ICOTALEOfficial
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
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
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By the Icotale team
The world
- PlaceBrumevalThe last village before the mist, with an oak palisade and an alarm bell.
- PlaceThe Crypt of KingsA forgotten necropolis beneath the hills, where a blue glow pulses under the flagstones.
- PlaceRavens' FordThe only crossing over the river Morne, guarded by a silent toll-keeper.
- FactionThe Order of AshesPriests who burn the dead so that the mist cannot send them back.
- FactionAldric's CourtThe ageing king and his advisers, divided over what should be done.
- CharacterLady YsoldeCaptain of the Brumeval guard, practical and worn out.
- CharacterThe Toll-KeeperAn ageless man who never takes gold, only promises.
The rulebook
Resolving actions
- To succeed at an uncertain action, roll 1d20 and add the modifier of the matching attribute.
- The result must equal or beat the difficulty set by the Storyteller: 10 easy, 15 medium, 20 hard.
- 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