The Questmaster typically describes a scene or a series of An Action Roll is made when you attempt some task or activity
events and then asks you what your character will in response. whose outcome can't be guaranteed. You simply add the
You decide what your character will do the outcome is appropriate ability modifier to your roll, depending on the action.
described by the Questmaster, and the story moves forward.
For example, trying to sneak past a Goblin Peon is tied to
Sometimes, however, there will be instances where the outcome of your Agility. If your character were Agile, then you would add
your intended action can't be guaranteed, or your action is being +1 to your roll. If you happen to have a Skill that pertains the
countered or opposed by someone or something. In this case, you action, in this case Stealth, you would add +2 as well.
use the dice to help determine the result.
Certain items and gear may also give you +1 to roll as well. For
It all basically boils down to this: when you try and do example, a pry bar might gives you +1 to opening a stuck or siezed
something where neither failure or success is automatic, or door.
when your action is actively opposed by someone or
something else, you must roll the d20 and add any modifiers to An Attack Roll is made when you try and use a weapon or some
the result. If your total meets or exceeds the difficulty number other means to inflict harm upon an opponent. Most weapon
set by the Questmaster, you succeed! attacks are tied to your Strength. Attacks with Bows, Crossbows,
Slings and Thrown weapons are tied to your Agility. If you know how
Almost every roll you make can be tied to one of your character's to use the weapon you are wielding, you add +1 to your roll. If you
five abilities – Strength, Smarts, Spirit, Agility and Toughness. don't know how to use it, you take a -1 penalty to your roll.
A Defend Roll is made when you try and defend yourself from an
For example, swinging a Sword at a Goblin is tied to your
incoming attack or harm. Defend rolls are tied to your Agility. If you
Strength, so if you were playing a character who is Strong,
are wearing armour or have a shield, you usually add it's Armour
you would add +1 to your roll. If your character was Very
Rating to your Defend Roll as well.
Strong, you would add +2 to your roll instead.
A Damage Roll is made on a successful Attack Roll or a failed Defend
It's the Questmaster's job to set the difficulty of the task at hand, Roll. The type of weapon or item you are using determines which
but in general, here are the numbers that matter . . . die you roll. For example, a Small Sword deals 1d6 damage.
If the Action Or, if your Opponent is The Difficulty A Recovery Roll is made when you tend to your wounds, consume a
is . . . a... is . . . ration and rest for about an hour after a battle. When you make a
Easy Minion 7 Recovery Roll you roll the d6 + Toughness modifier and recovery
that many Hit Points.
Average Grunt 11
Lastly, there is a Fate Roll. Sometimes, the Questmaster will ask you
Difficult Henchman 15
to roll a single d6 to determine the outcome of something
Extreme Boss 19 completely beyond your character's control. In this case, low is bad
and high is always good. The Fate Roll can be used to determine the
Nigh-Impossible Overlord 23
weather, a random stranger's attitude, or a chance encounter.
A few examples of an Easy Task might be kicking down a rickety old
door or climbing a tree. An example of a Minion would be a Kobold
Peon or a Cave Rat.
Equipment:
Garion starts out with the following . . .
Squire's Garb
A Fur Cloak
Leather Boots
A Backpack
3 Copper Shields and 1 Silver Crown
As she gains levels, she may increase some of these. Hit Points: Arwen starts out with 13 Hit Points. (Age +0 Toughness).
She gains 1 Hit Point per year, until she turns 18.
Hit Points: Mela starts out with 13 Hit Points. (Age +0 Toughness).
She gains 1 Hit Point per year, until she turns 18. Load: Arwen starts out being able to carry a Load of 13 (12 +1
Strength).
Load: Mela starts out being able to carry a Load of 12 (12 +0
Strength). Speed: Arwen stars out with a speed of 5 (5 +2 Agility).
Feats: Feats:
Mela starts with the following feats . . . Arwen starts with the following feats . . .
• Pick Locks - Mela can Pick most simple locks with ease. She • Heal Wounds - If Arwen can attend to someone at rest or
can attempt to puck complex locks with a Smarts Roll. asleep, they recover an additional Hit Point per hour. If she
• Find Secret Doors - Mela can detect Secret Doors and the can attend to someone making a Recovery Roll, they roll
like simply by taking the time to examine an area. She can twice and use the better result.
attempt to detect magically concealed doors with a Smarts • Mix Potions - Arwen can mix basic potions, provided she
roll. has the ingredients. She starts off knowing two recipes.
She may acquire more through study.
As Mela gains levels, she may gain additional Feats.
As Arwen gains levels, she may gain additional Feats.
Equipment:
Mela starts out with the following . . . Equipment:
Adrielle starts out with . . .
Servants Garb
A Fine Cloak Acolyte's Robes
Leather Boots Heavy Cloak
3 Copper Shields and 1 Silver Crown Hide Boots
Holy Amulet
A Small Sword (+1 to Attack rolls, d6 Damage, Main Hand) 3 Copper Shields and 1 Silver Crown
A Dagger (+1 Attack, d4 Damage, Off-Hand, Thrown, 1 Load)
A Crossbow (+3 Attack, d8 Damage, Short Range, Two Hands, A Mace (+2 to Attack rolls, d6 Damage, Main Hand, 1 Load)
Reload, 2 Load) A Crossbow (+1 Attack, d8 Damage, Short Range, Two Hands,
Reload, 2 Load)
A Shield (+1 Armour Rating, Off-Hand, 1 Load)
Speed
Your Speed represents how fast you can move, or how many spaces
you can travel at a time.
Feats
Feats are special abilities or powers unique to your character. You
start off with two Feats. Your Feats are described in more detail on Combat
your Character Sheet.
When you play Heroes of Stormhaven, part of the game involves
Skills interaction with other castle folk or characters you may meet. Part
of the game involves exploration – delving dungeons and ruins or
trekking out across the wilderness. Part of the game involves
Some types of Actions can be grouped together under a Skill. For
combat – fighting monsters and scrapping with enemies.
example, jumping, climbing and swimming are covered by the
Athleticism Skill.
During combat, gameplay becomes a little more structured than it is
when you are interacting with others or exploring.
Your character begins being trained or having a natural knack for
two Skills. When you make an action roll, you add +1 to you roll if the
Combat is broken down into segments where each participant gets a
action is covered by a Skill you have, in addition to any Ability
turn to act.
modifiers.
Here is the Skill list . . . When it's your turn to act, you can basically do two things . . .
• Move + Attack
• Acrobatics (Agility) - You have a knack for tumbling, • Move + Action
• Move + Move • Demoralized – you are upset, saddened or morose. Get -2
• Action + Attack to all your rolls until something can lift your spirits.
• Action + Action • Exhausted – you are physically spent and your stamina can
carry you no further. Get -3 to any rolls where physical
exertion is a factor until you regain your stamina.
You can do either or in any order. You can Attack + Move instead of
• Hobbled – you your movement and foot speed has been
Move + Attack, for example.
compromised, possibly due to severe trauma. Your speed
is reduced by 2 and you get -3 to any rolls where balance
Your Move can be broken up as well. For example, if you have a
are a factor until you fix whatever ails you.
Speed of 5, you can move 2 spaces, Attack or attempt an Action and
• Frightened – you are scared or awed by something
then finish the following 3 spaces.
terrifying, maddening, or disturbing. Get -2 to all rolls until
your fear is quelled.
An Action can include many things. Obviously, any type of Action
• Knocked out – you have been knocked unconscious and
Roll could qualify. Here are some other things that could be
are vulnerable. You'll need to be woken or you'll otherwise
considered an Action . . .
come to in a few minutes.
• Drawing or Stowing an item.
• Sick – you are ill. You get -2 to all actions until you recover.
• Drinking a Potion
• Starving – you are hungry and thirsty. You get a cumulative
• Loading a Crossbow
-1 to all rolls for each day you go until your hunger is slaked
• Using a magic item such as a Wand
and your thirst quenched. After 3 days without water, you
• Mounting a horse
die.
Some items and abilities grant you the ability to make a Recovery
Roll without needing to treat your wounds and/or rest.
Spells
Spells are stored in wands, staves or on scrolls.
Conditions
Wands and Staves have a number of charges that can be unleashed
Conditions are temporary, semi-permanent or permanent effects
on a daily basis. Each Wand and Staff is also imbued with a certain
that are derived from the unfolding fiction. When you get a
number of spells. Weaker spells require only 1 charge to unleash,
compromise or failure, the gm may impose a condition on you as a
while more complex or powerful spells may require 2 or 3 charges to
result of the fictional consequences of your action. The gm is
unleash.
encouraged to create fitting custom conditions for the situation at
hand, but here are some standard sample conditions:
A Scroll always contains 1 spell. Once the spell is unleashed (by
reading the scroll aloud), the scroll disintegrates and is lost.
• Blinded – you have lost your ability to see properly,
possibly as a result of severe trauma. Get -5 to any rolls Here are a list of common spells. Each requires 1 charge to cast.
where sight is a major factor until your blindness is treated,
or until your normal vision returns. Burning Hands
• Dazed – you can do little more than stumble about and A small blast of fire jets forth from your outstretched hands, dealing
drool. 1d10 damage to a single target within 2 spaces of you.
• Deafened – you have lost your ability to hear properly,
possibly due to severe trauma. Get -5 to any rolls where Charm Person
sound or vocalization is a major factor until your deafness The person (not beast or monster) you touch while casting this spell
is treated or until your hearing returns to normal. counts you as a friend for about 1 minute or until they take damage,
you do something to threaten them or cast another spell.
Healing
Detect Magic Drink this and you may make a Recovery Roll. Requires 10c worth of
Your is briefly attuned to magic within 10 spaces. The Questmaster Milkweed to mix.
will tell you if magic is present nearby and where it may be. The
effect lasts for about 30 seconds or so. Luck
Drink this and you may roll your next d20 roll twice and use the
Feather Fall better result. Requires 5c worth of Quicksilver (Mercury) to mix.
When you or a creature you can see within near range of you starts
to fall, you cast this spell. They descend to the ground at about the Love
speed of a feather until they come to rest on a solid surface or stop The person who consumes this counts the next person (not beast or
falling, at which point the effect ends. monster) they see as a friend for about 1 minute or until they
damage, or are threatened by the object of their affection. Requires
Light 5c worth of Sassafras to mix.
The tip of your staff or wand emits a warm glow equivalent to that
of a torch, without heat, sound or smell. The effects lasts until the Resist Fire/Frost
prevailing darkness is lifted, you cast another spell from the same Drink this potion during a battle, and any time you take damage
item, or until you dismiss it. from fire or frost based attacks, the Questmaster must roll damage
twice and use the worst result. Requires 10c worth of Mandrake root
Arcane Bolts to mix.
Twins projectiles of pure force spring from your fingers. Deal 2d4
damage to one target within 10 spaces of you.
Magic Weapon
The weapon you touch in battle when you cast this spell gets +1 to
it's attack rolls and damage rolls for the remainder of the fight.
Read Languages
Cast this spell and you may read (not speak) the next language other
than common which you gaze upon. This effect lasts for about an
hour.
Shield
When you cast this spell upon yourself in battle, you gain +2 Armour
Rating for the duration of the fight.
Unseen Servant
You conjure a simple invisible construct that can do nothing but
carry items. It cannot pick up items on its own and can only carry Coinage
those you give to it. An unseen servant that takes damage or leaves
your presence is immediately dispelled, dropping any items it In Stormhaven, and all throughout the rest of the kingdom, coins
carried. The effect last for about an hour or until you dismiss it. are the main currency. The kingdom has minted four types of coins
of different values.
Potions
• The Copper Shield is the most common coin, with a value
Potions are herbal, semi-magical concoctions that create certain of 1c.
effects when fully consumed. • The Silver Crown is less common, but still used in day to
day transactions. It has a value of 3c.
In order to mix a potion, you must have the proper ingredients. It • The Golden Lion is uncommon, typically only carried by the
takes a couple of hours of time and once created, a potion remains craftsmen, merchants and wealthy. It has a value of 5c.
potent for a day or two before it becomes unstable and useless. • The Platinum Dragon is very rare, generally only used by
the nobles and wealthy elite. It has a value of 10c.
Here is a list of common potions . . .
Stormhaven Castle doesn't have much in the way of a market like
Endure Elements the one in Havenstead Village, but there are some things that can be
Drink this and you may exist comfortably in cold or hot purchased here.
environments (-20 to 120) with no other extra protection. The effect
lasts for about an hour. Requires 5c worth of Brimstone (Sulphur) to Clothing & Apparel
mix. Commoner's 2c Rough woollen clothes worn by
garb commonfolk
Slumber
Drink this before bed and you gain an addition +1 Hit Point for every Hunter's garb 5c Rough woollen clothing dyed green
hour you sleep. Requires 5c of Lavender to mix. and brown, worn by scouts, hunters
and rangers. Crossbow 20c D8 damage, short range, two-
hands, reload, 4 load
Servant's 5c Fine linen clothing worn by the
Garb servant class. Small bow 25c D6 damage, short range, two-
hands, 2 load
Squire's garb 8c Fine linen clothing with a fine woollen
tabard. Longbow 50c D8 damage, long range, two-hands,
3 load
Acolyte's robes 10c Modest linen robes and tunics,
typically dyed bold and bright
colours. Munitions
Apprentice's 8c Rough wollen robes and undercoats Stones (10) 0gc 1 load
Robes with many pockets. Bolts (20) 20gc 1 load
Fine clothes 20c Fine silk and linen clothing worn by Arrows (20) 20gc 1 load
wealthy merchants and gentry.
Quiver 2gp A container worn on the back for
Noble's finery 50c Fine silk and linen clothing, often carrying 20 arrows
accented with silver or gold
embroidery and gems. TAGS
Burn – it ignites combustible materials, you roll damage twice and use the
better result against targets vulnerable to fire
Accessories Long range – most effective against targets within 30 spaces
Wool cloak 1c For cool weather, generally worn Hurl – it can be hurled accurately at targets within 10 spaces.
about the castle. Short range – effective against targets within 15 spaces.
Reach – effective against enemies at 2 spaces.
Fur cloak 8c For cool weather, generally worn in Reload – it takes an action reload after using
the wilderness. Thrown – it can be thrown accurately at targets within 5 spaces.
Bacpack 3gp A canvas or leather pack with Plate mail 80c 3 armor rating, 5 load, -1 speed, max.
shoulder straps, usually 2'x3'. Holds Dexterity bonus +1
about 300c. Shield 5c 1 armor rating , 1 load
Club - D4 damage, thrown, 1 load Small sack 1gc A burlap, leather, or cloth bag, usually 1’ x 2’
with a rope drawstring. Holds about 200c.
Hand axe 15c D6 damage, main hand, 2 load
Large sack 2gc A burlap, leather, or cloth bag, usually 2’ x
Mace 15c D6 damage, main hand, 2 load 4’with a rope drawstring. Holds about 400c.
Short sword 15c D6 damage, main hand, 2 load Crate 3gc A crude wooden box roughly 2'x4' and 2'
Spear 15c D6 damage, main hand, hurl, 2 load deep. Holds about 600c. Must always be
carried.
Battle axe 25c D8 damage, main hand, 3 load
Chest 20g A fine wooden box roughly 2'x3' and 2' deep
Long sword 25c D8 damage, main hand, 2 load c with brass fasteners and locks. Holds about
War- 25c D8 damage, main hand, 3 load 500c. Must be carried.
hammer Satchel 3gp A leather bag usually 6”x2' that can be slung
Quarter- 5c D6 damage, two-hands, 2 load over the shoulder, typically used by wizards
staff for carrying books and such. Holds about
200c.
Pike 20c D8 damage, main hand, reach, 3 load
Adventuring Gear
Ranged Weapons Bedroll 1c Required for sleeping or wake up
Sling 10c D6 damage, short range, two exhausted
hands, 1 load
Collapsible pole 3c 10’ long, 2” thick pole, useful for
poking piles of rags, pools, etc
Crowbar 3c (D4 damage, off-hand) makes short
work of prying open doors and the like
Grappling hook 5c A large 3- or 4-pronged hook, made of
specially hardened iron, used to
anchor a rope
Hammer & 5c Used to wedge doors open or shut, or
spikes to anchor a rope, or as makeshift
pitons.
Lantern 5c Wind and rain resistant light source
Magnifying 5c This lens allows a closer look at small
Glass objects. It is also useful as a substitute
for flint and steel when starting fires
Manacles 5c These metal restraints can bind a
creature by the wrists.
Mirror 5c Used to look around corners safely
Pick axe 20c (D8 damage, large, 2-hands) perfect
for digging through walls and floors
Rope 3c 20 feet heavy climbing rope that can
support 3 fully loaded humans.
Rope, heavy 10c 100 feet of heavy climbing rope that
duty can support 3 fully loaded humans.
Sledge 20c (D6 damage, large, 2-hands) perfect
Hammer for bashing through doors
Spyglass 15c Objects viewed through a spyglass are
magnified to twice their size.
Twine 1c 50' of string or twine, useful for
rigging traps and the like.