Extras

Things that come with it.
Things you can add to it.

Roll Evil is a book, and the book is enough on its own. But most of what a coven does at the table is draw, track and roll, and those go better in the hand than on a page. This is what is planned to sit alongside it.

Nothing here is priced or locked yet. This is the list being costed out before the campaign goes live. If something on it is the reason you would back, or the reason you would not, that is worth knowing now while it can still change.

Backer unlocks

Back it at any level and all of this is yours.

None of it ships, so none of it costs extra. The three tools are locked to backer codes, and a code unlocks the device it is typed on for 90 days.

The Roll Evil character builder
Backer unlock · not for sale

The Character Builder

Seven steps, level 1 to 20, in a browser

It starts with what you are. Choose your kind of hag and your coven magic, your element and your weakness are already on the page before you have decided anything else. Then choose what you do with it. Everything the builder offers you is legal for the hag you picked, so the character works the first time you take her to a table.

  • Pick from a choice of six hag races. Each race determines the type of spells you can use, which is automatically updated in the builder.
  • Class, levels and subclass on one page. Take levels in more than one if you like. Slots, hit dice and how much she can prepare are combined for you.
  • A spell list that knows what she is. Searchable by level, school and tag, with spells outside her element greyed out until her level opens them up.
  • Feats written for hags. The ones that belong to your kind of hag appear on their own, at the levels she earns them.
Backers: open the builder
The Roll Evil interactive play sheet
Backer unlock · not for sale

The Interactive Play Sheet

Formulated once, then updated for you every time you level

If you have played fifth edition with a character sheet in a browser, you already know how this works. The difference is that this one knows what a hag is. Every number works itself out and keeps working itself out as she grows: attack bonuses, save DCs, spell slots, the coven pool, hit dice, proficiency.

  • Her scores, her saves, her senses. The first tab is the whole of her at a glance, with every bonus already worked out and nothing to add up.
  • Proficiencies you tap, not hunt for. Skills and saves sit in one list with the bonus applied. Tap the dot to toggle proficiency, tap the pill to roll it.
  • Everything she can do, sorted by what it costs. Actions, bonus actions and reactions kept apart, with limited uses as boxes you tick and untick on a rest.
  • Built for a phone, and it saves as you play. One hand at the table, and a character leaves as a file or a save code you can paste on another device.
Backers: open the play sheet
The Roll Evil DM screen, running a fight and a session
Backer unlock · not for sale

The DM Screen

The adventure and the fight, in one browser tab

Two sides to it. The campaign tab holds the session you are running; the battle tab runs the fight. The button between them is the point: every encounter written into a chapter is one click away from being on the tracker, with its statblocks, its levels and its notes already there.

  • The campaign tab reads the adventure to you. Read-aloud boxed off, every check and decision a row of buttons. Press what the table rolled and the page keeps it, so the branches nobody took stay out of your way for the rest of the night.
  • Run builds the fight for you. A line like "3 bandit @2" becomes three bandits at level 2, and the tips written under it arrive with them: how they fight, and what they say when it starts going badly for them.
  • The battle tab does the arithmetic. Initiative, hit points, conditions, legendary and lair actions, and a forecast that tells you how hard the fight is before anybody rolls: how long it should take and how likely somebody is to go down.
  • Too easy? Fix it mid-fight. Fit the encounter to Low, Moderate or High and every creature moves to the level that gets you there. Damage already dealt keeps its share, so nobody heals up because you changed your mind.
Backers: open the DM screen
Battle maps from the Roll Evil campaign
Backer unlock · not for sale

The Campaign Maps

Every fight in the free adventure, drawn to scale

The hovel your coven wakes in, the village you are sent to ruin, and the night market where nobody deals in gold. Every map is 26 by 14 squares at five feet a square, so a token stands where it ought to and nobody spends the fight arguing about reach.

  • Gridded and gridless. The same map both ways, so it fits whether your table draws its own grid or would rather use ours.
  • Ready for a virtual tabletop. Seventy or a hundred pixels to the square, with the grid starting in the corner, so an import lines up with nothing to nudge.
  • Ready for the kitchen table. Print files at a true inch per square, laid out across A4 pages with an overlap to trim and tape.
  • And there are more coming. These are the maps for the free adventure. The rest of the campaign's arrive with the book.
See where they are used

The book, in PDF

The whole sourcebook, bookmarked and searchable, plus a second printer friendly file that drops the full page art so it does not eat a cartridge.

Printables

A blank class sheet, a coven tracker for the middle of the table, and a print at home Fate Deck laid out at poker size on A4, so you can cut, sleeve and play with cards before any printed cards exist.

Add-ons

Everything else is optional.

Add-ons are chosen after the campaign closes, in the pledge manager, so none of this has to be decided while you are backing.

The Fate Deck
At the table · in print

The Fate Deck

20 cards · poker size, 63 x 88 mm · linen finish, tuck box

The Oracle's deck as an actual deck. Twenty cards, each one a blessing with a bill attached, drawn at dawn and carried until the next long rest. It works as a d20 and a table lookup. It works better when the player has to turn the card over and read what it wants from them.

Poker size on purpose: it is the size every card sleeve, deck box and home printer template already expects, so the print-and-play version in your pledge cuts out and sleeves alongside the real thing.

1008002Six dice sets in a row, colour matched to each hag · ember orange, swamp green, bruised violet, frost white, iron grey, drowned teal
At the table

Hag Dice

Six sets of seven · one per hag · sold singly or as the coven

Each set takes its colour from the hag it belongs to and its inclusions from the element she throws: ember and ash for the Cinder Hag, drowned teal for the Sea Hag, bruised violet for the Night Hag. Buy the one you play, or all six if you are the one running it.

At the table

Spell Cards

25 cards · art one side, rules the other

All twenty five new spells, one per card, painting on the face and the full text on the back. Deal out the ones your hag can reach and stop flipping through a book mid turn.

At the table

The Coven Screen

Four panel landscape · art out, tables in

Coven pool rules, lair actions for all six hags, the conditions this book leans on hardest and the save DCs, all facing the person who needs them. Art on the side facing everybody else.

In print

Poster Maps

Double sided · wet erase · folded or rolled

The places the campaign actually stops in, gridded on one side and clean on the other, so they work for a battle and for showing the table where they are.

Digital

The VTT Pack

Foundry module and Roll20 archive

Every map gridded and gridless with the walls and lighting already in, tokens for the six hags and everything they summon, the twenty five spells as rollable items, and the Fate Deck as a deck the table can draw from.

In print

Art Prints

A3 · matte · singly or as a set of six

The spell paintings at a size worth putting on a wall. The set of six is one per hag, picked so no two of them are the same colour.

At the table

Standee Set

Card standees · the six hags and what they bring

The coven, the things they summon, and enough villagers to fill a street. Card rather than resin, because a standee costs a fraction of a miniature and occupies the same square.

In print

Character Sheet Pad

50 sheets · glue bound

The Roll Evil sheet, which has room for the coven pool and the hearts this book uses and a normal 5e sheet does not. Tear one off, hand it over, start.

In print

A second book

Extra hardcover at backer price

The most bought add-on on campaigns like this one, always for the same reason: the person running the game wants their own copy, and so does the friend who would otherwise take yours.

If we get there

Stretch goals worth promising late rather than breaking early.

These are real costs, not free unlocks, so they only go on the board once the numbers carry them.

Before any of it is costed

Which of these would you actually buy?

Every one of them has a minimum print run, and a run of the wrong thing is how a campaign like this goes wrong. Get on the early access list and you get asked first, while the list can still be cut down.