Holdfast Helper

This unofficial tool lets you track your character stats and equipment, roll dice and resolve combat faster and more easily in Holdfast. You can save this HTML file locally to use it offline, but values are not stored within the file. To save your progress, you can either:

Character

Click Create Character to clear your character sheet and get new Defense and Skill values, as well as your starting Copper and equipment. Click Take Wound to adjust your Defense scores and Glory when your Defense reaches 0.

Defense:

Max Defense:

Armor:

Skill:

Morale:

Glory:

Backgrounds  

Gain a d6 boon after each adventure

 
 

May use Forgecrafting rules from Setting Guide, Appendix 8

 

Heal 2 Defense after every combat

 

+1 Skill & Damage against orcs

 

+1 Morale at game start

 

Gain a d4 boon each time you equip an item slot for the first time

 
 

+1 gold/silver gained whenever you find gold/silver

 

Test your luck (3) for a free Gambit before combat begins

 

+2 Skill when using your weapon of choice

Combat Tracker

Enter your Initiative and enemy info, then click Start Combat to calculate your current Defense including Armor. Click Roll Initiative each round to see the resulting base damage and available actions. After combat ends, remember to update your current Defense above.

Enemy

Defense:

Skill:

Claw:

Player

Defense:

Initiative:

Notes:

Base Enemy damage:

Base Player damage:

Available actions:

Boons & Dice

Track your boons below, and use them or roll generic dice with the following buttons.

d4 boons:

d6 boons:

d8 boons:

d10 boons:

d12 boons:

d20 boons:

Combat Boons 1: Prevent/4 Rounds
2: +2 Initiative
3: +3 Damage
4: +1d4 Heal
5: +1 Damage, +1d4 Heal
6: +1 Item
7: +1d6 Damage, +1d6 Heal
8: +1d6 Damage, +1d6 Heal, +1d6 Initiative
9: +4 Guard
10: Select Any/1 Round
11: +1d8 Heal, +3 Bleed/3 Rounds
12: +1d8 Initiative, +1d8 Damage
13: +4 Guard, Prevent/4 Rounds
14: +1d8 Initiative, +1d8 Damage, +1d8 Heal
15: +1d10 Initiative, +4 Guard
16: +1d10 Damage, Prevent/4 Rounds
17: +1d12 Initiative, +1d12 Damage, +1d12 Heal
18: Select Any/2 Rounds
19: +1d12 Damage, Full Defense Restored
20: Victory

Act II Adventures

Keep track of which adventures you’ve started or completed during Act II. Tip: There are 23 adventures, and you may only do 5 before starting Act III. If you want to try more without cheating or starting over, consider exporting a save file and naming it something like "Start of Act II" so you can start a future playthrough from this point.

Adventures

Equipment, Treasure and Supplies

 
 
 
 
 
 

Allies

 
 
 
 
 
 
 
 
 

Local Threats and Mysteries

 
 
 
 
 
 

Final Duty

 
 

Inventory

Select your equipped and carried items to display their effects.

Left Hand:
Type: Fist Slot: 1H Attack: +1 Damage Defense: +1 Initiative Maneuver: +2 Initiative Gambit: Prevent/2 Rounds
Right Hand:
Type: Fist Slot: 1H Attack: +2 Damage Defense: +1 Damage Maneuver: +1 Damage Gambit: Action Choice/1 Round
Spare:
Body:
Helmet:
Boots:
Gloves:
Belt:
Amulet:
Ring 1:
Ring 2:
Cloak:
Bag 1:
Bag 2:
Bag 3:
Bag 4:
Bag 5:
Bag 6:
Bag 7:
Bag 8:
Bag 9:
Bag 10:
Unequippable
reference:
Coins: (can be converted 10:1 while in your hold or a city)
Copper:
Silver:
Gold:
Outer Vault: (items and coinage kept at Crossroads Hold)

Notes (current paragraph, available merchants and structures, stored artifacts, etc.)

Custom Items

Use this section to create custom items, for example to apply Enchantments to base items. Names are mandatory and must be unique. Click Update to make them available in the appropriate inventory slots (and remove deleted custom items from the dropdowns).