Listing Features
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Title
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Tier
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Parent Type
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Description
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| Acid Bath | 1 | Reaction | Adversary | Solo | When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking 1d10 physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take 1d6 physical damage. | DH Core | |||||||||||||||||||||||||
| Acidic Bite | 1 | Action | Adversary | Standard | Make a standard attack against a target. On a success, spend a Fear to do 2d6+2 physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage). | Incredible Creatures | |||||||||||||||||||||||||
| Acidic Form | 1 | Passive | Adversary | Skulk | When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Acidic Form | 1 | Passive | Adversary | Skulk | When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Adrenaline Burst | 1 | Action | Adversary | Bruiser | Once per scene, spend a Fear to clear 2 HP and 2 Stress. | DH Core | |||||||||||||||||||||||||
| A Friendly Game | 2 | Action | Environment | Social | Offer one or more PCs the chance to Clear Stress as if it were a short rest by gambling with the local members. Stakes start at a Handful of Gold per hand. Let them choose which trait to use to attempt to win. | Who is your main competition at the table? What house rules complicate your efforts? Are you really trying to win, or do you have another agenda? | Mike Underwood | ||||||||||||||||||||||||
| Aggressive | 2 | Passive | Adversary | Standard | When the Finscourge makes a successful standard attack, they can mark a Stress to force the target to mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and lose a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| All Powerful! | 1 | Action | Adversary | Solo | Spend a Fear and make an attack roll against all targets within Close range as the Wumpus laughs maniacally while flinging masks and bonking everything in the area. Targets the Wumpus succeeds against take 1d12+4 physical damage and lose a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Ambush | 1 | Reaction | Adversary | Standard | When the ambusher enters the scene without being spotted first, they can immediately move into melee with a target and make an attack against them. On a success, they strike with their claws for 2d4+8 (phy) damage. | GUASHNIM | |||||||||||||||||||||||||
| Amphibious | 2 | Passive | Adversary | Bruiser | While swimming, the Titan gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Amphibious | 2 | Passive | Adversary | Skulk | While swimming, the Shoalstalker gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Ancient Monuments | 2 | Action | Environment | Exploration |
The PCs discover a large stone marker, monument, or other magical manifestation of the Rime. These monuments may have been from a bygone era that tell stories of past civilization or directions for others to follow. Have a PC roll a fate roll to discover what boon or bane awaits them.
| Who erected this monument? What effects has the rime had on the place? | Incredible Creatures | ||||||||||||||||||||||||
| Ancient Writing | 2 | Passive | Environment | Exploration | The entrance of the cave has markings and pictographs from a bygone era. A PC with a relevant background or Experience can translate these into useful information about the ancient inhabitants of the cave. A PC who succeeds on a Knowledge or Instinct Roll might be able to glean something about the current inhabitants of the cave. If a PC critically succeeds, they find a small amount of treasure equal to 3 handfuls of gold. | Who lived in this cave before and how long ago? What happened to them? What creatures have found their way since? | Incredible Creatures | ||||||||||||||||||||||||
| Animal Attack | 1 | Reaction | Environment | Traversal | When the PC’s make too much noise or wander too far from the path, summon an aggressive Bear with in far range. | Bonus Reaction | |||||||||||||||||||||||||
| Animate Books | 2 | Action | Adversary | Solo | Mark a Stress to create a Swarm of Animated Objects made of flying books within Close range. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Animate Stone | 2 | Action | Adversary | Leader | Twice per scene, spend a Fear to summon a Pile of Living Rocks, which appears at Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Another for the Pile | 1 | Action | Adversary | Solo | When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress. | DH Core | |||||||||||||||||||||||||
| A Place of Healing | 2 | Passive | Environment | Social | A PC who takes a rest in the Hallowed Temple automatically clears all HP. | What does the incense smell like? What kinds of songs do the acolytes sing? | DH Core | ||||||||||||||||||||||||
| A Place of Respite | 1 | Passive | Environment | Social | A PC who takes a short rest in the Temple Archives automatically clears 1d4+1 Hit Points (HP). | Fresh Cut Grass | |||||||||||||||||||||||||
| Apocalypse Then | 2 | Action | Environment | Exploration | Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fires, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and finding clues to escape the inevitable. | Is this the disaster that led the city to be abandoned? What is known about this disaster, and how could that help the PCs escape? | DH Core | ||||||||||||||||||||||||
| Appeal to Authority | 1 | Action | Adversary | Social | Mark a Stress on The Temple Archivist. They excuse themselves to consult with the Senior Priest or a Head Guard. | Fresh Cut Grass | |||||||||||||||||||||||||
| Arcane Artillery | 2 | Action | Adversary | Ranged | Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage. | DH Core | |||||||||||||||||||||||||
| Arcane Form | 1 | Passive | Adversary | Solo | The Elemental is resistant to magic damage. | DH Core | |||||||||||||||||||||||||
| Arcane Reflection | 3 | Action | Environment | Traversal | Spend a Fear to have any number of PCs glimpse a reflection in the crystal of who they once were or might become. Each target makes a Fate Roll. Targets who succeed see a vision of their better self and can replace one Experience. Targets see a vision of their dark past–or an even darker future–and must mark a Stress, and you gain a fear. | Who do the PCs see on the other side of the crystal? How does it make them feel? | The Void | ||||||||||||||||||||||||
| Arcane Slip | 4 | Passive | Adversary | Solo | Archmage may teleport up to a Far distance as part of their action. | Mike Underwood | |||||||||||||||||||||||||
| Arcane Steel | 1 | Passive | Adversary | Leader | Damage dealt by the Spellblade’s standard attack is considered both physical and magic. | RMR | |||||||||||||||||||||||||
| Arcane Steel | 1 | Passive | Adversary | Leader | Damage dealt by the Spellblade’s standard attack is considered both physical and magic. | DH Core | |||||||||||||||||||||||||
| Arcane Steel | 2 | Passive | Adversary | Leader | Damage dealt by the Spellblade’s standard attack is considered both physical and magic. | RMR | |||||||||||||||||||||||||
| Armor Shedding | 2 | Passive | Adversary | Bruiser | The Dwarf’s Difficulty is permanently reduced by 1 for each successful attack made against them. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Armor-Shredding Shards | 1 | Passive | Adversary | Standard | After a successful attack against the Snake within Melee range, the attacker must mark an Armor Slot. If they can’t mark an Armor Slot, they must mark an HP. | DH Core | |||||||||||||||||||||||||
| Attack of Opportunity | 2 | Reaction | Adversary | Bruiser | When a target leaves Melee range of the Dwarf, make a standard attack against them. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Aura of Death | 1 | Passive | Environment | Exploration | Grief weighs heavily on those that intrude. Any PC that fails an action roll with Fear must lose a Hope. If they cannot lose a Hope, they mark a Stress. | Which characters have had to bury a loved one? What loss does this place remind you of? | Mike Underwood | ||||||||||||||||||||||||
| Aura of Superiority | 3 | Passive | Adversary | Social | Any time a PC gets a result with Fear while in the presence of the Herald, they must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Avalanche | 2 | Action | Environment | Traversal | Spend a Fear to carve the mountain with an icy torrent, causing an avalanche. All PCs in its path must succeed on an Agility or Strength Reaction Roll or be bowled over and carried down the mountain. A PC using rope, pitons, or other climbing gear gains advantage on this roll. Targets who fail are knocked down the mountain to Far range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress. | How do the PCs try to weather the avalanche? What approach do the characters take to find one another when their companions go hurtling down the mountainside? | DH Core | ||||||||||||||||||||||||
| Avalanche Clap | 2 | Action | Adversary | Bruiser | Spend a Fear to clap all four hands together causing a tide of ice spikes in front of the Yeti within Very Close range. All targets in this area must succeed on an Agility Reaction Roll. Targets who fail take 2d6+4 physical damage, mark a Stress and are Numbed until they roll with Hope or the Yeti is defeated. While Numbed, the target makes attack rolls at disadvantage. | Incredible Creatures | |||||||||||||||||||||||||
| Avalanche Roar | 2 | Action | Adversary | Skulk | Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take 2d10 physical damage. The rubble can be cleared with a Progress Countdown (8). | DH Core | |||||||||||||||||||||||||
| Backstab | 1 | Passive | Adversary | Skulk | When the Shadow succeeds on a standard attack that has advantage, they deal 1d6+6 physical damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Backstab | 2 | Passive | Adversary | Skulk | When the Shadow succeeds on a standard attack that has advantage, they deal 2d6+8 physical damage instead of their standard damage. | RMR | |||||||||||||||||||||||||
| Bad Weather | 1 | Action | Environment | Traversal | Once per session while this environment is active, introduce inclement weather that complicates the journey. All PCs mark a Stress or lose a Hope. If the party presses on, the next roll to progress the journey countdown is made with disadvantage. If they try to wait out the weather by taking a rest, the GM gains an additional 2 Fear, or can tick down a long-term countdown by 1. | What kind of weather is it? How does it foul the mood among the party? What cover exists nearby to wait it out? | Mike Underwood | ||||||||||||||||||||||||
| Bait Beacon | 1 | Action | Adversary | Leader | Make a standard attack against a target. On a success, mark a Stress to make the target Vulnerable until they make a successful Finesse Roll to clear the condition. | Incredible Creatures | |||||||||||||||||||||||||
| Baleful Crow | 1 | Action | Adversary | Leader | Spend a Fear to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way have advantage but deal half damage. | Incredible Creatures | |||||||||||||||||||||||||
| Barbed Tail Lash | 2 | Action | Adversary | Solo | Spend a Fear to make an attack against all targets within Very Close range. Targets the attack succeeds against take 2d12 phy damage and must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage). | Mike Underwood | |||||||||||||||||||||||||
| Barb Fling | 1 | Action | Adversary | Ranged | Mark a Stress to make an attack against a target within Far range. On a success, the target takes 1d8+3 physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Bargain Hunter | 1 | Reaction | Adversary | Social | Spend a Fear to outbid a PC attempting to purchase something at a discount. | Incredible Creatures | |||||||||||||||||||||||||
| Bark Block | 1 | Reaction | Adversary | Standard | When the Spriggant takes physical damage, mark a Stress to reduce it by 3. | Incredible Creatures | |||||||||||||||||||||||||
| Barrel Roll | 1 | Action | Adversary | Standard | Mark a Stress and the Fam forms a ball of arms and legs and charges a target within Close range. The target must make a Strength or Agility Reaction Roll. On a failure, the target takes 1d8+4 physical damage and is knocked back to Far range. On a success, the target takes half damage and the Fam is broken apart into individual Weejits. | Incredible Creatures | |||||||||||||||||||||||||
| Battering Ram | 2 | Action | Adversary | Bruiser | Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take 2d4+3 physical damage from the shrapnel. | DH Core | |||||||||||||||||||||||||
| Battle Conductor | 1 | Action | Adversary | Leader | Spend a Fear to spotlight the Brainy and up to 1d4 allies within Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Battle Teleport | 2 | Passive | Adversary | Ranged | Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range. | DH Core | |||||||||||||||||||||||||
| Begin with a Single Step | 1 | Passive | Environment | Traversal | When the party sets out on a perilous journey, activate a Progress Countdown based on how long it will be to complete (4 short, 6 – normal, 8 – long, 10 – very long). When the environment is introduced and after each completed roll to progress this countdown, describe where the PCs are in the journey and convey what challenges are present at this stage. When the countdown is triggered, describe the group arriving at their destination and what awaits them and tell each PC to gain a Hope. | What does the surrounding landscape look like? What threats can the PCs anticipate and what lie in wait to surprise them? | Mike Underwood | ||||||||||||||||||||||||
| Bend Ears | 2 | Action | Adversary | Social | Mark a Stress to influence an NPC within Melee range with whispered words. That target’s opinion on one matter shifts toward the Advisor’s preference unless it is in direct opposition to the target’s motives. | DH Core | |||||||||||||||||||||||||
| Big Bite | 2 | Action | Adversary | Leader | Force a target the Body Snatcher has Restrained to make a Strength Reaction Roll. On a Failure, the target is pulled into Melee range. The Body Snatcher then makes an attack against the target. On a success, they deal 2d20 physical damage and you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Bite | 1 | Action | Adversary | Bruiser | Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll. | DH Core | |||||||||||||||||||||||||
| Biting Stalks | 3 | Reaction | Adversary | Solo | When the Aberration takes damage from a target within Melee range, mark a Stress to make an attack against that target. On a success, the target takes 3d8+4 phy damage. | Mike Underwood | |||||||||||||||||||||||||
| Bitter Cold | 2 | Passive | Environment | Exploration | While away from a settlement, PCs cannot take a long rest. Start a Countdown (Decreasing 4) when the PCs enter the environment. It ticks down each time a PC rolls with Fear. When it triggers, the Difficulty of the environment and the adversaries in it increases by 1. This countdown resets when the PCs take a long rest. | How can the PCs stay warm while traveling? What parts go numb first? | Incredible Creatures | ||||||||||||||||||||||||
| Blade Swing | 1 | Action | Adversary | Solo | Mark a Stress to make an attack against all targets in front of the Gladeservant. Targets the Gladeservant succeeds against take 1d8+3 physical damage and mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Blasphemous Might | 2 | Action | Environment | Event |
A portion of the ritual’s power is diverted into a cult member to fight off interlopers. Choose one adversary to become
Imbued with terrible magic until the scene ends or they’re defeated. An
Imbued adversary immediately takes the spotlight and gains one of the following benefits, or all three if you
spend a Fear:
| How does the enemy change in appearance? What fears do their blows bring to the surface? | DH Core | ||||||||||||||||||||||||
| Blasting Wind | 2 | Action | Environment | Event | Target all creatures within the storm. They must succeed on a Strength Reaction Roll. On a failure they take 1d8+3 physical damage and are moved into Far distance within the storm. | The strong wind carries loose objects and debris, are the PCs hit by any of that? Does the wind break any of the surrounding terrain? | Extended Environments | ||||||||||||||||||||||||
| Bleeding Strike | 1 | Action | Adversary | Bruiser | Make a standard attack against a target. On a success, if the target marked HP, mark a Stress to make them Bloodied until they clear 1 HP or take a moment to bandage the wound with a Finesse Roll (10). While Bloodied, they can only move within Very Close range as their normal movement. | Incredible Creatures | |||||||||||||||||||||||||
| Blend In | 1 | Reaction | Adversary | Standard | When the Soldier makes a successful attack, you can mark a Stress to become Hidden until the Soldier’s next attack or a PC succeeds on an Instinct Roll (14) to find them. | DH Core | |||||||||||||||||||||||||
| Blinding Spittle | 2 | Action | Adversary | Support | Mark a Stress and pick a point within Close. All targets within Very Close range of that point must make an Agility Reaction Roll or mark a Stress and become Vulnerable until they next take the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Blood in the Water | 2 | Reaction | Environment | Exploration | Once per scene, when a PC marks one or more HP, spend a Fear to summon 2 Sharks, which appear at Close range and take the spotlight immediately. | Were the sharks already nearby? Have they eaten some of the crew, or other would-be graverobbers? | Mike Underwood | ||||||||||||||||||||||||
| Blood in the Water | 2 | Reaction | Adversary | Bruiser | When a creature within Close range of the Shark marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack. | DH Core | |||||||||||||||||||||||||
| Blood Siphon | 2 | Reaction | Adversary | Solo | When a PC marks 2 or more HP from one of the Abomination’s Attacks, mark a Stress as the Abomination siphons their blood. The abomination clears 1 HP and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Bloodsucker | 1 | Reaction | Adversary | Horde | When the Mosquitoes’ attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Bloodthirsty Retaliation | 3 | Reaction | Adversary | Leader | When the Warlord takes damage from within Close range, mark a Stress to have them move into Melee with the attacker and makes a standard attack. On a success, the target also marks a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Bloody Reprisal | 2 | Reaction | Adversary | Bruiser | When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Body Block | 2 | Reaction | Adversary | Leader | |f the Body Snatcher would take damage from an attack, mark a Stress and sacrifice a Corpse Puppet to reduce the damage by a threshold. | Incredible Creatures | |||||||||||||||||||||||||
| Boggy Mire | 1 | Action | Environment | Traversal |
Spend a Fear to cause a boggy mire to catch PC’s off guard. PC’s caught in the mire must make an instinct reaction roll.
| Bonus Reaction | |||||||||||||||||||||||||
| Boiling Fury | 2 | Action | Environment | Exploration | Spend a Fear to have a lava vent burst out boiling water in a line upward. All targets within Very Close range of that line must succeed on an Agility Reaction Roll. Targets who fail take 2d6+6 magic damage and if they use armor to reduce the damage, they must mark 2 Armor Slots. | What is causing these eruptions? Are their warnings signs or sounds that give the party a sign? | Incredible Creatures | ||||||||||||||||||||||||
| Bonding Time | 1 | Reaction | Environment | Event | Once per long rest, if two PCs fishing share stories about their past, each gains a hope. | Bonus Reaction | |||||||||||||||||||||||||
| Bone Breaker | 1 | Passive | Adversary | Solo | The Ogre’s attacks deal direct damage. | DH Core | |||||||||||||||||||||||||
| Bone Breaker | 1 | Passive | Adversary | Solo | The Ogre’s attacks deal direct damage. | RMR | |||||||||||||||||||||||||
| Bone Breaker | 2 | Passive | Adversary | Solo | The Ogre’s attacks deal direct damage. | RMR | |||||||||||||||||||||||||
| Born From Ice | 2 | Passive | Adversary | Standard | If the Golem is defeated in cold weather conditions, spend a Fear to reform it, clearing all its HP and Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Born from the Void | 3 | Passive | Adversary | Solo | The Terror may swim up to a Far range as part of an action, and suffers no penalties due to darkness. | Mike Underwood | |||||||||||||||||||||||||
| Box In | 2 | Action | Adversary | Bruiser | Mark a Stress to choose a target within Melee range to focus on. That target has disadvantage on attack rolls when they’re within Melee range of the Dwarf. The Dwarf can only focus on one target at a time. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Breaking Things | 2 | Reaction | Adversary | Solo |
When the Plurodin takes Major damage, one of the potion vials tucked in its skin pockets breaks. Roll a
d12. The Plurodin is affected by the potion based on the table below. Once all instances of a potion have been used, that result becomes null going forward.
| Incredible Creatures | |||||||||||||||||||||||||
| Bring the Offspring | 1 | Action | Adversary | Leader | Once per scene, mark a Stress to summon 1d4 Crawling Spiders, which appear at Very Close range. | GUASHNIM | |||||||||||||||||||||||||
| Bureaucratic Obstacles | 1 | Passive | Adversary | Social | All action rolls to deceive The Temple Archivist or attempts to bypass temple protocols are made with disadvantage. | Fresh Cut Grass | |||||||||||||||||||||||||
| Buried Knowledge | 2 | Passive | Environment | Exploration |
The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot.
| What greater secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already? | DH Core | ||||||||||||||||||||||||
| Burning | 1 | Reaction | Adversary | Skulk | When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage. | DH Core | |||||||||||||||||||||||||
| Burning Breath | 1 | Reaction | Adversary | Solo | (3 tokens). Countdown (Loop 1d4). When the Experiment sees a hostile target, activate the countdown. When it triggers, the Experiment breathes flames at all targets in front of them within a Very Close range. All targets in the area must succeed on an Agility Reaction Roll or take 1d8+3 magic damage. For each target that marks HP, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Captive Audience | 2 | Passive | Adversary | Skulk | If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Capture Shadow | 1 | Action | Adversary | Skulk | Make an attack against a target within Melee range. On a success, spend a Fear to force the target to make a Presence Reaction Roll. On a failure, the Hound gains a shadow token and the target becomes Shadowless. While Shadowless, a creature is Vulnerable. A creature clears Shadowless if the Hound suffers Major damage, is defeated, or when the target has their next rest. | Mike Underwood | |||||||||||||||||||||||||
| Casual Dismissal | 4 | Reaction | Adversary | Solo | When a spell or feature from a class or subclass with a Spellcast Trait is used by a target within Far, force the caster to make a Spellcast Reaction Roll. On a failure, spend a Fear to force the target to mark 2 Stress or cancel the spell with no effect. | Mike Underwood | |||||||||||||||||||||||||
| Cavalry Charge | 2 | Action | Adversary | Leader | If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal 2d8+4 physical damage and the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Cave-in | 2 | Action | Adversary | Skulk | Spend a Fear while in an underground passageway to create a downfall of rocks up to Close range in front of the Dwarf. All targets must make an Agility Reaction Roll. On a failure, targets take 2d10 physical damage. On a success, targets take half damage. The passageway becomes blocked and can be cleared with a Progress Countdown (8). | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Celestial Intervention | 1 | Reaction | Adversary | Leader | Once per scene, when the Novice Paladin marks their last hit point, roll a d20, on a 20 the Paladin regains 1 HP and gains the spotlight. | Bonus Reaction | |||||||||||||||||||||||||
| Chaotic Flux | 1 | Action | Adversary | Support | Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to targets the Hexer succeeded against. | DH Core | |||||||||||||||||||||||||
| Chaotic Flux | 2 | Action | Adversary | Support | Make an attack against up to three targets within Very Close range. Mark a Stress to deal 3d6+3 magic damage to targets the Hexer succeeded against. | RMR | |||||||||||||||||||||||||
| Chaotic Swarm | 1 | Reaction | Adversary | Leader | Consequence Countdown (5). When the Mage is in the spotlight for the first time, activate the countdown. When it triggers, an Ashkadavar Swarm appears at a point within Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Charging Bull | 2 | Action | Adversary | Bruiser | Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur’s path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage). | DH Core | |||||||||||||||||||||||||
| Chevalier | 2 | Passive | Adversary | Leader | While the Knight is on a mount, they gain a +2 bonus to their Difficulty. When they take Severe damage, they’re knocked from their mount and lose this benefit until they’re next spotlighted. | DH Core | |||||||||||||||||||||||||
| Chitinous Plating | 2 | Passive | Adversary | Skulk | When the Consort takes physical damage, reduce it by 3. | Incredible Creatures | |||||||||||||||||||||||||
| Choke-Point | 2 | Action | Adversary | Support | Spend a Fear to pick a point with Far distance. Landbreaker pulls up the earth and create two mostly-parallel walls a Close distance high and long. They leave only narrow path only a Melee distance wide. | Mike Underwood | |||||||||||||||||||||||||
| Choking Smoke | 1 | Reaction | Environment | Event | When a PC fails a roll, they must mark a Stress from smoke inhalation. | What do they have to block out the smoke? What does choking on the smoke cause them to miss or fumble? | Mike Underwood | ||||||||||||||||||||||||
| Chomp | 1 | Action | Adversary | Bruiser | Make a standard attack against a target within Melee range. On a success, spend a Fear to deal an additional 1d12 physical damage and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Chorus of Toads | 1 | Action | Environment | Exploration | Spend a Fear to have 2d6 Demon Toads appear, drawn to the untainted presence of the PCs. They appear within Far range of a chosen PC and immediately take the spotlight. | What does the deafening chorus of the Toad sound like echoing through the trees? Why is the Toad drawn most to the PC it appears closest to? | Wondrous Environments | ||||||||||||||||||||||||
| Chugalug | 2 | Action | Adversary | Solo | Mark a Stress to drink one of the potions the Plurodin has stashed on their body. Mark it as used on the “Breaking Things” table below. | Incredible Creatures | |||||||||||||||||||||||||
| Clear the Decks | 1 | Action | Adversary | Bruiser | Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range. | DH Core | |||||||||||||||||||||||||
| Clear the Decks | 2 | Action | Adversary | Bruiser | Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d6 physical damage and knocking the target back to Close range. | RMR | |||||||||||||||||||||||||
| Clever | 1 | Passive | Adversary | Social | All social rolls against the Social in their turf have disadvantage. | Fresh Cut Grass | |||||||||||||||||||||||||
| Climber | 1 | Passive | Adversary | Standard | The Bandit climbs just as easily as they run. | DH Core | |||||||||||||||||||||||||
| Cloaked | 1 | Action | Adversary | Skulk | Become Hidden until after the Shadow’s next attack. Attacks made while Hidden from this feature have advantage. | DH Core | |||||||||||||||||||||||||
| Cloaked | 2 | Action | Adversary | Skulk | Become Hidden until after the Shadow’s next attack. Attacks made while Hidden from this feature have advantage. | RMR | |||||||||||||||||||||||||
| Cold Snap | 2 | Action | Adversary | Support | Mark a Stress to slam the Hag’s staff onto the ground turning the area into slippery ice within a Far range. All creatures within the area must succeed on a Finesse Reaction Roll or fall onto the ground, losing a Hope and becoming Vulnerable until they next act. | Incredible Creatures | |||||||||||||||||||||||||
| Combine | 1 | Action | Adversary | Minion | Spend a Fear to choose a Weejit and gather all Weejits within Close range of it together, forming a new Weejit that is immediately spotlighted. | Incredible Creatures | |||||||||||||||||||||||||
| Come My Pet! | 1 | Action | Adversary | Leader | Once per scene, summon a Manticore under the Mage’s control. The Manticore appears at Close range and is immediately spotlighted. | Incredible Creatures | |||||||||||||||||||||||||
| Complete the Ritual | 2 | Reaction | Environment | Event | If the ritual’s leader is targeted by an attack or spell, an ally within Very Close range of them can mark a Stress to be targeted by that attack or spell instead. | What does it feel like to see such devotion turned to the pursuit of fear and domination? | DH Core | ||||||||||||||||||||||||
| Concealed Traps | 2 | Action | Environment | Exploration |
Spend a Fear to introduce a trap from the chart below. If there is a PC within Very Close of the trap, ask them to make an Instinct Reaction Roll. On a success, they notice the trap. Most traps have a trigger or release that can be spotted and disarmed with a Progress Countdown (4).
D4 Roll Type of Trap Description 1 Pit Trap/Trap Door When a PC steps on the trigger, they must make an Agility Reaction Roll to be able to jump back in time or fall a Very Close range into the pit and take 2d12 damage phy damage. The gap can be jumped with an Agility Roll and escaping the pit can be accomplished with a Finesse Roll. A PC at the top of the pit can offer advantage. 2 Swinging Scythes/Hall of Slashing Obstacles When triggered, scythes swing through the hallway in a particular rhythm. Moving through the hallway requires a Finesse Roll, and a PC can gain advantage on that roll by inspecting the scythes to learn the pattern (Knowledge). A PC that fails the Finesse Roll suffers 2d20 phy damage. 3 Crushing Walls or Flooded Room All the doors to the room close and lock shut. Set a Consequence Countdown (8). If the PCs cannot find and trigger the release (Progress 8) before the Consequence Countdown triggers, they will be forced to make a Death Move. 4 Hidden Fusillade When the trigger is activated, arrows or magic bolts shoot from hidden holes in the wall. All PCs in front of the hidden holes up to a Far distance must make an Agility Reaction Roll or suffer 2d12 phy or mag damage. When triggered, set a Countdown (3 Loop) until the trap shoots again. | If the walls finish closing in/the water fills the room, do the PCs die, or does the ruler of the dungeon have another plan for them? | Mike Underwood | ||||||||||||||||||||||||
| Concealing Mist | 1 | Action | Environment | Exploration | An unnatural tide of mist covers an area with a Far diameter. Anyone within the mist takes disadvantage on any rolls against a target beyond Close. | What feature of the mist is subtly wrong and unnerving? Does it block out light entirely rather than diffuse it? Does it carry a disturbing smell or emit impossible whispers? | Mike Underwood | ||||||||||||||||||||||||
| Confusing Mutters | 1 | Passive | Adversary | Solo | When a PC moves within Close range of the Wumpus, they must make an Instinct or Presence Reaction Roll. On a failure, the incoherent mutterings of the Wumpus confuse the PC and impose disadvantage on their next attack roll. On a success, they mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Consume Kindling | 1 | Reaction | Adversary | Solo | Three times per scene, when the Elemental moves onto objects that are highly flammable, consume them to clear a HP or a Stress. | DH Core | |||||||||||||||||||||||||
| Corrupting Humidity | 1 | Passive | Environment | Exploration | Physical and mental effort in the bog is especially taxing. Whenever a PC marks a Stress they mark an additional Stress. | What signs of corruption show on afflicted bodies? What does the air taste and smell of? | Wondrous Environments | ||||||||||||||||||||||||
| Counterpunch | 1 | Reaction | Adversary | Solo | When a target within Melee range misses an attack against the Champion, you can mark a Stress to immediately make a standard attack against them. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Coup de Grace | 1 | Action | Adversary | Leader | Spend a Fear to make an attack against a Vulnerable target within Close range. On a success, deal 2d6+12 physical damage and the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Crackle | 1 | Action | Adversary | Horde | Spend a Fear to expel electricity within Close range. All targets in the area must succeed on an Agility Reaction Roll or take 1d6+1 magic damage and mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Crashing Waters | 3 | Action | Adversary | Ranged | Spend a Fear to force all targets within Close to make a Strength Reaction Roll or take 3d10 physical damage and be knocked back to Far range. | Mike Underwood | |||||||||||||||||||||||||
| Crawl Forth | 1 | Action | Adversary | Leader | When you spotlight the Broodmother, mark a Stress to also spotlight two allies within Close range. | GUASHNIM | |||||||||||||||||||||||||
| Crawling Confusion | 2 | Passive | Adversary | Support | The Mouther can only move within Very Close range as their normal movement. | Mike Underwood | |||||||||||||||||||||||||
| Create Puppets | 2 | Action | Adversary | Leader | Mark a Stress to summon 1d6+4. Corpse Puppets, which appear within Very Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Creeping Fire | 1 | Passive | Adversary | Skulk | The Ooze can only move within Very Close range as their normal movement. They light any flammable object they touch on fire. | DH Core | |||||||||||||||||||||||||
| Crimson Whirlwind | 2 | Action | Adversary | Solo | Spend a Fear to make a Bloody Scythe attack against all targets within Close range. On a success, the target must also mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Crowd Closes In | 1 | Reaction | Environment | Social | When one of the PCs splits from the group, the crowds shift and cut them off from the party. | Where does the crowd’s movement carry them? How do they feel about being alone but surrounded? | DH Core | ||||||||||||||||||||||||
| Crown of Serpents | 2 | Action | Adversary | Solo | Make an attack roll against a target within Melee range using the Gorgon’s protective snakes. On a success, mark a Stress to deal 2d10+4 physical damage and the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Crush | 1 | Action | Adversary | Horde | Mark a Stress to deal 2d6+8 direct physical damage to a target with 3 or more bramble tokens. | DH Core | |||||||||||||||||||||||||
| Crushing Depths | 2 | Passive | Adversary | Bruiser | If a PC Restrained by the Titan marks HP, they must also mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Crushing Depths | 3 | Reaction | Adversary | Solo | When the Terror makes a successful attack, mark a Stress to force the target to mark 1d4 armor slots without gaining its benefit (they can still use armor to reduce the damage). | Mike Underwood | |||||||||||||||||||||||||
| Crushing Regard | 3 | Action | Adversary | Solo | Mark a Stress and choose a target within Close range. The target must make a Strength Reaction roll or take 3d20 phy damage and become Vulnerable until their next roll with Hope. | Mike Underwood | |||||||||||||||||||||||||
| Cull the Chaff | 4 | Action | Adversary | Skulk | Spend 2 Fear to force all targets within Very Close range to make an Agility Reaction Roll. On a failure, they mark 3 HP. | Mike Underwood | |||||||||||||||||||||||||
| Curse | 1 | Action | Adversary | Support | Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead. | DH Core | |||||||||||||||||||||||||
| Curse | 2 | Action | Adversary | Support | Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead. | RMR | |||||||||||||||||||||||||
| Cut and Run | 1 | Reaction | Environment | Event | When half of the bandits or the Lieutenant have been defeated, the bandits give up on the raid and try to escape with the loot they’ve gathered (in the cart or held in their arms). | Do they all leave the same direction? Do they take the cart or just leave on foot? Do they help their injured comrades or collect their fallen? | Mike Underwood | ||||||||||||||||||||||||
| Cut to the Bone | 1 | Action | Adversary | Bruiser | Mark a Stress to make an attack against all targets within Very Close range. Targets the Knight succeeds against take 1d8+2 physical damage and must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Dance of Memories | 1 | Action | Adversary | Support | Spend a Fear to call upon the forest’s fae nature. All targets within Far range must succeed on a Presence Reaction Roll. Targets who fail become Forgetful until they succeed on a Knowledge Roll (10). While Forgetful, a target can’t use their Experiences and have disadvantage on attacks. | Incredible Creatures | |||||||||||||||||||||||||
| Dance Until they’re Dead | 2 | Action | Adversary | Leader | Spend a Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage. | Mike Underwood | |||||||||||||||||||||||||
| Dangerous Crossing | 1 | Passive | Environment | Traversal | Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Undertow” action without requiring a Fear to be spent on the feature. | Have any of the PCs forded rivers like this before? Are any of them afraid of drowning? | DH Core | ||||||||||||||||||||||||
| Dangerous Feature | 1 | Reaction | Environment | Traversal | When a PC fails a roll to advance the Progress Countdown for the journey, describe a physical hazard or mishap that deals them 1d10+2 phy damage. You may also spend a Fear to increase the Countdown by one (tick up, not down) as you describe how this setback complicates the journey. | What is the source of the injury? Does the PC’s failure make other character’s traversal more difficult? | Mike Underwood | ||||||||||||||||||||||||
| Darkfang Envenomation | 1 | Reaction | Adversary | Solo | When the Queen succeeds on a standard attack, you can spend a Fear to make the target Vulnerable and Restrained until they succeed on a Strength Roll (12) or take a rest. | Hope and Fear | |||||||||||||||||||||||||
| Darkfang Envenomation | 2 | Reaction | Adversary | Solo | When the Queen succeeds on a standard attack, you can spend a Fear to make the target Vulnerable and Restrained until they succeed on a Strength Roll (14) or take a rest. | RMR | |||||||||||||||||||||||||
| Darkness | 2 | Action | Adversary | Skulk | Mark a Stress to extinguish all non-magical light sources up to Far range. Targets in darkness who can’t see lose a Hope and have disadvantage on action rolls. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Darkness | 2 | Passive | Environment | Exploration | Light sources in the cave only reach to a Close range (~30’). Any action roll that would require sight is made at disadvantage if the target or the PC are outside of a lit area. | Do the PCs have a way to see? Are there traps laid to make use of the lack of light? | Incredible Creatures | ||||||||||||||||||||||||
| Darting Flames | 3 | Action | Adversary | Ranged | Mark a Stress to make an Elemental Blast attack against 1d4+2 targets within range. | Mike Underwood | |||||||||||||||||||||||||
| Dead Ends | 2 | Action | Environment | Exploration | The ghosts of an earlier era manifest scenes from their bygone era, such as a street festival, a revolution, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist. | What do the ghosts want from you? What do you need from them? | DH Core | ||||||||||||||||||||||||
| Deadly Companion | 2 | Action | Adversary | Leader | Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster’s control. The adversary appears at Close range and is immediately spotlighted. | DH Core | |||||||||||||||||||||||||
| Deadly Dive | 2 | Action | Adversary | Skulk | Mark a Stress to attack a target within Far range. On a success, deal 2d10+2 physical damage and knock the target over, making them Vulnerable until they next act. | DH Core | |||||||||||||||||||||||||
| Deadly Drop | 2 | Action | Adversary | Skulk | While flying, the Eagle can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn’t prevented during the PCs’ next action, the target takes 2d20 physical damage when they land. | DH Core | |||||||||||||||||||||||||
| Deadly Serious (Phase Change) | 2 | Reaction | Adversary | Solo | When the Lasher marks their last HP, replace them with Snarling Sadist and immediately spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Deadly Shot | 1 | Action | Adversary | Ranged | Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 physical damage. | DH Core | |||||||||||||||||||||||||
| Deafening Screech | 2 | Action | Adversary | Leader | Spend a Fear to release a shockwave of sound in front of the Broodmother within Close range. All targets in this area must succeed on an Instinct Reaction Roll. Targets who fail have disadvantage on their next action roll and mark 2 Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Death Comes for Us All | 3 | Reaction | Adversary | Horde | When this adversary makes a successful attack against a PC, mark a Stress to make the PC Vulnerable until they next take the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Deathlock | 2 | Action | Adversary | Leader | Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time. | DH Core | |||||||||||||||||||||||||
| Death Quake | 1 | Reaction | Adversary | Solo | When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage. | DH Core | |||||||||||||||||||||||||
| Death Quake | 2 | Reaction | Adversary | Solo | When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage. | DH Core | |||||||||||||||||||||||||
| Decoys | 4 | Action | Adversary | Solo | Mark a Stress to create 2 duplicates of the Archwizard within Close range. The teleports to appear beside them, disguising which one is real. The duplicates have the same difficulty and thresholds as the Archwizard, but cannot use any of the archwizard’s action or reaction features. When a duplicate suffers damage, it disappears. Archmage may not have more than 2 duplicates active at once. | Mike Underwood | |||||||||||||||||||||||||
| Demon-touched Creatures | 1 | Passive | Environment | Exploration | Adversaries that appear here are changed by the demonic corruption. They have resistance to magic damage and when a PC marks one or more HP from an attack, that PC loses a Hope. | What alterations does the adversary have that showcases its demonic form? What venom, horrific cry, or fearful gaze does the creature have? | Wondrous Environments | ||||||||||||||||||||||||
| Den Mother | 1 | Action | Adversary | Solo | Once per scene, spend 2 Fear to summon up to two Darkweave adversaries (other than Darkweave Queens), who appear within Close range and immediately take the spotlight. | Hope and Fear | |||||||||||||||||||||||||
| Den Mother | 2 | Action | Adversary | Solo | Once per scene, spend 2 Fear to summon up to two Darkweave adversaries (other than Darkweave Queens), who appear within Close range and immediately take the spotlight. | RMR | |||||||||||||||||||||||||
| Desecrated Ground | 2 | Passive | Environment | Event | Cultists dedicated this place to the Fallen Gods, and their foul influence seeps into it. Reduce the PCs’ Hope Die to a d10 while in this environment. The desecration can be removed with a Progress Countdown (6). | How do the PCs first notice that something is wrong about this place? What fears resurface while hope is kept at bay? | DH Core | ||||||||||||||||||||||||
| Destructible | 1 | Passive | Adversary | Solo | When the Zombie takes Major or greater damage, they mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Detain | 1 | Action | Adversary | Standard | Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll. | DH Core | |||||||||||||||||||||||||
| Detain | 2 | Action | Adversary | Standard | Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll. | RMR | |||||||||||||||||||||||||
| Devastating Retort | 1 | Passive | Adversary | Social | A PC who rolls a 15 or lower on a Presence roll targeting the Bureaucrat must mark a Stress. | RMR | |||||||||||||||||||||||||
| Devastating Retort | 2 | Passive | Adversary | Social | A PC who rolls less than 17 on an action roll targeting the Whisperer of Lies must mark a Stress | Fresh Cut Grass | |||||||||||||||||||||||||
| Devastating Retort | 2 | Passive | Adversary | Social | A PC who rolls less than 17 on an action roll targeting the Whisperer of Lies must mark a Stress. | RMR | |||||||||||||||||||||||||
| Devastating Retort | 2 | Passive | Adversary | Social | A PC who rolls a 18 or lower on a Presence roll targeting the Bureaucrat must mark a Stress. | RMR | |||||||||||||||||||||||||
| Devastating Retort | 2 | Passive | Adversary | Social | A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Devine Smite | 1 | Action | Adversary | Support | Mark a Stress to add a +2 to an ATK and damage rolls. | Bonus Reaction | |||||||||||||||||||||||||
| Dig Two Graves | 1 | Reaction | Adversary | Bruiser | When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes 1d4+8 physical damage and loses 1d4 Hope. | DH Core | |||||||||||||||||||||||||
| Discouraging Bites | 1 | Passive | Adversary | Minion | A PC that marks HP from an Amphiptere’s “Group Attack” loses a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Disturbing the Residents | 2 | Reaction | Environment | Exploration | Consequence Countdown (6) Once per scene, when a PC fails a physical Action roll, spend a Fear to activate the Countdown. They loudly alert something to the Party’s location. When it triggers, summon a Tier appropriate Adversary within Far range that takes the spotlight upon arrival. | What local has been alerted? Have they found their target or are they now the prey? | Fangs & Felons | ||||||||||||||||||||||||
| Divided You Fall | 2 | Action | Adversary | Social | Mark a Stress to say something hurtful or mistrustful of other characters and force a PC to mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Divine Censure | 2 | Reaction | Environment | Social | When the PCs have trespassed, blasphemed, or offended the clergy, you can spend a Fear to summon a High Seraph and 1d4 Bladed Guards within Close range of the senior priest to reinforce their will. | What symbols or icons do they bear that signal they are anointed agents of the divinity? Who leads the group and what led them to this calling? | DH Core | ||||||||||||||||||||||||
| Divine Guidance | 2 | Passive | Environment | Social |
A PC who prays to a deity while in the Hallowed Temple can make an Instinct Roll to receive answers. If the god they beseech isn’t welcome in this temple, the roll is made with disadvantage.
| What does it feel like as you are touched by this vision? What feeling lingers after the images have passed? | DH Core | ||||||||||||||||||||||||
| Diving Tackle | 1 | Action | Adversary | Skulk | Spend a Fear to attack a target within Far range. On a success, deal 1d10+2 physical damage and knock the target over, making them Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (15). A target Restrained by the Griffon has disadvantage on attacks against it. | Incredible Creatures | |||||||||||||||||||||||||
| Dizzying Breath | 2 | Action | Adversary | Solo | Spend a Fear to breathe a cloud of gas that covers the area in front of the Bookwyrm up to Close range. All targets must make an Instinct Reaction Roll. Targets who fail are temporarily Dizzied, and must mark a Stress to move. The Dizzying Breath also douses flames. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Doctrine of the End | 3 | Passive | Adversary | Leader | The Priest and all allies within Close range deal an additional 1d12 damage to Vulnerable targets. | Mike Underwood | |||||||||||||||||||||||||
| Double Strike | 1 | Action | Adversary | Bruiser | Mark a Stress to make a standard attack against two targets within Melee range. | DH Core | |||||||||||||||||||||||||
| Double Swipe | 1 | Action | Adversary | Solo | (2 tokens). When the Experiment makes a standard attack, mark a Stress to make another against a different target within Melee range. | Incredible Creatures | |||||||||||||||||||||||||
| Drain and Multiply | 1 | Reaction | Adversary | Minion | When an attack from the Bramble causes a target to mark HP and there are three or more Tangle Bramble Minions within Close range, you can combine the Minions into a Tangle Bramble Swarm Horde. The Horde’s HP is equal to the number of Minions combined. | DH Core | |||||||||||||||||||||||||
| Dreadhowl | 2 | Action | Adversary | Horde | Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress. | DH Core | |||||||||||||||||||||||||
| Dreaming Spirits | 1 | Action | Environment | Traversal | Flowers bloom within Melee range of a PC who must immediately succeed on a Knowledge Reaction Roll (12). On a failure, their scent causes the PC to feel as if they are walking through a halfformed dream that dulls their senses and their thresholds are reduced by 2 until their next rest outside of this environment. | What illusions do these flowers create? Where might the dreams lead them? | Incredible Creatures | ||||||||||||||||||||||||
| Drinking Contest | 1 | Passive | Environment | Social |
PCs can challenge locals (or each other) to a drinking game. Describe a few rounds, then have the PCs begin taking it in turns taking strong drinks, and making rolls with checks they think would help them keep their composure. Default: Strength or Finesse.
For any NPCs taking part, the GM rolls a d20 against the difficulty of the environment and can Spend a Fear to turn a failure into a success. On a failure, the NPC is out of the game.
| Bonus Reaction | |||||||||||||||||||||||||
| Dubious Dealings | 1 | Passive | Adversary | Social | The Hedge Wizard must be offered a gift such as a fine wine or a magic trinket before speaking openly with the PCs. PCs that do not extend this hospitality have disadvantage on all social actions made against the Hedge Wizard. | Incredible Creatures | |||||||||||||||||||||||||
| Dug In | 1 | Reaction | Adversary | Bruiser | If the Drake is hit by an attack or ability that would force it to move, you can mark 2 Stress to remain in position. | Incredible Creatures | |||||||||||||||||||||||||
| Dwarven Courage | 2 | Action | Adversary | Support | The Dwarf or an ally in Melee range drinks from a flask of alcohol and clears 1d4 Stress. A non-Dwarf ally must succeed on a Reaction Roll (12) or their Difficulty is reduced by 2 until the end of the scene. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Ear-splitting Voice | 1 | Action | Adversary | Support | Mark a Stress to make a Heartbreaking Howl attack against all targets within Close range. Each target the Howler succeeds against must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Earthen Armor | 3 | Reaction | Adversary | Ranged | When the Elementalist suffers damage, mark a Stress to encase themselves in rock armor and suffer half damage. | Mike Underwood | |||||||||||||||||||||||||
| Earthen Shield | 2 | Reaction | Adversary | Support | When Landbreaker would take damage from beyond Very Close range, mark a Stress to halve the incoming damage. | Mike Underwood | |||||||||||||||||||||||||
| Earth Eruption | 1 | Action | Adversary | Solo | Mark a Stress to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act. | DH Core | |||||||||||||||||||||||||
| Earthshaker | 1 | Action | Adversary | Solo | Mark a Stress for the Elephant to rear up and slam their front legs into the ground. All targets within Very Close range of the Elephant must succeed on an Agility Reaction Roll or take 1d8+2 physical damage and become Vulnerable until they roll with Hope. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Echolocation | 2 | Passive | Adversary | Horde | Creatures within Close range of the Silkwing Cluster cannot benefit from the Hidden or Cloaked conditions. | Incredible Creatures | |||||||||||||||||||||||||
| Elemental Breath | 2 | Action | Adversary | Ranged | Mark a Stress and make an attack against all targets within Very Close range in front of the Drakona. Targets the Drakona succeeds against take 2d8 magic damage. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Elemental Explosion | 2 | Action | Adversary | Ranged | Spend a Fear to make a point within Far range erupt with elemental energy. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 1d20 magic damage. Targets who succeed take half damage. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Emotional Assault | 2 | Passive | Adversary | Social | When the spirit succeeds with cutting words attack, the target marks a Stress instead of taking damage. | Mike Underwood | |||||||||||||||||||||||||
| Empower Allies | 1 | Action | Adversary | Support | Spend 2 Fear and choose up to 3 allies within Close range to become Empowered. Empowered targets gain a +1d4 bonus to damage rolls. All instances of Empowered given by the Arcanist clear if they take Severe damage or at the end of the scene. | Mike Underwood | |||||||||||||||||||||||||
| Empower Allies | 2 | Action | Adversary | Support | Spend 2 Fear and choose up to 3 allies within Close range to become Empowered. Empowered targets gain a +2d4 bonus to damage rolls. All instances of Empowered given by the Arcanist clear if they take Severe damage or at the end of the scene. | RMR | |||||||||||||||||||||||||
| Empty Graves | 1 | Action | Environment | Exploration | Spend a Fear to summon a Zombie Pack or a number of Skeleton Dredges equal to the number of PCs. The adversaries dig themselves out of their graves to appear at a Close distance. | What tatters of clothes or other features provide a sliver of insight into who these people were in life? How do they move as they advance – are they jerky, swaying, or eerily steady? | Mike Underwood | ||||||||||||||||||||||||
| Enchanting Song | 2 | Action | Adversary | Skulk | Spend a Fear to sing a song that affects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can’t act and is Vulnerable. | DH Core | |||||||||||||||||||||||||
| Encumber | 1 | Reaction | Adversary | Horde | When the Swarm succeeds on an attack, give the target a bramble token. If a target has any bramble tokens, they are Restrained. If a target has 3 or more bramble tokens, they are also Vulnerable. All bramble tokens can be removed by succeeding on a Finesse Roll (12 + the number of bramble tokens) or dealing Major or greater damage to the Swarm. If bramble tokens are removed from a target using a Finesse Roll, a number of Tangle Bramble Minions spawn within Melee range equal to the number of tokens removed. | DH Core | |||||||||||||||||||||||||
| End Existence | 2 | Action | Adversary | Solo | Remove any number of Worm tokens to force a PC within Far range to make a Presence Reaction Roll. If the target is Restrained by the Horror they have disadvantage. On a failure, the PC marks a number of Stress equal to the number of Worm tokens removed. | Incredible Creatures | |||||||||||||||||||||||||
| Enervating Blast | 2 | Action | Adversary | Leader | Make an attack against a target within Far range. On a success, mark a Stress to deal 2d12 magic damage and make the target Enervated until they next clear HP. An Enervated target has disadvantage on attacks. | Mike Underwood | |||||||||||||||||||||||||
| Enervating Blast | 2 | Action | Adversary | Support | Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Engaging Smile | 2 | Passive | Adversary | Social | PCs within Close range of the Sycophant must succeed on an Instinct Reaction Roll or become Vulnerable until they give the Sycophant a handful of gold or the Sycophant is no longer in the scene. | Incredible Creatures | |||||||||||||||||||||||||
| Engraved Sigils | 2 | Passive | Environment | Traversal | Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifies them as weather magic increasing the power of the icy winds. A PC who succeeds on a Knowledge Roll can recall information about the sigils, potential information about their creators, and the knowledge of how to dispel them. If a PC critically succeeds, they recognize that the sigils are of a style created by ridgeborne enchanters and they gain advantage on a roll to dispel the sigils. | Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting? | DH Core | ||||||||||||||||||||||||
| Engulf! | 2 | Action | Adversary | Skulk | Mark a Stress to force a target within Melee range to make a Finesse Reaction Roll or become Engulfed inside the cube and Vulnerable until it escapes. Whenever the Cube takes the spotlight, all targets it has Engulfed take 2d10 direct magic damage and must mark an armor slot without receiving its benefits. An Engulfed target can make a Strength Roll to escape the cube. | Mike Underwood | |||||||||||||||||||||||||
| Entranced By Song | 1 | Passive | Adversary | Solo | When a PC within Close range sings a lullaby they can make a Presence Roll (15) to cause the Gladeservant to fall Asleep until the Gladeservant marks HP or the GM spends a Fear to awaken them. While Asleep, the Gladeservant cannot act. | Incredible Creatures | |||||||||||||||||||||||||
| Envelop | 1 | Action | Adversary | Skulk | Make a standard attack against a target within Melee range. On a success, the Ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the Ooze takes Severe damage, the target is freed. | DH Core | |||||||||||||||||||||||||
| Eruption | 2 | Action | Adversary | Ranged | Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved. | DH Core | |||||||||||||||||||||||||
| Escape Plan | 2 | Action | Adversary | Skulk | Mark a Stress to reveal a snare trap set anywhere on the battlefield by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. A target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13). | DH Core | |||||||||||||||||||||||||
| Evade | 1 | Reaction | Adversary | Ranged | When a PC fails a roll targeting the Sprite, it can move to a point within Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Evasive Flight | 1 | Reaction | Adversary | Support | When the Warden is attacked, mark a Stress to give them a +2 bonus to their Thresholds. | Incredible Creatures | |||||||||||||||||||||||||
| Evasive Maneuvers | 1 | Reaction | Adversary | Skulk | When a creature makes an attack against the Griffon, mark a Stress to gain a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Everybody Panic! | 1 | Action | Environment | Event | Spend a Fear to have a group of townsfolk panic, scattering and becoming Vulnerable until calmed down. | What are the ancestries and look of the people panicking? What dangerous situations do they create in their attempts to flee? | Mike Underwood | ||||||||||||||||||||||||
| Everyone Has a Price | 2 | Action | Adversary | Social | Spend a Fear to offer a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal. | DH Core | |||||||||||||||||||||||||
| Everything That isn’t Tied Down | 1 | Action | Environment | Event | Spotlight a bandit to have them claim an armful of valuables from a person or household. While they have their arms full, they are Vulnerable. | What did they grab: clothing? Jewelry? A religious object? Livestock? Do they have obstructed vision, is the loot stuffed in a big bag? Is it damaged from a struggle with the owner? | Mike Underwood | ||||||||||||||||||||||||
| Exert Its Will | 1 | Action | Adversary | Social |
Spend a Fear to have the sentient teardrop try to exert its will on the party. It works through a telepathic link to convince them to abandon the quest and return the teardrop to the relative safety of the cathedral—the only place it has ever felt safe, and where no one made any demands of it. It telepathically
Screams at targets within Close range. Targets must mark a Stress and are
Stunned until after their next action roll. While a target is
Stunned they must succeed at a Presence Reaction Roll (14) before any action roll or have disadvantage on that action roll.
| RMR | |||||||||||||||||||||||||
| Exile | 1 | Action | Adversary | Social | Spend a Fear and target a PC. The Noble proclaims that the target and their allies are exiled from the noble’s territory. While exiled, the target and their allies have disadvantage during social situations within the Noble’s domain. | DH Core | |||||||||||||||||||||||||
| Explosion | 1 | Action | Adversary | Solo | Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 1d8 magic damage and are knocked back to Far range. | DH Core | |||||||||||||||||||||||||
| Eyes of Leaf and Stem | 1 | Passive | Adversary | Leader | Before a PC within Close range makes an action roll that would affect the Cockatrice, they must succeed on a Presence Reaction Roll (10). On a failure, the PC marks a Stress as they begin to turn into a tree and start an Arborization Countdown (4). It ticks down when any PC in the scene rolls with Fear. When it triggers, the target is Restrained and Unconscious; they can’t make action rolls, can’t speak, and automatically fail all reaction rolls. All creatures that the Cockatrice has turned into trees clear both conditions when the Cockatrice is defeated. | Incredible Creatures | |||||||||||||||||||||||||
| Eyes of the Void | 2 | Action | Adversary | Solo | Mark a Stress to force all targets in front of the Cockatrice within a Close range to make an Instinct Reaction Roll or become Confounded. A Confounded target gains disadvantage on action rolls. A target clears Confounded when they succeed on an action roll or at the end of the scene. | Mike Underwood | |||||||||||||||||||||||||
| Fall Back | 1 | Reaction | Adversary | Standard | When a creature moves into Melee range to make an attack, you can mark a Stress before the attack roll to move anywhere within Close range and make an attack against that creature. On a success, deal 1d10+2 physical damage. | DH Core | |||||||||||||||||||||||||
| Fallen Hounds | 2 | Reaction | Adversary | Leader | Once per scene, when the SecretKeeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted. | DH Core | |||||||||||||||||||||||||
| Familiar Friend | 1 | Reaction | Adversary | Leader | When an ally within Close range makes an attack, the Mage can mark a Stress to give the ally advantage. | Incredible Creatures | |||||||||||||||||||||||||
| Fear Is Fuel | 2 | Reaction | Adversary | Support | Twice per scene, when a PC rolls a failure with Fear, clear a Stress. | DH Core | |||||||||||||||||||||||||
| Feasting Call | 2 | Action | Adversary | Leader | Once per scene, summon a Silkwing Cluster, which appears at Far range and immediately takes the spotlight. | Incredible Creatures | |||||||||||||||||||||||||
| Feeding Frenzy | 2 | Action | Adversary | Horde | Mark a Stress and make a standard attack against all targets in Very Close range. All targets the Silkwing Cluster succeeds against mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Feed on Hope | 1 | Reaction | Adversary | Leader | If a PC rolls with Hope within Far range of the Dolliglop, you can mark a Stress and roll a d20. If the result is equal to or lower than the number on the PC’s Hope die, the Dolliglop clears 1 HP and you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Feel Your Pain | 1 | Reaction | Adversary | Standard | When a PC marks HP within Close range of the Spirit, mark a Stress to have the Spirit immediately move into Melee range of that PC and make a standard attack. | Incredible Creatures | |||||||||||||||||||||||||
| Feinting Nip | 2 | Action | Adversary | Skulk | Mark a Stress to distract a target within Very Close range. The target must succeed on an Instinct or Strength Reaction Roll (15). On a failure, the target is Vulnerable until they next act. | Incredible Creatures | |||||||||||||||||||||||||
| Fell Magics | 1 | Passive | Environment | Exploration | Something here has compelled the dead to rise from their graves and attack the living. Start a Progress Countdown (6) to represent the PCs’ investigation. They might look for signs of necromancy (Instinct), identify magical symbols (Knowledge), haul open sarcophagi to find disturbances (Strength), or so on. When the Countdown is triggered, the PCs discovers the full truth about the disturbance, pointing the way to the party responsible. | Where within the graveyard can they find these clues? Would the culprit conceal their work or put it out in the open to declare their ambitions? | Mike Underwood | ||||||||||||||||||||||||
| Fight Like You Mean It! | 3 | Action | Adversary | Leader | Spend 2 Fear to activate up to 1d4+2 allies. Attacks they make while spotlighted this way deal half damage. | Mike Underwood | |||||||||||||||||||||||||
| Fire Comets | 1 | Action | Adversary | Ranged | Spend a Fear to fire out three small fiery comets at up to three creatures, Targets must make an Agility Reaction Roll. Targets who fail take 1d6 magic damage. Targets who succeed take half damage. | Bonus Reaction | |||||||||||||||||||||||||
| Fire Comets | 1 | Action | Adversary | Ranged | Spend a Fear to fire out three small fiery comets at up to three creatures, Targets must make an Agility Reaction Roll. Targets who fail take 1d6+1 magic damage. Targets who succeed take half damage. | RMR | |||||||||||||||||||||||||
| Fire Flies | 1 | Action | Adversary | Support | Spend a Fear and choose a point within Far range. A Close area around that point is swarmed by glowing insects. All targets within the area must succeed on an Agility Reaction Roll. Targets who fail glow brightly, can’t become Hidden and are Vulnerable until they make a Finesse Roll to clear the condition. | Incredible Creatures | |||||||||||||||||||||||||
| Fire’s Spread | 1 | Passive | Environment | Event | A fire has already begun to spread. When this environment first takes the spotlight, activate a Countdown (Decreasing Loop - 4). When the countdown triggers, the fire spreads by a Close distance and you gain a Fear. When the countdown re-sets to 0, the fire has grown past the point of no return. PCs must mark 1d4 Stress to take an action, and most adversaries will flee for their own safety. | Where will the fire spread if left untouched? What lives are threatened? What part of your clothes or gear catches fire? | Mike Underwood | ||||||||||||||||||||||||
| Flailing Limbs | 1 | Passive | Adversary | Solo | When the Zombie makes a standard attack, they can attack all targets within Very Close range. | DH Core | |||||||||||||||||||||||||
| Flawed Wings | 2 | Passive | Adversary | Solo | The Lasher can fly up to a Far range as part of their action. | Mike Underwood | |||||||||||||||||||||||||
| Flight | 2 | Passive | Adversary | Skulk | While flying, the Eagle gains a +3 bonus to their Difficulty. | DH Core | |||||||||||||||||||||||||
| Flight | 2 | Passive | Adversary | Ranged | While flying, the Webspitter gains a +3 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Fling | 1 | Action | Adversary | Solo | Spend a Fear to have the Elephant make an attack against a target. On a success, she wraps her trunk around them and hurls them away. They take 1d20 physical damage, and the target is flung up to any point within Far range. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Flotsam | 2 | Passive | Environment | Exploration |
Wrecks of ships taken down by the Naga litter the sea floor. PCs can make an Instinct or Knowledge Roll to discover more about a wreckage.
• Critical Success: Gain information from Success with Hope and an appropriate treasure. • Success with Hope: The name and origin of the ship, and what kind of ship it was, types of cargo it might have carried, perhaps even signs pointing the party toward their goal. • Success with Fear: They find the name of the ship and what cargo it held, but all the items of worth are gone. When the “Patrols” reaction triggers, a creature of your choice has a Tier 2 weapon in their possession. • Failure with Hope: Mark a Stress but lean on a character’s goals (perhaps by pointing the way toward their goal). • Failure with Fear: Activate “Boiling Fury” action below. | Incredible Creatures | |||||||||||||||||||||||||
| Fly-By | 2 | Action | Adversary | Solo | Mark a Stress and draw a line to a point within Far range. The Lasher makes an attack against every target along that line. Targets the attack succeeds against must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage). | Mike Underwood | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Ranged | While flying, the Manticore gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Ranged | While flying, the Sand Sprite gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Horde | While flying, the Mosquitoes have a +2 bonus to their Difficulty. | DH Core | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Leader | While flying, the Cockatrice gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Solo | (2 tokens). The Experiment has wings that can support flight. While Flying, the Experiment gains a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Flying | 1 | Passive | Adversary | Horde | While flying, the Sparkflies gain a +2 bonus to their Difficulty. | Incredible Creatures | |||||||||||||||||||||||||
| Flying Fist | 1 | Action | Adversary | Solo | Spend a Fear to make an attack against a target within Very Close range. On a success, deal 1d12+5 physical damage and the target becomes Vulnerable until they mark a Stress to shake it off. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Fly on the Wall | 2 | Reaction | Adversary | Social | When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their findings, you gain 1d4 Fear. | DH Core | |||||||||||||||||||||||||
| Fly Swat | 1 | Passive | Adversary | Solo | Passive Whenever the Elephant takes Minor damage, gain a Fear. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Focused Volley | 2 | Action | Adversary | Horde | Spend a Fear to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take 1d10+4 physical damage. | DH Core | |||||||||||||||||||||||||
| Forest Control | 1 | Action | Adversary | Standard | Spend a Fear to pull down a tree within Close range. A creature hit by the tree must succeed on an Agility Reaction Roll (15) or take 1d10 physical damage. | DH Core | |||||||||||||||||||||||||
| Forgetful Bonk | 1 | Action | Adversary | Solo | Target a PC within Very Close range and make an attack. On a success, mark a Stress to add a bonus 1d6 damage to the roll and the PC forgets an Experience of their choice until the end of the scene. | Incredible Creatures | |||||||||||||||||||||||||
| Forlorn Wail | 1 | Action | Adversary | Standard |
Spend a Fear to howl at all targets within Far range, forcing them to make an Instinct or Presence Reaction Roll. On a failure, the target must use a
d10 for their Hope die until they roll with Hope or the scene ends. On a success, the target marks a Stress, but gleans a course of action that might put the Spirit to rest.
What does the Spirit desire? What can the PCs do to facilitate it? | Incredible Creatures | |||||||||||||||||||||||||
| For the Realm! | 2 | Action | Adversary | Leader | Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage. | DH Core | |||||||||||||||||||||||||
| Foul Luck | 2 | Passive | Adversary | Support | When a PC fails an action roll within Close range of the Hag they must also mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Freezing Vortex | 2 | Action | Adversary | Standard | Mark a Stress to fill the area around the Golem with a freezing whorl of ice and snow. All targets within Very Close range must make a Strength Reaction Roll. Targets who fail take 1d10+3 magic damage and are moved to within Melee range of the Golem. Targets who succeed take half damage. | Incredible Creatures | |||||||||||||||||||||||||
| Friends! | 1 | Action | Adversary | Leader | Once per scene, mark a Stress to summon 1d6 Weejits, which appear at Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Fright or Flight | 1 | Reaction | Adversary | Social | When the Shopper is threatened with physical violence, roll a d12. On a 1–7, they attempt to flee in any direction away from the threat. On an 8–12, they freeze in terror and are Vulnerable until they take damage, after which they flee if they are able. | Incredible Creatures | |||||||||||||||||||||||||
| Frigid Storm | 2 | Reaction | Adversary | Support | Reaction: Countdown (Decreasing 5). When the Hag enters the scene, activate the countdown. While the countdown is active, a swirling torrent of ice and snow covers a Very Far area. All attacks made within the area against a target at Close range or greater are at disadvantage. When it triggers, all targets must succeed on a Strength Reaction Roll or mark a HP. If the countdown ever decreases its maximum value to 0, all targets within the area lose all Hope and mark all their Stress. | Incredible Creatures | |||||||||||||||||||||||||
| From Above | 1 | Passive | Adversary | Standard | When the Bandit succeeds on a standard attack from above a target, they deal 1d10+1 physical damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Frozen Breath | 2 | Action | Adversary | Leader | Spend a Fear to breathe a freezing torrent at any number of targets in a line up to Far range. All targets must succeed on a Strength or Agility Reaction Roll or take 2d8+6 magic damage and become Frostbitten until the end of the scene. While Frostbitten, a target must mark a Stress to make an action roll. | Incredible Creatures | |||||||||||||||||||||||||
| Fumigation | 2 | Action | Adversary | Skulk | Drop a smoke bomb that fills the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition. | DH Core | |||||||||||||||||||||||||
| Fumigation | 2 | Action | Adversary | Skulk | Drop a smoke bomb that fills the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition. | RMR | |||||||||||||||||||||||||
| Gambling Game | 1 | Passive | Environment | Social |
PCs can take part in a card game, buy-in is one handful of gold, they must make a Presence, Knowledge or Instinct check for the following:
| Bonus Reaction | |||||||||||||||||||||||||
| Gang Up | 2 | Reaction | Adversary | Minion | When a PC fails an action roll against the Reefwatcher or an ally within Close range, move anywhere within Close range of the PC. | Incredible Creatures | |||||||||||||||||||||||||
| Gap in the Armor | 3 | Reaction | Adversary | Solo | When the Killer inflicts at least Major damage, you may mark a Stress to make it direct damage. | Mike Underwood | |||||||||||||||||||||||||
| Gathering Secrets | 2 | Action | Adversary | Social | Spend a Fear to describe how the Spy knows a secret about a PC in the scene. | DH Core | |||||||||||||||||||||||||
| Gentleman’s Rules | 1 | Reaction | Adversary | Solo | When the Champion is targeted by an attack, you can spend a Fear to designate the attacker as their Rival. The Champion has Resistance to all incoming damage from the Rival, including the triggering attack. The Champion can only have one Rival at a time. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Get Back in There | 1 | Action | Adversary | Support | Spend a Fear and choose a defeated skeleton ally within Close. Activate a Countdown (1d4) as the Bonewright tries to re-assemble them. When the countdown triggers, mark a Stress to return that ally to the scene with up to 2 HP cleared. | Mike Underwood | |||||||||||||||||||||||||
| Get into cover! | 2 | Reaction | Environment | Event | Progress Countdown (6). There must be a safe place nearby, if only the party manages to get there fast enough. When it triggers, the party is safe and sits out the storm. | What are they looking for? Was any of the PCs in this kind of situation before? | Extended Environments | ||||||||||||||||||||||||
| Getting Lost | 1 | Passive | Environment | Traversal |
Navigating the forest uses a Progress Countdown (4). It ticks down according to the following criteria when the PCs attempt to find their way through:
| What landmarks do they mistake for guidance? What unsettling sounds keep leading them astray? | Bonus Reaction | ||||||||||||||||||||||||
| Ghost | 1 | Passive | Adversary | Standard | The Spirit has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. | Incredible Creatures | |||||||||||||||||||||||||
| Ghost | 2 | Passive | Adversary | Leader | The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. | DH Core | |||||||||||||||||||||||||
| Ghost | 2 | Passive | Adversary | Ranged | The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. | DH Core | |||||||||||||||||||||||||
| Ghost | 2 | Passive | Adversary | Standard | The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. | DH Core | |||||||||||||||||||||||||
| Ghost | 2 | Passive | Adversary | Skulk | The Ghost has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. | Incredible Creatures | |||||||||||||||||||||||||
| Ghostly Form | 2 | Passive | Environment | Exploration | Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can mark a Stress to move up to Close range through solid objects. | What injuries to their physical form speak to their cause of death? What unfulfilled purpose holds them in the Mortal Plane? | DH Core | ||||||||||||||||||||||||
| Gibbering | 2 | Action | Adversary | Support | Spend a Fear and target all PCs within Close range. They must make an Instinct Reaction Roll or mark a Stress and become Disoriented. When a Disoriented target takes the spotlight, the GM suggests a course of action. The player can take that action or mark a Stress. A PC clears Disoriented when they clear Stress or when they take the spotlight and there are no Blabbering Mounds within a Far distance. | Mike Underwood | |||||||||||||||||||||||||
| Gliding Leap | 2 | Passive | Adversary | Leader | The Broodmother can mark a Stress to move up to Far range instead of Close range before taking an action. | Incredible Creatures | |||||||||||||||||||||||||
| Gloamtrap Pit | 1 | Action | Environment | Traversal | Spend a Fear to introduce a pit covered with moss and grass. All PCs walking must succeed on an Agility or Instinct Reaction Roll. Targets who fail fall into the pit, taking 1d6+3 direct physical damage and are Restrained by vines until they succeed on a Strength Roll (10) to break free and climb out of the pit. | Was this pit trap set by someone or was the rampant growth enough to cover an existing hollow? Could this pit lead somewhere or potentially split the party? | Incredible Creatures | ||||||||||||||||||||||||
| Goading Strike | 1 | Action | Adversary | Bruiser | Make a standard attack against a target. On a success, mark a Stress to Taunt the target until their next successful attack. The next time the Taunted target attacks, they have disadvantage against targets other than the Weaponmaster. | DH Core | |||||||||||||||||||||||||
| Gore | 2 | Action | Adversary | Bruiser | Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage. | DH Core | |||||||||||||||||||||||||
| Grab and Drag | 1 | Action | Adversary | Bruiser | Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage. | DH Core | |||||||||||||||||||||||||
| Grand Slam | 1 | Action | Adversary | Bruiser | Mark a Stress to make an attack against all targets within Very Close range. Targets the Smasher succeeds against take 1d10 physical damage and are knocked back to Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Grapple | 1 | Action | Adversary | Bruiser | Make an attack roll against a target within melee range. On a success, the target is Restrained until they use an action to beat the Novice Brawler’s Difficulty with a Strength or Agility roll. The next lime the Novice Brawler is spotlighted, it can use another action to Mark a Stress and throw a grappled creature into another creature, dealing 1d8+1 physical damage to both. | Bonus Reaction | |||||||||||||||||||||||||
| Grasping Claws | 1 | Reaction | Environment | Exploration | When a PC moves through concealing mist away from the group, they must make a Finesse Reaction Roll as the hand of an undead bursts from the ground to try and grab them. On a failure, the target takes 1d6 physical damage and becomes Restrained until they succeed at a Strength or Finesse Roll. On a success, the target must still mark a Stress. | What do you feel more – the grip as cold as the grave or the heat of the blood drawn by their hungry flailing? | Mike Underwood | ||||||||||||||||||||||||
| Grasping Vine | 1 | Action | Adversary | Solo | Spend a Fear to choose a target within Close range to make a Strength Reaction Roll. On a failure, the Gladeservant Envelops them and the target must mark 2 Stress. While Enveloped, the target is Restrained and must mark an additional Stress every time they make an action roll. When the Gladeservant takes Severe damage, falls Asleep, or is defeated, all Enveloped targets are freed and the condition is cleared. | Incredible Creatures | |||||||||||||||||||||||||
| Grave Blade | 2 | Action | Adversary | Standard | Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Gravitational Anomalies | 3 | Action | Environment | Traversal | Strangelocalized phenomena dot the landscape, warping distance and direction. Spend a Fear to alter the gravity at a point of your choice. All targets within Close range of that point must make a Knowledge Reaction Roll to calculate their new trajectories. Targets who fail take 3d8+4 physical damage as they are thrown up and away. Targets who succeed must mark a Stress or take half damage. | What does it feel like as your body and mind fight to reestablish equilibrium? Is there any way to use this to your advantage? | The Void | ||||||||||||||||||||||||
| Green and Overgrown | 1 | Passive | Environment | Traversal | There are multiple paths through this cluttered forest and little way to determine location or direction. Paths shuffle and rearrange at a whim causing all Instinct Rolls used to navigate the forest to have disadvantage. | Where do the winding trails lead? What landmarks show this place is rampant with growth? | Incredible Creatures | ||||||||||||||||||||||||
| Green Wall | 2 | Passive | Environment | Exploration | The Jungle feels like hell. Any time a PC rolls a failure with Fear, they must mark a Stress. Visibility beyond Close range is limited and ranged attacks automatically fail as they hit trees or vines. | Can you see the sky? How loud are the insects? How much water have you had to drink? | Fangs & Felons | ||||||||||||||||||||||||
| Grindletooth Venom | 2 | Passive | Adversary | Skulk | Targets who mark HP from the Assassin’s attacks are Vulnerable until they clear a HP. | RMR | |||||||||||||||||||||||||
| Grindletooth Venom | 2 | Passive | Adversary | Skulk | Targets who mark HP from the Assassin’s attacks are Vulnerable until they clear a HP. | DH Core | |||||||||||||||||||||||||
| Ground Slam | 1 | Action | Adversary | Bruiser | Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Swordsmans within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage. | RMR | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Dredges within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Demon Toads within Far range of them. Those Minions move into Very Close range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. | Wondrous Environments | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Sellswords within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Minor Treants within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Amphiptere within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. | Incredible Creatures | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Toys within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage. | Incredible Creatures | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Tangle Brambles within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 1 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Jagged Knife Lackeys within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Conscripts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Reefwatchers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage. | Incredible Creatures | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Gardeners within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. | Incredible Creatures | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Shadowspawn within Close range of them. Those Minions move within Melee range of the target and make one shared attack roll. On a success, they deal 5 magic damage each. Combine this damage. The target also starts to Suffocate. A target that is Suffocating must mark a Stress when they make an action roll until there are no Shadowspawn within Very Close range of them. An Agility Roll is required to move away from the Shadowspawn. | Incredible Creatures | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Apprentice Assassins within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Giant Recruits within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. | DH Core | |||||||||||||||||||||||||
| Group Attack | 2 | Action | Adversary | Minion | Spend a Fear to choose a target and spotlight all Puppets within Close range of them. Those minions move into Melee range of the target and make one shared attack roll. On a success, they deal 7 physical damage each. Combine this damage. | Incredible Creatures | |||||||||||||||||||||||||
| Guards, Seize Them! | 1 | Action | Adversary | Social | Once per scene, mark a Stress to summon 1d4 Bladed Guards, who appear at Far range to enforce the Noble’s will. | DH Core | |||||||||||||||||||||||||
| Hail of Boulders | 1 | Action | Adversary | Solo | Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Hail of Boulders | 1 | Action | Adversary | Solo | Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Hail of Boulders | 2 | Action | Adversary | Solo | Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 2d10+3 physical damage. If they succeed against more than one target, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Hail of Stones | 2 | Action | Adversary | Horde | Spend a Fear to make an attack against all targets within Close range. All targets the Pile succeeds against take Xd4 physical damage where the X is the number of unmarked HP the Pile has. | Incredible Creatures | |||||||||||||||||||||||||
| Hallucinatory Breath | 2 | Reaction | Adversary | Solo |
Countdown (Loop 1d6).
When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope. | DH Core | |||||||||||||||||||||||||
| Hardened Exterior | 2 | Reaction | Adversary | Leader | When a PC fails a roll with Hope against the Golem, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Hard To Track | 2 | Passive | Environment | Exploration | Whenever a PC fails an Action roll to track or navigate through the Jungle, they lose the path. They can mark a Stress to rediscover the tracks or an opening forward. | What are they tracking or heading towards? Is the opening in the foliage suspiciously animal shaped? | Fangs & Felons | ||||||||||||||||||||||||
| Harmonic Resonance | 3 | Passive | Environment | Traversal | The crystals here reverberate with magical energy. A PC can make a downtime move to try and Attune to the environment with a successful Spellcast Roll. Spellcast Rolls made by an Attuned PC inside the Crystal Wasteland have advantage. A PC clears the condition when they leave the wasteland. | How does attunement to this place alter your sensory experience of it? What sound or song from your childhood does this place conjure? | The Void | ||||||||||||||||||||||||
| Have a Free Sample | 2 | Action | Adversary | Social | Target a PC within Close range who must make Presence Reaction Roll. Ona failure, spend a Fear to move the Sycophant into Melee range and foist a vial on the PC, urging them to try it. The PC can do so or mark 3 Stress. The vial is harmless, but the PC has disadvantage on any future rolls they make against the Sycophant until the end of the scene. On a success, the PC marks a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Healing Palms | 1 | Action | Adversary | Support | Clear one HP from a target within melee range. | Bonus Reaction | |||||||||||||||||||||||||
| Heavily Armored | 2 | Passive | Adversary | Leader | When the Knight takes physical damage, reduce it by 3. | DH Core | |||||||||||||||||||||||||
| Heavy Rain | 2 | Passive | Environment | Event | Water is pouring down as the gates of heaven open up. All rolls to perceive are made with disadvantage. In addition, attacks made at Far or Very Far range are made with disadvantage. | Is there any equipment that might be in danger? How do the PCs protect themselves against the weather? | Extended Environments | ||||||||||||||||||||||||
| Heavy Swing | 2 | Action | Adversary | Solo | Mark a Stress to make an attack against all targets within Close range. Targets the Horror succeeds against take 2d8+5 physical damage and lose a Hope. The Horror gains a Worm token for each target it succeeds against. | Incredible Creatures | |||||||||||||||||||||||||
| Heavy Swipe | 1 | Action | Adversary | Bruiser | Mark a Stress to make an attack against all targets in front of the Urstrix within Very Close range. Targets the Urstrix succeeds against take 1d10+2 physical damage and are knocked back to Close range. If you instead spend a Fear to use this feature, the damage becomes direct. | Incredible Creatures | |||||||||||||||||||||||||
| Heightened Senses | 1 | Passive | Adversary | Bruiser | A PC who has marked HP can’t become Hidden from the Prickleboar. | Incredible Creatures | |||||||||||||||||||||||||
| Hellfire | 1 | Action | Adversary | Solo | Spend a Fear to rain down hellfire within Far range. All targets within the area must make an Agility Reaction Roll. Targets who fail take 1d20+3 magic damage. Targets who succeed take half damage. | DH Core | |||||||||||||||||||||||||
| Hellfire Burst | 1 | Reaction | Adversary | Minion | When the Toad dies, it explodes in a burst of hellfire. All creatures within Very Close range, including other Demon Toads, take 5 physical damage. If this causes a chain reaction, combine the damage. | Wondrous Environments | |||||||||||||||||||||||||
| Hemokinetic Burst | 2 | Action | Adversary | Solo | Mark a Stress to pick a point within Far range. All targets within Very Close of that point must make a Strength Reaction Roll or be knocked prone and made temporarily Vulnerable until they next take the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Hex | 1 | Action | Adversary | Social | Mark a Stress to force a PC to make a Knowledge Reaction Roll. On a failure, the PC must speak the truth until the end of the scene. If they knowingly tell a lie, they must mark 3 Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Hobbling Shot | 1 | Action | Adversary | Ranged | Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP. | DH Core | |||||||||||||||||||||||||
| Hobbling Shot | 2 | Action | Adversary | Ranged | Make an attack against a target within Far range. On a success, mark a Stress to deal 2d12+4 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP. | RMR | |||||||||||||||||||||||||
| Hobbling Strike | 1 | Action | Adversary | Skulk | Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP. | DH Core | |||||||||||||||||||||||||
| Hold Fast | 2 | Reaction | Adversary | Leader | When the Captain’s Spectral allies are forced to make a reaction roll, you can mark a Stress to give those allies a +2 bonus to the roll. | DH Core | |||||||||||||||||||||||||
| Hold Them Down | 1 | Action | Adversary | Bruiser | Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage. | DH Core | |||||||||||||||||||||||||
| Hold Them Down | 2 | Action | Adversary | Bruiser | Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage. | RMR | |||||||||||||||||||||||||
| Horde (1d10+1) | 2 | Passive | Adversary | Horde | When the Silkwing Cluster has marked half or more of their HP, their standard attack deals 1d10+1 physical damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Horde (1d10+1) | 2 | Passive | Adversary | Horde | When the Pile has marked half or more of their HP, their standard attack deals 1d10+1 physical damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Clutch have marked half or more of their HP, their standard attack deals 1d4+1 magic damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Swarm has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Mob has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (1d4+1) | 1 | Passive | Adversary | Horde | When the Townsfolk have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Horde (1d4+1) | 2 | Passive | Adversary | Horde | When the Raiders have marked half or more of their HP, their standard attack deals 1d8+2 physical damage instead. | RMR | |||||||||||||||||||||||||
| Horde (1d4+2) | 1 | Passive | Adversary | Horde | When the Swarm has marked half or more of their HP, their standard attack deals 1d4+2 magic damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Horde (1d4+2) | 1 | Passive | Adversary | Horde | When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (1d4+2) | 1 | Passive | Adversary | Horde | When the Swarm has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (1d6+1) | 1 | Passive | Adversary | Horde | When the Crawling Spider have marked half or more of their HP, their standard attack deals 1d6+1 physical damage instead. | GUASHNIM | |||||||||||||||||||||||||
| Horde (1d6+1) | 1 | Passive | Adversary | Horde | When the Sparkflies have marked half or more of their HP, their standard attack deals 1d6+1 magic damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Horde (1d6+3) | 2 | Passive | Adversary | Horde | When the Squadron has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (2d4+1) | 2 | Passive | Adversary | Horde | When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (2d4+1) | 2 | Passive | Adversary | Horde | When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead. | DH Core | |||||||||||||||||||||||||
| Horde (3d6+1) | 3 | Passive | Adversary | Horde | When the Congregation has marked half or more of their HP, their standard attack deals 3d6+1 physical damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Horde (4d6+2) | 4 | Passive | Adversary | Horde | When the Army has marked half or more of their HP, their standard attack deals 4d6+2 physical instead. | Mike Underwood | |||||||||||||||||||||||||
| Horrifying | 1 | Passive | Adversary | Standard | Targets who mark HP from the Zombie’s attacks must also mark a Stress. | DH Core | |||||||||||||||||||||||||
| Hovering | 3 | Passive | Adversary | Solo | The Aberration hovers several feet above the ground and has advantage on Reaction Rolls to avoid being moved or Restrained. | Mike Underwood | |||||||||||||||||||||||||
| How Rude | 1 | Reaction | Adversary | Social | When a target within Close challenges the busybody or their advice, mark a Stress to force the target to mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Hull Breach | 2 | Action | Adversary | Bruiser | Mark a Stress to have the Titan punch an inanimate object within Close range they could feasibly penetrate (such as the hull of a ship) and break through it. All targets within Very Close range of the object must succeed on a Strength or Agility Reaction Roll or take 2d10+4 physical damage. One target that failed is temporarily Restrained and moved into Melee with the Titan. If the target is Restrained, the Titan moves to Close range (or Far range if swimming) while holding them. | Incredible Creatures | |||||||||||||||||||||||||
| Hunters and the Hunted | 1 | Passive | Environment | Event | Set a Progress Countdown (6) for the party to represent their escape attempts and a Consequence Countdown (6) to represent the pursuers giving chase. If the party triggers the Progress Countdown before the Consequence Countdown triggers, they give their pursuers the slip. If the Consequence Countdown triggers first, the pursuers have caught up – take 2 Fear as the pursuers confront the party. | What do you do to delay their pursuit? Are they just faster than you, or do they have some other advantage? What do you fear they’ll do if they catch up? | Mike Underwood | ||||||||||||||||||||||||
| Hunter’s Call | 2 | Action | Adversary | Leader | Spend a Fear to spotlight up to three Rime Wolves within Far range. If you spend an additional Fear, give each of them advantage on their next attack. | Incredible Creatures | |||||||||||||||||||||||||
| Hunting Prey | 1 | Passive | Environment | Event | Set a Progress Countdown (6) for the party to represent their chase and a Consequence Countdown (6) to represent the pursued party’s attempts to escape. If the Consequence Countdown triggers first, the pursued party has given the party the slip and escaped for now. If the party triggers the Progress Countdown before the Consequence Countdown triggers, they catch their quarry, forcing a confrontation and causing the GM to lose 2 Fear. | What do you do to gain ground? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away? | Mike Underwood | ||||||||||||||||||||||||
| Hunting Yetis | 2 | Action | Environment | Exploration | Spend a Fear to summon two Rimefouled Yetis who appear in the scene Hidden. When the Yetis reveal themselves, all PCs must succeed on an Instinct Reaction Roll. Targets who fail mark a Stress. You gain a Fear for each failure. You may then spotlight one of the Yetis. | How did the Yeti’s find the PCs? Are there signs of the party being hunted? | Incredible Creatures | ||||||||||||||||||||||||
| Hush | 2 | Action | Adversary | Solo | Mark a number of Stress to quieten that many targets within Close range of the Bookwyrm. The targets must succeed on an Instinct Reaction Roll or become temporarily Silenced while within Close range of the Bookwyrm. While Silenced, they are unable to cast spells or speak aloud. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Ichorfang Bite | 2 | Action | Adversary | Leader | Make a standard attack against a target within Melee range. On a success, mark a Stress. The target takes 2d10+6 physical damage and must succeed on a Strength Reaction Roll. On a failure, the target is Slowed. A Slowed target must mark a Stress every time they make an action roll until they clear the condition with a successful Instinct Roll. | Incredible Creatures | |||||||||||||||||||||||||
| Icy Touch | 2 | Action | Adversary | Skulk | Make an attack against a target. On a success, spend a Fear to deal 2d10+5 magic damage and the target loses a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Icy Winds | 2 | Reaction | Environment | Traversal | Countdown (Loop 4). When the PCs enter the mountain pass, activate the countdown. When it triggers, all characters traveling through the pass must succeed on a Strength Reaction Roll or mark a Stress. A PC wearing clothes appropriate for extreme cold gains advantage on these rolls. | What parts of the PC’s bodies go numb first? How do they try to keep warm as they press forward? | DH Core | ||||||||||||||||||||||||
| I Didn’t See It | 2 | Reaction | Adversary | Skulk | When a PC moves within Melee range of the Cube while it is Hidden, the cube immediately uses its Engulf feature on that PC. | Mike Underwood | |||||||||||||||||||||||||
| Ignite | 1 | Action | Adversary | Skulk | Make an attack against a target within Very Close range. On a success, the target takes 1d8 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d4 magic damage when they make an action roll. | DH Core | |||||||||||||||||||||||||
| I Got You, Boss! | 2 | Reaction | Adversary | Bruiser | When the Bodyguard’s boss marks HP from an attacker in Close range of the Bodyguard, mark a Stress to move into Very Close range of the attacker and make a standard attack against them. | Incredible Creatures | |||||||||||||||||||||||||
| Immovable Object | 2 | Passive | Adversary | Bruiser | An attack that would move the Dwarf moves them one fewer range (for example, Far becomes Close). | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Impending Collapse | 1 | Reaction | Environment | Traversal | Countdown (2). The first time the PCs roll with Fear, describe how the ground subtly vibrates as rocks shift overhead and activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, each PC must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become temporarily Restrained by the rubble. | What other signs of instability does the mine offer the party? What new dangers does the tunnel system’s new configuration expose the party to? | Hope and Fear | ||||||||||||||||||||||||
| Impending Collapse | 2 | Reaction | Environment | Traversal | Countdown (2). The first time the PCs roll with Fear, describe how the ground subtly vibrates as rocks shift overhead and activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, each PC must succeed on an Agility Reaction Roll or take 2d10+2 physical damage and become temporarily Restrained by the rubble. | What other signs of instability does the mine offer the party? What new dangers does the tunnel system’s new configuration expose the party to? | RMR | ||||||||||||||||||||||||
| Impossible Anatomy | 2 | Passive | Adversary | Solo | The Horror begins with two Worm tokens and can have up to six. When the Horror takes Major or greater damage, they lose a Worm token. | Incredible Creatures | |||||||||||||||||||||||||
| Inching Ooze | 2 | Passive | Adversary | Skulk | The Cube can only move within Very Close range as their normal movement. | Mike Underwood | |||||||||||||||||||||||||
| Inciting Rhetoric | 2 | Action | Adversary | Social | Spend a Fear. Choose a point within Far. All non-combatants within Close of that point become hostile towards PCs, or PCs within Close of that point mark 1 Stress. | Fresh Cut Grass | |||||||||||||||||||||||||
| Inciting Rhetoric | 2 | Action | Adversary | Social | Spend a Fear. Choose a point within Far. All non-combatants within Close of that point become hostile towards PCs, or PCs within Close of that point mark 1 Stress. | RMR | |||||||||||||||||||||||||
| Inevitable Death | 2 | Action | Adversary | Leader | Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage. | DH Core | |||||||||||||||||||||||||
| Infesting Grasp | 2 | Action | Adversary | Solo | Make a standard attack against a target. On a success, mark a Stress to Restrain them. If a target makes an action roll while Restrained by the Horror, the Horror gains a Worm token and clears a Stress. The target can break free with a successful Strength or Finesse Roll. | Incredible Creatures | |||||||||||||||||||||||||
| Inhuman Shield | 2 | Reaction | Adversary | Leader | When the Necromancer would take damage, mark a Stress and pick an ally within Very Close range to take the damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Injured Wings | 2 | Passive | Adversary | Solo | The Sadist can leap up to a Close range as part of their action. | Mike Underwood | |||||||||||||||||||||||||
| Insatiable Tongue | 2 | Action | Adversary | Solo | Make an attack against a target within Far range. On a success, deal 2d6+2 magic damage and the target must succeed on a Strength Reaction Roll or be temporarily Restrained. | Incredible Creatures | |||||||||||||||||||||||||
| Intentional Chaos | 1 | Passive | Environment | Event | The bandit’s attack has the townsfolk running scared. The bandits have rolled in a cart for all the loot they intend to steal, which they park in the center of town while the bandits steal and terrorize the populace. A PC may move or sabotage the cart with an action roll, interfering with the bandit’s ability to make a getaway with the loot. | How can we tell this cart has been through several other raids? | Mike Underwood | ||||||||||||||||||||||||
| Intimidating Presence | 2 | Reaction | Adversary | Bruiser | When a PC attacks the Bodyguard and misses, they lose a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Intimidating Roar | 2 | Action | Adversary | Bruiser | Once per scene, mark a Stress to roar loudly, intimidating foes. All targets within Close range must succeed on an Instinct Reaction Roll or mark a Stress. You gain a Fear for each target that fails. | Incredible Creatures | |||||||||||||||||||||||||
| Intimidating Yell | 1 | Action | Adversary | Bruiser | Mark 2 Stress to yell and curse at all targets within Far range. Targets in the area must make an Instinct or Presence Reaction Roll. For each target who fails, you gain a Fear and the target marks a Stress. Targets who succeed mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Into the Spider’s Web | 1 | Action | Environment | Traversal | Spend a Fear to summon a Darkweave Queen inside her gossamer-strewn lair. She drops from the ceiling within Close range of a PC and immediately takes the spotlight. | How does the Darkweave Queen use her lair to her advantage? What remnants of her past meals can the party find here? | Hope and Fear | ||||||||||||||||||||||||
| Into the Spider’s Web | 2 | Action | Environment | Traversal | Spend a Fear to summon a Darkweave Queen (Tier 2) inside her gossamer-strewn lair. She drops from the ceiling within Close range of a PC and immediately takes the spotlight. | How does the Darkweave Queen use her lair to her advantage? What remnants of her past meals can the party find here? | RMR | ||||||||||||||||||||||||
| Invulnerable Hide | 2 | Passive | Adversary | Solo | The Worm cannot be damaged unless it originates from inside the worm’s body. | Incredible Creatures | |||||||||||||||||||||||||
| In Your Face | 1 | Passive | Adversary | Horde | All targets within Melee range have disadvantage on attacks against targets other than the Swarm. | DH Core | |||||||||||||||||||||||||
| Island of Misfits | 1 | Action | Adversary | Leader | Twice per scene, spend a Fear to summon a number of Animated Toys equal to twice the number of PCs. They appear within Far range and make a “Group Attack” against a chosen target. | Incredible Creatures | |||||||||||||||||||||||||
| It Burns | 1 | Passive | Adversary | Leader | If attacked with fire, the spider becomes Vulnerable until after the next PC action. When this happens, you may immediately spotlight an ally of the Broodmother within Close range without spending Fear. | GUASHNIM | |||||||||||||||||||||||||
| It Burns | 1 | Passive | Adversary | Standard | If attacked with fire, the spider becomes Vulnerable until after the next PC action. | GUASHNIM | |||||||||||||||||||||||||
| It Burns | 1 | Passive | Adversary | Horde | If attacked with fire, the spider becomes Vulnerable until after the next PC action. | GUASHNIM | |||||||||||||||||||||||||
| It’d Be a Shame If Something Happened to Your Store | 1 | Action | Environment | Social | The PCs witness as agents of a local crime boss shake down a general goods store. | What trouble does it cause if the PCs intervene? | DH Core | ||||||||||||||||||||||||
| I’ve Got ’Em | 1 | Passive | Adversary | Bruiser | Creatures Restrained by the Kneebreaker take double damage from attacks by other adversaries. | DH Core | |||||||||||||||||||||||||
| I’ve Got ’Em | 2 | Passive | Adversary | Bruiser | Creatures Restrained by the Kneebreaker take double damage from attacks by other adversaries. | RMR | |||||||||||||||||||||||||
| I Will Not Be Denied! | 2 | Reaction | Adversary | Solo | When Malefactor marks their last HP, you may spend any number of Fear to reduce the Sanguine Apotheosis countdown by the same amount. If that would trigger the countdown, replace Malefactor with Abomination as per Sanguine Apotheosis. | Mike Underwood | |||||||||||||||||||||||||
| Jaquays’s Labyrinth | 2 | Reaction | Environment | Exploration | When the PCs reach the end of a corridor, reveal that it loops around to a previous part of the dungeon they’d not explored or could not reach. | What new opportunity does this connection present? What can they reach that they could only see before? | Mike Underwood | ||||||||||||||||||||||||
| Just Another Face in the Crowd | 3 | Action | Adversary | Solo | Spend a Fear to reveal that the Killer was already in the scene as they throw off their surprise. Immediately make an attack with advantage against a target within range. | Mike Underwood | |||||||||||||||||||||||||
| Kingsguard | 4 | Action | Adversary | Leader | Spend a Fear to summon a number of Junior Seraphs equal to the number of PCs. They appear at a Close range. | Mike Underwood | |||||||||||||||||||||||||
| Knives Out | 2 | Reaction | Environment | Social | If a PC is discovered to be cheating or trying to get one over on the thieves, the guild closes ranks against the interloper. That PC will be thrown out (or worse) unless they succeed on a Presence Reaction Roll to explain themselves. | What sets them off? How do you try to recover face under threat of extreme violence? | Mike Underwood | ||||||||||||||||||||||||
| Labyrinth | 1 | Passive | Environment | Traversal |
The party must complete a
Progress Countdown (4) to find their way through the mines. Each time a PC rolls with Hope while finding their way through, they discover one of the curiosities below.
| What did miners previously extract here? Who in the party knows how to navigate below ground? What are the PCs most afraid might happen to them down here? | Hope and Fear | ||||||||||||||||||||||||
| Labyrinth | 2 | Passive | Environment | Traversal |
The party must complete a
Progress Countdown (4) to find their way through the mines. Each time a PC rolls with Hope while finding their way through, they discover one of the curiosities below.
| What did miners previously extract here? Who in the party knows how to navigate below ground? What are the PCs most afraid might happen to them down here? | RMR | ||||||||||||||||||||||||
| Landscape of Flame | 1 | Passive | Environment | Event | Any PC attempting to maneuver through the environment cannot move more than a Very Close distance as part of an action without making an Agility or Finesse Roll. On a failure, they take 1d6 physical damage and mark a Stress. | What burning object lies in your path? Could you potentially move it to clear the way? | Mike Underwood | ||||||||||||||||||||||||
| Leech Vitality | 2 | Action | Adversary | Leader | Once per scene, spend 2 Fear to force all targets within Close range to make a Strength Reaction Roll. Each target that fails marks a HP. Clear a HP for each HP marked by targets. | Mike Underwood | |||||||||||||||||||||||||
| Leverage Weakness | 2 | Action | Adversary | Social | Choose a target within Far. Force a Presence (15) roll. On failure, the target marks 1 Stress and becomes Dazed until they succeed on a Presence roll. While the target is Dazed, all rolls made by the target have disadvantage. | RMR | |||||||||||||||||||||||||
| Leverage Weakness | 2 | Action | Adversary | Social | Choose a target within Far. Force a Presence (15) roll. On failure, the target marks 1 Stress and becomes Dazed until they succeed on a Presence roll. While the target is Dazed, all rolls made by the target have disadvantage. | Fresh Cut Grass | |||||||||||||||||||||||||
| Levitation | 2 | Passive | Adversary | Ranged | The Skull levitates several feet off the ground and can’t be Restrained. | DH Core | |||||||||||||||||||||||||
| Life From Death | 3 | Action | Adversary | Leader | Spend a Fear to target a corpse or dead plant within Far range. Create a Treant Sapling at the location of the target, which immediately takes the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Like a Balloon | 1 | Reaction | Adversary | Support | When the Zombie is defeated, spend a Fear to have it burst, releasing its gas. Every PC within Close distance of the Zombie’s last location must make a Strength Reaction Roll or mark 2 Stress. On a success, they still mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Like a Rock | 1 | Passive | Adversary | Skulk | Before they make their first attack in a fight or after they become Hidden, the Elemental is indistinguishable from other rocks until their next attack or a PC succeeds on an Instinct Roll to identify them. | Incredible Creatures | |||||||||||||||||||||||||
| Like a Scythe Through Wheat | 3 | Action | Adversary | Solo | The Killer may defeat 2d4 Minions or civilians within Close distance. All allies of defeated characters within a Far distance must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Limited Patience | 1 | Reaction | Adversary | Social | Consequence Countdown (Decreasing 8). When the Bureaucrat is in the spotlight for the first time, activate the countdown. It ticks down when a PC fails an action roll, or rolls with fear, as per Consequence Advancement (CRB 163). When it triggers, the Bureaucrat orders the PCs to leave their office. The timer resets in 24 hours. | RMR | |||||||||||||||||||||||||
| Limited Patience | 2 | Reaction | Adversary | Social | Consequence Countdown (Decreasing 8). When the Bureaucrat is in the spotlight for the first time, activate the countdown. It ticks down when a PC fails an action roll, or rolls with fear, as per Consequence Advancement (CRB 163). When it triggers, the Bureaucrat orders the PCs to leave their office. The timer resets in 24 hours. | RMR | |||||||||||||||||||||||||
| Lockdown Protocol | 1 | Action | Adversary | Social | Spend a Fear, The Temple Archivist, flustered and alarmed, initiates a minor lockdown of the archives. No one can enter or leave the archives for the remainder of the scene, and any further attempts to access them automatically fail until the lockdown is lifted after a long rest. | Fresh Cut Grass | |||||||||||||||||||||||||
| Locked Door | 2 | Reaction | Environment | Exploration | When the party reaches a door, spend a Fear to have it be locked and/or magically barred. The PCs must complete a Progress Countdown (5) to unlock/open the door. They might try to pick the lock, disenchant the wards, knock the door off its hinges, etc. | Mike Underwood | |||||||||||||||||||||||||
| Lock In! | 1 | Action | Environment | Event | If the door is still in working order, the GM can spend a Fear for the door to slam shut behind the players, and lock them in the room they just entered. | Bonus Reaction | |||||||||||||||||||||||||
| Look Over There! | 1 | Action | Adversary | Social | Mark 2 Stress to choose a target to misdirect unwanted attention toward in order to gain something of value. The target has disadvantage on action rolls against the Trickster until the end of the scene. | Incredible Creatures | |||||||||||||||||||||||||
| Loyal Pack | 1 | Reaction | Adversary | Leader | When the Huntmaster would take damage, mark a Stress to make an ally within Very Close take the damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Lurching Lunge | 2 | Action | Adversary | Standard | Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear. | DH Core | |||||||||||||||||||||||||
| Lurking Dangers | 2 | Passive | Environment | Exploration |
This dungeon is populated by roving foes on patrol. When the party enters the dungeon, set a Countdown (Loop 1d6+1). When the Countdown triggers, introduce a random encounter. Choose or roll on the following table to determine the nature of the encounter
1d4 Roll Type of Encounter Description 1 Patrolling Foes Introduce a Horde or a number of minions equal to 2x the number of PCs, who appear at a Close range or through a nearby door. 2 Jerk in the Box A Battle Box springs out of a floor or wall and takes the spotlight. 3 Arcane Threat A magical recording from the creator or master of the dungeon plays nearby to dishearten the PCs. All PCs must make a Presence Reaction Roll or mark a Stress. On a crit, they gain an insight into the creator/master’s motivation. 4 TBD | Why are these adversaries here? How long has it been since they faced any intruders? Have they discovered that you’re here already or are they stumbling upon you? | Mike Underwood | ||||||||||||||||||||||||
| Mad Creation | 1 | Passive | Adversary | Solo | When the Experiment appears, put 8 tokens on this stat block. Spend these tokens to add features to the Experiment when it appears or during its spotlight. These are one time costs. | Incredible Creatures | |||||||||||||||||||||||||
| Made of Shadow | 2 | Passive | Adversary | Leader | The Shadowknife has resistance to physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Magical Hunger | 1 | Passive | Adversary | Horde | Spellcast rolls that target the Swarm have disadvantage. If a PC makes a spellcast roll within Far range and fails, the Swarm can mark a Stress and clear 1 HP. | Incredible Creatures | |||||||||||||||||||||||||
| Magical Hunger | 1 | Passive | Adversary | Skulk | Spellcast rolls that target the Ashkadavar have disadvantage. If a PC makes a spellcast roll within Far range and fails, the Ashkadavar can mark a Stress to summon an identical Ashkadavar within Very Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Magical Mishap | 1 | Action | Environment | Event | A bandit throws an arcane shard to scatter the townsfolk. Due to malice or poor luck, they start a fire comprising an area with a radius of a Melee range. Tell the player of the closest PC to roll their Fear die. If the result is higher than the current Fear total, gain 2 Fear. Then activate the Spreading Fire feature. | What catches fire? Does the soldier take responsibility for what they’ve done or just leave the people to fend for themselves? | Mike Underwood | ||||||||||||||||||||||||
| Magical Reflection | 1 | Reaction | Adversary | Solo | When the Elemental takes damage from an attack within Close range, deal an amount of damage to the attacker equal to half the damage they dealt. | DH Core | |||||||||||||||||||||||||
| Magic Burst | 2 | Action | Adversary | Ranged | Mark a Stress to make an attack against all targets within Close range. Targets the Skull succeeds against take 2d6+4 magic damage. | DH Core | |||||||||||||||||||||||||
| Magic Connection | 1 | Action | Adversary | Skulk | Make a standard attack against a target. On a Success, spend a Fear. The Ashkadavar gains a +2 bonus to its damage for each other Ashkadavar within Very Close range of the target. | Incredible Creatures | |||||||||||||||||||||||||
| Magic Shield | 1 | Passive | Adversary | Ranged | When a player succeeds with fear when rolling against the Novice Wizard, the Novice Wizard temporarily gains a +2 to its difficulty which may make the roll a failure. | RMR | |||||||||||||||||||||||||
| Magic Shield | 1 | Passive | Adversary | Ranged | When a player succeeds with fear when rolling against the Novice Wizard, the Novice Wizard temporarily gains a +2 to its difficulty which may make the roll a failure. | Bonus Reaction | |||||||||||||||||||||||||
| Magic Surge | 1 | Action | Adversary | Horde | Make a standard attack against a target. On a success, spend a Fear to gain a bonus to the damage roll equal to the number of the Swarm’s unmarked HP. | Incredible Creatures | |||||||||||||||||||||||||
| Magnetize | 2 | Action | Adversary | Support | Mark a Stress to make two metals the Dwarf can see move towards each other. An affected target can resist moving with a successful Strength Reaction Roll. Targets who collide take 2d6 physical damage. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Maintain Distance | 1 | Passive | Adversary | Standard | After making a standard attack, the Harrier can move anywhere within Far range. | DH Core | |||||||||||||||||||||||||
| Majestic Disdain | 4 | Reaction | Adversary | Leader | When a PC succeeds on an action roil against the God-King, the PC must make a Presence Reaction Roll or mark 1d4 Stress. On a success, they still mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Make an Example | 1 | Action | Environment | Event | Spotlight a bandit to make an attack against a civilian within Close range. On a success, the townsperson takes damage and is knocked out of the fight. Set a Consequence Countdown (2). When the countdown triggers, the townsperson dies of their injuries. The townsperson can be saved with a Knowledge Roll or by any effect that clears HP before the countdown triggers. | Who did the bandits pick out? Is the civilian armed? What were they protecting? | Mike Underwood | ||||||||||||||||||||||||
| Make a Ruckus | 1 | Action | Adversary | Horde | Mark a Stress to have the Mob yell and jeer in a cacophony, which unnerves all nearby. All targets within Close must make an Instinct Reaction Roll or mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Malevolent | 2 | Reaction | Adversary | Bruiser | When the Yeti takes damage from an attack within Very Close range, mark a Stress to make a standard attack against the attacker. On a success, the attacker loses a Hope and you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Malleable Body | 2 | Passive | Adversary | Skulk | The Shoalstalker can mark a Stress to move through or into very small spaces. While in a small space, the Shoalstalker is Hidden. | Incredible Creatures | |||||||||||||||||||||||||
| Mama Hen | 1 | Reaction | Adversary | Leader | When a Budding Cockatrice Clutch marks HP, you can mark a Stress to fly into Melee range of the attacker and make a “Penetrating Peck” attack against them without spending a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Mancatcher Net | 2 | Action | Adversary | Standard | Make an attack against a target within Very Close range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Finesse Roll. The Finscourge can only Restrain one target at a time. | Incredible Creatures | |||||||||||||||||||||||||
| Many as One | 2 | Action | Adversary | Leader | Spend 2 Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage. | Mike Underwood | |||||||||||||||||||||||||
| Mask Come Back | 1 | Passive | Adversary | Ranged | When the Flinger throws its mask within its range, it returns to the Flinger’s grasp afterward. | Incredible Creatures | |||||||||||||||||||||||||
| Massive | 2 | Passive | Adversary | Solo | The Worm cannot be Restrained or made Vulnerable. | Incredible Creatures | |||||||||||||||||||||||||
| Massive Bite | 2 | Action | Adversary | Solo | Spend a Fear to make a standard attack against all targets in Very Close range. Targets the Leviathan succeeds against lose a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Meddling | 1 | Action | Adversary | Social | Spend a Fear to have the Busybody appear to harass anyone opposing their agenda. Each PC present must make a Presence Reaction Roll or mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Menacing Howl | 1 | Action | Adversary | Standard | Spend a Fear to force all targets within Close distance to make a Presence Reaction Roll or lose a Hope. | Mike Underwood | |||||||||||||||||||||||||
| Merciless Gouge | 2 | Action | Adversary | Solo | Make an attack against a Vulnerable target within Very Close. Twice per scene on a success, spend 2 Fear to force the target to mark 3 HP. Armor may not be used to reduce this damage. | Mike Underwood | |||||||||||||||||||||||||
| Mind Dance | 2 | Action | Adversary | Solo | Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target’s fears. | DH Core | |||||||||||||||||||||||||
| Minion (3) | 1 | Passive | Adversary | Minion | The Amphiptere is defeated when they take any damage. For every 3 damage a PC deals to the Amphiptere, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (3) | 1 | Passive | Adversary | Minion | The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (3) | 1 | Passive | Adversary | Minion | The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (3) | 1 | Passive | Adversary | Minion | The Lackey is defeated when they take any damage. For every 3 damage a PC deals to the Lackey, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (3) | 1 | Passive | Adversary | Minion | The Weejit is defeated when they take any damage. For every 3 damage a PC deals to a Weejit, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Swordsman is defeated when they take any damage. For every 4 damage a PC deals to the Swordsman, defeat an additional Minion within range the attack would succeed against. | RMR | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Dredge is defeated when they take any damage. For every 4 damage a PC deals to the Dredge, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Toy is defeated when they take any damage. For every 4 damage a PC deals to the Toy, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Bramble is defeated when they take any damage. For every 4 damage a PC deals to the Tangle Bramble, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (4) | 1 | Passive | Adversary | Minion | The Toad is defeated when they take any damage. For every 4 damage a PC deals to the Toad, defeat an additional Minion within range the attack would succeed against. | Wondrous Environments | |||||||||||||||||||||||||
| Minion (5) | 1 | Passive | Adversary | Minion | The Treant is defeated when they take any damage. For every 5 damage a PC deals to the Treant, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (5) | 2 | Passive | Adversary | Minion | The Reefwatcher is defeated when they take any damage. For every 5 damage a PC deals to the Reefwatcher, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (5) | 2 | Passive | Adversary | Minion | The Shadowspawn is defeated when they take any damage. For every 5 damage the PC deals to the Shadowspawn, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (6) | 2 | Passive | Adversary | Minion | The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (6) | 2 | Passive | Adversary | Minion | The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (6) | 2 | Passive | Adversary | Minion | The Gardener is defeated when they take any damage. For every 6 damage a PC deals to the Gardener, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (6) | 2 | Passive | Adversary | Minion | The Puppet is defeated when they take any damage. For every 6 damage a PC deals to the Puppet, defeat an additional Minion within range the attack would succeed against. | Incredible Creatures | |||||||||||||||||||||||||
| Minion (6) | 2 | Passive | Adversary | Minion | The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minion (7) | 2 | Passive | Adversary | Minion | The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against. | DH Core | |||||||||||||||||||||||||
| Minor Outrage | 1 | Reaction | Environment | Social | When a PC’s actions cause a direct disruption to a temple service or disrespect a temple official, the GM can spend a Fear to have a Bladed Guard or a Sellsword approach from an adjacent chamber and demand that the party cease their actions. | Fresh Cut Grass | |||||||||||||||||||||||||
| Mirage | 2 | Action | Environment | Traversal | Spend a Fear to create a mirage on the horizon. Each PC must make an Instinct Reaction Roll to identify the mirage as fake. On a failure, a PC can take a Hope if they insist that the mirage is real and add one to the Progress Countdown as they take the group off-course to confirm. | What form does the mirage take? Is it a fake oasis, a friendly traveling party, a hated foe, or something else? | Mike Underwood | ||||||||||||||||||||||||
| Mockery | 1 | Action | Adversary | Social | Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends. | DH Core | |||||||||||||||||||||||||
| Mockery | 1 | Action | Adversary | Social | Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (15) to see if they can save face. On a failure, the target must mark 2 Stress and has disadvantage until the scene ends. | RMR | |||||||||||||||||||||||||
| Mockery | 1 | Action | Adversary | Social | Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends. | Fresh Cut Grass | |||||||||||||||||||||||||
| Mockery | 2 | Action | Adversary | Social | Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (18) to see if they can save face. On a failure, the target must mark 2 Stress and has disadvantage until the scene ends. | RMR | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Solo | When the Demon makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Bruiser | When the Urstrix makes a successful attack against a PC, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Head Guard makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Captain makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Bruiser | When the Scorpion makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Spellblade makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Bruiser | When the Bear makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Solo | When the Elemental makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Solo | When the Elemental makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Bruiser | When the Weaponmaster makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Spellblade makes a successful attack against a PC, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Dryad makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 1 | Reaction | Adversary | Leader | When the Lieutenant makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Assassin makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Skulk | When the Stonewraith makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Horde | When the Pack makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Head Guard makes a successful attack against a PC, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Solo | When the Gorgon makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Captain makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Bruiser | When the Brawler makes a successful attack against a PC, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Captain makes a successful attack against a PC, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Shadowknife makes a successful attack against a PC, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Solo | When the Horror makes a successful attack against a PC, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Solo | When this adversary makes a successful attack against a PC, you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Bruiser | When the Titan makes a successful attack against a PC, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Momentum | 2 | Reaction | Adversary | Leader | When the Spellblade makes a successful attack against a PC, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Momentum | 3 | Reaction | Adversary | Leader | When this adversary makes a successful attack against a PC, gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| More Join In | 1 | Action | Adversary | Horde | Mark a Stress to clear a HP on the Townsfolk as more people are possessed and join the crowd. | Mike Underwood | |||||||||||||||||||||||||
| More Where That Came From | 1 | Action | Adversary | Leader | Summon three Jagged Knife Lackeys, who appear at Far range. | DH Core | |||||||||||||||||||||||||
| Mother's Guidance | 2 | Reaction | Adversary | Leader | When the Broodmother makes a successful attack against a PC, you gain a Fear and an ally within Close range can make a standard attack against a target within their range. | Incredible Creatures | |||||||||||||||||||||||||
| Mount | 1 | Passive | Adversary | Support | A creature that is riding the Hippogriff can cause the Hippogriff to mark a Stress to move to a Far range when they act. | Incredible Creatures | |||||||||||||||||||||||||
| Mounted Duo | 1 | Passive | Adversary | Standard | The Wolfrider can move up to a Far range as part of their action. If they move at least a Close distance before making an attack, they gain advantage on the attack. | Mike Underwood | |||||||||||||||||||||||||
| Move as a Unit | 1 | Action | Adversary | Leader | Spend 2 Fear to spotlight up to five allies within Far range. | RMR | |||||||||||||||||||||||||
| Move as a Unit | 1 | Action | Adversary | Leader | Spend 2 Fear to spotlight up to five allies within Far range. | DH Core | |||||||||||||||||||||||||
| Move as a Unit | 2 | Action | Adversary | Leader | Spend 2 Fear to spotlight up to five allies within Far range. | RMR | |||||||||||||||||||||||||
| My Land, My Rules | 1 | Passive | Adversary | Social | All social actions made against the Noble on their land have disadvantage. | DH Core | |||||||||||||||||||||||||
| My Master Is Not Without Mercy | 3 | Reaction | Adversary | Social | Any target that pledges loyalty or surrenders pro-actively becomes Suborned. A Suborned target cannot clear Stress but is granted a reprieve from the worst of the oncoming conquest. A target can clear Suborned by taking dangerous action against the Herald’s master. | Mike Underwood | |||||||||||||||||||||||||
| Nimble Tumblers | 1 | Passive | Adversary | Support | Mark a Stress to move up to Far range instead of Close range before taking an action. | Incredible Creatures | |||||||||||||||||||||||||
| No Escape Here | 2 | Action | Environment | Exploration | Spend a Fear to cause an earthquake that collapses a tunnel or send the remains of a sunken ship crashing down on the PC heads. This could cause the party to split up or have to take a more dangerous route. | Did any of the PCs get caught in the falling debris? What alternative ways might there be out of this place? | Incredible Creatures | ||||||||||||||||||||||||
| None Shall Stand in My Way | 4 | Action | Adversary | Leader | Spend 2 Fear to activate God-King and up to 2d4 allies. | Mike Underwood | |||||||||||||||||||||||||
| No Place to Hide | 2 | Passive | Environment | Traversal | The punishing sun makes taking downtime during the day impossible unless the PCs find meaningful cover from the heat. | What dangers lurk in the night while the party rests? Do they travel at night as well, or just rest and plan for the next day? | Mike Underwood | ||||||||||||||||||||||||
| No Quarter | 1 | Action | Adversary | Leader | Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress. | DH Core | |||||||||||||||||||||||||
| No Quarter | 2 | Action | Adversary | Leader | Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress. | RMR | |||||||||||||||||||||||||
| Not in Control | 1 | Passive | Adversary | Horde | When attacking the Townsfolk, PCs must mark a Stress or take disadvantage on their attacks. When the Townsfolk are defeated, the possession ends. | Mike Underwood | |||||||||||||||||||||||||
| Now it's War (Phase Change) | 2 | Reaction | Adversary | Social | When the Agent marks their last Stress, replace them with the Apostels of Preservation Assassin | RMR | |||||||||||||||||||||||||
| Oasis | 2 | Reaction | Environment | Traversal | If a PC rolls at least a 19 or higher (or a critical) on a roll to navigate within the environment, they locate an oasis. Each PC immediately gains a Hope. Additionally, while in the oasis the PCs may take downtime during the day despite the No Place to Hide feature. | What makes this oasis so hard to find? Is anyone else present when you arrive? Has someone tried to seize this site by force? | Mike Underwood | ||||||||||||||||||||||||
| Offer Alternatives | 2 | Reaction | Adversary | Leader | When a target within Close range rolls a failure with Hope, mark a Stress to offer them another solution to the challenge they face. If the target changes their mind and takes the offer, they gain 2 Hope. | Mike Underwood | |||||||||||||||||||||||||
| One with the Elements | 2 | Passive | Adversary | Ranged | The Drakona is resistant to damage from elemental sources. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Only Bones | 1 | Passive | Adversary | Standard | The Warrior is resistant to physical damage. | DH Core | |||||||||||||||||||||||||
| On My Signal | 1 | Reaction | Adversary | Leader | Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage. | DH Core | |||||||||||||||||||||||||
| On My Signal | 2 | Reaction | Adversary | Leader | Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage. | RMR | |||||||||||||||||||||||||
| Open The Door | 1 | Passive | Environment | Event |
PCs can open the door in anyway they see fit, normally by lockpicking it (Finesse) or kicking it open (Strength).
| Bonus Reaction | |||||||||||||||||||||||||
| Ophidian Charm | 1 | Passive | Adversary | Solo | (2 tokens). When a PC makes an attack against the Experiment within Melee range they must roll a d6. On a 3 or lower, the creature has disadvantage on their next attack roll and must mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Opportunist | 1 | Passive | Adversary | Ranged | When two or more adversaries are within Very Close range of a creature, all damage the Archer deals to that creature is doubled. | DH Core | |||||||||||||||||||||||||
| Opportunist | 2 | Passive | Adversary | Skulk | When the Wolf succeeds on an attack that has advantage, the target also marks a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Opportunists | 1 | Action | Environment | Traversal | Spend a Fear to summon a group of adversaries equal to the default battle points budget for the party. You may spend an additional Fear to increase the battle point budget by 2, or force the PC with the highest Instinct to make an Instinct Reaction Roll to sense the attackers as they approach. On a failure, the PCs are caught unawares and an adversary immediately takes the spotlight. | How many other travelers have these adversaries accosted? What favorable terrain assists the foe’s attack? Why didn’t the PCs notice the adversary as they approach? | Mike Underwood | ||||||||||||||||||||||||
| Opportunity Attack | 2 | Reaction | Adversary | Skulk | When an ally deals damage to a target within Close range of the Consort, mark a Stress to move into Melee range of the target and add 2d12 to the damage roll. | Incredible Creatures | |||||||||||||||||||||||||
| Our Master’s Will | 2 | Reaction | Adversary | Leader | When you spotlight an ally within Far range, mark a Stress to gain a Fear. | DH Core | |||||||||||||||||||||||||
| Outgrown and Discarded | 1 | Action | Adversary | Leader |
Spend a Fear to emanate a wave of loss and sadness from the Dolliglop. Each target within Far range must make an Instinct or Presence Reaction Roll. On a failure, the target vividly recalls a memory of a lost toy or keepsake and they have disadvantage on all action rolls until they roll with Hope. Targets who succeed mark a Stress.
Describe a toy your character either lost or was forced to part with in their childhood. | Incredible Creatures | |||||||||||||||||||||||||
| Out of Nowhere | 2 | Passive | Adversary | Skulk | The Assassin has advantage on attacks if they are Hidden. | DH Core | |||||||||||||||||||||||||
| Out of Nowhere | 2 | Passive | Adversary | Skulk | The Assassin has advantage on attacks if they are Hidden. | RMR | |||||||||||||||||||||||||
| Outta My Way! | 2 | Action | Adversary | Bruiser | Spend a Fear to make an attack against all targets within Close range. Targets the Bodyguard succeeds against take 2d12+6 physical damage and are knocked back to Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Overcharge | 2 | Reaction | Adversary | Solo | Before rolling damage for the Box’s attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Overload | 1 | Reaction | Adversary | Solo | Before rolling damage for the Construct’s attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again. | DH Core | |||||||||||||||||||||||||
| Overwhelm | 1 | Reaction | Adversary | Horde | When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker. | DH Core | |||||||||||||||||||||||||
| Overwhelm | 2 | Passive | Adversary | Standard | When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage. | DH Core | |||||||||||||||||||||||||
| Overwhelming Force | 1 | Passive | Adversary | Bruiser | Targets who mark HP from the Bear’s standard attack are knocked back to Very Close range. | DH Core | |||||||||||||||||||||||||
| Pack Leader | 1 | Action | Adversary | Leader | Spend 2 Fear to spotlight the Huntmaster and up to 2d4 allies with Far range. | Mike Underwood | |||||||||||||||||||||||||
| Pack Protector | 1 | Reaction | Adversary | Bruiser | When an ally within Very Close range would take damage, mark a Stress to move the Mastiff into melee with the ally and take the damage instead. | Mike Underwood | |||||||||||||||||||||||||
| Pack Tactics | 1 | Passive | Adversary | Skulk | If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Pack Tactics | 1 | Passive | Adversary | Standard | If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Pain is an Illusion | 2 | Passive | Adversary | Leader | The Necromancer has resistance to physical damage. | Mike Underwood | |||||||||||||||||||||||||
| Paladin Smite | 1 | Action | Adversary | Leader | Mark a Stress to add 1D6 to the Novice Paladins standard attack damage roll. You can do this after the original attack roll has been made. | Bonus Reaction | |||||||||||||||||||||||||
| Palytoxin Strike | 2 | Action | Adversary | Skulk | Make a standard attack. On a success, spend a Fear to make the attack do direct magic damage instead. If the Shoalstalker is Hidden they can mark a Stress to activate this feature instead. | Incredible Creatures | |||||||||||||||||||||||||
| Paralytic Venom | 2 | Action | Adversary | Ranged | Spend a Fear to make an attack against a target within Far range. On a success, the target takes 2d8+6 direct physical damage and is Vulnerable until the end of the scene. | Incredible Creatures | |||||||||||||||||||||||||
| Paralyzing Shock | 2 | Action | Adversary | Horde | Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP. | DH Core | |||||||||||||||||||||||||
| Patch Up | 1 | Action | Adversary | Support | Mark a Stress and pick a skeleton ally within Very Close range. Clear up to 2 HP on that ally. | Mike Underwood | |||||||||||||||||||||||||
| Patient Hunter | 1 | Action | Environment | Traversal | Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their “Spinning Serpent” action. | What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator? | DH Core | ||||||||||||||||||||||||
| Patrols | 2 | Reaction | Environment | Exploration | Countdown (5). When the PCs enter the scene activate the countdown. When it triggers, have the triggering PC make a fate roll with their Fear die. The number is how many BP you have to spend on an encounter using the Naga in the Potential Adversaries section. Spend a Fear to restart the countdown. | Are the adversaries actively looking for the party? Do they catch the PCs off guard? | Incredible Creatures | ||||||||||||||||||||||||
| Pay the Price | 1 | Passive | Adversary | Leader | When a PC spends Hope within Far range of the Dolliglop, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Peerless Disguise | 4 | Reaction | Adversary | Skulk | When a PC rolls with Fear, spend 2 Fear to reveal that an NPC or adversary in the scene is actually the Assassin. They immediately take the spotlight, gaining advantage on their attack unless the target succeeds on an Instinct Reaction Roll. | Mike Underwood | |||||||||||||||||||||||||
| Penetrating Peck | 1 | Action | Adversary | Leader | Make a standard attack against a target. On a success, spend a Fear to force the target to mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they have an Arborization Countdown, tick it down by 1. If they can’t mark an Armor Slot, they must mark an additional HP. | Incredible Creatures | |||||||||||||||||||||||||
| Petrifying Gaze | 2 | Reaction | Adversary | Solo | When the Gorgon takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down when the Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrification countdowns end. | DH Core | |||||||||||||||||||||||||
| Pick Off the Straggler | 2 | Action | Adversary | Skulk | Mark a Stress to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily Vulnerable. On a success, the target must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Pick Your Target | 2 | Action | Adversary | Ranged | Spend a Fear to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage. | DH Core | |||||||||||||||||||||||||
| Pierce Weakness | 4 | Passive | Adversary | Skulk | The Assassin does not lose Hidden by moving to make an attack. When Hallowed Assassin succeeds on an attack where they had advantage, they deal direct damage. | Mike Underwood | |||||||||||||||||||||||||
| Piercing Screech | 1 | Reaction | Adversary | Bruiser | When the Urstrix takes Major or greater damage, spend a Fear to let out a furious hoot. All targets within Close range must mark 1d4 Stress and the Urstrix becomes Hidden until their next attack or a PC succeeds on an Instinct Roll (14) to find them. | Incredible Creatures | |||||||||||||||||||||||||
| Pinning Strike | 2 | Action | Adversary | Leader | Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll. | DH Core | |||||||||||||||||||||||||
| Pitch Black | 1 | Passive | Environment | Traversal | There is no light, natural or otherwise, in these underground mining tunnels. Ask the PCs what they use for light or how they otherwise find their way in the dark. PCs without a reliable source of light make action and reaction rolls with disadvantage. | What fuel does the party’s light source use, and how long will it last? What unwanted attention does the light attract? | Hope and Fear | ||||||||||||||||||||||||
| Pitch Black | 2 | Passive | Environment | Traversal | There is no light, natural or otherwise, in these underground mining tunnels. Ask the PCs what they use for light or how they otherwise find their way in the dark. PCs without a reliable source of light make action and reaction rolls with disadvantage. | What fuel does the party’s light source use, and how long will it last? What unwanted attention does the light attract? | RMR | ||||||||||||||||||||||||
| Plant the Evidence | 1 | Action | Adversary | Social | Spend a Fear and plant incriminating evidence on a target within Melee range of the Trickster. Activate a Countdown (2). When triggered, the evidence is spotted and alarms are raised. | Incredible Creatures | |||||||||||||||||||||||||
| Play Keep-away | 1 | Reaction | Adversary | Skulk | When a PC moves into melee range with the Hound, they can mark a Stress to move up to a Close distance. | Mike Underwood | |||||||||||||||||||||||||
| Plume of Flame | 1 | Action | Environment | Event | Spend a Fear to have a plume of flame burst within the environment. Every PC within Very Close of the burst must make an Agility Reaction Roll or take 2d10+2 phy damage and mark a Stress. On a success, targets still mark a Stress. | Where does the flame burst come from? What is destroyed in the process? | Mike Underwood | ||||||||||||||||||||||||
| Poison Barbs | 1 | Passive | Adversary | Ranged | When the Manticore makes an attack with “Poison Sting” or “Barb Fling” you can spend a Fear to add 1d6 bonus to the damage roll and Poison the target until their next rest or they succeed on a Knowledge Roll (15). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Poison Sting | 1 | Action | Adversary | Ranged | Make an attack against a target within Very Close range. On a success, the target takes 1d6+4 physical damage. If they mark HP, they lose a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Powerful Build | 2 | Passive | Adversary | Leader | When the Jötunn takes physical damage, reduce the threshold by one. Magical damage that uses fire does double damage. | Incredible Creatures | |||||||||||||||||||||||||
| Powerful Gust | 2 | Action | Adversary | Support | Mark a Stress to force all targets within Close range to make a Strength Reaction Roll or be knocked back to a Far range. If they collide with anything, they suffer 1d6 phy damage. | Mike Underwood | |||||||||||||||||||||||||
| Powerful Kick | 1 | Reaction | Adversary | Solo | (2 tokens). When the Experiment takes Major or greater damage, mark a Stress to make an attack against a target within Melee range. On a success, the target takes 1d12+2 physical damage and is knocked back to Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Practiced Manipulator | 1 | Passive | Adversary | Social | Up to three times per scene, the Busybody may utilize an experience without spending Fear. | Mike Underwood | |||||||||||||||||||||||||
| Precise Aim | 1 | Passive | Adversary | Ranged | When the Novice Bow User is in Close range from the target of its attack, it gets a +1 bonus to both ATK and damage. | Bonus Reaction | |||||||||||||||||||||||||
| Preferential Treatment | 1 | Passive | Adversary | Social | A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant must pay more and has disadvantage on future Presence Rolls against the Merchant. | DH Core | |||||||||||||||||||||||||
| Protective | 1 | Reaction | Adversary | Support | A creature riding the Hippogriff can mark a Stress to add a +2 to their Difficulty (Or evasion if a PC) when targeted by an attack. If the attack would still be successful, the Hippogriff takes the damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Protective | 2 | Passive | Adversary | Minion | If the target of a “Group Attack” is within Close range of crops tended by a Gardener, they have advantage on their attack roll. | Incredible Creatures | |||||||||||||||||||||||||
| Psalm of Inevitability | 3 | Reaction | Adversary | Leader | When a PC within Close range of the Priest fails a roll, they must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Psychic Shuffle | 3 | Reaction | Environment | Traversal | When the PCs take a long rest you can spend a Fear to swap their psyches. Collect all the players’ character sheets, then shuffle and randomly redistribute them. Each character sheet comes with that PC’s Domain cards and player aids. A PC can regain their psyche with a successful Knowledge Roll, at which point they trade sheets with the player who has their original character sheet. | How does it feel being in someone else’s skin? If you could choose to stay like them in one way what would it be? | The Void | ||||||||||||||||||||||||
| Pull the Puppet Strings | 2 | Passive | Adversary | Minion | A Body Snatcher can control a Puppet from up a Very Far range away. It can communicate simple statements and move in a convincing manner. A creature can make an Instinct or Knowledge Roll (10) to realize the Puppet is an animated corpse. | Incredible Creatures | |||||||||||||||||||||||||
| Punishing Heat | 2 | Reaction | Environment | Traversal | When a PC makes a roll to traverse the environment during the day, they must make a Strength Reaction Roll or mark a Stress and lose a Hope. | Where do you most feel the heat? What do you do to try to stay cool? Are you still sweaty when the sun goes down and the temperature drops? | Mike Underwood | ||||||||||||||||||||||||
| Quicker Than She Looks | 1 | Action | Adversary | Solo | Spend a Fear to move up to Far range and make a standard attack with advantage. | Hope and Fear | |||||||||||||||||||||||||
| Quicker Than She Looks | 2 | Action | Adversary | Solo | Spend a Fear to move up to Far range and make a standard attack with advantage. | RMR | |||||||||||||||||||||||||
| Quick Hands | 2 | Action | Adversary | Skulk | Make an attack against a target within Melee range. On a success, deal 1d8+2 physical damage and the Thief steals one item or consumable from the target’s inventory. | DH Core | |||||||||||||||||||||||||
| Rage of the Trees | 1 | Reaction | Adversary | Solo | When the Gladeservant takes damage from an attack within Close range, you can spend a Fear to make a standard attack against the attacker at advantage. On a success, clear a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Raiders | 3 | Action | Adversary | Leader | Spend a Fear to activate a Long-Term Countdown (3) and describe the Warlord’s troops preparing to head out and attack a settlement. When triggered, the raid begins. If not stopped, the raiders set fire to the buildings, steal everything of value, and you gain 1d4+1 Fear. The Warlord may only have one countdown from this feature active at a time. | Mike Underwood | |||||||||||||||||||||||||
| Rain of Fire | 4 | Action | Adversary | Solo | Mark 2 Stress and pick a point within Far range. All targets within Close distance of that point must make an Agility Reaction Roll or suffer 4d20 magic damage. If more than two targets fail, gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Rally Guards | 1 | Action | Adversary | Leader | Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range. | DH Core | |||||||||||||||||||||||||
| Rally Guards | 2 | Action | Adversary | Leader | Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range. | RMR | |||||||||||||||||||||||||
| Ramming Charge | 1 | Action | Adversary | Solo | (2 tokens). Mark a Stress to charge through a group within Close range and make an attack against all targets in the Experiment’s path. Targets the Experiment succeeds against take 2d6+10 physical damage and are knocked back to Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Rampage | 2 | Reaction | Adversary | Leader | Countdown (Loop 1d6). When the Hunter is in the spotlight for the first time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage. | DH Core | |||||||||||||||||||||||||
| Rampaging Fury | 1 | Reaction | Adversary | Solo | When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path. | DH Core | |||||||||||||||||||||||||
| Rampaging Fury | 1 | Reaction | Adversary | Solo | When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path. | RMR | |||||||||||||||||||||||||
| Rampaging Fury | 2 | Reaction | Adversary | Solo | When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 3d6+4 direct physical damage to all targets in their path. | RMR | |||||||||||||||||||||||||
| Ramp Up | 1 | Passive | Adversary | Solo | You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range. | DH Core | |||||||||||||||||||||||||
| Ramp Up | 1 | Passive | Adversary | Solo | You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range. | RMR | |||||||||||||||||||||||||
| Ramp Up | 2 | Passive | Adversary | Bruiser | You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range. | DH Core | |||||||||||||||||||||||||
| Ramp Up | 2 | Passive | Adversary | Solo | You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range. | RMR | |||||||||||||||||||||||||
| Randomized Tactics | 2 | Action | Adversary | Solo |
Mark a Stress and roll a
d6.
The Box uses the corresponding move: 1- Mana Beam. The Box fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage. 2- Fire Jets. The Box shoots into the air, spinning and releasing jets of flame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage. 3- Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope. 4- Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress. 5- Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated. 6- Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage. | DH Core | |||||||||||||||||||||||||
| Rapid Fire | 1 | Action | Adversary | Ranged | Spend a Fear to have the Flinger make an attack against three targets within range, dealing 1d12+5 physical damage on a success. | Incredible Creatures | |||||||||||||||||||||||||
| Raptor Nest | 2 | Reaction | Environment | Traversal | When the PCs enter the raptors’ hunting grounds, two Giant Eagles appear at Very Far range of a chosen PC, identifying the PCs as likely prey. | How long has it been since the eagles last found prey? Do they have eggs in their nest, or unfledged young? | DH Core | ||||||||||||||||||||||||
| RazorSharp Terrain | 3 | Reaction | Environment | Traversal | When a PC fails a roll to navigate the wasteland, they make a Finesse Reaction Roll. On a failure they cut themselves on the sharp edges of the terrain. Shards of magic crystal become embedded in their wound and slowly grow, Crystallizing them. Activate a Crystal Countdown (1) for that PC. Until they remove the condition with a successful Knowledge Roll, a Crystallizing PC ticks up their Crystal Countdown at the start of each rest, and has a penalty to their Evasion equal to its value. The countdown ends with the condition is cleared. | What does the crystal look like as it grows? What does it feel like? | The Void | ||||||||||||||||||||||||
| Reaper | 1 | Reaction | Adversary | Solo | Before rolling damage for the Demon’s attack, you can mark a Stress to gain a bonus to the damage roll equal to the Demon’s current number of marked HP. | DH Core | |||||||||||||||||||||||||
| Reclamate | 1 | Action | Adversary | Skulk | Spend a Fear to rebuild parts of the Stalker’s animated exterior, clearing 1 HP. The Stalker can mark a Stress to take the spotlight a second time this GM turn. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Standard | When the Fam takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Skulk | When the Sneaker takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Support | When the Cheerleader takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Solo | When the Wumpus takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Social | When the Trickster takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Ranged | When the Flinger takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Bruiser | When the Smasher takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Recombine | 1 | Reaction | Adversary | Leader | When the Brainy takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective. | Incredible Creatures | |||||||||||||||||||||||||
| Reeling Strike | 2 | Action | Adversary | Leader | Mark a Stress to make an attack against a target within Close range. On a success, the target takes 2d8+4 physical damage and is Restrained. While Restrained, the target’s Evasion is reduced by 4. They can break free with a successful Strength roll, clearing the condition. | Incredible Creatures | |||||||||||||||||||||||||
| Refresh Warding Sphere | 2 | Action | Adversary | Ranged | Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction. | DH Core | |||||||||||||||||||||||||
| Reinforce | 2 | Action | Adversary | Standard | Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 2d10+2 physical damage and the ally can clear a Stress. | DH Core | |||||||||||||||||||||||||
| Reinforcements | 1 | Action | Adversary | Leader | Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range. | DH Core | |||||||||||||||||||||||||
| Reinforcements | 2 | Action | Adversary | Leader | Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range. | RMR | |||||||||||||||||||||||||
| Relative Strength | 1 | Passive | Environment | Event | The Difficulty of this environment equals that of the adversary with the highest Difficulty. | Which adversary is the least prepared? Which one is the most? | DH Core | ||||||||||||||||||||||||
| Relative Strength | 1 | Passive | Environment | Event | The Difficulty of this environment equals that of the adversary with the highest Difficulty. | Which adversary is the least prepared? Which one is the most? | Mike Underwood | ||||||||||||||||||||||||
| Relative Strength | 1 | Passive | Environment | Event | The Difficulty of this environment equals that of the adversary with the highest Difficulty. | Who cues the ambush? What makes it clear they’re in charge? | DH Core | ||||||||||||||||||||||||
| Relative Strength | 1 | Passive | Environment | Event | The Difficulty of this environment equals that of the adversary with the highest Difficulty. | Which adversary is the least prepared? Which one is the most? | Mike Underwood | ||||||||||||||||||||||||
| Released | 2 | Reaction | Adversary | Leader | When the Eel Master is defeated, a Tier 2 animal adversary under the Eel Master’s control is immediately spotlighted and moves to a Very Far range, retreating from the battle if able. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | (0 tokens). The Experiment can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Wumpus can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. All Must Fall - Passive: When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope. | DH Core | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Champion can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Elephant can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Fly Swat - Passive Whenever the Elephant takes Minor damage, gain a Fear. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | DH Core | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Solo | The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | DH Core | |||||||||||||||||||||||||
| Relentless (2) | 1 | Passive | Adversary | Standard | The Novice Sword User can be spotlighted up to two limes per GM turn. Spend Fear as usual to spotlight them. | Bonus Reaction | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Standard | The Competent Sword User can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | RMR | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Cockatrice can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Abomination can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Plurodin can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Dragon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | DH Core | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Box can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | DH Core | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Leviathan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Solo | The Lasher can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 2 | Passive | Adversary | Leader | The Body Snatcher can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (2) | 3 | Passive | Adversary | Solo | The Aberration can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 3 | Passive | Adversary | Leader | The Warlord can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 3 | Passive | Adversary | Solo | The Terror can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 4 | Passive | Adversary | Skulk | The Assassin can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (2) | 4 | Passive | Adversary | Horde | The Army can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (3) | 1 | Passive | Adversary | Solo | The Queen can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight her. | Hope and Fear | |||||||||||||||||||||||||
| Relentless (3) | 1 | Passive | Adversary | Solo | The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | DH Core | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Solo | The Sadist can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Leader | The Golem can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Solo | The Worm can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Solo | The Malefactor can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Solo | The Queen can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight her. | RMR | |||||||||||||||||||||||||
| Relentless (3) | 2 | Passive | Adversary | Solo | The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Peerless Accuracy - Passive: Before the Flickerfly makes an attack, roll a d6. On a result of 4 or higher, the target’s Evasion is halved against this attack. | DH Core | |||||||||||||||||||||||||
| Relentless (3) | 4 | Passive | Adversary | Leader | The God-King can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless (3) | 4 | Passive | Adversary | Solo | The Archwizard can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. | Mike Underwood | |||||||||||||||||||||||||
| Relentless Hope | 2 | Reaction | Environment | Social | Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope. | What emotions or memories do you connect with when fear presses in? | DH Core | ||||||||||||||||||||||||
| Relentless (X) | 2 | Passive | Adversary | Solo | The Horror can be spotlighted X times per GM turn, where X is the number of Worm tokens the Horror has. Spend Fear as usual to spotlight them. | Incredible Creatures | |||||||||||||||||||||||||
| Remake Reality | 1 | Action | Adversary | Solo | Spend a Fear to transform the area within Very Close range into a different biome. All targets within this area take 2d6+3 direct magic damage. | DH Core | |||||||||||||||||||||||||
| Rend Asunder | 1 | Action | Adversary | Bruiser | Make a standard attack with advantage against a target the Zombie has Restrained. On a success, the attack deals direct damage. | DH Core | |||||||||||||||||||||||||
| Rending Bite | 2 | Passive | Adversary | Bruiser | When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Rend Soul | 1 | Action | Adversary | Bruiser | Make an attack against a target within Melee range. On a success, spend a Fear as the Mastiff bites and tears at the target’s soul, dealing 1d10+2 direct magic damage. A Shadowless target must additionally mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Residual Elements | 2 | Reaction | Adversary | Ranged | When the Drakona deals Major or greater damage, residual elements Burn the target until they’re extinguished with a successful Finesse Roll. While Burning, the PC takes 2d6 magic damage when they make an action roll. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Ricochet Shot | 1 | Reaction | Adversary | Ranged | After a successful attack, you can Spend a Fear to do half the damage to another creator within very close range of the first target. | Bonus Reaction | |||||||||||||||||||||||||
| Rip and Tear | 1 | Reaction | Adversary | Bruiser | When the Zombies makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress. | DH Core | |||||||||||||||||||||||||
| Rival Party | 1 | Passive | Environment | Social | Another adventuring party is here, seeking the same treasure or leads as the PCs. | Which PC has a connection to one of the rival party members? Do they approach the PC first or do they wait for the PC to move? | DH Core | ||||||||||||||||||||||||
| Roaming Wanderer | 1 | Action | Environment | Traversal |
Introduce an NPC that knows
something about the area and can potentially direct the
party. Choose from the options below, or make one of
your own. If a PC can provide something that satisfies the
NPC’s request, all PCs in the party gain a Hope.
| Who is the NPC and what do they know about this location? Do some of these NPCs want the forest to stay? | Incredible Creatures | ||||||||||||||||||||||||
| Rock Lob | 2 | Action | Adversary | Leader | When the Golem is within Melee range of a Pile of Living Rocks, they can grab some of them and throw them. The Pile of Living Rocks marks 1 HP. Choose a point within Far range. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 2d12+6 physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Rocks Fall | 2 | Action | Environment | Exploration | Spend a Fear. Unstable rock formations overhead fall down onto a point of your choice. All creatures within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d10+3 physical damage. Creatures who succeed take half damage instead. | What could have caused these stalactites to fall? Did the debris split the party? | Incredible Creatures | ||||||||||||||||||||||||
| Rock Wall | 2 | Reaction | Adversary | Horde | When an ally within Very Close range marks HP, mark a Stress to reduce the number of HP marked by 1 and you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| Rocky Ambush | 2 | Action | Adversary | Skulk | While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take 2d8 physical damage and become temporarily Restrained. | DH Core | |||||||||||||||||||||||||
| Rolling Dunes | 2 | Passive | Environment | Traversal | Travel across the desert is disorienting and exhausting. Set a Progress Countdown (8) representing the journey. Characters might roll Instinct for navigation, Knowledge to recall a route or analyze a map, Presence to bolster the spirits of the traveling party, Strength to pull a cart, etc. | What landmarks let the party know they’ve gone in circles? What carrion-eaters watch the party as they languish? What insight might they gain from local animals? | Mike Underwood | ||||||||||||||||||||||||
| Rolling Fog | 2 | Action | Adversary | Support | Mark a Stress to create a cloud of fog that covers a Close range. Attacks made against a target within the cloud are made with disadvantage. | Mike Underwood | |||||||||||||||||||||||||
| Rolling Thunder | 1 | Action | Adversary | Skulk | Spend a Fear to roll and tumble in a straight line to a point in Far range. Every PC within Melee range of the line must make an Agility Reaction Roll. On a failure, they take 1d12+4 physical damage and mark a Stress. On a success, they take half damage. | Incredible Creatures | |||||||||||||||||||||||||
| Rotted Flora | 1 | Action | Environment | Exploration | As they move through the bog, a rotten trunk collapses under a PC’s weight and sends them falling down a slope toward a pond. The PC must make an Agility Reaction Roll. On a failure they can choose to mark a Stress to catch themselves, or go splashing into the pond and sacrifice an item, or a handful of gold, that is lost in the water. | What creatures live in the pond that the PC falls into? What color does the brackish water stain clothing and skin? | Wondrous Environments | ||||||||||||||||||||||||
| Rumors Abound | 1 | Passive | Environment | Social |
Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria:
| What news do the PCs have that they could pass along to curious travelers? What do the locals think about these events? | DH Core | ||||||||||||||||||||||||
| Run Down | 1 | Reaction | Adversary | Standard | When a target moves from within Very Close distance, mark a Stress to move into Melee range with them and make an attack. On a success, they take an additional 1d6 damage and become Vulnerable until they next take the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Sandstorm | 2 | Action | Environment | Traversal | Spend 2 Fear to introduce a sandstorm. Call for a Group Action (with the leader probably rolling Instinct) to represent the group finding cover before the storm hits. On a failure, each PC marks 1d4+1 Stress. On a success, each PC marks a Stress. Once the Sandstorm clears, the next roll to traverse the desert is made with disadvantage due to the changed landscape. | Who notices the sandstorm first? How do the PCs protect themselves from sand getting everywhere in their clothes and supplies? What is lost in the scramble to find cover? | Mike Underwood | ||||||||||||||||||||||||
| Sanguine Apotheosis (Phase Change) | 2 | Reaction | Adversary | Solo | When Malefactor first spots a hostile target, activate a Countdown (4) that only advances when a PC rolls with Fear. If triggered, replace Malefactor with Abomination, who immediately takes the spotlight. | Mike Underwood | |||||||||||||||||||||||||
| Sanguine Ballista | 2 | Action | Adversary | Solo | Make an attack against a target within Far range. On a success, the target takes 2d12+5 mag damage. | Mike Underwood | |||||||||||||||||||||||||
| Saw That Coming | 1 | Reaction | Adversary | Leader | When an attack targets the Brainy, you can mark a Stress to increase its difficulty by 1d4 until your next GM turn. If that causes the attack to miss, the attacker loses a Hope. | Incredible Creatures | |||||||||||||||||||||||||
| Scapegoat | 1 | Action | Adversary | Social | Spend a Fear and target a PC. The Social convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune. | Fresh Cut Grass | |||||||||||||||||||||||||
| Scapegoat | 1 | Action | Adversary | Social | Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune. | DH Core | |||||||||||||||||||||||||
| Scapegoat | 2 | Action | Adversary | Social | Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17). | DH Core | |||||||||||||||||||||||||
| Scorched Earth | 1 | Action | Adversary | Solo | Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the flames. Targets who succeed take half damage. | DH Core | |||||||||||||||||||||||||
| Searing Glance | 2 | Reaction | Adversary | Social | When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target’s failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target’s success, they must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Seize Your Moment | 2 | Action | Adversary | Leader | Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage. | DH Core | |||||||||||||||||||||||||
| Shadow’s Embrace | 2 | Passive | Adversary | Skulk | The Fang can climb and walk on vertical surfaces. Mark a Stress to move from one shadow to another within Far range. | DH Core | |||||||||||||||||||||||||
| Shadow Step | 1 | Passive | Adversary | Support | The Howler may move from one shadow to another within Close range as if they were adjacent. | Mike Underwood | |||||||||||||||||||||||||
| Shadow Step | 1 | Passive | Adversary | Bruiser | The Mastiff may move from one shadow to another within Close range as if they were adjacent. | Mike Underwood | |||||||||||||||||||||||||
| Shadow Step | 1 | Passive | Adversary | Skulk | The Hound may move from one shadow to another within Close range as if they were adjacent. | Mike Underwood | |||||||||||||||||||||||||
| Shadow Trophy | 1 | Reaction | Adversary | Leader | When an ally with a shadow token moves to within Melee range of the Huntmaster, the Huntmaster may mark a Stress to consume the shadow. The Shadowless character loses a Hope and you gain 2 Fear. The target can only clear Shadowless during their next rest. | Mike Underwood | |||||||||||||||||||||||||
| Shadowy Retreat | 2 | Reaction | Adversary | Support | When the Sea Witch marks HP, mark a Stress to move within Close range and create a cloud of inky darkness within a Very Close area. This cloud hangs in the water for a Countdown (2). All creatures attacking a target within this area have disadvantage on attacks. | Incredible Creatures | |||||||||||||||||||||||||
| Shake Off | 2 | Reaction | Adversary | Solo | When the Leviathan takes Major or greater damage from an attack within Melee range, all targets within Very Close range must succeed on an Agility Reaction Roll or be pushed to Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Shallow Grave | 2 | Action | Environment | Exploration | Spend a Fear to manifest the ghosts of the crew to “protect” their loot. Summon a Spectral Captain and two Spectral Guardians (plus a Spectral Archer or additional Spectral Guardian for each PC beyond 3), all of whom appear at a Close range. They can move and attack through the water without issue. | Is it just greed binding their spirits to the ship, a side-effect of some artifact they were transporting, or the circumstances of their deaths? How hard will it be to make them accept that they’re dead and wealth no longer means anything? | Mike Underwood | ||||||||||||||||||||||||
| Shapeshift | 2 | Passive | Adversary | Solo | Mark a Stress to change between the Bookwyrm’s Drakona form and Dragon form before taking an action. When they change to the Dragon form for the first time, you gain a Fear. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Shapeshifting | 2 | Passive | Adversary | Social | The spirit can assume the form of any number of humanoids, including the PCs and their loved ones, as long as they’ve seen the target in person. When the spirit interacts with a PC while posing as someone the PC knows, the PC can make an Instinct Reaction roll to realize that something is off. | Mike Underwood | |||||||||||||||||||||||||
| Shield | 2 | Reaction | Adversary | Support | Once per scene, when an attack from Close range or further is made against the Dwarf or an ally within Very Close range, you can mark a Stress to create an energy shield that covers an area of Very Close range. All creatures within the shield take no damage from the attack, then the shield disappears. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Shield Wall | 1 | Passive | Adversary | Standard | A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the first, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line. | DH Core | |||||||||||||||||||||||||
| Shield Wall | 2 | Passive | Adversary | Standard | A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the first, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line. | RMR | |||||||||||||||||||||||||
| Shifting Sands | 2 | Reaction | Environment | Traversal | After a sandstorm or downtime, reveal something that had been previously buried and covered by the sand. | Do they find the ruins of a settlement that could serve as shelter? Do they find a wrecked merchant caravan with goods intact, wondering what happened to the merchants? | Mike Underwood | ||||||||||||||||||||||||
| Shredding Strikes | 2 | Action | Adversary | Bruiser | Make a standard attack against a target. If any of the damage dice match, mark a Stress to roll the matching dice again and add their total to the damage. If those dice match you can mark an additional Stress to roll the dice again. | Incredible Creatures | |||||||||||||||||||||||||
| Shred Magic | 2 | Reaction | Adversary | Solo | When the Lasher is the target of a spell, make a Reaction Roll (12). On a success, spend a Fear to force the spellcaster to mark a Stress or cancel the spell effect. | Mike Underwood | |||||||||||||||||||||||||
| Shroud of the Fallen | 2 | Action | Adversary | Support | Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage. Shadow Shackles - Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll. | DH Core | |||||||||||||||||||||||||
| Sickening Aura | 1 | Passive | Adversary | Support | A PC that makes an action roll within Very Close distance of the Noxious Zombie must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Sickening Flux | 1 | Action | Adversary | Solo | Mark a HP to force all targets within Close range to mark a Stress and become Vulnerable until their next rest or they clear a HP. | DH Core | |||||||||||||||||||||||||
| Silence, Worm! | 3 | Action | Adversary | Social | Mark a Stress and pick a target within Far, who must make a Presence Reaction Roll. On a failure, they become Cowed. While Cowed, they are Vulnerable and must mark a Stress any time they speak out against the Herald. The target clears Cowed on a success with Hope or during their next rest. | Mike Underwood | |||||||||||||||||||||||||
| Silent Stalker | 1 | Passive | Adversary | Bruiser | If an Urstrix is Hidden when they make a successful standard attack against a target, they deal 1d20+3 physical damage instead of their standard damage. | Incredible Creatures | |||||||||||||||||||||||||
| Siphon Magic | 2 | Action | Adversary | Ranged | Spend a Fear to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks 1d4 Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again. | DH Core | |||||||||||||||||||||||||
| Skewering Step | 2 | Action | Adversary | Leader | The Shadowknife teleports around the battlefield like black lightning, skewering all enemies with its smoky tail. Spend 2 Fear to make an attack against all targets within Far range. Targets the Shadowknife succeed against take 2d20+2 magic damage and mark a Stress. The Shadowknife then moves within Very Close range of one of the targets of its choice. | Incredible Creatures | |||||||||||||||||||||||||
| Skittering Glide | 2 | Passive | Adversary | Skulk | The Consort can climb and walk on vertical surfaces and even upside down, additionally they can mark a Stress to move up to Far range instead of Close range before taking an action. | Incredible Creatures | |||||||||||||||||||||||||
| Slimy | 2 | Passive | Adversary | Solo | The Plurodin’s skin is coated in slippery mucus preventing it from being Restrained. | Incredible Creatures | |||||||||||||||||||||||||
| Slow | 1 | Passive | Adversary | Skulk | When you spotlight the Ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act. | DH Core | |||||||||||||||||||||||||
| Slow | 1 | Passive | Adversary | Bruiser | When you spotlight the Zombie and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Zombie and they have a token on their stat block, clear the token and they can act. | DH Core | |||||||||||||||||||||||||
| Snarling Contempt | 3 | Reaction | Adversary | Social | When a PC makes a Presence Roll against the Herald, mark a Stress to give the roll disadvantage. | Mike Underwood | |||||||||||||||||||||||||
| Sneaky | 1 | Passive | Adversary | Skulk | When the Sneaker moves into Melee range of a PC, the PC must succeed on an Instinct Reaction Roll. On a failure, the Sneaker has advantage on their next attack roll against that PC. | Incredible Creatures | |||||||||||||||||||||||||
| Society of the Broken Compass | 1 | Passive | Environment | Social | An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals. | What boasts do the adventurers here make, and which do you think are true? | DH Core | ||||||||||||||||||||||||
| Somebody Has to Do Something About This! | 1 | Action | Adversary | Social | Mark a Stress to have the Busybody rile up a crowd. Activate a Consequence Countdown (5). When the countdown triggers, the crowd takes drastic, ill-advised action and you gain 1d4+1 Fear. The Busybody may only have one of these countdowns active at a time. | Mike Underwood | |||||||||||||||||||||||||
| Something Fishy | 1 | Passive | Environment | Event |
When near the water, if they have a fishing rod, PCs can make an Instinct or Finesse roll to see if they catch a fish.
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| Spare the Righteous | 2 | Reaction | Adversary | Leader | When an ally within Very Close range would mark HP, mark a Stress to allow them to mark 1 fewer HP. | Mike Underwood | |||||||||||||||||||||||||
| Spawn Shadows | 2 | Action | Adversary | Leader | Mark a Stress to summon 2d4 Shadowspawn which appear in Close range. | Incredible Creatures | |||||||||||||||||||||||||
| Speak to the Land | 2 | Passive | Adversary | Support | When paying the cost for environment Fear features, instead of spending Fear, the Landbreaker can mark the same number of Stress. | Mike Underwood | |||||||||||||||||||||||||
| Speedy Swimmer | 2 | Passive | Adversary | Solo | While the Leviathan is swimming, mark a Stress to move up to Far range instead of Close range before taking an action. | Incredible Creatures | |||||||||||||||||||||||||
| Spellshield | 1 | Reaction | Adversary | Support | When an ally within Close range would take damage, mark a Stress to reduce the severity by one threshold. | Mike Underwood | |||||||||||||||||||||||||
| Spellshield | 2 | Reaction | Adversary | Support | When an ally within Close range would take damage, mark a Stress to reduce the severity by one threshold. | RMR | |||||||||||||||||||||||||
| Spike Fling | 1 | Action | Adversary | Ranged | Mark a Stress to make an attack against a group of targets within Close range. On a success, the targets takes 1d6+2 physical damage. | RMR | |||||||||||||||||||||||||
| Spine Explosion | 1 | Reaction | Adversary | Ranged | When the Doll marks its last HP, all creatures within Close range must succeed on an Agility Reaction Roll. Targets who fail take 1d8 physical damage. | RMR | |||||||||||||||||||||||||
| Spine Explosion | 1 | Reaction | Adversary | Ranged | When the Doll marks its last HP, all creatures within Close range must succeed on an Agility Reaction Roll. Targets who fail take 1d6 physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Spine Storm | 2 | Action | Adversary | Solo | Mark a Stress and make an attack against all targets within Far distance. Targets the attack succeeds against take 2d10+5 physical damage and become Vulnerable until their next roll with Hope. | Mike Underwood | |||||||||||||||||||||||||
| Spinning Serpent | 1 | Action | Adversary | Standard | Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage. | DH Core | |||||||||||||||||||||||||
| Spirit Form | 1 | Action | Adversary | Skulk | The Stalker can mark a Stress to become Hidden until their next attack. Attacks made while the Stalker is Hidden have advantage. | Incredible Creatures | |||||||||||||||||||||||||
| Spit Acid | 1 | Action | Adversary | Solo | Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Spitter | 1 | Action | Adversary | Standard | Spend a Fear to introduce a d6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn. | DH Core | |||||||||||||||||||||||||
| Spit Webs | 2 | Action | Adversary | Ranged | Mark a Stress and choose a point within Far range. All targets within a Very Close range of that point must make an Agility Reaction Roll (14). Targets who fail are Restrained by a web until they break free with a successful Strength Roll. Targets who succeed are moved out of the area. | Incredible Creatures | |||||||||||||||||||||||||
| Split | 1 | Reaction | Adversary | Skulk | When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Green Oozes (with no marked HP or Stress). Immediately spotlight both of them. | DH Core | |||||||||||||||||||||||||
| Split | 1 | Reaction | Adversary | Skulk | When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Red Oozes (with no marked HP or Stress). Immediately spotlight both of them. | DH Core | |||||||||||||||||||||||||
| Spray Sand | 1 | Action | Adversary | Ranged | Spend a Fear to cover all targets within Close range with fine sand. Targets must make an Agility or Instinct Reaction Roll. On a failure, the target takes 1d6+4 physical damage, marks a Stress, and is Vulnerable until they clear a Stress. On a success, they take half damage and have disadvantage on their next Action Roll. | Incredible Creatures | |||||||||||||||||||||||||
| Spreading Fire | 1 | Reaction | Environment | Event | (Environment Change): When a fire breaks out, activate a Countdown (Decreasing Loop - 3) that ticks down on each roll with Fear. Each time the countdown triggers, the fire grows by one range band (Melee to Very Close, Very Close to Close, etc.). When the countdown re-sets to 0, the fire has spread to the point where it threatens the entire town - introduce the Raging Fire environment and immediately activate the Flame Plume feature. | What catches fire? Who is around to see it? What lives and precious items are threatened by the blaze? | Mike Underwood | ||||||||||||||||||||||||
| Spreading Madness | 2 | Passive | Adversary | Skulk | Targets who mark HP from the Dwarf’s attacks must also mark a Stress. If they have marked all Stress, the target becomes Maddened until they clear all marked Stress. While Maddened they can only take short rest downtime moves during a long rest and they develop a flaw such as a compulsion, obsession, or phobia. | Archibald’s Almanac of Adversaries | |||||||||||||||||||||||||
| Stabby | 1 | Action | Adversary | Skulk | Spend a Fear to make an attack against up to three targets within Very Close range. Targets the Sneaker succeeds against take 1d10+4 physical damage and must mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Static Shock | 2 | Reaction | Adversary | Support | When Storm Mage takes damage from an attacker within Very Close range, the attacker must mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Stay Close | 1 | Passive | Adversary | Leader | Any ally within close range of the Novice Paladin gets a +1 to their difficulty. | Bonus Reaction | |||||||||||||||||||||||||
| Sticky Fingers | 1 | Action | Environment | Social | A thief tries to steal something from a PC. The PC must succeed on an Instinct Roll to notice the thief or lose an item of the GM’s choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes to their hideout. | What drove this person to pickpocketing? Where is the thief’s hideout and how has it avoided notice? | DH Core | ||||||||||||||||||||||||
| Sticky Fingers | 2 | Passive | Adversary | Leader | The Body Snatcher can climb and walk on vertical surfaces. Mark a Stress when making a standard attack to temporarily Restrain a target. | Incredible Creatures | |||||||||||||||||||||||||
| Sting of Creeping Death | 2 | Action | Adversary | Support | Mark a Stress to make an attack against a target within Close range. On a success, the target takes 2d6 magic damage. If a target marks HP from this attack they become Overwhelmed with dread as visions of their death flood their mind until they break free by rolling a success with Hope. While the target is Overwhelmed they cannot mark an Armor Slot to reduce damage. | Incredible Creatures | |||||||||||||||||||||||||
| Stomp | 1 | Action | Adversary | Bruiser | Spend a Fear to slam the ground with the Drake’s powerful legs, creating a shockwave. All targets within Close range must make a Strength or Agility Reaction Roll. On a failure, they take 1d10 magic damage and are Vulnerable until they clear a Stress. On a success they take half damage. | Incredible Creatures | |||||||||||||||||||||||||
| Stone’s Throw | 1 | Action | Adversary | Solo | Mark a Stress to throw a heavy object at a point within Far range. All targets within a Very Close range of that point must succeed on an Agility Reaction Roll. Targets who fail take 3d6 physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Stonestrider | 2 | Passive | Adversary | Skulk | The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage. | DH Core | |||||||||||||||||||||||||
| Stormrider | 2 | Passive | Adversary | Support | Storm Mage hovers a few feet off the ground and can fly up to a Close range when they take the spotlight. They gain advantage on Reaction Rolls related to being knocked back or knocked down. | Mike Underwood | |||||||||||||||||||||||||
| Strength in Numbers | 2 | Passive | Adversary | Leader | When the Eel Master is spotlighted, you can also spotlight a Tier 2 animal adversary currently under their control. | Incredible Creatures | |||||||||||||||||||||||||
| Strike as One | 2 | Action | Adversary | Leader | Mark a Stress to spotlight a number of other Assassins equal to the Assassin’s unmarked Stress. | DH Core | |||||||||||||||||||||||||
| Stygian Waters | 1 | Reaction | Environment | Exploration | When one of the PCs looks into an undisturbed surface of water, they must succeed on a Presence Reaction Roll or become Frightened until they roll a success with Hope. A Frightened PC replaces their Hope Die with a d10. | What horrifying visions do you witness in the still waters? What act or memory breaks you out of your fear? | Wondrous Environments | ||||||||||||||||||||||||
| Summoning Ritual | 2 | Reaction | Adversary | Leader | Countdown (6). When the Secret-Keeper is in the spotlight for the first time, activate the countdown. When they mark HP, tick up this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range. | DH Core | |||||||||||||||||||||||||
| Sunken Mysteries | 2 | Passive | Environment | Exploration |
Since most of the ship is under water, PCs will need to swim and dive to investigate the wreck site. Characters may make an Instinct Roll to investigate. The more mundane details of the ships fate and its cargo can be found with a normal roll, but the deeper secrets require an Agility Roll to swim far enough to be able to find the greater secrets of the ship.
On a success, roll 1d4 ( 1d4+2 if they rolled 18 or above or succeeded while searching the deeper places of the ship) to determine what they find: 1.Two handfuls of gold 2.A bag of gold and a consumable (roll 1d12 on the consumables table) 3.Two consumables (roll 1d12 twice on the consumables table) 4.A notable item (roll 2d12 on the loot table) 5.A partial map to a hidden location. 6.A significant item (roll 2d12+20 on the loot table), but it’s very recognizable and someone very dangerous wants it. | What caused this ship to wreck? What secrets died with the crew? Did anyone survive? Do the ghosts of the crew haunt the wreck, protecting their treasure? | Mike Underwood | ||||||||||||||||||||||||
| Sunsear Arrows | 2 | Passive | Adversary | Solo | When the Gorgon makes a successful standard attack, the target Glows until the end of the scene and can’t become Hidden. Attack rolls made against a Glowing target have advantage. | DH Core | |||||||||||||||||||||||||
| Suppressing Blast | 1 | Action | Adversary | Leader | Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack. | DH Core | |||||||||||||||||||||||||
| Suppressing Blast | 1 | Action | Adversary | Leader | Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack. | RMR | |||||||||||||||||||||||||
| Suppressing Blast | 2 | Action | Adversary | Leader | Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 2d8+2 magic damage. You gain a Fear for each target who marked HP from this attack. | RMR | |||||||||||||||||||||||||
| Suppressing Fire | 2 | Action | Adversary | Horde | Mark a Stress to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take 2d6+3 physical damage. On a success, they take half damage. | DH Core | |||||||||||||||||||||||||
| Surge Action | 1 | Action | Adversary | Standard | Mark a Stress to clear one HP. | Bonus Reaction | |||||||||||||||||||||||||
| Surge Action | 2 | Action | Adversary | Standard | Mark a Stress to clear one HP. | RMR | |||||||||||||||||||||||||
| Surprise! | 1 | Action | Environment | Event | The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries. | What do the ambushers want from the party? How do their tactics in the ambush reflect that? | DH Core | ||||||||||||||||||||||||
| Surprise Slam | 1 | Reaction | Adversary | Skulk | If a PC moves within Very Close range of the Elemental while it is Hidden, it can move and make a standard attack with advantage against that PC. | Incredible Creatures | |||||||||||||||||||||||||
| Swallow Whole | 2 | Action | Adversary | Solo | Spend a Fear to force up to three targets Restrained by the Worm to make Strength Reaction Rolls. On a failure, the targets take 2d10+5 physical damage and are Swallowed by the Worm. While Swallowed a target has an Eaten Countdown (4). It ticks down each time a PC within Far range rolls with Fear. When it triggers the target makes a death move. | Incredible Creatures | |||||||||||||||||||||||||
| Swashbuckler | 1 | Passive | Adversary | Bruiser | When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Swashbuckler | 1 | Passive | Adversary | Leader | When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Swashbuckler | 1 | Passive | Adversary | Horde | When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Swashbuckler | 2 | Passive | Adversary | Bruiser | When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | RMR | |||||||||||||||||||||||||
| Swashbuckler | 2 | Passive | Adversary | Leader | When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | RMR | |||||||||||||||||||||||||
| Swashbuckler | 2 | Passive | Adversary | Horde | When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. | RMR | |||||||||||||||||||||||||
| Sweeping Strike | 2 | Action | Adversary | Leader | Mark a Stress to make an attack against all targets in Very Close range. Targets the Jötunn succeeds against take 2d10+3 physical damage. A Frostbitten target takes direct damage. | Incredible Creatures | |||||||||||||||||||||||||
| Swirling Darkness | 3 | Action | Adversary | Solo | Spend a Fear and pick a point within Close. Until the end of the scene or dispelled by completing a Progress Countdown (4), no light can penetrate an area with a radius of a Close range from that point. | Mike Underwood | |||||||||||||||||||||||||
| Tactician | 1 | Action | Adversary | Leader | When you spotlight the Lieutenant, mark a Stress to also spotlight two allies within Close range. | DH Core | |||||||||||||||||||||||||
| Tag and Tail | 1 | Action | Adversary | Support | Make an attack against a target within Far range. On a success, mark a Stress to make the target Tagged. The Arcanist always knows the direction and distance of a Tagged target within a Very Far range. The Arcanist may only have one target Tagged at a time. | Mike Underwood | |||||||||||||||||||||||||
| Tag and Tail | 2 | Action | Adversary | Support | Make an attack against a target within Far range. On a success, mark a Stress to make the target Tagged. The Arcanist always knows the direction and distance of a Tagged target within a Very Far range. The Arcanist may only have one target Tagged at a time. | RMR | |||||||||||||||||||||||||
| Tail Whip | 2 | Action | Adversary | Bruiser | Spend a Fear to swing the Titan’s tail around them within Very Close range. Make an attack against all targets in the area. Targets the Titan succeeds against take 3d6+5 physical damage. All targets that are underwater are knocked back to Far range and mark a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Take Off | 2 | Action | Adversary | Skulk | Make an attack against a target within Very Close range. On a success, deal 2d4+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Eagle’s massive talons. If the target is Restrained, the Eagle immediately lifts into the air to Very Far range above the battlefield while holding them. | DH Core | |||||||||||||||||||||||||
| Talon Ascent | 1 | Reaction | Adversary | Skulk | When a target that the Griffon has Restrained fails to break free, mark a Stress to move to a point within Far range while holding them. | Incredible Creatures | |||||||||||||||||||||||||
| Telepathically Communicate | 1 | Action | Adversary | Social | Telepathically communicate to targets within Close range. Can mimic the voices of other individuals of whom it has heard speaking. | RMR | |||||||||||||||||||||||||
| Terrifying | 1 | Reaction | Adversary | Solo | When a PC fails an attack roll against the Queen, you gain a Fear. | Hope and Fear | |||||||||||||||||||||||||
| Terrifying | 1 | Passive | Adversary | Bruiser | When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Terrifying | 2 | Passive | Adversary | Solo | When the Sadist makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying | 2 | Passive | Adversary | Leader | When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Terrifying | 2 | Passive | Adversary | Solo | When the Cockatrice makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying | 2 | Passive | Adversary | Bruiser | When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear. | DH Core | |||||||||||||||||||||||||
| Terrifying | 2 | Reaction | Adversary | Solo | When a PC fails an attack roll against the Queen, you gain a Fear. | RMR | |||||||||||||||||||||||||
| Terrifying | 3 | Passive | Adversary | Solo | When the Terror makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying | 3 | Passive | Adversary | Leader | When the Warlord makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying | 3 | Passive | Adversary | Solo | When the Killer makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying | 4 | Passive | Adversary | Leader | When the God-King makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Terrifying Roar | 1 | Action | Adversary | Solo | (1 token). Once per scene, mark a Stress to roar loudly, intimidating all foes nearby. All targets within Close range must succeed on a Presence Reaction Roll. Targets who fail are Shaken until they roll with Hope. While Shaken, a target’s Hope die is reduced to a d10. | Incredible Creatures | |||||||||||||||||||||||||
| The Best Muscle Money Can Buy | 2 | Action | Adversary | Social | Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far range, to enforce the Baron’s will. | DH Core | |||||||||||||||||||||||||
| The Big Reveal | 2 | Reaction | Adversary | Social | When a character opens up to the spirit or when it would be most heartbreaking, spend a Fear as the spirit drops their transformation and reveals that they were never the character the PC thought. The PC must make a Presence Reaction Roll or mark 1d4 Stress. The Spirit clears a number of Stress equal to the number marked. | Mike Underwood | |||||||||||||||||||||||||
| The Collapse | 1 | Reaction | Environment | Traversal | When the bridge falls, any PCs still on it must make an Agility Reaction roll to leap to the other side safely. On a failure they and their allies can make one final Action roll to avoid the fall. | Bonus Reaction | |||||||||||||||||||||||||
| The Confusing Trail | 1 | Passive | Environment | Traversal | All Instinct checks are made with disadvantage due to the disorienting nature of the woods. | Bonus Reaction | |||||||||||||||||||||||||
| The Crossing | 1 | Passive | Environment | Traversal | If two or more PCs step on to the bridge, a Countdown (6) is triggered. Every time a PC moves on the bridge, the countdown ticks down. | Bonus Reaction | |||||||||||||||||||||||||
| The Emperor’s Clothes | 1 | Passive | Adversary | Social | Despite the Trickster’s blatantly poor disguise, Instinct rolls to see through it are made with disadvantage. | Incredible Creatures | |||||||||||||||||||||||||
| The Heart of the Dungeon | 2 | Passive | Environment | Exploration |
The dungeon conceals a great horde of wealth, an important captive, a magical artifact, or something else of note. Choose or roll to determine what the dungeon is ultimately protecting:
1d4 Roll Type of Treasure
Description 1 Treasure Horde 1d4+2 bags of gold and/or 3 uncommon items ( 2d12 on gear or consumable chart) 2 Captive Kidnapped, captured, to be ransomed, or just imprisoned, the ruler of this dungeon has taken measures to ensure this captive will not escape. Their bonds require a Progress Countdown (4) to break/undo. 3 Magical Laboratory The ruler of this dungeon is conducting magical experimentation. A PC can make a Knowledge Roll to analyze the experiments and deduce what the ruler is trying to accomplish. On a failure, a PC might trigger magical protections or mishaps. 4 Villain’s Lair Introduce a Leader or Solo adversary. You’ve intruded upon their domain for the last time. | How is this room protected? Is it marked/clearly important or unassuming? Is it tucked away in a corner of the dungeon or barred behind several rooms of traps and adversaries? What precautions will keep the ruler’s treasures from escaping? | Mike Underwood | ||||||||||||||||||||||||
| The Mighty Jungle | 2 | Action | Environment | Exploration | Spend a Fear to have the noises of the Jungle become maddening. All PCs must succeed on a Presence or Knowledge Reaction Roll or mark a Stress. | What noises can they identify? What stressful memories do the sounds make you recall? | Fangs & Felons | ||||||||||||||||||||||||
| The Runaround | 1 | Passive | Adversary | Social | When a PC rolls a 14 or lower on a Presence Roll made against the Merchant, they must mark a Stress. | DH Core | |||||||||||||||||||||||||
| The Subtle Blade | 2 | Reaction | Adversary | Leader | When the Assassin successfully makes a standard attack against a Vulnerable target, you can spend a Fear to deal Severe damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| The Summoning | 2 | Reaction | Environment | Event | Countdown (6). When the PCs enter the scene or the cult begins the ritual to summon a demon, activate the countdown. Designate one adversary to lead the ritual. The countdown ticks down when a PC rolls with Fear. When it triggers, summon a Minor Demon within Very Close range of the ritual’s leader. If the leader is defeated, the countdown ends with no effect as the ritual fails. | What will the cult do with this leashed demon if they succeed? What will they try to summon next? | DH Core | ||||||||||||||||||||||||
| Thicket Sprout | 1 | Reaction | Adversary | Horde | When the Clutch have marked half or more of their HP, mark a Stress to create a bramble thicket around the Clutch in a Very Close range. All targets within the area must make a Finesse Reaction Roll (12). Targets who fail take 2d8 physical damage and are temporarily Restrained. Targets who succeed take half damage and are knocked out of the area. The Clutch can move through this area unimpeded and has a +3 bonus to its Difficulty while in the bramble thicket. | Incredible Creatures | |||||||||||||||||||||||||
| Thieves’ Cant | 2 | Passive | Environment | Social | Members of the guild speak in a specific coded language of double and triple-meanings. Any PCs without an appropriate background or experience take disadvantage on any roll to understand or communicate using thieves’ cant. | How do the thieves conceal their intents? What metaphors, similes, alliterations, or other linguistic devices do they use to communicate their secret intent? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away? | Mike Underwood | ||||||||||||||||||||||||
| Thorn Charge | 1 | Reaction | Adversary | Bruiser | When the Prickleboar takes Severe damage, move them in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Prickleboar succeeds against take 1d10+1 physical damage. You can spend a Fear to activate this reaction when the Prickleboar takes Major damage instead. | Incredible Creatures | |||||||||||||||||||||||||
| Thorny Cage | 1 | Action | Adversary | Leader | Spend a Fear to form a cage around a target within Very Close range and Restrain them until they’re freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Thought Muddler | 2 | Action | Adversary | Support | Make a standard attack against a target within Far range. On a success, mark a Stress to make the target forget an Experience of the GM’s choice until the end of the scene. The Sea Witch gains a damage bonus equal to the bonus of the Experience. | Incredible Creatures | |||||||||||||||||||||||||
| Thrash | 2 | Reaction | Adversary | Solo | Countdown (Loop 1d8). When the Worm is in the spotlight for the first time, activate the countdown. When it triggers, the Worm thrashes about wildly. All targets Swallowed by the Worm must make Strength Reaction Rolls. Targets who fail take 2d8+6 physical damage. Targets who succeed take half damage. Any target in the scene that is not Swallowed must succeed on an Agility Reaction Roll or take 2d10+10 physical damage. | Incredible Creatures | |||||||||||||||||||||||||
| Thunderstrike | 2 | Action | Environment | Event | Spend a Fear to pick a point within the storm. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 2d12+2 physical damage. A creature wearing metal armor has disadvantage on the roll. | Is it a natural storm or does lightning strike twice? Can the PCs reach a safe spot in time? | Extended Environments | ||||||||||||||||||||||||
| Tip the Scales | 1 | Passive | Environment | Social | PCs can gain advantage on a Presence Roll by offering a handful of gold as part of the interaction. | Will any coin be accepted, or only local currency? How overt are the PCs in offering this bribe? | DH Core | ||||||||||||||||||||||||
| Too Many to Handle | 1 | Passive | Adversary | Standard | When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage. | DH Core | |||||||||||||||||||||||||
| Too Many to Handle | 1 | Passive | Adversary | Standard | When the Ambusher is within Melee range of a creature and at least one other Ambusher is within Close range, all attacks against that creature have advantage. | GUASHNIM | |||||||||||||||||||||||||
| Tormented Screams | 1 | Action | Adversary | Solo | Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Tough Hide | 1 | Passive | Adversary | Bruiser | When the Drake takes physical damage, reduce it by 3. | Incredible Creatures | |||||||||||||||||||||||||
| Toxic Breath | 1 | Action | Adversary | Support | Mark a Stress to breathe out a cloud of sickening gas that extends out to a Very Close distance. All targets within or that enter the cloud must make a Strength Reaction Roll or take 1d10 direct physical damage. Activate a Countdown (3). When it triggers, the cloud dissipates. | Mike Underwood | |||||||||||||||||||||||||
| Trample | 1 | Action | Adversary | Solo | Mark a Stress to make an attack against all targets in the Construct’s path when they move. Targets the Construct succeeds against take 1d8 physical damage. | DH Core | |||||||||||||||||||||||||
| Transparent | 2 | Passive | Adversary | Skulk | Before they make their first attack in a fight or after they become Hidden, the Cube is indistinguishable from the landscape around it until they next act or a PC succeeds on an Instinct Roll to identify it. | Mike Underwood | |||||||||||||||||||||||||
| Trawling for Work | 2 | Passive | Environment | Social | A PC that has been welcomed in to the guild (as a member or guest) can ask around for leads on honest crime or tips on how to outsmart a target. On a successful Presence Roll, the PC gains a lead on a job or a clue that will grant advantage on their next roll to address a specific challenge. | What information are you looking for? Does anyone here have it? Was someone here already planning to do what the PCs want to do? | Mike Underwood | ||||||||||||||||||||||||
| Turn Inside Out | 2 | Reaction | Adversary | Solo | When the Cockatrice succeeds on an attack against a Confounded target, the target must mark a Stress and the Cockatrice clears a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Tusk Sweep | 1 | Reaction | Adversary | Solo | When a target moves into Very Close range of the Elephant, you can mark a Stress to force them back. The target takes 1d6 physical damage and is pushed back to Clase range, ending their movement. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Twisting the Knife | 1 | Reaction | Environment | Event | When a townsperson is killed by a swarm attack, gain a Fear. | How do they die? Who witnesses this, and how did they know the deceased? | Mike Underwood | ||||||||||||||||||||||||
| Two as One | 2 | Passive | Adversary | Leader | When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control. | DH Core | |||||||||||||||||||||||||
| Umbral Form | 1 | Passive | Adversary | Leader | The Huntmaster is Vulnerable while exposed to source of extremely bright light (daylight or a large magical light). | Mike Underwood | |||||||||||||||||||||||||
| Unburden Your Heart | 2 | Action | Adversary | Social | Mark a Stress to begin a sensitive line of conversation to try and bait a PC into an emotional confession or to reveal a secret they’d been holding onto. If the PC takes up the topic and makes a meaningful confession or disclosure, they clear 2 Stress. If they do not take up the topic, gain a Fear. | Mike Underwood | |||||||||||||||||||||||||
| Uncanny Dodge | 3 | Reaction | Adversary | Solo | When an attack would hit the Killer, you can mark a Stress to force the attacker to re-roll and take the new result. | Mike Underwood | |||||||||||||||||||||||||
| Underfoot | 1 | Reaction | Adversary | Minion | When a PC makes an attack within Very Close range of a Toy, the Toy can move into Melee range and make a standard attack. | Incredible Creatures | |||||||||||||||||||||||||
| Undertow | 1 | Action | Environment | Traversal | Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress. | What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers? | DH Core | ||||||||||||||||||||||||
| Underwater Companion | 2 | Action | Adversary | Leader | Once per scene, summon an Electric Eel Horde, Shark, or similar Tier 2 animal adversary under the Eel Master’s control. The adversary appears at Close range and is immediately spotlighted. | Incredible Creatures | |||||||||||||||||||||||||
| Unending Battle | 2 | Action | Adversary | Leader | Spend 2 Fear to return up to 1d4+1 defeated Spectral allies to the battle at the points where they first appeared (with no marked HP or Stress). | DH Core | |||||||||||||||||||||||||
| Unexpected Find | 1 | Action | Environment | Social | Reveal to the PCs that one of the merchants has something they want or need, such as food from their home, a rare book, magical components, a dubious treasure map, or a magical key. | What cost beyond gold will the merchant ask for in exchange for this rarity? | DH Core | ||||||||||||||||||||||||
| Unexpected Setback | 1 | Reaction | Environment | Event | On any failure rolling to advance the Progress Countdown, spend a Fear to advance the Consequence Countdown by an additional 1. | How does this go worse than you expected? What good luck speeds your quarry? | Mike Underwood | ||||||||||||||||||||||||
| Unexpected Setback | 1 | Reaction | Environment | Event | On any failure rolling to advance the Progress Countdown, spend a Fear to advance the Consequence Countdown by an additional 1. | How does this go worse than you expected? What good luck speeds your pursuers? | Mike Underwood | ||||||||||||||||||||||||
| Unmaking | 3 | Action | Adversary | Solo | Spend 2 Fear to pick a point within Far range as the Aberration shreds the fabric of reality in the area. Every creature within Close range of the point must make a Presence Reaction Roll or take 3d12 direct magic damage. Mundane terrain, buildings, and objects within Close range of the point is severely damaged or destroyed. | Mike Underwood | |||||||||||||||||||||||||
| Unreal Existence | 1 | Passive | Adversary | Skulk | The Ashkadavar has resistance to physical damage. Additionally, it can mark a Stress to teleport to a location within Far range. | Incredible Creatures | |||||||||||||||||||||||||
| Unseen Strike | 1 | Passive | Adversary | Ranged | If the Sniper is Hidden when they make a successful standard attack against a target, they deal 1d10+4 physical damage instead of their standard damage. | DH Core | |||||||||||||||||||||||||
| Unstable Form | 2 | Reaction | Adversary | Solo | When the Abomination marks 2 or more HP from an attack within Close range, the attack causes a bloody detonation, forcing the attacker to make an Agility Reaction Roll or mark a Stress and become Vulnerable until their next roll with Hope. | Mike Underwood | |||||||||||||||||||||||||
| Uppercut | 1 | Action | Adversary | Solo | Mark a Stress to make a standard attack. On a success, the target becomes Dizzy. While Dizzy, the target has disadvantage on their next Action roll, then clears the condition. | EE_Fangs_and_Felons | |||||||||||||||||||||||||
| Use This! | 1 | Reaction | Adversary | Support | When an ally within Close succeeds on an attack, mark a Stress to add 1d6 to their damage (combine this damage). | Mike Underwood | |||||||||||||||||||||||||
| Vassal’s Loyalty | 2 | Reaction | Adversary | Standard | When the Soldier is within Very Close range of a knight or other noble who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead. | DH Core | |||||||||||||||||||||||||
| Venomous Stinger | 1 | Action | Adversary | Bruiser | Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress. | DH Core | |||||||||||||||||||||||||
| Vision of Death | 2 | Reaction | Adversary | Skulk | When the Ghost takes Major or greater damage, mark a Stress to show the attacker a vision of death. The attacker has disadvantage on their next attack. | Incredible Creatures | |||||||||||||||||||||||||
| Voice of the Forest | 1 | Action | Adversary | Leader | Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage. | DH Core | |||||||||||||||||||||||||
| Void Howl | 2 | Action | Adversary | Solo | Spend a Fear to penetrate the minds of nearby foes. All creatures within Far range must succeed on a Knowledge or Instinct Reaction Roll. Targets who fail take 2d6+4 direct magic damage and have disadvantage on attack rolls until they roll a success with Hope. The Horror gains a Worm token for each target that fails. This can only be used once on a GM turn. | Incredible Creatures | |||||||||||||||||||||||||
| Vortex | 2 | Action | Adversary | Solo | Spend a Fear to swim in tight circles out to a Close area, creating a swirling vortex with a Vortex Countdown (2). It ticks down when a PC in the vortex rolls with Hope. All creatures within the area when it is created or attempting to move through it must make a Strength Reaction Roll. Targets who fail are pulled to its center, taking 2d10+3 physical damage and becoming temporarily Restrained. Failed action rolls to escape are subjected to the damage again. Targets who succeed are thrown out of the area. The vortex does not affect the Leviathan. | Incredible Creatures | |||||||||||||||||||||||||
| Wall of Ice | 2 | Reaction | Adversary | Leader | When a PC deals damage to an ally within Far range, mark a Stress to summon a wall of ice in a line up to a Close distance that separates the attacker and the ally. | Incredible Creatures | |||||||||||||||||||||||||
| Warded Door | 1 | Reaction | Adversary | Support | When a PC investigates or tries to open a door in a place protected by the Arcanist, spend a Fear to reveal that it has been magically warded by the Arcanist and activate a Progress Countdown (4). Until the countdown is triggered, that door cannot be opened or unlocked. | Mike Underwood | |||||||||||||||||||||||||
| Warded Door | 2 | Reaction | Adversary | Support | When a PC investigates or tries to open a door in a place protected by the Arcanist, spend a Fear to reveal that it has been magically warded by the Arcanist and activate a Progress Countdown (4). Until the countdown is triggered, that door cannot be opened or unlocked. | RMR | |||||||||||||||||||||||||
| Warding Sphere | 2 | Reaction | Adversary | Ranged | When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action. | DH Core | |||||||||||||||||||||||||
| Wards | 2 | Passive | Adversary | Ranged | The Skull is resistant to magic damage. | DH Core | |||||||||||||||||||||||||
| Warped Fortitude | 2 | Passive | Adversary | Standard | The Experiment is resistant to physical damage. | DH Core | |||||||||||||||||||||||||
| Warped Ground | 2 | Reaction | Adversary | Support | When a PC moves into or within Very Close distance of the Mouther, they must make a Finesse Reaction Roll or mark a Stress. | Mike Underwood | |||||||||||||||||||||||||
| Watching From the Shadows | 2 | Reaction | Adversary | Social | When one or more PCs are having an emotionally-intimate conversation, spend a Fear to introduce the Trickster Spirit in hiding within Far range, learning their relationships and anxieties. | Mike Underwood | |||||||||||||||||||||||||
| Wave of Torment | 2 | Action | Adversary | Solo | Choose two points within Far range. A forceful wave forms between these two points. Each time a PC makes an action roll, the wave moves a Very Close distance away from its starting points. A creature caught in this wave must succeed on a Strength Reaction Roll or be Restrained and moves when the wave moves until they break free with a successful Strength roll. If objects are pushed along with the wave, any creatures Restrained by the wave take 1d10+3 direct damage. | Incredible Creatures | |||||||||||||||||||||||||
| Weak Spot | 2 | Passive | Adversary | Leader | The gemstones that make up the power source of the Golem are poorly reinforced. When the Golem marks HP from an attack made from above, mark an additional HP. | Incredible Creatures | |||||||||||||||||||||||||
| Weak Structure | 1 | Passive | Adversary | Solo | When the Construct marks HP from physical damage, they must mark an additional HP. | DH Core | |||||||||||||||||||||||||
| Weaver’s Aim | 2 | Passive | Adversary | Ranged | The Webspitter has advantage against targets who are Restrained. | Incredible Creatures | |||||||||||||||||||||||||
| Well Done, My Minions! | 1 | Reaction | Adversary | Leader | When an ally causes a PC to mark HP, you gain a Fear. | Incredible Creatures | |||||||||||||||||||||||||
| We’re All Dying Inside | 3 | Action | Adversary | Leader | Mark a Stress and select a target within Far range. The target must make a Strength Reaction Roll. On a failure, the target marks a HP and becomes Vulnerable until they clear HP. | Mike Underwood | |||||||||||||||||||||||||
| Wet Lung | 2 | Reaction | Environment | Exploration | Countdown (Loop 6). When the PCs enter the Cave, activate the countdown. When it triggers, all PCs must succeed on a Strength or Instinct Reaction Roll. Targets who fail mark 2 stress and become Chilled until their next rest or they clear a Stress. While they are Chilled, they have disadvantage on attack rolls. If a PC is already Chilled they have disadvantage on subsequent Reaction Rolls. | What could have caused this terrible disease? Is there something the PCs could do to prevent it? | Incredible Creatures | ||||||||||||||||||||||||
| When One Opens | 1 | Action | Environment | Event | The GM can spend a Fear to have an adversary waiting for the players on the other side. | Bonus Reaction | |||||||||||||||||||||||||
| Where Did They Come From? | 1 | Reaction | Environment | Event | When a PC starts the ambush on unsuspecting adversaries, you lose 2 Fear and the first attack roll a PC makes has advantage. | What are the adversaries in the middle of doing when the ambush starts? How does this impact their approach to the fight? | DH Core | ||||||||||||||||||||||||
| Whirlpool | 2 | Action | Adversary | Support | Spend a Fear to choose a point in the water within Far range. A Close area around that point swirls with powerful currents. All targets within that area must make a Strength Reaction Roll (15). Targets who fail mark a Stress and are Restrained and Vulnerable until they break free, ending both conditions, with a successful Strength Roll. Targets who succeed are thrown out of the area. All whirlpools dissipate when the Sea Witch takes Severe damage. | Incredible Creatures | |||||||||||||||||||||||||
| Whispering Wanderers | 1 | Reaction | Adversary | Social | If a PC threatens the Hedge Wizard with violence, spend a Fear to summon 1 Sylvan Soldier (or similar Tier 1 Standard adversary) for every 2 PCs, who appear at Close range and are immediately spotlighted. | Incredible Creatures | |||||||||||||||||||||||||
| Whispers of Faith | 1 | Passive | Environment | Social |
A PC who prays or invokes to a deity while in the Temple Archives can make an Instinct Roll to receive spiritual guidance or insights.
| Fresh Cut Grass | |||||||||||||||||||||||||
| Winged Leader | 2 | Passive | Adversary | Leader | Junior Seraph can fly and carry one ally up to a Close distance as part of an action. | Mike Underwood | |||||||||||||||||||||||||
| Wings of Air | 3 | Passive | Adversary | Ranged | Master Elementalist can fly up to a Far distance as part of their action. | Mike Underwood | |||||||||||||||||||||||||
| Winter Stalker | 2 | Passive | Adversary | Bruiser | While the Yeti is Hidden in the snow or ice, attempts to discern their location are at disadvantage. | Incredible Creatures | |||||||||||||||||||||||||
| Wondrous Protection | 1 | Reaction | Adversary | Social | When placed on top of its Step Pyramid. The Bulb emits powerful protective wards bestowing protection and prosperity for the jungle folk’s entire small kingdom. | RMR | |||||||||||||||||||||||||
| Won’t See It Coming | 2 | Passive | Adversary | Leader | The Assassin deals direct damage while they’re Hidden. | DH Core | |||||||||||||||||||||||||
| Won’t Stay Dead | 1 | Reaction | Adversary | Standard | When the Warrior is defeated, you can spotlight them and roll a d6. On a result of 6, if there are other adversaries on the battlefield, the Warrior re-forms with no marked HP. | DH Core | |||||||||||||||||||||||||
| Woohoo! | 1 | Action | Adversary | Support | Mark a Stress to cheer on other Weejits. All Weejits within Far range clear a Stress. | Incredible Creatures | |||||||||||||||||||||||||
| Work With What You’ve Got | 1 | Passive | Adversary | Support | The Bonewright may mark their HP or mark HP on a skeleton ally within Very Close instead of marking a Stress. | Mike Underwood | |||||||||||||||||||||||||
| World-Eater Locusts | 4 | Action | Adversary | Horde | Spend a Fear when no meaningful opposition remains within Very Far to consume the natural resources in the area. Gain a Fear and the Army clears all Stress and HP. | Mike Underwood | |||||||||||||||||||||||||
| Wreathed in Hallowed Grace | 4 | Action | Adversary | Skulk | Mark a Stress to move up to a Far range and become Hidden. | Mike Underwood | |||||||||||||||||||||||||
| Wrestler | 1 | Passive | Adversary | Bruiser | The Novice Brawler rolls with advantage when trying to grapple a creature. | Bonus Reaction | |||||||||||||||||||||||||
| Wrong Place, Wrong Time | 1 | Reaction | Environment | Social | At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Lieutenant. For a larger party, add a Hexer or Sniper. | What details show the party that these people are desperate former adventurers? | DH Core | ||||||||||||||||||||||||
| You Da Boss | 2 | Passive | Adversary | Bruiser | When the Bodyguard enters the scene, designate one adversary to be their boss. | Incredible Creatures | |||||||||||||||||||||||||
| Your Doom Comes | 3 | Action | Adversary | Social | Spend 2 Fear to have the Herald deliver news of their master’s imminent arrival to conquer the local community, boasting about the Warlord’s many victories. All targets within Far must make a Presence Reaction Roll or mark 2 Stress. | Mike Underwood |