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Introduction . . .

Stormhaven is home to perhaps 1500 souls. Many of the able able-


bodied adults are gone, however, off fighting for the Lord of the
Stormhaven, the Castle by the Sea, is your home. You were born
Castle somewhere faraway. Of the castle-folk who remain behind,
here, or you came here at such an early age that the stronghold is all
most of them are very old, very weak, or very young.
you have ever known.
The are many important characters who live in Stormhaven, and
Like most Stormhaveners your age, you live in the castle all year
here are the ones you know . . .
round and have duties to do almost every day. Some days you might
find yourself sweeping the Great Halls, others working in the
Kitchens or mucking in the Stables. • Lord Edrick Thane is the rightful ruler of Stormhaven
Castle and it's outlaying lands. Edrick is seen by most as a
When you are not helping out around the castle, you might be in the honest man and a kind leader. He and his family have
nearby woods, hunting for rabbits or foraging for berries and always treated every Stormhavener with respect and
mushrooms. Other times, you may head down to the sea shore to dignity, and for this, they are well-loved by the folk of the
fish or to gather drift wood. castle. Presently, Edrick is away, leading his Knights and
soldiers in battle against the enemies of the kingdom. His
Though life in Stormhaven may sound simple and idyllic, the truth is wife Elizabeth, and his youngest daughter, Emma remain
that the world around it is a dangerous one . . . behind.
• Samuel the Steward oversees the castle in the absence of
Venture too far into the woods, and you could lose your way. The Lord Thane. It is his responsibility to ensure the stronghold
deeper reaches of the forest are said to harbour wild boars and is safe and well-stocked. Samuel is stern fellow who suffers
wolves. There are tales of even stranger, more frightening things no fools.
lurking there . . . like monstrous spiders and
• Sir Avery is a semi-retired Knight and the castle's Master-
at-Arms. He is responsible for coordinating the castle's
The shores can be perilous too. The waves pound relentlessly
defences and for training young Havenholders like
against a jagged, stony surf. One misstep, and you could swept out
yourself. Sir Avery is a jovial, broad-limbed and barrel-
into into the chilly, churning sea where dragon-crabs and giant eels
chest, beast of man who is well-liked by the folk of the
lurk just below the roiling waters.
castle.
Even the old road out Stormhaven isn't always safe. Not only are • Morien the Mage is the Lord of the Castle's most trusted
large stretches of it in total disrepair, but robber-bandits plague advisor. He remains at Stormhaven to assist Sam the
travelling merchants and wayfarers just beyond the boundaries of Steward and anyone else he who seeks his wise council. He
Lord's realm. is very old, and prone to nodding off every now and again.
Still, he is kind and gracious.
Normally, it would be up to your parents and other the able-bodied • Rowen the Ranger is in charge of the kennels and animal
men and women of Stormhaven to deal with with these threats. But pens. He is also Stormhaven's Master of the Hunt. He has
they all been called away by Lord of the Castle, to help defend the been away from the castle, fighting along side Lord Edrick
kingdom from it's enemies. for the fate of the kingdom.
• Ada the Acolyte is an elderly priestess of who oversees the
To that end, every young boy and girl in Stormhaven has been
Castle Chapel in the absence of Percival the Prior, who is
trained how to fight and defend themselves and is expected to
away attending Lord Edrick.
stand fast in the face of any trouble that may arise.
• Sir Gordon the Gray is a older Knight who has served
Fortunately, since your elders and the Lord of the Castle have been alongside Lord Edrick since they were in their youth. He is
gone, there has been little in the way of any serious calamity here in away from the castle, defending the kingdom.
Stormhaven. Most days pass without incident . . . • Stanwin the Stablemaster is in charge of the all the horses.
He is friendly, but he stinks.
But winter is just around the corner . . . and that is when
Stormhaven is most vulnerable. The days are shorter, the nights
• Old Nona is in charge of the Kitchens. Everyone from the
lowliest stable boy to the oldest guard fears her. She is
colder, and trouble is often closer than ever.
mean and ill-tempered, but her meals are always hearty
and satisfying.
You will need to be vigilant and ever-ready if you are to help keep
you home safe and secure from danger!

The People of Stormhaven. . . The Castle grounds. . .


Having lived all your life here at Stormhaven, you are very familiar good idea of what lay just beyond her walls.
with the castle. Here are the main areas . . .
• The Stormgale Sea is a vast body of water that lies to the
• The Outer Gatehouse features heavy, wooden gates and west of Stormhaven. As it's name suggest, the Stormgale
an iron portcullis. The yard inside is features a several Sea's waters are rough,
covered stalls for temporary storage. There is small shop
where Cameron the Cartwright works and lives. One of the
• The High Road is a major travel route which arrives at
Stormhaven. Merchants, traders and wayfarers use it
round towers here serves as dungeon where prisoners are
often.
kept.
• The Drawbridge is the most important defence of the • The Lord's Wood is a sizable forest that lay to east of
castle. It can be raised in times of war, effectively cutting Stormhaven. These woods are are full of small game like
off entry to the Lower Bailey. Sir Avery, the Master-at- rabbit, deer, and mink. The Lord of the Castle often hunted
Arms is quartered in a small apartment overlooking the here before he left to defend the kingdom. It's trees
Drawbridge. provide firewood to the folk of Havenstead and
Stormhaven Castle.
• The Lower Bailey is often the busiest part of the Castle. It
features the Stables, the Kennels, several animal pens and • Havenstead is a small village of about 500 souls that lies to
vegetable patches, the River Gate (a small entrance to the the south-east of Stormhaven. The folk of live here harvest
castle grounds) and the shops of various craftsmasters, much of the castle's food and provisions from the Lord's
including Samson the Smith, Morris the Mason, Liam the Wood and the surrounding fields. They occasionally gather
Leatherworker and a Caleb the Carpenter. stone and iron from the Stoney Hills.
• The Upper Bailey is where the castle Knights and soldiers • The Marsh is a small bog to the south of Stormhaven, off
train, when they are here. From this yard, one can access the Blackrapid River near the Lord's Wood. While it is a
the Great Halls (where the folk of castle sleep and dine), damp and chilly place, many useful herbs, fungi and
the Kitchens (where all the castle meals are prepared and wildflowers are known to grow here.at flows east-to-west,
it's food and provisions are stored). From here, one may out of the Knotwood, through the Stoney Hills, and the
access the Chapel. Marsh before finally arriving at the shore of the Stormgale
• The Keep, also accessible by way of the Upper Bailey is the Sea.
heart of the castle. It where the Lord of the Castle lives • The Blackrapid River is a fast-moving watercourse fed by
and where he (or the Steward in his absence) holds Court. distant mountains far to the east, beyond the Knotwood
Forest.
• The Stoney Hills are a swath of rolling uplands to the east
of Stormhaven. The folk of Havenstead Village sometimes
mine them for stone and iron.
• Fort Highguard is a small fortified outpost on the High
Road. It is manned by soldiers from Havenhold under the
command of Sir Arthur Drake.
• Beacon Cliff is the site of an old lighthouse that helps trade
ships navigate the Galestorm Sea, avoid the perilous shoals
near Stormhaven and maintain their course. Stormhaven is
responsible for maintaining the site.
• The North Road is a seldom-used road these days. It is said
to travel to the most frigid and remote reaches of the
kingdom.
• The Knotwood is a old and very large forest to northeast
of Stormhaven. It is known to harbour wolves, bears and
wild boars. There are tales of giant spiders lurking in it's
deepest reaches, and of vile goblins! Rowen the Ranger
would sometimes lead hunting parties through it, but only
near it's edges. Few people are brave enough to venture
here. Most of the Castle's lumber comes from here.

Stormhaven and it's


surroundings . . . How to Play . . .
Though you spend most of your days in the Castle, you have a pretty Now that you have gotten to know Stormhaven, it's people and
some of the surrounding area, you'll need to choose which playable
character you wish to control in the game. Remember that you don't have to worry about setting the difficulty
of a task or an opponent. That's the Questmaster's job. You just roll
But before you do that, now is a good time to explain how the game the dice and see what happens!
works.
The Golden Rule: No matter how many modifiers may affect
Heroes of Stormhaven is a fantasy role playing game, which means your d20 roll, you can only benefit from a +5 maximum at any
that you assume the role of a character is a medieval-esque, magical given time. Conversely, the worst you can do is suffer a -5
world. Unlike other games, where the game objective is to win . . . in penalty to your d20 roll.
Heroes of Stormhaven, the goal is to share in the crafting of an
unfolding story!
Types of Rolls . . .
Essentially, the game is largely a conversation between you (playing
as your character) and the Questmaster, who sort of runs everything There are several different types of rolls you might make during the
else. course of a game.

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.

A few examples of a Difficult Task might be trying to lift the gates to


a ruined Tower Fort or scaling a stone wall. An example of a The Dice
Henchman would by an Castle Knight or a Alpha Wolf.
Heroes of Stormhaven uses the following dice . . .
somewhere faraway. Garion is 13 years old and is Tough and Very
Strong. He knows the way to Fort Highguard as he has trained there
many times. Garion is skilled in Swordplay and can Read and Write
the Highborn language. He is skilled in Athletics and Diplomacy.
Garion knows how to wield a Sword, the Pike, the Small Sword, the
Dagger and can use a Crossbow.

Ability Scores: Garion starts out with . . .


Strength +2, Smarts +0, Spirit +0, Agility +0, Toughness +1

As he gains levels, he may increase some of these.


The d20 is used for mainly for Action, Attack and Defend Rolls. The Hit Points: Garion starts out with 14 Hit Points. (Age +1 Toughness).
rest of the dice can be used for weapon damage rolls or other uses. He gains 1 Hit Point per year, until he turns 18.

Load: Garion starts out being able to carry a Load of 14 (12 +2


The Heroes of Stormhaven Strength).
Now it's time to meet the Heroes of Stormhaven . . . Speed: Garion stars out with a speed of 5 (5 +0 Agility).
These are the playable characters on the game . . . Weapons:
Garion starts out knowing how to use the Long Sword, the Pike, the
You get to choose which one you wish to be. Look them over and Small Sword, the Dagger and the Crossbow. He gets +1 to his attack
see what they are all about. rolls in addition to any Ability Score modifiers when he uses one of
these weapons.
When you have decided on which one you want to play, read over
the section about the elements of a character so you will have a Skills:
better understanding of what things like Hit Points, Load, Speed, Garion starts out with the Athletics (Strength) and Diplomacy (Spirit)
Feats and Skills mean. Skills. He gets +1 to his rolls in addition to any Ability Score modifiers
when he attempts an action covered by one of these Skills. As he
After that, grab a character sheet and fill it out and you are just gains levels, he may acquire new Skills.
about ready to begin!
Feats:
Garion starts with the following feats . . .
• Swordplay - Garon deals +1 damage when he attacks with a
Sword, Small Sword, or the Dagger.
• Read & Write - As a Squire, Garion has been taught how to
read and write.

As Garion gains levels, he may gain additional Feats.

Equipment:
Garion starts out with the following . . .

Squire's Garb
A Fur Cloak
Leather Boots
A Backpack
3 Copper Shields and 1 Silver Crown

A Sword (+3 Attack, d8+1 Damage, Main Hand, 2 Load)


A Dagger (+3 Attack, d4+1 Damage, Off-Hand, Thrown, 1 Load)
A Crossbow (+1 Attack, d8 Damage, Short Range, Two Hands,
Reload, 2 Load)
Leather Armour (+1 Armour Rating, 2 Load)

Ethan the Scout


Garion the Squire Ethan is the son of Rowen the Ranger,
Garion is the nephew of Sir Gordon, a who is off fighting for the Lord of the
Sworn Knight of Stormhaven who is off Castle somewhere faraway. Ethan is 13
fighting for the Lord of the Castle years old and is Smart and Very Agile. He
knows the Lord's Wood better than most since he and his father family still resides there. Ren can preform feats of Wizardry and can
have spent many a day there hunting deer and rabbit. Ethan can Read & Write the Highborn language. He is skilled in Arcana and
Track and Becalm Animals. He is good at Foraging and has Appraisal. He knows how to use the Quarterstaff, the Dagger and
heightened Awareness. Ethan knows how to use the Small Bow, the the Sling.
Hand Axe, and the Dagger.
Ability Scores: Ren starts out with . . .
Ability Scores: Ethan starts out with . . . Strength +0, Smarts +2, Spirit +1, Agility +0, Toughness +0
Strength +0, Smarts +1, Spirit +0, Agility +2, Toughness +0
As he gains levels, he may increase some of these.
As he gains levels, he may increase some of these.
Hit Points: Ren starts out with 14 Hit Points. (Age +0 Toughness). He
Hit Points: Ethan starts out with 13 Hit Points. (Age +0 Toughness). gains 1 Hit Point per year, until he turns 18.
He gains 1 Hit Point per year, until he turns 18.
Load: Ren starts out being able to carry a Load of 12 (12 +0 Strength).
Load: Ethan starts out being able to carry a Load of 12 (12 +0
Toughness). Speed: Ren stars out with a speed of 5 (5 +0 Agility).

Speed: Ethan stars out with a speed of 7 (5 +2 Agility). Weapons:


Ren starts out knowing how to use the Quarterstaff, the Dagger and
Weapons: the Sling. He gets +1 to his attack rolls in addition to any Ability Score
Ethan starts out knowing how to use the Small Bow, Hand Axe, and modifiers when he uses one of these weapons.
Dagger. He gets +1 to his attack rolls in addition to any Ability Score
modifiers when he uses one of these weapons. Skills:
Ren starts out with the Arcana (Smarts) and Appraisal (Smarts)
Skills: Skills. He gets +1 to his rolls in addition to any Ability Score modifiers
Ethan starts out with the Awareness (Smarts) and Forage (Smarts) when he attempts an action covered by one of these Skills.
Skills. He gets +1 to his rolls in addition to any Ability Score modifiers
when he attempts an action covered by one of these Skills. As he As he gains levels, he may acquire new Skills.
gains levels, he may acquire new Skills.
Feats:
Feats: Ren starts with the following feats . . .
Ethan starts out with the following Feats . . . • Wizardry - Ren can use enchanted items reserved for
• Track - Ethan can usually follow the trail of a creature or Wizards, such as Scrolls, Wands, Staves, and Shards.
creatures in the wilderness or a dungeon environment. He • Read & Write - As a Magician's Apprentice, Ren has been
can identify what made the tracks with a Smarts roll. taught how to read and write.
• Becalm Animals - Ethan can usually calm and approach As Ren gains levels, he may gain additional Feats.
most non hostile wild animals. He can attempt to give
them simple commands with a Spirit roll. Equipment:
Ren starts out with the following . . .
As Ethan gains levels, he may acquire new Feats.
Apprentice Robes
Equipment: A Woollen Cloak
Ethan starts out with the following . . . Leather Boots
A Backpack
Hunter's Garb 3 Copper Shields and 1 Silver Crown
A Fur Cloak
Hide Boots An Apprentice's Wand (4 Charges per day, contains the following
A Backpack spells: Arcane Bolt, Light, Detect Magic, and Shield)
3 Copper Shields, 1 Silver Crown A Dagger (+1 Attack, d4 Damage, Off-Hand, Thrown, 1 Load)
A Sling (+2 Attack, d4 Damage, Short Range, Two- Hands, 1 Load)
A Small Bow (+3 Attack, d6 Damage, Short Range, Two Hands, 2 A Pouch with 15 Lead Pellets (1 Load)
Load)
A Quiver with 15 Arrows (1 Load)
A Dagger (+1 Attack, d4 Damage, Off Hand, 1 Load) Mela the Sneak
Ren the Apprentice Mela is the youngest daughter of Samuel
the Steward, who oversees Havenhold
Ren is the ward of Morien the Mage, one of Castle in the absence of Lord Edrick.
the Lord of the Castle's most trusted Mela is 13 and is Spirited and Very Agile.
advisors and a wizard of some renown. Ren She knows all the secret passages and
is 14 years old and is Spirited and Very hiding spots in Stormhaven Castle. Mela
Smart. He knows the way to the village of can Pick Locks and Find Secret Doors.
Havenstead as he was born there and his She is skilled in Stealth and Acrobatics. She knows how to use the
Small Sword, the Dagger and the Crossbow. Ability Scores: Arwen starts out with . . .
Strength +1, Smarts +0, Spirit +2, Agility +0, Toughness +0
Ability Scores: Mela starts out with . . .
Strength +0, Smarts +0, Spirit +1, Agility +2, Toughness +0 As she gains levels, she may increase some of these.

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).

Speed: Mela stars out with a speed of 7 (5 +2 Agility). Skills:


Arwen starts out with the Foraging (Smarts) and Intuition (Spirit)
Skills: Skills. She gets +1 to her rolls in addition to any Ability Score
Mela starts out with the Stealth (Agility) and Acrobatics (Agility) modifiers when she attempts an action covered by one of these
Skills. She gets +1 to her rolls in addition to any Ability Score Skills.
modifiers when she attempts an action covered by one of these
Skills. As she gains levels, he may acquire new Skills. As she gains levels, he may acquire new Skills.

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)

Arwen the Healer Character Ability Scores


Your character has several elements that help define who she or he
Arwen is the granddaughter of Ada the
is, and what sort of things they can do.
Acolyte who helps oversee the Castle
Chapel. Arwen is 14 years old and is
Every character has five Abilities . . .
Strong and Very Spirited. She knows her
way around the Marsh as she often goes
there to collect herbs, mushrooms and • Strength is tied to action rolls involving physical prowess,
flowers for her grandmother. Arwen can Heal Wounds and Mix including stuff covered by the Athletics skill. It is also used
Potions. She is skilled in Foraging and Intuition. She knows how to for melee weapon attack rolls and for determine your
use the Mace and the Crossbow. maximum load, or how much your character can carry.
• Smarts is tied to action rolls involving mental acumen and
the senses, including stuff covered by the Appraisal, flipping and somersaults and you excel at keeping your
Arcana, and Awareness skills. balance and staying on your feet.
• Spirit is tied to action rolls involving charm and morale, • Appraisal (Smarts) - You can discern the approximate value
including stuff covered by the Deception, Diplomacy, of trade goods, mundane items, gems, jewellery and
Intuition and Fellowship skills. objects of art.
• Arcana (Smarts) - You have studied the arcane arts and can
• Agility is tied to action rolls involving dexterity, including
attempt to recognize ongoing magical effects and
stuff covered by the Acrobatics and Stealth skills. It is also enchanted items when you examine them.
used for ranged weapon attack rolls and for defend rolls. • Athleticism (Strength) - You have honed your ability to
• Toughness is tied to action roll involving stamina, including swim, climb, jump and the like.
stuff covered by the Endurance skill. Toughness is also • Awareness (Smarts) - You have razor-sharp senses. You
used for determining Hit Points and for Recovery Rolls. have a knack for spotting things and hearing sounds.
• Deception (Spirit) - You have a knack for bluffing,
Hit Points stretching the truth, manipulating and cheating.
Your character has something called Hit Points that represent how • Diplomacy (Spirit) - You know how to communicate with
much harm, damage or pain they can suffer before they pass out or others and change the attitudes of those who are
perish. Every time your hero takes damage, the Questmaster will roll indifferent, cool or disagreeable towards you.
to see how much you take. You subtract this total from your current • Endurance (Toughness) - You can tolerate harsh
Hit Points. When your Hit Points reach 0 or less, your character falls temperatures, resist fatigue and ignore thirst and hunger.
unconscious and may begin to die. • Fellowship (Spirit) - You have a knack for picking up the
latest news, rumours and gossip.
Every Hero starts out with Hit Points equal to their the Age + • Forage (Smarts) – You can identify natural hazards and can
Toughness modifier. traverse the wilderness. You what is safe to eat and drink.
• Intuition (Spirit) - You have a knack for reading people and
situations can often discern when something is off.
Load • Stealth (Agility) - You have a talent for moving about
unseen and darting from place to the next without being
Your Load is how much stuff your character can carry. Most items, spotted, or doing things in a sneaky way.
weapons and armour have a Load representing how much they
weigh. You can carry up to your Load without any problem. If you
exceed your load, you suffer a -1 penalty to your Speed and to your
rolls for every point over and above your limit.

Your Load is 10 + Strength modifier.

Speed
Your Speed represents how fast you can move, or how many spaces
you can travel at a time.

Your Speed is 5 + Agility modifier. Remember that your Speed is


affected by your Armour and your Load.

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.

Temporary conditions usually alleviate on their own, within a few


Recovering from damage seconds, minutes or possibly an hour.
In battle and sometimes during exploration, your hero suffers inuury
Semi-permanent conditions could take several hours or possibly
and you lose Hit Points. Your hero can recover lost Hit Points in a
even several days to alleviate.
couple of different ways . . .
Permanent conditions never go away without the use of magic.
• Rest: You recover 1 Hit Point per hour of rest. (Resting
means you aren't doing anything more than sitting or
talking).
• Sleep: You recover 2 Hit Points per hour of sleep.
• Eat + Rest: If you consume a ration (or a meal) and rest for
about an hour, you may make a Recovery Roll. You roll 1d6
+ Toughness modifier and recover the result.

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.

Leather boots 5c Durable, hard-heeled boots.


Armor
Hide boots 3c Soft heeled boots, less durable than Leather 15c 1 armor rating, 2 load
leather boots, but much more quiet
(+1 to stealth rolls involving moving Chain mail 30c 2 armor rating, 4 load, -1 speed, max.
silently) Dexterity bonus +2

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

Melee Weapons Bags & Containers


Dagger 5c D4 damage, off-hand, thrown, 1 load Backpack 3gc A canvas or leather pack with shoulder
Torch - D4 damage, burn, thrown, 1 load straps, usually 2'x3'. Holds about 300c.

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.

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