TABLE OF CONTENTS
C���������……………………………..7 More……………………………………….22
Finding a Companion…………………7 Latrine Scriptorium…………………22
Recruiting Companions……………...9 Terracotta Legion…………………….22
Attributes & Skills…………………..….9 Spoor Of The Godbeast…………….23
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Abilities & Progression……………….9 The Godbeast…………………………..24
Companion Gear………………………13 Shadow Extraction Annex………..26
Playing with a Companion………..13 Tapestry Of The Ancients…………26
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Mechanisms For The Lengthening
U����� R����………………………15 Of Limbs………………………………….26
Finding a Unique Room……………15 Venomkeeper’s Brews……………..27
Forge of Souls………………..…………17 Lost Idolator…………………………….27
Necromancer’s Workshop………..17 Sulphurous Field……………………..28
Ritualist’s Studio……………………..17 Golden Loom…………………………..28
Branding Cauldron Of The Abyssal Abyssal Smelter………………………..28
Supplicant……………………………….18 e Grave Of Lanterns…………………….29
Living Grimoire………………………..18 Webdweller’s Secondary Holt…..30
Zenatu Training Grounds………….18 Albino Cray�ish Pool…………………31
Hall Of Thunderous Penance…….19 Necropede Cathedral……………….31
The Porcelain Target………………..19 Scales Of Inexact Balance………….32
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Desperate Entreaties Carved In Reliquary Demon……………………..32
Stone………………………………………19 False Hope……………………………….33
Inferno Elemental’s Pact-Bower..20 Eraku’s Gallstone……………………..33
Mummi�ied Sabertooth…………….20 Abandoned Campsite……………….33
Wayfarers’ Moss Roasting Dreary Abyss…………………………..33
Chamber………………………………….21
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Poppet Shrine………………………….21 N�� O������� R����…………….35
Blood Harvester’s Bench…………..21 Combat Attrition……………………..35
An Empty Chamber, Nothing Environmental Hazards……………36
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Companions
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D
espite the relative isolation
and dif�iculty of access, Ker
Nethalas is hardly an empty
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Whenever you �ind a merchant
during your journey through Ker
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place. You are not the �irst one to Nethalas, you will also �ind a
�ind yourself down its twisted potential companion, probably
tunnels and echoing chambers by negotiating the purchase or sale of
forces out of their control, but there some goods. It is then when you
are many that come to this can attempt to recruit them.
dangerous place voluntarily as
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well. Be it to �ind riches, test Once you �ind a companion, feel
themselves, or simply to learn free to determine any details about
more about the Vaelorian them, like their age, gender, and
Ascendancy, there are plenty of appearance. You can also �ind out
chances to run into someone in the why they are in the necropolis.
necropolis.
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Companions 7
D20 WHY ARE THEY IN KER NETHALAS?
Curiosity: The allure of forbidden knowledge or hidden secrets
1 draws adventurers to explore the necropolis.
Archaeological Research: Scholars seek to uncover ancient artifacts,
2 decipher inscriptions, and learn about lost civilizations.
Treasure Hunting: Legends speak of valuable relics, cursed gems, or
3 forgotten riches buried within crypts.
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Spiritual Quest: They seek communion with the spirits of the dead
4 or answers about the afterlife.
Cursed Bloodline: They somehow have a familial connection to the
5
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necropolis, seeking to break a curse or ful�ill a prophecy.
6 Revenge: They seek to settle an old score.
7 Dark Magic: They seek forbidden spells or rituals hidden within crypts.
Undead Research: They came to study the undead, hoping to unravel
8 their mysteries.
Lost Loved Ones: they search for a missing family member or lover
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10
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who vanished in the necropolis.
Guardianship: They are part of a task force sent to eliminate threats
so that the city of Veldonia remains safe.
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Bargains with Spirits: They struck a deal with restless ghosts for
11 power, knowledge, or survival.
Escape from the Mundane: The necropolis offers an escape from the
12 mundane world, a place where magic and mystery reign.
Redemption: They seek redemption by performing a noble act
13
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within the necropolis.
Ancient Prophecies: The necropolis holds clues to a prophecy that
14 could alter the fate of the world.
Failed Execution: As was the case with you, this companion is a
15 survivor.
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Haunted Memories: Some sort of past trauma connects them to the
16 necropolis, driving them to confront their demons.
Eternal Rest: They seek to put restless spirits to rest, easing their
17 suffering.
Mystical Artifacts: The necropolis houses magical items that can
18 turn the tide of battles or alter reality.
19 Persecution: They seek refuge from religious zealots.
Fate’s Call: Destiny beckons, and the necropolis holds the key to their
20 true purpose.
8 The Vaelorian Codex - Third Issue
RECRUITING COMPANIONS have a Health attribute, so when
Other explorers are usually their Toughness reaches 0, they are
cautious and perhaps just a bit dead.
suspicious of anyone they �ind in
the necropolis. However, randomly �Magic Resistance: A companion’s
encountered explorers are Magic Resistance works as usual.
normally amenable to negotiation Their starting score is 20.
and even alliance if the characters
succeed on a Reason check. �Combat Skill: A companion’s
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Alternatively, you can simply offer ability in battle. They start with a
to share your riches with them, and score of 50.
they will take 50% of all coin you
receive, even the one obtained as a �Physical Ability: This represents
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result of selling any gear to a a companion’s ability to perform
merchant. This means that if you any task that requires a physical
sell gear to a merchant for a total of effort. This skill replaces a PC’s
300₵ (for example), you would be Dodge, Athletics, Endurance and
obligated to give 150₵ to your Acrobatics. Physical Ability starts
companion. If you have more than with a score of 50.
one companion you must strive to
share all earnings among all of you
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as evenly as possible. You still must & PROGRESSION
decide which gear they are Companions start at level 1, and
equipped with, though. The money can reach a maximum of level 10.
companions are paid for their aid Your companion will level up when
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cannot be spent in any way, though. you do so, so you don’t need to
It’s theirs to keep. track their Experience Points.
Regardless of how you manage to Each time a companion levels up,
convince another explorer to join you can increase one of their
your cause, keep in mind that skills by 10 (Magic Resistance is
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Companions are not Minions, and eligible as well, even if it isn’t a
are subject to a different set of skill), and their Toughness by D4.
rules, as explained on page 13. The usual limit of 80 for skill scores
still applies.
COMPANION ATTRIBUTES
& SKILLS Companions gain 1 random Ability
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A companion’s pro�ile is similar to per level. Roll on the Companion
the one players are accustomed to Ability table to �ind out which one
using with their own characters, they start with, and roll once each
but much more simpli�ied. time they level up. These abilities
can be used once per room and
�Toughness: A companion’s are Standard Actions, unless
starting Toughness is calculated by stated otherwise.
rolling 2D6+10. Companion
Toughness acts exactly the same You can use the accompanying
way as a PC’s, recovering in the Companion Sheet to track all these
same ways. Unfortunately for details.
companions, though, they do not
Companions 9
D100 COMPANION ABILITY
What’s that?: Reroll a failed Perception check, this time with
01-02 Advantage.
Keep it together!: Reroll a failed Resolve check, this time with
03-04 Advantage.
05-06 Watch out!: Reroll a failed Dodge check, this time with Advantage.
I’ll take care of it!: Reroll a failed Medicine check, this time with
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07-08 Advantage.
09-10 Here, drink this!: Recover D6 Aether.
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I found this: Reroll a failed Scavenge check, this time with
11-12 Advantage.
Hellish Weapon: Flames from the pits of hell cover your
13-14 companion’s weapon, increasing its damage by D6 Infernal damage
until the end of combat.
Arcane Missiles (magical attack): A shower of magic darts shoot
15-16 from your companion’s �ingertips, homing into their targets. Up to
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⅃/2 enemies receive D4 Arcane damage.
Arcane Shield: Your companion creates a shell of pure solid Aether
17-18 around a chosen body part, granting you 1 Armor on that body
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location.
Uppercut: Your companion launches a brutal uppercut against their
19-20 opponent, dealing 2D10 Bludgeoning damage. Their next defensive
check receives -20.
Kidney Shot: Your companion launches a calculated punch against
21-22 one of their target’s vital areas. The target is Stunned for 2 rounds.
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Brace: As a reaction, your companion sees the enemy strike coming,
23-24 reducing any incoming damage by D6.
Sturdy: Increase your companion’s Toughness by ⅃ permanently.
25-26 Each time their level is increased you must increase their Toughness
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accordingly.
Cleanse: Your companion removes 1 condition from you or
27-28 themself.
Heal Wound: Your companion heals you for D4 Health. This is a
29-30 camp action.
Weaken: Your companion pushes their will into the target’s mind,
31-32 enfeebling them. Reduce the target’s combat skill by 20 when
defending for D4+1 rounds.
Brutal Strike: Your companion makes a standard attack action
33-34 against their opponent, decided to end the �ight. If they land the
strike, the attack is a critical hit.
10 The Vaelorian Codex - Third Issue
D100 COMPANION ABILITY (CONTINUED)
Regeneration: Once per camp rest, your companion applies a
35-36 healing effect on you or themself, recovering 1 Toughness for the
next D10 rounds.
Precision: As a Free Action, your companion aims carefully,
37-38 increasing their next attack roll by 40.
Infernal Flame (magical attack): Your companion’s �ist bursts into
39-40 green-red �lames, as they send a burst of �ire to their target, dealing
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2D6 Infernal damage.
Fire Bolt (magical attack): Your companion �ires a burst of �lames
41-42 from their hand at their opponent, dealing D8 Fire damage.
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Flame Spray (magical attack): A cone of �lames shoots from the
43-44 palm of your companion’s hands, spraying all enemies in front of
them. Up to ⅃/2 enemies receive D6 Fire damage.
Frostbolt (magical attack): A shard of ice emerges from your
45-46 companion’s hands, striking their opponent in a cascade of ice that
deals D8+1 Cold damage. e
Ice Shield: As a Reaction, your companion summons a block of ice
47-48 that covers their arm, shielding them from the incoming attack. +30
to their Combat Skill against an incoming attack.
Corpse Explosion (magical attack): Causes the corpse of a recently
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49-50 defeated creature to explode, dealing 2D6 Necrotic damage to all
opponents in the room.
Break Resistance (magical attack): your companion attempts to
51-52 go through a creature’s resistance to a speci�ic type of damage,
removing it if successful.
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Feint Death: If an effect or attack were to kill your companion, they
53-54 remain at 1 Toughness instead. This effect can only happen once per
camp rest.
Sap Vitality (magical attack): Your companion curses an opponent,
55-56 who loses 5 Combat Skill every round, up to a maximum of 20.
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Enfeeble (magical attack): Your companion curses an opponent
57-58 with devastating weakness. The target receives +1 damage from all
sources until the end of battle.
Drain Lifeforce (magical attack): Your companion steals their
59-60 target’s lifeforce. Target suffers 2D4+1 Necrotic damage, and your
companion recovers the same amount of Toughness.
Vine Burst (magical attack): Vines sprout from your companion’s
61-62 arms, Entangling a target.
Arterial Strike: As a standard attack, your companion causes a deep
63-64 laceration on one of their opponents, who suffers the Bleeding (2)
condition instead of direct damage as a result of the attack.
Companions 11
D100 COMPANION ABILITY (CONTINUED)
Suppression (magical attack): The target cannot use magic actions
65-66 for 2 rounds.
Heal Mind: Your companion heals your damaged mind. You recover
67-68 D4 Sanity. They can only use this ability once per camp rest.
Pacify: All opponents in the room stop attacking you, allowing you
to leave. You must immediately leave the room and cannot scavenge
69-70 or loot it. Calm does not work on Overseers. The companion loses D4
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Toughness.
Stormbrand: Your companion imbues their weapon with the power
71-72 of the storm. Their attacks deal +D4 Air damage until the end of
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combat.
Countershock: As a Reaction, when the companion successfully
73-74 defends from a melee attack, they send a shock that instantly deals
2D4 Air damage.
Acid Splash (magic attack): The companion shoots a ball of acid
75-76 against their target, who suffers D4 Acid damage for the next D6
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Corrode (magic attack): Your companion targets an opponent,
77-78 destroying 1 point of armor of their choosing.
Conceal Camp: Each time you make a Camp Check, increase the roll
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79-80 by 2.
81-82 Orientation: Once per camp rest you can reroll a Lair or Exit check.
Bloodsurge: As a Free Action, your companion can increase any
83-84 damage roll (regardless of whose) by 1 per each 2 points of
Toughness they spend.
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85-86 Teacher: Once per Camp Rest, re-roll a failure skill up check.
87-88 Alchemist: Your companion immediately identi�ies all potions for you.
Antiquary: Your companion identi�ies all magic items for you
89-90 without needing an Attunement Crystal.
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Trapper: your companion can dismantle a trap by passing a Physical
91-92 Ability check.
Create Opening: Your companion feints and twists around a target,
93-94 creating an opening for their allies to strike. All allies receive +30 to
their next attack roll against that target.
Mark: Your companion marks a target. All attacks against that
95-96 creature receive +1 damage.
Taunt: Your companion taunts a creature, who is forced to attack
97-98 them for the next D4 rounds.
Sacri�ice: If an effect or attack were to kill you, it kills your
99-100 companion instead.
12 The Vaelorian Codex - Third Issue