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FTW Alpha RPG

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0% found this document useful (0 votes)
46 views121 pages

FTW Alpha RPG

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

F T W

Fighter Thief Wizard

1
Header
Writing and Layout by Javier Loustaunau

Current art by Javier Loustaunau

More art to come in future versions by various contributors.

Contains public domain Art and Fonts including David Libre and
Souveneir.

All Text, Rules and Tables are provided under the following
license: CC BY-SA 4.0

Please redistribute, adapt, translate and remix my text and you may seek
commercial gain by doing so, so long as you give me the appropriate credit. If
you remix, transform or build upon this material, you must distribute your
contributions under the same license as the original.

The art in this book is copyrighted


@2023 Javier Loustaunau. All rights reserved.

2
Index

3
How
Header
to Win
This might be your first role playing game, or maybe you are a veteran of many
decades of gaming. Either way to ensure you are on the same page as me I would like
to define the goal of this game; what it means to win in this book. The main
objective is to:

HAVE FUN!

This might mean collecting treasure, defeating monsters, saving a village


or facing unimaginable horrors. Maybe it is romance, or terror, or comedy or
action. It could be grim and gritty or it could be cute and silly. Whatever you use
these rules for, just do not forget the point is to have fun and things will work out
just fine. I recommend the following:

• Set expectations and tone: check in with everyone to see what sort of game
they want to play... starving thieves running from the law or great heroes
chosen by the gods. Diplomats brokering peace or gladiators dueling to the
death. If everyone knows what to expect and is cool with that style of game,
you will find that they buy into the story and want to be a part of it.

• Ask if anything is off limits: some players are super afraid of spiders, some are
shy about speaking in character, some are made uncomfortable by sex, some
have lived through some painful experiences they do not want to revisit at the
table. Ask if anything is off limits and while they will probably say no, tell them
they can change their mind later. If a scene of cruelty against animals or vicious
bullying ruins the mood they can speak up. Be prepared to end or change the
scene, no questions asked. It does not mean the scene did not happen or have
consequences, it just means describing it would be uncomfortable for one or
more people at the table. You can look into Safety Rules online if you would like
more guidelines resolving issues like this.

• Let players set their own goals: after a session or two they will start coming to
you with things they want such as avenging a death or discovering a new land
or planning a heist. This is pure gold, when they give you story ideas you know
they will be excited to see them come up in the game.

• Try to be Neutral: You are not on the side of the monsters or the players,
rather you are trying to keep things running in a smooth and immersive way.
This means that things can go horribly wrong of the players, but it also means
at times they can feel unstoppable. Do not try to help them (too much) and for
sure do not try to stop them. Let them make choices and have the consequences
emerge from the choices made and the dice [Link] you have the ultimate
say in what happens, you should never decide what a player’s character feels or
does. You can give them hints and suggestions but they choose what they want
to engage with and what they want to ignore.

1
A BRIEF INTRODUCTION TO ROLE-PLAY.
An Intro Header
to Role Playing
Role-playing games are like a
magical playground where you can To keep the game fun for everyone I
become anyone you want to be and like to employ the concept of The
do anything you want to do, but you Magic Circle, establishing a shared
are doing it within a set of rules and agreement to abide by the game’s
in cooperation with other players. rules and treat the game world as a
You can be the hero or even a tangible reality. Within this circle,
villain, and you can solve problems the everyday rules of life are
either with your own clever ideas or suspended, and the game's structure
using the unique talents of the governs your actions, making the
character you made up. Working narrative more believable. This
together with other players you shared commitment among players
create a unique story that is both helps create a vivid, immersive
intensely personal but also world where each session's
unpredictable, like a shared dream. adventure becomes the main focus.
This game operates under the If everyone plays their part and
guidance of a Game Master (GM), respects things such as turns, dice
who sets the stage and manages the results and collaborative storytelling
flow of the narrative. The GM you will find that a plot will emerge
describes the environments you from the players. The Game Master
explore, the characters you should also be curious to see where
encounter and the challenges you this story goes and not force their
face; ensuring the story adapts own beginning, middle and end that
dynamically to the choices you and they created ahead of the session.
your fellow players make. This The beauty of role-play is that the
interactive storytelling is akin to rules tell you what can happen, but
performing in an unwritten play, you will never know what actually
where the plot evolves based on the will happen until you all get together
players actions and decisions. and play.
The GM not only narrates but also
acts as a referee and director in the
game, interpreting the rules,
resolving conflicts, and responding
to players’ actions with appropriate
narrative consequences. They bring
the world to life, animating NPCs
and villains, and setting up scenarios
that challenge players to use their
characters' abilities creatively. This
role is crucial in maintaining the
game’s pace and excitement,
ensuring a seamless and thrilling
experience for all involved.

2
What do I do?
Player Game Master
• Learn the first 10 pages of rules and
• Create a character that fits the game explain them to your players so
and the group you are playing with. everyone knows how to play. Read
or skim the book so you know what
• Learn what your character, tools it contains beyond the main
equipment and spells can do so you rules.
do not depend on others to tell you
what to do. Even if there is no • Not every situation has a rule, it is
description you can guess a crowbar usually faster to make something up
opens doors or a fire spell burns than it is to search the book for a
things. similar situation.

• Pay attention so you are ready for • Reward creativity, if your players
your turn. Take notes so next think of a cool way to overcome a
session you can pick up where you challenge do not tell them ‘no’ just
left off. because it is not the solution you
wanted or expected.
• Come up with creative solutions
using your tools, skills and • Play the game fairly and with
environment. If you want your consistence. Sometimes the players
character to be clever, you need to win, sometimes they lose, but if you
be clever too. are fair and consistent they will not
feel cheated.
• Take danger seriously knowing your
character can die at any moment. • Make the world come alive by
Avoid fights you cannot win, check giving plenty of details and making
for traps, rest when you are badly things up on the fly. Players are
hurt. While you can always replace curious and will ask the names of
your character with a new one, characters, how things smell, how
surviving is your path to higher big something is… making things up
levels and new abilities. is how you create a vibrant world.

• Make suggestions and try things out • Keep track of things. The passage of
knowing the GM has final say when time, accumulation of experience,
it comes to the rules. what happened to an NPC… your
notes and numbers are an
• Remember this is a shared story. important part of the world.
People make mistakes, bad stuff
happens and bad luck can strike at • Give useful details. Your description
any moment. The things you cannot is the only way players know
control are what makes the game something is dangerous, important
exciting. or unusual. Even if they know there
is a trap, they still have to figure out
how to avoid it.

3
How to Play
This game will use a single d20 for all Advantage and Disadvantage: If there
random tests and actions where the is an extra factor that would make a roll
outcome is not instantly clear. In order easier or harder than usual you can give
to test to see if a character is successful the character advantage or
at an action they simply roll a d20, ad a disadvantage. If a character is shooting
relevant character level to the target an arrow at an unaware target, they
and see if they roll under. Tools, might have advantage.
backgrounds, abilities or clever
solutions could also lead to a roll not With Advantage: Roll two D20 and
being needed… a baker does not need to choose to keep one of the results.
roll to bake a cake unless it is for a royal
wedding. A thief can pick a lock with the With Disadvantage: Roll two D20 and
right tools and some patience. keep the higher result.

Easy: Never roll on easy tasks unless the player is somehow hindered or the
15 outcome is extremely important. For example catching something fragile a friend
threw in your direction.

10 Normal: This should make up the vast majority of rolls in the game giving players
a better than 50% chance to accomplish most of their actions.
Difficult: The character is not trained in doing this, or the task is very hard.
Somebody with medical training might have an easy time patching up a wound while
5 somebody without training might find it difficult. Or maybe you are moving a very
large stone, or climbing a featureless wall.
Nigh Impossible: I would never make somebody roll against ‘nigh impossible’
difficulty unless there is a possibility it could work, and success would be awesome.
1 Like pulling a metal gate open, or begging a guard not to arrest you, or beating the
local champion at his favorite game.

If an action is very easy... do not ask


people to roll. Just have them do it It is possible that Disadvantage will roll a
without any complications. Maybe they Natural 20 between the two dice. This is
have the right tools, skills or advantages because fortune favors the bold.
that they would never fail.

If an action is impossible do not have


them roll, or if they rolled before you
set a target tell them it is impossible no
matter what they rolled.
Rolling a Natural 20 is always a success,
unless the task is impossible. In most
cases this is an exceptional success that
impresses those around you. In combat
you can usually gain some sort of
advantage, and outside of combat you
might perform your task quickly,
efficiently or flawlessly.

4
Header
Applying character level: You can Enduring Challenges: Some challenges
make a challenge easier by adding a are too big for a single person and might
bonus equal to a characters level in a take more than one round which is
relevant class. A level 3 Fighter might where enduring challenges can be
have a +3 to an action requiring strength useful. The GM can declare how many
and resilience, while a level 3 Thief can successes are needed and how many
add +3 to climbing a wall or opening a rounds the players have to produce
lock. A level 3 Wizard could add +3 to those successes. Then it follows the
reading an ancient language or same rules of the game… each person
recognizing a mysterious monster. could automatically contribute a success
Simply increase the target by that by having expertise, the right tools, a
number making the roll easier to win. creative solution or a useful spell.
Players who lack these things can at
Multi-classing: Characters can have least make a normal or difficult roll and
levels in multiple classes making them even add an extra success if they get a
more versatile like a level 1 Fighter, natural 20. I would not use Enduring
Level 1 Thief and level 1 Wizard means Challenges often, but rather for
they get +1 to pretty much any roll they something big and unusual where you
make. This characters ‘total level’ would can still apply the rules of the game but
be 3. Their HP would be 19… 4 from towards a scenario where many ideas
level 0, 6 from their Fighter level, 5 and many hands create a better
from their Thief level and 4 from their outcome. If the Enduring Challenge fails
Wizard level. you could trigger an encounter or
simply figure out how much their
Rule of Cool: If a player wants to do limited success will affect the outcome
something cool or creative, by all means of the next scene. Also keep an open
let them do it, just do not let them abuse mind… one very clever idea could solve
it. Both in battle or in the regular flow of the entire problem. For example many
exploration and problem solving they players can team up and use rope and
might figure out a new use for a spell, a tools to move a statue across the room
clever application of a tool, a way to and have it block a door… but the right
disable an opponent or maybe they want spell might get the job done instantly.
to do something heroic like a great leap,
rolling between an opponents legs or Examples of Enduring Challenges:
swinging from a chandelier. Generally Opening a vault door, tending to
say yes when it makes sense, when it wounded soldiers, building a boat,
feels tough make the difficulty 5 or give gathering evidence, asking about
them disadvantage, and when it is rumors, creating an opening in a wall,
ridiculous just say no to them and maybe barricading a location, a day of hunting
offer a less silly alternative. or fishing, preparing a feast, completing
a marathon, wining a sporting
competition, digging up buried
treasure, earning coins as a day
laborers, convincing nobles to vote for
your proposal, etc.

5
Basic Combat Rules
In Combat you will also roll a D20 Injury and Death: When a character is
but instead of a default difficulty target damaged they lose hit points and if a
you will instead try to roll under or tie character is reduced to less than 1 hit
your opponent's AC also known as point they are defeated, and are
Armor Class. When you fail it is assumed generally considered incapacitated or
you missed or the attack glanced of their dead depending on the circumstances. If
armor. You may add your appropriate a character gets bonked on the head
level to the target making it easier, for with a club, it might make sense to say
example 8 AC + 2 levels of Fighter is a they got knocked out. On the other hand
target of 10. if they fall in a volcano that is the last
time anyone will ever see them. Players
The damage dealt will be equal to your and the storyteller can negotiate based
die result, up to the maximum damage on the tone of their game and what they
you can deal. The maximum damage is a are willing to sacrifice to survive.
combination of the weapon damage and Sometimes it is time for a new
the appropriate levels that can influence character, sometimes it is time a peg
that weapon. For example a level 2 leg.
fighter with a sword that deals 8 damage
will deal damage equal to what they get Some example rulings
on the d20 up to a maximum of 10. A
natural 20 will always hit and deal the 0 HP: downed
maximum damage which is 10 (8 from -1 or -2: incapacitated
the sword plus two levels of Fighter). -3 to -4: injured and dying
-5: dying, permanent injury
Natural 20 when rolled during combat -6 or less: instant death
then a special effect is added to the
attack, such as pushing back the target, Bonus Damage: If an effect would add
knocking them down, removing their bonus damage it is applied after all
next action due to being Dazed, causing damage calculations so even if you have
an injury, etc. It is likely everyone can a maximum damage of 5, 2 points of
agree on a good effect but if the bonus damage would bring the total up
opponents health is low the DM can also to 7 after everything is settled.
offer vanquishing the foe. A good rule of
thumb is if the attack would leave them Initiative: Each side rolls a d20 and
with 5 HP or less then give the player a applies the highest initiative bonus
chance to vanquish the opponent among the characters on that side.
knocking them out or performing a Applicable bonus is Character or
finishing move they describe. Monster level and anything that might
mention initiative. The side with the
highest result chooses a character to
act. Each side trades turns until all
characters on one side have acted, in
which case the remainder of the
characters on the other side each take a
turn until everyone has acted. Next
round you can skip initiative unless
something really changed the fight.

6
Advanced Combat Rules
Ruling Guidelines for Feats: This game Friendly Fire: When an attack misses a
does not really have feats or special target but the shot would go through an
moves, instead players are encouraged ally who is adjacent to the target, roll
to try to do anything they want. In again to hit or miss that ally. Players
general if it does not damage an and enemies can trigger friendly fire.
opponent they can do it with a regular Also spells that affect an area will hit
attack roll, such as disarming, knocking friend and foe who are in that area
down, pushing away, anything that causing them all to roll to reduce or
makes sense. If they would like to cause avoid the damage.
an effect but also deal damage they do so
at disadvantage on their attack roll (or Ambush: Any characters who was not
evens out if they have advantage). This prepared for combat can only make a
could be trying to injure a body part on a single movement action and no attacks
humanoid or monster, trying to cause on their first round. Players and their
bleeding, trying to stun an opponent, foes can attempt to roll so they are not
etc. Lastly as described earlier on a caught off guard applying their total
critical hit allow players to add level to a difficult roll (target of 5 before
something extra to their attack. Also adding total level). A good ambush can
anything the character does, if it can be be quite deadly so avoid using them too
exploited only allow it once per combat. much against the players and have the
So they cannot constantly knock over monsters not get ambushed in every
the same opponent. combat especially if they may have
heard noise from the last fight.
Attacks of Opportunity: If a character
breaks contact with another character Movement: Moving at a normal walking
moving at full speed (exposing their speed will allow a character to travel 30
back) or if they perform a complex feet. This can can include an action at
action in combat while adjacent to an the start, middle or end of the
enemy, each adjacent enemy gains 1 movement.
free attack against that target. A
character can always disengage by Sprinting: This uses both actions to
moving only half their maximum move allowing a character to move up to
distance, relocating carefully and eyeing 60 feet. A storyteller may allow a single
their opponents. Complex actions can be leap or attack at the end if the character
reading a scroll or tome, performing mostly ran in a straight line.
first aid, using a skill like lock picking or
a ranged weapon... anything that takes Sneaking: Movement at half distance
their eyes off combat. per round and it involves not calling
attention to yourself while looking out
Flanking: If a character has 2 or more for attacks or traps. This is the only way
opponents within melee range their AC to disengage without an attack of
is considered 1 point higher making opportunity. You can only attack or
them easier to hit and damage. perform an action after you are done
sneaking and this will likely alert
Morale: Player characters generally everyone to your location.
make their own choices but for NPCs if
the fight is going poorly (usually they Dodge: When an opponent targets you
have lost half their numbers) they might with a melee or ranged attack you may
have to roll a d20 against 10 + level to declare a dodge which grants them
see if they give up or continue fighting. disadvantage and you gain 1 dazed.
7
Advanced Combat Rules
Time, Distance, Healing
Round: A combat round lasts on average Distance: Spaces are measured in 5 foot
6 seconds (10 rounds per minute). A increments and generally fit one person
dungeon round lasts 10 minutes and or object. While the game defaults to
allows pretty much everyone to do one using feet as a measurement for tactical
thing such as search a room, pick a lock combat you can also wing it in theater of
or interact with an object. the mind or even with a map. Think of
distances this way
Watch: A period of 4 hours. Each day
has 6 watches. 2 watches (8 hours) Melee (5 feet) touch it
should be dedicated to resting. Reach (10 feet) touch it with a pole
Generally a 4 hour watch comes into Thrown (25 feet) you can walk there
play when camping or when traveling Short (50 feet) you can jog there
between locations. Players generally Medium (100 feet) might take a while
hike 6 miles during a watch or they can Long (150 feet) barely visible
travel 12 miles down a clear road.
Rations: A single ration tends to take up
Day: Sometimes players want to spend a 1/5th of a slot so 5 rations is a full slot.
whole day in a place they assume is safe Consuming a ration (10 minute dungeon
such as a village or a camp so they can turn) will heal 1 HP and a player can
heal up and get some resources. When consume 4 rations in a day without
doing so the GM should just ask what giving themselves a stomach ache.
they are eating and where they are Perishable rations tend to spoil after a
sleeping, and consume some rations day if not consumed or preserved.
accordingly or have them pay for a night Tracking fresh water can be a chore but
at an inn and maybe some meals. A few if you choose to do so a water skin will
gold or a few rations, some bedrolls or a hold one day of fresh water and a
room is all it takes. canteen will hold 2.
Week: For a Week you can zoom out and Resting: So long as a character is able to
let players work on long term goals like get enough food (2 rations) and sleep (6
training the village militia so they can hours) they will heal 1 HP + their total
defend themselves or learn a new level in HP when resting. Double this at
profession with a teacher. At this point an inn, triple at a luxury inn and
just ask them to spend some gold for quadruple if in the care of a healer or in
example 2-5 per day to pay for their a hospital bed.
expenses and fast forward to the good
part… did they accomplish their goals? Exhaustion: This is a condition and a
Learn something new? Recover from a mechanic. One of the many ways to gain
terrible injury? Figure out where they exhaustion is to not have enough food or
are going next? In the wild I would make water or not get enough rest. Some
sure they have the skills that will keep spells and side effects will also cause
them alive… for example if they are exhaustion. Each level of exhaustion
stranded on a desert island awaiting takes up a slot, reduces the target of all
rescue you can have them make some rolls by 1 (making them more difficult)
rolls to see if they are getting enough and requires a day of rest to remove it
food, water and shelter. from your character sheet.

8
Glossary
Header
AC: Armor Class. A lower number XP: Experience Points, used to gain
offers more protection from harm. levels.

CP: Copper pieces or coins.

Fighter Roll: A die roll where you can


add your fighter level to the target to
make it easier.

GM: The game master who is in charge


of that place where the rules and the
story overlaps, and coming up with
challenges for the players to react to.

GP: Gold pieces or coins.

MP: Magic Points, used for casting


spells.

Origin: A collection of perks you grew


up with, either due to your culture,
genetics, experiences or anything else
that greatly influences your character.
These can be common within a group,
or they can serve to set you apart.

Perk: A detail about your character


that sets them apart from others.
These can be positive or negative, and
they can be individual or tied to an
origin.

Profession: Your character’s day job


which grants them a skill and some
equipment starting out.

SP: Silver Pieces or Coins.

Spell Shape: A way to assign a cost,


damage and area of effect to a spell.

Thief Roll: A die roll where you can


add your thief level to the target to
make it easier.

Wizard Roll: A die roll where you can


add your wizard level to the target to
make it easier.
9
Character
Header
Creation
1) Choose a starting level. The most common starting level is 1, but having a level 0 Novice
can be a lot of fun. Alternatively, a GM might want to send players on an epic adventure and
allow them to to create characters of a higher level.

2) Roll for a random background.

3) Pick your characters level(s).

4) If your character is level 2 or higher pick their specialties (one per ever even level).

5) If you play with Origins, select an origin for your character. This could be a human with
unusual traits, or it could be a classic fantasy race like an elf or an orc. Some settings created by
the GM could allow for even more exotic options… beast men, mutants, automatons…
anything you can imagine.

6) Calculate your HP. You start with 4 at level 0 and add HP based on the class(es) you
choose. For example a level 1 Fighter has 10 HP, 4 for level 0 and 6 for level 1. Some perks and
origins will also increase or decrease your HP.

7) Start with 50 GP plus an additional 50 per character level. A level 1 character would start
with 100 GP to spend on weapons, armor and equipment.

8) Choose a name and give them a simple back story. Keep in mind their real story is what
you discover while playing so no need to write a whole page. Maybe just what they look like,
what their personality is like and what kind of life they have lead up until now.

Sample Character

Ytze
Level 1 Thief 9 HP

Profession: Fisher Origins: Half-Elf

Ytze grew up in the fishing town of Tuskport by a single father. She was taught
to fish at a young age, but when her father went blind she started to dabble in
illegal activities. She knows that if she continues down this path she will end up
jailed or dead, so she is trying to meet up with a party of adventurers to seek her
fortune elsewhere and send some back to her father.

Ytze has short brown hair tucked into a fisherman’s cap, green eyes, freckles and
is fairly scrawny. She tends to be a little standoffish but is really looking for a
party she can trust.

Belongings: Knife, Net, Fishing Rod, Oar, Leather Armor, Quarterstaff, Rope,
Lockpicks, 5 Torches, 5 dried fish rations.

10
NOVICE

Any character without levels is considered a novice or level 0 character.

HP at level 0 = 4

Level 0 Abilities: Wear light armor without penalty.

Profession: Giving a character a Profession will set them up with a job they can
perform very consistently and also some starting equipment.

1) Apothecary: Specializes in finding and collecting medicinal herbs and


reagents. Sickle, Mortar and Pestle, Medicine, Journal.
2) Baker: Can prepare sweet and savory treats with some access to heat. Loaf of
Bread, a Pie and a Rolling Pin, Pan.
3) Barber: Skilled in styling hair and beards but also is an amateur surgeon.
Scissors, Razor, Suture Kit, Antiseptic Solution.
4) Barkeep: Brews beer, mixes drinks and listens to problems. Cask of Ale, Strong
Liquor, Wooden Club.
5) Blacksmith: Crafts and repairs metal weapons, armor and tools. Hammer,
Tongs, Padlock, Chain, Crowbar.
6) Butcher: Breaks down animals into meat, bones and hide. Cleaver, Knife,
Leather Apron, Scale.
7) Carpenter: Can build large structures and elaborate objects. Hammer, Nails,
Saw, Varnish.
8) Farmer: Can sow and harvest crops and tend to animals. Starts with Pitchfork,
Straw Hat, Cheese, Sack of Grain.
9) Fisher: Can guide themselves by the stars and catch fresh fish. Knife, Net,
Fishing Rod, Oar.
10) Hunter: You are able to track wild animals and forage. Hunting Bow, Knife,
Flint, Bedroll.
11) Jester: You have a knack for either taunting or inciting laughter. Jesters Hat,
Wooden Balls, Throwing Knives, Colorful Garments.
12) Leather worker: Can repair leather armor, preserve hides and make new
armor. Starts with Leather Armor, Knife, Sewing Kit.
13) Mason: Can build and repair stone structures. Hammer, Chisel, Rope, Iron
spikes.
14) Minstrel: You are skilled at singing and playing an instrument. Instrument,
Colorful Garments, Book of Songs, Journal.
15) Noble: You behave with grace and protocol. 50 gold worth of equipment, Noble
Clothes, an attendant (hireling).
16) Painter: You create quick sketches and maps and can produce paintings during
a week off. Brushes, Paints, Sketchbook, Glue.
17) Scribe: You transcribe books and know a little bit of every academic discipline.
Journal, Encyclopedia, spell Scroll.
18) Tailor: You create and repair garments and create beautiful clothes to sell.
Noble Clothes, Cloak, Scissors, Sewing Kit.
19) Translator: You know many languages and learn more on the fly. Journal,
Dictionary, Noble Clothes, Letter Opener.
20) Woodcutter: You can fell trees and survive in the wild. Axe, Saw, Bedroll,
Sugary Syrup.

11
12
FIGHTER
The fighter specializes in combat, and generally being strong, tough, and
brave. A fighter can a great soldier, a valiant knight, a powerful barbarian, or any
other sort of warrior you can imagine.

HP per Fighter Level = +6 per level (10 at level 1).

Level 1 Abilities: Wear any Armor, Apply Fighter Level to any Weapon's attack
target and damage potential.

Strong Back: Gains 1 extra equipment slot per Fighter level.

Example Fighter Verbs: Strike, inspire, command, crush, lift, smash, survive,
resist, throw, wrestle, shrug off, intimidate, push, break.

Fighter specialties (You may gain one on even levels)

Berserker: When you are dealt damage, gain advantage with your next attack. If
you are bloodied (reduced to half health or less) all your attacks gain +1 bonus
damage.

Brawler: Your limbs count as a 4 damage light weapon. You may perform a single
extra unarmed attack each round.

Cavalry: While charging on foot or on a mount you gain advantage on your attacks.
You have advantage to skill checks involving your mount.

Demolisher: When you defeat an enemy, you may deal half the damage you dealt to
them to another enemy in melee range.

Duelist: All enemies count as flanked for you (+1 to the Target to hit them). Your AC
is considered 1 lower whenever you are not flanked. Once per combat gain
advantage on a special maneuver such as a targeted attack, acrobatic leap, or
disarming a foe.

Guardian: If an adjacent ally would take damage, you may choose to take that
damage instead. Reduce that damage by one. Once per combat you may resist (take
half damage) from a source of damage.

Slayer: Once per day choose an enemy type. You deal 2 bonus damage against that
enemy type until you choose again.

13
14
THIEF
The thief specializes on being sneaky and clever. They are good at hiding,
stealing things, and picking locks but really specialize at sudden and unexpected
sneak attacks that no enemy can prepare for.

HP per Thief Level = +5 per level (9 at level 1).


Level 1 Abilities: Wear medium or light Armor, Apply Thief Level to Light and Medium
Weapon's attack target and damage potential.

Sneak Attack: Using a sneak attack grants you an advantage on an attack against an
opponent. Add one bonus damage per thief level if it hits. You may use this once per
opponent per fight.

Example Thief Verbs: Sneak, hide, climb, notice, evade, trick, shoot, lie, steal,
escape, untie, pick lock, dismantle, disarm.

Thief specialties (You may gain one on even levels)

Acrobat: Gains advantage when climbing and leaping. Once per combat they may
completely evade an attack that would have damaged them.

Assassin: When you perform a sneak attack you can either deal maximum weapon
damage or poison the target with any poison in your inventory, expending it.

Cut-purse: This character gains advantage on efforts to steal. On a sneak attack you
may choose to remove a GM selected item from the target instead of dealing
damage.
Mastermind: You are skilled at planing and trickery. Once per scene give a friendly
character an order, if they follow your order they gain advantage on that task.

Shadow: Able to hide mid combat so long as they can break line of sight. Advantage
on not being discovered. Also able to sneak or disengage at full movement speed.

Spy: You may craft convincing disguises that allow you to infiltrate other groups
and even pass for a different type of creature. You have advantage imitating specific
people or finding hidden compartments and treasures.

Stalker: Advantage on locating an individual character or creature following their


tracks and gaining information. If they fight this target they get an extra sneak
attack against them.

15
16
WIZARD
The wizard is very knowledgeable, especially when it comes to magic. A
wizard often knows something about ancient civilizations, dead languages and long
forgotten deities. But in particular they love finding and collecting magic items.

HP per Wizard Level = +4 per level (8 at level 1).


Level 1 Abilities: Wear light Armor, Apply Wizard Level to Light- Weapon's attack
target and damage potential. You can cast spells from scrolls, wands and staffs
without having to roll first to figure it out by making a roll.

Book Smarts: Each Wizard level grants you 2 MP, you learn 2 spells and 1 new
spellshape except for level 1 where you start with Touch and Ray.

Example Wizard Verbs: Read, discover, study, negotiate, plan, recognize,


translate, teach, appraise, adjudicate, test, document.

Wizard specialties (You may gain one on even levels)

Astral: You may learn Astral spells. Once per day you may automatically resist (take
half damage) from magic damage and restore 1 expended MP.

Divine: You may learn Divine spells. Whenever you cast a spell, regain 1 HP per MP
spent to cast it.

Elemental: You may learn Elemental spells. When you boost a spellshape by 2 or
more have 1 MP refunded.

Enchanter: You may learn Enchanter spells. When you attack your weapon is
considered +1 for the attack. If you use an enchanted weapon it is considered +2.

Illusionist: You may learn Illusionist spells. Your spells can be cast from your
location or from that of an illusion or magical servant you created.

Naturalist: You may learn Naturalist spells. Once per day you may meditate for 10
minutes and if you are not interrupted you regain 2 missing MP.

Necromancy: You may learn Necromancy spells. Once per day when you slay an
opponent recover 1 HP and 1 MP up to your maximum per level of the target.

17
18
Header

19
ORIGINS AND PERKS
Origins
By default all starting characters are
the same regardless of their origin, Fast: 50% more ground covered while
differentiated primarily by their profession. moving and +1 to rolls involving initiative,
This means playing a human or elf or orc is reactions and such.
the same. If you want to give a character
more unique features you can play using Fierce: Once per combat gain one free
perks and by default give all starting unrestricted attack action.
characters one perk and one additional perk
per each negative perk. So by default Flora: You have visible fungal or plant traits
characters will have 1 perk but they can have and you need only water and earth bound
2 if they elect one negative perk. Potentially nutrients to survive. You can enter a
you could have as many as 3 perks if you vegetative state to heal twice as fast by
choose 2 negative perks. merging with the earth but during this time
you are extremely vulnerable.
Armored: So long as you do not wear any
armor, your AC is 6 by default. Damaged Fluid: Over the course of a turn this
natural armor is healed at 1 point per day. character can pass through almost any hole
an inch or bigger in diameter, but they might
Dark Vision: Without light they can see have to leave some or all of their equipment
shapes and minor details but still would need behind.
light to read or work. In sunlight they suffer
a -1 penalty to all actions unless their eyes Gliding: Instead of falling your character
are protected by dark lenses or a veil. descends at walking speed and can travel 50
feet per round in a direction of their
Eagle Eyed: Cannot have disadvantage on choosing.
ranged attacks or attempting to spot
something in the distance. Great Leap: When not over encumbered leap
twice your normal distance or across most
Echolocation: Can use loud clicks or chasms and up onto most platforms and
screeches to know the location of obstacles rooftops.
and creatures in the dark or under water.
Infravision: Can always choose to see heat
Elemental Attack: Choose an element upon for a round granting disadvantage to all rolls
selecting this perk. Once per combat make a while doing so but detecting differences in
ranged attack up to 25 feet away that deals temperature exposing living beings,
10 damage and uses your combined level as a unnatural cold, drafts, etc.
modifier to hit and damage potential.
Inorganic: Is free from natural needs of
Extra Profession: Choose an additional food, drink and slumber. Healing is replaced
profession besides your randomly selected by repairing themselves or having somebody
one and gain it's advantage and equipment. qualified do so at the same rate as natural
healing if they are unable to heal
Extra Limbs: Has two more hands for themselves. They can ignore poison and
carrying and using equipment and weapons. disease.
This can grant one additional attack per
round but at a disadvantage. Multiple Keen Nose: This character can smell any
shields do not stack. nearby object not sealed away by a door,
chest or bottle. While they might not
Fast Learner: When you level up you gain 10 recognize a poison, gas or monster they will
XP. know something is wrong. Sources of rot,
corruption and extra-planar evil cause
disadvantage when you are within 10 feet of
them and their powerful scent.
20
Longevity: Resistance (half damage) from
weaken and drain. Is expected to live an Second Form: Once per day the character
extremely long life and has advantage on can transform into a second form that has
history related rolls. It's own 3 Perks and 2 Negative Perks. This
can last 10 minutes at most.
Low Light Vision: Can see into darkness at
25 feet past where a light source ends so long Shapeshifter: This character can take a
as there is at least a dim light source (cracks, round to imitate the appearance of another
candles, glowing objects). similarly sized humanoid. They gain
disadvantage to all rolls while not in their
Magical Birthright: You start the game natural shape but are otherwise quite
knowing a single spell from any one category comfortable. Features of this shape are not
of magic you choose. You also have one extra functional (wings, extra limbs, claws,
magic point and if you are not exhausted you natural armor).
can gain 1 exhaustion to gain one magic
point. Tiny: Attacks of opportunity are at a
disadvantage against this character and they
Mighty: Increase the target by 1 in melee can move through enemies or very tight
combat and for tests of brute strength such spaces. Usually they are 3 to 4 feet tall.
as lifting, throwing, crushing, wrestling,
etc. Tough: has 1 more HP per total level.
Advantage on survival rolls and rolls that
Mutant: Roll for two random mutations. would reduce damage.

Natural Flight: So long as you are not fully Unemotional: immune to the effects of fear,
encumbered you can ascend, hover and charm, rage and other emotions via magical
move around in the air at your running or natural means. Generally has a
speed. disadvantage with any rolls discerning the
intentions or disposition of a humanoid.
Natural Telepathy: Can communicate
silently within line of sight and has Venomous: Once per combat or scene they
advantage overcoming language barriers can produce a dose of fast poison either by
while doing so. biting (4 damage + combined level) or
coating an item or dripping it into a
Natural Weapons: you have a bite, claws, substance. The level of the poison is equal to
tail or other feature that can deal 4 melee their combined level. Poison is only effective
damage and uses your combined level. for a few minutes.
Advantage on climbing.
Waterborne: Can breathe underwater or
Regenerating: Recovers 1 HP per hour and hold their breath indefinitely and can move
can fully re-grow lost body parts in days or without penalties while underwater. Can
weeks. This is on top of other sources of rest and eat underwater.
healing like sleeping.

Resist Element: Takes half damage from


from an element of your choosing when you
select this perk and does not suffer side
effects.

Resourceful: Once per scene you may re-roll


a failed roll and keep the new result. You also
have one more item slot.

21
Negative Perks somebody who is branded, disfigured,
visibly cursed or lives with signs of a disease
These negative perks grant you the right to or plague. They can only hope for kindness
select another regular perk, but watch out, and hospitality from those in similar
negative perks can influence your character circumstances.
a lot.
Poor Eyesight: Disadvantage on any ranged
attack beyond 50 feet and on rolls to detect or
find targets using sight.
Arcane Allergy: Disadvantage when
attempting to resist damage or effects from
magical spells, items and curses. Slow Moving: -5 to Movement, -10 to
sprinting (25 and 50 feet).
Bloodthirsty: You must make a roll against a
target of 10 to avoid combat, flee or ignore
provocation.

Corrupted: cannot benefit from magical


healing and experiences pain from attempts
to heal them stunning them for a round.

Elemental Weakness: damage from a


common element chosen upon creation is
doubled. Being near this element causes
unease and visible discomfort.

Environmental Weakness: This character


will lose 1 HP per level per turn in a common
environment such as under water, exposed
to sunlight, on consecrated ground or
exposed to extreme cold or heat. They can
usually sense these locations through a door.

Frail: Has 1 less maximum HP per combined


level.

Large: Large Armor costs double. Cannot fit


through small openings. Counts as two
characters for resource consumption and
weight.

Pact bound: You cannot break promises or


oaths and you can be tricked into making
one. You start with 1 permanent pact like
you cannot lie, you cannot escape iron
shackles or cells, you cannot turn down a
gift, you cannot cross a ward or enter
uninvited.

Pariah: Only trusted by friends and


members of their kin, otherwise seen as a
suspected criminal and watched closely by
authority figures. In humans this could be
22
Some example human Origins Some example classic fantasy Origins

Aesthete: Keen Nose Dwarf: Low-light vision, Tough, Slow


Moving.
Athlete: Fast
Dwarf, Grey: Infra-vision, Longevity,
Dhampyr: Longevity, Dark Vision, Slow Moving
Mighty, Environmental Weakness
(sunlight), Pariah. Dwarf, Hill: Resourceful, Tough, Slow
Moving
Empath: Natural Telepathy
Elf, Dark: Darkvision, Longevity, Frail
Half-Elf: Eagle Eyed
Elf, High: Natural Telepathy, Longevity,
Lycanthrope: Second Form. Wolf Form: Frail
Keen Nose, Natural Weapons, Pariah.
Elf, Sea: Waterborne, Longevity, Frail
Mitrhriadist: Elemental Resistance:
Poison. Elf, Wood: Eagle Eyed, Longevity, Frail

Muscular: Mighty Gnome: Tiny, Longevity, Frail

Scholar: Extra Profession Goblin: Fierce, Tiny, Frail

Sorcerer: Magical Birthright Halfling: Tiny, Resourceful, Frail

Survivor: Resourceful Orc: Fierce, Mighty, Pariah


Tough Guy: Tough

Warrior: Fierce

Young Adventurer: Fast Learner

23
Some beast, monster and myth Extra-planar origins.
Origins.
Changeling: Shapeshifter.
Amphibian: Great Leap, Waterborn,
Elemental Weakness (Ice). Devil: Elemental Attack (Fire),
Resourceful, Pact bound
Arachnid: Extra Limbs, Natural
Weapons, Venomous, Elemental Elemental, Air
Weakness, Pariah
Elemental, Earth
Canine: Keen Nose, Natural Weapons,
Pariah. Elemental, Fire

Draconic: Armored, Elemental Attack, Elemental, Water


Natural Weapons, Pariah, Slow Moving
Elf, Celestial
Dryad: Flora, Longevity, Elemental
Weakness: Fire. Fae

Feline: Great Leap, Low Light Vision, Ooze: Fluid, Regenerating, Elemental
Natural Weapons, Frail, Pariah Weakness (cold).

Harpy: Natural Flight, Natural Spore cap: Flora, Venomous, Elemental


Weapons, Frail. Weakness (fire).

Kobold: Armored, Tiny, Pariah War Construct: Armored, Construct,


Unemotional, Large, Slow
Lizardfolk: Armored, Natural Weapons, Moving.
Unemotional, Pariah, EL: Cold
Work Construct: Construct, Extra
Insectile: Extra Limbs, Great Leap, EW Profession, Slow Moving.
Fire

Minotaur: Mighty, Natural Weapons,


Tough, Large, Pariah

Revenant: Longevity, Tough, Corrupted

Satyr: Fast, Resourceful, Pact bound

Serpentine: Armored, Venomous, Slow


Moving

24
Types of Damage
Savings Rolls
Physical: From slashing, piercing and
bashing attacks. If attempting a targeted You may roll against a spell, poison or
attack or landing a critical hit these may hazard with a target of 10 minus it’s
cause an injury, bleeding or dazed. level to ignore it if it only has a single
target or take half the effect if it has
Fire: Causes 1 level of Ignited per every multiple targets. On a natural 20 you
5 damage dealt. may ignore the effect and move to a
space outside of the targeted area.
Cold: Causes 1 level of Frozen per 5
damage dealt. Survival: You may use your fighter
level when attempting to resist.
Electric: Causes 1 level of Dazed per 5
damage dealt. Evasion: You may use your thief level
when attempting to resist.
Psychic: Causes 1 level of Dazed or a
different effect dictated by a spell per 5 Willpower: You may use your wizard
damage dealt. level to an attempt to resist.
Radiant: Causes 1 level of Blinded per 5
damage dealt.

Drain: Recovers 1 HP per 5 damage


dealt to a target.

Acid: Increases AC by 1 (up to a


Maximum of 10) for each 5 damage
dealt. Natural armor heals at 1 point per
day while equipment must be repaired.

25
CONDITIONS
Conditions

CONDITION EFFECT
Arm Injury Removes the ability to use that arm. Persists until healed.
The character takes 1 damage per level of Bleeding at the end of
Bleeding the round. They may make a survival roll to stop the bleeding.
The character moves at half speed and has disadvantage on all
Blinded rolls. Remove one level of blindness per round.
Cannot attack the creature that charmed them and will follow
Charmed their simple commands until harmed. Wears off after 10 minutes
per level.
If this character would perform an action, remove 1 Dazed
Dazed instead. If this character has 3 or more levels of Dazed, they
become Stunned and lose all Dazed.
Each level of exhaustion takes up a slot, reduces the target of all
Exhaustion rolls by 1 (making them more difficult) and requires a day of rest
to remove it from your character sheet.
Reduces the target of challenges by 1 per Fatigue accumulated.
Fatigued Each point is removed by a good nights rest.
Feature Injury Removes use of a special feature like wings, tail, a breath weapon
and so on until healed.
+1 AC and -5 feet of movement per level of Frozen. If it exceeds
Frozen their total level they are frozen solid.
Takes 1 HP of fire damage per level at the end of each round and
then increases by 1 point (does not decrease). Living characters
Ignited can spend an action to extinguish themselves. Water or cold will
extinguish them.
Incapacitated Cannot take any actions. Attacks against Incapacitated characters
are performed at an advantage.
Leg Injury -10 feet of movement per injured leg.
Must move away from enemies and can only attack if they have
Panic no option to move away.
Takes 1 HP of poison damage per Poison level at the end of the
Poisoned round. The character can make a survival roll (to stop being
poisoned. Slow poisons will not activate during combat.
Moves medium or smaller character 5 feet per 5 damage. Reduce
Pushed the distance by 5 feet if large, 10 if huge and 15 if giant.
-5 feet of movement per point. Can only perform one action per
Slowed round.
Stunned Cannot act and attackers have advantage against this target.

26
Header
Magic
Magic Points: magic points are used to Spell Shapes: All Wizards start with the
pay for the spells you cast. Every day a spell shapes Touch and Bolt and learn
character regains their full number of one spell shape of their choosing each
magic points, but many characters have time they gain another Wizard level.
other ways to obtain temporary magic This allows them to greatly customize
points. Temporary magic points must be the area, range and power of a spell.
Spent before a scene ends or else they Also a spell shape can be boosted
simply vanish. They will often be increasing the damage by the listed
abbreviated as SP, not to be confused amount for each additional MP spent on
with Silver Pieces. that spell. A monster that takes up
multiple spaces within a spellshape will
Spells: Using magic to bend reality in a receive increased damage equal to the
variety of ways, either offensive, the boost number per each additional
defensive or as a tool. Ideally a Wizard space they take up in the spell shape.
can do anything so long as they have For example a 15x15 spell shape hitting
enough magic points and know an an ogre that takes up 4 spaces will be
appropriate spell. spells have a boosted 3 times probably adding 15
minimum cost and additional effects can more damage.
be added by expending more magic
points. Magical Items: Magical items may
require trial and error to figure out how
Spell Books: A spell book can contain up they work but usually they have a static
to 5 spells and casting from a spell book bonus and sometimes an extra effect that
still requires magic points, and a whole happens when a condition is met. If you
dungeon turn (10 mins) of reading the are unable to determine how the magic
spell in [Link] from spell books works you might be able to pay 25 MP in
are best used outside of combat. a city to have it identified but this service
is not common in villages.
Scrolls: A piece of parchment, leather
or a tablet that contains both a spell and
also the magical energy needed to cast
it. Wizards can use scrolls without
having to make a wizard roll (if a Fighter
or Thief fails nothing happens).

Wands and Staffs: They will contain a


number of charges that can be expended
to cast a magical spell and also
sometimes a condition to recharge them.
The first time a non wizard uses a wand
or staff they must make a wizard roll to
see if they can figure out how to activate
it.

27
Common spells
Common
Header
Barrier Message
Grants a target 5 temporary hit points Deliver a short audio message to a
per MP spent. Lasts up to an hour. person you know or leave it behind to be
triggered as somebody enters an area.
Detection
Choose between detect magic, invisible Silence
or a specific lost object or creature. Lasts Silence a target for 3 rounds during
for 30 minutes per MP spent when which they cannot cast spells or create
casting the spell. noise physically (playing an instrument,
stomping, clapping). One extra target
Disk per MP spent.
Create a floating magical disk for 1 hour
that can carry 1 non over encumbered Sleep
character or up to 20 slots worth of Apply Psychic damage to a spell shape.
equipment and treasure. The disk is Deal double damage but it does not
easily pushed along with one hand. If reduce HP, instead if an affected
struck or over encumbered it will creature is dealt more damage than it’s
shatter and vanish. It lasts one remaining hit points it is put into a deep
additional hour per MP spent. slumber. Otherwise it gains 1 level of
Dazed.
Float
Each MP spent renders one target Unfasten
weightless so long as they are not over By spending 2 MP and touching a
encumbered. This allows them to walk lock, rope, chain, latch or so on you
on water and perform great leaps for 30 can get it to untie or open up so long
minutes. as it is not magical in origin or it is
not permanently fastened (welded,
Resize nailed closed).
Grow a target by two sizes for 2 rounds
per MP spent. While enlarged they
receive half damage and have advantage
on rolls that would require strength.
Shrink a target by two sizes for 2 rounds
per MP spent. While shrunk a target
takes double damage and can squeeze
into smaller spots. This costs an
additional 1 MP per total level on an
unwilling target.

Magic Missiles
Fire 2 Magic Missiles per MP spent. Each
deals 4 Physical damage and cannot be
avoided. You may split magic missiles
over any number of visible targets
within line of sight.

28
Astral
Duplicate Rewind
At the cost of 1 MP for an object (up to 2 A target within line of sight re-rolls one
slots) or 3 MP for a willing target, you die. For 3 SP you can undo an action
can create a duplicate of them that lasts such as attack, move or so on although
for 2 rounds (12 seconds). This duplicate it will likely happen again without
can be controlled by the caster and can intervention.
perform some basic actions like attack.
If damaged it will vanish. Standstill
Apply Psychic damage to a spell shape.
Entropy Deals double damage but does not
When applied to a spell shape it deals reduce HP. Every 5 damage causes one
double Physical damage to inanimate level of Dazed.
objects or constructs while ignoring
flesh. It rusts and decays metal, wood,
leather and other materials. For armor Teleport
and weapons treat it as Acid. Move yourself, an item or a friendly
target up to 50 feet away. If used on an
Glimpse unwilling target you must also pay 1 SP
You may astral project your senses into a per total level of the target.
place you know well or have some
visibility into for the next 3 [Link]
may cast spells using your astral Window
This creates a small glass like window on
projection as the point of origin. If you a wall or surface that allows warmth,
are damaged this spell ends. sunlight and air to enter a space
although nothing can exit through this
Haste window. This is a window to a distant
One target per MP gains 1 extra action random part of the world and
per round for the following 3 rounds or sometimes clouds can be seen through it
they perform a task at double speed besides a blue sky. It costs 1 MP per
outside of combat. hour.

Phase
At the cost of 2 MP caster or a willing
target becomes intangible for one round
taking no damage and is able to move
through a single wall or door. This can
be combined with a roll to avoid damage
to completely negate the incoming
damage.

Pocket
Open a portal to a personal pocket
dimension allowing you to store or
retrieve an item that takes up as much as
2 slots. Larger objects and living beings
cannot be pocketed.

29
DIVINE SPELLS
Divine
Bless Smite
Bless an object to grant a +1 bonus per Apply Radiant damage to a spell shape.
every 2 MP spent. This effect lasts 24 Choose 1 level of any of the following
hours. This spell can also create a vial of conditions per 5 damage dealt: Ignited,
holy water or bless a character granting Dazed or Pushed.
them a separate inspiration.
Spirit
Cleanse Communicate with spirits for 1 hour or
Remove 2 levels of poison, curses or summon a helpful spirit. This spirit is
conditions. It can purify food, water and not powerful enough to interact with
dispel noxious gases in a 5 foot radius the physical world but it may provide
per MP spent. useful information that it would have
known in life.
Heal
You may apply this to a spellshape. The Ward
damage is reduced by half and instead of Create a glyph (5 feet or one square)
reducing hit points it restores that many that Undead or Unholy creatures cannot
hit points to all targets within the pass through without taking 10 damage.
spellshape. Lasts for 1 hour or indefinitely if you
spend 4 SP.
Injury
At the cost of 2 MP you may touch a
target anywhere on their body and
render that location useless, besides
inflicting 5 damage to them and
excruciating pain (save difficulty 10
against being stunned). This magical
injury goes away after 1 hour.

Prayer
At the cost of 1 MP per round neither
yourself nor allies within your range of
sight can be subject to disadvantage.

Radiate
Creates light in a 50 foot radius for 1
hour. spend 1 MP to deal 5 Radiant
damage to all Undead or Unholy
creatures within this radius as an action.

Restoration
At the cost of 2 MP you may remove an
injury or condition from a target. This
cannot affect permanent conditions like
blindness or loss of limb.

30
Elemental
Avatar Stone
Create an elemental creature with a Break or create 1 foot of stone per MP
Monster Level equal to half the MP spent spent. When applied to a spell shape
casting this spell. It can last up to 24 causes it does not reduce hit points.
hours if not destroyed in combat or by Instead it will apply a level of slow per
other means. every 5 damage dealt and if it would
reduce a target’s HP to 0 the target is
Charge petrified indefinitely.
Choose a damage type associated with a
spell you have learned. Your target Weather
gains resistance to that damage type and You can change the weather in your
adds 5 bonus damage of that damage local vicinity at the cost of 3 MP to make
type to their attacks for the next 6 it better or 5 MP to make it worse. This
rounds. effect will last up to an hour and then
might start up all over again.
Dowsing
At the cost of 1 MP for the next hour you Wind
become sensitive to the nearby location Deals double damage but does not
of water. For 2 MP you can use it to find reduce hit points, instead applies 1 level
more complex objects and substances of Pushed per every 5 damage that
such as gold, silver, oil, metal, etc. would be done and if a target collides
with another object or creature they
Fire take 5 damage per every level of push.
Ignite a flammable object by touching it Flying creatures save at a disadvantage.
or apply Fire damage to a spell shape.

Ice
Freeze a small object by touching it or
apply Cold damage to a spell shape.

Lightning
Apply a charge to an object by touching
it or Electric damage to a spell shape.

Shelter
At the cost of 2 MP create a large space
that is immune to extreme heat, rain,
cold or other elements allowing those
within to rest without being subject to
the elements.

31
ENCHANTMENT SPELLS
Enchantment
Animate Transmute
Create a construct out of nearby Change the element of a spell to any you
materials with 1 level per every 2 MP choose as a reaction. On a living target
spent. It will follow simple commands you can transmute their flesh to Bark (9
and protect the caster. This lasts 24 AC) for 1 MP, Metal (7 AC) for 2 MP or
hours. Stone (5 AC) for 3 MP . This lasts one
hour.
Control
Control a magical or summoned creature Warp
for 5 rounds. This costs 1 MP per 2 total As a reaction you may change the target
levels the target has. The effect ends if or target area of a spell. This costs the
the caster is dealt damage. same as the MP cost of the target spell
being cast.
Dispel
Counters or ends a spell but also deals 1
Psychic damage to you per MP cost of
the countered spell.

Identify
Identify the magical properties of a
monster or item you can see.

Mend
Spend 1 MP to repair a slot or smaller
object. Increase the MP cost by 1 per
each slot it takes up so plate armor
would require 3 MP to repair.

Negate
Create a 15x15 foot space where no
magic spells can be cast and no items,
scrolls or wands work. This lats for 3
rounds and costs 2 MP.

Store
Store a spell for you to cast for free
later. You can only have one spell stored
at a time. Costs 2 MP per 1 MP cost of
the stored spell.

Transfer
Move an active spell effect from one
creature or object to another within line
of sight. This costs the same MP as the
original spell.

32
Illusionist
Charm Prism
Apply Psychic damage to a spell shape. Apply psychic damage to a spell shape.
Deals double damage but does not Those dealt at least 5 damage are also
reduce HP. Instead any target that blinded for a round if they rely on their
would be reduced to 0 HP is charmed for eyes.
1 hour or until damaged.
Stage
Disguise At the cost of 2 MP you may change the
One target gains the appearance of appearance of a 25x25 foot area for an
another similarly sized creature for up hour making it look like any sort of
to one hour. If damaged the disguise environment you wish.
vanishes.
Terror
Illusion Apply Psychic damage to a spell shape.
Create an image with sound up to The ‘touch’ spellshape can originate
medium size controlled by the caster. from the caster or one of their illusions.
This costs 1 additional MP per size level It causes 1 level of Panic per 5 damage
above medium. This lasts until the dealt.
caster loses focus on the illusion by
taking damage or performing a complex
action.

Invisibility
Makes one target invisible for up to 10
minutes or until they perform an action
other than movement.

Lamplight
Create a source of bright light that will
follow the caster around floating in the
air for 1 hour per MP spent.

Mirror
Creates 2 duplicates of a character per
MP spent. Mirror images are intangible
and vanish if they would be dealt
damage. The caster can spend an action
to move all mirror images up to 25 feet
each.

Phantasm
An illusionary servant that can carry 5
slots worth of equipment. Lasts 6 hours
per MP spent and will vanish if dealt
damage.

33
NATURE SPELLS
Naturist
Acid Summon Animal
Corrode a small item or apply Acid Spend MP to summon an animal or
damage to a spell shape. swarm with a Level equal or less than
the MP spent. This is a spirit and will
Envenom vanish if killed or after an hour. It will
Creates 2 levels of fast or slow Poison on follow simple commands and fight to
a weapon per MP spent. protect it’s summoner.

Instincts Tame
For 1 MP each add any of the following At the cost of 1 MP per every 2 creature
perks: Eagle Eyed, Fast, Gliding, Great levels you can pacify a number of
Leap, Natural Weapons or Venomous. animals for an hour. For example 4 level
Lasts up to 1 hour. 1 animals would cost 2 MP. After an
hour they will likely not attack unless
provoked.
Leash
At the cost of 1 MP per creature level
take control of an animal for an hour. Web
You can only control a single animal or Apply Physical damage to a spellshape
swarm at a time. and deals double damage but does not
reduce HP. Instead it applies a level of
Slow per each 5 damage that would have
Patch been dealt. Once per round you may
Creates soft grass for one to sleep on and spend an action to pull a webbed target
berries equal to a ration allowing for up to 25 feet towards you. Escaping the
optimal camping. Costs 1 MP per each web requires a normal roll with a sharp
character gaining a patch. object or a difficult roll if they have no
means.
Plant Control
Create a 15x15 foot patch of difficult
terrain. As an action you may attack a
target in that difficult terrain using your
Wizard level and dealing 5 [Link]
patch of animated plants lasts for 6
rounds. Could be used to climb, block a
door and other vine related tasks.

Polymorph
Transform a willing target into an
animal for up to 1 hour. The cost is the
animals Level (minimum 1 MP). On an
unwilling target add the targets total
level to the MP cost.

34
Necromancy
Blight
Kill a small plant or animal or apply Doom
Drain damage to a spell Shape. For each Per each MP spent increase the AC of a
5 Drain damage you deal to a target you target by 1 and attacks dealt to that
gain 1 HP or if you are at your maximum target deal 1 bonus damage per MP
health you gain 1 Temporary HP (which spent. This lasts 3 rounds.
lasts until the end of scene).
Possess
Capture This cost 1 MP per target creature’s
You may bind the soul of a recently level. Your spirit enters the creature
deceased creature to it’s body allowing allowing you to control it. If your body
you talk to it for 1 dungeon round or 10 is harmed or if 1 hour has elapsed this
minutes. spell will end.

Chaos Reanimate
Apply Physical damage to a spell Shape. spend any number of MP on this spell.
For every 5 damage dealt to a target roll You can reanimate creatures with total
1d20 and apply the following condition: levels equal to half the MP spent,
1-4 Burning, 5-8 Bleeding, 9-12 Dazed, turning them into skeletal or zombie
13-16 Frozen 17-20 Poisoned. versions of themselves. They will follow
simple commands and last for 24 hours.
Contagion Each additional 2 MP spent will
Causes 1 level of fast poison per MP reanimate a creature indefinitely.
spent. Choose an additional effect such
as 1 level of Bleeding, Blinded or Wail
Slowed. While at least one target is Creatures within 25 feet of you take 3
affected by this spell you can spend an Psychic damage per MP spent and gain 1
action to have it copied to another target level of Panic per every 5 damage dealt
within line of sight. to them. This will include friendly
targets within 25 feet.
Curse
The target creature has disadvantage on
all rolls for a round. If you spend 4 MP
you may choose a roll type the creature
has disadvantage on until the curse is
lifted.

Darkness
spend 1 MP to Create a 25x25 foot area
of pure darkness. This blocks line of
sight and all rolls in or through this
darkness are performed at disadvantage.
Only you are able to ignore this darkness
and see through it. This lasts for 6
rounds.

35
NAME COST DMG AREA BOOST
Touch 1 MP 10
Header
1 Melee target. 5
All targets in a 15x15 foot area next to the
Blast 2 MP 6 4
caster.
Ray 2 MP 10 1 Target up to 100 feet away. 5
All targets in a 15x15 foot area up to 100
Orb 3 MP 6 3
feet away.
All targets in a 15x15 foot area up to 50
Zone 4 MP 4 3
meters away. Lasts for 5 rounds.
All targets in a 5x50 foot line starting at
Bolt 5 MP 15 5
the caster.
All targets in a 25x25 foot area up to 100
Bomb 5 MP 10 5
feet away from the caster.
Up to 5 visible targets within 100 feet of
Chain 5 MP 15 5
the caster.

Nova 6 MP 25 Every target within 15 feet of the caster. 5

If a monster takes up multiple spaces within a spell shape, boost the damage against
it once per extra space that overlaps with the spell.

36
Weapons and Equipment
Even the bravest, hardiest and best Ammo
educated adventurer cannot get very far
without rations, rope, torches and other
mundane objects. These allow them to
solve problems in the environment such A player can buy 20 arrows or bolts for 1
as climbing down a ravine or prying open GP. After combat players get back half
a locked door. You will find there is no the arrows they fired as part of a turn
description for most items, this is because spent looting.
players are expected to use them the Alternatively if players do not wanna
same way they would use them in real track arrows, when a player rolls a 1
life, or come up with new uses that while attacking they realize they only
surprise and impress the Game Master. have 1 arrow left in their quiver.

Weapon Ranges A quiver with arrows or bolts takes up 1


Slot.
Melee (5)
Reach (10)
Thrown (25)
Short (50)
Medium (100)
Long (150)

You can double the reach for a Thrown,


Short, Medium or Long attack but you
do so at disadvantage.

Weapon Attributes
Crush: You may increase die result by 2.
2 handed: Requires 2 hands to wield
limiting shield use.
Fast: Can be used twice in a round.
Defensive: -1 AC in melee attacks
against you.
Conceal: Disadvantage on detection.
Tool: Allows specialized actions and
grants +1 to these rolls.
Armor Piercing: You may reduce your
die result by 2
Fragile: When it deals maximum
damage it breaks on an odd die roll.
Reload: Requires an action to reload it
before it can be shot again.
37
Light Weapons (Fighter, Thief and Wizard)
Header
NAME DMG RANGE Type / Slots VALUE ATTRIBUTES
Club 5 5 Light 1 10 GP
Dagger 4 5 or 25 Light 1 5 GP Throw
Dart 3 25 Light 1 5 GP Ammo (10 per slot)
Quarterstaff 4 10 Light 1 10 GP 2 Handed
Sling 4 50 Light 1 10 GP Improvised Ammo

38
Medium Weapons (Fighter and Thief)
NAME DMG RANGE Type / Slots VALUE ATTRIBUTES
Bow 7 100 Medium 1 25 GP 2 Handed
2 Handed, Reload, Armor
Crossbow 8 150 Medium 1 50 GP
Piercing
Flail 6 10 Medium 1 25 GP 2 Handed, Crush
Handaxe 5 5 or 25 Medium 1 25 GP Throw
Javelin 4 5 or 25 Medium 1 25 GP Stack of 5, Throw
Mace 5 5 Medium 1 25 GP Crush
2 Handed, Armor
Pike 6 10 Medium 1 25 GP
Piercing
Rapier 5 5 Medium 1 25 GP Fast
Spear 5 5 or 25 Medium 1 25 GP Throw
Sword 6 5 Medium 1 25 GP
Whip 4 10 Medium 1 25 GP Fast

39
Heavy Weapons (Fighter Only)
NAME DMG RANGE Type / Slots VALUE ATTRIBUTES
Battleaxe 7 5 Heavy 1 50 GP Crush
Glaive 10 10 Heavy 2 50 GP 2 Handed
Greataxe 11 5 Heavy 2 50 GP 2 Handed, Crush
Greatsword 12 5 Heavy 2 50 GP 2 Handed
Heavy 2 Handed, Reload, Armor
11 150 Heavy 2 100 GP
Crossbow Piercing
Longbow 9 150 Heavy 1 50 GP 2 Handed
Longsword 8 5 Heavy 1 50 GP
2 Handed, Armor
Maul 10 5 Heavy 2 50 GP
Piercing, Crush
Morningstar 7 5 Heavy 1 50 GP Crush
War pick 7 5 Heavy 1 50 GP Armor Piercing
Warhammer 9 5 Heavy 2 50 GP Crush

40
Tools as Weapons

NAME DMG RANGE Type / Slots VALUE


ATTRIBUTES
Axe 4 5 Medium 1 10 GP Crush
Broom 3 5 Light 1 1 SP Fragile
Chain 4 10 Medium 1 10 GP
Cleaver 4 5 Light 1 10 GP
Crowbar 4 5 Medium 1 10 GP Crush
Hammer 3 5 Light 1 10 GP Crush
Knife 3 5 Light 1 1 GP
Mallet 10 5 Heavy 2 1 GP 2 Handed, Crush
Pitchfork 4 10 Medium 1 1 GP
Pick 4 5 Medium 1 10 GP Armor Piercing
Razor 3 5 Light 1 10 GP Conceal, Fast
Rolling Pin 4 5 Light 1 1 GP Fragile
Scissors 3 5 Light 1 1 GP Fragile
Shovel 4 5 Medium 1 10 GP Crush
Sickle 3 5 or 25 Light 1 10 GP Throw
Skillet 3 5 or 25 Medium 1 10 GP Crush, Throw

41
Armor

NAME AC SLOTS VALUE NOTES

Light armor 7 1 slot 50 GP Easy to tear and repair


Medium armor 5 2 slots 100 GP Layered on light armor
Heavy armor 3 3 slots 200 GP Tough but expensive
Wooden Shield -1 1 Slot 25 GP Cheap accessory
Metal Shield -1 1 Slot 50 GP Tougher shield
Light Cap N/A 1 Slot 10 GP Head Protection
Metal Helmet N/A 1 Slot 50 GP Better head protection.

Shields: A shield must be wielded in an off hand to reduce your AC by 1.

Wooden: A wooden shield can be shattered by incoming damage. If you choose to


have this happen you resist the damage (reduce it by half).

Metal: A metal shield can be reduced by a tier (to wooden shield) by incoming
damage. If you choose to have this happen you resist the damage (reduce it by half).

Helmets: A helmet does not affect your AC but it can save you from a critical hit.

Light Cap: when you receive a critical hit you may have it destroy your light cap. If
you do you resist the damage (reduce it by half).

Metal Helmet: when you receive a critical hit you may reduce your metal helmet to
a light cap. If you do so you may resist the damage (reduce it by half).

Repair: A skilled character can repair armor during downtime. They might require
materials or even a smelter to repair Heavy Armor. In town the cost of repairing
armor is 50% of the cost of buying a new set. Anything shattered (a shield or cap)
cannot be repaired.

42
Equipment

Roll Name Value Weight Name Value Weight


1 Antiseptic Solution 1 GP 1/5 Slot Pole (10 feet) 1 SP 1 Slot
2 Bedroll 5 GP 1 Slot Nails 1 SP 1/5 Slot
3 Book of Songs 10 GP 1/5 Slot Net 1 GP 1/5 Slot
4 Brushes 1 SP 1/5 Slot Noble Clothes 10 GP 1/5 Slot
5 Chisel 1 SP 1/5 Slot Oar 1 GP 1 Slot
6 Dictionary 1 GP 1/5 Slot Padlock 2 GP 1/5 Slot
7 Encyclopedia 1 GP 1/5 Slot Paint set 1 GP 1/5 Slot
8 Fishing Rod 10 GP 1/5 Slot Rope (25 feet) 1 GP 1/5 Slot
9 Flask of Oil 10 GP 1/5 Slot Scale 1 GP 1/5 Slot
10 Flint 1 GP 1/5 Slot Sewing Kit 1 GP 1/5 Slot
11 Glue 1 GP 1/5 Slot Sketchbook 1 GP 1/5 Slot
12 Metal Hook 1 GP 1/5 Slot Spell Scroll 1 GP 1/5 Slot
13 Lute or Flute 10 GP 1/5 Slot Straw Hat 1 SP 1/5 Slot
14 Iron Spikes 1 SP 1/5 Slot Suture Kit 1 GP 1/5 Slot
15 Journal 10 GP 1/5 Slot Tent 10 GP 1/5 Slot
16 Lantern 20 GP 1/5 Slot Tinderbox 5 GP 1/5 Slot
17 Lock picks 10 GP 1/5 Slot Tongs 1 GP 1/5 Slot
18 Medicine 2 GP 1/5 Slot Torch 1 SP 1/5 Slot
19 Mirror 1 GP 1/5 Slot Varnish 1 GP 1/5 Slot
20 Mortar and Pestle 1 GP 1/5 Slot Whetstone 1 GP 1/5 Slot

Rations
Roll Name Value Weight Name Value Weight
1 Dried Meat 1 SP 1/5 Slot Tinned Ration 1 GP 1/5 Slot
Sack of Grain (10
2 Dried Fruit 1 SP 1 Slot 1 GP 1 Slot
portions)
3 Nuts 1 SP 1/5 Slot Luxury Ration 5 GP 1/5 Slot
Wine, Ale or spirits
4 Bread 1 SP 1/5 Slot 1 GP 1 Slot
(5 portions)
Luxury Drink (5
5 Hard Tack 1 SP 1/5 Slot 10 GP 1 Slot
portions)

43
44
Hired Help
Porter 1 GP per day: can carry up to 10 Donkey: 30 GP. Carries 1 passenger and
slots. 20 slots worth of luggage.

Trades-person 1 GP per day roll 1d20 Horse: 50 GP. Carries up to 2 passenger


origins for available tradespeople. and up to 10 - 20 slots worth of luggage.

Militia 2 GP per day: light armor, light Warhorse: 100 GP. Carries up to 2
weapon. passengers and up to 20 slots of luggage.

Mercenary 5 GP per day: level 1 fighter, Hound: 10 GP.


armed.
War Hound: 25 GP.
Cavalry 20 GP per day: level 2 fighter,
horseback. Wagon: 100 GP. Carries 4 passengers
and 50 slots worth of luggage.
Veteran 50 GP per day: level 5 fighter,
commander.

Adventurer: Anyone who joins the party


as an adventurer expects an even share
of the treasure rather than an upfront
[Link] would be an additional
character controlled by the players or
sometimes the GM.

Companion Goals:

1 – 10 only wants a short job and to go


home.
11-15 looking for a longer campaign past
a week.
16-19 will fight alongside and feels like
part of the team.
20 wishes to level up with the party and
become an adventurer.

(Traumatic events may allow you to re-


roll their goals).

45
GAINING EXPERIENCE AND LEVELS
Leveling Up
Since your character's level is an Awarding XP in the moment: When
important stat in this game, it is one or more characters do something
important to determine how you would impressive or have a unique experience,
like for your players to gain those levels. it is a good idea to give them a few XP
You can do so using Experience (XP) and points to reward them. A small reward
for every 100 XP they have, that is equal could be 1 or 2 XP for meeting somebody
to their total level. Or you could use new, discovering a new place or
milestone leveling meaning when one or learning an important fact. You could
more characters accomplish an also give them this sort of reward
important task they go up a level. whenever they roll a natural 20. I would
not award them more than 5 XP and
Leveling up via XP: You may hand out a would save that for something really
few experience points any time you wish cool like discovering something ancient,
as a Game Master either to one or more magical, secretive or performing some
players. Then at the end of each session grand heroic action. You can even
give them all a larger XP award for award failure if you want, since we also
having played that day. XP in this game learn from our mistakes. Falling into a
is centered around the number 100 and trap, having something stolen or losing
it can be called percentile experience, an encounter could grant XP as a
giving the GM a lot of control over how consolation prize.
quickly characters level up. A good plan
is to give between 10 and 30 XP per Awarding End of Session XP: This is
session meaning it should take roughly 4 where you really get to control the
to 10 sessions to reach the next level. If speed at which your party will gain
you want you can be more generous at levels. You could grant as little as 5 XP
lower levels allowing them to level up for a session... we only played an hour
quickly and slow things down as they or two and not much happened. You can
become veteran heroes. increase this amount based on how long
people played and what was
accomplished, granting up to a
maximum of 50 XP if we played all day
XP Level and defeated our greatest enemy, saving
the kingdom. Now if you award 10 XP
0-99 Level 0 aka Novice per session, it will take 10 sessions to
100 – 199 Level 1 (gains a class) level up. 20 XP per session will take 5
sessions. Adjust according to player
200 – 299 Level 2 (gains an ability) satisfaction and how long you want
300 – 399 Level 3 them to spend at each level.
400 – 499 Level 4 (gains an ability) Going up a Level: Once a character
500 - 1000 Levels 5 through 10 reaches the XP required to go up a level
they can level up during downtime.
They choose one class to level up in and
if it is an even level they choose a class
specialty.

46
Rewarding game play with XP
Other ways to gain XP

Ingenuity: Did your characters use their


wits, charm, magic, tools, creativity Spending Treasure to celebrate
and special abilities to solve problems victories, on charity, to create a shrine,
and puzzles? to raise a monument, to buy luxuries or
1 XP could represent minor obstacles, 5 art or anything the character loves. Per
XP a creative solution or convincing an every 10 GP spent per total character
enemy to trust you, and 10 XP could be level, give them 1 XP. For example a
unraveling a conspiracy or saving the level 5 character spending 500 GP would
day by stopping a magical device or get 10 XP, as he puts on an elaborate
portal. festival or helps hire and train a
volunteer militia to protect a small
town.
Discovery: Did your characters meet Character Development if a character
somebody important, discover a new accomplishes a personal goal or makes a
location, find a magical artifact or major choice they should get some XP
unravel a mystery? for it. As a character begins or ends a
personal quest, or discovers something
Finding some food or coins might be about themselves, or decides something
worth 1 XP while having encountered about who they are they should get at
some real treasure or made some least 1 XP and as much as 10 XP.
valuable connections would be 5 XP.
You could grant 10 XP for finding a Alternative to tracking XP
mythic city, a god or the artifact the
whole story is about. Milestone Leveling: Every 5 to 10
sessions when the players accomplish a
major quest or finish a chapter in their
story, it is a good time to give them all a
Survival: Did somebody get bloodied, level. This will be completely up to the
downed or killed? Did the players GM and has no numeric component or
overcome difficult combats, survive experience tracking. While simpler,
deadly traps or face threats like poison when used correctly it can feel just as
or starvation? dramatic and important as leveling up
Award as little as 1 XP for avoiding via XP.
combat and traps, while 5 XP could
imply that somebody got injured,
bloodied or even disabled. For 10 XP it is
because the danger was immense and
somebody died or suffered a long term
injury.

47
Inspiration.
Inspiration
An inspiration point is a sort of Happy: Things that make you happy
representation of you being motivated. have a 50% chance (1-10) of granting you
This will give you the will to keep going the Happy inspiration. This can be done
and sometimes wrestle success from the once per day. Examples would be
jaws of failure. drinking, gambling, playing cards with
friends, dancing at a pub, etc. Luxuries
grant you advantage on this roll
Uses for Inspiration points: (expensive meal, aged wine, luxury inn,
high stakes game).
When you fail a roll or you are not
satisfied with the results you may spend Blessed: Praying at a shrine, dedicating
an inspiration Point to roll an additional a victory or tithing has a 50% chance (1-
die effectively granting you advantage. 10) to give you the Blessed inspiration.
You may gain this inspiration once per
If you roll with disadvantage you may day. To gain this at some point the
spend an inspiration to remove one of player must decide on a belief system
the two die results. such as a deity, ancestors or a code of
honor.
If you would become Exhausted you may
spend an inspiration point to prevent Loyal: If you are sworn to a leader or
this. cause, accepting a quest quest from
them will give you the Loyal inspiration.
You cannot have two of the same type Once spent you can gain it once more
of inspiration point at the same time. every day with a 50% chance (1-10) after
accomplishing part of your quest.
Healthy: Once per day if you are well
fed (at least 2 rations) and well rested Reward: Once per session any player
(at least 6 hours of sleep) you can gain may nominate another player to receive
this inspiration. Usually players will an inspiration as a reward for doing
wake up with it and should spend it something helpful, clever, dramatic or
since they will likely have a new one generally cool. The GM decides if they
tomorrow. get this inspiration point. When playing
solo you may nominate yourself.

48
Header
A page of Poison
Poisons have a series of attributes which determine how they work.

Level: The level of the poison indicates how difficult it is to resist (target is 10 minus
poison level after each activation to shake off it’s effects) and also how much
damage is done each time it activates.

Fast or Slow: A fast poison activates every combat round while a slow poison
activates every hour. This is also how often a character will be allowed to roll to stop
being under the effects of the poison. A fast poison outside of combat becomes a
second by second threat players must deal with using combat rounds (6 second
actions).

Incapacitating or Deadly: If an incapacitating poison reduces a character to 0 hit


points they become incapacitated until they are able to get some rest. Deadly poison
will kill a character once they are reduced to zero hit points.

Side Effects: many poisons will also cause status effects like slow, blind, stunned or
fatigued for their duration.

Type Attributes Effects


Anticoagulant Slow / Incapacitating Injures cause Bleeding 1 while poisoned.
Arachnid Slow / Incapacitating Causes 1 level of Slowed while Poisoned
Enchanting Slow / Incapacitating Victim is Charmed while poisoned.
Grounding Slow / Incapacitating All spells cost 1 MP more or fail to be cast.
Irritant Fast / Incapacitating Causes 2 levels of Daze upon exposure.
Nauseating Slow / Incapacitating Incapable of keeping food down.
Neurological Fast / Lethal Character is incapacitated until they die.
Numbing Slow / Incapacitating Is not aware of pain while poisoned.
Psychedelic Slow / Incapacitating Causes the target to be Charmed.
Raging Slow / Incapacitating Will attack the nearest target.
Silencing Slow / Incapacitating Cannot speak or cast spells.
Snake Poison Slow / Lethal Will cause Exhaustion while poisoned.
Somniferous Fast / Incapacitating Victim falls asleep after failing to recover.
Spores Fast / Incapacitating Blind for 1 round when first exposed.
Virulent Slow / Lethal Exposed area is injured while poisoned.

49
Bestiary

This game is full of monsters from mythology, popular culture and of


course some original creatures as well. The players will determine when to avoid
them, when to confront them and sometimes when to team up with them. Unlike
many role playing games there is no XP associated with monsters so it is best to not
fight them as only a challenging fight will grant XP.

Anatomy of a Monster
Monsters have similar statistics to players, by which I mean very few. Also monsters
generally have some information about their tactics, organization and treasure they
might be carrying.
HP: Derived by multiplying the Monster’s Level by it’s Size related HP modifier,
usually to a minimum of 4. Swarms and tiny creatures may have only 1 HP.

AC: The target to hit the monster and damage it based on it’s natural or worn
armor.

Level: A general indicator of how powerful a monster is. Use the monster level
when modifying a target similar to how a fighter would use their level. For example
a level 3 monster would add 3 to the AC of a character it is attacking or to the
challenge it is trying to overcome.

Attacks: The monster’s most common attacks and if it says Weapon then treat them
like a fighter adding the Monster level to the maximum weapon damage. For
example a level 3 monster could do up to 9 damage with a spear that has a maximum
damage of 6.

Move: One or two movement stats… one usually indicates walking speed for a single
round (double that if it sprints) and sometimes it will include movement for flying,
climbing, burrowing or other types of mobility.

Size: How big the monster is which affects how much space it takes up and how
much health it has. See the following table:

Size HP (per level) Grid Size


Tiny 2 1x1
Small 4 5x5
Medium 6 5x5
Large 8 10x10
Giant 10 15x15
Epic 12 20x20

50
Misc Abilities: Here you might find descriptions of weapons, tentacles, magic,
poison, wings and other odd attributes that make these monsters unique.

Tactics: A few suggestions on how to run this monster during combat like who does
it target, when does it run away and what does it like to do to win it’s fights.

Organization: A description of how many you can expect to find either in the wild,
in lairs or perhaps as entire villages or nests.

Treasure: How many instances of specific treasure tables to roll on or unique


treasures such as their equipment, trophies, poison, flesh and other bits.

Weaknesses: Some monsters are vulnerable to specific elements or to attacks


against parts of their body. Here you can find a few weaknesses but the players
might suggest new ones that make sense.

Wandering Monsters as Random Encounters

Every round outside of combat you should roll a d20 for a random encounter. This
could be every 10 minutes in a dungeon, every watch (or 4 hours) while camping or
traveling or every day if you are fast forwarding time on a long journey or while
players spend time in a town.

The most typical type of encounter will be monsters of course. You can put together
a list of the monsters that are common in this specific dungeon, or in the area
players are exploring, and roll against that list.

For example the players take a very long time investigating a room… they consume
another torch. They have checked every inch but one of them is convinced there is a
secret door in there somewhere.

During one of those rounds… you roll a 2. The door they recently came through
swings open as 5 Goblins rush in, looking for the intruders they heard about.
Combat ensues and because this game does not really reward combat, each combat
will cost the players some HP, ammunition, MP and resources.

This is why they must always balance moving along with spending extra time on
interesting puzzles.

Every exploration round roll a d20. On a 1-3 they have a


random encounter with wandering monsters.

51
Reaction Tables

When it is not clear how an NPC, monster or animal will react you can try to assign
it a behavior from this list or simply roll at random on one or both columns.

1-4 5-8 9-12 13-16 17-20


Roll desperate Threatened Normal Safe Thriving

1-4 Weapons Will defend


Fights to the Aggressive Will attack drawn, fangs it’s
Deadly Death next turn visible territory.

Will run to
5-8 Will drive Fight or Trusts
Mistrusting get other
Violent players off Flight Nobody monsters
Will try to
9-12 Demands Wants Tense
Follows Party ignore the
Hostile Tribute something negotiations
party

13-16 Will offer


Begs for Help Needs a favor Wants to Lonely or
Curious food or
Barter Needy shelter

17-20 Avoids Helpful and Will give


Cowers Friendly
Friendly Conflict informative you a gift

Desperate: Starving, injured, corrupted, diseased. This monster will likely fight to
the death.

Threatened: They view the players as intruders and threats and will either dispatch
them or run away. Most monsters start here.
Normal: They are going about their usual activities like hunting, guarding or
traveling and are willing to see how things play out. Most humanoids and animals
start here.
Safe: The players have their weapons sheathed and this does not feel like a life or
death situation yet. Most NPC’s start here.
Thriving: Monsters have just brought down prey and have no interest in the
players, or the players are visiting a city where they are outnumbered and
considered guests but not a threat. Mostly for merchants and friendly factions.
Unintelligent monsters will not barter or converse but you can find a useful
analogue in the behaving like a monster section.

52
Behaving Like a Monster

Enemies and monsters do not simply exist to be slain for treasure and experience.
They have goals, strategies, instincts and needs and taking those into account can
create much more engaging encounters.

Aggressive Begging: This creature will beg and may be extremely brazen in
terms of trying to get into the players backpacks, steal food from them or try to
chase them off from a camp so it can raid it. It has little interest in attacking the
players but it gladly will if it does not get it’s way.
Challenging: This creature seems bigger and tougher than usual with at least
one extra level. It is looking for a fight to establish dominance but it might flee
if things start to go badly for it.
Curious: This creature shows interest and may follow the party from a safe
distance. It might alert other creatures and it could take advantage of a moment
of distress to attack the party.
Diseased: This creature is likely dying but in its final days it is attacking any
prey it can find. There is likely no way to avoid this creature and it is possible
that it could infect a player that it injures.
Indifferent: It may be resting, eating a fresh kill or considers the party to be no
real threat. So long as nobody gets too close it will continue to ignore them and
a bold party member may try to raid it’s lair.
Injured: It will act extremely aggressive and fight anyone who gets near it. It is
missing half it’s hit points and could be appeased with food, assistance or
healing.
Ravenous: This creature is extremely hungry and will stalk and eventually
ambush a member of the party. It will be receptive to scraps and rations but it
might take quite a bit for it to leave the party alone.
Territorial: This creature may be guarding a den with young-lings, or a
valuable treasure, or simply an area it has decided to call home. It will fight
until the death but if the party flees it will only chase them to the edge of it’s
territory.

53
Arachne
HP AC LEVEL Attacks Move Size
18 7 3 Weapon or Bite 4 40 Medium
Arachne seek to invade human spaces and slowly overtake them by eliminating
anyone who is suspicious of them and kidnapping people for their blood and
wealth. They descend from a long lineage of cursed humans who hide spider-like
appendages under their skin but otherwise look attractive and healthy.

Bite: applies a Level 2 fast incapacitating poison.

Spider Limbs: They can be used to climb walls and make a single extra 4 physical
damage attack per round.

Webs: They receive 4 separate MP specifically to cast the spell Web.

Tactics: Pretending to be friendly. Ambush. Will usually flee if bloodied unless


defending their lair or eliminating somebody who knows their identity.

Organization: A single hunter in a human space or larger groups forming a secret


organization within a village or city.

Treasure: Harvest level 2 Poison. 1 Stash per individual in a lair. 1 Collection for
their Leader. Usually several dead bodies and maybe a few living captives in
cocoons.

Weaknesses: Injuring a spider limb will remove their ability to climb and perform
extra attacks for one round (they have 4 additional spider limbs). Is afraid of fire.

54
Bandit
HP AC LEVEL Attacks Move Size
6 9 1 Weapon (poor) 30 Medium
Bandits will find places the authorities have neglected and proceed to rob anyone
who passes through. This can be a dark alley, a lonely road or any other remote
place.

Weapons: tools, light weapons, bows, spears, daggers.

Tactics: Ambush when possible. They are quick to run away if several bandits fall
in battle.

Organization: Usually they operate in gangs and have a leader. Large bandit
organizations might have taken over a building, cave or old fort to operate out of.

Treasure: Roll loot per every 2 bandits. A hideout has a stash per every 5 bandits.
A lair has a hoard associated with the bandit leader.

Weaknesses: Cowardice. Greed. Bribery.

Bat, Giant
HP AC LEVEL Attacks Move Size
6 7 1 Bite 5 50/25 Medium
Giant bats are a common pest in caves alongside swarms of regular bats. Most giant
bats prey on small mammals but will occasionally attack people if disturbed.

Flight: Their flight speed is 50.

Tactics: They will rush and swoop against vulnerable targets preventing them
from using ranged weapons. Thanks to echolocation dark spaces are not a problem
to them.

Organization: Enclaves of 5 to 20 bats.

Treasure: Unusual pelts. Guano (level 1 Fire ingredient). A few humanoid skeletal
remains (roll for loot per 5 bats).

Weaknesses: Wings (remove flight). Deafening them Dazes and removes


echolocation.

55
Bat, Swarm
HP AC LEVEL Attacks Move Size
8 7 1 Bite 4 50 Large
Individual bats are not a threat but when they swarm to protect their territory
they can cause panic and plenty of small injuries.

Flight: Their flight speed is 50.

Swarm: They can move through Tiny spaces and receive half damage from
physical attacks.

Tactics: A swarm will fly past a target usually leaving several tiny bites or circle a
target like a small vortex of fur and teeth.

Organization: Hundreds of bats will reside in a colony and they might attack as
multiple swarms.

Bear
HP AC LEVEL Attacks Move Size
24 8 3 Bite 7, Claw 7 40 Large
Usually found in wild places, forests and caves but will sometimes venture into
villages to forage for trash or attack livestock.

Heavy: Critical hits will usually knock down and push a target.

Climber: You are likely not safe in a tree.

Tactics: Growling, Threatening, Charging.

Organization: Solitary or a mother with cubs.

Treasure: Intact pelt is a level 2 trophy (10 GP).

56
Beetle, Giant
HP AC LEVEL Attacks Move Size
6 6 1 Bite 5 30 Medium
Giant beetles thrive in any environment since they are happy to eat corpses,
plants, wood and prey on medium creatures. They have a tough shell and huge
mandibles.

Grab: A beetle may try to drag a target away especially on a critical hit.

Traversal: They can climb and burrow in most environments.

Tactics: Silently grabbing their prey and dragging them off into a lair.

Organization: Solitary or in small colonies of 5 to 10.

Treasure: 2 Loot and 1 Stash in a burrow from humanoid victims. Shell.

Beetle, Cauldron
HP AC LEVEL Attacks Move Size
4 8 1/2 Bite 4 25 Small
Cauldron beetles are about as large as a wolf and have a jet black shell with many
bright yellow [Link] tend to be carrion eaters and operate in packs. While
they prefer dead meat, they are extremely able to defend themselves thanks to the
boiling hot bile they can spit out when threatened.

spit: Once per battle they can spit out boiling hot bile at one target within 25 feet
that deals 5 damage and will Daze them.

Burst: If killed without having made it’s spit attack, it will make a free one as a
reaction to a character within melee range.

Traversal: They can climb and burrow in most environments.

Tactics: If harmed or cornered they will use their spit.

Organization: Solitary or in small colonies of 5 to 10.

Treasure: 1 stash. Level 1 Fire Ingredient.

57
Beetle, Goliath
HP AC LEVEL Attacks Move Size
30 7 3 Bite 9 40 Giant

A huge beetle known for creating entire cave systems on it’s [Link] mostly
are only seen underground in large caverns they create but sometimes they will
breach above ground and attack a village or farm.

Trample: Can move through one or more characters making an attack that
deals up to 6 damage.

Tactics: They can demolish structures causing rubble to fall.

Organization: Solitary.

Treasure: A lair might contain 5 loot and 3 stash from dead humanoids.4 Shell
fragments that are a Level 3 trophy worth 100 GP.

Weaknesses: They create rumbling as they move underground so you can


usually sense one approaching. They do not make attacks of opportunity.

Blemmy
HP AC LEVEL Attacks Move Size
24 7 3 Bite 8 and Weapon 30 Large
A large headless humanoid who has a face in the middle of their chest instead.
They are known for their endless hunger for meat and vicious attacks on people
trying to explore their territory.

Bite: They can attempt to trap a character with a bite or


easily do so on a critical hit. They will keep trying to bite a
character trapped in their mouth each round.

Tactics: They will run off if they have a victim trapped in


their mouth. They will focus on bloodied characters. They
can throw stones (5 physical) within 30 feet of a target.

Organization: In parties of 2 to 4 or in tribes of about 12


members.

Treasure: 1 loot per Blemmy.1 Stash per 3 Blemmys at


their camp.

Weaknesses: Large eyes will cause Bleeding 1 and Dazed 1 if targeted.

58
Boar
HP AC LEVEL Attacks Move Size
12 9 2 6 (tusks) 40 Medium
Generally found in forests and plains but they will often raid farms and towns
going through garbage and attacking livestock and even people.

Charger: Gains 2 Bonus Damage on a charging attack.

Tactics: Snarling, Circling, Charging, Hit and Run.

Organization: A single boar or a pack of 5 to 10.

Treasure: Each tusk is a level 1 Trophy.

Body Burrower
HP AC LEVEL Attacks Move Size
16 6 2 6, 4 30 Large
Long snake like worms that will crawl into a body and consume it form the inside,
but will gladly ambush anyone moving or looting said body.

Climb: Can move along nearly any surface.

2 Attacks: A bite (6) and a stinger (4).

Stinger: Level 2 incapacitating poison. Target is paralyzed while poisoned.

Tactics: Incapacitate opponents one at a time. Crawl into hard to reach places.

Organization: 1 to 5 in a place with abundant prey or dead bodies.

Treasure: Level 2 Poison ingredient. Loot from consumed bodies.

59
Brigand
HP AC LEVEL Attacks Move Size
12 7 2 weapon 25 Medium
Brigands tend to be tougher, better armed bandits. A few might supplement a
group of bandits or a group of brigands might focus on intimidation.

Weapons: medium weapons, bows, axes, spears.

Tactics: Intimidation, snipers, taking hostages, gang up.

Organization: Usually they operate in gangs and have a leader. Many groups are
army deserters and keep a military hierarchy and discipline. Expect to see groups
of 5 to 15 blocking roads and they have bases with up to 30 brigands.

Treasure: Roll loot per every brigand. A group will have a stash and a base will
have multiple stashes and a collection.

Weaknesses: Cowardice. Greed. Bribery.

Bronze Bull
HP AC LEVEL Attacks Move Size
24 5 3 8 (horns, hooves) 40 Large
A large bronze bull torture device animated by pain and magic. It’s belly glows red
hot and is visible in the dark.

Charger: Gains 3 Bonus Damage on a charging attack.

Resistances: Resists fire damage and non magical weapons.

Swallow: When it critically hits or has advantage it will try to swallow a character
whole. A character in it’s belly will take 5 fire damage per round and has
disadvantage to all actions.

Fire Breath: A 15x15 cloud of fire and steam in front of the Bronze Bull that deals
10 fire damage. It cannot be used two rounds in a row.

Tactics: Swallow whole, charge, trample.

Organization: Between 1, 2 or 4 Bronze Bulls as guardians.

Treasure: A level 2 fire ingredient. Lots of scrap metal.

60
Bugbear
HP AC LEVEL Attacks Move Size
18 7 3 Weapon +3 30 Medium
Large goblinoids who are tall, have very long limbs and are quite stealthy. They
are assassins and enforcers and tend to bully weaker humanoids into serving them.

Range: Add 5 feet to the range of all Bugbear melee attacks.

Weapons: medium weapons, bows, axes, spears.

Tactics: Sneaking, ambush, threats, target weak characters.

Organization: A single one working for goblins or orcs, or a small tribe of 5


bugbears in a lair or deep in a dungeon.

Treasure: 2 Loot per Bugbear. 1 Stash per Bugbear in their lair or room.

Centaur
HP AC LEVEL Attacks Move Size
24 armor 3 weapon +3 50 Large
Centaurs are half horse, half humanoid and often operate in nomadic tribes.

Charger: Gains 3 Bonus Damage on a charging attack.

Weapons: medium weapons, bows, axes, spears.

Tactics: Flanking, charging, trampling, dragging, hit and run.

Organization: A single mercenary or traveler, a group of 5 or a pack of 20.

Treasure: 1 loot per Centaur. 1 Stash per every 2 centaurs.

61
Centipede
HP AC LEVEL Attacks Move Size
4 11 1/2 3 20 Tiny
A snake sized insect with a segmented body and poisonous mandibles.

Bite: Apply 1 fast incapacitating poison.

Find Opening: Ignores equipped armor when it attacks the same target it attacked
last time.

Tactics: Ambush, crawl into armor (find opening), gang up.

Organization: Groups of 5 to 20 hiding among corpses and under rocks.

Cephalid
HP AC LEVEL Attacks Move Size
40 5 5 8 20 Large
Cephalids are inter-dimensional travelers who look like an Octopus inside a
mechanical suit. They have powerful psychic and magical abilities which they use
to dominate other humanoids.

Magic: 6 MP which can be used to cast any Common, Astral or Illusion spell.

Tentacles: Cephalids gain 1 extra attack every round using a tentacle. Tentacles
have advantage on restraining or knocking down targets. 4 tentacles operate the
suit while 4 stick out to manipulate objects or attack opponents.

Mental Blast: Deals 15 psychic damage to a target within range of sight. Cannot be
used two rounds in a row. Anyone killed by a mental blast will stand back up as a
mindless minion of the cephalid with half their HP restored.

Tactics: Hide behind minions, keep distance, psychological manipulation.

Organization: A single cephalid controlling a group of humanoids or a council of 3


to 5 trying to take over a large nation.

Treasure: 1 Collection and 1 Stash.

Weaknesses: They suffer 1 bleeding per each point of damage to their AC as their
suit will start to leak life sustaining salt water. Targeted attacks to the tank will
cause 1 damage to their AC.

62
Chimera
HP AC LEVEL Attacks Move Size
50 6 5 9 up to 3 60/40 Large
Chimera are magically created monsters with 3 heads, that of a lion, a goat and a
dragon. They also have the wings of a dragon and deadly lion claws.

Fire Breath: Every target in a 15 foot straight line dealing 15 fire damage. Cannot
be used two rounds in a row.

Multiple Heads: It can attack up to 3 adjacent targets with bites or claws.

Charger: Gains 5 Bonus Damage on a charging attack.

Tactics: Put itself in the center of multiple targets. Charge. Swoop.

Organization: One or two as magical guardians.

Treasure: Each head is a trophy taking up 1 slot worth 100 GP.

Weaknesses: Injured wings cannot fly. An injured head will not attack.

Cockatrice
HP AC LEVEL Attacks Move Size
24 8 4 8, 4 60/30 Medium
A large magical bird with scales and feathers and it’s tail is a snake.

Petrifying Poison: the snake tail bites dealing 4 damage and 2 Fast Incapacitating
poison. If a character would be reduced to 0 HP they are instead petrified for 24
hours.

2 Attacks: A peck (8) and a snake bite (4, poisonous).

Limited Flight: It cannot fly 2 rounds in a row.

Tactics: Put itself in the center of multiple targets. Flee if bloodied.

Organization: One or two as magical guardians.

Treasure: Level 2 Poison ingredient.

Weaknesses: Injured wings cannot fly. Snake tail is easily severed (5+ damage on a
targeted attack).

63
Crocodile
HP AC LEVEL Attacks Move Size
12 8 2 10 30 Medium
Swim Drown,

Crocotta
HP AC LEVEL Attacks Move Size
18 7 3 9 40 Medium
Imitate prey imitate voice ferocious bite,

Cyclops
HP AC LEVEL Attacks Move Size
48 7 4 14 30 Giant
Stone throw Weakness (blind),

Demon
HP AC LEVEL Attacks Move Size
24 5 4 10 30 Medium
Possession,

Devil
HP AC LEVEL Attacks Move Size
12 7 2 7 30 Medium
MP 4 spells.,

Doppelganger
HP AC LEVEL Attacks Move Size
18 7 3 10 30 Medium
Mimic once regen confusion psychic immunity,

64
Dragon, Black
HP AC LEVEL Attacks Move Size
50 4 5 10 60/30 Giant
Trophy Scales Hoard 3Acid,

Dragon, Blue
HP AC LEVEL Attacks Move Size
60 3 6 11 60/30 Giant
Trophy Scales Hoard 4Lightning,

Dragon Copper
HP AC LEVEL Attacks Move Size
50 3 5 11 60/30 Giant
Trophy Scales Hoard 4Acid,

Dragon Crystal
HP AC LEVEL Attacks Move Size
60 3 6 11 60/30 Giant
Trophy Scales Hoard 4Radiant,

Dragon Deep
HP AC LEVEL Attacks Move Size
60 3 6 11 60/30 Giant
Trophy Scales Hoard 4Necrotic,

Dragon Gold
HP AC LEVEL Attacks Move Size
80 3 8 12 60/30 Giant
Trophy Scales Hoard 4Poison Gas 10 MP any spell,

65
Dragon Green
HP AC LEVEL Attacks Move Size
40 4 4 10 60/30 Giant
Trophy Scales Hoard 3Poison Gas,

Dragon Red
HP AC LEVEL Attacks Move Size
60 3 6 11 60/30 Giant
Trophy Scales Hoard 4Fire,

Dragon White
HP AC LEVEL Attacks Move Size
40 4 4 10 60/30 Giant
Trophy Scales Hoard 3Cold,

Dryad
HP AC LEVEL Attacks Move Size
12 7 2 6 30 Medium
Healing 2 Charm 2Charm,

Elemental Force
HP AC LEVEL Attacks Move Size
40 5 4 12 Giant
Elemental 4Only magic or elemental ,

Elemental Large
HP AC LEVEL Attacks Move Size
24 5 3 9 Large
Elemental 3Only magic or elemental ,

66
Elemental Person
HP AC LEVEL Attacks Move Size
12 6 2 6 Medium
Elemental 2Only magic or elemental ,

Elemental Wisp
HP AC LEVEL Attacks Move Size
4 7 1/2 4 Tiny
Only magic or elemental ,

Fomorian
HP AC LEVEL Attacks Move Size
12 9 2 6 30 Medium
Mutation 2,

Gargoyle
HP AC LEVEL Attacks Move Size
24 7 3 7 50/30 Large
Ambush Psychic Immune Resist,

Gegenees
HP AC LEVEL Attacks Move Size
24 7 3 8 30 Large
6 Arms,

Gelatinous Cube
HP AC LEVEL Attacks Move Size
30 10 3 8 20 Large
3 Weapons 1 Armor 1 StashEngulph Resist Physical,

67
Geryon
HP AC LEVEL Attacks Move Size
32 8 4 10 30 Large
Stash x 23 Heads +2 Initiative 3 to 5 arms,

Ghost
HP AC LEVEL Attacks Move Size
12 7 2 6 30 Medium
Ethereal 2Physical Immunity Haunt,

Ghoul
HP AC LEVEL Attacks Move Size
12 8 2 6 30 Medium
Paralysis Undead,

Giant
HP AC LEVEL Attacks Move Size
40 6 4 12 40 Giant
Free 11 Stomp on Prone,

Goblin
HP AC LEVEL Attacks Move Size
4 9 ½ 5 30 Small
Copper x 2Fast Sneak,

Gorgon
HP AC LEVEL Attacks Move Size
30 5 5 10 40 Medium
Antidote Poison 4Petrifying Gaze Poison,

68
Griffon
HP AC LEVEL Attacks Move Size
40 7 4 8 80/40 Giant
Egg 500Wings Pounce Swoop,

Harpy
HP AC LEVEL Attacks Move Size
12 9 2 6 or weapon 60/20 Medium
Wings Swoop Drag,

Hellhound
HP AC LEVEL Attacks Move Size
18 6 3 7 40 Medium
Fire 2Breath ,

Hobgoblin
HP AC LEVEL Attacks Move Size
6 8 1 Weapon 30 Medium
,

Horse
HP AC LEVEL Attacks Move Size
16 9 2 8 50 Large
Gallop,

Horse War
HP AC LEVEL Attacks Move Size
24 9 3 9 50 Large
Gallop Trample,

69
Insect Swarm
HP AC LEVEL Attacks Move Size
12 9 2 6 60/30 Medium
Resist Weapon Poison Overwhelm,

Kobold
HP AC LEVEL Attacks Move Size
4 10 1/2 Weapon 30 Small
Copper Ambush Gang Up Infravision,

Lamia`
HP AC LEVEL Attacks Move Size
30 7 5 8 30 Medium
Venom Crush,

Leech
HP AC LEVEL Attacks Move Size
36 9 3 9 35 Large
Attach Drain,

Lich
HP AC LEVEL Attacks Move Size
Medium
,

Living Statue
HP AC LEVEL Attacks Move Size
18 6 3 9 25 Medium
Resist All Immune Psychic Traits Larger,

70
Lizard Man
HP AC LEVEL Attacks Move Size
12 7 2 6 25 Medium
,

Lycanthrope
HP AC LEVEL Attacks Move Size
12-30 9-5 2-5 6-10 40 Medium
,

Mana Badger
HP AC LEVEL Attacks Move Size
18 8 3 8 60/30 Medium
Tail SPike,

Manticore
HP AC LEVEL Attacks Move Size
24 8 4 8 60/30 Medium
Tail SPike,

Merfolk
HP AC LEVEL Attacks Move Size
6 9 1 Weapon 50/30 Medium
,

Mimic
HP AC LEVEL Attacks Move Size
24 7 4 4, 10 20 Medium
Ambush Tentacle Grab Bite Trap,

71
Minotaur
HP AC LEVEL Attacks Move Size
32 8 4 10 30 Large
Charge,

Mummy
HP AC LEVEL Attacks Move Size
24 6 4 Weapon Touch 20 Medium
Paralysis Disease Half Weapon Undead,

Mutant
HP AC LEVEL Attacks Move Size
12 9 2 Weapon +2 30 Medium
Roll for 3 mutations. ,

Ogre
HP AC LEVEL Attacks Move Size
24 7 3 10 30 Large
Gold StashFree 7 Stomp on Prone,

Ooze
HP AC LEVEL Attacks Move Size
18 10 3 6 30 Medium
Acid,

Orc
HP AC LEVEL Attacks Move Size
12 8 1 7 25 Medium
Injured – 1 free attack,

72
Owl Bear
HP AC LEVEL Attacks Move Size
24 7 4 10 40 Large
Maul,

Pegasus
HP AC LEVEL Attacks Move Size
24 9 3 9 50 Large
Gallop Trample,

Pirate
HP AC LEVEL Attacks Move Size
6 9 1 Weapon 30 Medium
,

Pixie
HP AC LEVEL Attacks Move Size
4 6 1 4 60/30 Tiny
Surprise 4 MP Invisible Charm Sleep,

Purple Worm
HP AC LEVEL Attacks Move Size
66 8 6 14 20 Epic
Swallow Poison Burrow,

Rat
HP AC LEVEL Attacks Move Size
4 9 1/2 4 40 Small
Gang Up,

73
Rattling
HP AC LEVEL Attacks Move Size
4 7 1 5 35 Small
Climb Ambush Steal,

Redcap
HP AC LEVEL Attacks Move Size
12 7 2 7 35 Medium
Cleaver Razor Bloodlust,

Rust Monster
HP AC LEVEL Attacks Move Size
18 5 3 5 35 Medium
Rust Metal Smell Metal,

Salamander
HP AC LEVEL Attacks Move Size
24 7 3 8 40 Large
Fire Breath Fire Resistance,

Scorpion
HP AC LEVEL Attacks Move Size
18 5 3 9 40 Medium
Sting 5 Level 2 Poison Fast Lethal,

Sea Serpent
HP AC LEVEL Attacks Move Size
30 7 3 12 40 Giant
,

74
Shadow
HP AC LEVEL Attacks Move Size
12 9 2 5 drain 30 Medium
Only magic Surprise,

Shark
HP AC LEVEL Attacks Move Size
16 6 2 10 40 Large
Track Blood,

Skeleton
HP AC LEVEL Attacks Move Size
6 10 1 4 or weapon 25 Medium
Undying 5. Undead.,

Snake
HP AC LEVEL Attacks Move Size
3 10 1/2 3 bite 25 Tiny
Level 1 PoisonLevel 1 poison ,

Specter
HP AC LEVEL Attacks Move Size
30 5 5 8 drain 40 float Medium
Level 3 spirit (Ectoplasm)Undead. Physical Immunity. ,

Spider
HP AC LEVEL Attacks Move Size
18 5 3 5 35 Medium
Poison Web,

75
Sprite
HP AC LEVEL Attacks Move Size
4 7 1/2 3 60 Tiny
3 MP any spell as a prank or defense. ,

Squadron
HP AC LEVEL Attacks Move Size
60 11 5 Weapon 60 Epic
A squadron of roughly 10 level 1 characters which take up a 20x20 area. They can
be fighters, zombies, skeletons, goblins, etc.

Weapon: Each soldier has the same weapon be it a club, spear, sword, etc. Also
their AC will change based on their armor and shields down to 9, 7 or 5.

Multi Attack: A squadron can attack once per each space that touches two corners
with another space. Two squadrons that are touching would get 4 attacks against
each other for example. A squadron can only make as many attacks as equal to it’s
bonus to attack. See Attrition.

Attrition: As a level 5 creature add +5 to target of what they attack and to the max
weapon damage. If they are reduced to 49 HP or less they have +4, 39 or less is +3
and so on. This also reduces the maximum number of attacks they can make.

Tactics: Squadrons will seek to block off areas and place themselves against other
squadrons or sometimes seek out enemy commanders. When bloodied there is a
50% chance they will attempt to retreat if no friendly commander is in sight.

Weaknesses: Squadrons are not stealthy so you can usually sense one
approaching. Taken up multiple squares makes them vulnerable to spell shapes
that target a large area.

Termid
HP AC LEVEL Attacks Move Size
24 7 4 6-10 30 Medium
Burrows Worker Warrior and Queen,

Toad
HP AC LEVEL Attacks Move Size
12 9 2 5 30 Medium
50 leap 20 tounge trab and drag,

76
Treant
HP AC LEVEL Attacks Move Size
40 5 4 8 25 Giant
,

Treant
HP AC LEVEL Attacks Move Size
40 5 4 8 25 Giant
,

Troglodyte
HP AC LEVEL Attacks Move Size
12 7 2 5 35 Medium
Stench,

Troll
HP AC LEVEL Attacks Move Size
32 6 4 8 40 Large
Healing 3Regen (3 per round) Revive Fire and acid stop,

Unicorn
HP AC LEVEL Attacks Move Size
24 9 3 9 50 Large
Healing 4Gallop Trample Bless Heal,

Vampire
HP AC LEVEL Attacks Move Size
24-36 5 4-6 8 40 Medium
,

77
Vampire Spawn
HP AC LEVEL Attacks Move Size
12 7 2 6 35 Medium
,

Vultrid
HP AC LEVEL Attacks Move Size
18 5 3 8 40/20 Medium
Stench Vomit MP 4 Necromancy,

Water Leaper
HP AC LEVEL Attacks Move Size
8 7 2 6 35 Small
Poison,

Wight
HP AC LEVEL Attacks Move Size
12 7 2 7 30 Medium
,

Wolf
HP AC LEVEL Attacks Move Size
12 9 2 6 Medium
,

Wolf Dire
HP AC LEVEL Attacks Move Size
24 8 10 Large
,

78
Wraith
HP AC LEVEL Attacks Move Size
12 8 2 6 30 Medium
Drain Touch Physical Immunity,

Wyvern
HP AC LEVEL Attacks Move Size
30 5 3 10 80/30 Giant
Swoop,

Zombie
HP AC LEVEL Attacks Move Size
12 12 2 5 or weapon 20 Medium
Reanimate 5. Undead. Grapple. ,

79
Monster Variants
Random Mutations
Roll Mutation

1 Beast Head (bite or horns) and Fierce.


2 Extra Arm
3 2 Tentacles and Squid like Eyes
4 Muscular and Twisted (+2 on appropriate rolls)
5 Increased Size (+2 HP per level)
6 Acidic spit (10 Acid Damage up to 25 feet away) and Scales
7 Level 2 Poison bite and Greenish Hew
8 Bone plated skin making AC = 6 or -1 AC
9 Scorpion Tail 6 damage poison 1
10 Massive Maw 6 damage bite
11 Malleable squeeze through tiny spaces.
12 Resist (half damage) from all elements. Slimy skin.
13 Stench spray causing 1 target to have Disadvantage all Rolls
14 Great Leap and Climb
15 Second Head granting +1 Initiative and +4 HP
16 Clawed allowing them to climb and deal 5 damage.
17 Gliding, Arm flaps, +2 HP
18 Dark Vision
19 Hyper cephalic +1 MP and learn 1 spell
20 Elongated granting 10 foot reach

Variants
Variation Adjustments
Assassin Surprise Attack +1 Monster Level
Champion +1 Monster Level, +1 Size (+2 HP per level). Can be Dire or Alpha.
Corrupted 2 random mutations.
Cultist 1 MP Necromancer spells
Ghostly Intangible, Undead, inflicts Drain damage. See Ghost.
Giant Size +2 (+4 hp per level)
King +2 Monster Levels
Shaman 4 MP Nature for spells +1 Monster Level
Skeletal Undying 5, Undead. Immune to psychic damage. See Skeleton.
Squadron 60 HP worth of similar monsters. See Squadron.
Undead Undying 5, Undead. Immune to psychic damage. See Zombie.
Warlock 4 MP Elemental for spells +1 Monster Level

80
Treasure

Some adventurers are motivated by protecting the weak. Some adventurers


want to become living legends. Some adventurers seek revenge or a personal
agenda. But every single adventurer loves treasure.

In this game treasure is like a scoreboard, it is a motivation, it is a way to improve


your character and forward your agendas. A character with a chest of gold can get
the best equipment, train, and travel in style and hire people to help them.
Treasure is usually categorized in Copper, Silver and Gold.

Copper is the currency of small transactions, begging and street vendors.

Silver is the currency of merchants and guilds, and will often be used for everyday
expenses. 10 Copper is equivalent to 1 Silver Coin.

Gold is the currency of nobles and adventurers, and is often the bounty on a monster
or the coffer used to pay a band of mercenaries. 10 Silver is equivalent to 1 Gold
Coin.

Lastly there are the things that are Priceless, this is the currency of kings, mythical
beings and powerful wizards. Gems, artifacts, magical items, boons, oaths, blessings
and other things that are hard to quantify but are extremely valuable.

Sometimes gems, art or jewelry will have Gold or Silver associated to it… this does
not necessarily mean it is made out of that material but it does tell you one is 10 times
more valuable than the other.

Loot: Common stacks of coins, equipment and objects found when rummaging
through a creatures belongings. Low level treasure that adds up quickly.

Stash: Usually found in lairs and hideouts, this is an accumulation of small


treasures and sometimes can be found in the environment.

Collection: The treasure of a noble or magic user, a variety of art, jewelry, magical
items and potions.

Hoard: A large reward, a group of brigands might have a hoard back at their cave
and a Dragon or Lich will have multiple hoards creating a pile of treasure.

81
Treasure found on Monsters and in Lairs

Roll Loot (Pocket or Backpack) Stash (Bag or small chest)


1 1d20 SP 10 x d20 GP 10 x d20 SP
2 1/2 d20 GP 2d20 GP 1 Gold Jewelry
3 1 appropriate tool. 3 Inexpensive to Valuable Gems
4 2 dried rations. 50 silver x 1d20
1 Bottle of Cheap Wine or
5 Spirits
2 Petty Potions, 20 GP
6 Level 1 Healing Ingredient. 1 Petty Magic Item
7 Level 1 Poison Ingredient. 10 GP 1 Silver Jewelry
8 1d20 GP. 5d20 GP, +1 Weapon
9 1 Inexpensive Gem. Silver Art, 1d20 GP
10 2d20 SP 1 Uncommon Potion
11 1 Random Equipment. 10 Tinned Rations 2d20 GP
12 2 Torches. 1 Magic Scroll
13 Petty Potion. 1 Precious Gem 10 GP
14 Level 2 Random Ingredient. 2 Silver Art & 10 GP
15 1 Silver piece of Jewelry. 3 Silver Jewelry
1 Gold Bar worth 200 GP which takes
16 1 Silver piece of Art.
up 1 Slot
17 1 Inexpensive Gem. Gold Art, 1d20 GP
18 Medicine. 10 GP &1 Gold Jewelry
19 1 Tinned ration. 10x of 1 Magic Ammo
20 1 Valuable Gem. 1 Unusual Magic Item

Examples:
If you fight some humanoids roll Loot for most of them creating a small collection of
coins and objects people find searching their bodies and bags.
If you find a lair you might also want to roll Stash a few times making it seem like
several valuable objects are all kept here.

Combined Loot and Stash could represent the belongings in a cabin, or the reward
offered to you by a villager for rescuing somebody. It is not a lot, but it is likely
everything they can scrape together on a short notice.

82
Treasure found in Mansions and Strongholds

Collection (Satchel or
Roll Hoard (Pile or Large Chest)
display)
10 GP 1 Bottle Luxury Wine
1 or spirits 20 x 1d20 GP and 50 x 1d20 SP
2 Tome with 2 spells 400 GP and 1 Magic Jewelry
3 4 Identical Scrolls 1d20x50 Gold +100 Gold
4 3 Different Scrolls 250 GP, Gold Art, +1 Weapon
5 A Magic Wand & 3d20 GP Magic Weapon and 200 GP
6 A +1 Weapon & 4d20 GP 200 GP and a +1 Weapon
7 A Magic Weapon & 2d20 GP 200 GP and a +1 Armor
8 A +1 Armor & 3d20 GP 200 GP 2 Gold Jewelry
9 A Magic Armor& 2d20 GP 200 GP and 2 GOLD art pieces
5 Identical Uncommon
10 Potions (labeled) 5 Uncommon Potions, 5 Petty Potions
3 Different Uncommon
11 Potions (unlabeled) 2 Petty Magic Items, 300 GP
12 1 Magic Jewelry & 1 Gold Art Tome with 2 spells and 400 GP
13 1 Magic Wand & 5 x 1d20 GP Magic Weapon, 400 GP
1 Gold Jewelry and 1 Magic 5 gold bars worth 200 GP each (1 slot
14 Jewelry. each)
5 identical Valuable to
15 Precious Gems 8 Gems Valuable Gems GP 250 GP
16 2 Petty Magic Items A Magic Wand and 500 GP
17 Unusual Magic Item 3 Gold Art, 5 Petty Potions
18 1d20x10 GP 5 valuable gems and 200 GP
19 1 Cursed Magic Item 100 GP and 1 Wondrous Potion
1 Scroll 1 Uncommon Potion
20 1 Petty Magic Item 100 GP and a Wondrous Item

Collections are best when facing Wizards, Vampires and other magical beings.
Imagine a mansion and this is what you find in a study or in a laboratory. You
can throw one into Stashes to guarantee one cool or weird reward.

Hoard you should roll when you defeat a great tyrant that had been stealing
from the land such as a dragon, bandit lord or evil king.

83
Jewelry and Art

Roll Jewelry Art


1 Beads 50 Coins Cutlery Small 100 coins
2 Pearls 200 Coins Painting 100 coins 1 slot
3 Ring 50 Coins Figurine 50 coins
4 Jeweled Ring 50 Coins 1 Gem Bust 200 coins 1 Slot
5 Necklace 100 Coins Statue 1000 coins 2 Slots
6 Jeweled Necklace 100 coins 1 Gem Plaque 200 coins
7 Bracelet 120 Coins Chalice 200 coins
8 Jeweled Bracelet 120 coins 3 Gems Scepter 500 coins
9 Choker 150 Coins Music Box 200 coins
10 Jeweled Choker 150 Coins 4 Jewels Idol 100 coins
11 Comb 150 Coins Mask 100 coins
12 Jeweled Comb 150 Coins 3 Jewels Game board 150 Coins
13 Earrings 50 Coins each Tome 100 Coins
Jeweled Earrings 50 Coins and 1
14 Gem in each of them. Vestments 50 Coins
15 Brooch 250 coins Drinking Horn 100 Coins
16 Jeweled Brooch 250 coins + Gem Crystal Bottle 50 Coins
17 Pendant 200 Coins Silk Robe 40 Coins
18 Jeweled Pendant 200 Coins + Gem Gilded or Jeweled x3 Value
19 Tiara or Crown 500 Coins Ancient x4 Value
20 Studded Crown 500 & 5 gems Legendary x5 Value

Unless otherwise noted Jewelry and Art is assumed to take up 1/5 of a slot. As
such they are very dense stores of wealth and sometimes require a collector or
specialist to buy them from you, but you will almost always be able to sell
them at their full price.
Silver Jewelry has Inexpensive through Valuable gems.
Gold Jewelry has Precious through Priceless gems.

84
Gemstones

Roll Category Value Gem


1 Inexpensive 5 GP Jasper (Stripes)
2 Inexpensive 10 GP Citrine (Yellow to Orange)
3 Inexpensive 15 GP Turquoise (Sky Blue, Opaque)
4 Inexpensive 20 GP Quartz (Foggy, Refracting)
5 Inexpensive 30 GP Onyx (Opaque Black)
6 Valuable 40 GP Amber (Orange, Bubbly)
7 Valuable 50 GP Jade (Opaque Bright Green)
8 Valuable 60 GP Agate (Earthy, Swirled)
9 Valuable 80 GP Peridot (Light Green)
10 Valuable 200% Clear (First Gem Only)
11 Precious 100 GP Opal (Solid with rainbow specks)
12 Precious 150 GP Aquamarine (Light Blue)
13 Precious 200 GP Spinner (Deep Pink)
14 Precious 250 GP Garnet (Brown to Red)
15 Precious 300% Large (First Gem Only)
16 Priceless 300 GP Sapphire (Navy Blue)
17 Priceless 400 GP Emerald (Bright Green)
18 Priceless 500 GP Ruby (Bright Red)
19 Priceless 1000 GP Diamond 1000 (Clear)
20 Priceless 500% Unique (First Gem Only)

Level Category Value


1 Inexpensive (1 - 5) 5-30 GP
2 Inexpensive through Valuable (1 - 10) 5-80 GP
3 Valuable through Precious (5 - 15) 40-250 GP
4 Precious through Priceless (10 - 20) 100-1000 GP
5 Priceless (15 - 20) 300-1000 GP

85
Magical Items

Identifying: Usually the magical properties of an item need to be identified through


trial and error. Using the object, exposing it to different environments, trying out
different things. A spell could identify that the object is magical or it’s properties.
Also you can usually pay to have an item identified while in a city by a merchant
specializing in magic at the cost of 25 GP.

Purchasing: It is difficult to find any specific magical item in the world. That said
there is always a chance a merchant could have it. If you find a merchant with a
large stock of magical items they have a 1-2 chance of having an item you are
looking for. Otherwise generate all items randomly. Selling magic items will be at
half it’s value unless you can auction them.
Petty Potion 25 GP
Uncommon Potion 100 GP
Wondrous Potion 1000 GP
Wand 1000 GP
Scroll 100 GP
Jewelry 500 GP + Jewelry Price
Petty 500 GP
Unusual 1000 GP
Wondrous 5000 GP
Magic Ammo is 25 GP per shot.
Cursed 2000 GP
Weapon +1 500 GP for Light, 1000 GP for Medium, 1500 GP for Heavy
Weapon with properties twice that of a simple +1 Weapon
Armor+1 1000 GP per Slot
Armor with Properties: twice the cost of the +1 Armor
Auctions: You can buy or sell magic item at auction and will pay the auction house
10% of the final bid. The price starts at 50% of the estimated cost of the item.

Each round of the auction roll a d20 and if the result is higher than the current
percent (x10) increase the bid. For example if the bid is currently at 90% and you roll
a 17 (170%) then somebody increases the bid to 100%. The maximum an object can
sell for is 200% so whoever puts in the last bid (an NPC or the players) wins it.

86
Potions
Roll Petty Description
1 Snake Venom Level 1 Poison, Fast, Incapacitating
2 Blinding Causes Blindness for 2 rounds to 1 target.
Powder
3 Satiation Satisfies hunger and thirst, restores 1 HP
4 Holy Water 10 Radiant Damage 15x15 Area to Undead or Unholy
5 Sleep Dust Put a target with 20 HP or less to sleep.
6 Antidote Remove up to 4 levels of Poison
7 Stimulating Remove all Exhaustion
8 Far Sight No disadvantage on raged attacks for 1 hour.
9 Spider Bite Level 1 Poison, Slow, Incapacitating, Slows Victim.
10 Acid Flask 10 Acid Damage against 1 Target
11 Fire Flask 10 Fire Damage against 1 Target
12 Sense Magic Detect Magic for 1 hour.
13 Cat’s Eye Grants Low Light Vision for 1 hour.
14 Terror Dust Causes Panic in a creature with 20 HP or less.
15 Fleet Foot +5 Feet movement speed for 1 hour.
16-20 Minor Healing Restore 5 HP

Uncommon
Roll Uncommon Description
1 Rust Dust Deal 20 damage to a metal object rusting it in seconds.
2 Invisibility Become invisible for 1 hour or until you take damage.
3 Mutation Permanently gain 1 random mutation.
4 Weightless For 1 hour Walk on Water or perform Great Leaps
5 Water Breathing This lasts for up to 24 hours.
6 Strong Back Carry 10 more Slots for 1 hour.
7 Protection Gain 10 temporary HP until removed by damage.
8 Mana Gain 2 MP. If you cannot cast spells you feel nothing.
9 Haste Gain 1 extra action each round for 20 minutes.
10 Ice Flask Bomb 15 Freezing Damage against 1 target.
11 Sleep Bomb Puts targets with 20 HP or less to sleep in a 15x15 area.
12 Stone Skin 7 AC for 1 hour granted by Natural Armor
13 Inky Black Bomb Creates a 15x15 area of darkness for 1 hour.
14 Assassin Oil Level 3 Poison, Fast, Lethal.
15 Luck You may re-roll 1 die per scene for 24 hours.
16-20 Major Healing Restore 10 HP

87
Roll Wondrous Description

1 Major Gain 3 random mutations permanently.


Mutation
2 Shrink Become Tiny for 1 hour.
3 Giant Size Grow to Giant Size for 1 hour.
4 Vitality Heal 1 HP per hour for a week.
5 Fortune Re-roll 1 die during each scene for a week.
6 Love Becomes devoted to the first creature they see.
7 Fate 50% kills a living creature, 50% fully restores them.
8 Major Mana Restore all lost MP. Gain 2 additional MP until spent.
Move through Tiny areas for 1 hour. You take half damage
9 Liquid Form from physical sources of damage such as weapons.
10 Mind You can read minds by making eye contact for 1 hour.
Reading
11 Dragon’s Once per combat you can deal 10 fire damage to a target
Breath within 25 feet. This lasts for 24 hours.
12 Vaporizing Deal 40 damage to 1 target. If destroyed it is vaporized.
Grenade
13 Elemental Choose an element. For 24 hours you deal 5 bonus damage
Infusion of that type and gain resistance to that type of damage.
For 1 Week you have 1 extra level in Fighter but gaining
14 Courage this level will not unlock special abilities.
15 Resurrection Revive anyone who has been dead for less than a week.
16-20 Restoration Refill HP and remove all non permanent conditions.

88
Magic Weapons

+1 Weapon: These are relatively common weapons that have been infused with
magic. When attacking add +1 to the AC of your target and is able to damage
enemies who are only vulnerable to magic.

All magical weapons are considered +1 but may have other properties.

Roll Enchantment Description


1 Burning When drawn it glows and deals Fire damage.
2 Icy When drawn it deals Cold damage.
3 Stone On a critical hit it will petrify a limb or the whole creature.
4 Vampiric Gain 1 HP when you damage a living creature.
5 Radiant Deals 5 bonus damage to Undead or Unholy.
This weapon has a personality and you may re-roll one
6 Speaking
missed attack per combat.
7 Terrorizer Psychic damage. Critical hits inflict Panic (5 difficulty save)
8 Dripping Always has 1 Level of Fast Deadly Poison.
On a critical hit it will slay a creature with 10 or less HP
9 Slaying
remaining after being dealt damage.
10 Light Quicksilver Can become any Light Weapon or Tool
Medium
11 Quicksilver Can become any Medium Weapon or Tool
Heavy
12 Quicksilver Can become any Heavy Weapon or Tool
13 Phasing Has an extra optional instance of Armor Piercing.
14 Guided You have advantage to hit when throwing this weapon.
15 Battering Apply 3 Push to any critical hit.
16 Destruction 5 Bonus Damage on critical hits.
17 Giant Slaying 1 Bonus Damage per size of the target above Medium.
18 Agony Adds 1 Daze to any Critical Hit
19 Thunder This deals Lightning Damage
Glows near a creature type and deals 3 Bonus Damage to
20 Hunter [Link] GM should choose a relevant creature type.

89
Magic Armors

+1 Armor: These are relatively common weapons that have been infused with
magic. Your AC is considered 1 lower when wearing +1 armor and you have a +1 to
the target when resisting damage.

All magical armor is considered +1 but may have other properties.

Roll Enchantment Description


1 Resist Acid Resist Acid Damage (1/2 Damage). Cannot be Corroded.
2 Resist Fire Resist Fire Damage (1/2 Damage). Cannot be Ignited.
3 Resist Cold Resist Cold Damage (1/2 Damage). Cannot be Frozen.
4 Resist Drain Resist Drain Damage (1/2 Damage).
5 Shield of Care Grants the wielder 10 Temporary HP once per day.
Changeling This armor can become Light, Medium or Heavy and change
6 Armor it’s appearance.
Helm of
7 Breathing Breathe under water or ignore gas for 1 hour per day.
8 Magnetic Shield Arrows, bolts and bullets have disadvantage to hit you.
9 Ship Shield This can turn into a magical boat that fits 4 people.
Whenever you are dealt damage, deal 1 damage to the
10 Magic Barbs creature that harmed you.
11 Animated Shield This shield does not require a free hand.
12 Dragon-scale Resist Fire, Acid and Lightning damage.
13 Shadow Leather Once per combat become invisible for one round.
14 Grounded Armor Resist Lightning Damage (1/2 Damage).
Adamantine Reduce the damage of an attack against you by 1 per every 5
15 Armor damage it would [Link] Medium or Heavy armor.
Glamoured Light
16 Armor Can turn into any outfit. Reverts if you are damaged.
17 Silvered Armor 1 Bonus Damage per size above Medium.
Helmet of Infra-
18 vision When the visor is down you gain Infra-vision.
Spell Absorbing When you are dealt magic damage, gain 1 bonus damage to
19 Armor your next attack per every 5 damage you received.
20 Silent Helmet Ignore all Psychic Damage and effects like telepathy.

90
Magic Wands

A magic wand can have as many as 5 charges but start with 1d20 / 4 charges
meaning between 1 and 5. If the character does not have any Wizard levels, they
must make a Wizard roll (difficulty 10) to use it for the first time.
Wands recharge at the rate of 1 Charge per day or 25 GP per charge at a city
enchanter.

Roll Wand Description


1 Detect Magic The target can detect magic for 1 hour.
The target can walk on water or perform great leaps for 1
2 Float hour.
3 Healing Restore 5 HP to a target within range of sight.
4 Lightning Deal 10 Lightning damage to one target in range of sight.
5 Wind Apply 3 levels of Push to a target within range of sight.
6 Disguise Change the appearance of a target for up to 1 hour.
7 Fear Apply 2 Panic to a target within range of sight.
Apply 2 Slow to a target in range of sight. You may pull that
8 Webs target up to 25 feet by performing an action.
9 Amplification Boost a spell you are casting by 1 by expending a charge.
10 Unlocking Unlock any non magical lock.
11 Detect Invisible The target can see invisible things for 1 hour.
12 Acid Deal 10 Acid Damage to a target within Range of Sight.
Create 2 Missiles that deal 4 damage each and each may
13 Magic Missiles automatically hit a target of your choosing.
Teleport a 1 Slot or less object that you can see into your
14 Grab other hand.
15 Ice Deal 10 Cold damage to a target within range of sight.
Deal 20 psychic damage to a target. They do not lose
16 Sleep health, instead if they would be reduced to 0 HP they are
put to sleep instead.
17 Teleport Move a friendly target to a space within 50 feet.
18 Spirit See and speak to spirits for 1 hour.
19 Protect Grant a target within range of sight 5 temporary HP.
20 Dispel Counter or end a spell. The person using the wand takes 1
Psychic damage per GP used to cast the spell.

91
Magic Scrolls

A piece of parchment or a tablet that contains a spell and also the energy required to
activate it. After a scroll is used it will disintegrate into glowing dust. If a character
does not have any Wizard levels, they must make a Wizard Roll (Difficulty 5) to
identify or activate the scroll.
Roll Scroll Description
Fully restore a character’s HP and remove all non
1 Rest and permanent conditions from [Link] will put them to
Restoration sleep for 8 hours and they cannot wake before then.
2 Minor Elemental Summon a level 3 elemental.
Deal 10 Radiant damage to all undead and unholy creatures
3 Exorcise within line of sight.
4 Mass Teleport Move all friendly targets to a space within line of sight.
Deals 20 Psychic damage to up to 5 targets within range of
5 Mass Sleep sight. This does not reduce their HP, instead if their HP
would have been reduced to 0 they are put to sleep instead.
Creates a dome that lasts for 8 hours over a camp. The first
6 Protective Dome hostile creature entering this dome will take 10 damage and
set off a magical alarm waking the party.
Opens a door for 10 minutes to a safe location of the caster’s
7 Portal Home choosing. This is a one way door.
8 Moment of Rest Each friendly character within range of sight regains 5 HP.
9 Friend to Animal Polymorph a friendly target into a level 3 or less animal.
10 Detect All magical, invisible, illusory or disguised objects and
Everything creatures within line of sight start to glow for 10 minutes.
11 Make a Friend Permanently create a level 1 Skeleton minion.
12 Unstable Change A friendly target gains 3 random Mutations for 24 hours.
Each friendly target is prompted to manifest one mundane
13 Magical Menu food item and drink of their choosing. They can be and
should be luxury items.
Manifest a non magical armor, outfit, weapon and piece of
14 Equip Other equipment of your choosing onto a friendly target. These
are permanent.
Each friendly target has damaged armor, weapons and
15 Mass Repair equipment repaired.
16 Delivery Up to 5 Slots are sent to a friendly character instantly.
One Medium or Smaller target cannot leave the space they
17 Capture are in for 24 hours.
18 Identify Know the details of a magical item.
19 Shrink The friendly target becomes Tiny for 1 hour.
20 Enhance Target weapon or armor becomes +1 for 24 hours.

92
Magic Jewelry

The wearer of magic jewelry will gain an ongoing magical effect, although they
might not always be aware of it at first.

Roll Enchantment Description


Start each combat with 1 temporary HP per total character
1 Protection level if you did not have any temporary HP.
2 Regeneration Recover 1 HP each hour.

3 Spiritual speech You may see and communicate with spirits.


The first time in the day you take damage gain an extra
4 Haste action for 3 rounds.
The first time in the day you take damage you instantly
5 Escape turn invisible for 3 rounds.
6 Lucky Re-roll your first failed roll of each scene.
The first time in the day you take damage, take half that
7 Resistance much damage (resist it).
8 Mana Store When you cast your first spell of the day, regain 1 MP.
9 Miracles The first 1 you roll in a day becomes a natural 20.
10 Friendship Improve your first Reaction Roll of the day.
11 Vitality You may ignore 1 level of Exhaustion.
If the wearer would die, the ring vanishes and they are
12 Reviving returned to life with half their hit points.
13 Poison Always have advantage when trying to resist poison.
Resistance
14 Animal You can understand animals so long as they have
Understanding something to tell you.
15 Translation You can understand any language spoken out loud.
16 Winter You can ignore cold environments and resist Cold damage.
17 Warning You gain advantage on evading traps and ambushes.
During combat foes will always choose you if given equally
18 Hostility valid choices.
Once per day if your HP drops bellow half you instantly
19 Second Wind recover 1 HP per total character level.
20 Mule You may carry 2 more Slots.

93
Petty Magic Item

Petty magic items may seem like small gadgets and mostly useless novelties, but
when used with creativity they can absolutely save an adventurer’s life.

Roll Petty Description


Animated Game An extremely difficult (5) opponent in a game of strategy.
1 Board It also resets itself after each match.
2 Skeleton Key Opens one non magical lock and vanishes.
3 Merfolk Pearl You may breathe underwater while it is in your mouth.
4 Refilling Flask At dawn this flask fills with luxury spirits. 2 servings.
Every morning gain an inspiration called Lucky if you do
5 Luck stone not already have it.
You may automatically resist (1/2 effect) one spell which
6 Ward which causes the ward to disintegrate.
By concentrating while holding this rod it will point you in
7 Water Rod the direction of water.
8 Tiny Tent A handkerchief that unfolds into a tent when thrown.
9 Boiling Pot So long as you focus your gaze on this pot it will get hot.
A vial of strong smelling minerals. If somebody at 0 HP is
10 Smelling Salts exposed to them they instantly awaken with 1 HP.
This flint will always successfully ignite something even
11 Flawless Flint when wet or when the wind is blowing super hard.
12 Flying Stationary If you write a letter on this stationary it will fold into a bird
and fly to deliver itself. 10 sheets.
13 Locking Key This key can lock any door. It cannot unlock any doors.
The first time you deal melee damage in combat, you deal 1
14 Sharpening Stone Bonus damage. This charm is smooth and cannot actually
sharpen weapons.
A half burnt candle that will never burn any lower no
15 Eternal Candle matter how long it is light.
16 Sleep Mask While sleeping you recover 1 additional HP per total level.
Many colored pieces of silk that extend up to 25 feet when
17 Tied Silks used as rope.
18 Coin of Cheating This coin can only land on Heads.
This bell will ring clearly up to 100 feet away even through
19 Perfect Bell
solid stone.
20 Lunch Box It can hold 1 Slot worth of rations that will never go bad.

94
Uncommon Magic Item

Roll Uncommon Description

1 Cloak of Gliding So long as the wearer is not over encumbered, this will
allow them to glide when they would normally fall.
Eagle Eye You can see extremely long distances and do not have
2 Glasses disadvantage on any ranged attacks.
Low Light Vision
3 Glasses While worn you have low light vision.
4 Strange Sack Once per day produce one piece of equipment at random.
5 10 Magic Beans When planted, over the course of 10 minutes it will grow
along any wall making it very easy to climb.
When removed it becomes a level 1 Poisonous Serpent
6 Serpent Belt under the owners command. If killed the belt is ruined.
7 Queen’s Crown Once per scene you can order a humanoid to bow. In
combat this will Daze them (using up a future action).
8 Boots of speed +5 Feet of Movement per action.
9 Wolf skin Cloak Once per day you may transform into a wolf for up to 1
hour, leaving your possessions behind.
So long as you are not over encumbered you can fly for up
10 Flying Broom to 1 hour per day for a total distance of 24 miles.
11 Archers Gloves When using a bow or crossbow you deal 1 bonus damage.
Enchanted This instrument can play on it’s own when commanded to
12 Instrument do so or somebody can pretend to play it.
Magical An arm or leg made of wood that is 100% as functional as a
13 Prosthesis limb they where born with.
14 Tool +1 Similar to a +1 Weapon but also makes work easier.
Tavern Seeking When held at arms length it will point towards the nearest
15 Mug tavern.
String-less A tiny puppet you can control with eye contact. It can
16 Puppet sneak into places and carry small items.
Blindfold of
17 Seeing You may see any invisible thing and nothing else.
Once per combat have an enemy re-roll a successful hit
18 Dancing Boots against you.
19 Inertia Boots You can run up any surface for up to 6 seconds (1 round).
Two people can fit under the quilt although just barely. If
Quilt of Magic they get at least 6 hours of sleep grant each 5 extra HP
20 Scraps restored and 1 random effect from enchanted Jewelry table
for the next 8 hours. This effect is unknown to the players.

95
Wondrous Magic Item
Roll Wondrous Description
Gauntlets of Add 2 Bonus Damage to all melee attacks. Gain advantage
1 Might on rolls that would involve raw strength like bashing down
a door, lifting a boulder or wrestling a monster.
Mirror of You may use this mirror to capture any creature that is in a
2 Capture bloodied state. If the mirror is broken the creature will be
released. Some mirrors have creatures already trapped.
Attacks with this will deal 1 damage. The target must make
3 Needle of Agony a difficult roll (5) to not be stunned for 1 round and has
disadvantage on attacks while the needle is stuck in them.
This bag can hold up to 20 slots worth of stuff. Retrieving a
4 Bag of Holding specific item takes 10 minutes or you can dump out and re-
fill the bag.
Unpredictable Any arrow drawn and fired from this quiver will have a
5 Quiver random magical effect.
The owner of this lamp is given 3 minor wishes before the
6 Magic Lamp lamp vanishes to re-appear somewhere else in the world.
Once per day this becomes a level 4 Monster of the GM’s
7 Magic Figurine choosing. If bloodied it becomes a figurine again and if slain
the figurine is broken.
Once per day teleport to a visible location as a reaction
8 Skip Boots avoiding an attack, spell or trap.
9 Reading Glasses You may understand any written language while wearing
them. They are fragile and should be protected.
Once per combat use a breath attack dealing 10 damage in a
10 Dragon Mask 15x15 area in front of you.
Undead or Unholy creatures near this lamp (15 feet) take 1
11 Holy Lantern damage per round.
12 Elemental Flute So long as you play this flute elementals will not harm you
and you can give them simple telepathic commands.
13 Magic Mortar Produce 2 potions instead of 1 when using this mortar.
Once per day request a spell. 50% chance the tome shows
14 Helpful Tome that spell, 50% chance it shows a spell of the GM’s choosing.
15 Staff of the Mage When you cast a spell costing 4 MP or more get 1 MP back.
Enchanted Placed on any door, it will open a one way door to your
16 Doorknob home or room at an inn. You get the doorknob back.
Increase your MAX HP by 1 per level. instantly grow a
17 Dwarven Belt beard regardless of gender or species.
Cloak of Magic
18 Resistance Gain advantage resisting effects and damage from spells.
Cloak of
19 Invisibility Once per day become invisible until you take damage.
Once per day become a gas that can pass through tiny
20 Wisp Cloak cracks and is immune to most damage for 10 minutes.

96
Magic Ammunition

All magical ammunition (arrows, bolts, bullets) tend to disintegrate after being
fired. Also for use with the Unpredictable Quiver. All these arrows are also +1
making it easier for them to hit.

Roll Ammo Description


1 Fire Deals Fire Damage.
2 Ice Deals Cold Damage.
3 Lightning Deals Lightning Damage.
4 Radiant Deals Radiant Damage.
The target must save difficulty 10 or be paralyzed for 3
5 Paralyzing
rounds.
6 Explosive Deals 10 Fire damage in a 15x15 area where it hits.
Advantage to hit. If you had advantage it defaults to being a
7 Heart Seeker
critical hit.
8 Draining Recover 1 HP per every 5 damage dealt.
9 Acid Deals Acid Damage.
Deals double Psychic damage but does not reduce HP. Instead
10 Sleep if the damage exceeds the remaining HP the creature is put to
sleep.
11 Cupid The target will also be Charmed.
Create a Gelatinous Cube. A Medium or smaller target will be
12 Cube
trapped inside the Gelatinous Cube.
Create 15x15 Difficult Terrain. Characters in that area must
13 Web
make a 10 difficulty roll or not be able to leave.
14 Screeching Loudly screeches as it flies through the air.
Leaves rope attached to wherever it hits, magically [Link]
15 Rope other end of the rope starts at the person who fired the
arrow.
16 Magic Missile splits into 4 Magic Missiles that automatically hit any targets
you choose.
17 Virulent Also causes Level 2 Poison, Fast, Incapacitating.
18 Teleportation The target is teleported to an empty space. On an even roll
you choose the location, on an odd roll the GM does.
19 Agonizing So long as you deal damage you cause 1 Daze.
This arrow gains Crush and will cause 1 level of Push per
20 Crushing
every 5 damage dealt.

97
Cursed Items

Roll Wondrous Description


Collapsing When you take damage this armor dismantles and falls to
1 Armor the ground.
Screaming
2 Sword +1 Sword that screams threats and insults as you attack.
Bloodthirsty If a creature is bloodied you cannot leave without making a
3 Heavy Weapon difficult roll to stop yourself from fighting.
4 Odd Weapon Whenever you get an Odd result on a die roll add 1 to it.
Beacon of Magic Jewelry. All undead within 50 feet are aware of the
5 Undead beacon and mindless undead will be drawn to it.
It will digest anything left in the bag for 10 minutes. If a
6 Ravenous Bag player searches the bag for 2 rounds in a row it becomes a
hostile Mimic.
While covered in fresh blood this weapon emits light for 20
7 Blood light minutes.
This +1 weapon is aware of Undead or Unholy within 25
8 Crusading feet and will try to force you to attack them.
9 Jewelry of Truth This item glows whenever the wearer tells a lie.
This +1 weapon deals 2 bonus damage and causes 1 damage
10 Shared Pain to the wielder.
Heavy armor defaults to 4 AC and grants your attacks 1
11 Golem Armor bonus damage. You cannot disobey any direct orders while
wearing this armor as the armor will follow them.
+1 Armor. It will consume 1 HP from the wearer to repair
12 Symbiotic Shell one point of damage to the armor each round.
Armor of +1 Armor. Anyone who dies while wearing it returns to life
13 Undeath as a sentient undead Revenant.
Permanently attached heavy armor set to 3 [Link]
14 War-coffin requires magic and will cause 3 Fatigue.
15 Deceitful Djin They will grant up to 3 somewhat altered minor wishes.
Jewelry of You must consume twice as many rations to avoid fatigue.
16 Hunger You heal 2 HP whenever you consume a ration.
Every day it re-fills with one unidentified Uncommon
17 Mystery Vial potion. You must drink it or pour it out to know what it
does. Grenade style potions are centered on the owner.
Enthusiastic
18 Weapon Add 3 to all rolls even when this would cause you to miss.
19 Helm of Enmity Any creature you damage will solely target you.
It has a slot to insert coins. When 100 gold coins has been
20 Box of Loot inserted it will pop open producing the contents of 1
random [Link] pried open it is empty.

98
Spellbooks

A Spell Book takes up 1 slot and can contain up to 5 transcribed spells. A spell Tome
takes up 2 slots and can contain up to 10 transcribed spells. A spell book is usually
worth 100 GP and a tome is worth 200 GP.
You may generate a spell book by rolling on the chart bellow and selecting the next
5 spells in a row either starting again if you run out of spells or moving to the next
school of magic. You could also roll each spell individually.
As stated earlier casting a spell from a spell book instead of from memory requires a
dungeon turn or 10 minutes.
Roll 1-6 Common 7-8 Astral 9-10 Divine 11-12 Elemental
1-2 Barrier Duplicate Bless Avatar
3-4 Detection Entropy Cleanse Charge
5-6 Disk Glimpse Heal Dowsing
7-8 Float Haste Injury Fire
9-10 Resize Phase Prayer Ice
11-12 Magic Missiles Pocket Radiate Lightning
13-14 Message Rewind Restoration Shelter
15-16 Silence Standstill Smite Stone
17-18 Sleep Teleport Spirit Weather
19-20 Unfasten Window Ward Wind
Roll 13-14 Enchantment 15-16 Illusionist 17-18 Nature 19-20 Necromancy
1-2 Animate Charm Acid Blight
3-4 Control Disguise Envenom Capture
5-6 Dispel Illusion Instincts Chaos
7-8 Identify Invisibility Leash Contagion
9-10 Mend Lamplight Patch Curse
11-12 Negate Mirror Plant Control Darkness
13-14 Store Phantasm Polymorph Doom
15-16 Transfer Prism Summon Possess
17-18 Transmute Stage Tame Reanimate
19-20 Warp Terror Web Wail

99
Boons, Blessings and Wishes

Sometimes players will earn a great reward from a magical creature such as a Boon,
Blessing or Wish. Here are some guidelines on how these should generally work.
Here are some examples that would likely not break the game:
Boons, Blessings and Wishes should affect the players, not other entities. You
cannot simply wish harm on somebody or remove somebodies free will.

Resurrect a dead character.


Make all targets 2 points easier for 1 Week.
Transport the party to a location of their choosing.
Fully restore a person removing permanent conditions.
Grant a permanent Origin or Perk associated with the magical creature.
Give them a petty or uncommon magic item they have heard about.
Grant the character 5 Temporary HP at the start of each day for a week.
Give the players a magical creature as an ally.
Raise a magical squadron (10 Level 1 creatures who are undead, construct, etc).
Permanently enchant a weapon or piece of armor.
Give an honest answer to a plot mystery or question.
Create a two way magical portal that lasts for 24 hours.
Take you to the location of an object you seek but do not know where it is.
Permanently teach you a spell from the normal lists.
Remove 20 years or add 10 years to a character’s age.
Etc.
Genies: Usually they will do their best to grant a minor wish and are not especially
devious unless you get a deceptive Djin.
Gods: They are often capricious but will answer prayers that serve their interests
and reward those who are devoted to them, but will likely ignore non believers.
Devils: They love contracts and will offer minor wishes and boons in exchange for a
later task, the collateral often being the characters very Soul. A souless character
will start to exhibit undead traits and eventually become a revenant.
Demons: As powerful as Devils but with no sense of fair play. They will reward
those who serve them completely and punish those who oppose them.
Fae Lords: Similar to Devils they love contracts but will often grant a boon or wish
out of gratitude for saving their subjects or completing a task for them. Those who
cross a Fae Lord will often be cursed, transformed into an animal or trapped in the
Fae realm.

Powerful Witches, Liches, Wizards and Sorcerers: Some entities have attained a
sort of immortality through magic and can occasionally reward those who serve
them or who they see potential in. They might interfere in world affairs by granting
power to a young adventurer or help a pretender to a throne.

100
Learning to Crawl

Hex Crawl

A hex crawl uses a Hexagonal map which will indicate how large each hex is. For the
purpose of this game we are saying that a hex is 6 miles across and takes about 4
hours to cross, or you can cross 2 in 4 hours if you are following a well traveled
road.
Each hex by default contains a terrain type, such as desert, swamp, hills,
mountains, jungle, forest, etc. This affects the type of adventures you might have in
this hex.
Hexes will often contain a feature. This can be as mundane as a river or road or as
exciting as a city or dungeon. You are usually traveling seeking out these features.
Lastly a hex may be affected by time of day and weather… I would not suggest
venturing in a mountain during a snowstorm at night.
This creates a very strict way of playing a group of traveling adventurers since you
will need to account for time elapsed and probably also track rations and make camp
overnight somewhere. It is also the most rewarding way to play travel as it implies
that each individual hex can be an adventure, especially when you use procedures
that generate encounters, locations, landmarks and other great adventure seeds.

You can also use a hex map to connect various published dungeons and adventures,
creating a larger world connecting your favorite books.

101
Point Crawl

A point crawl is like a hex crawl, minus the hexes. Instead you have a series of
points of interest on a map and the GM should be able to estimate how long it takes
to travel from one to another. Maybe going from the Castle to the Cave is 8 hours of
travel and going to the Village is 16 hours. That means you will probably have to
camp at least once on your way to the village.
Using a point crawl becomes almost mandatory when traveling over very long
distances especially with the aid of a cart, ship or other means of travel. The GM
should still check for the occasional encounter every 4 hours or so (midway between
locations) and players can still discover things that are not on the map such as a
dungeon, camp, hideout or so on. They can also hunt and fish similar to a hex crawl
if they want to play into the survival simulation.

Roads or lines or dots connecting places are optional and are mostly shown in the
illustration above show a few of the distances.

102
Simulating Survival

For as long as there have been role playing games, there have also been games about
wilderness survival and exploration. There is something exciting about setting a
group of hopefully well prepared adventurers off in direction to see what they
discover.
Hunting, fishing and foraging: If players do not want to eat their preserved
rations, they can always attempt to hunt or forage. In a plentiful area it stands to
reason most players can find something to eat and clean water, but in other
circumstances such as a desert they will need to lean heavily on special training and
more than a little luck. If you wish you can assign an area to be Easy (15), Normal
(10) or Difficult (5) based on the terrain. Success should normally produce 2 rations
but a large prey or lots of fish could be equivalent to 4 or more. Berries, mushrooms
and insects one forages could make a character sick or poison them, but it is up to
them to use their skills to identify such hazards or just eat a bunch while the rest of
the party watches and waits. Also all this fresh food will already start to spoil
tomorrow so find a way to preserve it or eat your fill and move on.
Weather: At very least bad weather will slow down travel and could potentially
cause harm or exposure. Extreme heat or extreme cold will likely cause a level of
Exhaustion if traveling without protection and maybe even Damage. A storm might
make rivers flood and become impossible to pass.
Encounters: Game Masters can always roll for encounters and if they get a 1-3 on a
D20 they can introduce some monsters, fellow travelers, bandits, strange events or
new hazards. Maybe roll every 2 hours or when things are too quiet.

Camping: Players can usually gather enough wood from dead branches to start a
camp fire, if not they an put together 3 torches. A camp fire should last overnight if
the weather is not too wet and provide warmth and some protection from natural
predators. It would be smart to take turns keeping watch for 2 hours at a time, so 4
characters can get 6 hours of sleep each without an ambush or even mischievous
creatures stealing things from their backpacks. Players are very vulnerable to
receiving half healing due to sleeping on the cold hard ground so it is smart to pack
a bedroll and a tent so you can camp in style.

Navigation: Sometimes a party can get lost when there is no road and they lack the
right equipment or training to find their way. On a failed roll use the following
diagram to figure out which hex they travel to.

103
Procedures and Play

As the GM you will quickly learn that planning everything out does not work and
even if it did, that would be a little too predictable. By using procedures and also
procedural design you can surprise yourself and your players with exciting and
unexpected content. This can be as simple as a monster attack or as complex as a
whole dungeon or kingdom that is randomly generated.
Procedures include things such as keeping time, tracking rations and torches,
checking for random encounters, having players search rooms, etc.
Procedural Generation lets you figure out what is in the next hex people are
crawling through. It can also be used to generate towns, dungeons, caverns, lairs,
adventures, characters and anything else.

104
Procedural Cavern Adventures

You can use these tables to generate vast 15 Burrows: These tunnels where made
and possibly never ending caverns by monsters, either one huge one or a
either ahead of time or during play. bunch of small ones. Expect to find life,
Caverns will provide plenty of danger, lairs and maybe some treasure.
challenges, difficult to reach areas and Typically colonies of insects will take up
rewards. Also they are great at depleting residence in burrows and expand on
resources and not all food and water you them.
find in a cavern can be trusted.
16 Flooded: Solution caves with a
To keep things simple enough caverns constant influx of water from the ocean
are assumed to be a series of 5 or 10 foot or a lake. Expect a lot of submerged
wide tunnels that require 10 minutes to tunnels, flooded caverns and dangerous
traverse connecting to larger Chambers things lurking in possibly toxic or acidic
between 15x15 feet all the way to pools of water.
100x100 feet and more.
17 Vertical: Tunnels that go straight
Cavern Themes (these may change every down and often require rope or real skill
10 times you descend). to traverse. Rocks often fall and create
1 - 11 Solution or Typical Cavern: The many perils for adventurers. Flying
caverns are your typical caves formed by creatures have a huge advantage and
erosion and tend to descend gradually swarms of bats can be extremely
following the path of underground dangerous.
rivers. These can flood during bad 18 Fossil: Ancient creatures are trapped
weather and generally will have a bit of under layers of rock forming frequent
water, life and vegetation. pools of oil and many ancient and
12 Mines: Abandoned tunnels carved valuable relics. Walls show the bones of
out by humanoid workers. They will be huge dragons and similar creatures.
full of metal, abandoned tools, gems and 19 Civilized: A deep civilization calls
wooden beams holding it together. It is this cavern home and will have many
likely that it was abandoned due to an small areas leading up to a major
invasive species, another group of chamber housing an underground city.
humanoids claiming it, a collapse or Good place for trade, bad place to pick a
dangerous conditions. Use all sorts of fight.
threats and frequent monsters coupled
with frequent rewards. 20 Glacial: Conditions have created
super cold caverns with icy formations.
13 Thermal: Lava created tunnels and Many mineral based threats but created
chambers with smooth walls and from ice. Also survival is difficult if the
sometimes heat is near the surface, party is not prepared for cold weather.
manifesting small lava pools, steam
vents and many toxic and treacherous
materials.
14 Crystalline: Beautiful, but also full of
sharp edges. Use a lot of mineral threats
where falling can cause damage and
bleeding. Light refracts into rainbows
and there is a lot of inexpensive gems
everywhere.

105
Cavern Generator

Roll Tunnel Chamber


1 Hazard and re-roll (1 or less) Hazard and re-roll (1 or less)
Tight Squeeze 1/2 speed, no large
2 creatures.
Lair with Hazard and one tunnel.
1 foot hole only tiny creatures can
3 squeeze.
Lair with rare find and a tunnel.
4 Knee deep water. Encounter with a Hazard and 2 tunnels.
5 Swim but air is regularly available. Encounter with one tunnel.
Fully flooded requires holding
6 breath and swimming under water.
Encounter with a Hazard and a tunnel.
Reinforced structure and Encounter with
7 Climb with easy footholds.
2 tunnels behind doors.
Structure with a Trap and a tunnel behind
8 Climb with large boulders.
a door.
9 Climb with a smooth surface. Structure with 2 tunnels behind doors.
Partial collapse, dig through gravel
Open chamber with vertical descent & a
10 and sand for 10 mins 4x with no
Hazard.
tools.
Open chamber with a vertical descent
11 Narrow tunnel, descending.
and one tunnel.
Wide tunnel, descending, Open chamber with a vertical descent
12 encounter. only.
13 Long narrow tunnel 20 minutes. Open chamber with 2 tunnels.
Long wide tunnel, 20 minutes,
14 encounter, descending.
Open chamber with 2 tunnels.
Extremely long descending
15 Open chamber with 2 tunnels.
tunnel, 30 minutes.
16 Narrow Tunnel. Open chamber with one tunnel.
17 Wide Tunnel. Open chamber with one tunnel.
18 Long narrow tunnel. 20 mins. Open chamber with one tunnel.
19 Long wide tunnel, 20 mins. Open chamber with one tunnel.
20 Narrow tunnel. Encounter. Open chamber with one tunnel.

Vertical Descents or Climbs (tunnels) will go straight down (or up) into another
chamber.
If you need a size for a chamber (there is a combat encounter) roll 20x5 for Length
and Width with a minimum of 10x10 feet. Average them if you want a more even
chamber or leave it tunnel like.

106
Cavern Hazards

Roll Type Description


Freezing Water 10 minutes causes 1 Damage and 1 Level of
1 to 2 Water
Frozen.
Hot water causes 2 Damage per 10 minutes. In a Chamber
3 to 4 Water
pools of boiling water cause that damage in 1 combat round.
5 to 6 Water Save against a Level 1 Slow Disabling Poison.
Dense mud causes difficult terrain (half movement speed) and
7 to 8 Water each player has a 1-3 out of 20 chance when they traverse of
hitting a hidden sink hole and start to be pulled under.
Corrosive water causes 1 damage and increases armor AC by 1
9 to 10 Water after 10 minutes. Pools of acid in a chamber deal 5 Acid
damage if a creature falls in.
11 to 12 Water Blind leeches reduce the HP and max HP of the character by 1.
Gas is suspended under a plastic like surface on the water. Roll
13 to 14 Water
for an Air hazard.
A powerful whirlpool will try to suck any adventurer caught in
15 to 16 Water it down into a chamber bellow which will contain a water
hazard.
Slime causes difficult terrain. Concentrated pools of slime in a
17 to 18 Water
chamber cause 5 acid damage.
19 to 20 Water Fetid nauseating water, disadvantage on all rolls.
Highly flammable gas, blue flames, possible 10 fire explosion
1 to 2 Air
when interacting with a torch or candle for too long.
3 to 4 Air Intense smell of decay, disadvantage on all rolls.
Clouds of spores that will apply a random level 1 poison if they
5 to 6 Air
fail a roll to avoid it.
Invisible poisonous gas that will apply fast level 1 Slow Deadly
7 to 8 Air
Poison on a failed roll. Smells sulfurous and artificial.
Dense gas that makes breathing slow and makes you sleepy
9 to 10 Air
making torches dim and disadvantages on all rolls.
11 to 12 Air Steam vents that can deal 2 Damage on a failed roll.
Clouds of stinging insects that will cause 1 damage every 10
13 to 14 Air
minutes.
15 to 16 Air Gas that inflicts 1 damage every 10 minutes plus blindness.
17 to 18 Air Harsh chemical smell disadvantage on all rolls
A gas that extinguishes any fire or torch. Players take 1 damage
19 to 20 Air
every 10 minutes.

107
Cavern Hazards

Roll Type Description


Tangled roots create difficult terrain and can entangle a
1 to 2 Flora
character who falls or is knocked prone.
3 to 4 Flora Slimy surfaces make everything slippery and dangerous.
Slime that is both slippery and causes 1 level of Slow
5 to 6 Flora
Incapacitating poison if somebody falls in it.
7 to 8 Flora Thick tubers that look appetizing but are poisonous.
9 to 10 Flora Pollen dense area, save to not be blinded, either way the
characters feel extreme irritation in their eyes and throat.
Exploding mushrooms will create a 15x15 cloud of a random
11 to 12 Flora
level 1 Slow poison.
Blind tentacles grab causing 1 damage per round and entangle
13 to 14 Flora any creature if a roll is failed. You must cut or burn through
them.
A large digestive basin for a carnivorous plant or fungus that
15 to 16 Flora causes 1 acid Damage per round if not avoided. The pit might
contain 2 Stashes of undigested valuables.
Super dense dry dead roots either burn or chop through them,
17 to 18 Flora
will require 30 minutes to clear.
Dense lilies in water tangle, slow movement, and could
19 to 20 Flora
drown a character who falls or is knocked prone.
Falling rocks each each has a 1-4 out of 20 chance of having
1 to 2 Mineral one fall on them when moving, if Odd it deals 10 damage, if
even it deals 5. They can save to dodge it.
Sharp stalagmites 5 damage if knocked prone or falling onto
3 to 4 Mineral
them.
Irritating chemicals 1 that look beautiful, cause 1 damage if
5 to 6 Mineral touched and as a combat hazard 1 damage if entering as pace
with them.
Collapsing platforms or floors which will cause falling
7 to 8 Mineral
damage and may drop somebody into another chamber.
A few molten pools that will cause 10 fire damage if not
9 to 10 Mineral
avoided.
11 to 12 Mineral Sleek and slippery surfaces, disadvantage on most rolls.
Coal dust causes the torches to spark, if ignored one player
13 to 14 Mineral
will experience a 5 fire damage explosion in the chamber.
Fools gold looks valuable can eat up 30 minutes of mining
15 to 16 Mineral
but will be worthless on the surface.
17 to 18 Mineral Mud which slows movement.
Fake jewels that look valuable and might eat up 30 minutes of
19 to 20 Mineral
mining but will be identified as worthless on the surface.

108
Searching and Foraging

Roll Description
1 Fresh Spring water and 1 ration of berries, rays of sunlight.
2 A patch of edible mushrooms worth 2 rations, 50% poisonous.
3 A fat deep hare worth 2 meaty rations if shot before it escapes.
4 Thick dry roots usable as 5 feet of rope or combined into a torch.
5 A small pool of natural flammable oil (1 vial of Oil if bottled).
6 Bioluminecent insects (24 hours) provide candlelight if captured in a jar.
7 1 ration worth of starchy underground tubers.
8 Lard worms fatty but gross adding up to 1 ration.
9 Several blind, translucent fish worth 2 rations.
10 A mineral water Spring, 1-10 not hazard 11-20 roll water hazard.
11 5 SP worth of silver dust scraped from a wall.
12 A gold nugget worth 2 GP.
A rusty Spring with colorful water. Will cause disadvantage for 4 hours if a
13 character drinks it.
14 A desiccated creature or humanoid corpse.
Moss filters enough clean drinking water for 1 person. After squeezing the
15 water you must wait 1 hour to do it again while it accumulates.
Assorted insects worth 2 rations but will cause disadvantage for 4 hours if
16 eaten as they are not fit for human consumption.

17 Something scampers beyond beyond the light in an adjacent tunnel. It will


be either an encounter or a non hazardous animal.
18 A flat dry area ideal for camping.
19 A rare find (roll on that table).
20 + Nothing useful.

These things are not instantly obvious but can be easily found when searching. You
can roll a d20 for each person searching. Most rooms will allow a maximum of 2
searches, but a huge room might have multiples of anything found while a tiny
chamber might only have 1 thing to be found. Searching requires 10 minutes.
Increase your roll by 1 per every 5 times you have descended. Light, food and clean
water become increasingly rare as you descend further underground.

109
Rare Finds

Roll Description
1 10 GP of silver nuggets.
2 10 GP of gold nuggets.
3 2 tinned rations left on a rock.
4 A Large quartz 1 encumbrance worth 200 GP
5 3 inexpensive gems.
6 1 Valuable gem.
7 A Spelunker corpse stash plus one torch.
8 Mysterious clay artifacts 50% worth 100 GP when appraised.
9 1 precious gem.
10 A large mole hog worth 4 rations if hunted.
11 Glow stone (level 3 glow ingredient) glows for 24 hours mixed in water.
12 Silver vein 20 GP per hour per person max 200 GP harvested.
13 A large deep pool of flammable oil.
14 1 Stash.
15 A fading portal to a nearby city or castle.
16 A sentient explorer happy to trade.
17 Patch of 4 level 2 alchemical ingredients.
18 Sulfuric pool heals 1 hp per character level after soaking for 10+ minutes.
19 A gold vein 20 GP per hour per person max 200 GP
20 1 priceless gem.
21 A diamond worth 1000 GP
22 A luminescent pool will restore a character after a soak but it stops glowing.
23 1 Stash and 1 Hoard
24 A warm subterranean grotto with lots of edible plants.
25+ 1 Collection.

Increase your roll by 1 per every 5 times you have descended. Strange and
wondrous treasures are often stashed deep in caverns where it is unlikely anyone
will find them ever again.

Cave
There is no need to create a whole
dungeon around a series of caves, it Important things to note are long
would take forever to create a really cool tunnels that take more than 10 minutes
adventure. Instead you can use circles to traverse, times descended, and as
and lines to show chambers and tunnels. usual keep track of hours passed,
Here I have an example with some torches, rations and other survival
possible notations you can use, or if you elements. Every 10 minutes you can roll
create it ahead of time you can use for encounters as per usual.
numbers and associate them with a list
of pre-rolled results or things you
decided you wanted in your cavern
based on the theme.

111
Micro Settings

• Under an Obsidian Sun: Following a magical apocalypse the survivors are


rebuilding a world where almost all metal was sunk into the core by a powerful
spell. Scavenge in the wasteland or fight in the arenas to achieve glory.
• Sailing the Slimy Seas: A world of high adventure on a living ocean that
quickly devours those who fall into it. Many have taken to piracy to survive, while
others hunt pirates or simply go after their buried treasure.
• Mages and Musqueteers: An enlightened world where most labor is performed
by mechanical men. Everyone else maneuvers, schemes and duels to achieve high
standing and be granted land and luxury.
• Crystaline Kingdom: An alien planet of beast men and powerful warriors
where everything is powered by mysterious crystals. Transform into your warrior
form, ride unicorns and save the day with the power of friendship.
• Magical Mecha: In a world overrun by huge dragons, giants and aberrations,
the hunter guild climbs into large golem suits and do battle with the creatures that
threaten civilization.

112
Consult the Cards of Fate for inspiration.
Header
When playing without a GM, either solo or in a group, sometimes you will have
questions as to what happens next. Here you can roll a d20 to select a card and it
will tell you what is going on based on the column you choose.

Roll Card Encounter Discovery Reaction Regional Quest


The
1 Champion Weapon Combat Peace Defeat
Fighter
2 The Thief Robbery Stash Flee Arrests Capture
The Spell-
3 Scrolls Distrust Inquisition Investigate
Wizard caster
The
4 Epic Hoard Threaten Frost Slay
Dragon
The
5 Guards Ruins Hide Siege Rescue
Castle
The
6 Trap Passage Ambush Rivals Explore
Dungeon
The
7 Animals Shelter Secretive Fire Find
Forest
The
8 Haunting Ancient Scared Undead Negotiate
Ghost
The
9 Raid Armor Guarded Invasion Defend
Shield
The
10 Cosmic Material Snipe Disaster Gather
Comet
The
11 Ambush Portal Deceive Drought Spy
Moon
12 The Sun Allies Map Assist Eclipse Conquer
The
13 Prisoner Informant Plead Fugitives Rescue
Captive
The
14 Single Gems Stubborn Schism Recover
Diamond
The
15 Curse Potions Trickery Cursed Disenchant
Witch
16 The King Leader Jewelry Demanding Usurper Impress
The
17 Chase Location Companion Migration Deliver
Horse
18 The Tome Illusion Books Curious Mystery Learn
The
19 Treasure Coins Negotiate Famine Loot
Chest
The
20 Alpha Trophy Fearless Poaching Hunt
Beast

Or
113
Oracles
When you play alone or with Possible Costs
minimal GM planning sometimes
there will be questions decided by 1-2) Attracts attention.
fate, not the skill of characters. 3-4) Requires costs resources.
5-6) Takes a long time.
7-8) Causes exhaustion.
1 No and a complication. 9-10) Failure is dangerous.
2-5 No 11-12) Requires difficult roll.
6-10 No but… 13-14) Leaves evidence.
11-15 Yes but… 15-16) Requires help.
16-19 Yes 17-18) Only one chance.
20 Yes and a bonus. 19-20) Creates disadvantage.
Complications: The next question
related to this one has an additional
cost.

But… if you choose to proceed you


must pay a cost such as make a loud
noise, waste an hour or day, have an
encounter, pay bribes, owe a favor,
break a tool or equipment, attract
attention, etc.

Bonus: Yes without complications


and usually with some advantage
like you find something useful, they
are very friendly, it was easy, there
is a shortcut, etc.

It is best to ask questions where a


Yes would be in your best interest.

Examples

Is the door Unlocked?

Is the guard Asleep?

Is there an available room at the Inn?

Is there anything of value?

Are they friendly?

114
Wanderers on the Road.

Typical group of NPC one can find on the road, trade with, hire help from or rescue
from an encounter with a monster or bandits.

RollEncounter Description
Traveling Taken their wares to or from town. Discounted fresh
1 Farmers rations and possibly sell some equipment.
Escorted
2 Prisoner
Guarded by soldiers on their way to a distant prison.
Religious Traveling to a holy site, seeking blessings and
3 Pilgrims guidance.
Wandering Selling everyday items and simple tools. Might have
4 Merchant some petty potions.
5 Family Caravan Relocating to start a new life in a different region.
6 Herdsmen Driving their cattle to a more fertile grazing land.
7 Tax Collectors Transporting coins, grain and documents.
8 Woodcutters Returning home after a long day in the forest.
Traveling
9 Tinker
Offering to repair household items and sharpen tools.
10 Fishermen Bringing their catch to a nearby market to sell.
Selling fresh bread and pastries on their way to the
11 Baker's Cart
market.
Village Delivering newly forged tools and horseshoes to
12 Blacksmith
nearby farms. Might be willing to fix something.
13 Shepherds Moving their flock to new pastures for better grazing.
Dancers, actors and musicians willing to spread joy for
14 Performers
some coin.
Wandering Entertaining children and adults with tales of old and
15 Storyteller
they might know some helpful secrets and legends.
Nomadic
16 Traders Offering goods and news from far away lands.
Traveling Providing medical aid and simple remedies to rural
17 Doctor
communities.
Peddler with a
18 Donkey Selling trinkets, pots, and pans along the roadside.
A number of guards on horseback looking for bandits
19 Local Patrol
and deserters.
Migrant Moving to find seasonal work in fields and orchards
20 Workers
and might be willing to travel together.

115
Rare Travelers.

Unusual travelers with valuable goods and services, sometimes accompanied by


paid mercenaries who guard them on the roads.

RollEncounter Description
Elderly Wants ingredients and will sell or trade for Petty and
1 Alchemist Unusual potions.
Wandering Sings tales of distant lands and offers to share the
2 Minstrel tales of the party with the world.
Merchant Selling exotic goods from far off lands at exorbitant
3 Prince prices. At least a few magical items.
4 Disgraced Noble Seeks aid in reclaiming their lost title and estate.
Offers to read the party’s future for a fee. They can
5 Mystic Seer
provide story clues, answer questions or create plots.
Runaway Fleeing an evil master, desperate for protection. Roll
6 Apprentice
for a profession and they will seek aid from the party.
7 Bounty Hunter Will pay for information or to capture a fugitive.
Herbalist Provides medicinal herbs and offers to treat any
8 Healer
injuries at a reasonable price.
Traveling They can provide knowledge, identify items and might
9 Scholar
pay for discoveries the players have made.
Offers guidance through the wilderness in exchange for
10 Exiled Druid
help lifting their exile.
Traveling Repairs weapons and armor, also sells a single magic
11 Blacksmith
weapon or armor.
Mysterious On a secret mission and offers the party a job they
12 Assassin
can’t refuse.
Charming
13 Rogue Sells a few fake potions and charms.
Ghostly Pleads for help to find peace and move on to the
14 Apparition
afterlife.
15 Magic Scribe Sells scrolls and tomes.
On a quest to prove their worth and seeks a mentor.
16 Young Squire
Generally a level 1 Fighter with a random Profession.
Shadowy Provides valuable information about the next town, but
17 Informant at a cost.
18 Weary Veteran Shares war stories and offers tactical advice.
Selling charms and illusions, with a mischievous
19 Enchantress
twinkle in her eye.
Accompanied by a small golem, offering to sell or
20 Golem Tinkerer
repair mechanical creatures.

116
Village and Town Generator.
1-4 5-6 7-12 13-16 17-20
Street
1 Barn Silo Apiary Fletcher
Performers
2 Orphanage Tower Kennel Mines Poultry
Stonemaso
3 Bakery Militia Fishmonger Shrine
n
Leather
4 Pigsty Herbalist Bath house Cobbler
worker
Schoolhous
5 Crypt Butcher Taxidermist Watermill
e
6 Orchard Tannery Barracks Glassblower Hunter
7 Alchemist Library Blacksmith Carpenter Lumberyard
Luxury Cartograph
8 Hospital Gatehouse Armorer
Goods er
Cheap Wealthy
9 Town Hall Gallows Statue
Tavern Tavern
10 Cobbler Provisioned Court House Jeweler Auctioneer
11 Brewer Stables Enchanter Bank Cathedral
Cattle Cheese Magic
12 Windmill Couriers
Salesman Shop School
13 Hot Springs Vineyard Lodge Potter Sculptor
Music
14 Hospice Prison Fair Pawn Shop
School
Gambling
15 Weaver Book Binders Park Seamstress
Den
16 Bridge Temple Theater Toy maker Warehouse
Sparring
17 Importer Beer Garden Food Stalls Caravans
Grounds
18 Scholar Flower Shop Grove Orchard Gardens
Wishing
19 Zoo Embassy Apartments Kiln
Well
Farmers
20 Fair Flophouse Grocer Guild
Market
You roll two dice to select a building. Rather than rolling one building at a
time I encourage the GM to select surrounding buildings in a + or x shape (5
buildings) or all buildings around it (9 buildings) giving you an interesting
feeling town with 5 - 9 landmarks. For a huge city you can treat multiple
districts as towns. If you exit the borders of the table find the corresponding
spot on the other side of the table.

117
Character Quirks.

1-4 5-6 7-12 13-16 17-20


1 Rugged Resilient Pessimistic Renegade Spry
2 Drinker Scarred Weathered Kind Deceitful
3 Tough Insightful Chiseled Wanderer Petite
4 Short Mean Pale Orphaned Curious
5 Inspiring Tired Survivor Impatient Articulate
6 Stocky Ambitious Quiet Branded Ugly
7 Adorned Stubborn Humble Fugitive Cunning
8 Graceful Laborious Tall Optimistic Arrogant
9 Elegant Pierced Tattooed Mature Loyal
10 Cowardly Eloquent Refugee Wistful Tenacious
11 Marked Ruthless Brave Generous Stern
12 Vengeful Sneering Heir Intuitive Curious
13 Ragged Perceptive Freckled Bald Envious
14 Daring Merciful Careful Gaunt Studious
15 Resourceful Nimble Cheerful Stuttering Gullible
16 Tanned Lanky Friendly Pilgrim Outcast
17 Nomadic Enigmatic Smirking Merciful Gourmand
18 Outgoing Sickly Attractive Arrogant Sullen
19 Muscular Empathetic Lazy Wiry Opulent
20 Forgetful Superstitious Silly Angry Shy

You roll two dice to select a an quirk for a player or NPC. You can select
multiple quirks at once by applying a + or x pattern to the spot you roll up.
Players should be allowed to pick their own quirks but if they want to make
it more random they could use the same process as an NPC or wherever they
land they proceed to pick an adjacent quirk, then one adjacent to that one
and so on until they have picked 3 to 5 quirks. If you exit the borders of the
table find the corresponding spot on the other side of the table.

118

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