Pilgrimage
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Rules Book of Ordeals

Book of Ordeals

Panic

Skirmish · Campaign v1.0

An Oathband’s nerve is not infinite. When the losses mount, each Pilgrim must decide whether the road is still worth walking.

When checks are required

When a side has lost half or more of its starting number (rounded up) to Out of Action, every remaining Character on that side must make a Panic check at the start of their next Act. Each further ally taken Out of Action after this obliges every remaining Character to check again at the start of their next Act.

Example: an Oathband of 5 must begin checking when its 3rd Pilgrim falls (half of 5, rounded up). When a 4th falls, everyone still standing checks again.

The check

Roll a D12, add the Character’s Valour, and subtract the number of allies taken Out of Action this Trial. A result of 7 or higher passes. Allies within 3” of the Leader may use the Leader’s Valour, as normal.

Failing — the ladder

  1. A Character who fails becomes Shaken: −1 Might and −1 Aim.
  2. A Shaken Character makes a Panic check at the start of each of their Acts. Pass: they recover. Fail: they become Panicked.
  3. A Panicked Character must spend their Deeds escaping toward the nearest board edge without endangering themselves. They will not move into combat; if Engaged, they fight, and if they win they push their Foe away and continue their flight. A Character who leaves the board this way takes no further part in the Trial and counts as Out of Action for all purposes — the Trial’s objectives, further Panic checks, and the Aftermath.
  4. A Panicked Character makes a Panic check at the start of each of their Acts. Pass: they steady to Shaken.
Pilgrimage — Skirmish Book of Ordeals · Panic v1.0 · synced 2026-08-28