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Session Example (Adventuring)

A typical session starts at the beginning of the day, as the weather plays an important role in setting the tone for the game.

 

The Game Master (GM) makes a Weather Roll.

  • If you’re only using the Book of Heroes, roll 1D20 for a general weather effect.

  • If you’re using the Book of Lore and the specific regions of Vitallia, roll according to the region.

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Game Master: Rolls for Weather (Rain).
The day begins with rain in the muddy village of Magenda. You have been tasked with delivering a broken sword that belongs to a knight named Ser Alton to the city of Narsia, where a renowned blacksmith resides.

 

Baltic (Knight): I believe we should leave early, catch the light while it still holds. We’ll ride until nightfall, then camp on the seaside road.

 

Orelia (Witch): I was hoping to study my book. I hate reading in the rain.

 

Baltic: Fine. One hour, then we leave.

 

Orelia: Alright.

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Game Master: Since Orelia wishes to spend 1 Effective Hour studying, Baltic can also use the time.

 

Baltic: I will train for 1 hour.

 

Game Master: Baltic, roll 2D10 for Experience Points (Human Legacy) from training, and Orelia, mark down 1 hour out of 10 for your Alchemy studies. When you reach 10 hours, you will unlock the first ability.

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  • Baltic rolls a 12 and gains 12 Experience Points.

  • Orelia gains 1 hour in Alchemy.

 

Game Master: You leave the village of Magenda behind and travel through the wilderness, heading east.

Game Master: Rolls 1D20 for Encounters in the region of Lothen (Book of Lore) and scores a 14, a horde of goblins will meet them head-on.

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Baltic: I make a Tracking roll (rolls a 10).

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Game Master: You see multiple sets of small tracks resembling humanoid creatures of small size.

 

Baltic: Goblins. Gods, I hate these rotten creatures.

 

Orelia: Should we try to slip past them?

 

Baltic: No use. We can’t make a safe camp with them in the area. We’ll attack them.

 

Game Master: You engage in combat with the Goblin Horde. (The battle begins and ends with the characters victorious.)

  • You each gain 10 Experience Points for the combat (an easy encounter), plus 1D10 bonus (Human Legacy).


Game Master: As night falls, you find a spot to set up camp.

The rain has a Cold Factor of 3. Your clothes are soaked, so they lose any insulation bonuses.

 

Baltic: I spend 1 Effective Hour setting up camp.

 

Game Master: Alright, but you can’t light a fire due to the rain.

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Baltic: My blanket, bedroll, and tent give me 3 Points of Insulation.

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Game Master: You are protected from the rain.
However, Orelia is in a tougher situation. Without a change of clothes and without a fire, her insulation is only 2, so she needs to make a Flu Roll.

Game Master: Rolls a D20 against Orelia’s Vigor and scores a 6.
 

Orelia does not succumb to sickness.

 

Game Master: What do you do before resting?
 

Orelia has spent 1 Effective Hour out of 3, and Baltic 2 after setting up camp.

 

Baltic: I roll for Food Gathering.
 

Baltic rolls a 9 and gathers 2 rations.

 

Orelia: I use my Nature skill to predict the next day’s weather.

 

Game Master: Alright, however, this activity does not take up any Effective Hours.

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Orelia rolls a 12. The Game Master rolls for the next day’s weather and tells Orelia it will be sunny.

Orelia: Good. I could use some time in the sun. I’ll use my last Effective Hour to continue studying Alchemy.

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Game Master: Alright, you’ve completed 2 out of 10 hours in Alchemy.

Game Master: Rolls for Encounters during the night and scores a 4.
No encounters occur during the night. The day passes, and the next morning, the sun shines bright.
The journey continues.

 

End of Example

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Session Example (Combat)

 

Briefing
Two humans, Orlak (a warrior) and Theyn (a wizard), face a Brutgor warrior named Darr in a skirmish.

 

Advantage
Each combatant rolls 1d20.
Orlak: 15
Theyn: 9
Darr: 12
Turn Order: Orlak → Darr → Theyn

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  • Round 1

 

Orlak’s Turn
Orlak charges forward.
Action 1: Move into melee range of Darr.
Action 2: Attack! Roll: 14

 

Reaction: Darr tries to parry! Roll: 12
Hit! Darr takes 14 Damage.

 

Darr’s Turn
Wounded but not deterred, Darr strikes at Orlak with brutal force.
Action 2: Attack! Roll: 17 (Critical)
Just as the blow is about to land...

 

Reaction 1: Blink Barrier (Theyn)
Theyn expends 1 Action to teleport Orlak out of harm’s way.
Spell Roll: 19, Success! 
Orlak vanishes and reappears nearby, unharmed.

 

Theyn’s Turn
From a safe distance, Theyn retaliates.
Action 2: Casts Stasis Bolt.  
Spell Roll: 14 vs Darr’s Vigor: 12. Success!
Darr is Paralyzed, frozen in time and unable to act.

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Round 2
 

Orlak’s Turn
Orlak walks calmly toward the helpless Brutgor.
Action 1: Move next to Darr
Action 2: Executes a Coup de Grâce
Darr is defeated instantly.

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Battle Outcome
Victory for Orlak and Theyn.
Both gain 10 XP (Easy Battle).
Darr is slain.

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End of Example

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Session Example (Combat #2)

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The wizard Ozgar faces two Goblins. He must be cautious not to be overwhelmed. To withstand their attacks, he conjures an Armor of Wind by combining the Wind spell with Armor Shape. This magical armor will protect him even when his actions are spent.

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Advantage Roll

  • Ozgar: 15

  • Goblin A: 12

  • Goblin B: 8

 

Round 1

 

Ozgar’s Turn

  • Action 1: Casts Wind Armor – Rolls 9 → Success

  • Action 2: Casts Wind Bolt at Goblin A – Rolls 12 → Success

    • Goblin A is thrown 4 tiles into a rock and suffers 8 damage.

 

Goblin A’s Turn

  • Action 1: Runs toward Ozgar.

  • Action 2: Attacks with a rusty dagger – Rolls 18

    • Wind Armor activates – Rolls 15 → Failure

    • Ozgar suffers 18 damage, reducing his Grit to 32

 

Goblin B’s Turn

  • Action 1: Runs toward Ozgar.

  • Action 2: Attacks – Rolls 12

    • Wind Armor activates – Rolls 12 → Success

    • Goblin B is thrown 12 tiles into a lake

 

Round 2

Ozgar’s Turn

  • Action 1: Casts Wind Bolt at Goblin A – Rolls 1 → Failure & Risk

    • Ozgar is now at Frail Grit until the end of the round.

  • Action 2: Draws his longsword

 

Goblin A’s Turn

  • Action 1: Attacks – Rolls 8

    • Wind Armor (using D10 due to Frail Grit) – Rolls 6 → Failure

    • Ozgar suffers 8 damage, reducing Grit to 24

  • Action 2: Attacks – Rolls 6

    • Wind Armor – Rolls 6 → Success

    • The spell deflects the attack but does not repel the Goblin.

 

Goblin B’s Turn

  • Action 1: Swimming Check – Rolls 3 → Failure

    • Drowning Roll (1D10) – Rolls 2

    • The Goblin will drown in 2 Rounds unless rescued.

  • Action 2: N/A

 

Round 3

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Ozgar’s Turn

  • Action 1: Sword attack on Goblin A – Rolls 12

    • Goblin A attempts Parry – Rolls 12 → Success

  • Action 2: Sword attack – Rolls 17 → Critical

    • Goblin A attempts Parry – Rolls 14 → Failure

    • Goblin A suffers 17 + 20 = 37 damage → Dies

 

Ozgar leaves Goblin B to drown and departs.

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Battle Outcome:

Ozgar survives with 24 Grit. Goblin A is slain. Goblin B is left drowning.

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