Sigil

Bleak Forest

Sigil

Action, Combat, Encounters, & Mishaps

© Johnathan L. Bingham & Ostensible Cat Design

 Siege of Blackrazor Keep
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Action Economy and the Combat Round

When Combat begins, resolve play in 6-second rounds. Before the first round, confirm surprise and roll initiative. On your turn, you may take one Move action and one Standard action. A Move action covers movement up to your applicable combat rate. A Standard action covers making an attack, casting a spell or psionic power, using a skill, consuming or applying an item, or another significant activity. You may also take one Reaction per round in response to a valid trigger. A Reaction is expended when used and refreshes at the start of your next turn.

Additional attacks (via Multiple Attacks, Quick Shot, or Dual Wielding) are taken as part of the same Standard action. Each successive attack in a round is made at one BAM! step higher than the previous (the first attack uses the target’s normal BAM!; a second uses one step harder; a third two steps harder; and so on). You may never lower the BAM! of a successive attack below the BAM! of the first attack in that round. The maximum number of attack attempts from all sources combined (Multiple Attacks, Quick Shot, Dual Wielding, and special abilities) is four per round.

Actions and Diminishing Returns

A turn can be tactical (a 6-second round in an encounter) or strategic (a Watch of travel, exploration or other activity).

You can push yourself to take more actions than that, but each extra one builds up strain as Mishap dice. Each further action becomes harder, and any failure becomes more severe. This is called Diminishing Returns.

Extra action Penalty Mishap dice gained
1st extra (2nd action) Moderate Disadvantage +1
2nd extra (3rd action) Major Disadvantage +2
3rd extra (4th action) Extreme Disadvantage +3

Four actions per turn is the maximum from all sources combined. Additional attacks within one Standard action follow the Multiple Attacks steps instead of this table. For how Mishap dice are held, rolled and cleared, see Mishaps and Misfires.

Mishaps and Misfires

Mishap dice build up when you push yourself or when an action goes wrong. You gain them from Diminishing Returns and from some Conditions and effects. They stay with you until cleared: a Recovery (1 Tick) clears 1 Mishap die, and a Short or Full Rest clears all of them.

When to roll. Roll on a Mishap table when any of the following happens:

How to roll. Roll 1d6, plus 1d6 for each Mishap die you hold. Sum the dice and read the result on the table. A natural 1 on the triggering check adds 1 more die. Never roll more than 3 dice. The more dice you roll, the more severe the likely result.

Magical Misfire

Magic is a fickle thing, even for those trained in the arts. It has unforeseen consequences, and those exposed to it for long often bear its mark.

Roll Misfire
1–3 No adverse effect
4 Incur a Minor Condition. Roll 1d6: 1–2 Corpus, 3–4 Anima, 5–6 Spiritus
5 Lose 1d3 Vitality
6 Add 1 Fatigue to your inventory for the next Watch
7 No adverse effect
8–9 Incur a Moderate Condition. Roll 1d6: 1–2 Corpus, 3–4 Anima, 5–6 Spiritus
10 Lose 1d6 Vitality
11–12 Add 2 Fatigue to your inventory. If this exceeds your Fatigue Ceiling, you are Immobile and must make a Corpus save every hour or lose 1 Corpus, until you eat, drink and complete a Short Rest (see Fatigue in Character Rules)
13 Lose 2d6 Vitality
14 Incur a Severe Condition. Roll 1d6: 1–2 Corpus, 3–4 Anima, 5–6 Spiritus
15 Add 3 Fatigue to your inventory. If this exceeds your Fatigue Ceiling, apply the 11–12 Immobile effect
16–18 Add 1d6 to your Corruption Pool (maximum 4d6), then roll the whole pool and consult the Corruption table

Corruption

Corruption is the mark left by persistent arcane use. Magic is not safe and the Bleak Forest is not forgiving of those who use it without cost. Each time the Magical Misfire table sends you here, something is permanently added to the weight you carry. It compounds. It does not rest.

The Corruption Pool

Each character has a Corruption Pool, beginning at zero dice. The pool works exactly like the Danger Die: it is a pool of d6s that grows with exposure, and the more dice you roll, the worse the probable outcome.

Every time a Magical Misfire result directs you to roll Corruption:

Pool Reachable range
1d6 1–6 — minor symptoms only
2d6 2–12 — lasting marks become likely
3d6 3–18 — permanent damage likely
4d6 4–24 — severe and extreme results reachable

Corruption Table

Roll your Corruption Pool (all dice, sum all results) and read the sum below. Sub-effects that require a d6 roll use a single die. All other checks and saves use d20 as normal.

Sum Effect
1 Afterglow. The corruption passes through without catching. All Spiritus checks at Moderate Disadvantage for 1 Watch; no lasting mark. Only possible at 1d6 pool — a caster’s one near miss.
2–4 Symptomatic. Roll 1d6 to determine which symptom manifests: 1–2 hand tremor (ranged attacks and fine tasks at Moderate Disadvantage until Full Rest); 3–4 shadow decouples (silhouette moves wrongly for 1d6 Watches; Hostile creatures gain +1 to first initiative roll against you); 5–6 void-echo voice (social checks using Guile or Wiles at Major Disadvantage for 1d6 Watches as creatures instinctively recoil).
5–7 The Forest notices. The Danger Die in your current hex increases by 1 until you leave it. Additionally, a nosebleed begins: lose 1 Vitality now, and for 1d6 rounds all casting costs +1 Vitality while the bleed continues.
8–10 Permanent mark. A lasting blemish forms — roll 1d6: 1–2 a lock of hair turns white permanently; 3–4 a cold spot forms on your skin that never warms; 5–6 one eye briefly flicks silver in certain light. The mark is mechanically inert, but the Crone’s next gift to you is a Scar rather than a Knot.
11–13 Something has changed. Roll 1d6: 1–3 haunted sleep — after every Full Rest, make a Spiritus save Average 13 or begin the next Watch with the Confounded condition; 4–6 fumble range expands permanently — a natural 1 or 2 on any Arcane skill check now counts as a fumble and adds one additional Mishap die.
14–16 Attribute drain. One Attribute is permanently reduced by 1 (roll 1d6: 1–2 Corpus, 3–4 Anima, 5–6 Spiritus). Only a Major Challenge success or 3rd Order Healing Arts can restore it.
17–19 Branded. A visible arcane sigil scorches permanently into your skin. Demonic and Fae creatures recognise you on sight; their starting disposition toward you shifts one step worse. Additionally, one such entity is drawn immediately: roll on the Rare Encounter table — it arrives within 1d6 Watches, Hostile, and it knows the size of your Corruption Pool.
20–21 The claim is laid. A named entity has fixed its attention on you permanently. It appears once per Recursion at a moment you do not choose, always Hostile, and cannot be permanently destroyed — only delayed. Additionally, your maximum Vitality is permanently reduced by 1d6. 3rd Order Healing can restore the Vitality reduction, once per Recursion.
22–23 You belong to it now. The Danger Die in every hex you enter is permanently +1 — the Forest has marked you as something that is no longer entirely passing through. Additionally, arcane addiction takes hold: you must cast at least one spell per Watch or gain 1 Fatigue that cannot be cleared by rest — only by casting.
24 Catastrophe. Roll the Corruption Pool twice and apply both results. If this result appears in either roll, apply it once only and treat the second instance as a 17–19. Possible only at maximum pool (4d6).

Reducing the Pool

The Corruption Pool never clears fully. Once a die is added, it is part of you. Three things can remove a die from the pool — the pool can never drop below 1d6 once the first die has been added:

The Corruption Pool carries forward into Beyond the Bleak Forest: Hail Three Wyrd Sisters. A caster who exits the forest at 3d6 does not arrive in the world beyond clean. What the forest marked, the road inherits.

Skill Mishap

Skills can backfire under pressure. Roll on the Skill Mishap table when you roll a natural 1 on a Corpus or Anima check, or fail a non-Spiritus skill check after your first action. Roll as described under Mishaps and Misfires.

Die Roll Mishap
1-4 No Adverse Effects
5-6 Any skill checks for the failed skill are at a Moderate Disadvantage for the next Hour
7 No Adverse Effects
8-9 Any skill checks for the failed skill are at a Major Disadvantage for the next Watch
10-12 You are fatigued. Add 1 fatigue to your inventory
13-14 Any skill checks for the failed skill are at an Extreme Disadvantage for the next 2 Watches
15-18 You are fatigued. Add 2 fatigue to your inventory

Encounter Procedure Reference

Use this reference when a Danger or Dread result, Special Event, Omen, scenario, or another rule introduces an immediate encounter. If the encounter type is not already specified, roll on the appropriate encounter table. Establish approach distance and visibility, determine surprise and disposition, choose an approach, and roll initiative only if action order becomes important. Resolve the encounter through social action, stealth, flight, pursuit, combat, submission, or its specific procedure, then complete Encounter Aftermath and Return.

Action When Available Resolution
Combat Always Transition to Tactical Battle Map. See Combat in Core Rules.
Parley Not if Hostile/Inimical Guile check to shift disposition one step.
Hide Requires cover Anima check opposed by creature Anima (or Average 13).
Flee Always Make an Anima save (Average 13) to break contact; on a failure, each engaged enemy may make one free attack before you move. If an opponent follows, resolve the chase using the Pursuit and Evasion rules in the Travel chapter.
Ruse Not if Hostile Opposed Anima check. Win: bribe/deception/theft succeeds. Fail: Hostile + initiative. Natural 1: enemy gains surprise.
Submit Always Anima check Difficult (16). Success: forfeit loot, pass through. Failure: hostilities continue.

Encounter Actions

When characters encounter others, be it monsters or NPCs, there are a few courses of action available

  1. Notice: Make an opposed Anima check for each party. The higher score gains surprise and acts first
  2. Initiative: Roll d6 + Anima modifier; highest total acts first (ties: you go first)
  3. Parley: Attempt to communicate with the encountered party for the purpose of trade, move peacefully through the area, or convince the party to join you
  4. Hide: Only possible if cover is available. Attempt to use stealth/Anima check to move through the area undetected and avoid conflict
  5. Flee: Attempt to break contact and avoid hostilities. Resolve all flight and pursuit using Pursuit and Evasion in the Travel chapter. Apply the current distance gap, mode of movement, terrain, and weather modifiers.
  6. Ruse: Attempt to bribe or steal from the other party. Failure results in opponent’s disposition immediately becoming hostile.
  7. Combat: Hostile action ensues
  8. Submit: Attempt to appease the other party and avoid hostilities. Make an Anima check (Difficult 16). On a success, forfeit all loot and pass through. On a failure, hostilities continue. The other party may also surrender to avoid a fight, letting you pass, often at the cost of treasure or equipment.

Surprise

Make an opposed Anima check for each party. The higher score gains surprise and acts first.

Initiative

Simple: Roll 1d6 and add your Anima modifier. The higher total acts first. On a tie, you act first. This uses the same rule as Combat Initiative. For a dynamic pitched battle, optionally re-roll at the start of each round.

Complex: Optional (tactical): re-roll Initiative each round. Each party rolls d20 + Anima modifier; highest acts first that round. Ties go to you.

Parley

When you meet a creature or NPC and don't know their attitude, roll two six-sided dice (2d6): 2–3 Hostile; 4–6 Wary; 7–9 Curious; 10–11 Friendly; 12 Helpful. Check the table below:

Roll (2d6) 2-3 4-6 7-9 10-11 12
Reaction Hostile Wary Curious Friendly Helpful

Friendly approach: make a Guile check (d20 + Anima modifier + Guile rank) against Average (13). On a success, roll 1d6: 1–4 the creatures are Friendly, 5–6 they are Helpful. On a failure, they are Wary.

Neutral approach: roll 1d6: 1–3 the creatures are Wary, 4–6 they are Friendly.

Aggressive approach: roll 1d6: 1–4 the creatures are Wary, 5–6 they are Hostile.

In addition, there are two other reaction categories that are not normally able to be altered except by exceptional skill or magical means:

Encounter Behaviour Table by Demeanour (d20)

Introduction:
This table provides solo players and GMs with a quick way to randomly determine encounter behaviour based on demeanour. Roll 1d20 and consult the appropriate row.

Demeanour 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
Hostile Attacks immediately Threatens, demands tribute Attempts to ambush Issues ultimatum, gives you one chance to flee Intimidates, then attacks if resisted Calls for reinforcements or sets a trap Tries to capture or restrain you Uses a special ability or environmental hazard Taunts or insults you Attempts to destroy your equipment or supplies
Wary Keeps distance, observes Issues a warning Demands you state your purpose Offers a trade, but is suspicious Attempts to mislead or send you away Retreats if approached, but may return Sets up a defensive position Tests you with a minor challenge or riddle Watches silently, waiting for you to act Sends a messenger or animal to spy on you
Curious Approaches cautiously Asks questions Offers minor trade or information Follows you at a distance Tests your intentions with a harmless trick Invites you to share a meal or story Mimics your actions or speech Offers to exchange stories or secrets Examines your belongings with fascination Asks to join you for a short time
Friendly Greets warmly Offers aid or supplies Shares useful information Invites you to join them Asks for your help with a small task Offers to travel together for a Watch Sings, tells a joke, or entertains Shares a rumour or warning about the area Offers to introduce you to an ally Gives you a token of friendship
Helpful Heals or protects you Gives a rare item or secret Warns of nearby danger Offers to guide you Shares a rumour or prophecy Asks nothing in return, simply helps Offers to teach you a skill or lore Intervenes on your behalf in a future encounter Offers sanctuary or a safe place to rest Sacrifices something valuable for your benefit

How to Use:

  1. Determine the demeanour (Hostile, Wary, Curious, Friendly, Helpful).
  2. Roll 1d20 and consult the corresponding cell.
  3. Narrate the behaviour as the encounter’s opening move or attitude.
  4. Adjust for context (creature type, location, your actions).

Hide

Only possible if cover is available. Attempt to use stealth/Anima check to move through the area undetected and avoid conflict

Flee

Not every encounter is worth fighting; live to fight another day! Fleeing is resolved as discussed under the Pursuit and Evasion rules in the travel section.

Ruse

A Ruse is an attempt to bribe, deceive, or steal from an encountered party before hostilities begin. It is not available once combat has commenced. Resolve a Ruse as an opposed Anima check: both parties roll d20 and add their Anima modifier; you also add your Guile skill rank if you have it. The higher total wins. On a victory, the bribe is accepted, the deception succeeds, or the theft goes unnoticed — determine the exact outcome based on narrative logic. If the outcome feels genuinely ambiguous, roll 1d6: on a 1–3 the worse reasonable outcome occurs, on a 4–6 the better one does. On a failure, the encountered party immediately becomes Hostile and initiative is rolled; the failed Ruse costs any goodwill already established. On a critical failure (natural 1 on your roll), the enemy also gains surprise and acts first in the ensuing combat.

Combat

Once hostilities commence, combat has been enjoined. Both parties make an Initiative Check to determine who acts first: roll 1d6 and add your Anima modifier. The higher total acts first. On a tie, you act first. Initiative is fixed for the encounter unless a special ability specifies otherwise.

Morale

When an enemy is reduced to 0 Vitality it must make an Anima save (d20 + Anima modifier vs. Average (13)) or flee. In a group encounter, make an Anima save (Average 13) when:

Attack

To attack, roll 1d20 against the target’s BAM! and add any relevant attribute, skill, magic, and situational modifiers, such as advantage, cover, or range. If no BAM! is listed, use Average (13).

Most encounters grow harder with your Degree of the Road. In Escape the Bleak Forest, use Average (13) with 0–1 Locked attributes and Difficult (16) with 2–3. Degree scaling begins in Hail Three Wyrd Sisters.

Degree of the Road Baseline creature BAM!
1st–3rd Average (13)
4th–6th Difficult (16)
7th–9th Challenging (19)

Individual creatures may have a higher or lower BAM! than this baseline, as listed in their stat blocks. Advantage and Disadvantage, skills and magic can modify it further.

BAM! Easy Average Difficult Challenging Formidable Inconceivable
Target Score 10 13 16 19 22 25

Modifiers:

Cover

Attackers are at a Disadvantage to attack when the target has cover as follows:

If not otherwise specified, assume the base to attack is Average (13) and apply the Disadvantage for the cover.

Darkness

Actions that rely on visual perception, including targeting or foraging, are performed at Extreme Disadvantage (shift BAM! up three steps from current difficulty) unless supported by enhanced senses, magic, or psionics.

Dual Wielding

A Master Combat character with Adept Multiple Attacks Focus can attack with both weapons, but the off-hand attack takes Moderate Disadvantage (one step), making dual wielding viable but introducing meaningful trade-offs rather than eliminating the penalty entirely.

Multiple Attacks

Each attempted attack per round after the first is made at disadvantage as follows:

Note: four attempts per round is the maximum attack attempts from all sources combined. This includes Dual Wielding, Multiple Attacks, Quick Shot, and any special abilities. In addition, any failed attack roll past the first in a round gives the opponent a tactical opening: they may either gain Moderate Advantage on their next attack against you, or disengage one range band without triggering a free strike. This choice is made immediately and represents the enemy capitalising on your overextension. Note on Diminishing Returns: the escalating disadvantage penalties defined here (Moderate for 2nd attack, Major for 3rd, Extreme for 4th) are the definitive penalty track for attack sequences. Mishap dice accumulate normally for other actions taken on the same turn but do not stack with or replace the Multiple Attacks penalty progression.

Two handed fighting:

When you wield any melee weapon with both hands (including one-handed weapons held in two hands), you gain +1 on damage rolls. You cannot use a shield while fighting two-handed. Two-handed weapons (battle axe, two-handed sword, spear, etc.) always benefit from this bonus as they require both hands by nature.

Rest and Recovery

Rest and recovery are a necessary part of the adventuring life. How long you rest decides how much you recover. In the Dead Forest and Bleak Forest you cannot rest without setting a guard. Elsewhere, resting without a guard raises the danger (see Danger Die › Resting without a guard).

Recovery is a short pause to gather your wits and regain some composure.

Short Rest is one Watch (4 hours) of minimal, undisturbed activity.

Full Rest is two Watches (8 hours) of minimal, undisturbed activity.

Recovering from Conditions depends on their severity: