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Dark fantasy · d20 rulebook

The Mistmarches

  • 2–5 players
  • Difficulty 2 of 3
  • Not recommended under 14
  • Available in: Français, English, Español, Deutsch, Italiano

At the edge of the kingdom, the mist swallows villages one by one. Those who come back no longer speak. The king called for volunteers; only you answered.

The rulebook at a glance

  • d20 + attribute
  • 6 attributes
  • Rare and costly magic
Read the rules

Choose an adventure

  • One-shot

    Ravens' Ford

    1 session · perfect for beginners

    Cost: 1 Die for the whole table

    Create a table
  • Campaign

    The King's Ashes

    4 sessions · court intrigue and battles · most played

    Cost: 4 Dice for the whole table

    Create a table
  • Campaign

    The White Pilgrimage

    5 sessions · journey, survival, moral choices

    Cost: 5 Dice for the whole table

    Create a table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. To succeed at an uncertain action, roll 1d20 and add the modifier of the matching attribute.
  2. The result must equal or beat the difficulty set by the Storyteller: 10 easy, 15 medium, 20 hard.
  3. A natural 20 is a critical success, a natural 1 a critical failure.

Initiative : 1d20 + Dexterity modifier

Attributes

Strength STR
Physical power, melee, lifting, breaking through.
Dexterity DEX
Agility, shooting, stealth, reflexes.
Constitution CON
Stamina, resistance to cold, poison and the mist.
Intelligence INT
Knowledge, arcana, deduction.
Wisdom WIS
Perception, instinct, willpower.
Charisma CHA
Persuasion, presence, lying.

Special rules

Rare and costly magic
Casting a spell requires an Intelligence roll against 12 + the spell's level. Success or not, the caster loses as many HP as the spell's level.
The mist
Each hour spent in the mist requires a Constitution roll against 12. After three failures in total, the character forgets an important memory, chosen by their player.
Rest
A night of rest in shelter restores half of maximum HP. Without shelter, only 1d4.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Child of the Marches
Born near the mist; advantage on Constitution rolls against it.
Capital city dweller
Knows the court and its customs; +1 Charisma.
Northern highlander
Tough and hardy; +1 Constitution.

Vocations

Knight
Sword, shield and an oath to the king.
Scout
Bow, tracking and stealth.
Scholar
Books, arcana and rare magic.
Priest of Ashes
Healing, funeral rites, unshakeable faith.

Derived values

Hit points
10 + Constitution modifier
Defense
10 + Dexterity modifier
Initiative
1d20 + Dexterity modifier

Starting equipment

  • A weapon of your choice
  • A torch and a tinderbox
  • Three days of food
  • A 15-metre rope

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • violence against children
  • sexual violence
  • torture