Pilgrimage

Rules Reference

Pilgrimage: Skirmish

Reference

The most-looked-up tables in one place, built for fast lookup and print. Each heading links to the full rule.

Checks

  • Roll D12 + modifier; 7+ succeeds (unless a rule states another threshold, e.g. 9+).
  • Each ±1 shifts success by ~8%.
  • Advantage: roll 2D12, take the higher. Disadvantage: take the lower. Both at once cancel.

Attributes

AttrBaseRole
Might (M)0Assault + Fire defence
Aim (A)0Fire
Valour (V)0Panic; Initiative; Leader
Ward (W)0Damage reduction
Pace (P)0+1" on first Move of an Act
Endurance (E)6Damage before OOA

M/A/V raise to +3 (5 Supplies/pt). Character = 50 Supplies; Oathband = 600.

Deeds (3 per Act)

DeedCostLimNotes
Move13"+Pace first, then 3". +1 Deed in Difficult Ground
Assault11Melee within 1"; blocks Fire
Fire11Ranged weapon; blocks Assault
Aim2Advantage on a Fire this Act
Climb21Move 3" vertically
Guard11Ends Act; +1 Ward until next Act
Hide11Behind cover, out of LoS → Hidden
Stand1Rise from Knocked Down
Use1Item or world object

Combat modifiers

SituationEffect
Charge (caused Assault this Act)+1 Might
Group Assault (per ally in base contact)+1 Might each
Close Fire (target ≤6")Advantage
Moving Target (per Move by firer/target)−1 Aim
High Ground (>2" above foe)+1 Might, +1 Aim
Cover−2 Aim
Shrouded (beyond Sight)−2 Might, −2 Aim
Crowded Target (foe ≤1" of another)Random target hit
Unarmed Assault−2 Might, −2 Damage

Assault/Fire: both roll D12 (+Might / +Aim vs +Might); winner deals the margin, less Ward.

Melee weapons

WeaponLoreSup
Hand Weapon10
KnifeWorn, −1 Dmg10
Mace+3 Knock Down, −1 Dmg10
Staff+1 Assault Ward, −1 Dmg10
Pole1" Reach25
Heavy Hand+2 Dmg, Two Handed20
Heavy Mace+1 Dmg, +3 Knock Down, 2H20
Heavy Pole+2 Dmg, 1" Reach, 2H35

Ranged weapons

WeaponLoreSup
Thrown6" Range, Quick5
Hunting Bow24", Aimed, 2H15
Short Bow18", Quick, −1 Dmg20
War Bow24", +1 Dmg, Aimed, 2H20
Greatbow30", +2 Dmg, +1 Aim, Aimed, 2H40

Armour & items

ArmourEffectSup
Light+1 Ward20
Medium+2 Ward40
Heavy+3 Ward, −1 Pace50
ItemLoreSup
Bandage+2 Restore, 1 use5
Helmet+1 Endurance10
HornCall to Valour, 2 Activate10
RopeDeploy, Descend, 1 use10
Shield+1 Ward, Off-Hand10
Torch3" Light, Off-Hand, Throw10
Oath token+1 Valour10
Cloak−3" Sight15
BannerOff-Hand, Take Courage25

Slots: 1 Armour · 2 Weapon · 3 Item. Hoard = 2× characters.

Statuses

StatusEffect
Out of ActionE below 0 → removed
Wounded (4 cum. dmg)−1 Pace/Might/Aim till next Trial
Knocked Down (4+ in one hit)Stand before acting; −1 Might
TiredActed this Turn; clears end of Turn
Shaken−1 Might, −1 Aim next Act
PanickedFlees to nearest edge
HiddenUnshootable behind cover; +1 M/A if Turn begun Hidden
Infirm−2 Endurance till next Trial

Panic

  • Trigger: a side loses ≥ half its start (round up) to OOA — everyone checks; and again per further loss.
  • Check: D12 + Valour − allies lost this Trial; 7+ passes.
  • Fail → Shaken → (fail again) Panicked. Pass while Panicked → back to Shaken.

Sight (baseline)

LightSight
Black Night0"
Gloom6"
Grey Light12"
Daylight18"
Full Sun24"

Then apply Shifting Light + Weather. Roll Season → Time → Light → Weather before each Battle.

Waymarks (D12)

D12Result
1–2Ill Ground — pass a Panic check
3–4Gone Before You — remove 2 Waymarks
5–6The Land Takes — lose Equipment
7–8Old Camp — check; D12×5 Supplies
9–10Weary One — recruitable survivor
11–12Oathsong — +1 Vow progress

Place D12÷2+1 (min 2, max 7), ≥9" apart; D12+6" from centre. Spend a Deed within 1".

After the Trial

Injury (D12)Result
1–2Death
3–5Grievous Wound (−1 attr, Infirm)
6–8Injured (Infirm next Battle)
9–12Full Recovery

Battlefield Finds: 2D12 (Adv/Disadv on Major Trial) +modifiers, ×10 Supplies. 5 Vows = a Station → +1 Renown & Legacy.

Blessings (choose 3; 1 use each)

  • Lanhesir's Lantern — ignore low-light Sight, 1 character, 1 Act.
  • Wyrsel's Turn — reroll any die (accept 2nd).
  • Auruin's Stroke — one hit ignores Ward.
  • Maelis's Calm — ignore a Panic result.
  • Enlaith's Shelter — OOA → 1 Endurance instead.
  • Cuthelir's Step — free Move Deed any time in the Turn.
  • Brael's Mercy — reduce one hit's damage by 3.
  • Coluin's Voice — all Pilgrims use highest Valour till end of Turn.