Bestiary

Monsters

Giant Banana Slug

Bigger than a horse, covered in glistening slime, wriggling eye-stalks above a palpating maw. With ponderous, single-minded focus it furrows a path through the underbrush.

Difficulty: Hard (-2). Threat: 3. Stamina 40. Armor 2, Speed 6
Strengths: Numbing slime, test Quick or become exhausted on contact. After 3 failed saves, become paralyzed. Can climb any surface at its full speed. Excellent sense of smell.
Weaknesses: Can only see light or dark, not shapes. Vulnerable to fire. Slow.
Personality: Consume as much organic matter as it can. Stay in dark, moist places. Coat anything that hurts it in copious amounts of slime.
Carrying: A barrel's worth of numbing slime.

Monster Attacks:

ThreatAttackEffect
1Horrifying AppearanceThe slug wriggles its face-tentacles and belches at a creature. They lose D10 Focus and must make a Spirit save against fear.
1Slime SlapDeal 3D8 damage to a single target within 3 meters. If they take damage, they must save against numbing slime.
2Grinding JawsDeal 2D10 damage to a target. They must succeed a Shine test or the slug breaks their armor.
2Sticky TossMove your Speed, grab your target and hurl them D6 meters for 3D8 damage. They are knocked prone unless they pass a Quick test.
3Sickly PheromonesAll creatures exhausted by the slug's numbing slime within 5 meters must pass a Grit test or suffer a plague that drains UD4 Grit per day.
3Slime ShellGain a slime shield which negates the next 2D10 damage. At the end of each character's turn, if the shield holds, restore D10 Stamina.

Unblinking Guard

The bloody sword of the Lucent Sovereign, these merciless executioners are armored head-to-toe and enforce the Gilded Church's desires swiftly and without question. Golden light reflects from deep within their ornate iron helms.

Difficulty: Hard (-2). Threat: 3. Stamina 30. Armor 4. Speed 8.
Strengths: Blessed(?) armor makes them resistant to non-magical attacks while they act in the name of the Church. Immune to fear, always pass morale checks.
Weaknesses: Slow. Armor restricts eyesight and hearing.
Personality: Follows the orders of known clergy of the Gilded Church to the letter. Responds with grunts and single words. If armor is removed, face and body are heavily scarred, golden coins pounded into their empty eye sockets.
Carrying: Blessed armor (Bulky, 4 Armor, 14 Grit), blood-stained sword, two blessed coins, church orders.

Monster Attacks:

ThreatAttackEffect
1RiposteUse after an enemy melee attack. Reduce the damage by D12 and do the same damage to the attacker.
1Sweeping SlashDeal 2D8 damage to all targets within 3 meters
2Blessing of the CoffersPick a damage type from Crush, Slash, Pierce. Until the end of the turn the endoguard is vulnerable to that damage type and immune to all other damage.
2Call to GreedA target up to 20 meters away loses D10 focus and must make a Wits save or move 2D8 meters towards the endoguard, taking the same amount of damage.
3ExecutionMove 5 meters towards a Wounded target. They must make a Grit save. On a success, they take 2D10 damage. On a failure, they suffer 1 Wound and are dying.
3Howl of DreadAll creatures within 10 meters lose D10 Focus and must make a Spirit save against fear.

Tentacled Quigling

An enormous frog-like creature with four massive tentacles extending from its back. It unleashes a thunderous croak.

Difficulty: Hard (-2). Threat: 3. Stamina 35, Armor 3, Speed 10.
Strengths: Can breathe underwater, leap its Speed vertically. Its tentacles are very sticky. +1 Threat while it touches water.
Weaknesses: Endlessly hungry, vulnerable to fire.
Personality: Communicates only withs bone-shaking, belching croaks. Looks for the largest edible thing and tries to eat it. Prefers insects and slimes.
Carrying: A barrel's worth of quigling adhesive, D50 coins deep within its belly

Monster Attacks

ThreatAttackEffect
1Sticky TongueThe quigling licks a target within 8 meters for 2D8 damage. They are dragged within 2 meters and entangled until the end of the round unless they pass a Quick save.
1Deafening CroakAll creatures within 10 meters of the Quigling must test Shine or be deafened.
2Crushing TentaclesDeal 2D12 damage to a target. The victim must pass a Grit test or be entangled until they escape with a test that takes an action.
2Thundering LeapThe quigling leaps up to 10 meters. All creatures within 3 meters of the target suffer 3D6 damage. They are knocked prone unless they pass a Quick save.
3Swallow WholeDeal 3D12 damage to an entangled target. They must pass a Grit test or be swallowed. While swallowed they take D12 damage each turn. They may free themselves by dealing 20 points of damage with a small weapon or causing sufficient indigestion.
3Tentacle RampageAttack all enemies within 10 meters for for 3D8 damage. Each target must pass a Quick save or be entangled.

Gorewolf

Barkbear

Shoveltusk

Inkbat Flock

Timber Snake

Feral Thornback

Khorsine Mauler

Rocklug

Slipper Shark

Greedgulls

Kilifish

Slimestar

Slagwurm

Strangler Eel

Animals

Black Bear

Brown Bear

Coyote

Mountain Lion

Eagle

Rattlesnake

Deer

Horse

Mountain Goat

Condor

Owl

Seal

Shark

Whale

Otter

Octopus

Wolf

Dog

Ox

Heron

Swordfish

NPCs

Villager

A normal resident of the villages and towns of Kuyama. Just trying to get through their day.

Difficulty: Simple (+5). Stamina: 8. Armor: 0. Speed: 10.
Strengths: Unthreatening. Forgettable. Trained in one or two skills.
Weaknesses: Not great in a fight. Easily spooked.
Weapons: Tool (TN 7, D8 crush), rock (TN 5, D6 crush).
Personality: Superstitious, cowardly, likes to gossip. Most Kuyamans are friendly, generous, and curious.
Carrying: A tool, D3 coins, a good luck charm.

Hunter

Each village and town has a handful of hunters fast, strong, and brave enough to bring down the fierce game of the foglands.

Difficulty: Normal (-). Stamina: 12. Armor: 1. Speed: 12.
Strengths: Keen senses, patient, deeply knowledgable about animal behavior.
Weaknesses: Prone to superstition, obsessive over their traps and weapons.
Weapons: Bow (TN 12, D10 pierce, 20m range) or musket (TN 10, 2D12 pierce, 20m range), and spear (TN 11, 2D6 pierce, reach).
Personality: Competitive, driven and prideful, quick to seek supernatural answers for failures. Protective of gear, hunting spots, and techniques.
Carrying: Ammunition, rabbit snare, healing herbs, dried meat, 3-in-6 chance of a fine pelt.

Warrior

Whether it's skirmishes between the First Ones and the Lucent Sovereign, battles against trespassers from the Lower Worlds, or ceremonial rivalry with neighbors, each town or village fields a few members with better weapons and heavier armor.

Difficulty: Normal (-). Stamina: 15. Armor: 3. Speed: 10.
Strengths: Well-trained, intimidating.
Weaknesses: Entitled, impulsive, quick to violence.
Weapons: Spear (TN 13, 2D6 pierce, topple), sword (TN 13, 2D6 slash, disarm), or studded cudgel (TN 13, D12 crush, smash). Pistol (TN 10, 2D8 pierce, 10m range) or throwing spear (TN 12, D8 pierce, 20m range).
Personality: Self-important and prone to assuming authority in all situations. Impressed by wealth and status, and eager to get their cut.
Carrying: Weapons, leather armor or heavy leather jacket, helmet, wineskin, D10 coins.

Veteran

The war-leaders, captains, and long-time mercenaries have developed the reflexes and instincts necessary to survive a lifetime of conflict. Most understand that the best fight is one that doesn't involve you.

Difficulty: Hard (-2). Stamina: 25. Armor: 3. Speed 10. Focus: 8.
Strengths: Sharp battle instincts, likely planned ahead. Commands soldiers.
Weaknesses: Old scars, both physical and mental. Inflexible.
Weapons: Axe (TN 14, 2D8 slash, smash), sword (TN 14, 2D6 slash, disarm), or lance (TN 14, 2D10 pierce, pinpoint). Brace of pistols (TN 11, 2D8 pierce, brutal, 10m range) or rifle (TN 12, 2D12 pierce, brutal, 20m range).
Personality: Likes to listen as much as talk, always looking for an edge. First priority is protecting their troops. Sees the world through a lens of money and violence.
Carrying: Weapons, ammunition, 2D12 coin, logbook, keys, symbol of rank, ornate hat and cloak.

Outlaw

Merchant

Elder

Artisan

Skurling

A forest sprite made up of vines studded with smoldering seeds. Common where forest fires have crossed over from the Lower World.

Difficulty: Normal (-). Stam: 10. Armor: 1. Speed: 15.
Strengths: Immune to fire. Fast.
Weaknesses: Difficulty becomes Easy (+2) when doused with water.
Weapons: Fiery seed-pod (TN 13, D8 fire in 1 meter burst, 15 meter range), sharpened root (TN 11, D6 pierce).
Personality: Chitters non-stop in a nonsense language. Entranced by any fire bigger than a bonfire. Enjoys things that smell good when burned.
Carrying: D6 fire-seeds, charred stinkroot.