in a blaze of glory.


< Conditions

Over the course of an adventure, Adversaries or PCs might be afflicted with one or more Conditions—ongoing penalties or effects. Each Condition describes how long they last: a specific amount of time, until the end of a Conflict, until the affected individual is Defeated, or until the Condition is resisted, stopped or cured. In Combat, a Condition triggers at the beginning of the PC or Adversary’s turn.

Bleeding

Bleeding targets suffer 1 Ongoing Dread for each round they’ve been Bleeding. On the first round they suffer 1 Dread, on the second 2, on the third 3, and so on. Lasts until bandaged by an ally (Wilderness or Tinker Check) or Defeated (automatically suffer a Wound and end Bleeding).

Blinded

A Blinded target can’t see clearly and suffers +2 Defense and Disadvantage to Attacks. They also can’t make Checks that require sight. Lasts for 1d4 hours unless otherwise noted.

Burning

A Burning target suffers 1d6 Ongoing Dread for 1d6 rounds or until they or an ally uses an Action to put out the flames.

Deafened

A Deafened target can’t hear well or at all and suffers Disadvantage on Perception and Search Checks. They also do not benefit from Abilities that require hearing. Lasts for 1d4 hours unless otherwise noted.

Engulfed

When a target is Engulfed, all or part of their body is covered or swallowed and they can’t move until they escape.

  • On their turn, they can make a Might or Nimbleness Check to escape. An ally can also try to free the target with a Might Check.
  • An Engulfed target suffers 1d6 Ongoing Dread. After 3 consecutive rounds, they are automatically Defeated.
  • A Defeated target who regains consciousness and Courage while still Engulfed immediately suffers Ongoing Dread.
  • A target that fails to Defy Death while Engulfed is eaten, drowned, or equivalent.

Entangled

Entangled targets suffer +2 Defense, can’t move until they break free, and can only attack a Close Adversary.

  • On their turn, they can make a Might or Nimbleness Check to escape. An ally can also try to free the target with a Might Check.
  • Certain Adversaries inflict Ongoing Dread to Entangled targets.

Frightened

A Frightened target suffers -1 to all Checks until they escape the source of their fear and regain composure.

Ongoing Dread

A target suffering Ongoing Dread suffers a specified amount of Dread each round.

Overburdened

An Overburdened target is carrying too much in their Inventory. They suffer +1 Defense and Disadvantage on Movement and Travel Checks. If this continues for more than 1 Travel Turn, they become Tired.

Paralyzed

Paralyzed targets are unable to move or act for at least one round. Starting after the first round, the target must make a 9+ Vitality Check to return to their senses.

Poisoned

Poisoned targets suffer Disadvantage to all Physical Skill Checks and 1 Ongoing Dread until reaching 1- Courage. Lasts until cured by an antidote, a high level Gnome or a Witch.

Prone

Prone targets are lying on the ground in a compromising position. They suffer Disadvantage and attackers gain Advantage against them. Must use a Move to stand up.

Stunned

Stunned targets lose their next Action and automatically fail their next Initiative Check.

Slowed

Slowed targets are hobbled and can’t run. They move at half Speed (must use 2 Moves per range band) and suffer Defense +1. They also suffer Disadvantage on Movement and Travel Checks.

Tired

A Tired target suffers a -1 penalty to Skill Checks until they take a Long Sleep.

Weakened

Weakened targets suffer -1 to all Vigor Skills, Attacks, and Dread rolls. Lasts until eating heartily (2 meals or Rations in a day).

Wounded

Wounded targets suffer -1 to all rolls. Wounds persist unless healed by actual medical help, magic, or Recuperation.

Unconscious

Unconscious targets are Prone, not awake, and completely unaware of their surroundings. Unless otherwise stated, they wake up in 1d4 rounds. An ally can use an Action to awaken an Unconscious PC.


< Adversaries

Adversary Types

There are three Adversary Types: Creatures, Critters and Creepers.

CREATURES

Sentient beings capable of speaking with PCs. Having clear desires and goals, they can be Parleyed with using skills such as Charm, Inspire, Trickery and Intimidate.

CRITTERS

Animals and beasts that may or may not be able to communicate with PCs (up to the GM). Due to their bestial nature, most PCs can’t Parley with critters as they would with creatures. This is because, even if they do speak a broken tongue, critters generally don’t relate well to folk. They think and have desires like animals. During the Parley phase, PCs may instead attempt to Wrangle critters, if possible, using Wilderness. This encompasses handling, distracting, scaring critters away, or using basic communication (if possible).

CREEPERS

Pests, bugs and vermin that are more like environmental hazards. They can be neither Parleyed with nor Wrangled. Most are insentient and the best PCs can do is avoid, destroy or suffer through them. Special rules differentiate them from creatures and critters:

  • They don’t have Adversary Classes.
  • They can’t be attacked or Counterattacked per normal rules, but PCs can attempt creative solutions to deal with them.
  • Creepers can attack once every round.
  • Some creepers have Abilities altering these rules. adversary classes

There are three Adversary Classes: Goon, Bruiser and Champion. Adversary Class determines their Courage, Mettle modifier, and sometimes what Abilities work on them. Certain Adversaries also gain Abilities and other bonuses based on their Class.

GOONS (G)

  • Nameless mooks and minions, easily manipulated and quick to flee.
  • 1 Courage per Level.
  • -2 Mettle

BRUISERS (B)

  • More stalwart foes, usually named and harder to manipulate. In the absence of a Champion, Bruisers frequently lead groups of Goons.
  • 1d6 Courage per Level.
  • +0 Mettle

CHAMPIONS (C)

  • The strongest Adversaries: bosses, fiends, villains and exceptionally powerful monsters. Many Class Abilities simply don’t work on them.
  • 1d12 Courage per Level.
  • +2 Mettle

Terminology


LEVEL

The Adversary’s possible Level, chosen by the GM.

CLASSES

The Adversary’s possible Classes are listed by the first letter of each Class: G (Goon), B (Bruiser), C (Champion).

PARLEY

The number of times a creature can be Parleyed or a critter can be Wrangled ranging from 0–2. A “(D)” means Parleying/Wrangling with this Adversary suffers Disadvantage.

ABBREVIATIONS

In adventures and sandbox settings, the Level and Class of an Adversary is abbreviated. For example, a Level 2 Champion is written as (L2-C); a Level 6 Goon is written as (L6-G); and three Level 4 Bruisers is written as (3xL4-B), etc.

ATTACK

The Adversary’s Attack modifier.

DEFENSE

The Adversary’s Defense modifier.

BLOCK

The Adversary’s Block rating.

DREAD

The amount of Dread the Adversary inflicts.

ACTIONS

The number of Actions the Adversary has during a Conflict round. Adversaries usually act during Combat.

ABILITIES

The special Actions or passive capabilities an Adversary has available to them, similar to PC Class Abilities. Abilities often specify how many times they can be used in a round or Combat. A Hit always inflicts Dread in addition to other described effects.

VULNERABILITIES

Weaknesses and keys to defeating the Adversary. Not all creatures have Vulnerabilities. For critters and creepers, there are also guidelines on reliable ways to deal with them; playing to a critter’s Vulnerabilities when trying to Wrangle should positively affect Checks.

SOCIAL

Guidelines for how the creature might respond to PCs attempting to interact or Parley with them, along with what their likely desires are.

COMBAT

Guidelines on the Adversary’s tactics during Combat.

DEFEAT

Guidelines on how the Adversary acts when defeated in a Conflict.

VICTORY

Guidelines on how the Adversary acts when victorious in a Conflict.

ADVERSARY COURAGE

Courage isn’t numerically listed in Bestiary entries. Rather, it varies based on the Adversary’s Level range and Class options, and the GM’s needs. For example, a Level 3 Goon has 3 Courage; a Level 3 Bruiser has 3d6 Courage; and a Level 3 Champion has 3d12 Courage. Use the Average Courage Chart for quick results.

SRD Adversaries

The following Adversaries can be used in your Land of Eem Compatible third party products. The names, stat blocks, abilities, and sometimes vulnerabilities are provided in the SRD, but note that you cannot use any of the other text or art associated with these Adversaries if it is not in the SRD. Nor can you reference pages in Land of Eem books.

Any unique Land of Eem Adversaries not in the SRD cannot be used or named, but you are highly encouraged to create new Adversaries.

Bandit

Level
1–10

Classes
G, B, C

Folk, Group/Horde

Parley 2
Attack +0
Defense +0
Block 0
Dread 1d6
Actions 1

Abilities

Ambush
The first phase of a Conflict with bandits is always Combat, followed by Parley, Improvise, and Run.

Hidden Archers
One third of a Group or Horde of bandits is made up of hidden archers. Perception Check to spot each archer, otherwise they can’t be attacked. 

Bandit Leader (C).
Has 2 Actions, +2 Attack, and inflicts 1d10 Dread.

Blemmy

Level
1–8

Classes
B, C

Large, Solo, Fast

Parley 1
Attack +2 
Defense -1
Block 0
Dread 1d8
Actions 2

Abilities

Gnash
On a Critical Miss against the blemmy, it may swallow or break the attacker’s weapon, or inflict Dread.

Grapple
A blemmy gains Advantage when grappling. On a 9+ Hit, the PC is ENTANGLED in a headlock or hold, and suffers 1d6 ONGOING DREAD. The blemmy can still attack another target while grappling, but can only grapple one at a time.

Bounty Hunter

Level
1–10

Classes
G, B, C

Folk, Solo/Group

Parley 1 
Attack +1
Defense -1
Block 0
Dread 1d10
Actions 2

Abilities

Well Prepared
For Goons and Bruisers, roll 1d4. For Champions, roll 2d4:

  • Repeating Crossbow. Once every round, may make two ranged Attacks as one Action.
  • Whirling Bolas. Twice every Combat, may throw bolas. On a 6+ Hit, the target is ENTANGLED.
  • Loyal Pard. The bounty hunter has a loyal Mercenary Goon partner.
  • Trapper. The bounty hunter has set up a snare trap. Once every Combat, all targets in a chosen range band suffer 2d6 Dread and become ENTANGLED (Nimbleness Check to resist).

Quick and the Dead
Always acts first in Combat, overriding any similar abilities.

Shackle
May arrest a Close target by binding them in shackles. The target makes a Might Check to resist. On a 5-, they are shackled and detained.

Centaur

Level
1–10

Classes
G, B, C

Medium/Large, Solo/Group, Fast

Parley 2 
Attack +1 
Defense -1
Block 0
Dread 1d8
Actions 1

Abilities

Trample
Once every Combat, may attack 1d4+1 Close targets.

Dance Battle (C)
During Parley, a centaur may invoke a dance battle, in which the two opposing sides must perform a “clopping” routine in front of a judge. There are 3 rounds that test Nimbleness,

Athletics, and Charm, respectively. The loser must accept the negotiation terms or face war. Centaurs may roll with Advantage during one of the rounds.

Chimera

Level
5–10

Classes
B, C

Large, Solo, Fast

Parley 2
Attack +2
Defense -1
Block 0
Dread 1d10
Actions 3

Abilities

Chimera Heads
When a chimera attacks, roll 1d6 to determine an extra benefit:

  • Lion Heart. On a 6+ Hit, gain 1d6 Courage.
  • Lion Bite. +3 Dread.
  • Goat Horns. Gain Advantage on the next Attack.
  • Goat Scream. Target suffers +2 Defense for a round.
  • Snake Speed. Gain -1 Defense for a round.
  • Snake Bite. Target is POISONED.

Deafening Roar
During Combat, the lion’s constant roar is so loud that anyone within Faraway range is DEAFENED.

Cultist

Level
1–10

Classes
G, B, C

Folk, Group/Horde

Parley 1 (D)
Attack +1
Defense +0
Block 0
Dread 1d8
Actions 1

Abilities

Endless Droves
Cultists seem to come out of nowhere. When a cultist is Defeated, roll 1d6 and on a 4+, another cultist joins the Conflict.

Fanatical (B, C)
Never flees or makes Mettle Checks.

Dragon

Level
5–10

Classes
C

Huge, Solo, Minions

Parley 2 
Attack +3 
Defense -1
Block 3
Dread 1d12
Actions 4

Abilities

Legendary Lizard
No two dragons are the same and each wields enormous power. Roll 4d12 or select the dragon’s 4 abilities:

  • Omniscient Nose. The dragon can smell emotions, thoughts, and memories of those around it.
  • Fire Breath. Once every 3 rounds, may attack all Close or Nearby targets inflicting 2d12 Dread. All non-Magic items and equipment are destroyed on a Defeated PC.
  • Frost Breath. Once every 2 rounds, on a 6+ Hit, the target is PARALYZED in ice (Vitality Check to resist).
  • Bog Breath. Once every 3 rounds, a stinking fog makes all Close and Nearby targets suffer +2 Defense for the Combat.
  • Acid Breath. Once every round, on a 6+ Hit, a metal weapon or armor piece is destroyed.
  • Hurricane Wings. Twice every Combat, scatter all Close and Nearby characters in different directions like a tornado. Roll 1d4 to determine each target’s new location—1: Close, 2: Nearby, 3: Faraway, 4: Distant.
  • Stone Scales. The dragon has 5 Block against non-Magic weapons.
  • Cruel Horns. Once every round, the dragon gains an extra Action to attack with its horns.
  • Gargantuan. At the start of a Conflict, all PCs make a Mettle Check to resist suffering Disadvantage against the dragon on all Checks during the Conflict.
  • Dwimmerward. Resists magic spells and effects with a Mettle Check. Magic weapons still inflict Dread.
  • Dream Dust. The dragon’s wings beat sparkling dust. Once every 3 rounds, 1d4 Close and Nearby targets fall asleep UNCONSCIOUS (Mettle Check to resist).
  • Mind Thrall. Once every 3 rounds, the dragon may ENSORCELL a target (which can't be resisted on the first round).

Winged Or Wyrm

Dragons without wings are often referred to as wyrms. Choose if the dragon is winged or a wyrm:

  • Winged: Gain Flying.
  • Wyrm: Gain +1 Block.

Vulnerabilities
There’s a 3-in-6 chance that a Critical Hit against a dragon penetrates its scales and ignores Block.

Drake

Level
1–10

Classes
B, C

Large, Solo/Group, Flying

Parley 1
Attack +2
Defense -2
Block 0
Dread 1d10
Actions 2

Abilities

Drake Type
Roll 1d4 or choose the drake’s type:

  • Red. Immune to fire. Once every 2 rounds, may breathe a ball of fire as a ranged Attack. The target and anyone Close to them suffer 3d6 Dread (Nimbleness Check to halve Dread).
  • Blue. Immune to cold. Once every 2 rounds, may breathe a powerful stream of freezing water as a ranged Attack, inflicting 2d6 Dread to the target, knocking them PRONE, and pushing them one range band further away.
  • Black. Immune to disease and CURSES. Once every 2 rounds, may breathe an acidic cloud that inflicts 1d10 Dread to all Close and Nearby targets and destroys Mundane metal items.
  • Green. Immune to poison. Once every round, may spit venom at a Close or Nearby target. On a 9+ Hit, the target becomes POISONED.

Swoop Attack
Once every 2 rounds, may charge in the air and attack a Close, Nearby, or Faraway target, before flying back to Faraway range. Only ranged weapons can Counterattack a Swoop Attack.

Ettin

Level
3–10

Classes
B, C

Huge, Solo/Group

Parley 2
Attack +2
Defense +1
Block 2
Dread 1d12
Actions 2

Abilities

Boulder Toss
May toss a boulder (assuming one is present) at a Faraway or Distant target. On a Critical Hit, the boulder shatters and explodes, also inflicting half Dread to anyone Close to the target.

Sweeping Blow
Once every round, may attack 1d4 Close targets.

Howl
Once every Combat, when reduced to 5- Courage, a Solo ettin howls, calling for their brethren. 1d4 Ettins come to the location within 1d4 rounds.

Faerie

Level
1–3

Classes 
G, B, C

Tiny, Solo/ Group, Flying, Dwimmercrafty

Parley 2
Attack +1
Defense -2
Block 0
Dread 1d4
Actions 2

Abilites

Faerie Glamour
Once every round, may cast a random CURSE (p190) or a BOON (see Boons table in Core rulebook) on a target (Mettle Check to resist).

Glitterbomb
Once every round, may PARALYZE a target in place with glittering magic (Mettle Check to resist).

Gangster

Level
1–10

Classes
G, B, C

Folk, Any Number, Minions

Parley 2
Attack +1
Defense +0
Block 0
Dread 1d6
Actions 1

Abilities

The Gang
Once every Combat, a Solo gangster or Group may call in 1d4+2 more gangster Goons.

Sap (B, C)
Once every Combat, on a Critical Hit, the target falls UNCONSCIOUS for 1d4 rounds.

Ghost

Level
1–10

Classes 
G, B, C

Folk, Solo/Group, Undead

Parley 2
Attack +1
Defense -2
Block 0
Dread 1d8
Actions 1

Abilities

Scare
At the start of a Conflict, all who see a ghost or Group of ghosts must make a Mettle Check. On a 5-, they are FRIGHTENED.

Incorporeal
A ghost’s Attack cannot be Blocked or repelled by any means other than a Magic item or Relic specifically designed to do so. Mundane and Magnificent weapons (except [cold steel]) inflict Dread with Disadvantage against them. Ghosts can pass through solid objects, including living beings, without hindrance.

Telekinesis
May levitate objects and knock things over from a distance. As a ranged Attack, may fling an object at a target.

Possess (C)
Once every Combat, may possess a target, gaining complete control of them (9+ Mettle Check to resist). The ghost takes no Dread if the possessed is harmed, but leaves their host if they are reduced to 5- Courage.

Gremlin

Level
1

Classes 
G

Small, Horde

Parley 1
Attack +0
Defense +0
Block 0
Dread 1d4
Actions 1

Abilities

Overrun
Gremlins overrun their enemies, attempting to find something tasty. Three or more gremlins may combine their Actions to make a single Attack (+1 Attack for each additional gremlin above 3). On a 9+ Hit, the PC is ENTANGLED.

Devour Items
Once every round, may try to grab a target’s random item—even one that’s being held—to devour it. The target must make a Nimbleness Check:

1–2 A Magic item (if possible).
3–5 A Magnificent item (if possible).
6–8 A Mundane item.
9–11 Nothing.
12+ The gremlin comically Defeats themself trying to eat an item.

Guard

Level
1–10

Classes
G, B

Folk, Solo/Group

Parley 2
Attack +0
Defense -1
Block 1
Dread 1d6
Actions 1

Abilities

Arrest
May arrest a Close target by binding them in shackles (Might Check to resist the shackles with a -1 penalty for each additional guard helping). On a 5-, the target is shackled and detained.

Sound the Alarm
When guards determine that things aren’t going their way, they call for backup. Once every Combat, there’s a 3-in-6 chance that 1d6 Guard Goons arrive in 2 rounds.

Harpy

Level
1–8

Classes
G, B, C

Medium, Group, Flying

Parley 1
Attack +1
Defense -1
Block 0
Dread 1d6
Actions 2

Abilities

Bubble, Bubble
Has a random Alchemy item (see Alchemy Recipes in Core Rulebook).

Swoop Attack
Once every 3 rounds, may charge in the air and attack a Close, Nearby, or Faraway target, before flying back to Faraway range. Only ranged weapons can Counterattack a Swoop Attack.

Skyfall
Harpies like to lift their quarry into the air high enough to drop to their doom. On a Critical Hit, the target suffers +1d6 Dread as they are dropped to the ground.

Homunculus

Level
1–5

Classes
G, B

Any Size, Solo

Wrangle 1
Attack +1
Defense +0
Block 0
Dread 1d6
Actions 1

Abilities

Unquestioning Loyalty
Never needs to make Mettle Checks and never betrays its master.

Resilient Construct
Immune to poison. If Large or Huge, gain +2 Block against non-Magic weapons.

Vulnerabilities
Homunculi are susceptible to fire and high-impact water, inflicting double Dread.

Kobold

Level
1–10

Classes
G, B, C

Small, Solo/Group, Minions, Dwimmercrafty

Parley 2
Attack +1
Defense -1
Block 0
Dread 1d6
Actions 2

Abilities

Transmogrify
Once every 2 rounds, may attempt to transmogrify a target, who must make a Vitality Check:

1–2 Target is transmogrified.
3–5 Target is transmogrified for 1d4 rounds.
6–8 Target is STUNNED.
9–11 Target is unaffected.
12+ Target is immune to Transmogrify for the Conflict.

1d6 Random Transmogrifications

  • Fly
  • Newt
  • Toad
  • Rat
  • Onion
  • Potted Plant

Weird Warp
Once every round, may alter any natural terrain and flora by bending, twisting, and warping it to their desire and bidding. This can allow them to manipulate plants to attack like a bogsnap, or even open up holes in the ground (area of effect is limited to 2 feet x Level).

Kraken

Level
5–10

Classes 
B, C

Huge, Solo, Aquatic, Fast

Parley 1 (D)
Attack +2
Defense +1
Block 0
Dread 1d8
Actions 4

Abilities

Mighty Tentacles
On a 9+ Hit, the target is ENTANGLED, or ENGULFED if the target is underwater.

Disappear & Destroy
Once every Combat, may disappear into its surroundings, avoiding all subsequent attacks in the round. It reveals itself in the following round, and acts first in Combat.

Ink Cloud
Once every Conflict, may release a massive, disorienting cloud of ink. Close, Nearby, and Faraway targets suffer Disadvantage for the rest of the Conflict (Perception Check to resist). On a 2-, the target suffers short term amnesia and forgets who or where they are.

Manticore

Level
5–10

Classes
B, C

Large, Solo, Flying

Parley 1
Attack +2
Defense -1
Block 1
Dread 1d10
Actions 3

Abilities

Rugged Beast
Suffer half Dread from bladed weapons and immune to all poisons.

Wing Beat
When a manticore lifts off for flight or maneuvers in the air, all Close and Nearby must make a Might Check. On a 5-, they suffer 1d6 Dread and are knocked PRONE.

Claw Rend
May make a Claw Rend Attack. On a 9+ Hit, the target is BLEEDING.

Scorpion Sting
Once every 2 rounds, may make a Scorpion Sting Attack with its tail. On a 9+ Hit, the target becomes POISONED and PARALYZED (Vitality Check to resist).

Mercenary

Level
1–10

Classes
G, B, C

Folk, Any Number

Parley 1
Attack +1
Defense +0
Block 0
Dread 1d8
Actions 1

Abilities

Opportune Strike
Once every Combat, may Attack with Advantage.

Battle-Hardened (B, C)
Once every 2 rounds, may suffer half Dread from an attack.

Sweeping Strike (C)
Once every Combat, may attack 1d4+1 Close targets.

Vulnerabilities
Goon and Bruiser mercenaries usually aren’t paid well enough to fight to the death and suffer Disadvantage on Mettle Checks.

Pirate

Level
1–10

Classes
G, B, C

Folk, Group/Horde

Parley 1
Attack +1
Defense +0
Block 0
Dread 1d8
Actions 1

Abilities

Sealegs
Gain +1 to all Checks while in a Conflict on a ship.

Pirate Ship
Any decent pirate crew has a ship, which comes in 3 forms.

  • Sloop—Hull: 20, 2 Small Cannons: 1d6 Dread (1 Starboard, 1 Port), Crew: Group
  • Schooner—Hull: 35, 4 Large Cannons: 1d8 Dread (2 Starboard, 2 Port), Crew: Horde
  • Galleon—Hull: 50, 8 Huge Cannons: 1d12 Dread (3 Starboard, 3 Port, 1 Bow, 1 Aft), Crew: Horde+10

Swashbuckle
Once every Combat, may swing from ropes, rigging, or other dangly things to attack a Nearby or Faraway target, and then move to Faraway range. The pirate can’t be Counterattacked except by a ranged weapon.

Blunderbuss (C)
Once every 2 rounds, may fire a blunderbuss inflicting 2d8 Dread.

Pixie

Level
1

Classes
G, B, C

Tiny, Horde, Flying

Parley 1
Attack -1
Defense -2
Block 0
Dread 1d4
Actions 1

Abilities

Reinforcements
At the beginning of each Combat round, 1d4 pixies join the Conflict.

Squad Formation
Pixies strike targets in squads. Three or more pixies can combine their Actions to make a single Attack (+1 Attack for each additional pixie above 3)

Vulnerabilities
Pixies are repelled by cinnamon, avoiding the spicy smell that disorients their senses.

Skeleton

Level
1–10

Classes
G, B, C

Folk, Any Number, Undead

Parley 0
Attack +0
Defense -1
Block 0
Dread 1d8
Actions 1

Abilities

Fleshless
Skeletons gain +1 Block against bladed weapons.

Undeath Rattle (C)
When Defeated, may make a final attack against a Close target.

Sprite

Level
1–3

Classes
G, B, C

Tiny, Group/Horde, Dwimmercrafty

Parley 1
Attack +1
Defense -2
Block 0
Dread 1d6
Actions 1

Abilities
Elemental

Roll 1d6 or choose the sprite’s type:

1–2 Cold Sprite. On a 9+ Hit, the target becomes PARALYZED by cold.
3–4 Lightning Sprite. On a 9+ Hit, the target suffers +6 Dread.
5–6 Fire Sprite. On a 9+ Hit, the target is BURNING.

Lure
Anyone within Distant range of a sprite hears their harmonious humming (Mettle Check to resist following it). 

Vulnerabilities
Sprites are vulnerable to the two opposite elements of their type, and suffer double Dread from such sources (e.g. cold sprites are vulnerable to lightning and fire).

Thief

Level
1–10

Classes
G, B, C

Folk, Solo/Group

Parley 2
Attack +1
Defense -1
Block 0
Dread 1d6
Actions 2

Abilities

Pickpocket
On a 6+ Hit, may steal a 0 or 1 slot item from the target’s inventory (Perception Check to resist outside of Conflict).

Backstab
May make a Backstab Attack against a target that doesn’t see them:

1–2 Miss!
3–5 Hit!
6–8 Inflict Dread x2!
9–11 Inflict Dread x3!
12+ Inflict max Dread x3!

Vanish
Once every 2 rounds, may vanish from sight. All other characters are unable to see or attack the thief until the thief attacks or otherwise reveals themself (Perception Check to spot them).

Troll

Level
1–10

Classes
B, C

Large/Huge, Solo/Group

Parley 2
Attack +2
Defense -1
Block 1
Dread 1d10
Actions 2

Abilities

Thick Skin
Trolls suffer half Dread from bladed weapons. The first Attack against them each round suffers Disadvantage.

Heckle
Once every round, as a free Action, the troll may throw off a target’s Action by heckling them (before it is rolled). The target makes a Mettle Check:

1–2 Target automatically fails the Action.
3–5 Target suffers Disadvantage on the Check.
6–8 Target suffers -1 to the Check.
9–11 Target is unaffected.
12+ Target gains +1 to all Checks against the troll for the rest of the Conflict.

Sweeping Blow (Huge)
Once every round, may attack 1d4 Close targets.

Unicorn

Level
5–10

Classes
C

Large, Solo, Fast, Dwimmercrafty

Parley 2
Attack +3
Defense -1
Block 0
Dread 1d10
Actions 3

Abilities

Courageous Heart
Unicorns gain +3 Courage per Level. Wherever they walk, they leave trails of flowers in their hoof prints. Resting near the flowers heals +2d6 Courage.

Gaze of Insight
Unicorns detect all lies and half-truths. Once every Conflict (or out of Conflict), may force a target to tell the unaltered truth.

Bucking Blow
May make a Bucking Blow Attack. On a 9+ Hit, the target is knocked PRONE and STUNNED.

Horn of Blazing Light
Once every 2 rounds, may make a ranged Attack against a Close, Nearby, Faraway or Distant target. This bolt of prismatic lightning inflicts 2d10 Dread.

Vampire

Level
5–10

Classes
B, C

Medium, Solo, Minions

Parley 2
Attack +2
Defense -1
Block 0
Dread 1d10
Actions 2

Abilities

Immortal
Suffer no Dread from Mundane weapons, and suffer half Dread from Magnificent weapons.

Blood Drinker
Blood drinker vampires are faster, stronger and more deadly. They gain Fast, Flying, Advantage on all Attacks and Dread rolls. They have Defense: -2, Dread: 1d12, Actions: 3.

Lightning Reflexes
Once every round, an Attack against the vampire suffers Disadvantage.

Thrall
A target Defeated by a blood drinker vampire might become a vampire thrall. Mettle Check: On a 2-, the target becomes an NPC servant of the vampire, compelled to do their bidding until the vampire is Defeated.

Vulnerabilities
Vampires suffer double Dread from sunlight and wooden stakes. [Cold steel] weapons inflict +2 Dread against them.

Warrior

Level
1–10

Classes
G, B, C

Folk, Solo/Group/Horde

Parley 2
Attack +2
Defense -1
Block 2
Dread 1d10
Actions 1

Abilities

Sweeping Strike 
Once every Combat, may attack 1d4+1 Close targets.

Duel (C)
Once every Combat, may initiate a duel with a target. For 1d4 rounds, the warrior and their target may only use Actions to attack each other, and other combatants can’t interfere. On a 3–8, both the warrior and target Hit with a Counterattack.

Weorg

Level
1–10

Classes
G, B, C

Large, Solo/Group

Parley 1
Attack +2
Defense -1
Block 1
Dread 1d10
Actions 2

Abilities

Pack Mentality
When weorgs outnumber their opponents, they roll Dread with Advantage. In addition, running from weorgs suffers Disadvantage.

Pounce
May charge and attack a Nearby or Faraway target with Advantage. On a 9+ Hit, the target is knocked PRONE and ENTANGLED by the weight of the weorg.

Bite and Retreat
On a 7–8 Hit, a weorg can’t be Counterattacked and moves to Nearby range.

Werewolf

Level
5–10

Classes
B, C

Large, Solo, Fast, Minions

Parley 1 (D)
Attack +3
Defense -2
Block 0
Dread 1d12
Actions 3

Abilities

Rend
On a 9+ Hit, the target suffers BLEEDING.

Great Leap
Once every round, an Attack against the werewolf suffers Disadvantage. The werewolf may move Nearby.

Blood Curdling Roar
Once every 3 rounds, the werewolf can roar, causing extreme fear. All Close, Nearby and Faraway targets must make a Mettle Check:

1–2 Target becomes PARALYZED and suffers 1d6 Dread.
3–5 Target becomes FRIGHTENED and suffers 1d6 Dread.
6–8 Target suffers 1d6 Dread.
9–11 Target is unaffected.
12+ Target is emboldened, gaining +1 to their next Check.

Werewolf Curse
If a character is Defeated by a werewolf, they must make a Mettle Check. On a 2-, they are afflicted with a CURSE and turn into a werewolf during full moons. If this happens during 3 moon cycles, they become a werewolf NPC. If a character is killed by a werewolf, they must make a Mettle Check. On a 5-, they awake one day later as a werewolf NPC.

Vulnerabilities
[Cold steel] weapons inflict +2 Dread to werewolves. Rarely, their great fury and rage comes at the expense of tactical reasoning.

Witch

Level
1–10

Classes
B, C

Folk, Solo, Minions, Dwimmercrafty

Parley 2
Attack +1
Defense +0
Block 0
Dread 1d8
Actions 3

Abilities

Familiar
Witches keep critter familiars. The witch can see and hear through the familiar who is also Dwimmercrafty in addition to its inherent Abilities.

Hex
Once every 2 rounds, may hex all Close, Nearby, and Faraway characters who must make a Mettle Check:

1–2 Target suffers Disadvantage and -1 Attack for the Conflict.
3–5 Target suffers -1 Attack for the Conflict.
6–8 Target suffers 1d8 Dread.
9–11 Target is unaffected.
12+ Target is unaffected and can’t be affected by Hex for the rest of the Conflict.

Critter Form (C)
May transform into a critter while retaining the essence of the witch’s appearance. The witch can't cast spells in this form, however.

Wyvern

Level
1–10

Classes
G, B, C

Small, Solo/Group, Fast

Wrangle 1
Attack +1
Defense -1
Block 0
Dread 1d6
Actions 2

Abilities

Poison Stinger
A wyvern’s poison differs based on its Adversary Class.

  • Goon: Once every Combat, may make a Poison Stinger Attack. On a 9+ Hit, the target becomes POISONED (Vitality Check to resist).
  • Bruiser: Twice every Combat, may make a Poison Stinger Attack. On a 6+ Hit, the target becomes POISONED (Vitality Check to resist). Each day the poison isn’t cured, the target must Defy Death.
  • Champion: Once every 2 rounds, may make a Poison Stinger Attack. On a 6+ Hit, the target must Defy Death. If successful, they are still POISONED (Vitality Check to resist). Each day the poison isn’t cured, the target must Defy Death.

Vulnerabilities
Wyverns fear manticores, who are their main predator and naturally immune to poison. They often flee at the sound of a manticore’s roar, or anything that sounds like it.


< Game Design Tips

In this section, we’ll provide some design tips for creating Land of Eem Compatible content. These are our own design philosophies that we try to follow ourselves. 

Classes

  • The trick for designing compelling Land of Eem Compatible Classes is to try to make every Perk and Ability enticing. If there are any duds, players won’t pick them, and that limits replayability and varying player builds. We tend to stay away from a lot of purely mechanical bonuses and strive to expand a Class’s repertoire horizontally rather than vertically. 
  • In general, a Class should have 11-17 non-Combat Abilities out of 20. Combat is pretty avoidable in this system, and the Classes should reflect that. That being said, there is certainly room for a more Combat focused Class if that’s the design intention.
  • Abilities in the early Levels should feature the Class’s more “signature” Abilities–ones that really define the Class and express the Class fantasy to new players. Sometimes that means front loading some very useful Abilities, and that’s okay. Abilities in later Levels are generally more powerful, but can also be more focused or niche. 
  • Classes each have their own Backstory, Ideals, Flaws, Personal Quests, and Relationships. These should all be thematic and work to express the Class fantasy.

Folk

  • Folk should have 3 Skill bonuses and 3 penalties that reflect their culture and/or physiology. Same goes for the Perks and Quirks. They should all come together to make the Folk feel unique and different from other Folk. 
  • Perks are like mini Abilities that provide some sort of boon or extra capability. They are almost never as powerful as Class Abilities. 

Adventures

There are many ways to write adventures, but so far we have focused on publishing short, snappy adventures that can take place in 1 or 2 sessions. 

  • We encourage you to label your adventure modules on the first page with Adventure Tones, a simple device that gives GMs and players a sense of the adventure’s content. Here are the 3 Tones:Hijinks: Fun, lighthearted adventures. (The Muppets / Labyrinth / Adventure Time)Derring-Do: Dangerous, daring, heroic adventures. (The Lord of the Rings / The Princess Bride / The Hobbit)Doom and Gloom: Darker more serious adventures with high stakes. (The Dark Crystal / Conan the Barbarian / Mad Max)

Adversaries

  • Adversaries are either creatures, critters, or creepers. Creatures are much more complex and require guidelines on how to roleplay them.
  • Reference the Adversaries on the Fly section to gauge the power of an Adversary. 
  • The action economy of Combat is such that powerful solo adversaries need more actions to compete with the PCs’ actions. So far, we have capped that at 4 actions. On the flip side, adversaries that appear in groups and hordes should only have 1 action (or at most 2), otherwise the PCs will stand no chance.
  • Some Adversary Abilities share mechanics with each other, which is by design. The trick is combining Ability types to create unique combinations.  

JOIN OUR NEWSLETTER

Sneak peaks, first looks, dibs on freebies, and all the news.

Privacy! We despise spam as much as you do. We'll never share your info.