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Arrival Table

Arrival Table 1. (or less) Weary to Their Bones The journey has taken a heavy toll on the spirits of the band. The paths they have followed have shown them little that is good and have left them feeling tired and without hope. The memories of any good fortune they may have experienced along the way now seem distant and intangible. Each member of the company must make a Wisdom saving throw, (DC 12 + Peril Rating of the Journey) to avoid receiving 2 points of strife. If their path has

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Journey Rules

Journey Rules A Band will often roam across the countryside and beyond during their jobs. But traveling is not simply a means of getting to a destination, nor something to be undertaken lightly. A great part of the life of a knave is spent on the road. Often, what distinguishes a knave from a common villager is the skills they possess to help them survive while on a journey. Knaves make various ability checks along the way, to deal with the various perils that may occur, as well as to

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Mental Stress Effects

MENTAL STRESS EFFECTS Knaves encounter and even seek out experiences beyond the ken of most mortals. Whether it’s harrowing encounters with monstrous beings, the sudden, violent loss of a beloved NPC, or simply the trauma of constantly being surrounded by death and terror, their lows can be as dramatic and potentially impactful as their highs. The harm that can come to Knaves may not always be physical, and some events may have a more lasting effect on their psyche. A particular encoun

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Ability Check Criticals

Ability Check Criticals When you roll a natural 20 and succeed on an ability check, or when you roll a natural 1 and fail on an ability check, roll 1d6 to determine what special effect occurs. If an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s may have no special effect. When a critical success or critical failure would not apply to the effect that activated it, reroll. Additionally, tool kits may not qualify for an Ability Check Critical. Ma

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Tracked Conditions

Tracked Conditions Various challenges, obstacles, and magics can lead to either fatigue or strife. An effect can give a creature one or more levels of fatigue or strife (detailed in the effect's description). If a creature suffering from fatigue or strife fails to resist another effect that causes a level of the tracked condition, its current level increases by the amount specified in the effect's description. A creature suffers the effect of its current level in a tracked conditi

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Conditions

Conditions Blinded A blinded creature can't see and it automatically fails ability checks that require sight. Attack rolls against a blinded creature are made with advantage, and the creature's attack rolls are made with disadvantage. Bloodied A creature is bloodied when reduced to half its hit points or less. Charmed

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Favors

Favors Given the nature of their occupations, Bands and Knaves might often get in trouble with the law. When this happens, the company usually tries to help them out. Each Knave can ask for a number of Favors up to the highest Notoriety they have achieved, otherwise, they contract a 100 gp debt with the company. This debt must be repaid to their leader as soon as possible. No Knave can ask for new Favors until their debt is paid. Ransom. A Knave or one of their comrades may be kid

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Bounty Hunters

Bounty Hunters Because guards are seldom strong or well-organized enough to deal with Bounty Brothers and mainly take it out on the poor or the most heinous Infamous, the Knaves’ most relentless enemies are Bounty Hunters. These investigators, vigilantes, mercenaries, and persecutors are independent of regional powers, and have made a business out of collecting Bounties: a profession as dangerous as it is profitable, especially if you go after Knaves of a certain caliber. However, Bounty Hu

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Misdeeds

Misdeeds It is possible (indeed, it is pretty easy) that, during the Job phase, Knaves will commit further misdeeds or may be generically pronounced guilty of them. However, the attribution of the new misdeeds and the Bounty and Notoriety increases do not take place until during the next Rollick phase because Kingdom Justice is slow and cumbersome. Here is a list of the misdeeds that can be attributed to the Knaves along with the related Bounty Value: Misdeeds

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Royal Bounty

Royal Bounty While the Kingdom’s Knaves united and came to identify themselves collectively as “Bounty Brothers”, the guards, judges, and bounty hunters who were after them did not stand around and watch. The Kingdom’s laws governing the attribution of bounties, misdeeds, crimes, and sentences were sanctioned about a century ago by Queen Menalda. This shrewd ruler founded, among other things, the Queen's Guard and what is now commonly called the “Royal Bounty”, a convoluted and elephan

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Notoriety

Notoriety Notoriety represents the reputation of a single Knave and influences a whole variety of interactions with the rest of the Kingdom. The higher the Bounty of a Knave, the greater the respect other Knaves will show them, and the greater the fear they will be able to provoke in those who face them: commoners, bourgeois, bigwigs, whatever. Rank Total Bounty Job Hazard How Widely Known Notoriety

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Grandluxuries

Grandluxuries Improving the Den, making it more comfortable, and sprucing it up with a series of useful services and tools differentiates a bunch of beggars from a successful company. Since the primary beneficiaries of the Den's goods and amenities are the Bands themselves, it's their duty to provide the funds for things like Grandluxuries. Knaves can invest the loot found or earned on the job to choose which Grandluxuries to build or upgrade. Each Grandluxury is divided into three pro

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The Den

The Den Knaves need a comfortable and secure place to retire and de-stress between one job and another. Usually, even if the guards or some competing Bands know where the Company's Den is, a web of tacit agreements between the Kingdom Justice and the Bounty Brotherhood ensures that no one ever upsets the apple cart while the Knaves take refuge in their Dens. Just as Companies may not be composed of thieves and criminals only, but also of friars, miraculists, guiscards, soldiers, street acto

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Bounty Brothers, Mavericks, and the Infamous

Bounty Brothers, Mavericks, and the Infamous All Knaves roaming the Kingdom, all pillory scum that wanders the country, are part of the same large bunch of rogues known as “Bounty Brothers”. Their group is relatively informal: there are no registration fees, marks, or admission rituals, no special secret language other than what some characters may already know, nor is there a board of any kind. In short, all those who have a Bounty on their head listed in the Royal Registers, or did in the

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Misty Step

Misty Step 2nd-level (conjuration; arcane, chaos, movement, teleportation) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: Self Components: V Duration: Instantaneous You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.

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Thorn Whip

Thorn Whip Cantrip (transmutation; attack, plants) Class(es): Druid Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pu

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Quality Stamp

Quality Stamp 1st-level (transmutation; transformation, utility) Class(es): Wizard Casting Time: 1 Bonus Action Range: Touch Target: A shoddy object or creature you touch Components: V, S Duration: 1 hour Until the spell ends, the target loses the shoddy quality. Cast at Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration of the spell increases up to 8 hours.

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Illusory Tribute

Illusory Tribute 1st-level (illusion; arcane, utility) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: S, M (10 cp that the spell consumes) Duration: 1 hour You alter the structure of the copper pieces so that they appear to be gold pieces. These new pieces now have a total value of 10 gold pieces for the spell's duration. You also alter how each piece appears for spells and magical effects which detect magic auras, such as detect mag

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Finger of Fate

Finger of Fate Cantrip (divination; chaos) Class(es): Bard, cleric, sorcerer, warlock, wizard Casting Time: 1 Reaction Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous When you see a creature making a saving throw, an ability check, or an attack, you point at it and whisper words of good luck. The target must succeed on a Wisdom saving throw, or it will have disadvantage on its current saving throw. If the creature succeeds on the saving

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Extravagant Skin

Extravagant Skin 1st-level (transmutation; arcane, protection, shapechanging) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: V, S, M (a fistful of turquoise wood ash that the spell consumes) Duration: Concentration, up to 1 hour You cover yourself with the essence of Extravaganza, becoming part of it for the spell’s duration. While you are under this magical effect, you can change your shape, cast innate spells, or gain magic resista

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Augury

Augury 2nd-level (divination; communication, divine, scrying) Class(es): Cleric Casting Time: 1 Minute Range: Self Components: V, S, M (divinatory items worth at least 25 gold) Duration: Instantaneous With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. You will receive one of the following:  Fortunate omen (good results) Calamity

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Incandescent Mark

Incandescent Mark 1st-level (evocation; arcane, fire, light) Class(es): Cleric Casting Time: 1 Bonus Action Range: Long (120 feet) Target: One creature Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it with a glowing sign. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. Until the spell ends, the target sheds bright light in a 20-foot radius

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Dreadful Tale

Dreadful Tale 1st-level (enchantment; attack, psychic, sound) Class(es): Bard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: One creature Components: V Duration: Concentration, up to 1 minute Saving Throw: Wisdom negates You tell a disturbing tale that only one creature of your choice within range can hear, shocking it with psychic energy generated by the spell. On a failed save, the target becomes rattled for the duration. At the end of each of the target's

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Passive Checks

Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls, instead representing any of the following circumstances: The average result for a task done repeatedly or continuously, such as taking in the details of a room at first sight. When a character is under no pressure and can take as long as they need, such as opening a locked chest in a safe location during downtime. To determine a character’s knowledge or awareness (possibl

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