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Slayers Quick Start

The document provides rules for the Slayers tabletop RPG, covering character classes, combat mechanics like turn order and actions, and skills. It includes a sample monster hunt and stat blocks for monsters.

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0% found this document useful (1 vote)
1K views31 pages

Slayers Quick Start

The document provides rules for the Slayers tabletop RPG, covering character classes, combat mechanics like turn order and actions, and skills. It includes a sample monster hunt and stat blocks for monsters.

Uploaded by

grindoctor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

Slayers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Rule of 4+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Wych Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Lord of the (Un)dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Character Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Rules Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Writing & Game Design: Spencer Campbell Special thanks to:


Slayers Logo: Jordan Devenport Kate, my ever-supportive partner.
rockethousegames.com The Brain Trust.
Cover Art: Warmtail, stock.adobe.com Brain emoji. Handshake emoji.
Interior Art: Justin Benford arzialous.com And of course, you.
Phil Stone philstoneillustrations.com
Madeline Ember twitter.com/MadeleineEmber Inspirations:
Graphic Design & Layout: Francita Soto Blades in the Dark, Bloodborne,
behance.net/francitasoto Castlevania, Destiny, Dishonored,
Playtesters: Adira Slattery, Andy Jarosz, Tombstone, The Liminanas.
Colin Iwanski, Jordan Devenport, Mike
�ieman, Mike Sater, Nevyn Holmes, Pat Slayers �PG by Spencer Campbell is
Cushen, Scott Hinze, Zach Melton. licensed under a Creative Commons
Attribution 4.0 International License.
Created and Published by Gila �PGs
gilarpgs.com If you are interested in making your
gilarpgs.itch.io own content for Slayers, see the
Creator Kit at gilarpgs.itch.io!
@Gila�PGs
Slayers
What is Slayers?
Slayers is a tabletop �PG of monster hunters for hire. Known by
locals as Slayers, players will wander a haunted city, cursed long ago
to expand towards the horizon forever, with neighborhoods appearing
and dissolving overnight. Slayers help clean out the monsters that
infest the alleyways and shadows, and those that the city seems to be
manifesting on its own. The world is just on the cusp of an industrial
revolution, with new technology clashing with the arcane ways of old.

It's slay or be slain. Better get to work.

The goal of Slayers is to provide a rules-lite system for fast action,


and exciting combat. In order to do this, the classes have been
designed with asymmetry front and center. At its core, this game
uses a resolution mechanic called the Rule of 4 for all actions, but
how each class approaches this mechanic in combat is quite different.

What Do You Need?


To play Slayers, you’re going to need at least two people to play. One
person will be the Game Master (GM), and everyone else will be a
Slayer. Each player will need a set of polyhedral dice (d4, d6, d8, d10,
d12), and a character sheet of the class they’ve chosen. You can find
the character sheets online at gilarpgs.com.

What is This?
This is a quickstart ruleset for the Slayers �PG. With it, you can try
out the game, play a few sessions, and see if it’s for you. Included:
• Rules of play
• 4 classes, with rules to play them for ~5 levels
• Example district, with prompts and inspiration for play
• Full Hunt, so you don’t need to prep in order to get playing
• Example monsters for you to slay
If you want the full book, you can buy it on gilarpgs.com. In it you
will find expanded rules of play, more on each class, a huge amount of
lore and setting material, plus two more full Hunts, seven districts,
and over 30 monsters!

3
Rule of 4
There is one rule that applies to any and all dice roll: a 4+ is a Hit.
This rule applies for any roll, in or out of combat. Conversely, any die
that is less than 4 is a Miss.

Slayers takes place between two different modes: combat and non
combat. While not in combat, Slayers and the GM resolve most
actions and conflict through roleplaying. The dice are only picked up
once a Slayer is attempting an action where there is a chance for
failure, and the consequences of that failure have weight to them.
Whenever a Slayer attempts such an action, they make a roll.

Skills
If you aren’t attacking something, you’re probably making a skill roll.
Determine what skill is appropriate for the action, and then roll the
skill’s assigned die. A 4+ is a Hit, and the action succeeds. Anything
else is a Miss; the intended action fails, and the GM introduces a
complication or consequence.

Skills are also used during combat, and are resolved the same way as
described above when used during a fight. NPCs never make skill
rolls. Instead, their actions and reactions outside of combat are
determined by the fiction, and the Slayer’s rolls.

Below is the list of skills each Slayer has, along with some examples
of their use. All Slayers have access to every skill; they are
just better at some than others.

Agile: Dodging, leaping, even cart rolling.


Brawn: Physical work, powering through, intimidating.
Deceive: Lying, tricking, distracting.
Hunt: Hunting, tracking, monster knowledge.
Mend: Warding death, stabilizing wounds, medical training.
Negotiate: Persuading, diplomacy, compelling.
Stealth: Blending in, keeping quiet, sleight of hand.
Streets: Social circles, navigating the city, purchasing power.
Study: Perception, reading a scene or person, doing research.
Tactics: Strategic intel, preparing for a foe, reacting to a battle.

5
Combat
Theater of the Mind
Combat in Slayers uses the theater of the mind, meaning many
decisions in combat are made based on what makes sense in terms of
the fiction, rather than mechanically tracking things like movement
speed. You don’t need a map, but may use one if you find it helpful for
tracking where everyone is during a fight.

Relative Distance
Distance is determined abstractly. The terms distance and range are
used interchangeably in this rulebook.
» Engaged: Within melee range, a couple steps away.
» Near: A short sprint away.
» Far: Anything beyond Near.
If there is ever a question of how far two things are from one another,
ask the GM.

Turn Order
When combat begins, all combatants must determine their place in
the turn order. Each Slayer rolls their class’s Speed die. Monsters have
set Speed scores, and so don’t roll. If a Slayer is tied with a monster,
the Slayer acts first. If two Slayers are tied, they decide who will go
first. Combat in Slayers is made of rounds and turns.

Round vs. Turn


A round begins with the character with the highest Speed, and ends
after the character with the lowest Speed completes their turn.
Slayers keep their Speed between rounds, unless an action by a
Slayer or monster would change it. A turn is when a character acts
during the round, using actions.

7
Combat Actions
A Slayer may take up to two actions during their turn. They may
make any combination of these actions, in any order they like, but
may not do an action twice (unless an ability or advance allows it).

Move
Moving from one distance from a target or location to another.
This can mean moving closer (e.g. Near to Engaged) or further away
(e.g. Near to Far).

Attack
When attacking a monster, a Slayer will use their class’s unique
attack action. No matter the class, when attacking, any dice that
roll a 4+ are Hits.

Quick
Each class has a quick action that is designed specifically for them.

Skill
A Slayer may use a skill to help change their position in the fight, or
gain insight or an advantage. Before making such a roll, the Slayer
should declare what they want, and the GM will let them know if it
is feasible. In some instances this may afford them a bonus on a
future roll based on the success of the skill roll. In others, they have
positioned themselves to accomplish something they weren’t able to
before. Here are some examples of skill rolls being used in combat:

» Using Brawn to push away a monster that is holding onto you or


an ally.
» Tactics to gain insight in how the monster works, perhaps
learning its HP or what some of its actions are.
» After Stealthily moving into shadows before launching an attack,
the GM decides the Slayer should attack with Advantage.
» Compel may convince a desperate foe to back down, but it might
also fall on deaf ears.

8
Advantage, & Disadvantage
If a character has positioned themselves so that they have the edge on
a combatant, they may roll with Advantage. Whenever a character
has Advantage, roll all dice twice, keeping the higher result. If a
character is in a really bad position, they roll with Disadvantage.
When a character has Disadvantage, roll all dice twice, keeping the
lower result. If someone has both Advantage and Disadvantage at the
same time, the effects are canceled.

Damage, Healing, & Death


Every attack action deals damage depending on the number of Hits. If
an effect or ability gives a character +/- X damage, it is to their
damage per Hit. Damage is subtracted from Hit Points (HP). When
not in combat, a Slayer will heal back to full HP after resting a day.
Slayer’s can also be healed using spells, gear, or negotiating healing
services from someone.

If a monster’s HP is reduced to 0, they are dead or defeated. When a


Slayer’s HP drops to 0, they are approaching death, and will die if not
tended to. Slayers can be stabilized and saved from death, though this
can only be attempted once. If it fails, they’re dead. A dying Slayer is
stabilized with a successful Mend roll from an ally. Any spell or gear
that would restore HP can be used to stabilize as well. A stabilized
Slayer remains at 0 HP until the end of the fight, and then is restored
to 1 HP.

Gear & Currency


Slayers don’t keep a detailed inventory of everything they have on
them. We assume they keep their weapons with them, and enough
currency to last a day for food and shelter. Anything they want
beyond that, they will need to negotiate for. If there is a question on
whether a Slayer can afford something, they roll Streets. There is no
shopping for better equipment either. A Slayer is bound to their
weapon, and would only get another if they lost it. As such, you won’t
find an extensive shopping table in this book.

9
Character Creation
Ready to hunt some monsters? Let’s make a Slayer.
1. Choose your class.
2. Set one skill as d10, two skills as d8, and all others as d6.
3. Select two Basic Advances to start with.
4. Record your starting stats based on your class and advances
you have taken.
5. Name and describe yourself. Why did you become a Slayer?
Where were you trained, if you were trained at all?
How long have you been doing this? Will it ever end?

Advancing Your Slayer


After a successful Hunt, your Slayer improves. Before that, however,
have each Slayer reflect on the experience and answer at least one of
the following questions:

»» What did you learn about yourself from this Hunt?


What did you learn about an ally this Hunt?
»» Would you have done things differently?
What about this Hunt will stick with you for quite some time?
Then, roll 1d4 and increase your total HP by that number. Next,
increase one skill from d6 to d8. If all of your skills are already at
least d8, you increase one skill to d10. Finally, you may choose an
advance.

11
Blade
Starting Stats
HP: 10
Speed: d8
Weapon Dice: 1d6
Damage: 2

Attack Action - Combo


Choose a monster at Engaged range and roll
your Weapon Dice. Any dice that are a Hit
trigger a combo, and you roll another die. You
continue to combo until you no longer roll a Hit.
Add up the number of Hits, with each Hit
dealing your Damage.

Quick Action - Stance


Change your fighting stance. Any effects will
remain until you use another quick action to
change your stance.

» Flow: After you kill a monster, you may take


a free Move action.
» Parry: Monsters need a 5+ to Hit you
instead of 4+.
» Slay: +1 damage per Hit, but take +1 damage
from monster Hits.

The Blade is an expert fighter who carves their way


across the battlefield with graceful lethality. Moving at a
near supernatural speed, Blades are able to hit their foes
again and again, tearing them to shreds before they even
have a chance to react. Blades change their fighting
technique on the fly to adapt to the ever-shifting fight.

12
Basic Advances
Ô Shrewd: The first roll of your attack is always with Advantage.

Ô Footing: Reroll the first 1 rolled during an attack.

Ô Defender: Parry applies to allies within Engaged range of you.

Ô Killer: Increase both effects of Slay +1.

Ô Mercury: Change Speed to d10 and roll it with Advantage.

Ô Hearty: Always increase total HP by 4 when advancing, instead


of rolling.

Ô Scorn: If a monster attacks you, your next attack against them is


made with Advantage.

13
Gunslinger
Starting Stats
HP: 8
Speed: d6
Trigger Limit: 4
Damage: 1

Attack Action
Spray Lead
At the start of combat place 6d6
in front of you, representing the
bullets in your gun. When you Spray
Lead, choose a Near or Far monster
and pick up as many bullets as you
would like to fire, up to your Trigger
Limit. You may use bullets from any
chamber that you have loaded. Each
bullet that Hits deals your Damage.
Bullets that have been rolled are
spent, and are not available until
you reload.

Quick Action - Reload


You may reload up to two bullets into any empty chambers.

While most wield knives or flintlock pistols and rifles into


battle, the Gunslinger has access to an incredibly rare
weapon: the six-shooter revolver. These weapons are
specially crafted, and each Gunslinger has a special
connection with their six-shooter as they tinker and
customize it to their liking. These dangerous weapons
mean most avoid interacting with Gunslingers, and many
‘Slingers lead lives as drifters and Slayers.

14
Basic Advances
Ô Ô Spin: Increase Trigger Limit +1.
Ô Ô Ô Forge: Carve a rune into your gun.
Ô Draw: Increase Speed to d8.
Ô Prepared: Bullets fired from a fully loaded gun are rolled with
Advantage.

Ô Desperate: Last bullet in the gun deals +3 damage per Hit.

Runes
When you carve a rune into your gun, choose a rune from the list
below and write it on a chamber that doesn’t have one yet. Any bullet
fired from that chamber has the additional effect of the rune. A
chamber can only hold one rune, and once a chamber has a rune, it
cannot be undone.

Ô Hollowpoint: +1 damage on Hit.

Ô Blast: Target is pushed back from Near to Far.

Ô Tar: Deals no damage. Target takes 1 fewer action on their next


turn.

Ô Snare: Target makes their next action with disadvantage

Ô Bleed: Deals no damage. Target loses 1 HP at the start of each of


its turns until dead.

Ô Accurized: Hits on a 3+ instead of a 4+.

15
Arcanist
Starting Stats
HP: 6
Speed: d4
Known Spells: Choose 3

Attack Action - Cast Spell


Choose a Known Spell and roll 1d6 to cast it.
On a Hit, resolve the spell’s base effect. On a
Miss, the spell fails. In either case, mark 1 point
of corruption after resolving the roll. You can
boost the spell, adding a d6 to the roll, but also
increasing the corruption by 1. Both dice can
Hit for spells that have a “per Hit” effect. After
resolving a spell, compare the highest rolled
die to your current corruption. If you have
more corruption, roll on the Bane table and
reset your corruption. Corruption is always
reset at the end of combat.

Quick Action - Purge Corruption


Roll 1d8. On a Hit, remove 1 corruption, on a
Miss remove none.

The Arcanist is a spell caster, whose power comes from a


source that is slowly destroying them. The Arcanist’s mind
and body are taxed as the corruption from their power
source drains them, though that power can be tapped for
truly terrifying displays. Use their spells too much though,
and the corruption will create chaos in everyone’s plans.

16
Basic Advances
Ô Ô Learn: Add a spell to your Known Spells.
Ô Ô Excel: Advance a spell, permanently gaining the
Advance effect.

Ô Bargain: You may reroll your Bane rolls. Choose which


result to keep.

Ô Conduit: You can lose 1 HP instead of taking a point of


Corruption.

Ô Boon: When you boost a spell, add a d8 to the roll instead of


a d6.

17
Arcanist Spells
Corrupt
Base Effect: Target is infected by your corruption. Every time
you cast a spell, the infected target takes 1 damage. Lasts until the
target or you are dead.
Range: Engaged.
Boost: The damage is equal to your current corruption instead.
Advance: When target dies, immediately choose another target
within Near range.

Energy Bolt
Base Effect: Fire a bolt of energy at a target. 2 damage per Hit.
Range: Near & Far.
Boost: +1 to damage per Hit.
Advance: Base effect damage is now 3 damage per Hit.

Erupt
Base Effect: Everyone within Near range of you, including allies,
takes damage equal to your current corruption.
Range: Engaged & Near.
Boost: Damage is doubled.
Advance: Allies only take 1 damage from the effect.

Fear Cloud
Base Effect: Target and anyone at Engaged with them fear you,
and always make a Move action away from you until the start of
your next turn.
Range: Near.
Boost: Those affected are paralyzed and take 1 fewer Action on
their next turn instead of fleeing.
Advance: Fear Cloud now works at any range.

18
Hex
Base Effect: Choose 1 effect per Hit. Effect lasts until the end of
the target’s next turn.
• Target must roll 5+ to Hit
• Target cannot Move
• Target attacks nearest ally
Range: Any.
Boost: Effects last 2 turns.
Advance: Choose 2 effects instead.

Mend
Base Effect: Target heals for 1d6 HP per Hit. This can also
stabilize a dying character.
Range: Any.
Boost: 2d6 HP per Hit.
Advance: If you heal a character for at least 4 HP, you may also
remove one corruption from yourself.

Siphon
Base Effect: Target loses 2 HP and you gain 1.
Range: Engaged.
Boost: Gain all lost HP and target loses the same amount.
Advance: Base effects increased +1.

Temporal Shift
Base Effect: If target is a monster, they take 1 fewer action their
next turn. If they are a Slayer, they take 1 more action next turn.
Range: Near & Far.
Boost: Affects 2 actions normally instead of 1.
Advance: Slayers may do the same action twice when affected by
Temporal Shift.

19
Tactician
Starting Stats
HP: 7
Speed: d8

Passive Action - Strategy Pool


Before the turn order is determined, roll a
number of d6 equal to your Tactics skill
die size. These form your Strategy Pool.
During combat, you can replace any
single die rolled by either an ally or an
enemy with any of your Strategy Pool dice
during their turn. Once that die has been
used, it is discarded for the remainder of
combat. This does not count as an action.
Instead, this is done during other
character's turns.

Attack Action - Slash/Shoot


Roll 1d6 against an Engaged or Near
target. On a Hit, deal 1 damage.

Quick Action - Issue Orders


Choose another Slayer within Near. That
Slayer may immediately make a Move or
Quick action for free.

Tacticians read a battlefield like a scholar reads a book.


They use their expertise in tactics and leadership to
coordinate the efforts of Slayers. Without them, Slayers are
just chaotic killers, or so the Tacticians believe. While
their fighting days may be behind them, or never really
began, the Tactician ensures that their allies move
strategically while their enemies falter.

20
Basic Advances
Ô Ô Ô Prep: Add 1d6 to your Strategy Pool before rolling it.
Ô Weaken: You may roll d4s in place of any number of d6s in your
Strategy Pool.

Ô Empower: You may roll d8s in place of any number of d6s in


your Strategy Pool.

Ô Shift: After the turn order is determined, you may change any
two characters’ Speeds to any dice values in your Strategy Pool.

Ô Rally: When a monster is killed, roll 1d6 and add it to your Pool.

Ô Ambush: You and your allies roll their Speed with Advantage.

21
Wych Wood
The unofficial district of many wyches (arcanists, psykers, occultists, etc.)
in The City, and certainly the highest population of them in a single
place. The district gets its name from the homes of the locals are stacked
upon one another, branching out like trees. The Wych Wood is one of the
more vertical districts in the city, and it's important you watch your step,
because it is a terribly long fall to the bottom. If the fall doesn’t kill you,
the beasts below will...

Key Locations
1. Wych Walk: A maze-like forest in the center of the district. Walks
through it tend to feel longer than they actually are. There is no better
place to understand the Wych Woods, because locals say the forest of
the Walk reflects the current mood and stability of the district, as if
the trees can sense it.
2. Weird Way: Back alley string of shops with some of the strangest
goods a Slayer could need. They like Slayers, since Slayers have unique
needs and their own unique items to sell. You’ll find the Wyching Hour
here, a particularly popular bar among the locals.
3. Lunar Bridge: Largest bridge in the district, though its shape and
size varies with the lunar cycle. At full moon, there is no better way to
travel across the district. But as the moon wanes in the sky, your options
become more limited, and more dangerous.
4. Starry Night: A popular wych club. The ceiling is enchanted to create
the illusion of an open star-filled sky. Celestial auguries can be bought if
you know the right person. Drugs can be bought even if you’re a stranger.
5. Celeste Manor: Home of the Celeste family. A small private forest
surrounds the estate. Though they are usually a reclusive bunch, they
throw some really out of this world parties, if you’re into wych stuff.

Rumors
1. The Lunar Bridge hasn’t been matching up with the cycle of the moon
lately. It’s become random, and a bridge that randomly changes its shape
is rather dangerous.
2. Locals have reported the sensation of being watched while doing their
daily stroll through the Walk. It didn’t seem like a big deal until a local
man came out of the woods with three slashes across his chest and his
skin had gone as pale as the moon.
3. The Celeste family is throwing a huge party to celebrate their
youngest’s 10th birthday. Everyone is going to be there. Which means
Inquisitors will be too, and they are no fun at a party full of wyches.

28
Monsters
Monsters is a catchall term for anyone that
the Slayers decide to fight. Usually these are
beasts and creatures, but humans can be
pretty monstrous too. Here is an example:
Creep
HP: 5
Turn: 3
Actions (1)
Feed Me: (O). Once a Creep has hurt a Slayer,
it makes all of its attacks with Advantage.
Wrap: (A). 1d8. Near. Target Slayer takes 1
fewer action their next turn.
Venom: (A). 1d6. Engaged. 1 damage per Hit.
The Slayer loses 1 HP whenever they miss an
attack action.
Strangle: (R). If an Engaged Slayer is
affected by Wrap, make a Venom attack
against them.

Actions, Reactions, & Ongoing


Monsters may make a number of actions per turn equal to the
number in the parentheses listed next to Actions. Just like Slayers,
monsters cannot use the same action more than once during their
turn. They may also make one free move action each turn.

Actions are specific to the monster, and noted with an (A). Some
actions do not require a roll. If a roll is needed, the dice used will be
the first thing listed, and the Rule of 4 always applies: actions of
monsters count a roll of 4+ as a Hit, which will trigger the action’s
effects. Required distance for actions is also included when
applicable.

Some monsters have ongoing effects. These do not need to be


activated, but instead are passive effects that are always present, or
present when certain conditions are met. They are noted with an
(O). A monster may also have one or more reactions available to
them. These are actions that they can take outside of their turn,
though a monster may only use one reaction during a round. They
are marked with an (R).
36
Lord of the (Un)dead
The Barrows is a district of the City that has been quarantined for
the last couple weeks. Whoever made the order hasn’t said anything,
but there are good people who still live inside those walls. Interesting
thing about this quarantine is that nobody seems to be trying to get
out, but some people are trying to break in. Those who do, don’t come
back out. You’ve been hired to investigate the Barrows, figure out
what is going on, and deal with it if possible.

Premise: A powerful arcanist, Drauzhal, has gotten his hands on a


crown, now fused to his skull. The Rotting Crown promised great
power, and gave it. Drauzhal can now control the undead. The
Barrows has a number of graveyards in it (hence the name), and
Drauzhal has begun to raise them. But he can’t control them all, and
now there are hordes of undead wandering the district. Drauzhal is
sending out some of his most loyal wights to capture individuals with
psychic abilities, and is funneling their power into the Rotting Crown
in order to give him wider ranging control. Stop the wights from
getting in, destroy the Crown, kill Drauzhal, anything to stop him
before he smashes those walls down.

Act 1: Outside the Barrows


The Slayers will likely want to investigate a little before jumping the
gates into the Barrows. Not many people know what is going on, but
they can figure out the following with some questioning:

»» The Barrows are a beautiful place and revered by many.


Inquisitors are in charge of the quarantine, which means the
threat is mundane.
»» People who are getting grabbed come from all walks of life.
Enough questioning will reveal the psychic theme.
Conflict: One fight outside the walls is with an intelligent wight,
taking back an unconscious psyker into the Barrows.

39
Act 2: Exploring the Barrows
The streets of the Barrows are poorly lit. The lamp system hasn’t
been well-maintained since the quarantine started. Most streets are
dark, though a number of homes still have light behind drawn
curtains and shuttered windows. Nobody is likely to help the slayers,
or even talk with them. There are roaming bands of undead,
attacking anyone in sight. The Slayers need to figure out what
Drauzhal is doing, and where to find him to get to Act 3.

Conflicts: Slayers are going to run into a number of hordes, some


more dangerous than others. Who they choose to fight is up to them.
They need leads to find Drauzhal one way or another. Use the
Corpse Giant, Ghouls, Psykers and Skeletons stats in the Bestiary.

Gardens and graves, hand in hand


Act 3: Confront Drauzhal
Drauzhal can be found in his home, a rather nice place in the center
of the Barrows. He is currently feeding the energy of psykers into
the Rotting Crown. The Slayers can kill Drauzhal, but what will they
do with the Crown?

Conflicts: The final fight in Drauzhal’s estate will require multiple


fronts to be addressed by the Slayers: the undead hordes attacking
them, dealing with the psykers, and killing Drauzhal.

At the start of combat, Drauzhal’s forces include the following:

»» Drauzhal, Power Level 0


10 Psykers to be sacrificed. 1 HP each, no actions during combat
and any attack on them automatically succeeds.
» 4 Skeletons

After the first round, at the start of each round, the following occurs:

»» 1 Skeleton will arrive


1 Psyker is sacrificed, increasing Drauzhal’s Power Level +1

Drauzhal
HP: 18
Turn: 6
Power Level (PL): As Drauzhal sacrifices more psykers, his
PL goes up. This directly affects his spells, and allows him to
take more actions.
Actions: 1 + 1 for every 2 Power levels
Energy Bolt: (A) 2d8. 1 damage per Hit.
Age: (A) Target’s Speed decreases -1; they age 1 year per PL.
Ensorcel: (A) Slayer rolls Tactics. On a Miss, skip their next
turn.
Sap: (A) 1d3 HP drained from Near targets, including undead.
Regains that much. Number of targets equal to PL.
Reincarnate: (R) Requires 5 PL. When a Slayer dies, bring
them back to life, under Drauzhal’s control.

41
Bestiary
Bandit Corpse Giant
Wearing little more than rags An abomination of corpses
and carrying small blades, they stitched together. Who would
are dangerous in large numbers. have made such a thing?
HP: 3 HP: 12
Turn: 3 Turn: 2
Actions (1) Actions (2)
Slice: (A). 1d6. Engaged. 1 Smash: (A). 1d10. Engaged. 3
damage per Hit, +1 if they attack damage per Hit.
from behind. Devour: (A). Engaged. Consume
Fight Dirty: (A). 1d6. Engaged. anyone, ally or enemy, with 3 HP
Attacks against Slayer are with or less. Regain that much HP.
Advantage until the end of Explode: (R). When Corpse
target’s next turn. Giant dies, it explodes, dealing 2
Desperation: (R). If brought to damage to anyone at Engaged or
1 HP, immediately Slice a Slayer Near range.
that is at Engaged range.

Bandit Leader Ghost


Brandishing a real sword and Wispy remnants of those with
hardened leather, these leaders business left undone. Their aura
aren’t above sacrificing their reminds you of the grave.
underlings. HP: 6
HP: 6 Turn: 3
Turn: 4 Actions (1)
Actions (1) Incorporeal: (O). Attacks from
Stab: (A). 1d6. Engaged. 2 mundane weapons can only deal
damage per Hit. 1 damage per Hit.
Rally: (A). Until the end of the Haunt: (A). 1d6. Engaged &
Leader’s next turn,+1 to attack Near. Enter body of Slayer. That
rolls or damage of all Bandits. Slayer takes 1 damage at the
Order: (R). When a Bandit dies, start of each turn, until Ghost is
command a Bandit to Slice a ejected with a Mend roll.
Slayer at Engaged range. Chill: (A). 1d8. Engaged. 1
damage per Hit and Slayer can’t
move during their next turn.

48
Ghoul Psyker
Craven beasts that devour dead Use their innate powers to create
flesh, and whose poison can slow an army of thralls that follow
the quickest Slayer. their every command.
HP: 7 HP: 5
Turn: 6 Turn: 5
Actions (2) Actions (1)
Chew: (O). Whenever Ghoul Maintain: (O). Whenever
damages a Slayer, it heals 1 HP. Psyker takes damage, they must
Putrid Claw: (A). 1d8. Engaged. roll 1d6. If they roll a Miss, the
2 damage per Hit and Slayer’s next ally in the order will go
next attack action is with feral, attacking the nearest
Disadvantage. character, allies included.
Leap: (A). Jump onto Slayer at Provoke: (A). Choose a Near
Near range. Slayer makes an ally to make a free action.
Agile roll, taking 2 damage on a Accelerate: (A). All Near allies
Miss. have +1 to their Speed. Lasts
until Psyker’s next turn.
Regain: (R). Regain control over
Plague Hound all Near feral allies.
Laughing hounds, said to be
agents of a plague god forgotten
by The City.
HP: 5 Skeleton
Turn: 6 Appearing in hordes, skeletons
Actions (1) are weak on their own but work
Pack: (O). Hounds can take two together to swarm their foes.
Move actions as long as they can HP: 3
see another Hound. Turn: 2
Chomp: (A). 1d6. Engaged. 1 Actions (1)
damage per Hit. Slayer makes Swarm: (O). When there are 3
their next action with or more Skeletons Engaged with
Disadvantage a Slayer, they have Advantage.
Bark Bile: (A). Near. Slayer and Horde: (O). As long as there are
everyone at Engaged range with 4 or more Skeletons, damage of
them make an Agile roll. On a Claw is increased +1.
Miss, they take 1 damage and Claw: (A). 1d6. Engaged. 1
decrease Speed by 1. damage per Hit.
Troll Wight
City trolls have skin like stones, Highly intelligent undead. They
and are the protectors of the have a sentience of their own,
spider web of alleys that make and typically work for those who
up each district. Older trolls are will help them with their plans.
bigger, meaner, and charge more HP: 10
to walk their streets. Turn: 5
HP: 17 Actions (2)
Turn: 4 Slash: (A). 2d8. Engaged. 1
Actions (3) damage per Hit.
Toll: (O). 1d6. If a Slayer makes a Poison Knives: (A). 1d6. Near.
Streets roll greater than the All Slayers take 1 damage at the
Troll’s current HP, it will stop start of their turn until the end
fighting and bargain with the a successful Mend roll.
Slayers instead. Adapt: (O). After reaching half
Enrage: (O). Whenever Troll HP, increase all damage dealt by
takes more than 3 damage at Wight +1.
once, their Speed is increased +1.
Club: (A). 2d8. Engaged. 2
damage per Hit.
Bellow: (A). 1d6. All Slayers at
Near range take 1 fewer action
during their next turn.
Gate: (A). Create a 15 foot tall
wall of stone between any two
walls within sight.
Blade
Name Style

HP - Current/Maximum Speed Weapon Dice Damage

Agile
Attack Action - Combo
Brawn Choose a monster at Engaged range and roll your Weapon
Dice. Any dice that are a Hit trigger a combo, and you roll
Deceive another attack die. You continue to combo until you no
longer roll a Hit. Add up the number of Hits, with each Hit
Hunt dealing your Damage.

Mend
Quick Action - Stance
Negotiate You may change your fighting stance. Any effects from
your stance will remain until you use another quick action
Stealth to change your stance.
· Flow: After you kill a monster, you may take a free Move
Streets action.
· Parry: Monsters need a 5+ to Hit you instead of 4+.
Study · Slay: +1 damage per Hit, but take +1 damage from enemy
Hits.
Tactics

Basic Advances Expert Advances


Gunslinger
Name Style

HP - Current/Maximum Speed Trigger Limit Damage

Agile
Attack Action - Spray Lead
1
Brawn At the start of combat place 6d6 in 6 2
front of you, representing the bullets
Deceive in your gun. When you Spray Lead, 5 3
choose a Near or Far monster and
pick up as many bullets as you would
4
Hunt
like to fire, up to your Trigger Limit.
You may use bullets from any
Mend chamber that you have loaded. Each
Runes
bullet that Hits deals your Damage.
Negotiate Bullets that have been rolled are 1 4
spent, and are not available until you
Stealth reload. 2 5
3 6
Streets

Study Quick Action - Reload

You may reload up to two bullets into any empty chambers.


Tactics

Basic Advances Expert Advances


Arcanist
Name Style

Corruption

HP - Current/Maximum Speed

Agile
Attack Action - Cast Spell
Brawn Choose a Known Spell and roll 1d6 to cast it. On a Hit, resolve
the spell’s effect. On a Miss, the spell fails. In either case, mark
1 point of corruption after resolving the roll. You can boost the
Deceive spell, adding d6 to the roll, but also increasing the corruption
by 1. After resolving a spell, compare the highest rolled die to
Hunt your current corruption. If you have more corruption, roll on
the Bane table and reset your corruption. Corruption is always
Mend reset at the end of combat.

Negotiate Known Spells d6 Bane


1 -1 for next Skill roll
2 Next spell is with Disadvantage

Stealth 3 Can’t use Move action next turn


4 Can’t use Quick action next turn
5 Only 1 action next turn
Streets 6 Take damage equal to corruption

Study Quick Action - Purge Corruption

Tactics Roll 1d6. On a Hit, remove 1 corruption, on a Miss remove none.

Basic Advances Expert Advances


Tactician
Name Style

HP - Current/Maximum Speed

Agile
Passive Action - Strategy Pool
Brawn
Before the turn order is determined, roll a number of d6 equal
to your Tactics skill die size. These form your Strategy Pool.
Deceive During combat, you can replace a die rolled by either an ally
or an enemy with any of your Strategy Pool dice. Once that
Hunt die has been used, it is discarded for the remainder of combat.
This does not count as an action and is done during other
combatant's turns.
Mend

Negotiate
Strategy Pool Attack Action - Slash/Shoot
Stealth
Roll 1d6 against an Engaged or
Near target. On Hit, deal 1 damage.
Streets

Study Quick Action - Issue Orders


Choose another Slayer within Near. That Slayer may
Tactics immediately make a Move or Quick action for free.

Basic Advances Expert Advances


Rules Reference
Rule of 4+: Every die that is 4+ is a Hit, or else is a Miss.
Skills: Roll skill die, as well as the skill die of any assisting PC.
When rolling more than 1 die, keep the higher.

»» Agile: Dodging, leaping, even cart rolling.


Brawn: Physical work, powering through, intimidating.
»» Deceive: Lying, tricking, distracting.
Hunt: Hunting, tracking, monster knowledge.
»» Mend: Warding death, tending wounds, medical training.
Negotiate: Persuading, diplomacy, compelling.
»» Stealth: Blending in, keeping quiet, sleight of hand.
Streets: Social circles, navigating the city, coin on hand.
»» Study: Perception, reading a scene/person, doing research.
Tactics: Strategic intel, reacting to a battle, knowing a foe.

Combat
Turn Order: PCs rolls their Speed. Monsters use flat scores.
Round: Begins with the highest Speed and ends after the turn
of the lowest Speed.
Turn: A PC may take up to two actions during their turn.
They may make any combination of these actions, in any order
they like, but may not do an action twice.
Move: Go from one relative distance to the next (e.g. Near to
Far, Engaged to Near, etc.).
Attack: Unique to class.
Quick: Unique to class.
Skill: Works as a normal skill roll. May provide a bonus effect.
Advantage: Roll attack dice twice and keep the higher results.
Disadvantage: Roll attack dice twice and keep the lower
results.
Death: If a PC is brought to 0 HP, they are dying. One attempt
at stabilizing them is allowed. If successful, they remain at 0
HP until the end of the fight. If failed, they are dead.

60

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