THE IMMACULATE SYSTEM 

ENCOUNTER GUIDE — TABLE OF CONTENTS
Introduction
Difficulty
Risks
Rewards
Expeditions
Scarlands
Seafaring
Veiled Lands
Imperium Maris
Dungeoneering
Dwarfdeep
Empire of Shadows
Dread Zone
Sea of Abominations
Hel
Moon
Afterlife Realms
Elemental Planes
Ethereal Plane
Astral Plane
Outer Planes
Traps
Restraints
Projectiles
Pitfalls
Fluids
Energies
Peoples
Bugbears
Cambions
Dragonborn
Dwarves
Elves
Firbolgs
Gnomes
Goblins
Goliaths
Halflings
Half-Elves
Half-Orcs
Hobgoblins
Humans
Kobolds
Lizardfolk
Minotaurs
Nymphs
Orcs
Pixies
Satyrs
Sprites
Tieflings
Tritons
Typhonians
Teams
Monsters
Angels
Animals
Atomies
Basilisks
Catoblepones
Centaurs
Chimerae
Cockatrices
Constructs & Golems
Couatl
Cyclopes
Demons
Devils
Dinosaurs
Dopplegangers
Dragons & Drakes
Elementals
Fomorians
Gargantua
Gargoyles
Genies
Giants
Griffons
Hags & Harpies
Hippogriffs
Horrors
The Hunt
Hydrae
Lamias
Lamassus
Leucrottas
Lycanthropes
Manticores
Merfolk & Merrow
Nagas
Nightmares
Ogres
Pegasi
Perytons
Plants & Fungi
Rakshasas
Scarspawn
Slimes & Oozes
Sphinxes
Treants
Troglodytes
Trolls
Undead
Unicorns
Worms
Wyverns
Yeti
Index


 ⇈ Title ⇈  ↡ Index ↡  ↑ Contents ↑  → Preface ←  ↓ Introduction ↓

Preface

A Violent Game As with many tabletop roleplaying games, simulated combat can become a regular part of play. The most heroic adventurers often find themselves slaying dangerous monsters if not also meting out vigilante justice. Other groups of characters might exploit increasingly powerful abilities for far less altruistic purposes. Every adventurer feels some personal potential to make a difference in life-and-death situations. Nearly all already have experience at dealing death.
 Each campaign will feature its own mix of incentives and rewards. That said, combat victories traditionally place high on the list of ways an adventurer might cultivate power and prestige. Not only do ordinary campaigns quickly turn new player characters into hardened combatants, but these characters also face risk of death. In a world where ancient dragons exist and giant beasts are not even particularly rare, a group of capable and well-balanced adventurers can find themselves overwhelmed by opposition. Player character death is a real possibility during all but the most peaceful adventures.
 Running a campaign well requires satisfying an extraordinary array of demands. You must decide which rules are optional, and you must make final determinations whenever rules are adjudicated. If running well-prepared material, you are responsible for its interpretation and, where appropriate, its modification. If working from sparse notes or entirely improvising, constant adaptation and spontaneous creativity are both needed. You must also facilitate play, supporting a healthy group dynamic even while repeatedly exposing that group to stressful situations. An adversarial yet collaborative participant, a fair yet firm judge, a coherent yet flexible storyteller – presiding over any portion of a campaign involves simultaneously performing several complex roles.
 Preparing for this endeavor has great value. Studying the features and spells of your player characters makes it possible to tailor challenges to the particulars of their abilities. General review of classes, monsters, races, and spells sheds light on the countless possibilities available when designing encounters. Details about relevant cultures and religions can do much to guide coherent narratives. All this reading becomes even more effective when paired with a little writing. Compiling all the critical information in one place constitutes preparation for a combat encouter. That task is also an opportunity to script unusual behaviors or individualize notable figures before the party makes first contact.
 Managing each session is fraught with challenges and compromises. Seconds become precious when commanding the attention of a group. Lengthier exercises in the calm of preparation might save much less time than they require, but this savings is realized in the thick of gatherings when every moment could be precious to each individual present. Sessions meant to involve figurines on physical terrain should minimize group time consumed by related logistics. Even sessions entirely confined to the theater of the mind can benefit from extensive notes prepared in advance. Some people excel at narrative improvisation, some people excel at tactical wargaming, and some people excel at voice acting; but every Dungeon Master (DM) benefits from a foundation established through forethought and material readiness.


↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Characters ↓

Introduction

Using the Scrolls These documents are meant to be perused with a Hypertext Markup Language (HTML) browser. Like physical scrolls, they can be skimmed by reading up and down their length. Unlike physical scrolls, they contain links for instantly shifting attention to a specific target. Each begins with a table of contents connected to every major section of the document. Each scroll ends with an index featuring a much more extensive extensive list of internal links to specific topics. Each divider between sections facilitates navigation to the table of contents, the index, the previous section, and the following section. These methods provide direct access to every topic of deliberate focus.
 Most HTML browsers have their own features to enhance the reading experience. Scaling text to larger or smaller sizes may better suit a specific platform. CTRL-F or ⌘-F may make it possible to search for specific patterns of words or glyphs anywhere in the document. Keyboards offering HOME, END, PAGE UP, and PAGE DOWN keys can be useful for repositioning your view. Many browsers also offer a scroll bar and other features for looking at new portions of the text. Adapted for presentation with a wide range of modern devices, these scrolls each feature the content of a book in the format of a single continuous page like their ancient namesakes.
Humanity at the Heart Theatron is chiefly a world of human beings. Centuries prior to the Great Consolidation, humanity already surpassed the population of all other adventuring races combined. Humans now constitute over 90% of the three largest empires in the world as well as the majority of many kingdoms, federations, city-states, and tribal lands. Yet humanity is no monolith. Twenty-six human languages are each presently spoken by more than one million people. Each ethnic group is a product of unique history, politics, and traditions. Even terrain and climate shape the cultures of people who all are ultimately sustained by the land.
 Every biological variation among major human ethnicities is purely cosmetic. Cultural forces promote some abilities over others. These emphases are reinforced everywhere from folklore to training techniques. Thus major ethnic groups possess reputations for particular endowments woven deeply into their cultural identities. When raised among non-humans and given no particular encouragement to conform with any ethnic stereotypes, heritage appears to have no bearing on the potential and actual abilities of individual humans. Ethnicity is an important part of self-image for many people. Even so, it provides no physiological advantages.
 Most sages understand this. Scholars are often curious about all things foreign and quick to overcome personal prejudices. Others may lack this trait. Political leaders rarely resist appeals to ethnic unity (if not also legal favoratism) in order to secure the loyalty of their own people. Unflattering portrayals of outsiders can be an easy way to entertain a crowd inclined toward ethnic pride. Wherever war looms, hostility toward the people governed by an opposing power is likely to follow. Even though all human beings are essentially the same, pandering and divisiveness can become paths to popularity while obscuring the deeper truth – humans of all ethnicities are created equally.

Non-human Peoples Bodily variations of the non-human races are more than skin deep. Some tower over humanity while others never approach 3' in height. Some races grow natural weaponry. All fey and fiends harbor active magic in their blood. Dwarves, elves, halflings, and humans were created to perform specific duties for dragons. Those four races have some sense of kinship despite different physiologies and perspectives on the world. Other non-human races can be more profoundly alien. Individuals entirely unfamiliar with a race may be disturbed by some routine behaviors or startled by the appearance of ordinary members of that race.
 ADVENTURING RACES 
  RaceAppearanceTypeSize  
Bugbearsmonstrousgoblinoidmedium*
Cambionsexoticfiend & human medium
Dragonborn monstrousdragonbornmedium
Dwarvesordinarydwarfmedium
Elvesordinaryfeymedium
Firbolgschangeablefey & giantmedium*
Gnomesordinaryfeysmall
Goblinsmonstrousgoblinoidsmall
Goliathsordinarygiantmedium*
Halflingsordinaryhalflingsmall
Half-Elvesordinaryfey & humanmedium
Half-Orcsmonstroushuman & orcmedium
Hobgoblinsmonstrousgoblinoidmedium
Humansordinaryhumanmedium
Koboldsmonstrouskoboldsmall
Lizardfolkmonstrouslizardfolkmedium
Minotaursmonstrousmonstrositymedium*
Nymphsexoticfeymedium
Orcsmonstrousorcmedium*
Pixiesordinaryfeytiny
Satyrsexoticfeymedium
Spritesordinaryfeytiny
Tieflingsmonstrousfiendmedium
Tritonsexotictritonmedium
Typhonianschangeableshapechangermedium
 * lifts and carries as a large creature
 Even so, the twenty-five adventuring races are all broadly understood to be people. In the modern era, the rules of magic are perfectly inclusive on that point. The laws of mortal regimes and the selection criteria for private groups do not always comport with this understanding. Tireless elven diplomats secure adventuring fey legal status equal to humans in nearly every surface realm. Dwarves and halflings enjoy similar goodwill as valued contributors to industry and commerce. Well-established governments tend to have explicit policies dealing with each adventuring race. Provisions for obtaining legal and social acceptance are typically included in these policies. Most governments would consider it folly to make enemies of an entire race of people.
 After all, each adventuring race is the source of many living heroes and villains. Most aristocracies extend invitations to non-humans distinguished by great achievements and proven loyalty. Enclaves of non-humans often trace their origins to such an exemplar able to provide leadership and security. Yet some non-human stereotypes reflect underlying realities. Minotaurs will not salute any authority they could easily claim for themselves. Bugbears unable to shelter indoors will dig a personal hole and rest under a pile of debris. Dragonborn, kobolds, and lizardfolk sometimes make celebratory meals from freshly fallen foes. Non-human adventurers can encounter many complications in the human world.

Monsters Abound Lasting comfort requires vigilant defenders. The Archfey and their dragon adversaries developed all sorts of creatures to battle each other across millennia of magical experimentation. These projects are rare in the modern era, yet bizarre creations continue to escape into the wild even today. Respected institutions sometimes allow certain types of monsters to live openly in cities. Most urban monsters live covertly in secret lairs and/or by way of magical disguise. Some even benefit from networks of supporters active in the community. Orderly cities offer bounties to a guild or cadre of heavily regulated monster hunters. The least secure places have even greater need for this service, though many lack the funds to sponsor large bounties.
 Monsters in less populated locales draw adventurers for many reasons. Some preside over hoards of treasure either long forgotten or slowly accumulated. Others serve as guardians of natural wonders or abandoned structures. The Thousandfold Drama during the Age of Heroes saw countless sites lost to conquering armies, divine curses, natural disasters, or rampaging hordes. Those not promptly reclaimed often became lairs for the deadliest creatures in the area. Far from city walls, dangerous monsters roam freely with no disguise. Where governments falter or clash, locals must provide their own security. Danger is intensified as bandits and outlaws share rough territory with monsters that no aristocratic authority would abide.
 Political leaders are expected to deal with any deadly monsters prowling their lands. The best military organizations respond quickly to reports of trouble near major roads or outlying settlements. Many palaces feature trophy rooms where preserved remains and dramatic sculptures are staged to glorify ancestors and the monsters they killed to tame surrounding territory. Some aristocrats respond well to impressive trophies offered in tribute. Major universities, religious institutions, and noble houses all sponsor quests to recover items that convey prestige. Often these retrievals have not already been completed because formidable monsters claimed the lives of parties to previous attempts.

THE FIVESQUARE PANTHEON
DeityAlignmentInvocation
ApolloCGGod of the Setting Sun
ArawnLEGod of Final Rewards
AresCEGod of Untamed Violence
Chih Sung-TzuNGod of Gentle Rain
Chung KuelLGGod of Just Trials
DagdaNGod of Limitless Might
DionysusCNGod of Drunken Revelry
GebNGod of Solid Ground
HadesNEGod of Tranquil Death
HelNEGoddess of Cursed Afflictions
Lei KungLEGod of Ferocious Squalls
LokiCEGod of Endless Disguises
Mannanan Mac LirCNGod of Briny Depths
Ma YuanCEGod of Bloody Murder
OdinNGGod of the Final Battle
OghmaNGod of Accumulated Lore
OsirisLGGod of Noble Sacrifice
PtahLNGod of Forged Marvels
RaNGGod of the Rising Sun
SetLEGod of Darkest Night
Shang-TiLNGod of the Immaculate System
SilvanusNGod of Verdant Wilderness
ThorCGGod of Rolling Thunder
TyrLGGod of Relentless Crusades
ZeusCGGod of the Heavenly Throne
Opposition and Confrontation There are also goals defended by more conventional adversaries. Uncovering secrets of great value often requires doing battle with the keepers of those secrets, even if they are people. The endless intrigues of royal courts quickly make persistent participants into formidable figures. There are also all manner of clashes that welcome public participation, from armies locked in struggle to religions striving to attract new followers. Some individuals develop impressive abilities despite rarely encountering monsters of any kind. Artists, entertainers, evangelists, merchants, messengers, politicians, researchers, smugglers, and thieves are among those who experience serial adventures while dealing mostly with civilized people.
 Minor neighborhoods and ordinary towns see little internal conflict. Effective leaders will settle any disputes slow to resolve on their own. Larger communities inevitably see factions forming as organized interests compete and popular values diverge. Heavy-handed authorities create enduring rifts. Fringe groups of outsiders become less marginalized when their numbers grow or their leaders thrive. Some organizations feel a duty to seek out and challenge traditional counterparts. Every metropolis sees a proliferation of popular faiths, privileged families, productive industries, and secret societies pursuing their own agendas. Managing any huge and diverse population is less about achieving harmony than successful harm reduction.
 Authorized urban monster hunters may be obligated to promptly heal victims and extinguish fires to the best of their abilities. All who serve a noble cause are expected to behave appropriately while in the public eye. Even where duelling is not legal, most bystanders will be astute enough to move away from any active combat. Far from any regulatory oversight, heroes and villains alike are not restrained by any taboos against cruelty, malediction, necromancy, poison, weaponry, or witchcraft. Yet each of these things can create conflict if observed by survivors in jurisdictions with relevant bans. This may force a choice – become identified as an outlaw or kill witnesses like the most dangerous outlaws often do.

Growth Through Struggle The fate of no living mortal is carved in stone. Each sunrise brings with it opportunities to make change. Even the most desperate souls might yet connect with the power of prayer. Those who are already fit and free have the means to leave their mark on the world. Successful efforts also leave marks of their own on adventurers. Those steadfast in their beliefs and loyalties will strengthen those bonds. Figures more inclined toward shifting allegiances and values will become familiar with new perspectives on the world. Be it a winding journey across a broad spectrum of attitudes or an unyielding pursuit of a singular ideal, each meaningful advance contributes to the development of new or enhanced abilities.
 ADVENTURING CLASSES 
MartialMagical
BarbariansBards
FightersClerics
MonksDruids
PaladinsSorcerers
RangersWarlocks
RoguesWizards
 The earliest spellcasting dragons devoured large numbers of other mighty creatures to accumulate power. Slaughtering entire armies of dragons provided a path to immortality for the Archfey. Many thousands of clerics, fighters, magic-users, and thieves each battled their way to legendary prowess during the Age of Heroes. Hardship and violence have always seen survivors emerge with a measure of personal growth. The gods of the modern era inspire their worshippers with narratives crafted to promote mortal conflict. Though some territories have experienced centuries of peace, great nations go to war with the largest armies ever assembled. Those who seek a fight often need do little more than to choose a side in some ongoing clash.
 The most prodigious adventurers begin to make their mark before coming of age. Others are already elderly when they answer the call to action. A typical origin sees institutional studies or military service preceding a series of adventures. No two stories are precisely the same, though each pairs a mix of exceptional challenges with exceptional rewards. Victories drive personal empowerment. Tremendous capabilities become available to the most accomplished adventurers. Heroes may grow into superheroes while villains grow into supervillains. Many other persons of great power do not fit neatly into either archetype. All are unified by a string of triumphs over tests most people would sooner avoid than attempt.


↟ Contents ↟  ↡ Index ↡  ↑ Introduction ↑  → Difficulty ←  ↓ Risks ↓



Balancing Encounters Any appropriately challenging campaign sees prepared content adjusted to the particulars of the party in play. Consider two different tables of 7th level adventurers. One is dominated by players inclined to study the rules in detail and run statistical models to optimize their combat performance. The other is dominated by players inclined to embrace fictional alter egos and make suboptimal choices in service to the development of distinctive character personalities. Both sorts of parties can experience adventures at once thrilling and satsifying.
 Yet the painstakingly-optimized party will statistically outperform the party developed along more whimsical lines. A wise DM does not demand that these groups comport with any particular performance standard, instead escalating the threats faced by one group and relaxing those put in the path of the other. This can take many forms. Increasing the ability of enemies to dish out and/or endure damage is one method of escalation. Another would be to play those enemies in the most cunning and ruthless way possible, as contrasted with playing them as threats deliberately designed to be overcome.
 Perytons present a perfect opportunity for this, as they are amonng the few monsters to naturally prioritize slaying disabled PCs over neutrailzing active threats. This behavior could be emulated by any hostile force with an emphatically murderous intent. This game creates conditions allowing an experienced and balanced party to bounce back from anything short of total annihilation.
 There is no aspect of an encounter outside the scope of DM control.
Tiers of Power No explicit rule prevents a Dungeonmaster (DM) from throwing an elder wyrm at a party of novice adventurers. Wise novices would do everything in their power to avoid such an encounter. Wise DMs do not confront fledgling adventurers with such overwhelming opposition. Ideally, campaigns gradually escalate threats from small groups of ordinary foes into thrilling encounters with epic enemies. Framing a progression of appropriate challenges is central to the art of presenting a satisfying campaign. The following remarks should help to establish an appropriate context for a party of adventurers based on their personal capabilities.

◊ TIER I: Adventurers in this tier are especially vulnerable. Their parties lack the resources to press on after any significant misfortune. These novice adventurers function best with easy access to a secure lodgings of some sort. Even with this support, they may be unable to endure many fights in a single day. Vanquishing dangerous pests or common predators, locating persons lost in nearby wilderness, defending against minor bandit raids – these activities might qualify as quests from the perspective of fledgeling adventurers.

◊ TIER II: A group of these adventurers should be able to continue through a setback or two. Synergies between their various abilities might support moments of extroardinary capability. Though unlikely candidates to topple a major government or avert a doomsday crisis, adventurers in this tier can accomplish great things when working as a team. The most suitable adventures for these characters feature a mix of introductory challenges and more advanced missions like investigating monster lairs, rescuing captives, and tracking down fugitives.

◊ TIER III: Reaching this Tier of Power conveys considerable capability relative to ordinary soldiers. A group of such adventurers might be trusted to command a sailing ship or lead an overland caravan. They might also be involved in political intrigues at the level of senior leadership of a small village or as pawns in the intrigues of national institutions. Factions such as criminal syndicates, organized religions, and trading houses may see adventurers in this tier as significant assets. Mercenary work and monster hunting remain options, but many adventurers in this tier focus on proving their worth to and earning favors from elite benefactors.

◊ TIER IV: Most of these adventurers sport sylized garb and enchanted paraphernalia. Some hold high ranks in military, political, or religious institutions. Yet few are proper aristocrats in their own right. Adventurers in this tier often undertake bold expeditions into the heart of perilous regions, simultaneously advancing their fortunes and honing their abilities. Some focus on clearing a locale of hostile forces and deadly monsters in the hope that they might carve out a fief or homestead of their own. Others make their mark on the world in less territorial ways. Adventurers of this tier are often mentioned in song and story even if they do not seek out such attention.

◊ TIER V: Any career leading to this level of achievement is also likely to prompt invitations into the aristocracy. Many baronies could be strengthened by leaders with at least this measure of prowess. Yet ennoblement is not a certainty for adventurers in this tier. Renegades of comparable power are likely to be confronted rather than supported by governing authorities. Outsiders with these capabilities may raise up independent strongholds or maintain a globetrotting lifestyle. Even if these adventurers avoid politics, some still receive major honorifics recognizing their accomplishments and capabilities. Admirers and emulators are to be expected in the wake of achievements this great.

◊ TIER VI: The activities of these adventurers are often consequential on regional levels. The least impressive government officials are no match for the power of individuals at this tier. Most communities cannot immediately mount effective resistance to hostile characters with powers such as these. Any adventurer so formidable is sure to be documented if not also actively monitored by multiple institutions. These individuals may earn the direct support of national leaders through consistent and effective service. Such power can prove invaluable in defense of a thriving city or a strategic resource. When turned against prevailing powers, it can instead present a dire threat to the stability of a vast territory.

◊ TIER VII: Some nations are led by individuals no more powerfull than this. The grandest regimes work wonders to nurture the prowess of future rulers, but no one faces perils appropriate to this tier without taking grave personal risks. While a minor duchy might be considered fortunate to have a leader this capable; great nations often see such adventurers serving as generals, guildmasters, pontiffs, etc. Some are the most accomplished exemplars of a particular fighting style or arcanne tradition. Outsiders able to progress this far tend to be widely respected across at least one marginalized and/or criminal subculture. Some become inspiring role models to outlaws all over the world.

◊ TIER VIII: Kings and queens often rise to this level. With entire courts of accomplished adventurers promoting their progress, such rulers enjoy favorable odds in clashes quick to overwhelm less privileged participants. Spellcasters of this tier may be able to bring the dead back to life or snuff out a life with a single gesture. Warriors of this tier are often unsurpassed on huge battlefields. Such powerful adventurers not already deeply entangled in politics tend to be focused on other planes of existence or events otherwise beyond the jurisdiction of most mortal authorities. Individuals using such power to actively engage with modern mainstream conflicts will find themselves subject to chatter everywhere from the loftiest court to the lowliest drinking house.

◊ TIER IX: Adventurers in this Tier of Power are no strangers to the most consequential sorts of magic and the most dangerous sorts of monsters. Their personal goals often transcend the politics of mortal realms. Excursions to places beyond the control of any earthly regime, including the Outer Planes, are common adventures for these individuals. Even the most formidable secret societies cannot easily dominate a party of these adventurers. When such a group is not actively thwarting an apocalyptic conspiracy, they are likely to pursue their own agenda on their own terms. The fate of nations can turn on the decisions of individuals with such enormous concentrations of personal power.


↟ Contents ↟  ↡ Index ↡  ↑ Difficulty ↑  → Risks ←  ↓ Rewards ↓




↟ Contents ↟  ↡ Index ↡  ↑ Risks ↑  → Difficulty ←  ↓ Expeditions ↓