You have been running long enough. The road behind you is full of the Shadow’s patience. Here, this ground, this moment, you stop. You turn. Whatever comes next, you chose it.
Setup
Place terrain to fill the board. The Reckoning has no fixed centre — the board is an arena.
Place Waymarks using standard placement rules.
Roll for Initiative; the winner picks a board edge to deploy from, the other player deploys on the opposite edge. Each side can deploy D12+6” from their edge, using their Initiative rolls as the D12 value.
Major Trial
Whoever eliminates their Foe’s Leader first fulfils the Major Trial.
Minor Trial
Take the Leader OOA without a Pilgrim having failed a Panic check during this Trial.
Special Rules
Roll on the Sight, Shroud, and Light tables as normal for Season, Time, Light, and Weather.
Events
After rolling for Initiative, whoever won rolls at the start of each Turn.
| D12 | Event |
|---|
| 1 | The Foe closest to your Leader must take a Panic check (see Panic) during their Act; a failed check applies Shaken or Panicked as normal. |
| 2–3 | The opposing Leader gets a Free Move Deed in their next Act. |
| 4 | Pick a Foe to make a Panic check (see Panic) during their Act; a failed check applies Shaken or Panicked as normal. |
| 5–6 | No effect. The ground between you holds its breath. |
| 7–8 | Pick a Pilgrim to gain a Free Move Deed in their next Act. |
| 9–10 | Pick a Waymark; whoever investigates it gains +2 to the Waymark table roll. |
| 11–12 | Pick a Pilgrim to gain +1 Might in their next Act. |
Outcomes
In the Aftermath, if the Major Trial is completed, roll for Battlefield Finds at Advantage; if not, at Disadvantage. Add +1 for each Waymark interacted with beyond the first. If the Minor Trial was completed, add +2.
Terms on this page
- Act
- A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
- Advantage
- Roll two D12 and take the higher / the lower; both at once cancel. (→ Core Concepts)
- Aftermath
- The steps played once a Battle ends, in the order After the Trial gives them: Battlefield Finds, then Injury and Death for every Pilgrim taken Out of Action, then Vows Fulfilled. (→ After the Trial)
- Foe
- An opponent character. (→ Core Concepts)
- Free Move Deed
- A Move Deed granted by an event: 3" flat, with no Pace bonus, taken in addition to the Act's three Deeds. (→ Book of Trials)
- Initiative
- Rolled each Turn: D12 + the highest Valour on your side; the winner activates first. (→ Deployment & Turn Structure)
- Leader
- The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
- Major Trial
- The primary objective of a Battle, stated on the Trial's own page. Fulfilling it rolls Battlefield Finds at Advantage in the Aftermath; failing it, at Disadvantage. Referenced by some Vows. (→ Book of Trials; After the Trial)
- Might
- [0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
- Minor Trial
- The secondary objective of a Battle — a Waymark count, or a restraint on how the Major Trial is won. Completing it adds +2 to the Battlefield Finds roll. (→ Book of Trials; After the Trial)
- Panic check
- Triggered once a side has lost half its starting number (rounded up) to OOA: D12 + Valour − allies lost this Trial; 7+ passes. (→ Panic)
- Panicked
- From failing a second Panic check: spends Deeds fleeing to the nearest board edge (leaving the board counts as OOA). (→ Panic; Effects)
- Pilgrim
- A character in your Oathband. (→ Core Concepts)
- Reckoning
- A Trial archetype: confront or defeat. (→ The Reckoning)
- Shadow
- The side the Oathband plays against. Every Foe belongs to it, and its figures may be called Shadow characters. (→ Core Concepts)
- Shaken
- From failing a Panic check: −1 Might and −1 Aim until a Panic check is passed; checks at the start of each Act. (→ Panic; Effects)
- Sight
- Not a character stat: the distance characters can see in a Trial, set by the season / light / weather tables (0"–24"). A character beyond another's Sight is Shrouded. (→ Sight, Shroud & Light)
- Trial
- The objective a Battle is fought for; one Battle plays out one Trial. The three archetypes are the Crossing, the Vigil, and the Reckoning. (→ Book of Trials)
- Turn
- One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)
- Waymark
- A site placed on the board (D12÷2+1 of them, at least 9" apart); a character within 1" may spend a Deed to roll for a result — Supplies, Vow progress, or a setback. (→ Waymarks)