Sacrifice - Branded Edition_Digital
Sacrifice - Branded Edition_Digital
by
S��������: A� ������� � I��� RPG - B������ E�����
Designed and written by Alex T.
Text Copyright © 2023 Blackoath Entertainment
www.blackoathgames.com
[email protected]
T ABLE OF C ONTENTS
What is Incense & Iron?………………………………………………………….……………..7
The Basics…………………………………………………………………………………………..11
Character Creation……………………………………………………………….……………..13
Abilities………………………………………………………………………………………….14
Skills, Feats, Combat Maneuvers & More…………………………………………..15
A Weapon Marked by Darkness……………………………………………………….23
A Brutal Past…………………………………………………………………………………..26
Other Starting Occupations……………………………………………………………..31
Commoner……………………………………………………………………………………..31
Knight-Errant…………………………………………………………………………………34
Tomb Robber…………………………………………………………………………………..36
Gear……………………………………………………………………………………………..38
How to Play………………………………………………………………………………………….43
The Core Mechanics………………………………………………………………………..43
Combat…………………………………………………………………………………………..43
Healing & Death……………………………………………………………………………..53
Conditions & Saving Throws……………………………………………………………55
Fatigue…………………………………………………………………………………………..56
Travel Procedures…………………………………………………………………………..57
Corruption……………………………………………………………………………………..63
Earning Experience Points………………………………………………………………64
Playing Without a Game Master……………………………………………………….65
A Land Ravaged by War……………………………………………………………………….72
The Kingdom of Pavaria…………………………………………………………………..76
The Cadaennor Dominion………………………………………………………………..77
The Church of the Burning Light……………………………………………………..79
The Threat of the Demonic……………………………………………………………..82
The One Hundred Years War……………………………………………………………83
No Man’s Land………………………………………………………………………………..84
Weekly Events………………………………………………………………………………..95
Treasure & Rewards………………………………………………………………………..99
Of Beast & Men………………………………………………………………………………….103
What the Numbers Mean………………………………………………………………103
Evil Creatures & Spirits of Darkness………………………………………………104
Apostles……………………………………………………………………………………….104
Beasts…………………………………………………………………………………………..107
Humans………………………………………………………………………………………..112
Monsters………………………………………………………………………………………115
Deshrak’s Thousand………………………………………………………………………….118
6
What is Incense & Iron?
’ve had the idea of creating a established as a genre for quite a
7
Sacrifice: An Incense & Iron RPG
from and what its main in�luences �Low fantasy. Most characters can
are, these are the core aspects of only rely on their blade and wits to
“Incense & Iron”, as I understand it: �ight the darkness and an unjust
world.
�The world is a dark, unforgiving
place. So here you have it, my attempt at
establishing yet another fantasy
�Violence is often the answer to all sub-genre. Is it necessary?
problems, at least for the powerful. Probably not. But as all the other
genres and subgenres in existence,
�The uneducated, peasant masses it helps to have a common
are kept under control through an terminology when speaking about
oppressive church, with little to no things, and after years of seeing
hope to improve their lot in life. these sorts of stories and not being
able to really de�ine what they all
�Feudal society, with the extreme have in common, I think I’m happy
inequality that it creates. with my solution. Of course, I’d
love it if the term “Incense & Iron”
�A strong dose of social and catched on and others started
religious commentary. using it, either to refer to theirs or
other’s work. So you know what to
do now, spread the holy word!
�Menacing, demonic supernatural
forces that only push the - Alex T.
peasantry deeper into the church’s
control.
8
What is Incense & Iron?
9
10
The Basics
W��� �� S��������? Whenever a PC tries to do
Sacri�ice is a Role-Playing Game something and the result isn't
that uses a D20 die to resolve all evident, or there is something at
its actions. This means that it’s stake, the GM will inform the
compatible with most D20 RPGs player to roll a D20, add a suitable
and related material, new and old. ability modi�ier and/or skill bonus,
and compare it to a Target Number
In Sacri�ice, you play as a (TN) speci�ied by the GM. The
Branded, a character that has action is successful if the roll
been marked for demonic sacri�ice. equals or exceeds the TN. This is
Somehow, you escaped the sinister referred to as a skill check.
ritual alive, but you are now
chased both by demons and the
all-powerful Inquisition. D��������� TN
Very Easy 5
As a Branded, you are no ordinary
mortal. You have escaped certain Easy 10
death, and while the forces of evil
are powerful, as is the Holy Church Moderate 15
and its Inquisition, so is your will Hard 20
to live. Your determination and
resilience in the face of certain Very Hard 25
death sets you apart from the
common man, nothing else. What Nearly Impossible 30
some deem supernatural abilities
you know well is just a A��������/D�����������
combination of experience, Some situations, skills, gear or
determination, and sometimes, effects may in�luence your
pure luck. capabilities in a positive or
negative manner. When for any
H�� D��� S�������� P���? reason you have Advantage, you
Sacri�ice is best played with a perform the check by rolling 2D20
Game Master (GM) and a single and choosing the more favorable
Player Character (PC). There is of the two results. On the other
nothing stopping you from playing hand, when you have Disadvantage
it with a bunch of friends, but the you must roll 2D20 and choose the
game thrives when it’s “me versus less favorable result.
the world”, and this is best
achieved when there’s a single PC. C������� F������ � S������
Alternatively, the game also Rolling a 1 on a D20 (a natural 1)
includes all the necessary tools during either type of check is
and oracles to play the game solo considered a Critical Failure: the
or co-op. worst possible consequence takes
place. On the other hand, rolling a
11
Sacrifice: An Incense & Iron RPG
20 (a natural 20) grants a Critical A�������� �� � S���� C����
Success: the best possible result One character may help another
takes place. Combat-speci�ic perform a skill check if they are in
consequences are detailed on page the position to do so. This requires
45, but on other occasions the GM both characters to be undistracted
decides on the most appropriate and able to see the same task
consequence. simultaneously. When these
conditions are met, the character
O������ C����� receives Advantage to any
When two characters take actions applicable check that does not
that have opposing purposes (i.e. a involve combat. This is the same
character tries to sneak while regardless of the number of PCs
another one tries to �ind them), (or NPCs) assisting the character.
their dice are rolled against each
other. The PC with the highest roll
wins; ties are awarded to the
highest ability score.
12
Character Creation
Warfare, pain and faith
In Aresta we stand
For the last rite of heaven,
The seventh sacrament.
13
Sacrifice: An Incense & Iron RPG
A BILITIES
Abilities are the foundation of A������ S���� M�������
every character, and they only
change under very speci�ic 3 -3
circumstances. The initial ability
score is determined by rolling 3D6 4-5 -2
six times (once per character
ability) and then assigning each 6-8 -1
result to one of the abilities. When 9-12 0
you're done, your character will
have a score in each of the 13-15 +1
following abilities ranging from 3
to 18. Each score has a bonus or 16-17 +2
penalty attached to it, as shown in 18+ +3
the table below.
14
Character Creation
S KILLS , F EATS , C OMBAT M ANEUVERS & M ORE
As we mentioned above, there are �Luck: Luck may be spent to
no character classes in Sacri�ice. automatically pass a saving throw,
Instead, what de�ines your but it must be declared so before
character is the collection of skills, rolling. Luck can also be used to
Feats, and other unique retreat from combat: if the whole
capabilities they possess. party wants to retreat from
combat, they must each spend 1
As a Branded, you have survived Luck. This means that
something that seemed incapacitated allies can be dragged
impossible. This is mostly thanks away by surviving ones. Luck is
to a speci�ic trait that sets you recovered at a rate of 1 per resting
apart from your fellow humans. day. A character’s Luck is equal to
Choose one of the following: half their level (round up).
- Titanic Strength: +2 STR
- Lighting Re�lexes: +2 DEX �Mastery Die: Each time your
- Unbreakable Will: +2 WIS character is involved in combat
- Boundless Vitality: +2 CON with opponents with a number of
Hit Dice (HD) lower than their
There are a few other details that level, you can use the Mastery Die.
mark you as a special individual, a In your turn, you automatically
veteran of a thousand horrors: deal D4 damage to any opponent
within range. This represents
passing blows and lesser strikes
�Branded: You bear the Mark of that the character deals to those
Sacri�ice, a terrible scar that has around them without much of a
marked both your �lesh and soul. thought, due to their mastery of
At �irst sight, it looks like a recent combat.
�irebrand, never truly healing.
When in the proximity of demonic
forces (within a radius of 30 feet),
the Mark of Sacri�ice burns as if it
was just carved on your skin anew,
causing 1 damage. After focusing
for a second, you know the
distance and direction towards the
demon or demons.
15
Sacrifice: An Incense & Iron RPG
C�������� A���������� following table to know what
As your character progresses and bene�its your character earns each
earns Experience Points (XP), time they reach a new level.
they will become better. Use the
16
Character Creation
- Athletics (STR): To undertake - Manipulation (CHA): With this
dif�icult feats of swimming, skill a character can in�luence an
sprinting, climbing, or jumping, a NPC’s opinion or actions, either via
character must make an Athletics a well-placed threat or sheer
check. �lattery.
17
Sacrifice: An Incense & Iron RPG
- Stealth (DEX): Stealth is used to - Analyze Fighting Style: Select
hide or avoid notice. A character’s an opponent you’ve fought against
Stealth check is usually opposed by for at least 2 rounds. Your DL is
a potential observer’s Perception increased by 2 when targeted by
check. the chosen opponent.
- Survival (WIS): This skill helps a - Armor Focus: Choose one type
character undertake tasks such as of armor. While wearing the
hunting, tracking, avoiding natural chosen armor type your DL is
hazards, and traveling without increased by 1.
becoming lost in the woods.
- Akelian Wardancer: Add your
P������������ WIS modi�ier to your DL when
A character that is pro�icient in a unarmoured.
skill has Advantage on checks
involving that skill. When it comes - Backstab: Double your attack
to weapons and armor, pro�iciency damage when attacking an
works a bit differently: a character unsuspecting target.
without the correct weapon
pro�iciency has Disadvantage - Brawler: Your unarmed attacks
when wielding it, while a character deal D6 damage.
without the correct armor
pro�iciency has Disadvantage on - Breath Control: Perform a DEX
all DEX and Athletics checks while Ability check to disengage from
wearing it. Newly created Branded combat; if you succeed, you
begin the game with two weapon recover D4+Level Stamina. Note to
pro�iciencies and one armor GMs: You might want to make this
pro�iciency. Feat an innate capability for all
characters, in case you want a
D������ L���� (DL) faster-paced combat.
A character’s base DL is 10, plus
their DEX modi�ier. Wearing armor - Capable: Gain Pro�iciency with a
changes the base number, but a weapon, armor, or skill of your
character’s DEX modi�ier is always choosing.
added.
- Colossal Wielder: Choose a two-
I��������� handed weapon. You carry an
A character’s Initiative modi�ier is enormous version of it that deals
equal to their DEX modi�ier. +2 damage and ignores 2 points of
DL. You must have STR 16+. Talk to
F���� your GM to learn how you found
A feat is a skill or �ield of such a weapon.
knowledge that grants a character
extraordinary abilities. It - Combat Prosthetic: Replace a lost
encapsulates education, limb with a combat prosthetic. One
experience, and skill in one per day you can unleash a blast attack
speci�ic area of expertise. At level with it that deals 3D10 damage. You
three, new Branded start with 3 must spend 10 sp in materials to
Feats of their choosing. recharge it after each use.
18
Character Creation
- Corporeal Purity: When subject - Iron-Willed: The dead cannot
to the effects of poison or disease, take control over your body.
perform a WIS Ability check to
negate it after failing a saving - Light Sleeper: You have
throw. Advantage on all perception
checks while sleeping. You only
- Crossbow Mastery: You can need 4 hours of sleep per day.
ignore the Slow trait in crossbows,
and you suffer no Disadvantage - Lucky Fall: When falling from a
from �iring one at a distance of 5 height that would normally kill
feet or less. you, spend all current Luck to
avoid all harm.
- Dauntless: You are immune to
Fear. - Marksman: You can choose to
roll a ranged attack with
- Demonslayer: +2 damage versus Disadvantage. If you do so and the
monsters, demons, and Apostles. attack still hits, you deal the
maximum possible damage with
- Disengage: You are no longer your weapon.
subject to attacks of opportunity.
- Master Thief: You have
- Dual Wielder: You no longer Advantage on all Stealth and
have Disadvantage when dual Sleight of Hand checks.
wielding.
- New Heights: +1 Ability score.
- Fierce: You can continue You can pick this Feat more than
conscious and �ighting until your once.
HP have reached -10.
- Penitence: You can remove 1
- Frugal: You only require 1 ration Corruption at the cost of receiving
each two days. D4 damage as self-in�licted
wounds.
- Improved Endurance: You roll
D8+2+Level to determine your - Polearm Backstrike: When
Stamina. wielding a polearm you can
perform a free attack every turn
- Improvised Weapon: You can that deals D4 damage. You must
turn nearly any object into a still roll to hit as usual.
weapon, picking up a broken mug
or a wagon wheel and dealing D6 - Precision Warrior: When in
damage with it. The GM has the combat, you score a critical hit
last say on what can be used as a with 19-20.
weapon.
- Quick Healer: Double your Daily
- Inquisitorial Fury: A human Healing Rate.
target is affected by fear if you
perform a successful Manipulation - Relentless: Roll the weapon's
check. damage dice a second time and use
either total once per round.
19
Sacrifice: An Incense & Iron RPG
- Resilient: Increase a saving - Watchful: +5 Initiative, you
throw score by 1. You can pick this cannot be surprised.
Feat more than once.
- Will of God: At the start of each
- Savage: Increase your Mastery day, lose D4 HP due to self in�licted
Die damage to D6. wounds. +2 STR and +2 WIS
modi�ier when �ighting monsters,
- Shield Expert: While carrying a demons, and Apostles.
shield, you may perform a STR
Ability check to completely avoid a C����� M��������
death blow once per combat. The As trained inquisitors and experts
shield is destroyed in the process. in all types of combat, characters
master several unique �ighting
- Signature Weapon: Choose one techniques that set them apart
weapon type. +2 to attack rolls from other regular combatants in
when wielding your signature Neia. These techniques are known
weapon. as Combat Maneuvers, and as level
3 characters, new PCs begin the
- Skilled: Increase any skill by +1. game knowing one, chosen by
You can pick this Feat more than them among the available ones.
once.
In order to be able to use a Combat
- Spot Weakness: Select an Maneuver, a character must spend
opponent you’ve fought against for Stamina. At the beginning of each
at least 2 rounds. Decrease their combat, a character must roll
DL by 2 when targeting the chosen D8+Level to determine the
opponent with your attacks. amount of Stamina they have
available for that combat. Once the
- Superhuman Strength: You can combat is over, all remaining
wield two-handed weapons with a Stamina is lost.
single hand. Requires STR 18+.
Only one Combat Maneuver can be
- Taunt: Perform a Manipulation used per round.
check with advantage. All human
opponents within hearing range - All or Nothing. Cost: 2. You make
are forced to attack you next an extra attack, but your DL is
round. reduced by 4 for 1 round.
20
Character Creation
- Combat Thief. Cost: 4. After a a standard attack. If it hits, it deals
human opponent misses their damage as normal and you can
attack against you, you can pick push your opponent. The target
their pockets if you pass a Sleight must succeed at a Blast saving
of Hand check (TN 12). This does throw or be knocked down,
not count as an action. resulting in them being prone until
they manage to get back up again.
- Confusing Parry. Cost: 3. As a
reaction to an opponent’s attack, - Grapple. Cost: 3. In order to
you can perform a Sleight of Hand grapple an opponent, you must
check (TN 13). If you’re successful, have at least one free hand and
their attack misses. This does not succeed at an Athletics check (TN
count as an action. 14). Once grappled, your opponent
can attempt to escape during their
- Create Opening. Cost: 5. Perform turn; in order to do so they must
a standard attack. If it hits, it deals succeed at a Paralysis saving
damage as usual, and a nearby ally throw.
can perform a free attack against
the same target. - Intimidating Blow. Cost: 5.
Perform a standard attack. If it
- De�lecting Stance. Cost: 6. After hits, it deals damage as normal and
choosing the Defend action, you your target has Disadvantage
can perform a free melee attack when attacking you for the next 2
against any opponent that missed rounds.
their attacks against you.
- Mounted Charge. Cost: 2. Move
- Disarm. Cost: 2. You attempt to up to your mount’s speed in a
disarm your opponent. Perform a straight line. If at the end of your
DEX ability check. movement there is a creature
within your reach, the �irst attack
- Disable Armor. Cost: 6. Perform you make against it as part of this
a standard attack. If you’re maneuver has Advantage.
successful, you don’t deal damage
but your opponent’s DL is reduced - Off-Hand Parry. Cost: 2. While
by 2. wielding a weapon in your off-
hand, you gain +1 DL for a round.
- Double Shot. Cost: 5. Perform a Using this maneuver does not
standard ranged attack. If the count as an action.
attack hits the target you roll twice
for damage. - Point Blank Shot. Cost: 2. When
attacking with a ranged weapon,
- Far Shot. Cost: 2. Your ranged you suffer no penalty for shooting
weapon attack has its range at 5 feet or less from your target.
increased by 30 feet.
- Protect. Cost: 6. When an ally
- Feint. Cost: 2. Perform a standard within your movement reach is hit
melee attack. It has Advantage. by an attack, you can choose to
swap places and receive the
- Forceful Attack. Cost: 4. Perform damage in their stead.
21
Sacrifice: An Incense & Iron RPG
- Quick Reload. Cost: 3. You can Creatures in your path receive 2D8
ignore a weapon’s Slow trait for bludgeoning damage and become
one action. prone.
22
Character Creation
A W EAPON M ARKED BY D ARKNESS
When the same weapon has been 100 fragments, it awakens. Its
used in countless battles against wielder will immediately notice
creatures from beyond the Realm the change, feeling a shift in how
of Man, subtle spiritual energies the weapon sits in their hands
cling to it and slowly change it, when wielded. This doesn’t mean
improve it. Each time a weapon the weapon is conscious in any
has been used to kill an unnatural way, only that the energies it has
creature (i.e. not human or beast), been infused with have started
a fragment of its soul is imbued reaching a critical point. A weapon
within it. is still just a tool of death,
regardless of how effective it is or
When any weapon gathers its �irst powerful it might become.
23
Sacrifice: An Incense & Iron RPG
D20 E������� W����� T���� - Disciple of Flame: Once a day,
your weapon bursts into �lames,
1 Command dealing an extra D6 damage for the
2 Death’s Mantle duration of a single combat.
3 Disciple of Flame - Fate’s Guidance: You have +1
4 Fate’s Guidance Luck to spend every day.
5 Fire Shield - Fire Shield: As long as you wield
6 Fluid Stance your weapon, you are immune to
�ire.
7 Heartening Speech
8 Hidden Hunter - Fluid Stance: As long as you’re
wielding the weapon, your
9 Howling Wind Paralysis saving throw score is
10 Inner Strength reduced by 2.
11 Inspire - Heartening Speech: Once a day,
12 Mind Fortress all your allies gain +1 to all attack
rolls. This effect lasts 24 hours.
13 Mongoose Blood
14 Night’s Eyes - Hidden Hunter: You gain +5 to
all Stealth checks.
15 Open Way
16 Shatter - Howling Wind: Once a day, you
17 Sustenance can point your weapon forward,
causing an incredibly potent gust
18 Soul Sacri�ice of wind that will push 30 ft away
19 Unbreakable anyone standing in front that fails
a Blast saving throw.
20 Vicious Rend
- Inner Strength: Once a day, you
can draw upon the weapon’s
When a weapon gains a new trait, strength and heal yourself D8 HP.
roll on the Enhanced Weapon Trait
table. If the weapon already - Inspire: Once a day, you can
possesses the rolled trait, roll make all your allies immune to the
again: effects of morale. This effect lasts
24 hours.
- Command: Once a day, a human
target within your hearing range - Mind Fortress: As long as you’re
must obey a single command you wielding the weapon, your Fear/
give them, if they fail a Charm Charm/Sleep saving throw score is
saving throw. reduced by 2.
- Death’s Mantle: As long as you - Mongoose Blood: As long as
wield your weapon, you don’t need you’re wielding the weapon, your
to breathe. Poison/Death saving throw score
is reduced by 2.
24
Character Creation
- Night’s Eyes: As long as you’re your weapon, you do not need to
wielding this weapon, you can see eat.
in the dark as if it were dusk.
- Soul Sacri�ice: If you were to
- Open Way: Once per day, striking receive a killing blow, your weapon
any type of lock (a door, chest, is shattered instead.
padlock, etc.) with the weapon
causes it to open it. The lock is - Unbreakable: You reduce all
destroyed in the process. damage received by 2 while
wielding this weapon.
- Shatter: Once a day, you can
target an opponent’s weapon and - Vicious Rend: Three times a day,
destroy it with a direct hit of yours. you can strike at your opponent,
This counts as a combat action. causing them to bleed for D6 HP/
round. This counts as a combat
- Sustenance: As long as you kill action.
one living creature every day with
A B RUTAL P AST
The only thing left now is to who fought by your side: holy
determine some basic personality warriors, demon hunters,
traits and other similar elements mercenaries. You have no master
that will help you better role-play but yourself, and you travel the
your character: make sure you pick war-torn land doing what you’ve
an overall appearance, gender, age, always done: hunt evil and its
and anything else you want to add. miasmic corruption, and take
As an inspiration, feel free to roll down those who work against you.
on the following tables to learn
more about who they are. A GM
might also want to use the
following tables to quickly create
some interesting NPCs.
25
Sacrifice: An Incense & Iron RPG
W�� ��� ��� ���� ��� D8 W�� B������� Y��?
D8 I����������? 1 Loved one
1 Recruited as an orphan 2 Colleague
Your faith in God guided you 3 Friend
2 down that path 4 Sibling
A person you admired was a 5 Parent
3 member 6 Stranger
Your parents were burned at
4 the stake. You wanted to 7 Proté gé
understand why 8 Superior
Their undeniable power
5 attracted you
You wished to rid the world W�� �� ��� I����������
6 D6
of evil H������ Y��?
They seemed to live a good You leave a trail of
7 1
life destruction behind you
You wanted to destroy the Demons appear in your
8 2 wake, so you must also be a
organization from within
demonic �iend
You bear a demonic brand
3 that proves your diabolical
W��� ������ ���� allegiance
D8 �������� ����������� ��
�� I���������? You survived what no human
You eliminated a dangerous 4 should have survived, which
1 means you’re inhuman
heretic cult
You rescued a group of 5 You killed one of their agents
2 children that were marked
for sacri�ice You relinquished your duties
6 as an inquisitor
3 You purged
burned the heretic and
the unclean
You brought reason to a
4 witch hunt and avoided the D10 C�������� F���
death of an innocent 1 Arrogance
You taught and trained the 2 Drunkenness
5 rabble to �ight against the 3 Paranoia
forces of evil
4 Gluttony
Participating in the Great
6 5 Sloth
Burning of 320 AI
6 Cruelty
You were personally
7 commended for your service 7 Cowardice
by archbishop Enton 8 Wrath
You never lost your faith, 9 Greed
8 despite it all 10 Lust
26
Character Creation
T�� B����
As you began to understand the
depth of your despair, the sharp
pain of the Mark of Sacri�ice struck
you. Its pain never really
disappeared since that day, only
faded, a throbbing wound that
constantly reminds you of the
terrors unleashed upon this world.
The demonic Mark of Sacri�ice
labels you as prey for all that is evil
in the world, and as such you are
tormented and persecuted.
The Brand also allows you to walk
the liminal space between worlds;
this is precisely how you awaken
the spirits: you are a beacon of
pulsating red light in their world of
darkness. This allows you to tap
into a well of energy that gives you
almost superhuman abilities; after
all, no normal human can fend off
hordes of creatures all by themself.
With the Brand, you sense the
supernatural, break barriers and
walk freely among the worlds of
mankind, gods, and demons.
27
Sacrifice: An Incense & Iron RPG
forgotten battle�ields, tombs, and D10 W����
other locations that have seen
many people die, can cause the 1-2 Missing
dead to swarm around you. When 3-4 Paralyzed
you �ind yourself in such places, 5-6 Scarred
you must perform a WIS Ability 7-8 Deformed
check. Failing means the dead take
over your body for a number of 9-10 Weak
hours equal to 10 minus your WIS
modi�ier. Once you regain control, Unfortunately for your Branded,
things are usually not great. these wounds come with
consequences, with some of them
W��� H������� W���� impacting your abilities.
D6 ��� D��� T��� O���?
Arm
You went on a killing
1 rampage �Missing, Paralyzed: Whether an
arm is missing or useless, the
You spent all your money in consequences are the same:
2 food and drink - The character cannot wield
You spent all your money at two different weapons at once.
3 the nearest brothel - The character cannot wield
You practiced self-mutilation. bows.
4 You lose D10 HP - The character cannot wield
You ran. You have no idea two-handed weapons, unless they
5 have the Titanic Strength feat,
where you are now
which would allow them to wield
You’re not sure, but you one with a single arm.
6 woke up in jail - Any skill that demands the
use of both hands or arms (e.g.
W����� � S���� swimming) has Disadvantage.
Your character did not escape
unscathed from their ordeal. First �Scarred: No real mechanical
roll on the Wound table to learn consequences, other than a
the nature of your wound, and potential reaction of disgust or
then roll on the Body Part table to fear from fellow men.
learn where the wound is. This is
what your character lost in
exchange for their life. �Deformed, Weak: The character
has Disadvantage in skills that
D8 B��� P��� require careful manipulation with
1 Groin that arm or hand (e.g. Sleight of
2 Eye Hand).
3 Arm
4 Nose
5 Ear
6 Leg
7 Chest
8 Bowels
28
Character Creation
Bowels Deformed, Weak: The character has
�Missing, Paralyzed: The character Disadvantage on all Perception
suffers from some form of internal checks that involve eyesight.
damage, with organs missing or
damaged. -1 CON. Groin
�Missing, Paralyzed, Scarred,
�Scarred: No real mechanical Deformed, Weak: In this case, the
consequences, other than a consequences are pretty much
potential reaction of disgust or self-explanatory, and aside from
fear from fellow men. the evident role-playing queues
one can take from such wounds,
�Deformed, Weak: The character there are no real mechanical
sees their Healing Rate reduced by consequences. At worst, this
-1 HP. means the character is unable to
procreate.
Chest
Leg
�Missing, Paralyzed: This can be �Missing, Paralyzed: A character
interpreted as either having a large
chunk of the torso missing, or with a missing or paralyzed leg
some internal organ either missing suffers the following penalties:
or not working properly, like a - The character cannot run.
lung. The character’s CON is - The character can only walk
reduced by -1. at half speed.
- Any skill involved with the
use of legs (Athletics, Acrobatics,
�Scarred: No real mechanical etc.) has Disadvantage.
consequences, other than a
potential reaction of disgust or
fear from fellow men. �Scarred: No real mechanical
consequences, other than a
potential reaction of disgust or
�Deformed, Weak: The character fear from fellow men.
has Disadvantage in CON-related
checks, as well as in Athletics
checks. �Deformed, Weak: The character
has Disadvantage in skills that
Ear require the careful use of legs.
�Missing: The character has Nose
Disadvantage on all Perception
checks that involve hearing. �Missing: The character has
Disadvantage on all Perception
checks that involve smell and their
�Paralyzed, Weak: No real CHA is reduced by -1.
consequences.
�Paralyzed, Weak: No real
�Scarred, Deformed: The consequences.
character’s CHA is reduced by -1.
29
Sacrifice: An Incense & Iron RPG
N��� Common Cadaennorian Names
Your character will belong to Alixandre, Agnes, Regnault,
either the Kingdom of Pavaria, or Hennequin, Michelet, Cecile,
the Cadaennor Dominion; it’s up to Thyeph, Avelina, Plante, Sedilia,
you. As an ex-inquisitor, it is of Nezot, Willeme, Adenin, Jourdain,
little importance. The following Guiote, Hemmonet, Marguot,
are the most common names for Adenin, Alberea, Verain.
each nation.
Common Cadaennorian
Common Pavarian Names Surames
Lena, Adhemar, Jehanne, Seiger, Marc, des Essars, du Boys,
Haletha, Burgolf, Hannath, Liebert, Regnault, Baillet, Saintraille,
Anthea, Ulli, Hadred, Wilryn, l'Extrac, Montagu, Neufville,
Ermina, Meinhart, Ingrund, Alaric, Roubres, Tirasse, Charetier,
Ingwal, Helga, Ragen, Elinor. Caboche, Ternant, de Grinquos,
Pidoye, d’Espernon, Gajant, Sif�let,
Common Pavarian Surnames Frallon.
Vogel, Herz, Jochutz, Lutzen,
Hoefer, Wirtz, Ohrsten, Dahmbach,
Durrbein, Widmer, Kaltenback,
Otzlowe, Becker, Tabbeck, Gaffwig,
Nuhr, Schuster, Baumann, Stark,
Konig.
30
Character Creation
O THER S TARTING O CCUPATIONS
Although starting off as a terrible wounds and handicaps
Branded has a lot of that can make their lives dif�icult.
impressive bene�its, it also As an alternative, the following
comes with many dangerous pages introduce diffrent starting
disadvantages. Aside from the occupations. Each come with their
obvious fact of being hunted by own advantages and
the Inquisition and haunted by disadvantages, and offer quite a
evil spirits, Branded characters different starting experience from
start with some potentially what life as a Branded is.
COMMONER
Although Sacri�ice is a game of things easier. It is also ideal for
epic demon hunters and when one player decides to create
mercenaries persecuted by the a Branded character and the rest
Inquisition and chased by evil play as their retinue, commoners
spirits, there is room to tell stories attracted by the Branded’s power
of the common women and men and willing to take up arms with
that drive the feudal societies that them to save their way of life, or
are the foundation of most simply searching for fame and
countries in the continent of Neia. glory themselves.
31
Sacrifice: An Incense & Iron RPG
�Commoners can increase the W��� W�� Y���
scores of two separate Abilities of D20 O���������?
their choosing by +1.
1 Animal Trainer
�Commoners start the game with 2 Artisan
+1 Luck.
3 Barber
�Commoners can increase the 4 Beekeeper
score of a single saving throw of
their choosing by +1. 5 Blacksmith
6 Butcher
�As a commoner, you start the
game being pro�icient with light 7 Cobbler
armor, 1 weapon of your choice,
and 1 skill of your choice. 8 Executioner
9 Falconer
�Commoners begin with D100 cp 10 Farmer
and the weapon and armor they’re
pro�icient with. 11 Fortune Teller
12 Grave Digger
W��� ���� ��� �����
D10 13 Hunter
���� ��� ���� ������?
Your �ields were destroyed in 14 Jailer
1 the war
Your Lord released you from 15 Locksmith
2 service 16 Miller
Your spouse was found guilty
3 17 Miner
of heresy
A lone warrior saved your 18 Peddler
4 life. Now you want to do the 19 Rat Catcher
same for others
You got didn’t want to be 20 Weaver
5 poor any longer
6 You want to see the world
D6 F����� B���������
You had no choice. You’re
7 1 Abandoned
being hunted
Raiders killed your family. 2 Bastard
8 3 Father/Mother slain
You want revenge
You had a vision. You are 4 Foreigners
9 destined for more than
milking goats 5 Orphan
One of your parents was a 6 Adopted
10 hero. You want to follow in
their steps
32
Character Creation
D20 D�������
1 Abrasive
2 Agreeable
3 Aggressive
4 Arrogant
5 Bored
6 Calm
D10 S������� T������ 7 Cheerful
A gold coin minted in an 8 Con�ident
1 unknown land 9 Courteous
A brass ring that never 10 Eccentric
2 tarnishes
3 A tiny silver icon of a kraken 11 Flamboyant
12 Friendly
4 A scrap of banner
cloth from an old
13 Humble
5 A soldier’s rank insignia 14 Naive
A whistle made from gold- 15 Nervous
6 colored wood
16 Reserved
7 An old key
17 Stubborn
8 An iron holy symbol
18 Suspicious
9 A hilt from a broken sword
19 Trusting
10 Aengraved
silver spoon with an “T”
on the handle 20 Unaware
33
Sacrifice: An Incense & Iron RPG
KNIGHT-ERRANT
A Knight-Errant is an idealist at its �Knight-Errants start at level 2.
core. They believe in honor and the This means that you get to pick
duty of the strong to protect the two starting Feats, and assign +1
weak, and as such they abandon to two Skills. You also start
their homeland in search of knowing a single Combat
adventures. While most belong to Maneuver.
minor houses with little or even no
land, they are still members of the �As a Knight-Errant, you do not
noble class and as such respected have the following traits: Branded,
and obeyed by most. Although I’m not Done Yet!, Mastery Die. You
most set out to explore the world don’t get to pick an Ability boost
inspired by old chivalric ideas and either (Titanic Strength, Lighting
traditions, a few leave to simply Re�lexes, Unbreakable Will,
become better warriors and Boundless Vitality).
improve their skills in real life
conditions, engaging in as many
duels as possible along the way. �Knight-Errants can increase the
scores of 2 separate Abilities of
Playing as a Knight-Errant is a their choosing by one.
different experience from playing
as a Branded. Knight-Errant �Knight-Errants start the game
characters are not constantly with the Signature Weapon trait.
haunted by evil, and are generally
received with respect and �As an Knight-Errant, you start
admiration wherever they go. This the game being pro�icient with
can also become a problem heavy armor, 2 weapons of your
though: a Knight-Errant is not choice, and 2 skills of your choice.
someone that can easily hide in
anonymity, unless they remove �Knight-Errants start with 2D100
their heraldry and use some form sp in funds, as well as the weapons
of more discrete armor, weapons, and armor they’re pro�icient with.
and demeanor. Knight-Errants are
used to being the center of N���� H�����
attention, and to be obeyed and All Knight-Errants belong to a
respected, so they might be house. Players are encouraged to
problematic when working with come up with their own ideas for
other types of characters that want their house, with the help of the
to have their own ideas, such as a GM. Not all countries have
Branded. chivalric traditions though, so a
Knight-Errant can only be from
When creating a Knight-Errant one of the countries mentioned
character, there are a few things to here. A player is free to roll or
remember: choose their country of origin, but
it would make the most sense if
�Determine your ability scores as they belonged to either the
usual. Cadaennor Dominion or the
Kingdom of Pavaria.
34
Character Creation
If you want to add more detail, you D6 H���� I��������
can use the House Event table to
learn a bit about the house’s The house’s name and history
history. In order to do so, you may has been erased from all
1
roll three times: records, and no one speaks of
them anymore
- The �irst determines the house’s 2 Minor house, with no lands
origin
- The second roll a crucial moment 3 A minor house with lands
in its past A powerful minor house, with
- The third and last roll determines 4 resources but not much of a
a recent event that has name
implications on the house’s A major house, close to the
current affairs. 5 ruling house
A great house, directly related
6 to the country’s rulers
D8 H���� E����
1 Catastrophe: Some sort of natural disaster, or a series of tragedies
Con�lict: A period of revolt/invasions/wars against either
2 neighboring countries or other houses
Defeat: The house was somehow defeated, either on the battle�ield or
3 in a political sense
Favor: The house gained favor from a more powerful house, or even
4 the ruling dynasty
Glory: The house won glory through a military victory, personal
5 achievement, or by a great act of heroism
Madness: A particular �igure suffered the effects of insanity,
6 producing unpredictable effects
Scandal: the house was involved in some scandal or problem that still
7 haunts them
Treachery: Either the house suffered the results of treachery or was
8 involved in committing a treacherous act
35
Sacrifice: An Incense & Iron RPG
TOMB ROBBER
Both the continent of Neia and Playing as a Tomb Robber can
more recently, No Man’s Land, are present a whole new set of
littered with ruins. Most of them dangers and opportunities to a
are ancient Krathic sites, but the player used to Branded characters.
decades of war have left many Although less powerful, their
towns and important landmarks in versatility and ability to adapt to
ruins as well. With desperate times new circumstances is certainly
come desperate individuals, those something that can extend a
who must choose between character’s life.
starving or a life of crime. For the
few that don’t have a stomach for When creating a Tomb Robber
violence, though, the idea of character, there are a few things to
delving into abandoned places remember:
searching for valuables, although
terrifying, is certainly more �Determine your ability scores as
appealing. Everyone has heard the usual.
rumors of those lucky few who
have found a precious stone the �Tomb Robbers start at level 2.
size of an apple, as they tend to be This means that you get to pick
repeated more often than the ones two starting Feats, and assign +1
about poor bastards being torn to two Skills. You also start
apart by whatever things crawl knowing a single Combat
down there. Maneuver.
Tomb Robbers usually start their
lives as commoners, for very few �As a Tomb Robber, you do not
get into the profession for any have the following traits: Branded,
other reason than pure I’m not Done Yet!, Mastery Die. You
desperation. Both a dangerous don’t get to pick an Ability boost
activity by itself and one forbidden either (Titanic Strength, Lighting
by the Church, a Tomb Robber’s Re�lexes, Unbreakable Will,
life is usually short and full of Boundless Vitality).
dread. Not only is �inding anything
of value a dangerous task, selling it �Tomb Robbers increase their
to anyone but eccentric noblemen DEX and CHA by +1.
or zealous clergy is a whole
different thing altogether. As a �Tomb Robbers start the game
matter of fact, the best that can with +1 Luck.
happen to these risk-taking
individuals is being hired by the �Tomb Robbers possess a unique
church to either retrieve one of the skill:
many relics lost as consequence of - Ruin Exploration (WIS):
the war, or to as a private agent to This skill covers knowledge and
some count or duke with money to skills the character has picked up
spare and friends to impress with pertaining to being underground
their collection of Krathic relics. or around ruins, such as
36
Character Creation
recognizing hazards, which fungus �As a Tomb Robber, you start the
is okay to eat, or spot signs that game being pro�icient with light
they have entered the territory of a armor, 1 weapon of your choice,
dangerous denizen. It can also be and 2 skills of your choice.
used to determine whether a
structure is sound or how old it is, �Tomb Robbers begin with D20 sp
and when underground if they are and the weapon and armor they’re
getting closer to the surface or pro�icient with.
delving deeper.
37
Sacrifice: An Incense & Iron RPG
G EAR
C������ torches, rations, small vials,
Although gold coins exist, they are daggers, and ammo.
usually reserved for the type of
transactions the vast majority of - Coins and gems take up one slot
the population doesn’t do; they are for every 100 pieces, rounded up.
the currency of the rich and noble.
As such, standard prices are It is assumed that a character’s
usually given on silver pieces (sp). belongings are distributed among
Sacri�ice’s system of coinage is their different bags and sacks,
organized as follows: except for things like armor or
weapons, which are usually worn.
1 Gold Crown (GC) = A character without a backpack
1,000 Silver Pieces (sp) can only carry a number of
1 Silver Piece (sp) = items equal to their STR.
10 Copper Pieces (cp)
1 Copper Piece (cp) = U���� D��
10 Brass Pieces (bp) Things such as torches or ammo
are tracked via the Usage Die.
Coinage varies from land to land, When you �irst acquire an item
but the value of each individual that utilizes the Usage Die, it
coin remains essentially the same. begins as a D8, and each time you
The Pavarian Silver Phoenix is use the item associated with it (at
essentially the same as a the end of a combat when you
Cadaennorian Royal Head, so for used your bow and you need to
simplicity’s sake, we make no check your ammo, for example),
distinctions. you must roll the Usage Die. If the
result is 1 or 2, the die goes down
E���������� one stage.
Characters can carry a number of
items equal to STR+10 without any D12 => D10 => D8 => D6 => D4
penalty. A character carrying more
than that becomes encumbered, You can purchase or acquire more
and has Disadvantage on all of an item using the Usage Die, in
physical rolls. which case the die would increase
one stage.
- Non-encumbering items
include anything tiny you can �it in
your palm, empty bags, items with
no listed weight such as paper, as
well as worn clothing and jewelry.
38
Character Creation
MELEE WEAPONS
W����� C��� W����� D����� P���������
Club 1 cp Normal D4 Bludgeoning Simple
Dagger 2 sp Light D4 Piercing Finesse
Light Hammer 2 sp Light D4 Bludgeoning –
Whip 3 sp Normal D4 Slashing Finesse
Handaxe 2 sp Normal D6 Slashing –
Mace 6 sp Normal D6 Bludgeoning –
Quarterstaff 3 sp Normal D6 Bludgeoning Two-handed
Shortsword 8 sp Normal D6 Slashing Finesse
Spear 1 sp Normal D6 Piercing Versatile (D8)
Bastard Sword 25 sp Normal D8 Slashing Versatile (D10)
Battle Axe 5 sp Normal D8 Slashing Versatile (D10)
Flail 10 sp Normal D8 Bludgeoning –
Greatclub 5 cp Normal D8 Bludgeoning Versatile (D10)
Longsword 16 sp Normal D8 Slashing –
Morningstar 5 sp Normal D8 Bludgeoning –
Rapier 20 sp Normal D8 Piercing Finesse
Saber 25 sp Normal D8 Slashing Finesse
Warhammer 10 sp Normal D8 Bludgeoning Versatile (D10)
War Pick 8 sp Normal D8 Piercing –
Glaive 6 sp Heavy D10 Slashing Two-handed
Halberd 10 sp Heavy D10 Slashing Two-handed
Pike 5 sp Heavy D10 Piercing –
Great Axe 25 sp Heavy D12 Slashing Two-handed
Great Sword 30 sp Heavy D12 Slashing Two-handed
Maul 25 sp Heavy D12 Bludgeoning Two-handed
39
Sacrifice: An Incense & Iron RPG
W����� P��������� - Two-Handed: A weapon that
- Finesse: Characters wielding this must be wielded using both hands,
weapon can use their DEX usually due to its weight or size.
modi�ier, instead of STR.
- Versatile: This weapon can be
- Simple: Characters do not need wielded either with a single hand,
pro�iciency with this weapon in or both hands. Wielding a Versatile
order to wield it properly. weapon with two hands increases
its damage die.
- Slow: This weapon can only be
used once each two rounds.
RANGED WEAPONS
AMMUNITION
A��������� C��� W����� P���������
Increases the Usage Die by
Arrow 1 sp Light 1 stage
Increases the Usage Die by
Bolt 1 sp Light 1 stage
40
Character Creation
HELMETS
H����� C��� DL W����� P���������
Helm 5 sp +1 Normal -1 Perception
Visored Helm 10 sp +1 Normal -2 Perception
ARMORS
A���� C��� DL W����� P���������
Padded Cloth 5 sp 11 Normal Light
Padded Leather 15 sp 12 Normal Light
Brigandine 15 sp 12 Normal Medium
Hide Armor 10 sp 13 Normal Medium
Chain Shirt 30 sp 13 Normal Medium
Medium, Requires STR 14+,
Scale Mail 45 sp 14 Normal Disadvantage on Stealth checks
Medium, Requires STR 11+,
Cuirass 60 sp 14 Normal Disadvantage on Stealth checks
Medium, Requires STR 13+,
Half Plate 80 sp 15 Heavy Disadvantage on Stealth checks
Hauberk 50 sp 16 Heavy Heavy, Requires STR 13+
SHIELDS
S����� C��� B���� �� DL W�����
Light 10 sp +1 Normal
Medium 20 sp +2 Normal
Heavy 40 sp +3 Normal
41
Sacrifice: An Incense & Iron RPG
OTHER GEAR
G��� C��� W����� P���������
Required in order to use the Medicine
Bandage 5 bp Light skill to treat wounds
Normal Required in order to carry gear above
Backpack 2 sp one’s STR in slots
Candle 5 bp Light Illuminates in a 5 ft radius
Chain 5 sp Normal 10 feet
Crowbar 2 sp Normal –
Flask (empty) 1 cp Light –
Flint & Steel 5 cp Light –
Can be thrown for a number of feet
Grappling Hook 1 sp Light equal to STRx3
Lantern 10 sp Normal Illuminates in a 30 ft radius
A character hit by a net is restrained
until freed. A creature can use its action
Net 2 sp Light to make a STR Ability check, freeing
itself or another creature within its
reach on a success
Oil 2 cp Light Increases the Usage Die by 1 stage
Necessary to consume daily to avoid
Ration 5 bp Light starvation
Rope 2 cp Normal 25 feet
Sack 15 bp Light –
Objects viewed through a spyglass are
Spyglass 200 sp Light magni�ied to twice their size
Tent 5 sp Normal 1 Person
Required to open locks and disable
Thieve’s Tools 25 sp Normal traps
Light Illuminates in a 20 ft radius. Increases
Torch 1 cp the Usage Die by 1 stage
Waterskin 5 bp Light –
42
How to Play
T HE C ORE M ECHANICS
C OMBAT
T�� A����� R��� T���� � R�����
Performing an attack works the To understand combat you must
same as any other Skill check: you know the difference between a
roll a D20, and add the turn and a round. A turn is a single
corresponding ability modi�ier (as combatant’s chance to act, while a
a norm, this is STR for melee round is the sum of all combatants’
weapons, DEX for ranged). Instead turns (both Player and Non-Player
of comparing the �inal roll to a TN, Characters). When all combatants
we use the target’s Defense Level have taken one turn, that round
(DL). If the total then equals or ends and another begins.
exceeds the target’s DL, you score
a hit. Since NPCs or monsters don’t A round lasts an average of 10
have modi�iers, the GM must add seconds.
their HD to the attack roll and
compare the total with the target’s
DL, as usual.
43
Sacrifice: An Incense & Iron RPG
COMBAT STEP-BY-STEP
1. Determine surprise. The GM determines whether anyone involved in
the combat encounter is surprised.
2. Establish positions. The GM is in charge of placing all of the characters
and their opponents. The GM calculates the distance and direction of the
foes based on the adventurers' marching order or speci�ied places in the
room or other location.
3. Roll initiative. Everyone involved in the combat encounter rolls
initiative, determining the order of combatants' turns.
4. Take turns. Each participant in the battle takes a turn in initiative order.
5. Begin the next round. When everyone involved in the combat has had a
turn, the round ends. Repeat steps 3 and 4 until the �ighting stops.
44
How to Play
�Use a Feat: Some Feats grant - Dual wielding: a character with
active combat abilities, such as DEX 15+ can equip two one-
special attacks or other combat handed weapons to perform a
moves. If a character can perform second attack per turn with
several attacks in their turn, using Disadvantage.
a Feat counts as one of them.
- An unarmed character deals D4
�Defend: You focus on defensive damage.
maneuvers, such as parrying or
dodging, granting you +2 DL until - Ranged attacks at a distance of 5
the start of your next turn. No feet or less have Disadvantage.
attacks can be made when
defending. - Characters or creatures attacking
a prone target have Advantage.
�Disengage: You attempt to - Some creatures are either
disengage from melee combat, resistant against a type of damage
performing a DEX ability check. If (they receive half damage from
you fail, any opponent at melee that source), or fully immune (they
distance can perform a free attack receive no damage from that
of opportunity. source). On the other side, some
creatures are vulnerable to certain
�Other: You can use any item you types of damage, in which case
have on your person, interact with they receive double damage.
something, assist an ally, move an
extra 30 ft (generally referred to as C������� H��� � F������
dashing), or swap weapons. When a character rolls a natural
20 when rolling for attack, they
Once it’s been determined that an perform a Critical Hit. The attack’s
attack hits, you must roll the damage is doubled, and they must
weapon’s damage plus your STR roll on the appropriate Critical Hit
modi�ier for melee attacks, or your table to see the result of their
DEX modi�ier for ranged attacks. action.
When a monster or NPC reaches 0
HP, they’re dead. When a PC When a character rolls a natural 1
reaches 0 (or less) HP, they when rolling for attack, this is
become unconscious and must roll considered a critical failure, or
on the Injury table. fumble. Roll on the Fumble table to
learn what happens. Enemy NPCs
Things to remember: and monsters do not roll on the
- Characters wielding a weapon Fumble table.
and not having the corresponding
weapon pro�iciency perform their
attacks with Disadvantage.
45
Sacrifice: An Incense & Iron RPG
D10 C������� H�� - B����������
1 Cracked Skull: The target is stunned and cannot act for 3 rounds
2 Low Blow: The target is sickened and suffers -2 to all actions until
healed
3 Knockback: The target is pushed back D4x5 ft
4 Strike to the Leg: The target moves at half speed until healed
5 Dented Armor: The target’s DL is reduced by D4 until repaired
6 Strike to the Knee: The target falls prone
7 Wide Swing: The attacker can make an additional attack to the
nearest enemy
8 Split Open: The target bleeds, losing 1 HP/round
9 Failed Parry: The target drops the weapon they’re wielding. If not
wielding a weapon, they receive an extra D6 damage
10 Crushing Blow: The target dies
46
How to Play
D10 C������� H�� - S�������
1 Across the Eyes: The target is stunned and cannot act for 3 rounds
2 Parrying Strike: Gain +2 DL until your next turn
3 Flourished Taunt: The target can only perform standard attacks
towards you
4 Momentum: The attacker gains +2 to their next attack roll
5 Dented Armor: The target’s DL is reduced by D4 until repaired
6 Brutal Cleave: The target’s weapon is destroyed
7 Hack: The target receives an extra D6 damage
8 Chest Slice: The target loses D4 HP/round
9 Disembowel: The target must pass a CON saving throw or die
10 Decapitation: The target dies
2 Two for One: The attacker deals normal damage to a second nearby
target
3 Nerve Damage: The target is stunned and cannot act for D6 rounds
4 Strike to the leg: The target moves at half speed until healed
5 Dented Armor: The target’s DL is reduced by D4 until repaired
6 Deep Wound: The target loses 1 HP/round
7 Forearm Piercing: The target drops the weapon they’re wielding. If
not wielding a weapon, they receive an extra D6 damage
8 Brutal Poke: The target is receives -2 to all actions
9 Impaled: Triple the damage instead of doubling it
10 Wound to the Neck: The target dies
47
Sacrifice: An Incense & Iron RPG
D10 F�����
1 You drop your weapon and must spend your next turn recovering it
You hurl your weapon with such strength that it gets stuck very deep
2 on a wall or ground. You must perform a successful STR ability check
to retrieve it
You hurl your weapon with such strength that it smashes against a
3 stone, breaking in half
4 A random item falls from your bags
5 You hurl your weapon 15 ft away
You trip and fall, wasting this action. You are prone and must use an
6 action to stand next round
In the process of executing your attack you trip and move forward 5
7 ft and fall prone
If it is able to do so, your attack hits your closest ally to the intended
8 target, Otherwise, you strike yourself
9 You manage to strike yourself with a normal attack
You somehow manage to hurt yourself badly with your own weapon.
10 You receive a critical hit
48
How to Play
the legs cause the character to nobles �ighting for their honor, to
drop prone if they fail a Paralysis two lone warriors sworn to kill
saving throw. one another, far from civilization,
or even two cutthroats trying to
�Arm: Hits to the arms have the shank each other in a dark alley.
effect of lowering a character's Regardless of the circumstances,
accuracy. When an attack deals at dueling combat rules can be an
least 5 damage, decrease the interesting change of pace from
target’s attack bonus by -2 until the standard combat rules. They
healed. In addition, attacks dealing offer a more tactical approach to
over 10 points of damage cause �ighting and are especially
the character to drop what they interesting when used in high-
are holding if they fail a Paralysis stakes situations.
saving throw.
T�� D������ C����� R����
�Torso: Any hits taken to the A Duel combat turn is very similar
stomach cause bleeding damage to to a standard combat round, with a
the character. If a character takes few additions.
over 10 damage to the stomach in
a single blow they are considered 1. Both characters roll for
to be bleeding and take D4 damage initiative.
per round until they are healed.
2. Both characters secretly choose
their Move from the options
�Head: A hit to the head deals x3 available.
damage.
3. Both characters reveal their
C����� S���� chosen Moves simultaneously,
When a character purposely aims with the character who won the
at a speci�ic body part, they must initiative resolving their move
perform a Called Shot. This is more �irst. If one or both characters can
dif�icult than executing a standard perform more than one attack in
attack though, and as such the their turn, each character will
attack roll is modi�ied in the reveal a Move taking turns,
following ways: starting with the character that
won the initiative roll.
- A Called Shot targeting the head
receives -10 to the attack roll. Only one Move can be chosen per
round, unless the character in
- A Called Shot targeting the torso question can perform more than
receives -2 to the attack roll. one attack per round (as it’s the
case with many Apostles and high
- A Called Shot targeting an arm or level opponents), in which case
leg receives -5 to the attack roll. they would pick one Move per
each attack they can make in a
D������ round.
When a character challenges
another warrior to one-on-one
melee combat, it is called a Duel.
This can be anything from two
49
Sacrifice: An Incense & Iron RPG
D������ M���� obtains the highest result, their
Characters participating in a duel opponent’s Move causes no effect.
can choose one of the following
Moves during their turn. �Disarm: The character attempts
Alternatively, a GM can decide to to disarm their opponent. Both
roll randomly to determine what characters perform a standard
an NPC’s next Move will be. attack roll, and if the character
attempting the disarm obtains the
D6 R����� M��� highest result, their opponent’s
weapon falls D10 feet away.
1-3 Deffensive Move
4-6 Offensive Move �Shield Block: The character
spends their action to completely
negate an incoming attack with
D4 R����� D�������� M��� their shield.
1 Block �Standard Defense: the character
2 Disarm adopts a fully defensive position,
as described on page 45.
3 Shield Block
4 Standard Defense O�������� M����
�Close Attack: If the character is
wielding a weapon lighter than
D10 R����� O�������� M��� their opponent’s they can attempt
to get inside their guard. The
1 Close Attack attacking character performs a
2 Disarm standard attack roll, with their
opponent’s DL reduced by 3.
3 Feint
4 Maneuvering Attack �Disarm: The character attempts
to disarm their opponent. Both
5 Riposte characters perform a standard
6 Shield Bash attack roll, and if the character
attempting the disarm obtains the
7 Smash highest result, their opponent’s
8 Standard Attack weapon falls D10 feet away.
9 Trip
�Feint: By appearing to attack in
10 Wild Swing one place and then striking in
another, the character seeks to
confuse their opponent. The
D�������� M���� character performs a standard
�Block: The character attempts to attack roll. If the opposing
block their opponent’s Move. Both character is attempting a Disarm
characters perform a standard or Riposte Move they fail
attack roll, with the blocking automatically and receive damage
character adding an extra D4 to as usual.
the roll. If the blocking character
50
How to Play
�Maneuvering Attack: The character performs a standard
character positions themselves in attack, adding their DEX modi�ier
an attempt to avoid the opponent’s instead of their STR. If the roll is
shield or block. The character successful their opponent receives
performs a standard attack roll. If no damage, falling prone instead.
the opposing character uses the
Block or Shield Block Moves, they �Wild Swing: The character
offer no protection and receive whirls their weapon with little
damage as usual. �inesse, attempting to overwhelm
their opponent. If the opposing
�Riposte: The character waits for character is attempting a
their adversary to attack and show Defensive Move, the character can
a vulnerability before striking ignore it and perform an attack roll
back. A character who ripostes as usual. The character using this
must hold off on making their own Move has their DL reduced by -3
attack in that round until after for the duration of the round.
their opponent has done so,
making it specially useful for when C����� M�������� � D������
a character has lost the initiative. If When participating in a duel,
their opponent initiates an characters cannot use their
offensive Move (other than Feint), Combat Maneuvers. Instead, a
the character has +5 to their attack character can spend 1 Stamina to
roll. add +1 to their attack or damage
rolls. Only 2 Stamina can be spent
�Shield Bash: A character per round for this purpose.
equipped with a shield can
perform an attack with it. Perform
a standard attack roll; if successful,
the attack deals D4 damage that
ignores all the opponent’s
Defensive Moves.
51
Sacrifice: An Incense & Iron RPG
E���� M����� D20 F����� M����� C����
Although demonic creatures are
not affected by fear and cannot 1-3 Organized �ighting retreat
become demoralized, most human
combatants will. After all, very few 4-6 General retreat
people, and certainly almost no 7-10 Retreat in disarray
normal beast, will �ight to the
bitter end and would rather �lee 11-20 Surrender
for their lives.
52
How to Play
C�������� R��� M�������
25% of the friendly combatants lost -1
Taking casualties without in�licting any -2
50% of the friendly combatants lost -3
Leader lost -4
Leader’s CHA Variable
Per level/Hit Dice +1
In�licting casualties without taking any +2
53
Sacrifice: An Incense & Iron RPG
D20 I�����
-10-0 The character is dead
The character succumbs to their wounds, unless they somehow
1-5 recover 1 HP within the next minute
The character is severely wounded and must spend a month in bed
6-10 recovering from them
The character’s wounds force the character to spend a week resting
11-15 in bed
The character is in shock, but alive. They recover 1 HP, and must
16-20 spend a week in bed to fully recover
The character was simply knocked out. A simple’s night rest will
21-25 have them ready to �ight
26+ The character recovers immediately, ready to �ight
Injury Roll Modi�iers:
�+5 if the character has exactly 0 HP.
�+5 if the character is treated by another character with the Medicine skill
immediately after becoming unconscious.
�-5 if treated up to 1 hour later
�-10 if treated up to a day later
�The character’s CON modi�ier
54
How to Play
C ONDITIONS & S AVING T HROWS
S����� T����� checks and attack rolls. The
To evade the full effects of certain frightened character is unable to
attacks and conditions, all approach the cause of their fear
characters can make saving unless they pass a WIS check (TN
throws. These work the same way 14).
an Ability check would: Roll D20,
add the corresponding Ability Paralysis
modi�ier (as requested by the A paralyzed creature is
saving throw in question), and if incapacitated and can’t move or
the result is equal to or higher speak. Attack rolls against the
than the TN, the character escapes creature have Advantage. Any
unscathed. Unless modi�ied by attack that hits the creature is a
some skills, powers or gear, a critical hit. A CON saving throw is
character’s saving throw modi�iers usually required to avoid this
are the same as their Ability condition.
modi�ier. This means that if a
character has a CON modi�ier of Sleep
+2, their CON saving throw will be The creature immediately falls
+2, unless they have some sort of prone, and any attack that hits the
modi�ier to CON saving throws. creature is a critical hit. A CON
saving throw is usually required to
There are a number of status avoid this condition.
effects or conditions that can affect
a character. These are the most Stun
common: A Stunned character loses their
turn. A CON saving throw is
Blindness usually required to avoid this
The blinded character has condition.
Disadvantage on all rolls. A CON
saving throw is usually required to
avoid this condition.
Charm
A charmed creature cannot attack
the charmer or use harmful
abilities on the charmer. Any
Ability check to interact socially
with the creature bene�its the
charmer. A WIS saving throw is
usually required to avoid this
condition.
Fear
When the cause of a character's
fear is within line of sight, the
character in question has
Disadvantage on Ability or Skill
55
Sacrifice: An Incense & Iron RPG
F ATIGUE
Fatigue represents exhaustion, consuming a ration daily), or not
exposure, hunger, injuries, and getting any rest for longer than 24
other physical factors which hours. Environmental harshness,
gradually wear a character down. as mentioned above, can also be a
If a character goes for too long deciding factor.
without sleep or food, climbs a
frozen mountain without proper Each level of fatigue adds to the
equipment, or tries to cross an effects of the preceding levels,
endless desert without enough piling up in a way that can become
water, they’re going to start quite harmful very quickly. Each
accruing fatigue. time a character suffering from
fatigue gets a proper meal or
The most common reasons for night’s sleep, their fatigue level is
accruing fatigue are going without decreased by one.
food or water for 24 hours (i.e. not
F������ E�����
L����
1 Speed halved
2 Disadvantage on Strength, Dexterity, and Constitution checks
Disadvantage on attack rolls and saving throws using Strength,
3 Dexterity, or Constitution
4 Max HP reduced by half
Speed reduced to 5 ft and unable to maintain even a slow travel
5
pace
6 The character dies
56
How to Play
T RAVEL P ROCEDURES
Keeping track of the PC’s journey T������
in Sacri�ice is done with the help Geography across No Man’s Land
of a hex grid, with each hex (the area where most of Sacri�ice’s
representing six miles. Each day of action takes place) is quite
exploring and traveling in the wild uniform, with no big variations
is roughly divided into three due to its relatively small size. Use
phases, with an average time of the following table each time you
eight hours each. The length of the enter a new hex to �ind out what
phases can vary depending on the type of terrain is most
party's behavior, but there are only predominant within it.
three phases per day: morning,
evening, and night. During each If for any reason you aren’t sure of
one of the phases, the PCs must what type of terrain you start in,
declare their actions for the phase, the most logical would be a
choosing one from the available Farmland hex.
ones.
57
Sacrifice: An Incense & Iron RPG
P������� A������ S������ C���
�Camp: The PCs attempt to look TN
C���������
for an appropriate place to camp. Standard 12
This includes setting up the tents,
searching for water, �irewood, and Forest 14
building the camp�ire. In order to Rain/Snow 16
do so, a character must perform a Storm/Blizzard 18
Survival check. If more than one
character has the Survival skill, the check. Failing the test means
they can help the chosen character, there’s been some sort of mishap.
which grants them Advantage for Roll on the table below.
58
How to Play
�Explore Hex: The characters Survival check (TN 12). Success
look for prominent features and means the character �inds enough
intriguing spots within the current food for a day (1 ration). Multiple
hex. Characters must perform an characters can attempt this action
Investigation check (TN 14) in at the same time during a phase.
order to �ind anything of interest
in the hex. The party may try again �Interact: The party stays at one
in a different phase in case of location for at least one phase.
failure. These important locations This includes exploring ruins or
are to be de�ined by the GM or via visiting a town.
the random tables included in this
book. �Travel: The party moves up to
three hexes when traveling.
�Forage: While in the wild, a Movement is reduced to two hexes
character can forage for food, while in a forest or swamp, and to
water, and other uncultivated a single hex in mountainous
elements. Traveling makes it terrain. The party may move an
impossible to forage. When extra hex while on a road. The GM
foraging, the party must remain in may apply other bonuses or
the same hex. In order to forage, a penalties depending on the
character must pass a Survival or situation.
Nature check (TN 12). Success
means the character �inds enough In order to avoid getting lost, a
food for a day (1 ration). Multiple character must perform a Survival
characters can attempt this action check when undertaking the travel
at the same time during a phase. action.
59
Sacrifice: An Incense & Iron RPG
D10 T�������� M������
The party runs into some type of encounter. Roll on the appropriate
1 encounter table
A thick mist appears, reducing visibility to a distance of 15 feet.
2 Overland travel is cut by 1 hex, and by 2 hexes while across a forest
The path ahead is blocked in a way that makes sense for the biome:
rocks, downed trees, a �lood, a landslide, etc. In order to proceed the
3 characters must overcome the obstacle or circle around the hex in
the next phase
The ground suddenly shifts under the character’s feet, causing them
4 to stumble and fall into the gap below. All characters must perform
an Acrobatics check or lose D6 HP due to the fall
A random party member trips and sprains their ankle. The affected
5 character must rest for the remainder of the day, and their speed is
reduced by half for D4 days
It appears the party has been walking in circles, making no progress
6 during this phase
The characters stumble upon an old hunting ground. Unfortunately
7 for them, the place is still covered in traps, forcing them to reduce
their pace to 1 hex in order to avoid them
A random character’s boots fall apart. They suffer 1 level of Fatigue
8 due to exposure
The path ahead is completely overgrown with thorny vines, reducing
9 the party’s pace to 2 hexes
The group stumbles into some swampy muck or quicksand. Each
character must make an Acrobatics check (TN 12) to avoid sinking to
10 their death in the quicksand. Failure requires an Athletics check (TN
12 the �irst try, TN 14 the second try, TN 18 the third try). Failure
means death
R����� E�����
Once a day, the GM must check to D10 E��������
see if a random event takes place. 1-2 No event
The following tables are generic 3-4 Findings & Events
ones that can be used either for No 5-6 Creature encounter
Man’s Land, or even the
surrounding countries. Tailored 7-9 NPC encounter
random event tables may be Creature and NPC
10
included in important detailed encounter
hexes.
60
How to Play
D20 F������� � E�����
1 Empty animal lair
2 A forgotten shrine
3 A seemingly unexplored Krathic ruin
An abandoned camp. 1-in-6 chances of �inding a random piece of
4 gear
5 A small common grave. It appears it’s been dug out from the inside
6 D10 corpses. Seems recent
An ambush, set up by a group of bandits. Passing a Perception (TN
7 16) allows the PCs to spot it on time
8 Wolf tracks, recent
A horseman in the distance, wearing a suit of armor that looks made
9 of bones. It disappears shortly after being spotted
10 D6 dead creatures (determine which randomly)
The remains of a pyre, what’s left of a person still tied to a post in
11 the middle of it
12 A shadow in the sky, too large to be a bird. It swiftly passes by
13 A cave. A bloody trail leads inside
14 An ancient battle�ield, broken bones and gear sticking out from the
soil
Three dead women, their bodies brutalized. They have all been
15 branded with the inquisitorial seal
A large shadow, approaching fast. As it comes closer, everything
16 around turns dark. It hits you with a loud noise, and the world
returns to normal
17 A goat herd
18 An abandoned farmstead
19-20 A settlement
61
Sacrifice: An Incense & Iron RPG
D20 C������� D20 NPC E��������
1 Black Bear 1 Akelian Warriors
3 Bonesnapper 3 Bandits
3 Buffalo 3 Beggar
4 Ghast Church of�icial and their
4
5 Giant Boar retinue
6 Giant Centipede 5 Cultists
7 Giant Lizard 6 Group of �leeing peasants
8 Giant Rat 7 Group of hunters
9 Giant Spider 8 Group of Pilgrims
10 Death Vine 9 Group of soldiers
11 Ettin 10 Group of woodsmen
12 Fire Snake 11 Local farmers
13 Harpy
12 Lone inquisitor
14 Land Lamprey
13 Lone, mysterious traveler
15 Monstrous Frog
14 Mercenaries
16 Risen
15 Merchant caravan
17 Stag
16 Noble and their retinue
18 Troll
17 Strangely dressed foreigners
19 Wild Dogs
18 Tomb Robbers
20 Wolf
19 Torch-wielding mob
Note: Each time a Branded Troup of wandering
encounters a regular beast, there’s 20
troubadours
a 3-in-6 chance that it will be taken Note: Each time a Branded
over by an evil spirit. See page 104 encounters an NPC far from
for more details. civilization, there’s a 1-in-6 chance
that it will be taken over by an evil
spirit. See page 104 for more details.
62
How to Play
C ORRUPTION
The world is an ugly place being an amount of Corruption above
strangled and suffocated by the their Threshold, they suffer the
polluting in�luence of demonic effects of a Mark of Corruption and
beings, which manifests itself as must roll on the table below. A
Corruption. Normal, human evil character’s Corruption
gives birth to the metaphysical evil Threshold is equal to their level
of Corruption–a lord that enjoys plus their WIS modi�ier
handing out punishments too (minimum of 1). Each time a
much, an inquisitor who revels in character earns a Mark of
the screams of the heretic, a father Corruption their Corruption score
abusing of his children; these are resets back to 0, unless they have
all portals for demonic in�luences earned any permanent corruption,
to seep into our world and those which cannot be cleansed.
that inhabit it.
A character performing altruistic
Certain creatures, places, and deeds will lose a number of
actions can cause a character to Corruption points determined by
gain Corruption; when they earn the GM.
63
Sacrifice: An Incense & Iron RPG
E ARNING E XPERIENCE P OINTS
The most usual way of earning �+1 XP per point of damage
Experience Points (XP) is via suffered in combat
combat; each creature has a value �+10 XP per Combat Maneuver
in XP that must be divided among successfully used
all party members. If the creature
has been killed, or it has �led or �+10 XP per every saving throw
surrendered, the party still earns successfully passed
the full amount of XP. �+10 XP per successful Ability
check
Things to remember: �+20 XP per each combat
�Characters earn 10 XP each time encountered survived
they successfully pass an ability or �A varying amount of XP for
skill check outside of combat that achieving personal goals (50-200
was requested by the GM. XP)
�A varying amount of XP for
�A combat critical hit grants a changing the status quo (100-500
number of XP equal to the damage XP)
dealt.
I��������� C�������� A��������
�A creature or NPC that �lees As an alternative to increasing a
combat due to poor morale is still PC’s abilities when determined by
considered defeated and grants its the leveling chart (that is, when
full amount of XP. reaching level 5 and level 10), a
GM or solo player might prefer
�The GM is encouraged to grant their characters to have the chance
XP to those players that help move to increase their abilities once per
the story forward or have good level. This can be done either
ideas. automatically upon leveling up, or
require spending some time
F����� L������� training (creating a potential
With the GM’s approval, these money-sink, in case a trainer is
additional ways of earning XP can required). Regardless of the
be implemented. This can be method, the process is the same:
especially bene�icial when playing
with a single character, in order to - Every time a character levels up,
advance faster and be able to they roll 3D6.
tackle bigger challenges alone. As a
GM or solo player, you can either - Pick one ability score that is
implement all of the following lower than the 3D6 roll.
suggestions, or only the ones you
�ind �it with your game mastering - Permanently increase that ability
style. score by +1.
64
How to Play
P LAYING W ITHOUT A G AME M ASTER
In order to play Sacri�ice without a event. Then compare the
Game Master directing the story likelihood with the table below
and making rulings, you need the and roll a D20. Keep in mind, a
tools presented here. Combined natural 1 is considered an
with the ones for randomly Exceptional No, while a natural 20
generating hex content and is an Exceptional Yes. This means
encounters, they should cover all a that whatever the result is, it’s an
player needs to enjoy the game extreme and absolute version of it.
alone or co-op.
For a more nuanced result, roll an
A�������� Y��/N� Q�������� extra D6 at the same time you roll
The core tool used during a GM- D20. A result of 1 on the D6 means
less session is the Yes/No Oracle. something is going on, with the
This simple table enables us to get result varying depending on
answers about what our whether the answer was yes or no.
characters are experiencing If the answer was “yes”, a result of
without having to decide the 1 would be interpreted as a
outcome. potential complication, while if the
answer was “no”, a 1 would mean
To determine whether something that there’s a chance something
is one way or another, use the positive might happen. You can use
Yes/No Oracle. First, ask the the Complication and/or Action &
question in a “yes or no” fashion Theme tables to give you some
(e.g. “Will the guard turn around ideas of what happened, if
and come my way?”) and necessary.
determine the likelihood of the
Y��/N� O�����
I� ��� ������ �� ����� ��... T���…
Almost Impossible It happens on a 19 or higher
Very Unlikely It happens on a 17 or higher
Unlikely It happens on a 15 or higher
Somewhat Unlikely It happens on an 13 or higher
Fifty-Fifty It happens on a 11 or higher
Likely It happens on an 9 or higher
Somewhat Likely It happens on an 7 or higher
Very Likely It happens on a 5 or higher
Almost Certain It happens on a 3 or higher
65
Sacrifice: An Incense & Iron RPG
D6 C�����������
1 There’s an unexpected event at a very good or bad moment
2 Something that appears to be one way is actually another
A new character(s), or an existing character’s, true nature is revealed
3 (reinforcements appear, a harmless NPC is actually an enemy agent,
etc.)
The physical environment changes (weather, �loor collapse, a trap is
4 triggered, etc.)
5 A useful item (key, gear, a letter) is found or lost
The social environment changes (a character's mother is actually
6 their aunt, a PC is mistaken for someone else, etc.)
66
How to Play
A����� � T���� T����� more. The way they work is very
These two tables are the second simple: we roll on both tables to
key component when playing provide an action and a subject/
without a GM. We use these two theme, and then interpret the
tables combined to inspire results based on the situational
discoveries, events, character context.
details or motivations, and much
Action (D100)
1 – Antagonize 26 – Reveal 51 – Hunt 76 – Alert
2 – Violate 27 – Defend 52 – Uphold 77 – Take
3 – Assault 28 – Focus 53 – Move 78 – Withdraw
4 – Attach 29 – Hold 54 – Deliver 79 – Debate
5 – Assist 30 – Breach 55 – Reject 80 – Cause
6 – Care 31 – Restore 56 – Avoid 81 – Travel
7 – Lie 32 – Transform 57 – Begin 82 – Swear
8 – Develop 33 – Defy 58 – Uncover 83 – Build
9 – Return 34 – Block 59 – Betray 84 – De�lect
10 – Inquire 35 – Neglect 60 – Surrender 85 – Search
11 – Usurp 36 – Abuse 61 – Share 86 – Learn
12 – Bestow 37 – Open 62 – Risk 87 – Preserve
13 – Oppose 38 – Carry 63 – Capture 88 – Evade
14 – Fight 39 – Attract 64 – Challenge 89 – Destroy
15 – Increase 40 – Punish 65 – Release 90 – Create
16 – Waste 41 – Guide 66 – Escort 91 – Attain
17 – Inform 42 – Fortify 67 – Seduce 92 – Communicate
18 – Decrease 43 – Gather 68 – Guard 93 – Harm
19 – Postpone 44 – Withhold 69 – Inspect 94 – Gratify
20 – Propose 45 – Break 70 – Break 95 – Guard
21 – Suppress 46 – Dominate 71 – Locate 96 – Imitate
22 – Explore 47 – Evade 72 – Serve 97 – Tolerate
23 – Secure 48 – Investigate 73 – Control 98 – Trust
24 – Abandon 49 – Impress 74 – Finish 99 – Deceive
25 – Ask 50 – Distract 75 – Endure 100 – Help
67
Sacrifice: An Incense & Iron RPG
T���� (D100)
1 – Dispute 26 – Trial 51 – Gear 76 – Life
2 – Death 27 – Danger 52 – Action 77 – Path
3 – Energy 28 – Weapon 53 – Belief 78 – Disease
4 – Outside 29 – Anger 54 – Ally 79 – Creature
5 – Friend 30 – Peace 55 – Opinion 80 – Prize
6 – Enemy 31 – Information 56 – Debt 81 – Expedition
7 – Emotions 32 – Location 57 – Safety 82 – Pain
8 – Plans 33 – History 58 – Reverence 83 – Fame
9 – Possessions 34 – Land 59 – Misfortune 84 – Magic
10 – Advice 35 – Price 60 – Fortune 85 – Travel
11 – Rumor 36 – Secret 61 – Ability 86 – Attention
12 – Knowledge 37 – Innocence 62 – Battle 87 – Bene�it
13 – Power 38 – Community 63 – Tool 88 – Prison
14 – Fight 39 – Faction 64 – Nature 89 – Conspiracy
15 – Message 40 – Blood 65 – Problem 90 – Survival
16 – Environment 41 – Trade 66 – Loss 91 – Adversity
17 – Opposition 42 – Advantage 67 – Shelter 92 – Mystery
18 – Trust 43 – Health 68 – Guidance 93 – Wealth
19 – Animal 44 – Idea 69 – Opportunity 94 – Leader
20 – Riches 45 – Duty 70 – Direction 95 – Agent
21 – Victory 46 – Time 71 – Deception 96 – Obstacle
22 – Friendship 47 – Hope 72 – Memory 97 – Sanity
23 – Wishes 48 – Bond 73 – Burden 98 – Expectations
24 – Liberty 49 – Fear 74 – Disaster 99 – Desire
25 – Wound 50 – Resource 75 – Dream 100 – Enterprise
68
How to Play
C������� C����� A������ the opponent’s turns, roll on the
In order to simulate an opponent’s appropriate table to determine
decision making process we must their action.
use the following tables. On each of
69
Sacrifice: An Incense & Iron RPG
I������ E�������� R�������� following table to learn what the
While a GM usually knows what encounter’s initial reaction is.
the outcome of an encounter will Creatures such as monsters, or a
be, there are occasions when this normal creature possessed by evil
is best decided randomly, spirits, will always attack on sight
especially when a GM is simply not though.
available. Roll D10 on the
70
How to Play
71
A Land Ravaged by War
The continent of Neia has been T�� K����
inhabited formillenia, or at least A noble race of enlightened beings,
that’s what scholars can surmise the Krath came from across the sea
from the ruins and few ancient approximately 2,000 years ago.
texts found across the land. Once Thanks to their re�ined culture and
fully under the grasp of the mighty superior civilization, they quickly
Krathic Empire, their race and took over the barbaric cultures
civilization was wiped out by a that originally inhabited Neia, by
series of revolts some 800 years simply pushing them to the edges
ago, which resulted in a of the continent. They seem to
fragmented political landscape have avoided bloodshed and brute
that still shapes the current state force as often as they could,
of affairs. favoring swift and precise attacks
72
A Land Ravaged by War
to safeguard the integrity of their by a network of relatively safe
borders. Their empire quickly roads and riverways. Traveling off-
spread across the continent, road is still a risky business,
including most of the lands of what though, with bandits and wild
nowadays are the Kingdoms of beasts (and rumors of even worse,
Forso, Pavaria, Hapsa, Vildach, the fearsome things) swiftly
Asquanian Theocracy, the reminding travelers of their
Principality of Steilerwolia, the mistake.
Cadaennor Dominion, and the
Abersochlian Empire.
73
Sacrifice: An Incense & Iron RPG
74
A Land Ravaged by War
D20 R��� E���������
A man that claims to be of noble birth, now dressed in rags and
1 asking for someone willing to help him reclaim his birthright
A caravan of soldiers escorting a white and gold carriage. The
2 inquisition’s emblem can be clearly seen atop the carriage
3 A group of soldiers, most of them wounded
A mercenary band, dozens of horsemen occupying the road and
4 brutally shoving aside anyone deemed too slow
5 A group of pilgrims traveling to Aresta
A person digging a grave at the road’s side, a shrouded body laying
6 beside them
A group of men attempting to remove a large tree that has fallen
7 across the road
8 The sound of �ighting can be heard ahead, it seems a group of bandits
are attempting to rob some peasants
9 A family dragging their belongings in a cart. They say they’re �leeing
the plague
10 A desperate beggar asking anyone they see for something to eat
75
Sacrifice: An Incense & Iron RPG
T HE K INGDOM OF P AVARIA
Covering a large portion of the Osterfam Hills
continent’s central region, the - Mined for centuries for its silver,
Kingdom of Pavaria has a strong one of the Kingdom’s main sources
tradition of chivalry and court life. of wealth.
The country is now ruled by
Queen Aleidis Bercht the First - Rumors say some sections have
after the death of her husband King been run over by the dead. It has
Hanz Bercht the Third in the battle not been veri�ied.
of Ghele, three years ago. The court
in Wetterau, the kingdom’s capital, - Dozens of small mining
has suffered essentially no effects settlements located across the
from the war due to the large hills.
distance between the current
con�lict zone and the city (aside - The inquisition has been
from the precious Cadaennorian especially active lately in the
silk garments, the �inest in the region, prosecuting some sort of
world, being dif�icult to acquire). cult of the dead. Rumors abound,
but the Church is keeping a tight
Characterized by its vast lid on the situation.
farmlands and for being the
country with the largest The Dovrani
concentration of ancient Krathic - Vast, mostly unexplored jungle
ruins, the most important moment near the Asquanian Theocracy
in the Kingdom’s history was border.
undoubtedly the creation of the
Church of the Burning Light. After - Very dangerous due to the many
the Second Crusade against the large beasts that can be found
Kingdom of Hapsa, the Kingdom of there.
Pavaria established in northern
Hapsian territories what is now - Source of exotic woods, which
the Holy See, the church’s seat of drives many lumbering operations
power and Most Holy Land. within it despite the danger.
P����� �� I������� - Ystra is the only settlement on
Ruins of Sarrake the Pavarian side of the jungle,
- One of the largest Krathic ruins, situated right in its borders.
once a bustling metropolis.
The Mouth of Esso
- Relatively safe place that is - A large, active volcano.
mostly used by the homeless and
war refugees. - It’s considered the most
dangerous place in the Kingdom,
- Some outlaws and deserters have people rarely return from it.
started to claim parts of it.
- Exotic materials and substances
- Vast network of aqueducts, still attract some individuals wanting
perfectly functional. to earn a quick buck.
76
A Land Ravaged by War
C������ P�������� L�������� - Despite the initial reservations in
- At war with the Cadaennor the court, queen Aleidis is proving
Dominion for the past one to be a very effective leader.
hundred years.
P������� S������
- Strife and turmoil across the land - Lavish, considered decadent by
due to what many suspect are the most standards.
ploys of foreign agents, who whish
to exploit the instability. - Feudal-based, with strong
inequality.
- Close historical ties with the
Kingdom of Forso, which has taken - Especially fond of memorializing
in many refugees from the war. the past, with many national
festivities to celebrate heroes and
- Currently holding the title of rulers.
“Protector of the Faith”.
T HE C ADAENNOR D OMINION
Large, vast forests and high holy relic that was once housed in
mountain peaks cover most of the cathedral of Audant,
Cadaen and Ermi, the two Cadaennorians feel they must
provinces that together form the make amends before the church
Cadaennor Dominion. Ruled by and win the war against Pavaria as
Bastien Hanneq the Fifth after swiftly as possible. Fortunately for
the assassination of his father king them, the recent treaty with the
Galois Hanneq the Misericorde, Kingdom of Vildach ensures they
Bastien is but a stubborn child that have a new ally against the
is clearly being pushed and Pavarians. Some say their
in�luenced by the many different intervention was crucial to crush
cabalas that vie for power in the the peasant rebellion in the city of
Dominion. Since the ascension of Marsó .
the Boy King, the House of
Ministers is in disarray and many P����� �� I�������
feel this essentially guarantees Avencon Forest
that the Cadaennor Dominion will - Light, seemingly pleasant forest.
have to cede the captured
territories and ask for a truce with - Major trade route going through
the Kingdom of Pavaria. it, which results in frequent
patrols.
Among the many disputes they
have with the Kingdom of Pavaria, - Was recently partially devastated
having lost the honor of being by a large �ire, destroying several
Protectors of the Faith is probably nearby towns.
the hardest one to swallow for the
faithful Cadaennorians. Coupled - Recent rumors of demonic
with the loss of Saint Arna’s skull, a activity within it, people either
77
Sacrifice: An Incense & Iron RPG
disappear or return changed after the Pavarians, despite them
spending too long there. vehemently refusing having had
any part in it.
Rhodesian Mountains
- Has some of the highest peaks in C����������� S������
the whole continent. - Strong sense of justice.
78
A Land Ravaged by War
T HE C HURCH OF THE B URNING L IGHT
“Nothing in our declaration of faith has ever been so plain or so �irmly
established as the fact that the heretics, at the behest of the enemies of
humanity, have tainted God’s creation through the error of their ways,
resulting in the magnitude of the calamity of these times and their obstinate
malice. For this reason, the holy Inquisition has taken extra care to denounce
the main heresies of our day while delivering and teaching the Church’s true
doctrine, just as It has denounced, anathematized, and decreed.”
- Declaration of Inquisitorial Mandate, 569 AI
79
Sacrifice: An Incense & Iron RPG
�Those who allow the heretic to They oversee large areas of
live share in the crime of their churches called archdiocese.
existence. Bishops report directly to them
when in need of assistance or
�Denounce the sinner and be free guidance.
from their evil.
- Cardinal: Cardinals are leading
T�� C�����’� S�������� bishops and members of the
The Church’s clergy is tiered into College of Cardinals. Their biggest
�ive distinct levels. Individuals duty is participating in the Bright
work their way up the order, but Conclave, that is, voting for the
very few will ever reach the top of new Speaker. Most have additional
the hierarchy. In fact, the majority duties including positions within
of clergy members do not move the governmental body of the Holy
past the second level. See.
80
A Land Ravaged by War
to the Speaker. The Council has ten
seats, and its members (known as
“princes”) are traditionally chosen
among the College of Cardinals,
although this is not always the
case.
The Inquisition
The most independent
organization within the Church,
the Inquisition is tasked with
persecuting heretics and any other
individual or organization deemed
a threat against the Church or its
teachings. They have authority
over any other Church of�icial and
can commandeer the Church’s The Holy Inquisition’s symbol. The
forces simply by showing their torches represent the burning
inquisitorial seal. light of truth, and the chains their
In order to become an inquisitor, unquestionable dedication to the
an individual must �irst become an Church.
ordained priest. They then go
through a special training that superior tactics and gear allows it
covers a wide variety of subjects, to fend off the attacks of much
from public speaking, to warfare, larger armies.
and hand-to-hand combat.
Inquisitors are among the most C������ P�������� L��������
skilled �ighters in all of Neia, since - The Church leadership is trying
the church spares no expense in to start a new crusade against the
training its forefront warriors in Asquanian Theocracy.
the war against evil. They are also
given access to the secret - Granus III, the new Speaker, has
inquisitorial archives that contain swiftly solidi�ied his authority over
information about the reality of the Church’s leadership.
humanity’s enemies. It is said that
what they learn there is what gives - The Church remains neutral in
them the adamant conviction that the One Hundred Year war, but the
characterizes all inquisitors. new Speaker seems to have grown
tired of the con�lict and wants an
The Arthosian Order end to it.
The military arm of the Church,
most nobel families send their - With the recent uptick of
sons and daughters to form part of demonic sightings, the
the Order for at least a period of Inquisition’s power seems to have
�ive years. The body of the Order is grown. The Speaker has granted
formed by commoners that have them absolute immunity and
been recruited and gone through a jurisdiction within and without the
strict training process. Although Holy See. Anyone challenging their
small, the Arthosian Order’s authority challenges God himself.
81
Sacrifice: An Incense & Iron RPG
T HE T HREAT OF THE D EMONIC
Although the vast majority of corrupt Apostles of the Night
citizens within the Kingdoms of invariably �ind themselves in
Pavaria, Forso, Vildach and the positions of power, where they can
Cadaennor Dominion are pious give free rein to their excessive
followers of the Church of the impulses with complete impunity.
Burning Light, very few actually
believe in anything other than T�� S����� �� ��� E���
spiritual, metaphysical evil. The But what are these demonic forces,
Church teaches that the demonic really? What do they want? Simply
forces are very real, but their put, they want nothing. They are
in�luence is limited to the spiritual the sum of all humanity’s rage,
world; most stories regarding pain and sorrow, the collective
sightings of actual, physical spiritual energy of millions of
demons are, at least of�icially, suffering souls coalesced into a
dismissed as fairy tales and vast sea of malignant self-
attributed to peasant ignorance awareness that occasionally gives
and gullibility. While most birth to a single, terrifying entity
inquisitors know that actual capable of entering the physical
demonic activity on Neia is a very world. This is why places that have
real thing, the vast majority of seen great amounts of sorrow and
other church of�icials and nobles pain, such as battle�ields, torture
only see the threat of corruption as chambers, or even hospitals, are
a useful tool to control the peasant nests of demonic activity, slowly
masses. This is often the source of building up until the right spark
their own demise. (usually a Branded) passes nearby
and lights the whole thing up. The
Regardless of what most people vast majority of evil spirits that
believe, demons and other evil enter the physical world are little
spirits are an actual threat for the more than mindless beasts that
peoples of Neia. They remain hunger for the warmth of human
mostly unknown due to their �lesh; encounters with truly self-
cunning, choosing to possess aware demons usually mean that a
corrupt leaders, or hiding in the pact has been made and what it is
shadows of the night. Some being faced was once a human
individuals choose to actively being. That is the most terrifying
ascend to demonhood though, thing to face: human evil that has
making a pact with the forces of transcended the physical world
evil for personal gain. These and enveloped it with darkness.
82
A Land Ravaged by War
T HE O NE H UNDRED Y EARS W AR
For the past one hundred and remnant of civilization, as long as
three years, the Kingdom of they don’t come causing trouble.
Pavaria and the Cadaennor
Dominion have been facing each Traditionally, diplomats sent from
other in a continued series of both countries meet once a year to
con�licts that have received the discuss concessions and a
name of the One Hundred Years potential truce, but this is seen by
War. Although the spark that lit most as a charade that has never
the �ire was a local territorial truly affected the outcome of the
dispute between nobles, the reality war in any signi�icant way. Most
is that tensions had been building inhabitants of both countries,
up decades prior to that. The especially the low class, are
stretch of land nowadays known as resigned to live in a world of never
No Man’s Land is probably the ending con�lict.
most fertile region in the whole
continent, making for prime M�������� B����
farmland that can produce Although both the Kingdom of
abundant harvests. This has made Pavaria and the Cadaennor
it extremely valuable, and it has Dominion have the strong armies
always been a point of contention typical of feudal countries, the
between the two countries. The decades of war have eroded both
loss of Cadaennor’s right to claim their capabilities to raise levies
the title of Defenders of the Faith, and to train professional soldiers
after king Emmnel refused to fast enough. This has led to the
assist the Church in their Third increasingly frequent use of
Crusade, was also a hard moment mercenary bands, groups of
for the pious Cadaennorians, who soldiers that will �ight for a
blame the Queen Consort Anla country regardless of their cause,
(originally from Pavaria) for as long as they’re paid. There are
in�luencing the king into avoiding many famous mercenary bands all
the crusade. across the continent, since their
use is not limited to the One
Regardless of the reasons, the Hundred Years War -as a matter of
con�lict has been a constant fact, some smaller countries
background for three generations depend completely on mercenaries
now, with no real end in sight. for their defense-, but the Band of
Most of the once prosperous towns the Phoenix is without a doubt
in No Man’s Land are now just the most recognized everywhere.
smoking rubble, with the few
surviving ones being no more than
lawless refuges for the destitute,
deserters, and even heretics. The
two major town-fortresses in the
region, Baetain in the
Cadaennorian side, and Stengburg
near the Pavarian border, are the
last refuge for those seeking some
83
Sacrifice: An Incense & Iron RPG
R����� M�������� C������ N���
2D10 A������� N���
1 Venerated Bats
2 Wretched Wardens
3 Red Ghosts
4 Black Cloaks
5 White Boars
6 Yellow Wolves
7 Lost Hearts
8 In�inite Sisters
9 Courageous Brothers
10 Furious Skulls
N O M AN ’ S L AND
The large portion of territory that Cadaennorian army, and as such it
once belonged either to the has a permanent military
Kingdom of Pavaria or the detachment there.
Cadaennor Dominion but is now
disputed, is generally known as No The town has a population of
Man’s Land. Larger even than some around 20,000 souls, although it’s
countries, this once-fertile usually hard to say how many of
territory is now little more than a those are just coming and going,
pit of mud, dirt, disease and blood. since the surrounding lands can’t
As a largely lawless place, No sustain that amount of people any
Man’s Land attracts all sorts of longer. It is ruled by Governor
nefarious individuals, as well as Accele, although most of the time
those running away from an unjust it is actually General Buonaff,
world and the brutal Inquisition. who is in charge of the military
Raiders, heretics, traitors, beggars, forces present in the city, who
prostitutes, all have a place here. makes the day-to-day decisions.
B������ S�������
Situated near what originally was A once thriving town thanks to
the Cadaennor border, Baetain has being situated on the shores of
remained under Cadaennorian Lake E�bung and surrounded by
control, despite the many assaults fertile land, Stenburg relies purely
launched by Pavaria over the last on �ishing and the constant string
decades. Originally nothing more of supplies that provision the
than a town, it has become a Pavarian troops present there
veritable fortress after decades of since the start of the war. In the
continued forti�ication, making it third year of the war, Stenburg was
the center of operations for the swiftly taken by Cadaennorian
84
A Land Ravaged by War
85
Sacrifice: An Incense & Iron RPG
forces and remained under their �ind tent cities and other similar
control for a couple of decades, semi-permanent camps sprouting
serving as a base of operations for almost anywhere. Some of them
their attacks into Pavarian are attempts at starting new
territory, who were thought by communities, grouping together
everyone to lose the war shortly. desperate but brave commoners
However, thanks to the Band of the who have grown tired of waiting
Eagle, a famous mercenary for the nobles to �ind a permanent
company then working for Pavaria, solution to their woes.
the fortress town was taken back,
and with it a considerable amount There are also rumors of Akelian
of lost territory. This was a turning tribes moving in from the north,
point in the war, one that solidi�ied taking advantage of the situation
today’s status quo. and establishing small
communities outside of their usual
Stenburg is nowadays little more borders, and it’s not uncommon
than a military base, with its for criminal groups to lay claim to
impressive walls �inally repaired larger areas, creating small -and
after receiving signi�icant siege usually short-lived- dominions.
damage. Aside from the sizable
military detachment always E�������� ��� T��������
present there, approximately A����� N� M��’� L���
10,000 civilians call the place While for the most part traveling
home, mostly there to serve as in No Man’s Land follows the same
part of the supply and service procedures found on page 57,
chain. Lord Heinrak Eisblenn is there are a few important
the current governor and military exceptions. No Man’s Land is in a
leader of Stenburg, recently constant state of change, with
appointed by the Queen herself. Pavarian and Cadaennorian forces
clashing, inquisitorial parties
E����� organizing heretic-hunting
The only Krathic ruin left in the expeditions, and outlaws taking
region, it is largely intact due to advantage of the few commoners
most believing it to be a cursed left in the area. This means that,
place. Eoskia still attracts tomb for the most part, what yesterday
robbers and the like, hoping to �ind was a safe area today might be a
forgotten Krathic treasure, but free-for-all killing ground, or (less
most of those within and around frequently) a town once taken over
the ruins are brigands and by bandits is now being rebuilt
deserters that use them as a refuge and repopulated.
or base of operations.
When the party �irst enters a hex,
O���� T���� the GM must check which type of
What is now No Man’s Land was hex it is. Only the area surrounding
once a prosperous region, both Baetain and Stenburg are
sprinkled with little farming automatically assigned the
communities that quickly became “civilized” type –the rest of No
the �irst victims of the war. Man’s Land must always be
Nowadays, it’s not uncommon to checked randomly.
86
A Land Ravaged by War
D20 H�� T��� �Wilderness: This area of No
1-2 Active Battle�ield Man’s Land seems to be somehow
mostly intact, probably due to the
3-12 War-Torn lack of any settlements.
13-18 Wilderness
19-20 Civilized - Instead of using the standard
Random Event table from page 60,
�Active Battle�ield: Pavarian and the Wilderness Encounters table
Cadaennorian forces are clashing must be used.
here. This is not a safe place to �ind
yourself in, since you might - When facing a combat encounter
accidentally get involved. there’s a 2-in-6 chance of human
opponents being possessed by evil
- For each hour the party spends in spirits, and 3-in-6 for beast
an Active Battle�ield, they are opponents. Check page 104 for
guaranteed to have one encounter more details.
with either Pavarian or
Cadaennorian forces, which will �Civilized: Although rare, pockets
attack on sight. of civilization still exist in No Man’s
Land. Mostly centered around
- Instead of using the standard Baetain a nd Stenburg, the two
Random Event table from page 60, largest population centers in the
the Active Battle�ield Encounters region, the few people left in the
table must be used. region still trying to live an honest
life gather around them as if their
- When facing a combat encounter lives depended on it, which is
there’s a 1-in-6 chance of the actually usually the case. Anyone
opponents being possessed by evil wanting to �ind supplies, rest, and
spirits. Check page 104 for more avoid trouble (for the most part)
details. must sooner or later visit one of
the few civilized spots left in the
�War-Torn: Most of No Man’s region.
Land is nowadays ravaged by
decades of war, with little hope of D20 S��������� T���
getting any better. It’s a hostile, 1-4 Farm
dangerous place that few survive. 5-8 Military Outpost
9-13 Bandit Camp
- Instead of using the standard
Random Event table from page 60, 14-17 Deserters Camp
the War-Torn Encounters table 18 Stronghold
must be used. 19 Mining Colony
- When facing a combat encounter 20 Village
there’s a 1-in-6 chance of human
opponents being possessed by evil - Instead of using the standard
spirits, and 3-in-6 for beast Random Event table from page 60,
opponents. Check page 104 for the Civilized Encounters table
more details. must be used.
87
Sacrifice: An Incense & Iron RPG
D20 A����� B���������� E���������
1 No encounter
A group of deserters (determine the faction randomly) running
2 away from the battle�ield
3 A wounded soldier
4 A group of wolves feeding on the carcasses
A group of soldiers (determine the faction randomly) abusing the
5 locals
A larger group of soldiers (determine the faction randomly) have
6 cornered another group of soldiers and are about to slaughter them
7 A group of soldiers (determine the faction randomly) looting a farm
Some outlaws seem to have ambushed a smaller detachment
8 (determine the faction randomly) and are massacring them
9 A priest with a small escort, blessing the dead
A group of soldiers (determine the faction randomly) attacks the
10-20 party
88
A Land Ravaged by War
D20 W��������� E���������
1 No encounter
2 A young doe, trapped in a hunter’s trap
3 A group of peasants trying to �ind new land to settle in
4 A group of weary soldiers taking a moment of respite near a spring
And ancient cairn, clearly older even than any Krathic ruins you’ve
5 come across
A long-abandoned farmstead. It’s completely empty but it should
6 offer some shelter
You are followed by a murder of crows, who mockinly caw at you
7 from the trees each time you stop
You come across what looks like the remains of a wolf pack, brutally
8 torn apart. Whatever did this, it was big
A large patch of vines with huge thorns covers the area ahead of
9 you. The vines are poisonous and walking among them requires
passing a Paralysis saving throw
You come across the remains of a cart. There’s nobody around, and
10 the contents of several crates are spilled all over
11 A group of children, crying and clearly lost
12-20 Combat encounter
89
Sacrifice: An Incense & Iron RPG
D20 C�������� E���������
1 No encounter
2 A group of peasants protesting outside a noble’s house
A petty thief attempts to steal your coin purse, perform a Perception
3 check (TN 14) to notice them
A group of soldiers, ravaging what looks like an improvised market.
4 They claim some local lord needs the supplies for their army
Corpses hanging from many of the street’s roofs, most of them with
5 signs labeling them as heretics or traitors
A small building, seemingly in �lames. People gather around but
6 nobody’s doing anything
A street preacher, whipping up a mob into a frenzy. They want
7 heretic blood, and somehow you’re sure they’ll �ind it
8 A couple of young lordlings, tormenting a beggar
A parade of strung-up people, all of them terribly emaciated and
9 barely capable of walking. They are led by a person you suspect is
an inquisitor
10 A band of mercenaries, being cheered by the locals
A wandering merchant in his wagon, claiming to have all sorts of
11 miraculous potions and unguents
An Akelian warrior, being dragged in chains. You can see them
12 smiling with ferocity despite clearly having been beaten up recently
Three hooded �igures, naked from the neck-down, walking down the
13 street while they wip each other. People kneel before them as they
pass, touching their wounds
A group of workers paving the street, a bored sergeant redirecting
14 people to a different street
A priest and some sort of of�icial are inspecting everyone, looking
15 for signs of plague
16 A group of drunkards harassing a woman
17 A small crowd surrounding a street performer. They’re quite good
18-20 Combat encounter
90
A Land Ravaged by War
W��-T��� C����� W��������� C�����
D20 D20
E��������� E���������
1 Black Bear 1 Black Bear
2 Bonesnapper 2 Bonesnapper
3 Deserters 3 Deserters
4 Desperate Peasants 4 Ettin
5 Ettin 5 Fire Snake
6 Fire Snake 6 Ghast
7 Ghast 7 Giant Boar
8 Giant Boar 8 Giant Centipede
9 Giant Centipede 9 Giant Rat
10 Giant Rat 10 Giant Spider
11 Giant Spider 11 Ikanu
12 Inquisitorial retinue 12 Land Lamprey
13 Land Lamprey 13 Manticore
14 Monstrous Frog 14 Monstrous Frog
15 Outlaws 15 Outlaws
16 Risen 16 Risen
17 Soldiers 17 Soldiers
18 Troll 18 Troll
19 Wild Dogs 19 Wild Dogs
20 Wolf 20 Wolf
D6 A��
1 Young
2-5 Middle-aged
6 Elderly
91
Sacrifice: An Incense & Iron RPG
D20 W��� A�� ��� S������� D����?
1 On patrol
2 Building
3 Deserting
4 Foraging
5 Looting
6 Pursuing enemy soldiers
7 Relaxing off duty
8 Setting up an ambush
9 Investigating
10 On a mission
11 Searching for a fugitive
12 Returning home after being released from service
13 Searching for a lost member of their group
14 Setting up camp
15 On their way to rendezvous another group
16 Pursuing bandits
17 Abusing the locals
18 Digging graves
19 Escorting a church of�icial
20 Resting
92
A Land Ravaged by War
NPC D��������� (D100)
1 – Poor 26 – Wealthy 51 – Clean 76 – Dirty
2 – Rough 27 – Fancy 52 – Polite 77 – Rude
3 – Trained 28 – Skilled 53 – Educated 78 – Ignorant
4 – Common 29 – Intelligent 54 – Unusual 79 – Sweet
5 – Foul 30 – Beautiful 55 – Driven 80 – Small
6 – Large 31 – Loud 56 – Fast 81 – Slow
7 – Quiet 32 – Exotic 57 – Uninformed 82 – Interesting
8 – Colorful 33 – Informative 58 – Ugly 83 – Dangerous
9 – Inept 34 – Clumsy 59 – Capable 84 – Intrusive
10 – Respectful 35 – Primitive 60 – Elegant 85 – Armed
11 – Different 36 – Young 61 – Dif�icult 86 – Helpful
12 – Harmful 37 – Disciplined 62 – Erratic 87 – Wild
13 – Commanding 38 – Meek 63 – Humorous 88 – Frightened
14 – Strong 39 – Impulsive 64 – Naive 89 – Surprising
15 – Calculative 40 – Sophisticated 65 – Old 90 – Crazy
16 – Con�ident 41 – Passive 66 – Bold 91 – Careless
17 – Cautious 42 – Sneaky 67 – Intimidating 92 – Powerful
18 – Unhinged 43 – Powerless 68 – Hurt 93 – Gracious
19 – Caring 44 – Honorable 69 – Principled 94 – Arrogant
20 – Gentle 45 – Brave 70 – Weak 95 – Curious
21 – Supportive 46 – Heroic 71 – Distrusting 96 – Pious
22 – Generous 47 – Posed 72 – Greedy 97 – Nervous
23 – Hopeless 48 – Sociable 73 – Sketchy 98 – Disdainful
24 – Reserved 49 – Proud 74 – Optimistic 99 – Humble
25 – Shy 50 – Calm 75 – Courteous 100 – Formal
93
Sacrifice: An Incense & Iron RPG
NPC M��������� (D100)
1 – Acceptance 26 – Knowledge 51 – Pride 76 – Hostility
77 –
2 – Addiction 27 – Adventure 52 – Asceticism Entertainment
3 – Power 28 – Approval 53 – Survival 78 – Altruism
54 – Gain the
4 – Conformity 29 – Compassion 79 – Hatred
upper hand
5 – Greed 30 – Debt 55 – Desperation80 – Devotion
6 – Charity 31 – Boredom 56 – Nihilism 81 – Envy
7 – Follow orders 32 – Faith 57 – Fame 82 – Revenge
83 – Impress
8 – Gain favor 33 – Well-being 58 – Hedonism someone
9 – Confusion 34 – Status 59 – Justice 84 – Tradition
10 – Jealousy 35 – Love 60 – Loyalty 85 – Control
11 – Mastery 36 – Wealth 61 – Fear 86 – Glory
12 – Obligations 37 – Patriotism 62 – Honor 87 – Peace
63 – 88 – Personal
13 – Anger 38 – Peace Misguidedness growth
14 – Wantonness 39 – Freedom 64 – Enviousness 89 – Philanthropy
15 – Pleasure 40 – Strength 65 – Prejudice 90 – Rebellion
16 – Sow discord 41 – Redemption 66 – Belief 91 – Respect
92 – Social
17 – Security 42 – Domination 67 – Take power Cohesion
43 – Spiritual
18 – Protection 68 – Immortality 93 – Reputation
power
44 – Destroy the 69 – Corruption 94 – Teach a
19 – Stability status quo lesson
20 – Recognition 45 – Self-esteem 70 – Pride 95 – Safety
71 –
21 – Cause harm 46 – Lust Transcendence 96 – Wanderlust
97 – Self-
22 – Blackmail 47 – Desperation 72 – Hate improvement
73 – 98 – Mental
23 – Ful�ill plan 48 – Conspiracy Responsibility illness
74 – Victim of
24 – Help Others 49 – Pressured 99 – Prove oneself
blackmail
25 – Harm their 50 – Health 75 – 100 – None
enemies Independence
94
A Land Ravaged by War
W EEKLY E VENTS
The con�lict between the Kingdom
of Pavaria and the Cadaennor
Dominion is in constant �lux, and
so are the politics and happenings
within each of the two countries.
This not only affects the two
nations and the people living in
them on a larger scale, it affects
the peoples of No Man’s Land and
the future of the whole region. - Natural events are related to the
As established by the Holy See, world or what is usually known as
most countries in Neia follow a “Acts of God”, things that happen
10 days/3 weeks/12 months regardless of a faction’s actions.
calendar. This division of the year
is not perfect, but it works from an - General events cover a wide
administrative point of view, and range of potential events, from
helps the church collect their diplomatic incidents, to wild�ires,
tithes regularly. and anything in between.
Once per week (that is, each ten - Character events affect one of
in-game days), the GM must roll on the playing characters, and have to
the following event tables to do either with the present
determine what is happening in circumstances, or their past
the region on a larger scale. Most endeavors.
of the time these will not affect the
characters directly, or will happen �Roll to determine which faction
in a faraway region, but they still suffers the effect of the event, or
contribute to the feeling of a living, where the event takes place, if
breathing world, and can help a necessary:
GM populate their rumor tables, or
create adventure seeds. D10 E���� L�������
1-2 Kingdom of Pavaria
�Roll to determine what type of 3-4 Cadaennor Dominion
event takes place: 5-6 The Holy See
D10 E���� T��� 7-10 No Man’s Land
1-2 Factional
3-4 Natural D4 F������
5-7 General 1-2 Kingdom of Pavaria
8-10 Character 3-4 Cadaennor Dominion
95
Sacrifice: An Incense & Iron RPG
D20 F�������� E����� D20 G������ E�����
1 Minor diplomatic meeting 1 Migration
2 Birth 2 Disease
3 Death 3 Bandit activity
4 Assassination 4 Merchant caravan
5 Exposed conspiracy 5 Troops moving
6 Marriage 6 Fire
7 Outrageous scandal 7 Peasants �leeing
8 Incursion 8 Seasonal festival
9 Alliance 9 Blood feud
10 Skirmish 10 Unusually bad weather
11 Large battle 11 New ruins discovered
12 Revolt 12 Supply issues
13 Recruitment campaign 13 Skirmish
14 Troops movement 14 Foreign dignitary visiting
15 Kidnapping 15 Religious scandal
16 Foreign dignitary visiting 16 Heretic activity
17 Famine 17 Coup plot discovered
18 Heretic activity 18 Diplomatic marriage
19 Construction 19 Famine
Infamous criminal 20 War declaration
20 captured
96
A Land Ravaged by War
D20 C�������� E����� D20 C�������� E�����
Something terrible has befallen the
1 Vengeance seeker 11 character’s hometown
2 Kidnapping 12 Planar tear occurring in the vicinity
Death of close friend or
3 Inquisitor on their trail 13 acquaintance
4 Mistaken identity 14 Come down with a nasty cold
Receive news of a past deed having
5 Disappearance 15 positive consequences
6 Rival slain 16 They meet a new NPC
7 Team up offer 17 Learns a secret
A young person gravitates towards
8 Assailed by evil spirits 18 them as a mentor
A wealthy relative has died, leaving
9 No demonic activity 19 them some money
The Skull Knight visits them. They
10 A contract has been put on 20 have news regarding their current
their head endeavor
97
Sacrifice: An Incense & Iron RPG
D20 A�������� S����
1 A mercenary company attempts to recruit the PCs
2 A small village nearby is rumored to have been completely wiped out
in a single night
3 A new, especially relentless inquisitor has arrived in the region
Someone �itting one of the character’s description has been marked
4 as a heretic and a hunt is underway
A group of traveling merchants swear to have seen an ettin in a
5 nearby road
A three-tiered tournament starts in a week, the winner gets a
6 substantial amount of silver and a position as the personal
bodyguard of Therno Accele, governor of Baetain
A traveling blacksmith, allegedly selling mastercraft weapons, has
7 been found murdered outside a local town
A young person approaches one of the PCs and begs to be their
squire. If they are put off, they will continue to follow from a distance,
8 trying to help whenever they have a chance. The young person has
nowhere else to go, and no family
The PCs come across a group of deserters, who are initially violent
9 but are clearly desperate. They swear their of�icial is secretly a
monster that eats the wounded
A man with a ridiculously large sword and a metal arm has killed a
10 hundred men belonging to the famous Red Sparrow Battalion all by
himself. The leader of the Red Sparrows wants his head
Thousands of people seem to have had the same dream about a hawk
11 of light coming to save the world. All farmers report that their cattle
gave birth to deformed, strange beasts that same night
12 A bounty hunter shows up with a bounty to collect the PC’s head
13 A town council is hiring warriors to protect their town from trolls
Out-of-season storms cut off the town the PCs �ind themselves in.
14 Famine and disease threaten to destroy the place, and things are
heating up
A local hunter’s body was found without skin, hanging from a tree
15 near a trade road. This is the third body found this way
16 Children seem to be disappearing from Baetain at an unusual rate
Someone who calls themself “the Bandit King” has appeared in the
17 ruins of Eoskia, uniting the local groups of outlaws
Stenburg seems to have an infestation of unusually large rats. They
18 come from the sewers, and they seem awfully organized for rats
A mining settlement has uncovered something. Reports are unclear,
19 but they speak of many dead
An old friend, who had been imprisoned for a long time, has escaped
20 and found the PCs. He is now being chased, and needs help
98
A Land Ravaged by War
T REASURE & R EWARDS
Sacri�ice does not include detailed many cases treasure should not be
rules for allocating treasure to particularly extraordinary. The PCs
monsters or encounters. should never feel entitled to
Numerous such systems that are wealth or other prizes because
reliable can be found in the body of they believe that some monsters or
D&D work and are easily NPCs are always carrying a lot of
adaptable in this context. The loot. The vast majority of the
author advises that you modify a population in Neia live in the most
pre-existing treasure system of abject misery, with only a very few
your choice, but that you carefully lucky individuals being able to
and purposefully assess the afford anything beyond the most
randomized outcomes. Treasures basic necessities. Still, there are
given out by the destruction of riches to be found, and sometimes
monsters or the completion of the PCs might come across a
adventures should be reasonable wealthy merchant or noble that
in the context of a medieval they feel needs to be disposed of
economy, which is to say that in their riches.
99
Sacrifice: An Incense & Iron RPG
100
A�������� D10 A�������
Although the kind of magic one can
�ind in fairy tales and folk stories 1 Bloodblade
doesn’t exist, there are some items 2 Boots of Wind and Fire
that are remarkably unique. These Charm of Brand
can be exceptionally well crafted 3 Containment
weapons and armor, items made
with rare, special materials, 4 Cloak of Hell�ire
ancient Krathic gear, and yes, even 5 Erkani’s Bracelet
some otherworldly items that sit in 6 Inquisitor Ahmad’s Torch
the liminal space between worlds
and somehow don’t follow the 7 Krathic Spiritshard
laws of God and man. 8 Medusa Armor
9 Veilpiercer
�Bloodblade: A thin yet
incredibly sharp +2 short sword 10 Withering Shield
made of some unidenti�iable
material, this weapon is said to be on the charm’s power. Some
an apostle’s tendril of some kind. charms are said to also make it
When the weapon deals damage to impossible for the spirits of the
an opponent, it also deals 1 dead to take over a Branded’s
damage to its wielder, as sharp body.
thorns sprout from its hilt.
�Cloak of Hell�ire: A large cloak
�Boots of Wind and Fire: A pair made of what looks and feels like
of new-looking leather boots that human hair, this black ragged thing
somehow �it anyone who tries smells of ash and misery. While it
them on. While wearing them, a grants the person wearing it +2
character is completely immune to DL, if the character is struck by �ire
�ire, but it also attracts all missed of any kind the cloak immediately
ranged attacks. If another PC or bursts into �lames, remaining
NPC fails a ranged attack, they unscathed but causing the
must roll again against the character wearing it D6 damage/
wearer’s DL, as a strong, sudden round until they somehow manage
draft redirects the projectile in to put the �ire out.
their direction.
�Erkani’s Bracelet: A plain
�Charm of Brand Containment: leather bracelet said to once
A charm of containment can take belong to prince Erkani of
many forms: a scroll fragment with Lauguasia. It is said that prince
symbols written on it, a medallion, Erkani was fond of swimming
even a simple carved stone or tirelessly in the open sea, until one
piece of wood. Their purpose is day he was accidentally killed by
simple: they allow a Branded to some �ishermen, who mistook him
dull the power of the brand, for a �hean, a legendary sea
making them invisible to evil creature that according to popular
spirits, which stop being attracted knowledge drags �ishermen out of
to the Branded for a time varying their boats and drowns them.
from hours to weeks, depending Erkani’s Bracelet allows a
101
Sacrifice: An Incense & Iron RPG
character to breathe underwater, �Medusa Armor: This imposing
but anyone wearing it must pass a armor, shaped to grant the
WIS ability check every round in character wearing it the
order to be able to act normally; appearance of a �ierce woman with
failure means the character just snakes in her head, is a +2 hauberk
swims pleasantly, unaware of what that forces the character wearing it
happens around them. to pass a CON saving throw each
time they’re struck by a critical hit,
�Inquisitor Ahmad’s Torch: A or become paralyzed for D4
heavy iron torch that once rounds.
belonged to Inquisitor Ahmad
Brightclad, famous for taking more �Veilpiercer: A rough stone with
witches to trial than any other a spiral carved on it, hanging from
inquisitor in history. While this a leather string, this ancient
torch never stops burning once it’s artifact can absorb up to 10
lit (it can be willingly put out as a damage/day as it pierces the veil
normal torch though), each time between life and death. The next
it’s lit a random character within a day after absorbing damage, the
30 feet radius receives D4 �ire person originally wearing it
damage. receives double the amount of
damage absorbed, as the planes
�Krathic Spiritshard: A shard of realign themselves and force
black glass the size of a �ist that reality back to normal.
shimmers even in absolute
darkness. This relic awakens to �Withering Shield: A twisted
sapience the second a character wooden shield the size of a cart
touches it, developing a wheel with strange symbols
personality (usually one that carved all over its surface. As an
clashes with the character’s). The action, a character may shove
Spiritshard can see and hear up to someone with the shield, forcing
a distance of 30 feet, has the ability them to pass a CON saving throw
to understand and speak one or else be turned into stone. The
language the character knows character carrying the shield loses
(telepathically), and INT, WIS, and a �inger, as it crumbles and turns to
CHA modi�iers of +0. It is trained dust, each time it’s used.
in forbidden, forgotten lore
(Heretical Knowledge +4).
102
Of Beast & Men
W HAT THE N UMBERS M EAN
103
Sacrifice: An Incense & Iron RPG
E VIL C REATURES & S PIRITS OF D ARKNESS
A POSTLES
104
Of Beast & Men
�All Apostles are immune to Fear, HP in human form, an Apostle will
Sleep, and Charm. They are also reveal their true, demonic form.
immune to morale effects.
What follows is a few examples of
�Upon losing 50% of their total famous Apostles in the region.
Demonic Form
Abbax the Beast increases his size to 45 feet tall and sprouts bat-like wings.
His head becomes that of a horned beast, with dark red fur covering his whole
body.
STR 22 (+3) DEX 14 (+1) CON 20 (+3) INT 12 (+0) WIS 11 (+0) CHA 3 (-3)
HD: +4 / DL: 22 / Movement: 90’ (�lying) / Attacks: 2xClaw (D10 slashing
damage) 1xHeadbutt (D8 bludgeoning damage) / XP: 2,000+4/HP
�Special - Multiple Attacks: Abbax attacks with both claws and his horned
head, granting him a total of 3 attacks per round.
�Special - Devour: As a standard attack, Abbax grabs a victim and slams it
against the ground causing 3D8 bludgeoning damage. He then attempts to
devour the victim, who must perform a STR Ability check in order to avoid
it, or suffer an extra 2D6 bludgeoning damage.
�Special - Sweep: As a standard attack, Abbax sweeps around him with his
claw, dealing 2D6 damage to all targets within 10’.
Abbax the Beast is a legend among soldiers and mercenaries all across Neia.
Considered a myth by most, he is said to travel the world looking for any
battle�ield worthy of his presence. Once there, he will �ight any warrior in
his way, regardless of the cause. There are rumors of Abbax participating in
battles from hundreds of years ago, which clearly makes his existence
nothing more than a myth. Reports of a large, beast-like warrior seen in No
Man’s Land have begun to surface in the past months, though.
105
Sacrifice: An Incense & Iron RPG
E���� S��������, B����� �� L���� S����
Human Form
STR 8 (-1) DEX 12 (+0) CON 10 (+0) INT 15 (+1) WIS 17 (+2) CHA 12 (+0)
HD: 2 / DL: 10 / Movement: 30’ / PP: 12 / Attacks: Per weapon type / XP:
5+2/HP / Gear: dagger (D4 piercing damage)
Demonic Form
Erowe Steinbeck appears to be covered with a solid layer of ice, encasing him
in what looks like full-plate armor in the shape of a white rhino.
STR 24 (+3) DEX 12 (+0) CON 18 (+3) INT 15 (+1) WIS 16 (+2) CHA 2 (-3)
HD: +9 / DL: 22 / Movement: 40’ / Attacks: 2xFists (D8 bludgeoning
damage) / XP: 1,500+7/HP
�Multiple Attacks: Erowe attacks with both �ists at once, granting him a
total of 2 attacks per round
�Tundra Wind: Erowe exhales an icy blast in a 90 feet cone. Each creature
in the affected area must pass a Breath saving throw or suffer 6D4 cold
damage.
�Special - Charge: Erowe charges forward, crushing everything in his path.
All creatures in front of him up to a distance of 80 feet must perform a DEX
saving throw or an Acrobatics check (TN 12) or be trampled, becoming
prone and suffering 2D10 bludgeoning damage.
Demonic Form
Margy Accele increases her size to 60 feet tall and sprouts tentacle-like
appendages, taking the form of a giant slug-like creature.
STR 18 (+3) DEX 22 (+3) CON 19 (+3) INT 18 (+3) WIS 18 (+3) CHA 1 (-3)
HD: +8 / DL: 20 / Movement: 40’ / Attacks: 4xTentacle (D6 bludgeoning
damage) / XP: 2,000+10/HP
106
Of Beast & Men
�Special - Multiple Attacks: Margy attacks with all tentacles at once,
granting her a total of 4 attacks per round.
�Special - Constrict: As a standard attack, Margy grabs a victim and slowly
begins to constrict them, causing 3D8 bludgeoning damage unless they pass
a CON saving throw (TN 16).
�Special - Tentacle barrage: As a standard attack, All creatures within 20’
of Margy must perform an Acrobatics check or become knocked down by
her tentacles, receiving 2D10 damage and becoming prone.
B EASTS
B���� B���
STR 19 (+3) DEX 10 (+0) CON 16 (+2) INT 2 (-3) WIS 13 (+1) CHA 7 (-1)
Number: D3 / Morale: -2 / HD: 4 / DL: 13 / Movement: 60’ / PP: 12 /
Attacks: 2xClaw (D3 slashing), 1xBite (D6 piercing) / XP: 85+4/HP
�Special - Bear Hug: If the bear’s target is hit by both claws the same turn,
it catches its prey in a grip and squeezes. This deals an extra 2D6
bludgeoning damage automatically.
A territorial albeit shy creature that can be found across most of the
continent. Only hunger or the protection of its young will drive them to attack
a human.
B����������
STR 16 (+2), DEX 17 (+2), CON 13 (+1), INT 8 (-1), WIS 14 (+1), CHA 10 (+0)
Number: D2 / Morale: +6 / HD: 10 / DL: 14 / Movement: 60’ (�light) / PP:
16 / Attacks: 2xTalons (D6 slashing), 1xBeak (2D8 piercing) / XP:
2,000+16/HP
�Special- Alert: Cannot be surprised.
�Special - Multiple Attacks: Attacks each turn with both talons and beak.
These very large (6 feet tall on average) eagles are some of the most feared
predators across Neia. They are known for snatching children and small
cattle, and are usually fearless enough to attack a group of adults if necessary.
107
Sacrifice: An Incense & Iron RPG
B������
STR 12 (+1), DEX 13 (+1), CON 16 (+2), INT 3 (-3), WIS 12 (+0), CHA 7 (-1)
Number: 2D10 / Morale: -4 / HD: 2 / DL: 15 / Movement: 45’ / PP: 12 /
Attacks: 1xHorns (D6 piercing), 1xBite (D8 piercing) / XP: 20+2/HP
�Special - Herd Beast: If a single buffalo fails a morale check, the whole
herd will �lee, causing 2D10 bludgeoning damage per buffalo to anything in
their path.
Large herd animals that are generally peaceful, unless they feel threatened.
Extremely dangerous when running as a herd as they will trample over
anything in their way.
G���� B���
STR 14 (+1) DEX 12 (+0) CON 12 (+1) INT 2 (-3) WIS 9 (+0) CHA 5 (-2)
Number: 1 / Morale: +5 / HD: 5 / DL: 17 / Movement: 75’ / PP: 12 /
Attacks: 1xTusks (D8 piercing) / XP: 90+4/HP
Large omnivorous beasts that are highly territorial. They rarely back off from
a �ight, and will chase intruders until their last breath. Their brutal-looking
tusks have been the end of countless hunters thinking they couldn’t be worse
than their smaller cousins.
G���� C��������
STR 5 (-2), DEX 14 (+1), CON 12 (+0), INT 1 (-3), WIS 7 (+1), CHA 3 (-3)
Number: D4 / Morale: +3 / HD: 3 / DL: 15 / Movement: 90’ / PP: 10 /
Attacks: 1xBite (D6 piercing) / XP: 80+2/HP
�Special - Venomous: When bitten by a Giant Centipede, a character must
pass a CON saving throw (TN 12) or receive an extra D8 poison damage.
Common vermin found underground and rocky environments. They feed off
small mammals and birds, but will not hesitate attacking larger prey if they
feel threatened.
G���� L�����
STR 16 (+2), DEX 11 (+0), CON 16 (+2), INT 4 (-2), WIS 10 (+0), CHA 7 (-1)
Number: D6 / Morale: +0 / HD: 4 / DL: 15 / Movement: 75’ / PP: 10 /
Attacks: 1xBite (D8 piercing) / XP: 85+4/HP
These monstrous lizards look just like ordinary ones, except for their large
size. They can vary in color, but they are easily recognized by their sharp,
protruding fangs.
108
Of Beast & Men
G���� R��
STR 8 (-1), DEX 16 (+2), CON 12 (+0), INT 10 (+0), WIS 5 (+2), CHA 7 (-1)
Number: 2D10 / Morale: -2 / HD: 1 / DL: 13 / Movement: 60’ / PP: 16 /
Attacks: 1xBite (D4 piercing) / XP: 10+1/HP
�Special - Swarm: Giant Rats have Advantage on attack rolls if it has an ally
within 5 feet that is not incapacitated.
These larger rodents, the size of a large cat, can pose a threat even to the
most seasoned warrior due to their intelligence and numbers.
G���� S�����
STR 14 (+1) DEX 16 (+2) CON 12 (+0) INT 2 (-3) WIS 11 (+0) CHA 4 (-3)
Number: D4 / Morale: +3 / HD: 6 / DL: 16 / Movement: 75’ / PP: 18 /
Attacks: 1xBite (2D4 piercing) / XP: 315+5/HP
�Special - Poisonous: If a character is bitten by a Giant Spider, they must
pass a CON saving throw (TN 14). Failure means suffering D6 poison
damage instantly and the loss of 1 CHA from scarring in D6 days, unless an
antidote is found.
These dangerous beasts lurk in caves, forests and forgotten ruins, eating
anything that crosses their path. They usually prefer to wait for their prey to
come to them, but there are some cases of peasants swearing they were
chased by particularly vicious individuals.
F��� S����
STR 4 (-2) DEX 14 (+1) CON 12 (+0) INT 1 (-3) WIS 10 (+0) CHA 3 (-3)
Number: D4 / Morale: +0 / HD: 2 / DL: 14 / Movement: 20’ / PP: 12 /
Attacks: 1xBite (D4 piercing) / XP: 70+2/HP / Special - Burning Skin: Fire
snakes excrete a toxin through their skin that burns to the touch. Any
character in contact with a Fire Snake receives D6 �ire damage.
H����
STR 19 (+3) DEX 17 (+2) CON 12 (+0) INT 7 (-1) WIS 10 (+0) CHA 13 (+1)
Number: 1 / Morale: -1 / HD: 3 / DL: 13 / Movement: 60’ / PP: 14 /
Attacks: 1xBite (D4 piercing) / XP: 0
�Special - Beast of Burden: A Horse can carry a total of 50 slots in gear.
�Special - Mount: Riding a Horse grants +1 hex traveling capacity.
Found in almost any climate, Horses are often used as draft animals and
mounts. Unfortunately, they are easily scared, and if intended to use in
combat, they require special training or else will almost certainly �lee.
109
Sacrifice: An Incense & Iron RPG
I����
STR 15 (+1) DEX 12 (+0) CON 13 (+1) INT 2 (-3) WIS 10 (+0) CHA 5 (-2)
Number: D2 / Morale: -1 / HD: 12 / DL: 15 / Movement: 30’ / PP: 12 /
Attacks: 1xQuills (2D4 piercing) / XP: 350+6/HP
�Special - Quill Shot: An Ikanu can shoot D8 quills to all enemies in a 10’
radius that deal D4 piercing damage each.
An Ikanu is a large creature the size of a horse, with features that make it look
like a porcupine and lizard hybrid. Despite being fully herbivorous, Ikanus are
highly territorial and attack any creature that disturbs them, regardless of
number or size.
L��� L������
STR 10 (+0) DEX 14 (+1) CON 10 (+0) INT 1 (-3) WIS 10 (+0) CHA 3 (-3)
Number: 2D4 / Morale: -1 / HD: 1 / DL: 13 / Movement: 60’ / PP: 10 /
Attacks: 1xBite (D4 piercing) / XP: 35+2/HP
�Special - Bloodsucker: After a successful bite, a Land Lamprey attaches
itself to its victim, draining 1 HP/round until it’s forcibly detached
(Athletics check, TN 12).
Land Lampreys can be found in almost any terrain or climate, save for the
coldest regions of Neia. Their serpentine bodies end in tooth-�illed, funnel-like
maws that they use to burrow themselves into the �lesh of their victims.
M��������
STR 15 (+1) DEX 16 (+2) CON 11 (+0) INT 2 (-3) WIS 12 (+0) CHA 6 (-1)
Number: D4 / Morale: +5 / HD: 7 / DL: 16 / Movement: 90’ (�light) / PP:
14 / Attacks: 2xClaw (D4 slashing), 1xBite (D4 piercing) / XP: 525+4/HP
These relentless carnivores are generally found in rocky areas, where they �ly
high in the sky searching for prey. Their large, leathery wings give them a
somewhat bat-like appearance, despite their lion-like bodies and head. They
are large enough to carry cattle away, and don’t hesitate attacking humans.
M�������� F���
STR 14 (+1), DEX 16 (+2), CON 12 (+0), INT 7 (-1), WIS 8 (-1), CHA 7 (-1)
Number: D8+1 / Morale: +0 / HD: 3 / DL: 13 / Movement: 50’ (Leap) /
PP: 10 / Attacks: 1xBite (2D4 piercing) / XP: 45+3/HP
�Special - Accurate: A Monstrous Frog has +4 to its attack rolls.
These large amphibious inhabit anywhere where water and land meet. They
are surprisingly vicious carnivores that devour their prey whole in a single
movement.
110
Of Beast & Men
S���
STR 14 (+1) DEX 14 (+1) CON 11 (+0) INT 3 (-3) WIS 14 (+1) CHA 5 (-2)
Number: D4 / Morale: +0 / HD: 3 / DL: 13 / Movement: 120’ / PP: 16 /
Attacks: 2xHooves (D4 bludgeoning), 1xAntlers (2D4 piercing) / XP:
35+3/HP
Stags are male deer, mostly recognizable by their impressive set of antlers.
Stags will only attack when they feel there’s a threat to their group; aside
from the stags, there will always be 2D4 non-combatant does.
W��� D��
STR 12 (+0) DEX 13 (+1) CON 12 (+0) INT 5 (-1) WIS 12 (+0) CHA 11 (+0)
Number: 4D4 / Morale: +0 / HD: 1 / DL: 13 / Movement: 75’ / PP: 18 /
Attacks: 1xBite (D4 piercing) / XP: 20+2/HP
�Special - Pack: Wild Dogs have Advantage on attack rolls if there’s an ally
within 5 feet that is not incapacitated.
Wild Dogs can be found anywhere where humans live. Usually once-domestic
dogs that have turned wild for a variety of reasons, they are cunning and
vicious when necessary.
W���
STR 12 (+0) DEX 15 (+1) CON 13 (+0) INT 2 (-3) WIS 12 (+0) CHA 8 (-1)
Number: 3D4 / Morale: +3 / HD: 3 / DL: 13 / Movement: 90’ / PP: 18 /
Attacks: 1xBite (D4+1 piercing) / XP: 35+3/HP
�Special - Pack: Wolves have Advantage on attack rolls if there’s an ally
within 5 feet that is not incapacitated
Wolves are found in most climates, from desert to the arctic, and anything in
between. They move and hunt in packs and are known to follow their prey for
weeks, if necessary.
111
Sacrifice: An Incense & Iron RPG
H UMANS
A������ W������
STR 16 (+2) DEX 12 (+0) CON 16 (+2) INT 12 (+0) WIS 11 (+0) CHA 10 (+0)
Number: D10+2 / Morale: +4 / HD: 2 / DL: 13 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 20+2/HP / Gear: Padded leather, light
shield, spear (D6 piercing damage), great axe (D12 slashing damage) /
Treasure: 2D6 sp, 2D4 gems.
Akelian Warriors are rugged �ighters that belong to the myriad of tribes that
inhabit the northern part of Neia. They are known to raid the richer southern
lands regularly, but they are rarely seen too deep into other country’s
territories, preferring to take what they can and return back home swiftly.
A�������� S������
STR 14 (+1) DEX 12 (+0) CON 15 (+2) INT 12 (+0) WIS 11 (+0) CHA 12 (+0)
Number: 4D6 / Morale: +7 / HD: 5 / DL: 17 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 200+4/HP / Gear: Hauberk, helm, large
shield, long sword (D8 slashing damage) / Treasure: 4D20 sp
The Church’s elite military force, few other regular armies can compare in
discipline and devotion as the Arthosian Order. Equipped with the best gear
and trained by the most distinguished warriors, an Arthosian soldier is a
terrible opponent to face in battle.
B�����
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 12 (+0) WIS 11 (+0) CHA 10 (+0)
Number: 5D4 / Morale: +0 / HD: 1 / DL: 12 / Movement: 30’ / PP: 12 /
Attacks: Per weapon type / XP: 10+1/HP / Gear: Padded leather, dagger
(D4 piercing damage), short sword (D6 slashing damage), short bow (D6
piercing damage) / Treasure: 3D4 sp.
Bandits can be found anywhere where civilization thrives. With the One
Hundred Years War raging for decades, more and more commoners have been
forced to banditry to feed their families, and it’s almost a certainty that one
will come across them during any journey.
C�������
STR 12 (+0) DEX 11 (+0) CON 12 (+0) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Number: 6D4 / Morale: -2 / HD: 1 / DL: 10 / Movement: 30’ / PP: 12 /
Attacks: Per weapon type / XP: 2+1/HP / Gear: Common clothing, knife
(D4 piercing damage), club (D4 bludgeoning damage) / Treasure: D6
rations, 3D4 bp.
112
Of Beast & Men
Peasants, �ishermen, laborers… They are the backbone of any feudal society.
Scared, frequently starving, and most de�initely living in abject misery, they
are often involuntarily involved in the schemes of the powerful men and
women who rule their destiny.
I���������
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 14 (+1) WIS 18 (+3) CHA 10 (+0)
Number: D2 / Morale: +6 / HD: 4 / DL: 16 / Movement: 30’ / PP: 13 /
Attacks: Per weapon type / XP: 200+2/HP / Gear: Half plate, light shield,
morningstar (D6 bludgeoning damage) / Treasure: 10D6 sp
A Church heretic-hunter that has full autonomy and the support of the most
powerful organization in the continent, their mere appearance causes most
towns to shut down and pray, demonstrating their religious fervor at any
chance. They often travel alone, but they can occasionally be seen
accompanied by volunteers or church soldiers.
K�����
STR 16 (+2) DEX 12 (+0) CON 16 (+2) INT 12 (+0) WIS 11 (+0) CHA 12 (+0)
Number: D4+1 / Morale: +3 / HD: 5 / DL: 22 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 250+4/HP / Gear: Horse, heavy plate,
visored helm, large shield, long sword (D8 slashing damage) / Treasure:
4D20 sp
A knight is a noble warrior sworn to one of the local noblemen or royal houses
in the region. Geared with the best money can buy and often trained by
masters in the art of killing, they are dif�icult opponents to take down.
M��������
STR 16 (+2) DEX 12 (+0) CON 16 (+2) INT 7 (-1) WIS 11 (+0) CHA 10 (+0)
Number: 3D10 / Morale: +2 / HD: 3 / DL: See gear / Movement: 30’ / PP:
12 / Attacks: Per weapon type / XP: 30+4/HP / Gear: Any combination of
armor and weapons / Treasure: D10 sp, D4 Rations.
Despite their (for the most part) disreputable reputation, mercenary troops
have slowly but surely become indispensable in the many wars taking place in
Neia. Although they sell their service to the best bidder, they know breaking a
contract would ruin their reputation, therefore making them quite reliable.
P������
STR 12 (+0) DEX 11 (+0) CON 12 (+0) INT 10 (+0) WIS 17 (+2) CHA 10 (+0)
Number: 10D10 / Morale: +1 / HD: 1 / DL: 10 / Movement: 30’ / PP: 12 /
Attacks: Per weapon type / XP: 5+1/HP / Gear: Common clothing, knife
(D8 piercing damage), club (D4 bludgeoning damage) / Treasure: D6
rations, 3D10 bp.
113
Sacrifice: An Incense & Iron RPG
Pilgrims are religious travelers on their way to visit a particular sacred site,
because of some religious holiday, or even to see a particular important
religious �igure. They generally travel afoot with little or no personal belongings.
S������ (������)
STR 16 (+2) DEX 13 (+1) CON 12 (+0) INT 10 (+0) WIS 10 (+0) CHA 12 (+0)
Number: 4D12 / Morale: +0 / HD: 1 / DL: 15 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 10+1/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D4 sp, D4 Rations.
A group of foot soldiers pressed into service, most are usually not professional
soldiers except for their of�icers and a few veterans. Still, after a few
campaigns, the survivors are as capable as any professionally trained soldier.
S������ (R������)
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 12 (+0) WIS 12 (+0) CHA 11 (+0)
Number: 4D8 / Morale: +2 / HD: 3 / DL: 15 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 30+4/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D6 sp, D4 Rations.
The backbone of any army, a common foot soldier's life is bound to the
battle�ield. Due to the constant state of war in the region, many young
commoners see soldiering as their only chance to get out of the poverty that
de�ines them, if they make it out alive.
S������ (V������)
STR 12 (+0) DEX 12 (+0) CON 12 (+0) INT 12 (+0) WIS 14 (+1) CHA 10 (+0)
Number: 4D4 / Morale: +5 / HD: 5 / DL: 15 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 100+6/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D6 sp, D4 Rations.
The most valued warriors in any army, veteran soldiers are a rare thing due
to the high mortality rates in the soldering profession. Their cold-headedness
and discipline, combined with years of warfare experience, make them
extremely dangerous opponents.
T��� ������
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 12 (+0) WIS 12 (+0) CHA 11 (+0)
Number: D6 / Morale: +5 / HD: 6 / DL: 12 / Movement: 30’ / PP: 14 /
Attacks: Per weapon type / XP: 200+6/HP / Gear: Padded leather, dagger
(D4 piercing damage), short sword (D6 slashing damage) / Treasure: D6
sp, D20 gems.
114
Of Beast & Men
Many former soldiers, farmers, and even bandits turn to tomb robbing as a
pro�itable profession. The whole continent is covered in ancient Krathic ruins,
and the many wars have left ruined villages and towns prime for ransacking.
Few dare rob the noble mausoleums or the Church crypts though, despite the
many riches found there.
M ONSTERS
G����
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 10 (+0) WIS 4 (-2) CHA 1 (-3)
Number: D6 / Morale: +12 / HD: 4 / DL: 16 / Movement: 45’ / PP: 14 /
Attacks: 2xClaws (D4 slashing), 1xBite (D8 piercing) / XP: 190+4/HP
�Special - Source of Corruption: Facing a Ghast grants 1 Corruption. /
Special - Paralyzing Bite: After being bitten by a Ghast, the victim must pass
a CON saving throw (TN 14) or become paralyzed for D4 rounds.
Ghasts are powerful spirits that have taken over a corpse long enough to
make it their own, deepening their connection to the material world. They are
fast moving, vicious predators that will attack and kill anything in their way.
D���� V���
STR 16 (+2) DEX 18 (+3) CON 12 (+0) INT 2 (-3) WIS 13 (+1) CHA 5 (-2)
Number: D8 / Morale: +16 / HD: 3 / DL: 12 / Movement: None / PP: 8 /
Attacks: 4xVine (D4 bludgeoning) / XP: 150+8/HP
�Special - Strangling Grasp: If a Death Vine hits the same target with all
its attacks, it immediately grabs it, dealing D4 damage/round. The victim is
unable to move or free themself.
�Special - Vulnerable: Death Vines are vulnerable to �ire damage.
These carnivorous plant-like abominations grow almost exclusively in
Krathic ruins, which makes many think they must have kept them for some
reason. They are dif�icult to spot as a threat due to their harmless
appearance, but they swiftly grab any living creature that comes in their
vicinity.
E����
STR 16 (+2), DEX 13 (+1), CON 18 (+3), INT 4 (-2), WIS 10 (+0), CHA 7 (-1)
Number: D2 / Morale: +3 / HD: 15 / DL: 17 / Movement: 60’ / PP: 10 /
Attacks: 2xArms (D8 bludgeoning) / XP: 1,800+15/HP
�Special - Greedy: Ettins cannot resist gold and other valuables, and they
always carry with them large putrid sacks with any riches they might have
found, often with the remains of the person originally carrying them. An
Ettin carries a collection of valuables worth 6D20 sp with them at all times.
115
Sacrifice: An Incense & Iron RPG
These 12 feet tall humanoids are an extremely rare sight, making them the
stuff of legends for most of Neia’s population. Those who have seen them
describe monstrous, deformed features covered in pustules and all sorts of
tumors, carelessly eating anything stupid enough to cross their path.
H����
STR 14 (+0) DEX 15 (+1) CON 12 (+0) INT 3 (-3) WIS 12 (+0) CHA 6 (-1)
Number: 2D4 / Morale: +1 / HD: 3 / DL: 13 / Movement: 75’ (�light) / PP:
15 / Attacks: 2xClaws (D4 slashing), 1xBite (D6 piercing) / XP: 145+3/HP
�Special - Charm: Harpies can charm any character in a 300’ radius that
doesn't pass a WIS saving throw (TN 14). A charm character will refuse to
attack the Harpy.
These bird-like creatures the size of a large dog frequent cliffs, mountain
passes, and other steep rocky places ideal for nesting. Their disconcerting
human eyes in what otherwise looks like a large vulture, and their ability to
somehow charm any person that listens to their strange cries, are the most-
likely reason to the myriad of folk stories explaining their origin; from the
desperate mother that lost her children, crying their names in the dark and
sealing a pact with a demon, to the cruel sisters punished by God after they
tormented their step-mother and drove her to madness.
R����
STR 8 (-1) DEX 7 (-1) CON 12 (+0) INT 2 (-3) WIS 4 (-2) CHA 1 (-3)
Number: 2D6 / Morale: n/a / HD: 2 / DL: 12 / Movement: 30’ / PP: 8 /
Attacks: 1xBite (D8 piercing) / XP: 20+8/HP
�Special - Slow: Risen always attack last.
�Special - Source of Corruption: Facing a Risen grants 1 Corruption.
�Special - Immune: Risen are immune to any form of charm, hold, sleep, or
poison.
�Special - Resistance: Risen are resistant to bludgeoning damage.
The undead, or Risen, are corpses that have been taken over by evil spirits.
Although mostly human, some evil spirits do take over animal corpses when
nothing else is available.
T����
STR 19 (+3) DEX 6 (-1) CON 15 (+1) INT 12 (+0) WIS 12 (+0) CHA 7 (-1)
Number: D6+1 / Morale: -2 / HD: 8 / DL: 16 / Movement: 60’ / PP: 10 /
Attacks: 2xClaws (D4+4 slashing) 1xBite (2D6 piercing) / XP: 525+8/HP
�Special - Regeneration: Trolls regenerate 3 HP/round.
�Special - Vulnerable: Trolls are vulnerable to �ire and acid damage. Once
damaged by either, their power of regeneration stops.
116
Of Beast & Men
Trolls are grotesque humanoids the size of small, obese men. Their
unnaturally long arms end in sharp claws, and although they're capable of
wielding weapons they rarely do so. Known for their extreme cruelty, most
city dwellers are lucky enough to consider them little more than myths and
folktales. Peasants can attest to the contrary, though.
117
Sacrifice: An Incense & Iron RPG
Deshrak’s Thousand
The story of Deshrak’s Thousand Apostle. Although brutal and
is the story of Deshrak the Red, the almost feral, Deshrak was still a
band’s leader. Imprisoned in human when �irst imprisoned. On
Wetterau for “heinous acts of a dark winter night, Deshrak was
immorality and violence”, Deshrak visited by an unknown agent of
quickly took over the prison’s darkness who gave him a strange
internal hierarchy, brutally stone, one that Deshrak used to
murdering anyone who dared contact the evil beyond our world
disobey him. to become an Apostle. The stone
gave him another, useful gift: the
When Queen Aleidis became the ability to force a demon into the
ruler of the country, a general body of an evil doer. A mere week
pardon was granted to all of the later, Wetterau’s prison was
Kingdom’s prisoners, with the essentially populated by demons, a
condition that they would join in sinister, hungry army obeying
the war effort. This was seen as a Deshrak alone.
clever move, since the severe lack
of troops in recent years imperiled Nowadays the demonic soldiers
the war’s progress. To everyone’s are a minority in Deshrak’s
surprise, Deshrak immediately Thousand, with regular (although
swore fealty to the Queen, forming cruel and vile) human soldiers
a new mercenary band with the forming the vast majority of the
rest of the Wetterau prisoners that band’s troops. Those who join
would only �ight for the Kingdom Deshrak’s Thousand quickly learn
of Pavaria, until its victory. the band’s dark secret, and either
accept it as their fate, or die. In a
Although undoubtedly effective, way, most of Deshrak’s Thousand
many have questioned the Queen’s are prisoners of their fear, forced
favor towards Deshrak and his to commit savage acts of barbarity
Thousand. Prone to abuse and to preserve their lives and �it in
occasionally slaughter even the among the maniacs and creatures
Kingdom’s subjects after a victory, from hell that are their comrades
their bloodlust seems to have no in war.
end. The Queen seems hesitant to
chastise them in any form though,
due to Deshrak’s Thousand being
one of, if not the most, effective
mercenary band currently working
for the Kingdom.
A D��� S�����
To the surprise of no one who has
survived an encounter with him,
Deshrak the Red is actually an
118
Deshrak’s Thousand
B���� H��� D10 R����� E����
Deshrak and his mercenary band
have occupied a stronghold in the 1-2 No event
heart of No Man’s Land simply 3-5 Findings & Events
known as Black Hill. Once a small
village atop one of the highest hills 6 Creature encounter
in the region, Deshrak’s Thousand
took over the place after 7-10 NPC encounter
“liberating” it from the occupying
Cadaennorian forces. After a few
years of work, it is now the band’s
center of operations, having D10 C������� E��������
turned it into a forti�ied military
camp. Rumors of blood orgies and 1 Black Bear
other depravities taking place 2 Bonesnapper
there every night have spread 3 Buffalo
across the region, making most 4 Ghast
people wanting to avoid the area at 5 Giant Boar
all costs, even fellow Pavarian
soldiers. 6 Giant Centipede
7 Giant Lizard
Use the following tables if the 8 Giant Rat
players decide to take the Explore 9 Giant Spider
Hex travel action while in Black 10 Risen
Hill and its surroundings.
119
Sacrifice: An Incense & Iron RPG
D10 NPC E��������
A group of desperate commoners, claiming to have escaped the fort.
1 Some of them are missing limbs, most are clearly traumatized
A group of young men and women, mostly commoners but there are
2 some clearly better dressed ones as well. They appear to be heading
towards the fort, wanting to join Deshrak’s Thousand
3 A supply caravan
4 A group of injured soldiers
5-10 A patrol of Deshrak’s Thousand
120
Deshrak’s Thousand
D10 C�������� M��������� (C���.)
Blackmail: The players have information that could be used to
blackmail or otherwise coerce Deshrak's Thousand into cooperating
6 with them, and they see an opportunity to gain leverage. This could
be information about a powerful �igure that Deshrak's Thousand has
been protecting or a weakness in the band's defenses that could be
exploited.
Protection: The players' home village or city is threatened by
Deshrak's Thousand, and they choose to in�iltrate Black Hill in order
7 to put an end to the threat. They may see this as a duty to protect
their loved ones or to prevent the band from causing further harm to
innocent people.
Redemption: The players have committed past misdeeds and seek
8 to make amends by taking down Deshrak's Thousand and preventing
further atrocities. They may see this as a way to redeem themselves
for past mistakes or to atone for their sins.
Survival: The players are cornered and have no choice but to
in�iltrate Black Hill in order to escape certain death at the hands of
9 Deshrak's Thousand or their enemies. They may see this as a
desperate gamble to save their own lives and the lives of their
comrades.
Curiosity: The players are intrigued by the dark rumors surrounding
Deshrak's Thousand and seek to uncover the truth behind the band's
10 secrets, even if it means risking their own safety. They may be driven
by a need for knowledge or a desire to unravel the mysteries of the
world.
D������’� T������� (H���� S������)
STR 14 (+1) DEX 13 (+1) CON 12 (+0) INT 8 (-1) WIS 8 (-1) CHA 11 (+0)
Number: 2D8 / Morale: -2 / HD: 4 / DL: 15 / Movement: 60’ / PP: 12 /
Attacks: Per weapon type / XP: 60+4/HP / Gear: Chain shirt, medium
shield, pike (D10 piercing damage), short sword (D6 slashing damage) /
Treasure: D10 sp, D4 Rations.
STR 18 (+3) DEX 13 (+1) CON 12 (+0) INT 12 (+0) WIS 12 (+0) CHA 11 (+0)
Number: D6 / Morale: +10 / HD: 5 / DL: 15 / Movement: 90’ / PP: 14 /
Attacks: 1xBite (D8 piercing) / Per Weapon type / XP: 300+4/HP / Gear:
Chain shirt, morningstar (D8 Bludgeoning)
�Special - Source of Corruption: Facing a Demonic Soldier grants 1
Corruption.
�Special - Demonic Savagery: After losing half their max HP, a Demonic
Soldier deals +2 damage.
121
Sacrifice: An Incense & Iron RPG
D������ ��� R��, M�������� L�����
Human Form
STR 18 (+3) DEX 13 (+1) CON 12 (+0) INT 12 (+0) WIS 12 (+0) CHA 3 (-3)
A �ilthy, brutish looking man in his forties, hair unkept and barely capable of
speech.
HD: 8 / DL: 12 / Movement: 60’ / PP: 10 / Attacks: Per weapon type / XP:
200+2/HP / Gear: Padded Leather, colossal battle axe (D8+2 bludgeoning
damage, ignores points of 2 DL).
Demonic Form
Deshrak increases his size to 20 feet, becoming a mass of muscles and black
fur. His jaws open impossibly wide, revealing a male member inside.
STR 24 (+3) DEX 13 (+1) CON 22 (+3) INT 12 (+0) WIS 12 (+0) CHA 1 (-3)
HD: +4 / DL: 22 / Movement: 90’ / Attacks: 2xClaw (D10 slashing
damage) / XP: 1,800+4/HP
�Special - Multiple Attacks: Deshrak attacks with both claws every turn,
granting him a total of 2 attacks per round.
�Special - Terrifying Roar: All creatures in a 30 ft radius must pass a WIS
saving throw (TN 14) or be forced to perform a Morale Check (-5).
�Special - Induce Possession: Deshrak calls down a demon from the other
side, pushing it into the target’s body. Can only be performed on characters
possessing 3 Corruption or more. The character must pass a CON saving
throw (TN 12), or lose control of their body, permanently.
122