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Quickstart Guide (D&D 5e)

Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor

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Page 1: Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor

Quickstart Guide (D&D 5e)

Page 2: Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor
Page 3: Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor

CreditsWriting

Mark Barber, Alex Delaney, Benn Greybeaton, Marc Langworthy, Alex Rose

Cover ArtNele Diel

Interior ArtworkNele Diel, Toma Feizo Gas, Rob Jenx

CartographyToma Feizo Gas

TriCore LogoClint Mcinally

EditingKimberly Nugent, Marc Langworthy

PlaytestersNathan Arnold, Jamie Cocker, Steve Deppe, Tom Farley, Michael Frusti, Yannick Goosens, Ross “hawklord2112” Kingston,

Haggai Kovatch, Daniel Moass, Bob Point, Andrew Sharp, Jonathan Sholes, Jack Smallpage, Mark Paul Smallpage, Roy Smallpage, Torin Spence, Rob Taylor, Sharad Vora, Mark Zielinski

MMC (Sir Tim of the House Chalfant, Dave Frantzman, Rick Hall, Ben Kinne, Dom Laurion, Bryan Novak, Blake Shrode, Kyle Shrode)

Art DirectionHelen Norris

LayoutAndy O’Hara

ProofreadingSteve Deppe

Kings of War RPG DeveloperMarc Langworthy

Kings of War RPG ApprovalsMatt Gilbert

Original TriCore System DesignToma Feizo Gas and Marc Langworthy

Game DesignBenn Graybeaton, Marc Langworthy, Alex Rose

Produced ByMarc Langworthy

Special ThanksRonnie Renton, Matt Gilbert, and the entire Mantic family for opening the doors to Pannithor

Published ByRed Scar Publishing Ltd. 122 South View Terrace

Plymouth Devon

PL4 9DJ United Kingdom

Red Scar Publishing Product Number: RSP000501

ISBN: 978-1-9161754-9-5

Artwork & Storyline © Mantic Entertainment Ltd 2019 Kings of War is © Mantic Entertainment Ltd 2019

The Red Scar and TriCore logos are copyright Red Scar Publishing Ltd 2019. The Mantic and Kings of War logos are copyright Mantic Entertainment Ltd 2019.

The 2d20 System and Modiphius logos are copyright Modiphius Entertainment Ltd 2019. All TriCore System text is copyright Red Scar Publishing Ltd.

Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present,

is purely coincidental and unintentional except for those people and events described in an historical context.

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The balance and stability of the world of Pannithor was cataclysmically destroyed in a long-ago age. The surviving Celestians — the gods worshipped by men, elves and dwarfs alike — were torn in two, each split into a ‘good’ and ‘evil’ aspect as their energies sundered with the breaking of the enchanted Fenulian Mirror. The surviving deities that now presided over the world, the Shining Ones and the Wicked Ones, plunged Pannithor into an age of warfare as they led man, elf and dwarf into the countless bloody battles of the God War.

The seemingly endless war waged for centuries, claiming the lives of countless thousands of all races. Civilizations rose and fall, entire kingdoms and empires were ruined, and alliances and rivalries were forged that endure to this day. The Wicked Ones created ranks of monstrous beasts charged with annihilating the humans, elves, and dwarfs who fought for the Shining Ones. Colossal battles raged across the world as armies on a scale previously unknown tore each other asunder. Domivar, son of Mescator, God of Justice, took to the skies to fight against Oskan, Father of Lies, and chief power amongst the Wicked Ones.

In a climactic duel that raged across the heavens, Domivar defeated Oskan and took from him the Black Axe, symbol of his dark powers. Domivar plummeted from the heavens, smashing the axe into the world and tearing a great wound across Pannithor’s surface. The cursed axe shattered and the dark gods pulled inexorably into the gaping tear, but spent too was the noble Domivar, having sacrificed himself to put an end to the God War. The great scar gouged out of the world’s surface by his heroic sacrifice became known as the Abyss, and its physical and spiritual gateway to the underworld became home to the dark creatures created by the Wicked Ones.

But whilst the forces of the Abyss thrived and multiplied, an age of comparative stability descended onto the war-ravaged world of Pannithor. New civilizations rose from the war-torn ashes, but there was little peace between man, elf, and dwarf, as each

appointed blame to the others for the events leading up to the smashing of the Fenulian Mirror.

A few millenia after the God War, the world cooled. Great seas withdrew and the surface of Pannithor twisted and writhed. Finally, the elves discovered the unnatural reason behind the Ice Age descending on the world: the goddess Winter had escaped her imprisonment in the Abyss. For over a century the fractured alliances of men, dwarfs and elves held firm against the advancing armies and glaciers of Winter. Valandor, the greatest sorcerer of his age, led the alliance into battle and defeated Winter to end the Age of Ice, but the world changed yet again with its passing. A calamitous flood swept across Pannithor as the glaciers melted, engulfing entire continents and shattering the great civilizations of Primovantor and Elvenholme. The Age of Conflict dawned. This is your age, the time you have been born into. A world at war forged by the catastrophic events of the past thousands of years, of bygone ages of gods, heroes, villains and monsters.

The region of Mantica is defined by the Abyss, the great rent torn across the surface of the world by Domivar’s final act. The Abyss is made up of seven circles, with the deepest home to the twenty-seven Wicked Ones still bound there by Domivar’s sacrifice. Their hellish minions dwell in the circles above, able to wreak havoc on the mortal civilizations of Mantica through unholy crusades that spill forth from the Abyss.

But Oskan’s actions led to more than the creation of the Abyss. Energies tearing through time and space weakened the walls between realities, allowing cosmic horrors to begin plaguing this world. The shadowy horrors known as Nightstalkers gather form from nightmarish spirits of Pannithor’s dark past, and from powerful beings from other planes and worlds. They terrorize the dreams of the living, literally feeding off their fears. When amassed in large enough numbers, these nightmares given form create hordes powerful enough to challenge the mightiest armies.

4 Kings of War the Role-Playing Game - Quickstart

Welcome to Pannithor

Welcome to Pannithor

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The dark influence of the Abyssal scar has corrupted even the soil around it, giving rise to marauding warbands of orcs, goblins, and the cruel, twisted Abyssal Dwarfs.

The brutal and violent orcs were literally built for war. Created by the Wicked One, Garkan the Black, the orcs were spawned to wage death and destruction on the Noble Peoples during the God War. Driven and resilient, orcs continue to relentlessly assault all that is good and pure. The Abyssal Dwarfs, meanwhile, are the corrupt descendants of the once great mining communes established by dwarf clans many generations ago. These selfish, hateful creatures are characterized by their infighting and cruelty; a pole apart from the noble race they descended from.

But all that is dark and evil in this world does not come from the Abyss. Whilst sorcery is an art practiced by civilizations across Pannithor, most practitioners abhor the discipline of necromancy, yet it remains one of the greatest threats. Armies of undead made up of skeletal hordes, legions of shuffling zombies, wraiths, ghouls and werewolves march to the commands of the vampires, liches and necromancers who control their every action.

However, whilst myriad threats rage across the world of Pannithor, there are many who bravely and resolutely oppose them. Said to be the oldest of the three Noble Peoples of ancient times, the graceful elves continue to stand against the spread of evil that defines this age. Masters of the ancient arts of magic but also skilled and dexterous warriors, the Kindreds of Elves populate the lands from the frozen north, across the lush forest of Galahir, to seas around the Brokenwall Islands and the harsh deserts of the south. The elves carry the guilt of the events leading up to the shattering of the Fenulian Mirror and the God War that resulted; events that many elves feel are their responsibility to redress.

Legends told by generations of dwarfs claim that their people came to be from stalactites formed from the tears of the childless goddess of the underworld. Although this is seen as nothing more than a myth by other races, it would be a fool who did not respect the dwarfen people for the hardy physical might and resolute iron will that reflects the strength of the stalactites they claim they came from. Master forgers

and craftsmen as well as hardy soldiers and adventurers, dwarfs are as undyingly loyal to their friends as they are unforgiving of their enemies.

Humans are the most numerous and perhaps the most unpredictable of the Noble Peoples. The once great Republic of Primovantor was shattered by the wars of the Time of Ice, and now the multitude of Successor Kingdoms inhabit the lands from the Endless Sea to the Dragon Teeth Mountains. War is as common between the Kingdoms of Men as it is against the evils of Mantica. But the ideals of the noble Primovantor live on in Basilea, the largest and most powerful nation in all of Mantica. Here, under the iron rule of the Hegemon, the armies of noble paladins, disciplined legions, and zealous sisterhood warriors still stand fast against the spreading evil of the Abyss.

But this is merely a brief glance at the world, a single verse in a chapter of the great book of Pannithor. This is now your world to explore, to choose your path for good, for balance, or for darkness. This is your world to create your own stories and your own adventures. In a world of heroes, it is time to forge your own legend.

5Welcome to Pannithor

Welcome to Pannithor

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There is plenty of advice advocating the avoidance of “railroading” within adventures and campaigns. Railroading relates to forcing the players along a single path within the narrative. There are no twists and turns, and the players can very much feel like the actions of their characters have little to no impact on the outcome of the session.

The same, of course, can be said for the rulesets. While there are plenty of hacks for the different systems, many players use the mechanics as written regardless of their impact on the game. Our TriCore system and its associated campaigns and adventures are written with options in mind.

DARING AND PAYBACK (OPTIONAL RULE)

The heroes of Pannithor push themselves to limits that few others can. Their moments of impossible daring can come at a cost, however, and they often have to

stand resolute when their heroics come back to collect their dues. The Payback and Daring mechanics offered below provide opportunities for narrative, memorable moments that reward creative thinking and allow for non-binary wins and failures.

METHOD FOR GENERATING:Any time an ability check, attack roll, or saving throw is made with a d20, the player also rolls a single d10. The die result for the d10 only counts if a 10 or a 1 is rolled. (Results of 2-9 are ignored.) On a 10, the player character (PC) has generated a single point of Daring. On a 1, the PC has instead generated a point of Payback. This allows characters to succeed with their d20 test, but potentially have a complication, or fail but gain an insight or opportunity that allows them to later rebound from that failure as they begin to hone in on the truth and everything in between.

Additional methods of generating Daring or Payback that might not be immediately apparent include the

Daring & Payback

6 Kings of War the Role-Playing Game - Quickstart

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casting of spells that require an attack roll or saving throw. As a DM, you may find your players begin naturally reaching for a d10 alongside their d20. Don’t worry, just roll with it.

FOES AND DARINGOverall, regular foes do not roll for Daring or Payback. Rather, they use the Payback the PCs generate during combat to take advantage of the situation. Larger foes, such as encounter specific foes or named bosses, can generate and use both Daring and Payback in exactly the same manner as the PCs. Check the corresponding list of suggested uses found in the Daring Combat Table, opposite.

DARINGA player can always choose whether to spend Daring or not. And though it has obvious uses in combat, the DM should also encourage the use of this resource outside of combat. Examples for using Daring in non-combat terms include the players obtaining additional information from a test, succeeding more quickly than intended at a skill-related task, and gaining a much better deal when haggling.

Daring can be stored as a pool. You can have a maximum number of Daring points equal to your proficiency modifier. You lose all Daring when you start a short or long rest; any Daring not immediately spent is lost.

FAILING WITH DARINGIf a d20 ability check, attack roll, or saving throw fails yet the d10 also generates Daring, the PC still can gain insight or some other bound of luck. They might find a document that wasn’t what they were looking for on this occasion but might come in handy later. An attack may bounce from their enemy’s armour, but the PC finds they’re on firmer footing to repel the counterattack. Or they may fail to pick up the trail they were looking for but avoid walking directly into a cave of trolls all the same.

If a d20 check, attack, or save succeeds and the d10 generates Daring, the PC gains an additional advantage, piece of knowledge, or narrative advantage, such as stumbling upon the trail, or taking half the time to travel to a location. If the Daring can be narratively resolved out of combat, it should be unless there is no direct benefit or the player is willing to forego the

benefit of spending the Daring on this roll. If the players have barely succeeded on an ability check to Persuade the guards to let them through, for example, a point of Daring could allow them to gain a token that allows them to bypass routine patrols later. If you’re struggling for narrative benefits, you can always opt to award inspiration. This shouldn’t be relied on too often, however, as inspiration should very much remain focused on character-driven traits and roleplaying.

PAYBACKWhenever possible, Payback should be resolved immediately, but keep in mind that it should fit the narrative that led to the check. This may take the form of fumbling the result or gaining disadvantage on a subsequent roll if the d20 roll was a failure overall, or succeeding at a cost if it was a success. An enemy might slip by the party’s defences and end up in a better position to spring an attack, or a hero might hit with an arrow only to realise the next one they’ve pulled from their quiver is warped and useless. In combat, Payback may manifest by the PC accidentally overreaching and lowering their armour class by 1 or 2 temporarily, or the party’s necromancer accidentally summoning a chill from the grave that makes a short rest in the area impossible.

Much like Daring, Payback can be tracked as a pool rather than used immediately. This might particularly be the case if there is no suitable option for the use of Payback as part of a roll, or if the use of Payback will arbitrarily slow the game down rather provide an interesting twist to the narrative. The GM can hold an amount of Payback equal to the number of players.

If an ability check, attack roll, or saving throw has failed and the d10 roll generates Payback, the result is a fumble. This should be problematic, but not debilitating. A quiver splitting and causing the archer to use a bonus action to gather the arrows is a problem, their bow breaking is debilitating. Payback in this instance should provide a challenge to overcome that requires a small amount of the PC’s effort to overcome, but should never render them ineffective. Outside of combat, a future ability check associated with the failed roll might be harder, such as an increased difficulty or suffering disadvantage, or the DM may require a different test to avoid a follow-up incident resulting from the original failed roll. This should be used to

7Daring & Payback

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propel the story forward and allow for creativity on the player’s side, rather than punishing bad dice rolls or grinding the story to a halt.

If a d20 ability check, attack roll, or saving throw has succeeded and the d10 roll generates Payback, the players have succeeded at a cost, such as overlooking something through heroic action, or allowing something to slip by them. For example, they score a good hit on an enemy but leave themselves vulnerable to a counterattack and lower their armour class against that opponent by 1 or 2 for a round. Alternatively, a character may spot the enemy before being noticed, but their dwarven stubbornness makes them wait to meet the enemy in honourable battle.

As a general rule, whether it’s a weapon becoming lodged in a rock near an enemy or the cleric becoming compelled to break cover and charge into combat at the sight of undead, a fumble should utilise a character trait and be specific to that character or those near them. Payback should never require more than a bonus action

to fix mechanically and should always serve to drive the narrative.

An example of the Payback mechanic for a spell could be the casting of the area of effect spell, Shatter, that has been carefully plotted to narrowly miss a party member. The casting results in Payback from the intended target’s saving throw, however, resulting in the party member needing to make a Dexterity saving throw to avoid being knocked prone. Again, Payback should be related to creating unique opportunities within the narrative, not punishing players for bad rolls.

KEYWORDSEach character has a number of keywords associated with their race, class, faction, and background which will enable both the DM and the players to anchor the use of Payback or Daring specifically to that character. These key features are also good areas for players to develop their characters beyond their alignment, and the opportunity to implement backgrounds beyond skill proficiencies.

8 Kings of War the Role-Playing Game - Quickstart

DARING COMBAT TABLEDARING COST NAME EFFECT

1 Heroic Reflex Increase your initiative roll by 1d6 per point spent.1 Heroic Luck Negate 1 effect of Payback. This can’t affect an

immediate Payback you have generated, but can negate non-immediate Payback (such as disadvantage on a later roll).

2 Heroic Lunge Re-roll up to 3 damage dice, taking the best total of either roll.

2 Heroic Defence Use as a reaction to subtract 1d6 from the attack roll of an incoming attack.

PARYBACK COMBAT TABLEPAYBACK COST NAME EFFECT

1 Cursed Luck Increase the DC of an ability check by 2. Two instances of this instead result in disadvantage.

1 Over Stretch Add 1d6 to the attack roll of an enemy, or, if a character’s ability check, attack roll, or saving throw was a failure instead cause a fumble.

2 Viper Strike An enemy gains a bonus action to use as an attack, a neutral NPC becomes hostile, or an enemy of the PCs hears of their general location.

2 Portent of Doom An enemy may re roll to see if an ability recharges or move half its moment as a reaction.

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Ashen GoldG’yth-tza, once known as Gytha, has claimed the Shadow King’s crown and power – the very act that led to the assumption of her new name.

In doing so, however, she double-crossed the League of Infamy, the shadowy organisation that assisted her in reclaiming her ancestor’s crown. The League of Infamy’s plan revolved around establishing her as a puppet regime in the Successor Kingdoms, further bolstering the allies they already have there and hastening the work being undertaken on the Great Wall. Unfortunately for them, G’yth-tza revealed that she wished to be the mistress of her own destiny and cut all ties with the League shortly after recovering the means to claiming her own throne. She has since spent the last decade creating a tyrannical dominion that could gain dominion over the region, while her plans for the Great Wall appear to involve completing its construction with the blood and bones of her enemies.

Not having learned from their first attempt at establishing a puppet realm within the Successor Kingdoms — or perhaps overzealous in enacting revenge on their former ally — the League are funding a proxy organisation that is hiring adventurers to contend with the Shadow Queen. The Guild of Pioneers have sent out a call to arms for heroes willing to fight against her tyranny that has travelled far and wide. A call that has been readily answered by the bold and the brave, for the Guild have also made it well known that she is as a cruel and merciless ruler who has bargained with dark powers to master necromancy and bolster the ranks of her forces with the undead.

Courageous heroes gather, but G’yth-tza’s shadow lengthens. Will anyone be stalwart enough to halt her aggressive expansion, shatter her power, and perhaps claim her kingdom for their own?

9Ashen Gold

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INTRO ADVENTURELAY OF THE LANDAshen Gold is an introductory adventure for up to six players and a GM. The adventure itself is designed to last approximately two hours. So that the story can begin without delay, pre-generated characters are also provided. Each PC has a short background and related reason for their answering of the Guild’s call to arms.

Set in Mantic’s high-fantasy world of Pannithor, the adventure begins in a free wedge of countryside nestled in a small part of the Successor Kingdoms, which is itself a large swathe of land that encapsulates a whole host of minor kingdoms, princedoms, independent cities, and dukedoms.

The PCs arrive at Darlax, a fortified village that serves as a trading post on the western bank of the Lunarvor River, which is itself the largest river flowing southwards from Lake Lunarvor. Nestled as it is in the wedge of unclaimed land that sits between the Lunarvor River and its channel, the Ashen Flow, Darlax serves as a popular neutral trading hub and stopover. G’yth-tza’s kingdom, Nightfall, lies to the west of the Ashen Flow, while the long-established kingdom of Veradan lies to the east of the Lunarvor. Thanks in part to the aggressive expansionism of Nightfall, the people of Darlax believe their days as an independent trading post are numbered. Despite the influx of would-be heroes who sometimes bring any number of new problems, their arrival has given Darlax’s populace some hope of remaining autonomous.

SCOPEIn regards to the campaign, the adventure provides the background and context for the PC’s presence in Darlax. It provides opportunities to explore social, combat and exploration elements as well as the new abilities available to the heroes of Pannithor, such as daring and the new Geomancer domain for the cleric.

By design, the intro adventure provides a very linear plot. The PCs have plenty of freedom in choosing how they explore Darlax, gather information, and ultimately arrive at the main scene in Nightfall, but the fact that they are heading towards an encounter across the border will soon become apparent. Feel free, however, to alter any or all elements of the plot as you see fit. If you’re planning on running

the Shadows & Vengeance campaign later, it would certainly be an interesting exercise in creating your own foundation to introduce the factions and interplays of Darlax.

OUTLINEThe adventure is split into three parts: arrival and lay of the land, venture into the borders of Nightfall, return and potential setup for the main campaign. With a focus on social interaction, the first part of the adventure will introduce the PCs to Darlax and its factions. The second part will familiarise them with some of the unique dangers of Nightfall and the combat mechanics of TriCore. The final part will establish allies for the main campaign that will follow.

Prior to the Guild of Pioneers mustering adventurers to stand against the tyranny of G’yth-tza, the population of Darlax firmly believed they were soon the be absorbed into the boundaries of Nightfall — an entirely unpleasant prospect for almost everyone concerned. A few inside Darlax, however, have a lust for power and have sold their souls to her cause. Shadowy tendrils stretch through the alleyways and nooks of the walled village, seeking to draw some of the gathering adventurers to their mistress’s side. Most groups and individuals are forthright and honest concerning their

10 Kings of War the Role-Playing Game - Quickstart

INTRODUCTIONS

If you’re planning to run the entire campaign and have the availability to do so, there’s no harm in running an introductory scene or two for each of the pregens. The scenes should be set before each character steps from the boat and should draw directly on the background information available. For instance, how did Ishan survive the decimation of his unit, and how was the relationship with his commanders left? What specific moment led to Maevril accepting the whispers of the stone as more than ancestral rumblings, and is her drive to avert their portents of doom divine inspiration

or something more personal?

If you have the chance, spending a few moments answering these questions will really help each player connect with their character. The short scenes shouldn’t require any dice rolling as they only serve as backstory, but they should answer some important questions

about each PC.

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reasons for answering the Guild’s call to arms, whether that be bounty, fame, or a mixture of both. Others, unfortunately, are not so honourable, though even seasoned inquisitors would have a hard job separating the insidious grave worms from the fresh meat.

DARLAXDarlax is a fortified village of approximately a thousand souls. One tenth of them, however, comprise the professional militia that guard its fortified walls and protect ships plying the Lunarvor River. The militia and general populace are two distinct entities, separate but coexisting for mutual benefit.

Generally benevolent and used to dealing with a militia that are open and honest, the people of Darlax are very trusting of others when arranging payment for goods or services. Visitors often find it surprising that many business owners are willing to take someone at face value on delayed payment for something, though some proprietors may require a signature or other gesture of good faith. A tab can be opened at most stores and venues, which has yet to be abused even considering the recent influx of adventurers. How long the residents of

Darlax remain so free with their commodities remains to be seen.

FACTIONS WITHIN DARLAXThe influx of adventurers and their hangers-on has swollen Darlax beyond its capacity to house everyone. The militia are diligent in their efforts to keep the streets and alleyways clear of slumbering adventurers at night, which has prompted a small tented settlement to spring up outside of the town’s west gate. Though they are unlikely to interact with every group or faction currently residing in or using the village as a basecamp — especially as many will be away on their own excursions at any one time — the PCs will have plenty of opportunity to meet most of the major players within its borders.

COUNCIL OF DARLAXThe Council of Darlax are the locally elected officials that oversee any business relating to the day-to-day undertakings of the hamlet. Comprised of six members, the council’s politics are currently split because Torvik has two of them in his pocket. An elderly gentleman named Councillor Conlan nominally leads the council. He is supported by his good friend Councillor Edara, a

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middle-aged lady who is also a prestigious seamstress. Councillors Harlow (baker) and Silas (cooper) are deep in Torvik’s pocket, while Councillors Tari (apothecary) and Warren (shepherd) are close to taking his coin for their votes.

DARLAX MILITIAThe militia of Darlax are an independent entity from the village, which is a historic legacy from the not-too distant days when the village was a fledgling hamlet that hired mercenaries to keep itself safe. Wholly funded by taxes, they protect its walls and enforce the laws as governed by the councillors, but are otherwise pledged to remain neutral in any of its affairs. They are currently led by Captain Micah, a grizzled and practical man who has the respect of the entire militia. Although Micah disapproves of Torvik’s antics concerning the council, the militia’s terms of employment and his own honour prevent him from becoming directly involved.

GUILD OF PIONEERSLed by the unctuous Torvik, an undercover League of Infamy enforcer, the Guild has its very own adventuring group and is the only place to go to register for what is effectively mercenary work. Currently, most of the Guild seem to do little more than eye up the opposition and sharpen their blades. The adventuring group consists of the human rogue, Torvik, the half-elf berserker, Amberlee, the ogre mauler, Soggoth, and the Naiad huntress, Nashj. Unless the PCs spot Nashj later or they get Amberlee drunk enough to the fact that the Guild has a fourth member, it’s entirely possible that they complete the entire adventure without encountering the Naiad; Torvik keeps his prized stalker well-hidden as a surprise security measure against other groups seeking to make inroads against the Guild.

THE BRAZEN CRUSADEOne of the first mercenary outfits to answer the Guild’s call, The Brazen Crusade have firmly established themselves as one of the most capable bands on the Guild’s roster. Their members include the human pyromancer Shae Balsowe, the Dwarf berserker Skraggi Crimsonfist, and the Rhordian gunslinger Dieter Grimm.

PLACES OF NOTEThere are several key places that the PCs will likely visit during the course of this introductory adventure. Darlax will be explored in more detail within the

campaign that builds on this story, and so not every shop and location is covered within this guide. If a GM does include a location of their own on the fly, this can simply replace the relevant location within the campaign itself.

COUNCIL CHAMBERSThe council chambers consist of a large hall and adjoining office. The main hall is used to conduct business that requires the input of the village, while the adjoining office is used by the council to conduct any matters that they can handle themselves.

FABIAN’S GENERAL STOREThe gentlemanly Fabian owns and runs Darlax’s profitable general store. He maintains a good stock of most commonly available items and can generally cater to an adventurer’s needs. Beneath his urbane exterior, however, he also serves as the fence for any contraband that enters and leaves the village. The arrival of Torvik and the Guild have impacted his operation, so he’s discreetly disdainful of their presence in Darlax.

FORGEOwned and operated by Darlax’s sole blacksmith, Corwyn, the forge sits up against the palisade just to the east of the main gate. Seeming to almost continually operate at the moment, the forge is making a roaring trade thanks to the influx of adventurers and the needs of the militia. Corwyn is described later in “Part 1: A Skulk of Foxes”.

FORTIFICATIONSDarlax is surrounded by a tall wooden palisade that houses both a main and secondary gate. The palisade is approximately twenty feet in height, supports a walkway for patrols on the internal side, and is interspersed with watchtowers that overlook the river and surrounding lands. The main gate is situated on the west side of the palisade and is reached by a path that

12 Kings of War the Role-Playing Game - Quickstart

NEED TO KNOWThe PCs will begin play knowing that they should be looking to the Guild for work. They will not, however, know that the Guild are connected with the League. Although the PCs may pick up information relating to the Guild’s hidden benefactors during “Part 1: A Skulk of Foxes”, it’s extremely unlikely they’ll discover the League’s involvement beyond this

foreshadowing until the main campaign.

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wends its way up the hill that Darlax is perched atop of. A second gate on the east side of the village provides access to the river and jetties.

JETTIESThe jetties provide a docking point for the boats that stop at Darlax. They sit at the bottom of the only safe path that twists up the rocky promontory towards the village.

STABLESLocated just to the west of the main gate, the village stables mainly provide horses for the militia or village representatives on official business, though mounts can be hired by anyone at a fixed fee. Alternatively, a mount can also be stabled here for a smaller charge. The stables are run by a pleasant but uncompromising young lady named Brielle.

THE GUILD OFFICELittle more than a two-room shack, the guild offices house Torvik and his unsavoury crew. One room contains two cots, while the second is used by Torvik as both an office and personal accommodation. Situated almost directly opposite The Tipsy Witch, the Guild’s shack is clearly signposted thanks to a rough wooden board that is badly painted with tar.

THE TIPSY WITCHDarlax’s single inn, The Tipsy Witch, is a well-maintained, two-storey building with several rooms to accommodate travellers, though most of them are currently full. The inn is smoothly run under the guidance of Suza, a raven-haired, no-nonsense lady who is always warm and welcoming. Suza limps around the tavern on an ornately decorated wooden prosthetic that she keeps hidden under expensive gowns. If asked, she will show the prosthetic with pride and describe in graphic detail how she lost her leg to an Ophid crocodile on the return journey of a treasure hunt in the wastes of Ophidia.

13Ashen Gold

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PART 1: A SKULK OF FOXES

“A Skulk of Foxes” serves to introduce the PCs to Darlax and provide them with an opportunity to engage in plenty of roleplaying opportunities. If you’re using this as an intro to the Shadows & Vengeance campaign, it also familiarises the PCs with the place that is likely to become their base of operations and the centre of their own fledgling kingdom.

ARRIVALThe adventure begins with the players arriving at Darlax in the late afternoon of a midsummer’s day.

The PCs have been travelling via a sluggish river boat piloted by an eternally sour dwarf named Kasgrin Crestfallen, who has plied the Lunarvor River for years on his battered craft, The Motherload. He has a distinct lack of social grace that indicates he normally tends to keep his own company. He wastes no time in growling at the PCs to leave his boat once it has bumped up against the floating jetty, but also orders them to lend a hand in transporting his wares up to Darlax. Whether they decide to help is up to them, but grabbing one of the small chests that he points to provides a gentle surprise as they are all full of raw iron ore. Stepping from the boat to the jetty is a simple matter, though the platform does sink slightly as soon as any weight is applied to it. Avoiding saturated boots requires a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Anyone carrying a crate makes the check with disadvantage.

ENTRYAfter passing through the gates, the PCs will be welcomed by the hubbub that has enveloped Darlax following the influx of adventurers to the village. Only approximately half-a-mile long across its diameter, the normally uncluttered streets and alleyways give an impression of being uncomfortably bloated with people. Corwyn’s forge to the east is easily recognisable thanks to the metallic hammering that rings forth, while horses can be seen being exercised in the stable yard to the west.

Soaking up the atmosphere and taking in the visuals as the PCs move in is enough to warrant a DC 13 Wisdom (Perception). Anyone who is successful spots the hulking form of the ogre, Soggoth, shouldering his way through townsfolk — he’s playing the part of the brute so well that he even seems to veer towards folks just so that he can then force them out of his path. If the test succeeds by 5 or more, the DM can offer the players extra information in the form of spotting the half-elf Berserker, Amberlee, picking her nails with a small

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READ ALOUD TO THE PLAYERS:

Whether drawn by an opportunity to root out evil or simply in search of greater fame, you have all chosen to answer the call to arms issued by an organisation called the Guild of Pioneers. Your various journeys towards Darlax have finally culminated in one final leg on a sturdy river barge named the Motherload. Driven by stout sails and occasionally pulled by mules as stubborn as their owner, the journey north along the Lunarvor River has been a tedious affair under the permanent scowl of the of the Motherload’s Captain, Kasgrin. With tempers at fraying point, you all heave a collective sigh of relief as the barge finally bumps against the jetty that thrusts into the Lunarvor beneath

the town of Darlax.

The PCs have been travelling via a sluggish river boat piloted by an eternally sour dwarf named Kasgrin Crestfallen, who has plied the Lunarvor River for years on his battered craft, The Motherload. He has a distinct lack of social grace that indicates he normally tends to keep his own company. He wastes no time in growling at the PCs to leave his boat once it has bumped up against the floating jetty, but also orders them to lend a hand in transporting his wares up to Darlax. Whether they decide to help is up to them, but grabbing one of the small chests that he points to provides a gentle surprise as they are all full of raw iron ore. Stepping from the boat to the jetty is a simple matter, though the platform does sink slightly as soon as any weight is applied to it. Avoiding saturated boots requires a DC 12 Dexterity (Acrobatics) or Strength (Athletics) test, with anyone carrying a crate making the check at

disadvantage.

Don’t place too much emphasis on the test and result here, or worry about Payback just yet. The only outcome of a failed test should be a PC getting their feet wet. The purpose of the test at this stage is to establish an understanding of the mechanics of

the system.

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knife and resting nonchalantly against the wall in the shadows of the Guild’s shack. Soggoth eventually makes his way to the shack, then stoops and sidles sideways to squeeze himself inside.

If Obtess is with the group, small groups of children soon gather to either peer open-mouthed at the Salamander or else dare each other to “touch the dragon’s scales”. None in Darlax have ever seen one of their kind before, which draws a fair bit of attention. Probably much to the corsair’s delight, of course.

DECISIONS, DECISIONSThough they’ll be buzzing with questions, the two immediate courses of action that offer themselves to the PCs are likely either presenting themselves to the Guild or seeking accommodation at The Tipsy Witch. Both of these scenarios are outlined here.

WELCOME TO THE GUILDAs the PCs approach the Guild’s shack, the following text can be read aloud to set the scene:

Other than Soggoth going out of his way to be obstructive, visiting the Guild is fairly straightforward. Amberlee barely acknowledges the PCs as they

15Ashen Gold

INFORMATION IS KEYOf course, the PCs might just as well look to

visit the general store or take a circuit of Darlax. Any option is fine, and GMs are encouraged to go with the flow rather than force the PCs towards a particular destination. After all, the PCs are here to make money and carve their legend, so their road will eventually bring them to the Guild no matter the route they take.

Using a mix of social skills such as a DC 12 Charisma (Deception, Intimidate, or Persuasion), DC 12 Intelligence (Insight) check, or using Thieves Cant (no more than 3 checks total), the PCs can discover the following general information along whichever route they use to explore the town:

• Though no war has officially been declared, the folk of Darlax have heard rumours that the Shadow Queen has been massing her forces for a good few years now. Most agree it’s only a matter of time before she seeks to expand her borders.

• Refugees from Nightfall used to regularly cross the Ashen Flow to escape from G’yth-tza’s clutches. Recently, the flow reduced to a trickle until it has now stopped altogether.

• The Council invited the Guild in to begin making preparations against a predicted invasion from Nightfall. The Guild, however, currently seems more focussed on regulating adventurers, counting coin, and undercutting the Council than organising a serious defence.

• An attack from the Shadow Queen would likely prompt a counter-invasion from Veradan, as they’d seek to catch her at the town’s walls before she reached the Lunarvor River. Nobody much fancies their chances of survival if Darlax gets caught in the crossfire.

• Emboldened by the unrest, a nest of Ratkin and several groups of bandits have become active in the area. The Guild has yet to contend with any of them.

As the PCs approach the Guild’s shack, the following text can be read aloud

to set the scene:

You’re not sure whether to laugh or despair as you approach what you assume to be the Guild’s official place of business. Little more than a poorly constructed shack of ill-fitting planks, the building’s ramshackle appearance is made complete by the hemp sacks that cover the grimy windows. The structure doesn’t exactly inspire confidence in the outfit’s professionalism. A rough wooden sign with lettering painted in black tar displays the words ‘Guild of Progress’ above its door. A bored looking half-elf is leaning against the wall by the front entrance, cleaning her nails with a paring knife. Covered as she is in scars and ritual tattoos, you assume she knows how to use the wicked looking blades that hang from both hips. Seeming unconcerned with anything going on around her, she seems to barely acknowledge your

approach.

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approach and flicks her knife towards the door if asked for directions on joining. She does brighten up if addressed by another half-elf — particularly Breowyn, whom she recognises as a kindred spirit. A half-elf engaging with Amberlee can be offered a DC 13 Charisma (Intimidate or Persuade) check.

If successful, she warms to the PC and all future Social checks they make with Amberlee gain Advantage. If 1 point of daring is generated and spent, she offers to take the PC over to The Tipsy Witch so that they can swap tales over some strong ale.

INSIDE THE SHACKThe Guild’s shack is little more than a rickety frame covered in flimsy wooden boards. The entire structure looks as though it could blow down in a strong gust of wind. The first room that the PCs enter is entirely dominated by Soggoth, who is slouched on one of the room’s two cots. The ogre’s bulk has bowed the human-sized cot until it almost touches the floor, while his extended legs are tucked under the second cot to the point that they are actually lifting it from the floor. A grimy, ill-fitting window provides gloomy light through the hemp sacks that cover it. An internal door leads to the shack’s second room, though Soggoth’s form prevents anyone from easily accessing it as doing so would require mounting his outstretched legs. The PCs can try either a DC 12 Charisma (Persuasion) test on the ogre to let them pass, or else clamber over his legs with him smugly smirking at them the whole time.

The room beyond Soggoth serves as both the personal quarters and office of the Guild’s leader, Torvik. His bed is hidden behind a curtain in one corner of the room, but the man himself is currently stood at the antique lectern he uses to complete the paperwork he seems to be endlessly toiling over. Shelving units overflowing with sheaves of paper, ledgers and small chests line the room’s walls, the whole of which only adds to the slightly chaotic vibe that the shack translates. A second door in this room opens onto a small alleyway that runs parallel to the town’s palisade.

The oily and unctuous Torvik wastes no time in welcoming the PCs to the Guild. He sets about explaining the terms of membership, which include:

• Attendance at the Guild’s premises in the mornings on a daily basis. This is not only so that missions can be

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THE LONELY BERSERKERBored of being stuck in Darlax on door duty, Amberlee has become more surly than usual and less enamoured of her Guild companions. She joined them after helping to rid the Ardovikian Plains of the recent orc incursion, but has since had little opportunity to unleash her inner fires. She will leap at the chance to share some cups with a fellow half-elf from the frozen north, which is an almost sure-fire way to get her to leave her post if the PCs decide to

revisit the shack in search of documents later.

The PCs should beware, however. Though Amberlee can be a warm and loyal ally, she is also a dangerous and fiery enemy if crossed. If she does end up at The Tipsy Witch swapping stories, it becomes obvious that she has little regard for Soggoth and only a grudging respect for her employment with Torvik — she complains often and loudly about the ogre’s stench and wistfully muses about the opportunity to get back into the wilds and put her blades to good

use.

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dictated, but also so that the Guild can keep their roster up to date. Anyone not attending for more than seven days without good reason is struck from the Guild’s membership.

• Exclusivity — if you work for the Guild, you don’t work for anyone else.

• Payment from the Guild is made on the successful completion of a mission. Proof of success is required. Each mission provides monetary compensation based on the danger involved and while some missions are funded by Darlax and others by the Guild, all payments are made via the Guild. The fees for missions range from fifty gold for straightforward patrol tasks, to one hundred fifty gold or more for undercover missions deep inside Nightfall. There is no additional bounty for body parts.

• Loot distribution. Aside from a ten percent cut of any coin, including those gained from the sale of any goods that aren’t coin, the Guild allows adventurers to keep anything else of value they find. Torvik explains that the sum is largely taken on faith, though anyone found to be abusing this trust will face severe repercussions.

Although the first three points are non-negotiable, Torvik can be convinced to enter discussion concerning the coin distribution percentage. The PC entering the negotiation begins a contest using Charisma (Deception or Persuade). As Torvik is a major NPC he resists with his hard-earned skills and wile. If the PC scores a better success than Torvik, he will very grudgingly and with much fuss reduce the loot distribution percentage to eight percent. Other PCs can assist the negotiation with a relevant skill, which allows the negotiating PC to roll with advantage. Obtess could use Sleight of Hand to distract Torvik, for instance, or Ishan could employ his knowledge of history of the Guild and local area to help manoeuvre the talks. 2 Daring can be used to reduce the percentage to five percent. If any Payback is rolled, Torvik introduces an additional subclause that requires the PCs to present their loot haul at the Guild prior to sale.

Once the specifics of membership are out of the way, Torvik will ask whether the PCs are joining the Guild as individuals or a group. He’ll then begin scribing in his

ledger, writing a brief description of each PC and role, plus a group name if they’ve opted to join as a collective. He’ll then ask them to report in after breaking their fast the following morning, when he’ll hopefully be able to offer them their first task for the Guild. The PCs are now free to explore Darlax and visit The Tipsy Witch (or return there if they’ve already been).

CORWYN HAS SPOKENIf the PCs have already been to The Tipsy Witch prior to visiting the Guild — see “A Warm Welcome at the Witch”, below — then they will already be aware of the blacksmith’s problem and will likely be in search of answers. Torvik is very reluctant to discuss any specifics of the Company of the Blade, simply stating that he is waiting for them to report in after being a day or two overdue. Charisma (Intimidate or Persuasion) can be used against Torvik’s Wisdom (Insight)—see p.27 for his stat block. 1 point of daring may be used to reduce Torvik’s check by 2, or 2 points of Daring can impose disadvantage on his roll. The PCs also need to beware here, however, for if Torvik is pushed too far and Payback is earned, or the test is failed by 5 or more, he will not hesitate to summon Amberlee and Soggoth as backup before politely asking them to leave (if this happens, he will still issue a mission on the following morning but will cut the reward in half out of spite). If the PCs succeed in beating Torvik without riling him too much, he lets slip that the Company of the Blade entered Nightfall on a scouting mission to a ruined church along the western bank of the Ashen Flow before again closing up. If the PCs have pressed

17Ashen Gold

THE COMPANY’S CONTRACTIf they get hold of the relevant ledger, the documentation confirms that the Company of the Blade were employed under a Guild contract to scout possible activity by Nightfall forces at a ruined church close to the Ashen Flow. Rumoured to date back to the Gods War, the site has always had an ill reputation, which is why reports of activity there were flagged. They were tasked with the mission five days ago and were due to return on the same day, but Torvik has since noted them as missing in action. The Company’s name no longer appears on the roster display nailed to the wall of the room, but Torvik attributes this to

his over-efficiency.

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Torvik on the Company’s fate, he will state that he was putting together a list of adventurers to determine their fate. The PCs quite clearly fit that description, so he can happily offer them the assignment as their first mission. (This task replaces “The Assignment”, below, and offers the same rewards.)

Canny PCs might also attempt to covertly rifle Torvik’s paperwork in search of information concerning the Company of the Blade. Doing so isn’t impossible, but requires a Dexterity (Sleight of Hand) DC 17 check. If Torvik is being distracted while the light-fingered search happens — such as by other PCs trying to intimidate or smooth talk him —Grants advantage on the roll. Succeeding at the roll will place paperwork concerning the Company of the Blade’s most recent assignment into the relevant character’s possession, though they’ll need to smuggle it out to read any details. Payback on a roll here means that Torvik discovers some sheaves missing during a cursory check later. Unable to pin it on the PCs, he will nevertheless become suspicious of them and place Nashj more closely on their tail during the evening.

A WARM WELCOME AT THE WITCHThe sign for The Tipsy Witch displays a comely sorceress who is apparently drunk on her own love potion. Busier than usual for this time of day thanks to the influx of adventurers to Darlax, the PCs still manage to find a table near the hearth if they’d like one — all of the patrons are keeping their distance from the glowing firepit on this warm summer’s day. The inn offers a warm and friendly vibe, with a hog sizzling on a roasting spit above the fire and several staff circulating around the lower floor attending to customers. Other than a group of off-duty militia chatting idly near a window, most of the patrons consist of townsfolk and

sell swords sat singly or in twos. Suza makes sure to personally welcome the PCs, gets them settled at a table, and takes their order.

A large shadow falls over their table not long after the PCs are settled and have picked up on the murmurings of discontent over the town’s leadership issues.

If they allow him to sit, Corywn thanks the PCs and apologises for interrupting them. Delving straight to the matter, he explains that he had wished for his son to apprentice as a blacksmith so that he might one day take over the business. The appearance of so many mercenaries and adventurers, however, had filled his head with dreams of adventure which ultimately led to him signing on with the Company of the Blade. From all Corwyn could tell, the Company are themselves a fledgling band who had only recently formed

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WHISPERS AT THE WITCH

The Tipsy Witch offers two main opportunities for the PCs to pick up on the important machinations taking place in Darlax, though GMs should feel free

to include more:

Suza will readily answers any questions they might have and free offers up her opinion on Darlax’s current predicament, including her displeasure at Torvik’s meddling with the Council, which she’s sure will only be bad for the town. She also rues the necessity for having so many mercenaries in town. Though they’re good for business and she understands the reasons behind their presence, she can’t help feeling that nothing good will come of it.

Thanks in large part to the several refills of ale they have been through, the militia sat by one of the inn’s windows are hardly being discreet with their conversation; a Wisdom (Perception) DC 10 check is enough to overhear their words. Like Suza, they’re concerned with Torvik’s meddling in council affairs. They’re also frustrated by their own neutrality where the town’s leadership is concerned and wonder how much longer Captain Micah will be able to keep himself out of the situation. 1 Daring (or beating a DC of 15 on the check) will allow the eavesdropping PC to pick up on a brief, hushed chat that mentions the Councillors Harlow and Silas being in Torvik’s

pocket.

The following can be read aloud to set the scene:

Your own conversation and musings are interrupted by a large shadow that falls across the table and a strong pair of hands that grip its edge. Following the forge-scarred forearms towards their owner’s face, your gaze locks with brown eyes in a rugged, careworn face that is almost completely covered in stubble bar the forehead. The broad-shouldered man offers a warm, sad smile before speaking. ‘I’m Corwyn, the town’s

blacksmith. May I sit please, friends?’

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after the individual members’ arrival in Darlax. The blacksmith exchanged many heated words with his son, but couldn’t convince him to put down his sword. The Company were heading westwards towards the border of Nightfall several days ago, which is the last he had seen of his son. Corwyn is desperate for news, but Torvik is not providing any information. Heated words were exchanged on the blacksmith’s last visit, which led to Soggoth forcing Corwyn out of the Guild’s office. Frantic for news, he offers to pay a reward of fifty gold to each PC if they can return with news of his son’s whereabouts and fate. As anxious as he is to have his son returned, any PC seeking to take advantage of Corwyn’s distress will only need a single success on a Charisma (Persuasion) DC 10 check to have him include an offer of repairing the PC’s weapons and armour for free while they’re in Darlax.

Corwyn will be very clear with the fact that investigating his son’s situation may very well end up placing the PCs at odds with the Guild, not least because it’s his understanding that Torvik is the only person in Darlax to have any knowledge of the specifics of the Company’s mission. In his estimation, the PCs will need to gain access to the Guild’s ledgers or gather the information from Torvik in some other manner.

If they don’t consent to him taking a seat, Corwyn becomes extremely agitated, begs for a small moment of their time, and rumbles that he is in desperate need of help with a family matter. If the group still insist that he leaves them alone, he will visibly rein in his temper while offering the group one last bit of advice by recommending that they don’t sign on with the Guild.

19Ashen Gold

Corwyn doesn’t know much about the Company of the Blade’s mission. A few things he can tell the PCs

about both his son and the Company include:

• His son’s name is Tomas. He’s in his mid-teens and bears a striking resemblance to his father.

• His son carries a sword that displays Corwyn’s touchmark on the hilt — a raven in flight clutching a

hammer in its claws.

• The Company were due to report in to the Guild on the same day they left, but haven’t been seen since.

• Six strong including his son, the members of the Company were all young hot-bloods from the local area, though all but Tomas were from villages outside

of Darlax.

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He then leaves. After he leaves, Suza can be employed to translate the blacksmith’s anguish, which might hopefully be enough to tug at the PC’s heartstrings. If they visit him at the smithy later to offer their help, Corwyn will initially be brusque but will soon gladly welcome them.

Unless they engage in other activities — such as raiding the Guild’s shack for information or seeking out the Council — the evening passes peacefully for the PCs. However, Torvik will assign Nashj to follow their trail if his paperwork has been rifled. Spotting the Naiad requires a successful Wisdom (Perception) DC 15. Perhaps the barbs of the harpoon in the gun slung across her back gleam in the moonlight, or she’s spotted furtively trailing the PCs as she slips from alley to alley. Nashj will portray herself as a new arrival if cornered.

IN SEARCH OF A BLADEIf they’ve accepted Corwyn’s request, the PCs have a number of options available as a means to gain information concerning the Company of the Blade:

FOLLOW THE WHISPERS: A few people saw the Company leave and some of them overhead the Blades discussing the mission. Speaking to the guards on the gate will lead to Sergeant Horshon in the militia’s garrison. Succeeding at a Charisma (Persuasion) DC 13 check will prompt him to remember approximate details of the Company’s direction and task. His story can be corroborated by Brielle at the stables; the Company were deciding on whether to hire horses for their patrol and needed to confirm the specifics with her. Though no roll is needed to gain the information, the savvy stable mistress will require the PCs to hire mounts for their own assignment before providing information concerning the Company of the Blades. Hiring a horse costs two gold per mount, plus one gold as a deposit (three gold in total, one of which the PC will get back when the horse is returned).

PAY TORVIK A VISIT: The PCs can visit Torvik and attempt to garner information from him directly or else steal it from under his nose. These options are dealt with under “Corwyn Has Spoken”, above.

RIFLE THE LEDGERS: One or more of the PCs can attempt to gain entry to the Torvik’s office and rifle through his ledgers. Gaining the opportunity to do so, however, will require a distraction that draws Torvik

from his room. Options here include Ishan using his courtly wiles to have the Council call a meeting with Torvik (perhaps under the auspices of mediation) and picking a fight with Soggoth outside of the shack (this won’t last long as the militia will intervene, but will serve to pull Torvik from his office).

TRACK THE TRAIL: Lots of feet enter and leave Darlax’s west gate on a daily basis. Not so many, however, travel towards, and cross into, Nightfall. Though the trail is several days old, prints of six average-sized humans can be followed to the Ashen Flow and picked up heading southwards along the west bank of the river with Wisdom (Survival) DC 15 check. The tracks lead straight to the ruined church described in “Part 2: Across the Border”.

The above list is far from exhaustive. GMs beware: the players will likely find new and inventive ways to gain the information that will certainly be in a direction you never imagined. Roll with it. Finding ways to accommodate the players’ plans to some degree or other will heighten the fun.

THE ASSIGNMENTIf the PCs return to the Guild’s shack in the morning, Torvik will assign them with a simple patrol mission just across the border inside Nightfall. Tasked with crossing the Ashen Flow and patrolling a few miles north and south along the river’s edge, they’re simply establishing whether the Shadow Queen has any troops near the border and if so their strength and disposition. Serving as a simple test of their skills, the assignment offers a bounty of twenty gold. Though they don’t need to, he will pay the PCs an additional bounty of ten gold if they engage and defeat any of Nightfall’s forces during the mission.

If the PCs are already aware of the Company of the Blade’s mission and location, and they’ve managed to gain the information without the Guild being tipped off, the assignment from Torvik can be used as a cover to scout the ruins that the Company were investigating. This is a straightforward option that will allow the PCs to remain in the Guild’s good graces for the time being.

In the event that the PCs haven’t accepted Corwyn’s request, the assignment can be used to lead them to ruined church and the Company’s ultimate fate regardless. The PCs will still have the opportunity to

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engage the undead at the ruins, which satisfies Torvik’s additional bounty requirement, plus they’ll be able to recover a well-crafted blade from the corpse of Tomas that will ultimately make Corwyn aware of his son’s fate.

PART 2: ACROSS THE BORDER“Across the Border” is probably the most clear-cut part of Ashen Gold. With the exploration of Darlax out of the way and some dice rolling undertaken, it’s time to cut to a scene that introduces the combat elements of the TriCore system.

THE PATROLPerched close to the convergence of the Lunarvor River and Ashen Flow, the walk from Darlax to the nearest ford of the Ashen Flow takes less than an hour. As it’s midsummer, the ford presents a straightforward crossing with waters that reach knee-high. The Ashen Flow derives its name from a black silt that clings to everything once it’s disturbed. Other than an ominous portent and the slight staining of clothes, the river sediment has no ill effect.

The total journey time from Darlax to the ruined church should take less than two hours, perhaps more if the PCs are slowed by the need to follow tracks. Situated in a valley on the westward side of a steep ridge that parallels the Ashen Flow, the gentle slopes are dotted with trees, crumbling walls, and the church itself.

THE CHURCHPredating even the Gods War, the church is an ancient site of power that has withstood the upheavals of the cataclysms that have wracked Pannithor thanks to the old magics bound into its stones. A Intelligence (Religon) DC 13 check determines that the church was dedicated to one of the unknown powers that were rumoured to be worshipped before the Celestians arrived.

A Wisdom (Perception) DC 11 check will pick out the forms of several Skeletons that are shambling around in circuits that seem to be predetermined, as their steps repeat themselves all too regularly. If the Check beat a DC 14 will allow the PCs to spot the bulk of the Minotaur Skeleton squatting inside the walls of the

church. Hunched near the south wall of the church, close to the heavy stone doors of its entrance, the troll doesn’t appear to be moving.

Provide the PCs with plenty of time to plan their approach. Stealth is an option for some, though perhaps not for others. Either way, the skeletons don’t really notice the approach of the PCs until they get within Near range (approximately thirty feet) of one of the undead. Once one skeleton has been attacked, the rest stride towards the nearest PC that they are aware of. The skeletons are unlikely to provide too much of a challenge unless plenty of Payback is rolled or they have the opportunity to swarm in large numbers.

There are 2 Skeletons for every Player Character (to a maximum of 6). The maximum number of skeletons at any one time is 4 total.

There is 1 Minotaur Skeleton. The skeletons fight the nearest PC they can see leaving them if they are rendered unconscious. The Minotaur skeleton fights to free itself after the first round a skeleton is attacked with no regard to the damage it will do to the other skeletons. The party’s Area of Effect spells and abilities to cause difficult terrain should be allowed to shine here. It is recommended that four skeletons are active when the combat starts and the additional are animated out fo the walls as described below if daring is being used, if skeletons are in reserve in this manner then payback is not required to summon forth the skeletons held in reserve in this way, remember only 2 skeletons can be activated a round in this way. After the church is collapsed by the Minotaur Skeleton, the Skeletons are prone and restrained when them emerge from the walls under the rubble and can be dispatched with little effort.

The Minotaur Skeleton becomes active 1 round after the skeletons are engaged. In the second round of combat, and each round after until it succeeds, the troll will attempt to break free from the church by attacking the roof with its great axe (AC 12, 35HP) when the roof reaches 0 HP it causes all creatures in the church to make a DC 13 Dexterity Saving Throw, Taking 4 Bludgeoning Damage on a failed save or half as much on a success save and no damage if they beat a DC 18.

21Ashen Gold

Ashen Gold 2/14

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DARK TIDINGSThe valley falls into an uneasy silence once the undead are dealt with. Aside from occasional flutter and caw of a raven, little else can be seen or heard in the depression. Investigating the interior of the ruins reveals six battered corpses arranged in an hourglass formation. One of the bodies carries a sword marked with a raven clutching a sword on its hilt and has features that clearly resemble his father, Corwyn.

Scouting the area and succeeding at a Survival DC 12 reveals a single set of tracks that are a few days old. Made by booted feet, they head north-westerly into Nightfall. The tracks belong to Darzol, an underling of the Shadow Queen who will makes himself known during the Shadows & Vengeance campaign. One of the ravens at the site will bring news of the PCs’ attack, so he won’t return until long after they’ve left. If the test Beat DC 15 the scouting roll spots the raven winging its way to the north-west.)

22 Kings of War the Role-Playing Game - Quickstart

The arrangement of bodies inside the ruin of the church are tied to a necromantic ritual that has been recently performed, which can be determined with Intelligence (Arcana) or Intelligence (Religion)

DC 11.

If Daring and Mishap are being used, the GM can spend 1 Payback to introduce an eerie, low-lying mist and gathering clouds that reduce visibility and therefore grants disadvantage on ranged attacks beyond 20ft. Additionally, at a cost of 1 Payback per skeleton, extra skeletons can pull themselves free of the ground. Only 2 Payback can be spent on this in a single round. The skeletons can’t attack in the round that Payback is spent. Disturbing the bodies inside the church will cause the mist to slowly dissipate and prevent further skeletons from being

introduced.

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PART 3: AFTERMATH“Aftermath” comprises a short set of scenes that rewards the PCs for their success and sets the stage for the beginning of the Shadows & Vengeance campaign that follows.

RETURNING TO DARLAXThe way in which the PCs tackle their return to town depends on which route they took — if any — to discovering the whys and wherefores of the mission the Company of the Blades were on:

CORWYN’S QUEST: If the PCs accepted Corwyn’s quest without issue and return with news in the form of Tomas’s body and/or weapon, the grief-stricken blacksmith honours his word and pays them their gold. If they didn’t negotiate free repairs earlier, he also offers them a ten percent discount for his future services. He then asks for some solitude so that he can properly grieve his loss.

If the PCs hadn’t accepted Corwyn’s quest but return with Tomas’s sword, Suza can tip them off to the fact that the blacksmith will be grateful for any news concerning his son’s fate.

PROGRESS WITH THE GUILD: Torvik is also good for his word and pays each PC thirty gold for a successful assignment (twenty for completion, plus ten for facing some of Nightfall’s minions). How he handles them from here on out, however, very much depends on how they managed to gather information concerning the Company of the Blade plus Nashj’s own investigation of them. In the unlikely event that he’s totally unsuspecting of the PCs, he’ll treat them as he would any other mercenary band and continue to offer out assignments. If they’ve aroused his suspicions, he’ll keep Nashj on their trail and seek to offer them assignments that place them in morally compromising positions — all so he can monitor their responses and track which side of the coin they fall. If he’s outright hostile to them, he’ll send them on increasingly dangerous missions and seek to undercut them on the rewards of their assignments at every opportunity.

THE NEXT STAGEHaving returned from a successful first mission, the stage is now set for the PCs to not only take a hand in the trouble brewing beneath Darlax’s surface, but also step into a more direct role in taking the fight to the Shadow Queen. These roads and many more will be explored as the PCs wend their way towards leadership of their own fledgling kingdom in Kings of War the Roleplaying Game’s very first campaign: Shadows & Vengeance.

23Ashen Gold

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SkeletonMedium undead, lawful evil

Armor Class 13 (armor scraps)

Hit Points 13 (2d8 + 4)

Speed 30 ft.

STR DEX CON INT WIS CHA10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Damage Vulnerabilities Bludgeoning Damage Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Darkvision 60 ft., passive Perception 9

Languages Understands all languages it knew in life but can’t speak

Challenge 1/4 (50 XP)

ACTIONS Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Undead TrollLarge undead, lawful evil

Armor Class 12 (natural armor)

Hit Points 67 (9d10 + 18)

Speed 40 ft.

STR DEX CON INT WIS CHA19 (+4) 6 (-2) 16 (+3) 5 (-3) 6 (-2) 5 (-3)

Damage Vulnerabilities Bludgeoning Damage Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Darkvision 60 ft., passive Perception 8

Languages Understands Common and Giant but can’t speak

Challenge 2 (450 XP)

Undead Fortitude If damage reduces the undead troll to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead troll drops to 1 hit point instead.

Grave Strength Provided it can fit the object into its hand, the undead troll ignores Strength requirements when wielding a boulder. If begins its turn holding a grabbed creature smaller than itself, it can attempt a Strength contest. If the undead troll succeeds, it can throw the creature as if it were making a boulder attack, dealing 7 (1d6+4) bludgeoning damage to both the creature it has thrown and the target.

ACTIONS Boulder Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Fists Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Boulder Ranged Weapon Attack: +6 to hit, Range 20/40, all creatures within 5 foot of target, Hit: 8 (2d10-2) (Only usable once the church roof has been destroyed)

Payback If an enemy within 20 feet generates 1 Payback, the undead troll can immediately rush towards that creature. The undead troll moves half its moment speed and tramples the target, causing 8 (1d8+4) bludgeoning damage. The creature must make a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Foes

24 Kings of War the Role-Playing Game - Quickstart

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NPCS AND PAYBACKEach NPC has an option to power a unique ability with Payback. Each Payback option described can take effect if a player in an encounter with them generates Payback, i.e. rolls a 1 on the d10. The DM may then make use of that Payback to power the NPC’s ability. Non-immediate effects can be suppressed through uses of Daring by the PCs. It is assumed in these instances that the character is either negotiating or otherwise trying to get the better of the NPC in question.

If the NPC is friendly to the players consider using the payback to make the NPC reassess their friendliness to the characters or similar effect. Major NPCs generate Daring exactly as PCs do (by rolling a d10 alongside a d20). However, they can only use Daring as described in the Daring Combat Table.

NPCsAmberlee

Medium Half Elf, NeutralArmor Class 14 (hide armour)

Hit Points 67 (9d8 + 27)

Speed 30 ft.

STR DEX CON INT WIS CHA16 (+3) 14 (+2) 17 (+3) 10 (−0) 12 (+1) 10 (+0)

Skills Insight +3, Survival +3, Athletics +5, Perception +3

Senses Passive Perception 10

Languages Common, Elvish

Challenge 2 (450 XP)

Reckless At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS Multi Attack Make two attacks with vicious short-swords or 1 ranged hand axe attack.

Vicious Short-swords Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Hand-axe. Ranged Attack: +5 to hit, one target. Hit: 5 (1d6+3), range 20/60, light, thrown

Payback Amberlee may use one Payback to gain advantage on a single opposed skill check such as insight vs persuasion or perception vs stealth.

Ashen Gold - NPCs

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26 Kings of War the Role-Playing Game - Quickstart

NashjMedium Naiad, Evil

Armor Class 15 (studded leather)

Hit Points 78 (12d8 + 24)

Speed 30 ft.

STR DEX CON INT WIS CHA11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Dex +6, Int +4

Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9

Damage Resistances Poison

Senses Passive Perception 13

Languages Thieves’ cant plus any two languages

Challenge 8 (3,900 XP)

Assassinate During her first turn, Nashj has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Nashj scores against a surprised creature is a critical hit.

Evasion If Nashj is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack Once per turn, Nashj deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.

ACTIONS Multiattack Nashj makes two shortsword attacks.

Shortsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Longbow Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Payback Nashj can spend 1 point of Payback to gain advantage on an insight, perception, survival, or stealth check. She may also spend 1 Payback to gain advantage on a single Longbow attack.

SoggothLarge Ogre, Neutral

Armor Class 11 (hide armour)

Hit Points 59 (7d10 + 21)

Speed 40 ft.

STR DEX CON INT WIS CHA19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2)

Skills Athletics +6, Perception +0

Senses Darkvision 60 ft., passive Perception 8

Languages Common, Giant

Challenge 2 (450 XP)

ACTIONS Greatclub Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Payback Soggoth may spend a point of payback to increase his AC by 2 for the round.

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27Ashen Gold - NPCs

Torvik (Town Guildmaster)

Medium human, EvilArmor Class 13

Hit Points 27 (6d8)

Speed 30 ft.

STR DEX CON INT WIS CHA10 (+0) 15 (+2) 12 (+1) 14 (+2) 14 (+2) 14 (+2)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4,

Stealth +4

Senses Passive Perception 16

Languages Common, Elvish, Dwarven

Challenge 2 (450 Xp)

Cunning Action On each of his turns, Torvik can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn) Torvik deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of himself that isn’t incapacitated and Torvik doesn’t have disadvantage on the attack roll.

ACTIONS Multiattack Torvik makes two melee attacks.

Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow.

Payback Torvik may spend a point of Payback to make an insight or persuasion check to gain the upper hand in negotiations, or as a means to add another clause to a contract.

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28 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

SPEED INITIATIVE

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)

Attacks

Equipment

Name: Breowyn

Class/Lvl: Ranger 3

Race: Half-Elf

Alignment: Neutral

Longbow2x ShortswordLeather ArmourCommon ClothesRations (10 days)Rope, silk (50 feet)1 hunting trap30 arrowsBedroll

Money5 gp

Fighting Style: Archery(+2 bonus to attack rolls you make with ranged weapons)

Longbow +5 to hit 1D8+3 Piercing

Shortsword x2 +5 to hit 1d6+3 Slashing, light, finesse

Armour Leather armour

SPEED

35ft

Spells

Spell Slots: 1st Level = 3, (Save DC 12)

1st: Hunter’s Mark Cure Wounds Speak with Animals

Keywords: Half Elf, Hunter, Outcast, Control

0

0

0

0

3

4

2 4

4 4

+1 12 +3

+2 14 +4

+3 16

0 10

+2 14

0 10

14

28

35ft

HIT DICE

3d10

+2

2 2

2

x

x

x x

x x

3

0 0

0 0

0 0

0 0 0

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29Pregenerated Characters

Breowyn — Half-Elf HunterBorn on the Ardovikian Plains to devoted parents, Breowyn’s younger years provide her with happy memories of a content childhood with an elven father and human mother whose affection for each other transcended all barriers. Then, stirred by the dark machinations of Mortibris, the Shadow King returned, and her whole world fell into ash and darkness. With her parents slain by marauding Revenants, Breowyn was forced to wander the wilderness alone until a band of travellers took pity on her. They soothed her wild nature on their slow road northwards, then made sure she was settled amongst her kin at the fortress of Chill. She found a new family

amongst Prince Talannar’s army and honed her hunter’s instinct.

Recently, however, rumours of a Shadow Queen and the dark forces under her power have reached her ear, so she has travelled south to investigate the truth and perhaps seek her vengeance. Breowyn rescued Xander from a marauding Ratkin band during her journey across the Dragon Teeth Mountains. Their love and respect of the wilderness provided an immediate connection, while Xander’s affable nature has kept Breowyn

from once again slipping into savagery.

Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Class Features

Favoured Terrain: ForestWhile traveling for an hour or more in your favored terrain, you gain the following benefits:Difficult terrain doesn’t slow your group’s travel.Your group can’t become lost except by magical means. Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you Forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Favoured Enemy: UndeadYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Hunter: Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Languages: Common, Elvish

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30 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)

Attacks

Equipment

Greatsword5 JavelinsPlate MailNoble clothesParchment, quill and inkRations (5 days)Hooded lanternTinderboxBedrollHoly symbolPatent of nobility

Money10 gp

Fighting Style: Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Sword +5 to hit 2d6+3 Slashing, Two Handed, Heavy

Armour Plate mail

SpellsOath Spells: Protection from Evil and Good, Sanctuary

Spell Slots: 1st Level = 3, (Save DC 12)

1st: Protection from Evil and Good Bless Heroism Detect Evil and Good Sanctuary

2

4

4 2

+3 16

-1 9

+2 14

0 11

+1 13 +3

+2 15 +4

18

28

INITIATIVE

-1

SPEEDSPEED

30ft

HIT DICE

3d10

Name: Ishan

Class/Lvl: Paladin 3 (Oath of Devotion)

Race: Human

Alignment: Good

Keywords: Basilean, Noble, Indomitable, Human, Paladin

-1 2

3 2

1

1

1 2

-1 -1 1

-1

0

0

0

x x

x

x

0

0

0

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31Pregenerated Characters

Ishan — Basilean PaladinThe firstborn son of fairly affluent noble family from the Governance Quarter of the Golden Horn, Ishan was raised with the understanding that he was destined for great things. Unfortunately for his family, the call of the Shining Ones meant that his destiny swept him away from his duties at the head of the household and deposited him in the Basilean army on shining wings of light. He took up duties as an outrider and joined the regiments marching to war against the demonic forces pouring from the Abyss, but soon came to be considered either blessed or cursed after he became the

sole person to survive his unit’s destruction.

At his own request, Ishan has been granted temporary reprieve from his military duties so that he might seek atonement through questing. His path has brought him to Darlax and the Shadow Queen’s doorstep, where he has sworn to free the people of Nightfall from her tyrannical grip. Ishan met Maevril during their journey towards Darlax and the two have become good friends, with Maevril’s stoic nature providing a natural companionship to Ishan’s sobriety. On the other hand, Obtess’s exuberance and flamboyance

severely grates against Ishan’s constrained sensibilities.

Class Features: Paladin Oath of DevotionChannel Divinity: Chose 1 of the following options, you must finish a long rest before you can choose and use this feature again • Sacred Weapon As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.• Turn the Unholy As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.• Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.• Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. his feature has no effect on undead and constructs.Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.

Languages: Common, Elvish, Dwarven

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32 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)

Attacks

Equipment

Good quality clothesSpellbookArcane focusCandleParchment, quill and inkShortswordRations (5 days)

Money6gp

Shortsword +5 to hit 1d6+3 Slashing, Light and Finesse

Spells

Spell Slots: 1st level = 4, 2nd level = 2 (Attack Mod +5 Save DC 13)

Cantrips: Chill Touch, Mage hand, Shocking Grasp, Prestidigitation

1st: Find Familiar: Ritual Burning Hands Mage Armour (AC 16) Magic Missile

2nd: Gust of Wind Mirror Image

5

5

5

3

5

0

+3

-1

+3 +5

+1 +3

+1

13 (16)

9

INITIATIVESPEEDSPEED

30ft

HIT DICE

3d6

10

16

8

16

12

13

Name: Kiri’el Narak

Class/Lvl: Evocation Wizard 3 (War Magic)

Race: High Elf

Alignment: Good

Keywords: Sea kin, Arcane Schooling, Mystic Nexus

31

11

13

11

331

-1

0

0

0

+3

x

x

x x

x

x

0 0

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33Pregenerated Characters

Kiri’el Narak — Elf MageHailing from House Narak of the seafaring elves of the Brokenwall Isles, Kiri’el has been entrusted with a task that has left him feeling totally out of his depth. A minor noble family that plies the seas in service to a greater flag than theirs, House Narak had little patience or coin for a young boy who dreamed of delving into the arcane arts, so Kiri’el set about proving his worth twofold by learning to master both magical and nautical skills. His family recognised his skill with aeromancy as a natural complement to the ship of any crew that he joined and they indulged him with more time and finances in pursuit of his studies. Unfortunately for them, Kiri’el took this one step further and angered them by leaving to study with the mages of

the barrier wall that protects Therennia Adar.

Having recently completed his training, Kiri’el has caught rumour of death ships plying the waters around the Brokenwall Isles. Perhaps dealing with their source will allow him to repair his bond with his family. Kiri’el met Obtess while travelling by boat from Therennia Adar to the Successor Kingdoms. Kiri’el’s exuberance and Obtess’s flamboyance have given them both plenty to smile about during rough seas. Even Kiri’el’s wary familiar,

Aether, has taken a liking to the brash Salamander.

Racial Features (High Elf)

Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Class Features: Wizard (War Magic)

Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Arcane Recovery You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Languages: Common, Elvish, Dwarven, Halfling, Draconic

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34 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)

Attacks

Equipment

ArmourCommon clothesCompassMason’s toolsHoly symbolTentRations (10 days)WarhammerShieldBackpack

Money10gp

Warhammer +4 to hit, 1d8 (Versatile 1d10) +2

Armour Half Plate and Shield

SpellsDomain Spells (always prepared)

Cleric level:1st Level Thunderous Smite, Shield of Faith 3rd Level Shatter, Heat metal

Spell slots 1st Level = 4, 2nd level = 2

Cantrips Mending, Light, Guidance, Sacred Flame

1st level Cure wounds, Healing word, Sanctuary2nd Level Spiritual Weapon, Aid

3 5

2 3

+2

-1

+3

+1

+3 +5

0 +2

16

28

INITIATIVESPEEDSPEED

25ft

HIT DICE

3d8

13

8

16

12

16

10

Name: Maevril

Class/Lvl: Cleric 3 (Divine Domain Geomancer)

Race: Hill Dwarf

Alignment: Good

Keywords: Geomancer, Dwarven, Elemental Affiliation (Stone), Subterranean

-1 3 1 2

1 3 1 3

-1 -1

3

0

-1

0

0

-1 x x

x x

0

0

0

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35Pregenerated Characters

Maevril — Dwarf Stone PriestMost dwarfen children grow up playing with toy wooden brocks or miniature flame belchers, but her early years were a bit different for Maevril. Her friends were the discarded, imperfect gemstones or shavings of precious metals that she could rescue from her parents’ workshop. Most stonewise dwarfs are viewed with a sideways glance and struggle to be understood by their kin, but Maevril’s parents recognised and embraced her unique abilities, which better prepared her for the day that the Order of Stone came calling. Rather than feeling ostracised and misunderstood, she joined the Order with an emotional strength and stability. Recognising her unique upbringing — a rare thing for one of the stonewise — the Order rapidly mined her talents and she soon became a Stone Priest Initiate. Lately, the rocks have been singing a woeful dirge. Although currently a whisper in the earth that can barely be heard above the agony of the Abyss, it holds a promise to grow in intensity until it drowns out all other vibrations. Against the advice of her elders, Maevril has followed the tortured groans of the earth westward until her path has eventually led her to the borders of Nightfall. Maevril met Ishan on the border of Primovantor and the Hegemony of Basilea and the two have been travelling together ever since. Her practicality, insight, and stoicism have so far proven to be a real source of stability for the Paladin

during his self-imposed quest of redemption.

Racial Features (Mountain Dwarf)

Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Class Features (Geomancer Cleric)Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

New Cleric Divine Domain (Geomancer) Many geomancers hear the call of the ancestors in stone and gem. In answering their calls and appeasing these spirits, they gain their protection from the enemies that seek to silence them. Through this ancestral knowledge of both the elements and the forgotten secrets, a geomancer can bolster their allies defences and call forth the wrath of the ancestors to disrupt the march of evil.Blessing of Elementals: You can double your proficiency bonus in any check to identify a stone or gem, in terms of its origin, magical nature or link to elementals. You also gain advantage in any ability check to communicate, locate or recall information about elementals. You can read and speak Primordial, and have the ability to communicate with elemental creatures of a basic level.Forged Anew: You harden the defences of one of your allies through a mixture of magic, elemental affinity and knowledge of strong points. As a reaction, you can grant a willing creature within 5ft of you +2 to their AC in response to an incoming attack, until the start of your next turn. You can use this feature a number of times equal to your wisdom modifier (Minimum 1).Channel Divinity: As an Action you present your holy symbol and slam it into the ground, causing it to quake and cast your foes to the ground. Centred on you, an area of 5 times your cleric level in Ft becomes difficult terrain, and each hostile creature must make a Dexterity saving throw against your Cleric spell Save DC on a failure they are knocked prone until the end of their next turn.

Languages: Common, Dwarven, Elvish, Halfling, Ignan, Terrian and Primordial

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36 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)Attacks

Equipment

Racial Features: Salamander (New Race)Darkvision 60ft

Elemental affiliation Your close alliance and affiliation with Fire Elementals has granted you the ability to speak and read Ignan, granting you advantage when dealing with them.

Hotblooded You have resistance to Fire damage. Additionally, you have a number of d6 dice equal to your constitution modifier + 1 that can be used for a special attack. As a reaction caused by a melee attack, you can expend a number of d6 to deal that much fire damage as you spray your hot blood to burn your attackers. You regain all d6s after a long rest.

Scaled hide Your scaled hide grants you a natural armour class of 13 + your Dexterity modifier. This does not stack with worn armour, but does gain a benefit from shields if proficient.

Thieves’ ToolsNavigator’s ToolsCrowbar2x ShortswordPistolHidden pouchRations (5 days)Rope, silk (50 feet)Boots“Adequately” feathered hat

Money8gp

Shortsword x2 +5 to hit 1d6+3, finesse, light

Pistol +5 to hit 1d6+3, ranged (20, 40) Ranged, Light, Loading

Armour Natural armour

1

3

6

55

-1

+3 +5

+2

0 +2

+1

+2

16

24

INITIATIVE

+3SPEEDSPEED

30ft

HIT DICE

3d10

8

16

15

10

12

14

Name: Obtess

Class/Lvl: Corsair 3

Race: Salamander

Alignment: Neutral

Keywords: Corsair, Salamander, Dashing, Sailor

2 7

2

1

1

2

2

-1

0

0

0

x

x

x

x

x x

0

0

0

0

0

0

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37Pregenerated Characters

Obtess — Salamander CorsairRaised in obscurity by a selfish clutch mother who wanted just one hatchling to call her own, Obtess overcompensates and now makes every effort to stand out from the crowd. Their early years consisted of hiding in the shadows of the lazy flames cast by the volcanic birthing pits, stealing whatever scraps could be lifted from the cookfires of the clutch guardians. Perhaps because of this sheltered upbringing, the protective and elemental

nature of the Reptilians runs deep in Obtess.

Alongside this, however, runs a desire to flare brightly. Obtess’s formative years were filled with tales of the revered history of Kthorlaq and the celebrity of Firebrand, which, when mixed with a desire to step from the shadows, has led to a burning desire to carve a legend greater than both. Obtess realised that the life of a corsair would hardly provide this opportunity not long after joining a crew. Something much more drastic would be called for. Something like defeating the queen of the damned. Obtess took a circuitous route from The Three Kings, which led to a meeting with Kiri’el during a stopover in Infant Maw. The two have become fast friends, with Obtess’s enthusiasm and zest providing ample fuel to Kiri’el’s

enthusiasm and passion.

Class Features: Rogue (Corsair)

Flair and Panache Legends in their own minds, corsairs use their speed and precision to deadly effect. When they’re finished with battle, they then carve their epic stories with feathers from their hat dipped in the blood of their foes. Specialising in a mix of close combat and ranged weapons, they are unmatched in their mastery of pistols and close combat weapons, making them a menace both on the battlefield and anywhere else they feel the odds need evening.

Both Eyes Open If you make a one-handed ranged attack as an action, you can make a melee attack roll or another ranged attack with a one-handed weapon as a bonus action at any target in range. Additionally, you do not require advantage on an attack roll to use sneak attack provided you are using a ranged weapon and do not have disadvantage on the roll. All other rules for sneak attack still apply.

Point Blank You do not have disadvantage on ranged attack rolls if your target is within 5 feet of you, provided your ranged weapon is one-handed. Additionally, if you miss, you can spend a point of Daring to make another attack roll to see if the shot that missed hits another creature in range.

Sneak Attack (2d6) Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Languages: Common, Ignan, Primordial

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38 Kings of War the Role-Playing Game - Quickstart

STRSTRENGTH

MODIFIER ABILITY SAVING THROW

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ARMOUR CLASS

HIT POINTSTOTAL CURRENT

Skills______ ACROBATICS (DEX)

______ ANIMAL HANDLING (WIS)

______ ARCANA (INT)

______ ATHLETICS (STR)

______ DECEPTION (CHA)

______ HISTORY (INT)

______ INSIGHT (WIS)

______ INTIMIDATION (CHA)

______ INVESTIGATION (INT)

______ MEDICINE (WIS)

______ NATURE (INT)

______ PERCEPTION (WIS)

______ PERFORMANCE (CHA)

______ PERSUASION (CHA)

______ RELIGION (INT)

______ SLEIGHT OF HAND (DEX)

______ STEALTH (DEX)

______ SURVIVAL (WIS)

AttacksEquipment

Racial Features: Lightfoot HalflingSpeed Your base walking speed is 25 feet. Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Brave You have advantage on saving throws against being frightened.Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

ShieldLeather armourCommon clothesCandleHooded lanternBed rollQuarterstaffDruidic focus

Money3gp

Quaterstaff +1 to hit 1d6-1 Bludgeoning (1d8 Versatile)

Shillelagh Quaterstaff +4 to hit 1d8+2 Magical

Armour Shield (AC16), Leather armour

SpellsAttack Mod +4 Save DC 12

Spell slots: 1st = 4, 2nd = 2

1st Entangle 2nd Animal Messenger Faerie Fire Barkskin Goodberry Spider Climb Spike Growth

Cantrips Druidcraft, Produce Flame, Shillelagh

Druid Circle Spells Mirror Image, Misty Step

Languages: Common, Halfling

4

4

4

4

-1

+3

0

+1 +3

+2 +4

+2

14 (16)

18

INITIATIVESPEEDSPEED

25ft

HIT DICE

3d8

8

16

10

12

15

14

Name: Xander

Class/Lvl: Druid 3 (Circle of the Land)

Race: Halfling (Size: Small)

Alignment: Neutral

Keywords: Swiftfooted, Lucky, Blessing of nature, Calm

3

1-121

2122

22133

0

0

0

-1

25ft

x

x

x

x

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39Pregenerated Characters

Xander — Halfling DruidXander was raised in the shires that are allied with the League of Rhordia. Even as a youth, he was ever filled with a wanderlust that would take him far from the gently cultivated lands of his kin. Thinking he might see more of the world beyond the boundaries of the shires, he signed up to the League’s request for levies to help face the goblins and orcs migrating from the Forest of Galahir. The battles he took part in took seemed to take him ever-deeper into the heart of the forest, until eventually the nature-revering allies of the Green Lady were able to link up with them and help stem the green tide.

Watching the savage beauty of the Forces of Nature at war brought Xander to the higher calling he had always been seeking. He devoted himself to the Green Lady’s cause there and then, and she in turn gifted him with a Lyryx that had lost its own elven companion. The summons for adventurers to push back the darkness being unleashed by G’yth’tza will certainly require the Green Lady’s touch to remove any lingering sickness from the land. Xander met Breowyn during his trek across the Dragon Teeth Mountains. He had been trapped by Ratkin scouts and ready to commit his body to the Green Lady when the fierce half-elf sniped with arrows from the gloom to turn the tide. Their untamed natures ensured they became fast friends

once the battle was done.

Class Features: Druid (Circle of the Land - Forest)Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. While you are transformed, the following rules apply:• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.Possible Animal forms: Wolf, Mastiff, Brown Boar, Cat, Panther.

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Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only.     System  Reference  Document  5.1   1  

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The  following  text  is  the  property  of  Wizards  of  the  Coast,  Inc.  and  is  Copyright  2000  Wizards  of  the  Coast,  Inc  ("Wizards").  All  Rights  Reserved.      1.  Definitions:  (a)"Contributors"  means  the  copyright  and/or  trademark  owners  who  have  contributed  Open  Game  Content;  (b)"Derivative  Material"  means  copyrighted  material  including  derivative  works  and  translations  (including  into  other  computer  languages),  potation,  modification,  correction,  addition,  extension,  upgrade,  improvement,  compilation,  abridgment  or  other  form  in  which  an  existing  work  may  be  recast,  transformed  or  adapted;  (c)  "Distribute"  means  to  reproduce,  license,  rent,  lease,  sell,  broadcast,  publicly  display,  transmit  or  otherwise  distribute;  (d)"Open  Game  Content"  means  the  game  mechanic  and  includes  the  methods,  procedures,  processes  and  routines  to  the  extent  such  content  does  not  embody  the  Product  Identity  and  is  an  enhancement  over  the  prior  art  and  any  additional  content  clearly  identified  as  Open  Game  Content  by  the  Contributor,  and  means  any  work  covered  by  this  License,  including  translations  and  derivative  works  under  copyright  law,  but  specifically  excludes  Product  Identity.  (e)  "Product  Identity"  means  product  and  product  line  names,  logos  and  identifying  marks  including  trade  dress;  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic  elements,  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions,  likenesses,  formats,  poses,  concepts,  themes  and  graphic,  photographic  and  other  visual  or  audio  representations;  names  and  descriptions  of  characters,  spells,  enchantments,  personalities,  teams,  personas,  likenesses  and  special  abilities;  places,  locations,  environments,  creatures,  equipment,  magical  or  supernatural  abilities  or  effects,  logos,  symbols,  or  graphic  designs;  and  any  other  trademark  or  registered  trademark  clearly  identified  as  Product  identity  by  the  owner  of  the  Product  Identity,  and  which  specifically  excludes  the  Open  Game  Content;  (f)  "Trademark"  means  the  logos,  names,  mark,  sign,  motto,  designs  that  are  used  by  a  Contributor  to  identify  itself  or  its  products  or  the  associated  products  contributed  to  the  Open  Game  License  by  the  Contributor  (g)  "Use",  "Used"  or  "Using"  means  to  use,  Distribute,  copy,  edit,  format,  modify,  translate  and  otherwise  create  Derivative  Material  of  Open  Game  Content.  (h)  "You"  

Page 41: Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor

Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only.     System  Reference  Document  5.1   2  

or  "Your"  means  the  licensee  in  terms  of  this  agreement.      2.  The  License:  This  License  applies  to  any  Open  Game  Content  that  contains  a  notice  indicating  that  the  Open  Game  Content  may  only  be  Used  under  and  in  terms  of  this  License.  You  must  affix  such  a  notice  to  any  Open  Game  Content  that  you  Use.  No  terms  may  be  added  to  or  subtracted  from  this  License  except  as  described  by  the  License  itself.  No  other  terms  or  conditions  may  be  applied  to  any  Open  Game  Content  distributed  using  this  License.      3.Offer  and  Acceptance:  By  Using  the  Open  Game  Content  You  indicate  Your  acceptance  of  the  terms  of  this  License.      4.  Grant  and  Consideration:  In  consideration  for  agreeing  to  use  this  License,  the  Contributors  grant  You  a  perpetual,  worldwide,  royalty-­‐‑free,  non-­‐‑exclusive  license  with  the  exact  terms  of  this  License  to  Use,  the  Open  Game  Content.      5.Representation  of  Authority  to  Contribute:  If  You  are  contributing  original  material  as  Open  Game  Content,  You  represent  that  Your  Contributions  are  Your  original  creation  and/or  You  have  sufficient  rights  to  grant  the  rights  conveyed  by  this  License.      6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE  portion  of  this  License  to  include  the  exact  text  of  the  COPYRIGHT  NOTICE  of  any  Open  Game  Content  You  are  copying,  modifying  or  distributing,  and  You  must  add  the  title,  the  copyright  date,  and  the  copyright  holder's  name  to  the  COPYRIGHT  NOTICE  of  any  original  Open  Game  Content  you  Distribute.      7.  Use  of  Product  Identity:  You  agree  not  to  Use  any  Product  Identity,  including  as  an  indication  as  to  compatibility,  except  as  expressly  licensed  in  another,  independent  Agreement  with  the  owner  of  each  element  of  that  Product  Identity.  You  agree  not  to  indicate  compatibility  or  co-­‐‑adaptability  with  any  Trademark  or  Registered  Trademark  in  conjunction  with  a  work  containing  Open  Game  Content  except  as  expressly  licensed  in  another,  independent  Agreement  with  the  owner  of  such  Trademark  or  Registered  Trademark.  The  use  of  any  Product  Identity  in  Open  Game  Content  does  not  constitute  a  challenge  to  the  ownership  of  that  Product  Identity.  The  owner  of  any  Product  Identity  used  in  Open  Game  Content  shall  retain  all  rights,  title  and  interest  in  and  to  that  Product  Identity.      

8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly  indicate  which  portions  of  the  work  that  you  are  distributing  are  Open  Game  Content.      9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish  updated  versions  of  this  License.  You  may  use  any  authorized  version  of  this  License  to  copy,  modify  and  distribute  any  Open  Game  Content  originally  distributed  under  any  version  of  this  License.      10.  Copy  of  this  License:  You  MUST  include  a  copy  of  this  License  with  every  copy  of  the  Open  Game  Content  You  Distribute.      11.  Use  of  Contributor  Credits:  You  may  not  market  or  advertise  the  Open  Game  Content  using  the  name  of  any  Contributor  unless  You  have  written  permission  from  the  Contributor  to  do  so.      12.  Inability  to  Comply:  If  it  is  impossible  for  You  to  comply  with  any  of  the  terms  of  this  License  with  respect  to  some  or  all  of  the  Open  Game  Content  due  to  statute,  judicial  order,  or  governmental  regulation  then  You  may  not  Use  any  Open  Game  Material  so  affected.      13.  Termination:  This  License  will  terminate  automatically  if  You  fail  to  comply  with  all  terms  herein  and  fail  to  cure  such  breach  within  30  days  of  becoming  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this  License.      14.  Reformation:  If  any  provision  of  this  License  is  held  to  be  unenforceable,  such  provision  shall  be  reformed  only  to  the  extent  necessary  to  make  it  enforceable.      15.  COPYRIGHT  NOTICE    Open  Game  License  v  1.0a  Copyright  2000,  Wizards  of  the  Coast,  LLC.      System  Reference  Document  5.1  Copyright  2016,  Wizards  of  the  Coast,  Inc.;  Authors  Mike  Mearls,  Jeremy  Crawford,  Chris  Perkins,  Rodney  Thompson,  Peter  Lee,  James  Wyatt,  Robert  J.  Schwalb,  Bruce  R.  Cordell,  Chris  Sims,  and  Steve  Townshend,  based  on  original  material  by  E.  Gary  Gygax  and  Dave  Arneson.      END  OF  LICENSE      

Page 42: Quickstart Guide (D&D 5e) · 2019-08-29 · and dwarf into the countless bloody battles of the God War. The seemingly endless war waged for centuries, ... Republic of Primovantor

In a World of Heroes, Forge Your Own Legend!

In a high-fantasy world where armies clash and god-like beings manoeuvre and plot against each other, it takes a mighty hero to step into the chaos and take control of their own destiny.

Kings of War the Roleplaying Game offers you the chance to explore Pannithor like never before, for the stories that you tell will also provide the opportunity to take the reins of power

in your own fledgling kingdom.

Of course, no journey towards a crown would be complete without dungeons to delve, monsters to defeat, plots in need of revealing, courtroom intrigue to contend with, and epic battles to be fought.

Thanks to the contents of this giant tome, your ultimate fate is yours to decide!

• Leap straight into the action with an overview of the intuitive TriCore system, a lightweight ruleset that also offers plenty of options.

• A summary of Pannithor and its denizens, providing a brief overview of the rich lore that breathes life into the world.

• A free introductory adventure designed to introduce the GM and players to the fantastic setting and sharp rules.

• Six pre-generated characters drawn from across Mantica, allowing the GM and players to charge headlong into the action!