The Waypoint System
This is not D&D. This is a system built around consequence, practice, and the truth that the world does not reset at dawn. What you do shapes who you are. Read carefully. Play honestly.
Quick Reference
The rules you need most often at the table. Tap any menu section for the full explanation of how and why each works.
1. Location d8
2. Severity d6 + modifier
3. Injury by weapon type
1–3 Minor • 4–6 Debilitating • 7+ Life-Threatening
1 Head • 2–3 Torso
4–5 Dom. Arm • 6 Off Arm
7–8 Legs
Declare target → Roll d20 + Precision Die. Hit = struck target. Miss = check Precision Die for scatter. Hit intended location = +1 severity.
Torso d4 • Arm/Leg d6
Head d8 • Vital d10
Scatter if roll ≤ half die max on a miss.
0 HP = bleeding out. Rounds to death = CON modifier (min 1). Stabilise: Medicine DC 12 or a potion.
Minor: 2d4+2 HP, choose 2 injuries
Standard: 4d4+4 HP, choose 4
Greater: 4d4+8 HP, all cleared
Spend 1 pt: Override Bravery check
Spend 1 pt: Reroll any d20
DM awards +1 for great roleplay
1–2 Mild • 3–4 Dangerous
5–6 Terrifying • 7–8 Horrifying
9–10 Sanity-Breaking
Halfling: STR×8 (+15% Fighter)
Elf: STR×10 (+25% Vampire)
Human: STR×12 lbs
Composure = d6+CHA+WIS mod. Social actions reduce it. 0 = capitulation. Bravery defends vs Intimidate.
Raw Crimson during crafting: CON save DC 13 or +1 week exposure. Effects begin at 2–3 weeks.
DC 8 Simple • DC 12 Moderate
DC 16 Hard • DC 20 Very Hard
Failed = 50% toward progression
Introduction
The Waypoint System keeps the bones of D&D — the d20, the six ability scores, advantage and disadvantage — and rebuilds almost everything else around one core idea: what you do shapes who you are.
In standard D&D, you grow by gaining levels on a schedule. You hit a milestone, you tick a box, your whole character improves at once whether or not it reflects what you actually did. The Waypoint System throws that out. Here, the fighter who has swung a sword a thousand times is dangerous with a sword — and clumsy at picking locks she never practised. Growth follows behaviour, not bookkeeping.
Three things make this system feel different the moment you sit down to play:
- Consequence persists. A shattered kneecap does not heal because you slept. Injuries follow you until they are treated, and some need real time and care.
- Resources are human. Magic tires you like a muscle. Courage has a ceiling. Determination (Willpower) is finite and precious. Your character has limits that feel like a real person's limits.
- The world reacts. Reputation is tracked everywhere you go. Coin is genuinely scarce. The choices you make ripple outward and the world remembers them.
A mill worker earns 10 silver a day and spends 55 a week on rent. A broken thigh bone does not vanish after a long rest. Running into a burning building takes more than muscle — it takes nerve you might not have. This is a world with weight. Play accordingly, and it rewards you.
Every mechanic here exists to make your choices matter. When healing is limited, deciding who to save is dramatic. When courage is finite, a brave act means something. The rules are built to turn ordinary decisions into real stakes.
Core Stats
You use all six standard D&D ability scores exactly as you already know them. The Waypoint System adds three new stats that the rest of the system leans on heavily. Understanding what each one does is the foundation for everything else.
These work as normal — each has a modifier derived from the score, and you roll d20 + modifier for checks. What is new is where they get used in this system:
The three new stats are deliberately wired into the old six. Willpower scales off Wisdom. Bravery interacts with Willpower (you spend one to override the other). Foraging rolls use Wisdom. Nothing here is bolted on — it all connects.
Bravery
Bravery answers a question D&D usually ignores: can your character actually make themselves do the terrifying thing? A hero with a great sword and high Strength might still freeze at the door of a burning building. Bravery models that.
A dice roll would mean a brave character sometimes randomly freezes and a coward sometimes randomly succeeds. A threshold is consistent and characterful: it says "this person can face X but not Y," which is how real courage works. It also makes the Willpower override a meaningful, deliberate choice rather than a gamble.
A low Bravery score is not a flaw or a punishment. It is a measure of what a person has faced and survived so far. A brilliant scholar with Bravery 3 has simply never confronted true horror. That is a starting point for growth, not a mark of shame.
Bravery is not fixed for life. It changes through the story, and only the DM moves it — never a roll.
- +1 Bravery when your character faces a fear and pushes through it in a way that genuinely changes them. Surviving the thing that once would have frozen them.
- –1 Bravery when something truly breaks them — unbearable loss, overwhelming horror, a trauma that leaves a mark.
These shifts should feel earned and rare. A character slowly climbing from Bravery 4 to Bravery 7 over a campaign is one of the most satisfying arcs this system offers.
Trained, protective, disciplined. She will run into the burning building — she has done it before, and her body knows it can survive the fear.
Has already seen true darkness and walked back out of it. Very little left in the world has the power to make him hesitate.
Understands precisely how terrifying things can be — and that knowledge cuts both ways. Genuinely brave, but with a clear sense of his own limits.
Willpower
Willpower replaces Inspiration entirely. Where Inspiration was a token the DM handed out for good roleplay — and which felt arbitrary and easy to forget — Willpower is an internal resource that lives on your character sheet. It represents raw determination: the thing that lets a person do what should be beyond them because they refuse to fail.
At character creation, roll d6 and add your Wisdom modifier. That total is your maximum Willpower. You start every adventure with a full pool.
Willpower is mental fortitude — self-knowledge and the discipline to act under pressure. Wisdom already represents insight and force of inner self in D&D, so it is the natural anchor. A wise character has a deeper well of determination to draw from.
Willpower does not simply refill on a long rest. It recovers based on how genuinely restored your character feels — which depends on safety, comfort, and emotional state. This is the heart of what makes it feel human.
When the party rests in Blackburn, they recover full Willpower every long rest. There, they are heroes — given the best of everything, surrounded by people who are alive because of them. That feeling of being safe and valued is mechanically real. It is rare. Treasure it while it lasts.
Tying Willpower purely to a long rest would make it just another slot to refill. Tying it to safety and emotional state turns rest into a meaningful decision: do you push on to reach a safe town, or camp rough and head into tomorrow's danger half-empty? It makes where and how you rest part of the strategy.
Driven by the need to protect. She often spends her Willpower on behalf of the people around her before she ever spends it on herself.
His undead nature puts a layer of distance between him and his emotions. Formidable, but with a shallower well of inner fire than the others.
A warlock's whole existence is an act of will — bargaining with something vast and surviving the weight of it. His reserve runs deep.
Carry Weight
Carry weight in the Waypoint System is dynamic — it reflects both your strength and your physical build. A halfling and a human with identical Strength scores do not carry the same load, because their bodies are not the same size. A trained fighter carries more than an untrained person of equal strength, because training teaches you how to bear weight.
Claudia (Halfling Fighter): 8 × 14 = 112, +15% = ~129 lbs
Falon (Vampire Elf): 10 × 14 = 140, +25% = ~175 lbs
Falben (Human Warlock): 12 × 14 = 168 lbs flat
Notice Falon out-carries everyone despite the elf base being lower than human — his vampire nature more than makes up for it. And Claudia, despite being a trained fighter, carries the least, because a halfling frame simply cannot haul what a larger body can.
A pure Strength × 15 formula (standard D&D) ignores that bodies differ. Letting a halfling out-carry a human just by pumping one stat breaks immersion. Race-based multipliers keep the world believable: strength helps, but a small frame stays a small frame.
You can carry more than your limit. But every pound over it adds a growing risk that, during strenuous movement (running, climbing, jumping, rough terrain), your ankle gives out. The DM rolls a d20 when this becomes relevant, and the risk scales with how badly overloaded you are.
Skill & Spell Progression
This is the system's signature change. You do not level up skills and spells by hitting milestones. You improve at exactly the things you use. Cast Fireball a hundred times and it becomes devastating. Roll Stealth twice in a campaign and it stays exactly where it started.
Proficiency still exists as your baseline competence. This system sits on top of it — proficiency says what you are trained in, practice says how good you have actually become.
Milestone levelling improves things you never touch, which feels unearned. Practice-based progression makes your character a record of what they have actually done. It rewards specialisation, creates natural identity (the party's Fireball specialist, the master pickpocket), and means every roll quietly matters even when it is routine.
Falben's spells are granted by his patron, not built through his own practice. His spell progression is subject to his patron's approval — rapid growth may draw attention, and a loss of favour could stall it entirely. His power is real, but it is borrowed, and that is a vulnerability the others do not share. See Magic for how patron-granted casting differs.
Higher levels mean a stronger spell — more damage, wider area, greater effect — just like casting at a higher level. Early levels come quickly to reward you for picking a spell up. Reaching levels 7 through 9 is a genuine long-term achievement representing hundreds of casts.
Skills follow the same curve but with lower numbers, since you roll skills far more often than you cast any single spell.
Use the Character Tracker tab to keep counts, or jot them on your sheet. The DM should confirm each level-up so everyone agrees on where a spell or skill currently sits.
Incoming Damage
When something hits your character, you do not just subtract HP. You find out where the blow landed, how bad it is, and what specific injury it leaves behind. This turns every wound into something concrete that lingers and shapes what happens next.
Roll a d8 to find where the attack connects. Each location has an immediate consequence beyond the HP it costs:
Roll a d6 and add the attacker's relevant modifier (Strength for most melee, Dexterity for finesse and ranged). The total sets how serious the wound is:
It means a weak attacker rarely inflicts life-threatening wounds, while a powerful one threatens them regularly. A goblin's jab and an ogre's club should not have the same odds of killing you — adding the modifier makes the source of the hit matter, not just the dice.
Cross-reference the weapon type with the location from Step 1 to get the actual injury. This is what you write down and carry forward.
Player Attacks
When you attack, you get to choose where you aim. Aiming for a soft, easy target is forgiving. Aiming for a vital point is high risk, high reward. The Precision Die is what balances that gamble.
Before you roll anything, say out loud where you are aiming. "I go for his sword arm." "I aim for the throat." This is locked in as your intended target for the whole attack.
Make your normal d20 attack roll against the target's AC. At the same time, roll the Precision Die that matches how ambitious your chosen target is.
If your d20 beats their AC: you hit your intended target cleanly. The Precision Die does not matter at all — ignore it.
If your d20 misses their AC: now look at your Precision Die. If it rolled equal to or under half its maximum, your blow still connects but lands somewhere random — roll a d8 for a random hit location (Step 3 of Incoming Damage). If it rolled above half, you miss completely — no contact at all.
So the Precision Die is your "near miss" safety net. The bigger the die (the harder the target), the harder it is to even scatter a hit — ambitious shots are all-or-nothing.
A wild swing at someone's chest should rarely whiff entirely — the body is a big target. A precise thrust at the throat should either land perfectly or miss clean. Scaling the scatter threshold by die size models exactly that: easy targets are forgiving, precise targets are all-or-nothing.
On a hit, roll severity exactly as in Incoming Damage (d6 + your STR or DEX modifier). If you struck your intended location, add +1 to that severity roll — a deliberate, aimed strike does more harm than a lucky scatter.
Injuries & Healing
Injuries in this system are persistent and tiered. They do not evaporate when you sleep. This forces the party into constant triage — deciding what is urgent, what can wait, and what they will simply have to fight through.
This is what makes healing dramatic. A healing potion does two things: it restores a flat amount of HP, and it lets you cure a limited number of specific injuries by pouring it directly on them. A minor potion lets you choose 2 injuries to clear. Everything else you are carrying stays.
You are bleeding internally from a torso wound (life-threatening) and your sword arm has a severed tendon (debilitating). You have one minor potion — two picks. Do you clear the bleed and the arm and stabilise yourself completely? Or do you clear the bleed and save your second pick, knowing the fight is not over? Every potion becomes a real decision under pressure. That is the point.
Potions are scarce and expensive. Most debilitating injuries get treated the slow way:
- A Medicine check in the field — reduces the injury's penalty so you can keep going, but does not fully cure it.
- An NPC healer or physician — full recovery, but you have to reach one and likely pay.
- Time and rest — a number of long rests depending on severity. A cracked rib mends faster than a shattered kneecap.
If a full night's sleep wiped every wound, danger would have no lasting weight — you would charge into everything knowing morning resets the slate. Persistent injuries make you cautious, make healing meaningful, and make reaching a town with a real healer feel like a genuine relief.
Bleeding Out
There are no death saving throws in the Waypoint System. When you drop to 0 HP, you start bleeding out on a hard timer, and someone has to reach you before it runs down.
The instant you hit 0 HP, count your rounds. You have a number of rounds equal to your Constitution modifier (minimum 1) before you die. Each round of combat that passes without someone stabilising you ticks that timer down.
In standard D&D you get three death saves — multiple rounds and a coin-flip chance to self-recover. Here, a character with a +1 Constitution modifier has exactly one round. In initiative order, that is seconds. If nobody reaches them, they die. It is meant to make every drop to 0 a genuine emergency that the whole table reacts to.
To stop the timer, an ally must reach the downed character and either succeed on a Medicine check (DC 12) or use a healing potion on them. A stabilised character is unconscious but no longer dying — and still carries every injury that dropped them. Stabilising saves their life; it does not get them back on their feet.
It rewards the stat that should matter most for surviving a mortal wound, and it gives tougher characters a believable edge — the burly fighter clings to life a few seconds longer than the frail mage. It also makes positioning matter: keep your low-CON members where help can reach them fast.
Magic
Magic in this world is ambient — it exists everywhere, the way gravity does. Anyone can theoretically reach for it; most people simply never learn how. The closest comparison is the Force from Star Wars: not a class feature handed to you by a rulebook, but a power you learn to channel and control. And the central truth of it is this — magic tires you, exactly like a muscle.
Every spell you cast draws on your magical stamina. Cast within your limits and you are fine. Push too hard and you weaken; push further and you start doing real damage to yourself. As you overexert, you move down this track:
A physically injured caster tires faster. A Debilitating head wound moves you one full stage down the fatigue track before you even begin casting. The body and the mind are not separate systems here — hurt one and the other suffers.
Magical fatigue recovers like Willpower — through genuine rest. A long rest in safe conditions clears the track fully. A rough camp clears it partway. No rest in the middle of combat clears nothing. Certain alchemical preparations and magic items can speed recovery.
Spell slots are abstract and gamey — you have four left, then zero, then a full bank tomorrow. A fatigue track makes magic feel physical and risky. It forces casters to read the situation ("can I afford one more, or am I about to black out?") and gives non-casters a fair shot at the same power if they are willing to train for it.
Reputation
The world keeps score. Reputation is tracked separately for each settlement and each faction, and it shapes prices, the welcome you get, what information people share, and whether anyone will stick their neck out for you. It runs from –5 (Hostile) to +5 (Legendary).
The party are heralded as heroes in Blackburn — free commodities, open doors, the lot. It will hold for roughly 20 years before the hype fades and coin is expected again. The warmth and the respect, though, will outlast the free drinks by a long way.
A single global "fame" number would be far too blunt — being adored in one town says nothing about how a rival faction three valleys over feels about you. Splitting it makes the world feel real and lets your past actions create specific, local consequences you can see coming.
Blackburn • Fason • Mumgran Hold • Naesholl • Mael • Timberhallow • Alderend • Barmwich • Nilfnaes • Elsin • Iflion Triad • Wuglat's City
Thieves' Guild (Alderend) • The Lunarvein (Mumgran) • The Arcanostrum (Naesholl) • Iflion Root-Speakers • Clan Stoneblood (Crimson Mine House) • Wuglat's War-Band
Crimson Exposure
Crimson is not a normal ore. It is memory locked into crystal — reactive to emotion, magic, and intent. Spend enough time around raw Crimson and it begins to seep into your mind and body, with effects that escalate the longer you are exposed.
Refined Crimson is safe for everyday use — in weapons, jewellery, and spell components. It carries no exposure risk. Raw Crimson is the dangerous form. It is legal to own and carry, but extended contact accumulates. Treat it like radioactive material: a brief handle is fine, living with it for weeks changes you.
Exposure builds with sustained contact. The DM tracks how long a character has been around raw Crimson, and the effects ramp accordingly:
Every time you handle raw Crimson while crafting, make a CON save DC 13. Fail, and you add one week to your exposure track. The power Crimson brings to a recipe is real — but so is the cost of working with it repeatedly. (See Ingredients for what it enables.)
An instant "save or go mad" effect would be either ignorable or campaign-ending, with no middle ground. A slow track turns Crimson into a creeping temptation — the power is right there, and each use seems harmless, but the bill always comes due. It makes the choice to keep using it a genuine, ongoing tension.
Survival
Survival rules here are deliberately light. They add texture and the occasional hard choice without turning every session into a spreadsheet of rations. Missing one meal will not hurt you. Prolonged neglect will.
Penalties only begin to bite after real deprivation, and they stack the longer it goes on:
Relevant mainly in the cold places — Mael, Timberhallow, the northern ranges. Caught in extreme cold without proper shelter or clothing, make a CON save (DC 10, rising by 2 each hour) or gain a level of exhaustion. Adequate winter gear cancels the risk entirely; a campfire lowers the DC by 4.
Punishing survival rules can grind an adventure to a halt and punish the fun out of exploration. Keeping the penalties mild and slow means hunger and cold are real considerations on a long trek — a reason to pack supplies and seek shelter — without dominating the table or overshadowing the story.
Economy
Coin is minted in Mumgran Hold, the wealthiest settlement on the map thanks to the Crimson trade. It is accepted everywhere in settled lands. The orc territories run on raid and tribute — they will take coin off someone they have robbed, but they do not mint or trade it themselves.
A mill worker earns 10 silver a day — 50 silver across a 5-day week. Their rent is 55 silver a week. The weekly food shop for a family of five is 5 silver, and that is eating cheap. A loaf of bread costs 50 copper. Do the maths and that worker is 10 silver short of rent every single week without a bonus. This is the baseline of ordinary life — and it tells your players exactly how much a handful of gold really means to the people around them.
The roads around Mumgran Hold are the only formally maintained trade routes on the map. Mumgran charges 2 silver per person and 5 silver per cart at each checkpoint. You can avoid the tolls by going around — but the alternative routes are slower and considerably more dangerous.
When a healing potion costs a common worker's entire week of wages, loot has weight and generosity means something. Scarcity makes the party's wealth feel earned and makes spending decisions matter. It also quietly reinforces the world's social reality — the gap between an adventurer's purse and a labourer's is enormous, and that gap drives stories.
Foraging
Foraging is the single skill behind all crafting. It covers harvesting and identifying every component — whether you are pulling herbs from the ground, carving a usable part from a fallen creature, or extracting raw material from a deposit. One skill, feeding all three crafting schools (Blacksmithing, Alchemy, Enchanting).
Foraging levels through use like any other skill (practice-based progression), and each level brings a concrete benefit — not just a bonus, but new capability:
Blacksmithing
Blacksmithing is the forging, shaping, and reinforcement of weapons and armour. A skilled smith does more than make functional gear — they make things that last, that carry the properties of the materials worked into them, and that hold enchantments better than ordinary kit.
The three crafting schools are designed to work together — difficult to master alone, powerful in combination. A blacksmith-forged item gives an enchanter +2 to their Enchanting roll on it. An alchemist's preparation applied before enchanting lowers the DC by 3. Your party will get the best results by pooling specialities.
Tap a recipe to see what it needs and what it does:
Frostbone Plate
▼Needs: Ice Wraith Bone Fragments + Iron + Glacier Silt
Heavy armour with natural cold resistance — reduces cold damage by 1d4 per hit. The wraith bone is brittle on its own; the iron binds it into something wearable. Takes 3 days at a hot enough forge to work the glacier silt in.
Hollowbone Blade
▼Needs: Hollow One Bark-Bone + Steel + Rootsap
A blade that makes almost no sound on impact — the bark-bone absorbs vibration rather than carrying it. An enemy struck by it cannot call out for help on the round they are hit. Ideal for silent takedowns.
Crimson-Threaded Armour
▼Needs: Refined Crimson Ingot + Steel Plate + Memory-Moss — requires both Blacksmithing and Enchanting
Armour that slowly adapts to its wearer's fighting style. Every 10 combat encounters it grants +1 AC, up to a maximum of +3. A genuine collaboration piece.
Trollhide Shield
▼Needs: Troll Hide + Iron Frame + Troll Blood (from the same troll, fresh)
A shield with a slow regenerative quality — it repairs 1 point of structural damage per hour after combat, and minor dents simply vanish. It smells absolutely foul, and there is nothing you can do about that.
Voidsteel Dagger
▼Needs: Void-Touched Iron Shard + Shadowglass + a Master Smith (Blacksmithing level 6+)
Ignores non-magical armour entirely — treats any non-magical AC as 10. Brutally difficult to forge: the void-touched iron resists shaping and must be worked blind, without looking directly at the blade.
Wyvern Fang Spear
▼Needs: Wyvern Fang + Hardwood Shaft (+ optional Venom Gland via Alchemy)
On its own, an exceptional piercing weapon (+1 to attack). If an alchemist works a venom gland into the fang's natural channel, it also delivers 1d4 poison damage per hit for 3 rounds.
You are not limited to known recipes. Try combining materials and the DM sets a DC based on how ambitious the attempt is. Success creates something new — a discovered recipe you can make again. Failure wastes the materials. A critical failure can produce something dangerous or outright cursed. Bold crafters are rewarded; reckless ones get burned.
Alchemy
Alchemy extracts, combines, and activates the properties of natural and supernatural ingredients. It produces potions, poisons, salves, and powders that heal, harm, protect, or transform. A good alchemist can carry the whole party through an encounter with the right preparation in their bag.
An alchemical preparation brushed onto a blade before enchanting lowers the Enchanting DC by 3. An alchemist can also prime a blacksmith's weapon to accept a property it could not otherwise hold.
Frost Resistance Draught
▼Needs: Frost Flower + Ice Elemental Flesh + Glacial Water
Grants resistance to cold damage for 1 hour; the drinker's breath steams and their skin takes a faint blue tint. The elemental flesh is the binding agent — without it, the frost flower alone only grants advantage on cold-related CON saves, not full resistance.
Bleeding Heart Poison
▼Needs: Stirge Blood + Deathcap Mushroom + Red Vinegar
Applied to a blade. On a hit, the target makes a CON save DC 14 or begins bleeding — 1d6 damage at the start of each of their turns until they succeed on a save or get treatment. Two applications double the bleed.
Boneknit Salve
▼Needs: Troll Blood + Comfrey Root + Rendered Owlbear Fat
Applied to a fracture or torn tendon, it reduces a Debilitating injury to Minor after one long rest. Does nothing for life-threatening wounds. Smells like a wet dog that has given up.
Clarity Oil
▼Needs: Aboleth Mucus + Silver Lichen + Morning Dew (collected at dawn)
Rubbed on the temples for 2 hours of advantage on WIS saves against illusions, charm, and memory-altering effects. It also reduces Crimson exposure symptoms by one stage for the duration. Rare and fiddly to brew.
Wraithsmoke Bomb
▼Needs: Ghost Ectoplasm + Blackpowder Ash + Hollow Reed
A thrown bomb creating a 15ft cloud that heavily obscures the area and forces a WIS save DC 13 or frightened until a creature leaves it. The ectoplasm gives the smoke an unsettling life of its own — it whispers.
Bloodfire Tonic
▼Needs: Salamander Scale + Fire Beetle Gland + Hellhound Saliva + Spiceroot
Drunk before a fight: for 10 minutes, your weapon attacks deal +1d4 fire damage and you are immune to the frightened condition. The catch — when it wears off you gain a level of exhaustion and a raging thirst.
Crimson Memory Draught
▼Needs: Raw Crimson Dust + Mandrake Root + Distilled Tears — CON save DC 13 applies to the brewer (Crimson)
The drinker relives a chosen memory in perfect clarity — useful for recalling a vital detail. It can also implant a memory in someone else, real or fabricated. Overuse bleeds false memories in. Illegal in most settlements for obvious reasons.
Void-Touch Antidote
▼Needs: Unicorn Hair (willingly given) + White Amanita + Holy Water + Sunstone Powder
Removes one stage of Crimson exposure or one level of magical corruption, and suppresses other void-related symptoms for 24 hours. The unicorn hair must be given freely — taking it by force ruins the ingredient completely.
Enchanting
Enchanting binds magical properties into physical objects, permanently or temporarily. It is the most demanding of the three schools — it needs the right materials, the right conditions, and often help from the other crafts. Done well, an enchanted item becomes an heirloom. Done badly, it becomes a hazard.
A blacksmith-forged item gives +2 to the Enchanting roll. An alchemical prep lowers the DC by 3. Trying to enchant a cheap, mass-produced item instead raises the DC by 4 and risks a cursed result on failure — quality materials matter enormously here.
Cold Edge Enchantment
▼Needs: Ice Wraith Core + Refined Crimson (as binding) + any blade
+1d6 cold damage on every hit. On a critical hit, the target makes a CON save DC 13 or has movement reduced by 10ft until the end of their next turn. The wraith core is the source of the cold; the Crimson locks the property permanently into the metal.
Featherweight Enchantment
▼Needs: Pixie Dust + Owlfeather + any armour piece
Reduces the armour's effective weight by 60% for carry purposes and removes the stealth disadvantage from medium or heavy armour. It looks and sounds the same — it just moves with you instead of against you.
Memory Blade
▼Needs: Refined Crimson Ingot + the wielder's own blood + 1 week of daily contact
The blade learns its wielder. After 10 combat sessions: +1 to attack. After 25: +1 to damage. After 50: anyone else who picks it up attacks at disadvantage — it knows who it belongs to.
Banefire Arrow Tips
▼Needs: Hellhound Fang + Alchemist's Fire + 20 arrow tips + Enchanting level 4+
Produces 20 arrows that deal fire damage in place of physical. Against a creature vulnerable to fire, a hit also forces a WIS save DC 14 or frightened until the end of its next turn. Each arrow is single-use.
Echo-Ring
▼Needs: Refined Crimson Setting + Gold Ring + a memory or voice spoken into it during enchanting
Stores a single memory or recorded voice in the Crimson stone. Press it to your temple to relive the memory or hear the voice clearly. Used for sending messages across distance, preserving last words, or banking tactical intelligence.
Shadowcloak Enchantment
▼Needs: Displacer Beast Hide + Shadow Essence + dark thread + any cloak
With the hood up: +4 to Stealth and invisibility in dim light or darkness. In bright light: only +2 Stealth and no invisibility. Animals react nervously to the wearer — something about them reads as not-quite-right.
Wardseal Armour Rune
▼Needs: Basilisk Eye + Silver Dust + any armour + Enchanting level 5+
Once per long rest, when the wearer drops to 0 HP, the rune fires instead of the Bleed Out timer starting — they are stabilised at 1 HP and cannot drop below 1 for one round. The basilisk eye "sees" death coming. Once triggered, the rune is spent and must be re-enchanted.
Discovered Ingredients
Ingredients are added here as you encounter and identify them during play.
🌿 Nothing discovered yet
This page is intentionally empty at the start. As you encounter creatures and explore locations, ingredients are revealed here by your DM. Check back after every session.
Glossary
Every mechanical term in the Waypoint System, defined in one line. Use the search box (top right) to jump straight to any rule.
Tools & Trackers
Track your party live. Anyone in the room can add their character and update it — changes show up for everyone else after they refresh. Enter the same room code to share a session, or leave it blank to keep everything just on this device.
Battlemap
Upload a map and drop tokens on it. Everyone in the same room sees it update after a refresh, and anyone can move their own token. Pinch to zoom, drag to pan. Set a room code over in Tools first if you want it shared.
Tap “+ Map” to upload one.
Loot Randomiser
🔒 DM Panel
Enter your DM password to manage ingredients
Social Combat
A tense negotiation, a hostile interrogation, a desperate plea — these deserve more than a single Charisma roll. Social Combat is a structured exchange with its own version of HP, its own attacks, and real momentum. It runs in turns, just like physical combat.
Every participant has a Composure pool: roll d6 and add both their CHA modifier and their WIS modifier. This is their resolve under pressure. When someone's Composure hits 0, they break — they capitulate, flee, or reveal what they were hiding.
On home turf or surrounded by allies: +2 Composure
Caught off-guard or cornered: –2 Composure
Your Reputation with them is +3 or higher: +2 to all your social checks
Your Reputation is –3 or lower: –2 to all checks, and they may refuse to engage at all
On your turn, pick one action. Roll your stat against the target's defending stat. On a success you deal d6 + your CHA modifier in Composure damage. On a failure, the target may immediately counter as a reaction. Tap each action below for the full detail:
🤝 Persuade — CHA vs WIS
▼Appeal to logic, emotion, or shared interest. The most versatile action and your bread-and-butter. It lands hardest when you actually understand what the target wants — which is exactly what Insight (below) tells you. Open with Insight, then Persuade with advantage.
😣 Intimidate — CHA or STR vs WIS or BRV
▼Fear-based pressure. The critical twist: the target defends with their Bravery, not just Wisdom. A high-Bravery character is enormously hard to intimidate no matter how clever they are, while a coward folds fast. You may push with Charisma (a menacing presence) or Strength (raw physical threat), whichever fits.
🎭 Deceive — CHA vs INT
▼Misdirection, false information, half-truths. Sharp-minded targets (high INT) are harder to fool. Warning: if a lie you told is later exposed, your Reputation with that person or faction takes a permanent hit — regardless of whether the deception worked at the time.
👁 Insight — WIS vs CHA
▼Read the target. Find a weakness, spot what they are hiding, or sense a lie. Insight does not deal Composure damage directly — instead, a success grants you advantage on your next social action this encounter. It is the setup move that makes everything else hit harder.
🧾 Bargain — CHA vs INT
▼Offer something tangible in exchange for what you want. The DM sets a value threshold: if your offer is genuinely worth it to the target, you roll with advantage; if it is insulting or worthless to them, you roll with disadvantage. Know what they actually value before you make the offer.
⚠️ Expose — INT vs CHA
▼Reveal a truth, secret, or contradiction about the target. The big swing: on a success you deal 2d6 + CHA modifier Composure damage instead of the usual 1d6. But on a failure, the target realises you were digging for secrets, and the whole dynamic shifts against you — expect a hard counter.
In some places, coin is not the most valuable thing in the room — secrets are. Where information is openly traded, a player may substitute revealing a genuinely valuable secret for any social action, with no roll required. The more significant the secret, the more Composure damage it deals. NPCs can do the same in reverse, offering information to de-escalate rather than break.
If the secret you reveal turns out to be something the target already knew — or worse, something they can turn against you — the DM may reverse the Composure damage onto you instead. Read the room before you play your hand.
A character with 4+ weeks of Crimson exposure has an unreliable grip on their own words. The DM may secretly slip false beliefs into what they say — they might genuinely believe a lie they are telling, or blurt out a truth they meant to keep buried. Heavy exposure makes you a liability at the negotiating table.