Heretics in one party should follow one specific Source together. You may also use these rules and eschew the addition of a Source and play without one.


The heretics are assumed to be human; however, if the referee allows other non-human species in the game, the player may choose a background. Some examples follow:

  • Stone cunning: You gain tremor sense for 1 dungeon turn per level once per day
  • Hearth born: You are resistant to fire
  • Burrower: You can dig superhumanly fast
  • Spiderclimb: Your hands and feet stick to walls
  • Mimic: You can imitate any voice you’ve heard within the last 24 hours
  • Darkvision: You can see in starlight and moonlight as easily as daylight
  • Monstrous: You have an unarmed attack that inflicts 1d6 damage
  • Smallfolk: You have advantage on checks to avoid capture or detection
  • Hardy: You have advantage on checks against poison
  • Seafolk: You have a swim speed and can breathe underwater
  • Meditator: You only have to sleep 1 watch per night
  • Tracker: Your keen sense of smell allows you to track creatures up to 12 miles away
  • Human: Roll 1 extra ability score and drop the lowest

Dolmenwood and Nightwick Ancestries (Pending)

You may roll these randomly if you wish.

Ancestry d%
Human 1-25
Goatling 26-40
Dwarf 41-55
Frog-folk 56-65
Moss-folk 66-75
Changeling 76-85
Bat-folk 86-90
Taken 91-95
Cat-folk 96-100

Age = 2d20 + 14. The youngest character determines your Source.

Bonds / reasons for travel / exile.

Include party backgrounds

refer to these fantasy loadouts. Maybe the thing could be like a d66 roll and there is a – wait this is what I had last time. Who can say

Ancestry Features

  • Human: You gain +1 to all ability scores. Mortal.
  • Goat-folk: You have a horn attack (1d6). Gaze (1/day): Human target must make a CTRL save or be charmed (unable to harm the gazer) for as long as the gazer maintains gaze without doing anything else. Mortal.
  • Moss-folk: Cannot wear metal armor. You start with a knack (minor magical ability). Roll with advantage for saves against natural toxins. You have symbiotic organisms living in your flesh. Each one takes up a slot. Mortal.
  • Bat-folk: You start with a song based on your background. Mortal.
  • Dwarf: Darkvision (tones of black, white, and gray). Gold, silver, and gemstones are always seen in vivid colors. 1/day: Tremorsense for 1 turn (~10 minutes). Mortal.
  • Taken: You start with a glamour (minor magical ability). Mortal.
  • Frog-folk: You can climb sheer surfaces. Your swim speed is fast. You can hold your breath for an hour. You have a very high vertical and long horizontal leap. Mortal.
  • Changeling: Attacks against you using cold iron or silver are enhanced. Immune to charms and magical sleep. You start with a glamour (minor magical ability). You only have to sleep 1 watch per night. Immortal.
  • Cat-folk: Attacks against you using cold iron or silver are enhanced. You have 3 forms: Humanoid, cat, predator, which can be transformed into in a round. Immortal.
    • You are a cat sometimes, how do you live your life as a cat? (stray, housecat, etc) maybe who is your connected group / person / affiliation? a wizard owns you, a witch, therefore start with blank, name them
    • Cat (unlimited): Turn into a cat. Can only turn back into humanoid form while unobserved.
    • Predator (1/day): Turn into a big nearly-invisible predator cat (jaguar, panther, lion etc). Attacks against you are impaired unless the attacker can see invisibility. Attacks against creatures who cannot see you are enhanced. You cannot distinguish friend from foe and indiscriminately attack the nearest creature. Instantly revert to humanoid form after 2d4 rounds.

Generating Your Stats

When creating a character, roll 3d6. Assign each number to A, B, and C and calculate the stats below:

  • STR = 10 + A - B
  • DEX = 10 + B - C
  • CTRL = 10 + C - A

All character scores will even out as 30 total.

Refer to d666 based on the result as well.

  1. abc
  2. acb
  3. bac
  4. bca
  5. cba
  6. cab

Take Magical Gear based on your Guard.

d6 Guard Magical Gear Slots
3 1 medicinal 3/3 (d10 table) 1
2 1 ward 1
1 1 spell (d100 table) & 1 focus (+1 magic die) 2

Snake Draft Option

The player who rolled the lowest number starts drafting and it continues to the left. The referee does not draft. The draft happens in a snake draft.

The leftover stat block represents a NPC (a follower or flunky).

Gearing Up

Roll every die (d4, d6, d8, d10, d00, d12, d20) for gear.

d4 + 2 rations (3 rations per slot).

Roll d8 + d6 and cross reference the table below for background. These backgrounds represent failed professions. Take all the gear and advantage on relevant skills.

If starting with Nun Amok, use the rules in that adventure to get starting gear.

d8/d6 1 2 3 4 5 6
1 Miner: pickaxe, lantern, 50 feet of rope Monastic: ink and quill, mini barrel of ale, prayer book Farmer: scythe, eggs and bread (3/3 rations), thick gloves Gravedigger: shovel, lantern, bucket Executioner: great axe, hood, manacles Carpenter: hammer, handsaw, bag of nails
2 Bandit: dagger, 50 feet of rope, mask Beekeeper: jar of honey, smoke bomb, net Clergy: holy symbol, censor, prayer book Trash collector: 10 foot pole with hook, lantern, bucket Barber-surgeon: scissors, handsaw, bandages Minstrel: musical instrument, perfume, disguise kit
3 Lumberjack: hand axe, rope, firewood Shepherd: 10 foot pole, whistle, sling Mercenary: short sword, shield, 3d8 coins (in foreign currency) Fence: false documents, sealing wax, metal file Burglar: grappling hook, 50 feet of rope, lockpicking tools Brewer: mini-keg of ale, jar of yeast, empty growler
4 Hunter: bow, quiver of arrows, tent Fisher: fishing rod, net, spear Bureaucrat: ink and quill, official stamp (stolen), sealing wax Smuggler: disguise kit, false documents, 10 foot pole Diviner: divining cards or bones, tea leaves, telescope Baker: rolling pin, bread 3/3 rations, bag of flour
5 Hermit: 1 random medicinal 3/3, staff, 2 stakes Jester: Scepter, motley garb, cudgel Puppeteer: puppet, spool of string 250 feet, hammer Candlemaker: candles 10/10, beeswax, spool of string (wick) 250 feet Sailor: Spyglass, short sword, net Scribe: Lantern oil 3/3, quill and ink, 50 sheafs of parchment
6 Scavenger: scrap metal, 10 foot pole, lantern Surveyor: rope, compass, ink and quill Debt collector: disguise kit, mace, manacles Counterfeiter: false documents, ink and quill, sealing wax Street Performer: juggling items, disguise kit, 50 feet of rope Guard: shield, half plate, spear
7 Trader: valuable trinket, ink and quill, 2d6 x 10 coins Tinker: grease, fine tools, scrap metal Bounty-hunter: quiver of bolts, crossbow, dagger Cut-purse: dagger, disguise kit, ball bearings Gambler: loaded dice or trick deck, mirror, 10 + 1d4! coin (exploding) Apothecary: empty vials, antitoxin, shears
8 Messenger: traveling papers, lantern, bedroll Hedge witch: fetish wdef+1, 1 medicinal 3/3, mortar and pestle Pit-fighter: cudgel, gambeson, net Alchemist: potion brewing kit, ink and quill, antitoxin Blacksmith: hammer, metal file, bellows Scholar: ink and quill, blank book, sealing wax
d10 Armor Slots armor
6 shield 1 1
7 shield 1 1
8 helmet 1  
9 helmet 1 1
10 helmet & shield 2 1 + 1
d00 Armor Slots adef bonus
60 gambeson, padding, or cloth 1 1
70 gambeson, padding, or cloth 1 1
80 brigandine or lamellar or mail 1 2
90 brigandine or lamellar or mail 1 2
00 scale or plate 2 3
d12 Weapons Slots Hands Damage
2 cudgel 1 1h d6
3 dagger 1 1h d6
4 staff 1 1h or 2h d6
5 short sword 1 1h or 2h d6
6 hand axe 1 1h or 2h d6
7 spear 1 1h or 2h d6
8 bow 2 2h d6
9 sling 1 1h d6
10 crossbow 3 2h d8
11 mace or flail 1 1h or 2h d8
12 pole axe or halberd 3 2h d10
d20 Adventuring Gear Slots
1 rations 3/3 1
2 rope 50 feet 1
3 torches 3/3 1
4 grappling hook 1
5 tent 1
6 lantern; lantern oil 3/3 2
7 chalk 10/10 1
8 pole 10 feet 1
9 chain 10 feet 1
10 crowbar 1
11 candles 10/10 1
12 caltrops 10/10 1
13 grease 10/10 1
14 rope 50 feet; grappling hook 2
15 net 1
16 shovel 1
17 bucket 1
18 stakes 3/3; mallet 2
19 flask 1
20 3d6 x 10 coins 1


d4 Age
1 Teenaged or elderly
2 Young adult
3 Mature prime
4 Middle-aged
d6 Clothes
1 Uniform
2 Eccentric
3 Formal
4 Fashionable
5 Foreign
6 Ceremonial
d8 Speech
1 Squeaky
2 Booming
3 Formal
4 Hoarse
5 Whispery
6 Drawling
7 Rapid-fire
8 Monotone
d10 Vice
1 Resentful
2 Vengeful
3 Rude
4 Greedy
5 Arrogant
6 Deceitful
7 Reckless
8 Vain
9 Bitter
10 Aggressive
d00 Virtue
10 Ambitious
20 Cautious
30 Disciplined
40 Serene
50 Generous
60 Humble
70 Honest
80 Loyal
90 Courageous
00 Merciful
d12 Misfortunes
1 Blackmailed
2 Cursed
3 Defrauded
4 Discredited
5 Disowned
6 Exiled
7 Framed
8 Haunted
9 Rejected
10 Pursued
11 Demoted
12 None
d20 Connection to the Character on my Left
1 Blood relation
2 In-law
3 Childhood friends
4 Carousing / drinking buddies
5 Colleagues / Fellow enthusiasts
6 Retrieved something for me I wanted
7 Stopped me from doing something foolish
8 Helped me escape
9 Saved my life
10 Helped me save face
11 Kept a secret for me
12 I owe them
13 Defended a friend of mine
14 We fought alongside each other
15 I admire them for their skills
16 Caught me committing a crime
17 Former rivals
18 We fought on opposite sides of a conflict
19 Former customer
20 I lost a bet to them


Roll for as many given names and surnames you’d like, discarding any you do not.

d100 (1-50) Given Names d100 (51-100) Surnames
1 Adriana 51 Aigadon
2 Alix 52 Ajax
3 Alyse 53 Aland
4 Anselm 54 Baltierra
5 Bas 55 Birdwhistle
6 Beatriz 56 Bythesea
7 Bex 57 Carvolo
8 Bianca 58 Cherro
9 Catalina 59 Cienfuegos
10 Ceri 60 Cobo
11 Cipria 61 Cominero
12 Eneko 62 Coslett
13 Faust 63 Craddock
14 Finn 64 Dankworth
15 Fox 65 de Marque
16 Froila 66 Dew
17 Gascon 67 Edevane
18 Gota 68 Erelong
19 Grigor 69 Faunce
20 Hester 70 Foxglove
21 Hilde 71 Hitheryon
22 Jack 72 Jiron
23 Leo 73 Luscomb
24 Lis 74 Malmora
25 Luca 75 Marmalad
26 Makoto 76 Maro
27 Margot 77 Masury
28 Mina 78 Maysonet
29 Muño 79 Prothero
30 Niko 80 Puma
31 Odette 81 Rayuela
32 Onofria 82 Ringmaker
33 Orquidea 83 Rood
34 Pim 84 Sabina
35 Poppy 85 Sato
36 Redmaine 86 Scurlock
37 Samson 87 Searl
38 Selwa 88 Segomaros
39 Shady 89 Siodina
40 Silence 90 Snowmelt
41 Sinda 91 Strand
42 Soloro 92 Thorp
43 Sora 93 Triste
44 Stef 94 Trofitter
45 Tenpiece 95 Vasco
46 Viv 96 Veryard
47 Wiles 97 Winter
48 Xavi 98 Wirogalos
49 Ximena 99 Yakovo
50 Zifar 100 Zamora


Languages are not determined by species but by background. There is no “common” language. It should be determined by the referee what is the most commonly spoken language of a particular region. Many people grow up speaking multiple languages or with exposure to multiple languages.

  1. native or bilingual
  2. conversational (paragraph level, unique language generation, tenses)
  3. functional (sentence level, some unique language generation)
  4. elementary (word level, parroting / memorizing phrases, no unique language generation)

Player characters start with their native/bilingual level and conversational level languages, as long as they are reasonable to have based on their backgrounds and ancestry.

Player characters start with 1d4 language points. These may be spent on additional common languages (at elementary and functional proficiencies) or uncommon languages.

  • 1 point: Common languages at functional / elementary level
  • 2 points: Uncommon languages at functional / elementary level
  • 3 points: Uncommon languages at conversational level

Common languages

  • Local: Languages of nearby people
  • Distant: Languages of people that do not live here
  • Trade: Pidgins and cants inherent to certain trades

Uncommon languages

  • Ancient: Old versions of the same languages
  • Monster: Languages of anything but humans and humanoid species, such as fey, merfolk, goblin, and so on. The language should be assumed to be a language of that particular region. For example, a merfolk living 1,000 miles away probably does not speak the same language as the merfolk who taught you. In fact, if deemed appropriate by the referee, a merfolk living downstream may speak a completely different language as well.
  • Outsider: Languages of creatures outside of this world

Relationship to Source

Establish the relationship to the source. Consider the source as less of a deity and more of an aloof patron who communicates in mysterious unknowable ways. The only thing you know is that it grants you with power and that it promises more if you offer more in return.

d6 Relationship to the Source Examples
1 Private A hermit in the woods, keeper of a hidden shrine
2 Lapsed follower Holds a grudge, drifted apart, has a guilty conscience
3 Received a gift Received rain during a drought, coin in a difficult time
4 Childhood friend Source was imaginary friend, mentor, parent
5 Owe a favor Asked for wealth, success, love
6 New follower Learned of the source recently


Some abilities, spells, and medicinals are dependent on the level.