Errata & FAQ
Got Questions or Found Something Strange? 👀
No game is ever perfect — and that’s part of the adventure. This page gathers all errata, clarifications, and frequently asked questions related to the games I’ve published.
If something in the rulebook didn’t make sense, if you spotted a typo, or had an unusual situation while playing, check here — chances are, you’re not the only one.
And if you don’t find the answer, I’d love to hear from you. I care deeply about your experience with my games and I’m always open to questions, suggestions, and feedback.
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Monsters & Heroes – Complete FAQ (2025 Edition)
1. Core Gameplay
Q1.1 How do movement points work
across different terrains?
Roll 1d6 at the start of your turn. Each hex you enter costs the listed
movement value (Plains 1, Forest 2, etc.). Subtract costs until you reach 0.
Example: you roll 4, enter forest (-2) and plains (-1), leaving 1 point for one
more plains hex.
Q1.2 What happens when I revisit
a hex?
Halve the normal movement cost (round up). Roll 1d6 on entry: 1-2 = minor
encounter (Random Encounters table), 3-6 = clear.
2. Dungeon Exploration
Q2.1 How do I place doors or
exits in rooms?
Choose any wall that makes narrative sense—flexibility is deliberate. Sketch a
quick map if you need spatial clarity.
Q2.2 Do I roll encounters every
time I return to a room?
Yes. Re-rolling keeps tension high. If it feels repetitive, adopt a “first
revisit only” house rule.
3. Combat Basics
Q3.1 How do heroes attack?
Roll 1d20 + Strength or Agility modifier (weapon dependent). Meet or beat the
monster’s DC to hit, then roll the weapon’s damage die.
Q3.2 How do enemies attack the
hero?
Each monster rolls 1d20 against its own listed Attack DC. If it meets or
exceeds that DC, it hits and rolls its damage.
Q3.3 How is a hero’s Defense
Value (DV) calculated?
For simplicity, a hero’s DV is 10 + Agility modifier. You may add situational
bonuses (cover, the Defensive Shield skill, creative uses of terrain) if it
enhances the story.
4. Weapons & Damage
Two Combat Rhythms — pick one per fight
Monsters & Heroes supports two equally official ways to resolve
damage. Choose one rhythm at the start of each fight and don’t
mix them mid-combat.
- Standard (Cinematic)
Mode.
Roll d20 to hit, then roll your weapon’s damage die and subtract it from the enemy’s HP. This is the same flow taught in the guided missions, which is why you’re asked to write down your weapon’s damage on your hero sheet. - Fast (Solo) Mode.
Skip rolling weapon damage. Use the creature chart’s fixed HP reductions instead:
Hero’s Damage (HP reduced) and Monster’s Damage (HP reduced). This keeps solo play quick and consistent.
Rule of consistency: Use Standard or Fast for
the entire fight. You can switch rhythms between different encounters as you
like.
|
Hero |
Weapon |
Damage |
|
Elora (Elf Archer) |
Bow & Arrow |
1d6 |
|
Dorn (Dwarf Warrior) |
Double Axe |
1d8 |
|
Mira (Human Sorceress) |
Magic Scepter |
1d6¹ |
|
Theron (Halfling Rogue) |
Short Sword |
1d6 |
|
Garrick (Paladin) |
Long Sword |
1d8 |
|
Lunara (Druid) |
Scythe |
1d6 |
|
Rolan (Bard) |
Daggers |
1d4 each |
|
Kael (Dark Mage) |
Staff |
1d6¹ |
|
Zara (Amazon Warrior) |
Halberd |
1d8 |
|
Bran (Barbarian) |
Mace |
1d8 |
|
Vael (Shadow Ranger) |
Bow & Arrow |
1d6 |
|
Lyra (Priestess) |
Staff |
1d6¹ |
¹ Magic Scepters and Staves function
as simple melee weapons (1d6). Any spell-like flourish you narrate is
descriptive only unless you later use a dedicated spell-casting supplement.
Note: If you are using the Fast (Solo) Mode,
apply the chart’s fixed HP reductions and ignore the
damage die for that fight.
5. Shields & Defense
Some heroes
start with shields. Their benefit is narrative and situational: blocking
arrows, bracing a doorway, etc. The Defensive Shield special skill grants a
mechanical +1 DV and can stack with any situational bonus you deem logical.
Feel free to interpret shield use creatively; you are the Game Master.
6. Multiple-Enemy Encounters
When a table
spawns more than one enemy of the same type, all share identical stats. Roll
1d6: 1-3 = 1 foe, 4-5 = 2 foes, 6 = 3 foes. Tactically, eliminate the lowest-HP
target first to reduce incoming attacks.
7. Skill & Attribute Reference
Strength: melee, lifting, forcing doors
Agility: ranged attacks, stealth, dodging traps
Wisdom / Intelligence: puzzles, lore, magic flavor
Charisma: NPC interaction, persuasion
Constitution: resisting poison, enduring hardship
Perception: spotting clues, ambush detection
Choose the
attribute that best matches the task; roll 1d20 + modifier against a sensible
target number.
8. Shields, Optional Tactics (For Advanced Play)
If you prefer a
crunchier style, treat shield bonuses as follows:
Small Shield =
+1 DV • Shield = +2 DV
Add the bonus to 10 + Agility mod to form the hero’s DV. This layer is purely
optional.
9. Tutorials & Learning Path
New to solo
RPGs? Play the five guided adventures in sequence. They introduce exploration,
combat, dungeon crawling, and narrative choices step by step.
10. Points of Interest – English Guide for Distant
Frontiers
These locations are part of the official map
of Distant Frontiers (Fronteiras Distantes), the world
where Monsters & Heroes takes place. Since the game was
originally written in Brazilian Portuguese, here is the official English
translation of all major Points of Interest on the map — keeping the original
tone where appropriate and translating only the descriptive names for clarity
and immersion.
Monsters & Heroes – Official Translation Reference
|
# |
Original Name (PT-BR) |
English Name |
Map Location Description (EN) |
|
1 |
DomÃnios Tharuk |
Tharuk Domains |
Mountain range in the
north-central region (dragon atop the peaks) |
|
2 |
RuÃnas Tharuk |
Tharuk Ruins |
Northernmost ridge of the
same mountain range |
|
3 |
Vila Draco |
Draco Village |
Southwestern slope of the
Tharuk Domains |
|
4 |
Monges Tsur |
Tsur Monks |
Hills northeast of the
mountains, just before the Great Forest |
|
5 |
Feiticeiro Negro |
Black Sorcerer |
Isolated tower on the far
northeastern cliff |
|
6 |
Ashendale (capital) |
Ashendale (capital) |
Large city in the
north-central region, beside the main river |
|
7 |
Floresta dos Elfos |
Elven Forest |
Dense forest in the
east-central region |
|
8 |
RuÃnas dos Druidas |
Druidic Ruins |
Deep within the Elven
Forest, just south of Ashendale |
|
9 |
Fortaleza de Dunain |
Dunain Fortress |
Southeastern foothills of
the forest, near the first mountains |
|
10 |
Catedral do Conde |
Count’s Cathedral |
Northern plateau, between
dunes and river |
|
11 |
Dunas Silenciosas |
Silent Dunes |
Sandy stretch in the
west-central area, just below Draco Village |
|
12 |
Castelo Waldenleigh |
Waldenleigh Castle |
Central-west inland area,
near the river flowing to the Sea of Serpents |
|
13 |
Doom |
Doom |
Small village southwest
of Waldenleigh Castle, near the coast |
|
14 |
Deserto de Kharun |
Kharun Desert |
Vast desert in the
central-west region, bordered by the river to the east |
|
15 |
Rocha de Balin |
Balin’s Rock |
Coastal cliff in the
southwest, by the bay below the desert |
|
16 |
Baranor |
Baranor |
Coastal settlement
northwest of the desert |
|
17 |
Reino de Thiran |
Kingdom of Thiran |
Southeastern plains,
along the large bend of the river |
|
18 |
Vila dos Magos |
Wizards’ Village |
Northern slope of the
south-central peninsula |
|
19 |
Esquecidos (cemitério) |
The Forgotten (Cemetery) |
South-central region,
east of the Wizards’ Village |
|
20 |
Minas |
Mines |
Southeastern coastal
road, just above the Kingdom of Thiran |
|
21 |
Kalefel |
Kalefel |
Forested plateau in the
east-central region, bordering the great forest |
|
22 |
Karabas |
Karabas |
Far northeastern tip of
the continent, just right of the Black Sorcerer’s tower |
|
23 |
Ilha do Unicórnio Selvagem |
Wild Unicorn Island |
Large island west of the
mainland (Sea of Serpents) |
|
24 |
Ilha do Ciclope |
Cyclops Island |
Medium-sized island
southeast of the mainland (Sea of Deep Fear) |
|
25 |
Ilha Caveira |
Skull Island |
Skull-shaped island in
the southeastern sea |
|
26 |
Mar das Serpentes Marinhas |
Sea of Serpent Beasts |
Entire western coastline,
between the mainland and Wild Unicorn Island |
|
27 |
Mar do Medo Profundo |
Sea of Deep Fear |
Southeastern sea,
encompassing Skull Island and Cyclops Island |
11. Are “common items” the same as the items
in the Merchant’s Item Table?
(Question sent
by Joe)
No.
- Common items are generic
exploration finds (herbs, small potions, tools, charms).
- The Merchant’s
Item Table is used in towns/markets to show items with set prices,
uses, and durability.
They’re not the
same, but a merchant may occasionally sell a common item depending on the
narrative.
12. How do Perception checks work? Elora’s
Perception is 14 — do I roll under it or use it differently?
(Question sent by Joe)
There is no
roll-under mechanic in Monsters & Heroes.
- Passive Perception: the number on the
character table (Elora = 14) serves as a passive threshold — if the DV is
≤ 14, she may notice automatically.
- Active search: when the DV is
higher, roll 1d20 + relevant modifier (Wisdom or Intelligence). If the total ≥ DV, you succeed.
- Talents like Keen
Senses or Tracker give +2 on Perception
rolls when actively searching/tracking.
Example: If a hidden clue has DV 14, Elora may notice it passively. If it’s DV
15, she must roll 1d20 + Wis/Int to try to beat 15+.
13) “I can’t find a ‘Common Items’ table in the
book. What should I use?”
Answer. There isn’t a standalone “Common Items” table. The official
reference for buying/selling is the Merchant’s Item Table
(Table 21)—use it whenever an encounter points to a merchant or when the
story naturally creates a trading opportunity.
For everyday gear (rope, simple torches, rations, flasks, bandages,
etc.), Monsters & Heroes is fiction-first: if
it’s plausible in the scene, introduce it narratively and keep the adventure
flowing. When you need a sense of cost/rarity, lean on the Merchant’s table as
a benchmark rather than adding bookkeeping. And remember: the
design encourages adapting and improvising when rules get in
the way of the story.
14) Adventure 2 — “First Combat”: the Wolf deals
1d4 damage, but Table 7 doesn’t list damage dice. Which one do I follow?
Answer (double-checked). In Adventure 2
(guided mission), the Wild Wolf is presented with HP 8, DV 12,
Damage 1d4—that’s intentional to teach the step-by-step flow. Follow those
numbers inside the tutorial.
Outside the tutorial, use the
streamlined fixed values from the creature charts:
- Table
3 – Wild Animals (Wolf): HP 8; hero attack d20 + Agility vs
10; hero damage: −4 HP; wolf attack d20 vs 14; wolf damage:
−3 HP (difficulty: Medium).
- Table
7 – Monsters & Enemies (e.g., Shadow Wolf): HP 10;
hero d20 + Agility, DC 10; hero damage: −3 HP; monster
attack DC 14; monster damage: −3 HP—no damage dice on this
table.
How to reconcile the First Combat (guided mission).
If you prefer the Fast (Solo) Mode right in the tutorial, replace the
Wolf’s 1d4 with the fixed values from the charts:
the Wolf deals −3 HP on a hit, and a Hero’s hit against the Wolf
deals −4 HP. All to-hit tests remain the same—you’re only swapping the damage
die for fixed reductions. Pick one rhythm for the whole fight
(Standard or Fast) and don’t mix them mid-combat.
15) What exactly does the Dungeon Encounter table
on p.62 do—and where do I get HP/DC/damage?
The p.62 Dungeon Encounters table
is an encounter generator: it tells you what you meet and
provides the Success Roll attribute check (e.g., Giant
Rat → d20 + Agility ≥ 12) when you enter a new room/corridor. It does
not duplicate combat stats.
Pull HP, to-hit DCs, and damage from the creature
charts (e.g., Monsters & Enemies) when you want
the Fast mode of play.
After you know what you’ve met, roll a d6 to determine how
many enemies: 1–3 = 1 enemy; 4–5 = 2 enemies; 6 = 3 enemies (all of the
same type).
16) I see “Giant Rat” on p.62, but I can’t find its
line in the creature chart. What stats should I use?
You’re
right: Giant Rat appears in the p.62 generator, but it doesn’t
have its own entry in the creature chart. Until the next PDF update, use
this official interim guidance: treat Giant Rat as
a Goblin-tier foe (same profile) for a quick, balanced
baseline: HP 6; Hero Attack: d20 + Agil./Str mod., DC 8; Hero’s Damage:
–2 HP; Monster Attack: d20, DC 12; Monster’s Damage: –2 HP; Difficulty: Easy.
17) Why does the hero sheet show a
weapon damage die if the creature chart uses fixed damage?
Because both rhythms are official and
serve different play styles:
- Standard
(Cinematic) Mode: on a hit, roll your weapon’s damage
die and subtract it from the enemy’s HP; the guided missions
intentionally use this flow and ask you to record your weapon’s die.
- Fast Mode: apply the fixed HP reductions from the
creature chart (“Hero’s Damage / Monster’s Damage”)—no weapon damage roll.
Rule of consistency: choose one rhythm
per fight and don’t mix them mid-combat. Many solo players default
to Fast for speed and switch to Standard when they want
more “weapon flavor.”
In the world of RPGs, you won’t always find an exact rule for every situation. And that’s perfectly fine!
If there isn’t a specific rule for what you want to do, don’t worry.
Use your imagination, improvise, and keep the adventure going — because above all, what keeps every journey alive is having fun.
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