✣ WayfarerAetholith ↗

THE WAYFARER FIELD GUIDE

Steel, nerve, and a d20.

Your equipment sets the odds. Your choices shape the fight. Then the die has its say.

From the current development build. Balance and content may change.

01 / MAKING AN ATTACK

Let the die settle.

Press Attack to throw a physical, numbered 3D d20 into the tray. Its settled upward face supplies your attack roll.

Your target is the enemy’s Agility minus your effective weapon hit modifier, limited to a range of 2–20. Meet or exceed that target to land a hit.

A natural 1 misses. A natural 20 always hits and triggers critical damage. If the enemy survives your turn, it attacks back.

ILLUSTRATIVE ATTACK EXAMPLE

Roadwarden’s Sword vs. Brigand

Enemy Agility 12 − weapon modifier 1
You need 11 or higher.

Example roll: 12. A hit.

Website demonstration: random roll, full-condition weapon, requirements met. The game uses a physical 3D die.

02 / AFTER THE HIT

More than a single number.

Three damage types

Slashing, piercing, and blunt attacks meet different protections. Your weapon’s attack profile and your enemy’s armour determine the result.

Condition matters

Weapons and armour suffer wear. Equipment condition changes effective damage and protection, so the state of your pack matters as much as its contents.

Critical moments

A natural 20 triggers the game’s critical-damage calculation. It can turn a fight, but preparation still matters.

03 / CHOOSE YOUR NEXT MOVE

Stand your ground.
Or find a way out.

Attack

Throw the die and resolve your strike. A surviving opponent gets its response.

Switch weapon or use a potion

Adapt through your Pack. Switching weapons or drinking a draught during combat gives the enemy a turn.

Flee

Start a timed movement challenge and cover the displayed distance before the deadline. Success escapes the encounter; failure lets the enemy attack and returns you to combat.

Meet the opponents ↗

CONTINUE EXPLORING

Inside the pack ↗The art of combat ↗Creatures of the road ↗