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

Q1.1How 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.

Q1.2What 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

Q2.1How 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.

Q2.2Do 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

Q3.1How 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.

Q3.2How 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.

Q3.3How 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 DVShield = +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

Domínios Tharuk

Tharuk Domains

Mountain range in the north-central region (dragon atop the peaks)

2

Ruínas 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

Ruínas 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.”

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The Magic Rule of Monsters & Heroes
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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