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Nimble RPG Quickstart Guide

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100% found this document useful (1 vote)
381 views15 pages

Nimble RPG Quickstart Guide

Uploaded by

xrm54238
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

Quickstart Rules

Introduction Stats
Nimble is a fast-paced heroic fantasy TTRPG built to maximize the cool, memorable Heroes have 4 stats that impact their effectiveness in various tasks: 2 Key Stats
moments on game night. It’s easy to teach and prep for the GM—and for the crucial to their class and 2 Secondary Stats. When an ability or spell references
players, it’s quick to learn and encourages creativity, rewards clever tactics, and “KEY,” use one of your Key Stats.
emphasizes teamwork, all while cutting down on downtime between turns.
Become the heroes the world desperately needs: embark on epic quests, slay • Strength (STR). Your raw physical power and resilience, endurance, and resis-
dragons, save the realm! tance to harm. Affects STR weapon damage, resistance to Wounds, HP recovery,
Concentration, STR saves, carrying capacity, Grappling, and the Might skill.
How to get started • Dexterity (DEX). Your agility, reflexes, and precision with blades or bows. Affects
At least one player, the Game Master (GM), should familiarize themselves with DEX weapon damage, Initiative, DEX saves, Grappling, and can contribute to
these basic rules (no need for everyone to read through unless they really want Armor, as well as the Stealth and Finesse skills.
to). The adventure included is designed to introduce the rules as you play. As the • Intelligence (INT). Your Intelligence reflects knowledge and reasoning across
GM you will run the adventure the NPCs and Monsters, the rest of the players will fields like the arcane, tactics, or street smarts. Affects languages, spellcasting, use
be heroes. Let each of the players pick one of the 4 premade heroes to play as and of wands, spell scrolls, INT saves, as well as the Arcana, Examination, and Lore skills.
you’re ready to start adventuring! • Will (WIL). Your force of personality, courage, and wisdom. Will shapes your
interactions with both nature and society. Affects spellcasting and WIL saves, as

The Heroes well as the Insight, Influence, Naturecraft, and Perception skills.

Kessa Quickstep, The Cheat. A sneaky, backstabby, scoundrel.


Learned the basics of survival by lifting purses in the city streets, until a
retired thief offered lessons in stealth and subtlety.
Skills
Skills gauge how well your hero interacts with the world. Whenever you tell the
GM what you are doing, they may ask you to use one of your skills.
Thorne Underbough, Hunter. A determined tracker and survivalist.
Grew up roaming the woods, learning how to track game, tend to wild • Arcana (INT). Your understanding of magical phenomena and enchantments
animals, and identify native flora.
• Examination (INT). Your aptitude for uncover clues, diagnosing injuries, and
unraveling the workings of traps or mechanical devices.
Virel of the Ember Eye, Mage. A brilliant spellcaster and scholar.
Dismissed from the academy for asking too many forbidden questions, • Finesse (DEX). Your ability to use your hands and feet in careful ways: picking
Virel turned to arcane study with more curiosity than caution. locks, disarming traps, piloting vehicles, tinkering, card tricks, etc..
• Influence (WIL). Your persuasiveness, charm, and ability to influence others
Caldra Brightward, Oathsworn. An honorable protector. through charisma, cunning, or put on a captivating performance.
Caldra spent her youth hammering out nails and horseshoes, until one • Insight (WIL). Your ability to understand people and situations: detect lies or
day she forged her first blade—and swore to use it to protect the weak. hidden emotions, make sense of clues, or retroactively change situations (Hero:
“Oh no! I forgot to buy rope back in town!” GM: “Make an Insight check; maybe
your hero would have thought about it.”)
You’ll need • Might (STR). Your ability to lift heavy objects, breaking through obstacles, climb-
• Printer (for the character sheets) ing, swimming, jumping, or perform feats of strength.
• Pencils (to take notes and keep track of HP) • Lore (INT). Your understanding of the history of civilization, kingdoms, religions,
• Polyhedral dice (for the danger math) and grasp the significance of cultural practices.
• A play area with 1 inch grid (optional, but handy) • Naturecraft (WIL). Your expertise in wilderness survival, navigation, tracking,
• Some friends (2–5 is recommended, the full rules has guidance on what to do and the handling and track animals and identify flora.
with fewer or far more friends) • Perception (WIL). Your ability to spot hidden objects, secret passages, etc.
• Snacks (an offering from the players for the GM) • Stealth (DEX). Your ability to stay unseen and unheard.
1
Skill Checks & Saves Ranged attacks are made with disadvantage (Reach attacks are not so affected).
• Falling & Forced Movement. When a character is forcibly moved but stopped
When you want to affect the world (convince an NPC, spot a trap, pick a lock, etc.), by an obstacle, they take 1d6 damage for each space this movement is shortened.
the GM may call for a skill check. Roll 1d20 and add your skill. If the total meets If they hit another creature, both creatures split this damage. Falling inflicts 1d6
or exceeds the Difficulty Challenge (DC), you succeed; otherwise, you fail. A roll of bludgeoning damage for every 10 ft. fallen (2 spaces).
1 always fails regardless of any other bonuses, while a roll of 20 always succeeds.
The DC varies based on the task:
• Easy: Spotting a large Ogre crouched behind a small bush might be a DC 8
Perception check.
Advantage/Disadvantage
If you are ever in a favorable situation, the GM may allow you to roll with advantage.
• Challenging: Calming an injured Owlbear stuck in a trap may be a DC 15 To do this, roll 1 additional die of the same type and remove the lowest. Alterna-
Naturecraft check. tively, if the situation is grim or your idea is a long shot, you may have to roll with
• Extremely Difficult: Disarming an ancient legendary trap may be a DC 20+ disadvantage (removing the highest die instead).
Finesse check.
Saves. When the world affects you, roll a save instead of a skill check. Roll 1d20 Example 1. Greataxe (2d6) with advantage.
and add the relevant stat. A roll of 1 always fails, 20 always saves. You can choose Roll 1 additional die and remove the lowest.
to fail any save instead of rolling. You hit! See attack rules on pg. 3 for more.
• STR Save. Helps you resist forced movement, poison, and extreme temps.
• DEX Save. Helps you dive for cover or stay on your feet. Example 2. Greataxe with disadvantage 2.
• INT Save. Helps you see though tricks and illusions. Roll 2 additional dice, remove the 2 highest.
• WIL Save. WIL helps you resist charm or fear effects. If tied remove dice from left to right. You miss!

Heroes and Saves


• Unless otherwise noted, the DC for effects a hero causes is 10+KEY. Resting
• When making saves, each hero has 1 advantaged save (▲), 1 disadvantaged Field Rests. While out adventuring, heroes can take Field Rests to regain HP:
(▼), and 2 neutral.
• Catch Breath. Requires at least 10 minutes to tend to your injuries. Expend
Example. A Berserker (STR+, INT–) would roll all of his STR saves with advantage and all any number of Hit Dice one at a time (roll them and add your STR to each), and
of his INT saves with disadvantage. regain that many HP.
• Make Camp. If you rest for at least 8 hours with food and sleep, take the max
value for each Hit Die you expend instead of rolling (add your STR as usual).
Hit Points & Dying Safe Rests. Safe Rests take place in a safe location designated by your GM, typically
lodging at an inn overnight—but could also be at a secret oasis, a well-stocked cabin
Hit Points (HP) represent your ability to endure damage. Damage reduces your in the woods, near a sacred shrine, or the like. Camping in the open wilderness or
HP (which can’t go below 0). When reduced to 0 HP, gain 1 Wound; you are also in a dungeon is not sufficient for gaining the benefits of a Safe Rest.
Dying until you regain HP. While Dying, actions are limited to 1 and:
• Attacking/casting spells causes 1 Wound unless you make a DC 10 STR After a Safe Rest, heroes recover all of their HP, Hit Dice, mana (and other class-spe-
save. cific resources), and heal 1 Wound.
• Taking damage while Dying causes 2 Wounds; a crit causes 3 instead.

Wounds
Wounds are serious injuries you’ve taken; they are a long term gauge of how close
Leveling Up
A GM may allow heroes to gain a level (LVL) whenever they complete an appropri-
you are to death. HP can usually be recovered quickly, but Wounds may take many
ately challenging quest or adventure. At level 1, this may be as simple as clearing
days of resting to fully recover from (usually 1/Safe Rest).
some angry rats out of a basement or rescuing someone from the woods. Each
subsequent level will generally take more effort (and therefore more time). When
Death a hero gains a level:
You die when you have taken 6 Wounds. There are ways to revive a hero who has
died, but they are rare and often come at a very steep cost. • HP Increase. Roll your Hit Die with advantage and increase your max HP by
that much.
Hit Dice • More Endurance. Your Hit Die max increases by 1 (typically equal to your level).
Hit Dice (HD) represent your ability to quickly recuperate from minor injuries and • More Skilled. Gain 1 skill point. Additionally, you may move 1 point from one
are spent to regain HP. Heroes start with a max of 1 Hit Die at level 1, and this limit skill to another (as long as the skill doesn’t become negative), reflecting your
increases by 1 each time they level up. Hit Dice are recovered during a Safe Rest. hero’s evolving focus (Note: the max bonus a skill can have is +12).
• Class Features. Gain new class features for your level. This may mean increasing
your mana pool, new spells, or even selecting a subclass!
Speed, Range, & Reach • Other Adjustments. If any of your base stats increase, remember to adjust
other elements of your character sheet as needed (skills, damage, Initiative, armor,
A character’s Speed is how fast they can move, which, unless otherwise noted, is 6
spaces. Often play is done on a grid with 1 inch squares or hexagons, each space mana, languages, etc.).
representing roughly 5 ft. or 1 meter.

• Range & Reach. Certain abilities, weapons, and spells have a specified Range
or Reach, which determines how far away your target can be affected. If none
is specified, default to Reach 1. In Melee. If any enemy is adjacent to you, your
2
Starting Combat Heroic Reactions
A combat encounter begins when the GM tells the party to “Roll Initiative!” Each Reactions cost 1 action and are performed when it is not your turn. A hero can per-
hero rolls 1d20 and adds their Initiative bonus. The result determines how many form each reaction no more than 1/round, and they will start their turn with fewer
actions a hero starts combat with on their first turn: actions. The reactions are:
•1 digit initiative = 1 action.
•2 digit initiative = 2 actions.
Defend
Reduce damage from any single attack by your Armor whenever you use this reac-
•20+ (or a natural 20) = all 3 actions! tion. At the GM’s discretion, some damage may not be avoidable (e.g., psychic
Regardless of what a hero rolls on Initiative, at the end of their first turn they damage, or some areas of effect).
gain all 3 actions back.
Interpose
When combat begins, heroes go first. Whichever player is ready first goes first (or If a creature within 2 spaces would be struck with an attack, you can push them
whoever makes the most sense story-wise), with play proceeding around the table out of the way and become the new target of the attack. You enter their space and
clockwise. Monsters will typically act last, though some may be fast enough to act move them to an adjacent space of your choice.
sooner in the round.
Interpose AND Defend? Yes! As long as you have enough actions to spend, you can
Be Flexible. If players want to strategically switch their turns for one round to facil- Interpose and Defend at the same time. However, you won’t be able to do either reaction
itate teamwork or execute a tactical plan, the GM can allow this at his/her discretion. again until your next turn is over since each of those is limited to 1/round.

Heroic Actions Opportunity Attack


A melee attack made with disadvantage against an adjacent enemy as it willingly
Heroes get 3 actions to attack, move around the battlefield, cast spells, etc. Gen-
erally doing any single thing in combat costs 1 action. Some very strong spells or moves away. Monsters do not make opportunity attacks, only heroes can.
special abilities may take more time (and thus cost more actions). All 3 actions
recharge at the end of your turn, so there’s no need to save them up. Spend them Help
all on your turn and when you’re done, you get them all back! Grant an ally advantage on a roll if you can reasonably explain to the GM how you
could help in a given situation (limit: one Help reaction for each roll). The GM may
Attack call for a skill check or grant advantage automatically, depending on how good
Roll the die listed on the spell, weapon, or ability, and deal that much damage. the idea is.
However, if you roll a 1, you miss, and the attack has no effect (for attacks with
multiple dice, the leftmost die is called the Primary Die, it determines whether Teamwork! Help as a Heroic Reaction is a fantastic way to bring teamwork, role-playing,
the attack is a hit or a miss). and creativity into a combat encounter. Did your buddy fail? Maybe not! Think quickly and
see if you can help them succeed.
Exploding Critical Hits. Rolling the max on a Primary Die is a critical hit (crit): roll
the Primary Die again, and add it to the total. Repeat this each time you roll the maxi-
mum—there’s no limit, except your luck! Crits also ignore monster armor! (see pg. 4) Free Actions. These do not cost an action or any other resource (e.g., mana) unless otherwise
specified. Heroes can do simple tasks (open an unlocked door, shout a simple phrase, drop
an item, end concentration, etc.) for free 1/ turn.
Rushed Attacks. A hero may attack more than once on their turn, but additional
attacks are rushed, imposing cumulative disadvantage for each additional attack
after the first—increasing the chance to miss and lowering the average damage
for subsequent attacks. Saves. For attacks that trigger a save, monsters roll with
increasing advantage instead.
Spells
Casting a spell requires a hero to have 1 hand free (or a held spellcasting focus),
the ability to speak, and may require mana as well. A spell’s mana cost is equal to
Move its spell tier; cantrips cost no mana
A character can move up to their speed (typically 6 spaces). This movement can
be broken up with other actions if desired, and a hero can use multiple actions to Upcasting Spells. Some spells have a greater effect for each additional mana
Move multiple times in one turn. spent on them. A hero can upcast a spell only up to the tier they have unlocked.

Assess Upcasting. You can spend additional mana on tiered spells (up to the tier that you
A great way to include creativity and role-playing in combat. Choose one of the fol- have unlocked) to make them stronger for each additional mana spent.
lowing and then make a DC 12 skill check to: There are 6 main schools of magic. Each school has its own basic spells called can-
trips and 9 tiers of progressively more powerful spells that can be unlocked as heroes
•Ask a Question. About a weakness, ability, or immediate plans of enemies, level up. Heroes can cast any spell from the schools that they know within the tiers
the environment, story, etc. The GM will answer honestly. they have unlocked.
•Create an Opening. Increase the next Primary Die Roll against a target by
1 this round. Secret Spells. Some spells have been hidden or lost through the ages. Whether they are
•Anticipate Danger. Reduce all Primary Dice rolled against you by 1 this round. too dangerous to be common knowledge or for other reasons, adventurers can sometimes
stumble upon new spells (or wrench them out of the undead hands of a defeated Lich).

Which Skill To Use? Whatever skill you use must make sense based on the circumstances!

Monsters Are Smart! You cannot assess using the same skill more than once in a single
encounter, as your foes adapt to your tactics. You’ll need to stay creative!

3
Starting as a GM
GMing isn’t that hard! as that! This conversation goes back and forth, whenever a situation is uncertain,
It’s actually fairly easy, and WAY more rewarding than being a player. The players you may want to call for a roll of the dice. The intro adventures are designed to be
only get 1 character, YOU get hundreds—you get entire WORLDS at your command. easy to pick up and contain all the guidance you should need to get started.
Sound cool? Yeah it does. A bit intimidating? Also, [Link] good news is you can
start very small. Jump Right In! Long narrations can lose attention, so the included adventure starts
right in the middle of the action. Do this whenever possible—jump right into the fun parts
Don’t expect to remember all of the rules perfectly. The first few times you rather than a slow build-up of excitement! Get the heroes involved, asking questions and
rolling dice right away.
play, expect to forget some rules, that’s okay. The adventure will help teach the rules
as you play. When in doubt, rule in favor of your players and keep the game moving.
What If They…?!
Prepping an Adventure Yes, sometimes your players will try to go so far off the adventure path that you
It’s easy to get started running an Nimble TTRPG session. All you need to do is spend don’t know what to do. Be honest and feel free to say “Hey, I’m new at this.” Ask
5–10 minutes to quickly read through an adventure to get the feel for what’s hap- your players to stick to the story you’ve got prepared for now. In time, you’ll be able
pening, then you’re ready! Once everyone is settled in and ready to get started, to let them wander off and do anything they can imagine, but for now, let’s play
describe what’s happening and ask your players what they want to do—it’s as easy the adventure that’s at hand.

Running Monsters
The GM controls the monsters during combat. Monsters do not use Heroic Actions/ For example, with this Goblin stat block: No speed, armor, or saves are listed so we
Reactions. They can move, use the actions listed on their stat block, and their turn use the defaults. If he ever takes a total of 15 or more damage, he’ll die. His LVL of
ends. Monsters die when they reach 0 HP. 1/3 means 3 goblins are about as strong as a level 1 hero. On the its turn, it can move
up to 6 spaces and stab (or shoot) in either order. When missed, his ability triggers.
Monster Armor. While most monsters are unarmored, some creatures are
tougher to take down:
Goblin Lvl 1/3, small 15
• Medium Armor: Just the Dice. Monsters with Medium Armor (M) ignore all
Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
damage modifiers from stats and other effects, taking damage from the sum of
the dice only. Stab. 1d6+2 (or Shoot, Range 8).
• Heavy Armor: Half the Dice. Monsters with Heavy Armor (H) ignore damage
modifiers and take half the sum of the dice (rounding up).
Minions
Tell Your Players! When a monster has armor, it shouldn’t be a secret. Regular goblins are Minions are low-threat monsters that are easy to kill but dangerous in numbers.
unarmored. That goblin? He’s holding a shield; he has Medium Armor. A golem completely
made out of metal? Heavy Armor.
They add dynamic movement and excitement to battles without bogging down
gameplay. Minions have:

Default Monster Stats • No HP to Track. Any damage kills a minion.


Unless otherwise noted, monsters are unarmored, have speed 6 (can replace an • Easy Attacks. Each minion attacks with a single damage die, cannot crit, and
attack to move again), attacks have Reach 1, and roll 1d20 for all saves (though misses on a roll of 1.
some monsters may have advantaged/disadvantaged saves or checks when appro- • Simplified Defense: When multiple minions attack a single target, their
priate). Reading a stat block: damage is combined and counts as a single attack, so heroes can Defend or
Interpose against them all at once.
The creature’s Hit Points. Act Together! If your heroes are facing down a pack of Goblin minions, rather than moving
The creature’s Armor (M or H). them one at a time, all minions attacking a particular hero should move and attack at the
same time. For example, 5 minions move next to Grudge and attack him. Roll and add up
The creature’s Speed (fly, burrow, etc.). 5d6 (ignoring any 1s). Fast and easy!

4
A Tiny Rescue
The Garden of Death, Chapter 1: A introductory adventure for LEVEL 1 heroes (and GMs) to learn the ropes!

What’s Going On? Skill Checks. Let 1 person roll; this represents the party’s best effort at uncovering informa-
The heroes are at the Valley’s Rest, a cozy inn located in the humble town of tion. If necessary, 1 other person can help on occasion. Don’t let them all roll until they suc-
ceed! If your heroes have good ideas for searching, give them advantage on the skill check.
Merivale. Goblins have snuck into town to kidnap the town’s beloved fairy, Moon-
blossom. Read or paraphrase:
• Misleading Footprints. The goblins have left multiple sets of diverging foot-
Just as you are sitting down for dinner (griffon stew), a tiny scream sends the inn’s prints. Only one path is correct; the others lead to hidden pitfall traps. Whoever
patrons into a hush. They look at the door, then to you—the only ones capable of is in front must make a DC 12 Naturecraft check or take 2 damage from a pitfall
handling anything scarier than a stray sheep. What do you do? trap. Keep rolling to find the right path until someone succeeds. Should arrive
at the woods tomorrow.
Encourage questions! This starting info is intentionally minimal to get your heroes
involved and asking questions asap! “Wait—Where are we?” “What do we see?” “Did we hear Resting. If the heroes make camp for the evening, remind them that they can take a Field
anything else?” They’ll get more out of the game the more questions they ask! Rest and spend their Hit Die to recover HP.

• Did We Hear Anything Else? DC 10 Perception check: The sound of a dozen The Elderwild
or so small feet shuffling outside in the dark, orders being whisper-shouted. Two days north of Merivale, the Elderwild is an ancient forest with impossibly
• Be A Hero! Some players are naturally hesitant to face danger, egg them on! If large trees. Misty canopy, dense undergrowth, teeming with life (rabbits, squirrels,
they’re hesitant: Marla, the innkeeper can offer “Free dinner to whoever deals dragonflies, etc.). (DC 10 Lore: Grown from the corpse of a titan, flora practically
with that!” A very elderly old man slowly stands up, armed with a fork, shuffles hums with magical energy.)
toward the door. When the heroes go to investigate:
• Distant Laughing. Loud, boisterous laughs echo through the forest. Following
Opening the door, you are facing down a pack of goblins who clearly look like the sound reveals a goblin encampment. 1 Goblin is riding on the back of a
they’ve been caught red-handed. A goblin in the back riding on top of a giant rat giant rat; other goblins are pelting him with rocks, trying to knock him off. All
is quickly stuffing something into his pack (DC 12 Perception:it’s Moonblossom!), are laughing maniacally.
as he yells “get’em boys!” He, and a few others take off into the night.
• The remaining goblins (2 goblin minions/hero) face you down, filthy, crooked Planning! Allow the party time to observe, ask questions, and plan how to deal with the
daggers drawn, and look ready to leap at you and attack. “ROLL INITIATIVE!” situation. This can be some of the most fun your heroes will have! If the party takes too long,
the rat sniffs the air and growls suspiciously.
To do this, each hero rolls 1d20 and adds their Initiative bonus. If the total is a
single digit, they start their first turn with just 1 action; 2 digits, 2 actions; and a
result of 20+, all 3 actions. • Roll Initiative! This encounter kicks off when the party jumps into action; if
they’re taking too long, the giant rat begins sniffing the air suspiciously in their
• Regardless of what they rolled, at the end of their turn, each player gets all 3 direction and growling. 1 Goblin Flunkie/hero and 1 Goblin Ratrider (Ratrider
actions back. Whoever is ready first can go first, and then play will go around the is at half HP if there are 3 or fewer heroes).
table clockwise; the monsters will go last.
Defend & Interpose. This is a more challenging encounter designed to teach the Defend
Minions. Any damage kills a minion, they all move at the same time, they can’t crit, and and Interpose reactions and what happens when a hero drops to 0 hp (use the Ratrider’s
their attacks (each goblin minion rolls 1d6) can be blocked as if it were a single attack. speed to go for the hero with the least armor or HP).
Moving & Attacking. Heroes can spend 1 action to move up to their speed (typically 6
spaces), or 1 action to attack. Roll the dice listed on your weapon or ability and you’ll deal Aftermath/Loot
that much damage (a 1 misses, the max roll crits)! After all the players have gone, any • A curious map. Found on a goblin, odd symbols (will need to ask about it
Goblins still standing will take their turn. The goblin minions can move up to 6 spaces on
their turn and make a single attack (1d6). in town). On the back, a note: “Tell Pinky he better not come back without my
ingredients! WE HAVE AN AGREEMENT, KROGG!” —Greenthumb.
• Moonblossom. *Muffled* “Pardon me? A little help would be lovely…” A tiny
The Quest fairy, locked in a crude cage. She’s eager to return home and promises them a
After the goblins are dispatched, encourage the heroes to loot them as villagers gift as thank you when they get there. She’ll offer a healing kiss on the forehead
pour out into the town square. of the most injured hero, restoring all HP and removing all Wounds.
• Goblin Loot. Chipped/rusty daggers, rope, pocket full of teeth, nice rocks. • What She Knows. The goblins were hired by someone bad. It sounded like they
• The Quest. The party is asked to hunt down the rest of the goblins and rescue were arguing about which boss to deliver her to. Apparently, there are two bosses.
Moonblossom. They are well-provisioned before leaving (steamed potatoes) • Back in Merivale. Moonblossom gifts the party a golden acorn from the Fairy
and promised 20 gp each upon her safe return. Tree as a token of thanks. (1 time use: reroll any 1 die).
• Level Up. The heroes also advance to Level 2 upon resting back in town. See
Additional Info “Leveling Up” on pg. 2.
• The Fairy Tree. A large golden oak stands proudly in the town square, a sym-
bol of hope and good luck. It feels warm and comforting to the touch, giving Goblins
goosebumps. (Arcana or Lore Check: fairies are often kept for the blessings they Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
bestow, but more sinister forces use them as ingredients.)
• The Goblins. People are shocked goblins would come so far from The Elder- Goblin Minion Goblin Flunkie 15

wild into the valley. Stab. 1d6 (follows minion rules). Stab. 1d6+2 (or Shoot, Range 8) can’t crit.

Goblin Ratrider 30 10
Traveling Encounters
• Old Caravan. An ransacked supply wagon. Signs of a recent struggle (DC 10 CHAAARGE! If you move at least 4 spaces in a straight line, attack with advantage once.
Examination: blood and goblin tracks all around; 12+: also find 1d10 gp). Bite & Stab (x2). 1d6+2. On crit: Prone.

5
Goblins of the Crystal Crag
The Garden of Death, Chapter 2: A LEVEL 2 adventure for 2–8+ heroes.

What’s Going On? Adventure Locations


The froglin wizard Greenthumb, in his hubris, has planted a Deathbriar seed—a Goblin Cave Entrance. Deep in the woods, a large hole in the side of a rock face.
sentient plant whose spores can animate the dead—believing he could tame it • A goblin, covered in dirt, stands watch at the entrance.
for study. His experiments have gone horribly wrong, and now the Deathbriar
• He’s dozing off as he leans against a dead tree, jagged machetes and hatchets
has grown out of control. In desperation, Greenthumb seeks to perform a ritual to are lodged in its bark (DC 8 Naturecraft: It’s actually a dead Rootbreaker. A large
become a Lich in order to gain the power needed to undo his mistake. plant creature animated by botanical magic).
Greenthumb hired a band of goblins, led by the cunning chieftain Krogg, to
• If startled, on his turn in combat, he will run inside and try to alert his buds, but
steal magical items from the nearby town of Merivale for use in his ritual. However, will get pulled down into the pit by the trapped Rootbreakers.
the goblins are demanding triple payment and refusing to turn over the goods.
Furious, Greenthumb has sent Rootbreakers—animated plant creatures—to the Rootbreaker Pit. Just inside, the cave lies a DEEP pit obstructing further progress.
goblin’s lair in an abandoned mine to take the items by force. The adventurers are
• Freshly dug & DEEP. Too dark to see the bottom (Goblins have dug the pit to stop
drawn into this volatile situation, with danger on all sides.
the attacking Rootbreakers, two of which are stuck inside).
Back in Town • Narrow, rickety scaffolding zigzags to the other side. (Perception check, DC 10:
Vines reach up from the pit, will entangle the first one to cross if not spotted first).
The villagers of Merivale are overjoyed at Moonblossom’s safe return and eagerly
share what they know: • Upon crossing (or if they investigate further before attempting to cross), DEEP
rumbling voices are heard: Rootbreakers (wrapped in black thorny vines, with
• The Goblins. They returned while the party was away; some food and a golden dull red eyes) are trapped at the bottom.
locket were taken. Villiagers are unsure of what else was stolen. The Goblins are
• (Rootbreaker voice: as deep and slowly as you can!) "HEELLLP USS, WEE ARE
up to something and getting more aggressive. They must be stopped!
TRAAPPED." and "WEE WILL AAIIID YOU AGAINST OUR COMMON FOOEEE…"
• The map. Leads to a well-known abandoned mine deeper into the Elderwild.
The villagers are happy to provide directions.
Do the Voice! You don’t need to be good at it (the worse you are at it the more fun it can
• Unnatural Growth. Plants around town are "acting up," thorns and briars be!), your players will be more likely to loosen up and play along the more they see you
are growing at a rapid pace. getting into it.
• Krogg. Nobody knows who Krogg is, but it sounds like a goblin name. Pinky
is likewise unknown.
If the heroes cross without speaking to them, the Rootbreakers will attempt to
• Greenthumb. The froglin wizard stayed upstairs at the Valley’s Rest for a few
days (grumpy, kept to himself). Left a few weeks ago (travelers are always coming entangle the heroes and pull them down (DC 10 DEX save or Grappled and pulled
through Merivale on their way to Farhope). down into the pit). The Rootbreakers will negotiate with the heroes (though they
will use any heroes in the pit as leverage in the negotiation, threatening to pull
Who’s Talking? Your players may be perfectly happy talking to anyone in general and their limbs off if negotiations don’t go well). If freed from the pit, the Rootbreakers
not asking for names or details, that’s fine! But if they ask for more information about who will fight and defeat the goblins in the Atrium, dying in the process.
they’re speaking to, or who might be the best person to speak to, see "Merivale" on pg.
78 of the full GM’s Guide for more information.
What the Rootbreakers know:
• Master created us to retrieve the necessary components. "A locket, and a life."
Travel Encounters • The ritual must be completed or "All is lost."
The trek through the Elderwild takes 2–3 days. Possible encounters include: • Aid us and you will be rewarded when Deathbriar makes all things new (they
• Distant Landmarks. A particularly clear day, you see far to the NW the peaks don’t know what this means). The hero with the highest WIL gets a deathly cold
of the Iceforge [Link] the NE, the Skyreach Isles floating in the sky. chill down their spine upon hearing this name.
Feel free to share small bits of info they might know about these areas—you can
ask for a Lore check, or give it for free if their character would know. Atrium. Large cavern illuminated by a few lit torches along the walls.
• Flying Predator. A BIG monster carrying something in its claws. (DC 10 Per- • 1 Goblin/hero mills about in this room. Examining the floor (it is covered in cracks,
ception: it’s a manticore, carrying a cow!). they seem to be growing) scratching their heads deep in thought.

6
• Pinky claims there is an dreadful force that will soon terrorize the region (unsure
Goblin what that means).
Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
• If the party has taken a large amount of damage and is in need of healing, Sprig
Stab. 1d6+2 (or Shoot, Range 8) can’t crit. 15 can offer some slop. Tastes terrible but very nutritious. Eating one bowl heals
2 Hit Dice worth of HP. Eating more than that will not heal them any further,
• Unless the heroes made a lot of noise in the previous room, they can have and may cause awful vomiting.
advantage on their Initiative roll. • Krogg (a bugbear) is in the next room awaiting his slop. Very mean, very strong.
• A Collapsed Tunnel to the left, a barricaded tunnel straight ahead (to the Goblin’s • "Oh, before you go?" Sprig asks to stab one of you (just a little stab), in case
Den–removing the barricade is easy enough, but will alert the goblins on the you lose—so Krogg knows he at least put up a fight. Will offer one of you to
other side to your presence: automatic 1 on Initiative), and an open tunnel to punch him in return, but quickly drops it if heroes seem unwilling. "It’ll prob-
the right, covered in spider webs (to the Spider Chamber). ably be fine…"

Collapsed Tunnel. A passageway blocked by rubble. Krogg, Goblin King. Bugbear, strong, crafty (smarter than average goblins). Wears a
crown of metal scraps. Wields a Manglemaul, a warhammer with a bear trap on the end.
• Another Rootbreaker (motionless, but alive) is visible under the collapsed rub-
ble along with a shiny object (1d4 amber crystals, 5gp each). Will take 30 min
to get to the loot.
Krogg’s Quarters. Large hock of meat on a spit roasts over an open flame (way
• The Rootbreaker attacks the closest creature if the rubble is cleared, then dies overcooked).
(1d12 damage).
• A very large creature sits behind a wooden desk scrawling something, growls
without looking up:
Spider Chamber. Passageway obstructed by dense layer of webs.
• "IT’S ABOUT TIME, I’M STARVING. GO TAKE THIS LETTER TO YOU BROTHER, THE
• Giant Spiders (1/hero) hide amidst the webs. Will attack if the webs are disturbed. BETRAYER—"
• Krogg is happy to reveal any info he knows about "GREETOM" before attacking.
Giant Spider Lvl 2 M 27
• Web. (Range 6) 1d8+2. On hit: Restrained (escape DC 12, or any slashing/fire dmg). OR:
• Bite. (Restrained target) 2d8+4, Poisoned (dissadvantage on rolls, healing ends). Level 2 Solo Angry Bugbear STR+, DEX+
75 M
Krogg, Goblin King
Drill Room. A dozen holes drilled into the walls. ACTIONS: After each hero’s turn, choose one:
• A large mechanical drill (broken) is lodged in the wall. • Manglemaul. Move 6. 2d6+3 damage, Grappled (escape DC 10). OR:
• (Examination: DC 10, with a diamond-tipped drill bit 25gp). Moving the drill • Crack Skulls. Move 6. Swing a Grappled creature at another creature.
(DC 16 Might) reveals a secret passage to the Goblin’s Den. Both take 2d6+3 damage, ending the Grapple.
• A dozen holes (2 ft. in diameter, 3-6 ft. deep) bored in the walls and floor. The
first hole looked into has a small treasure. Looking in additional holes, roll 1d12: BLOODIED: At 35 HP, Krogg’s damage increases to 2d8+3.
• 1–5: A Giant Spider (it attacks first). LAST STAND: Krogg is dying! If he takes 20 more damage he dies. Until
• 6–10: Bones wrapped in spider webs. then, he has Heavy armor.
• 11: A small treasure.
• 12: A big treasure!
Treasure
Don’t punish curiosity or bravery! Make sure the first few things the players interact • Scrawled Letter. Sloppy handwriting outlines a deal with "GREEETOM" who
with in a dungeon are positive. If instead the first 2 doors are trapped, they may just stop
opening doors. If they save an NPC from danger only to be stabbed in the back, be prepared
instructed Krogg to steal the amulet and a fairy for a strange ritual. In exchange,
for them to never trust your NPCs. the goblins were to receive 10 wagons of pigs and rats. "10" is crossed out, "30"
is written in big bold lettering.
Goblin’s Den. Smell of fish, body odor, and charcoal. Shoddy bunk beds and • Manglemaul. (Rare, 2-handed Maul). 1d6+STR bludgeoning damage.
hammocks. On hit: you may Grapple a creature smaller than you (escape DC 10). Action:
You may swing a creature Grappled this way at another creature within Reach,
• Goblins are here (2/hero), sleeping, picking their toenails, or playing cards damaging both of them and ending the Grapple.
at a stump.
• Abacus with beads made of bone, silver and gold (30 gp). Used by Krogg to
• Crude drawing of a goblin named "Pinky" on the wall used as target practice for keep track of his ledgers.
thrown daggers and darts. Known as a traitor amongst the goblins.
• Golden Heart Locket. Opens to reveal small (not very good) paintings of Marla
Slop Hall. Large cauldron full of slop bubbles over a fire. Homebrew’s children. She’ll definitely want this back!
• A grumpy goblin (Sprig, wearing an old, stained white chef’s apron full of
wooden spoons) stands on a stepladder stirring it lazily. Grumpily mumbling: What’s Next?
When the heroes make it back to Merivale to Safe Rest (2–3 day journey) they will
• "Stupid KROGG, make me stir this stupid slop, it’s not MY fault my stupid
brother…" level up to level 3 and be ready to start the next adventure! The the next chapter of
this adventure is available in the full GM’s Guide, as well as an entier sandbox-style
• When he sees the heroes: "AH DON’T KILL ME I’LL TELL YOU EVERYTHING YOU setting and a bunch more adventures!
WANT TO KNOW IT WAS MY BROTHER, PINKY! HE DID IT"

What Sprig Knows:


• He was put on slop duty as punishment for his brother Pinky’s crimes. He ran
off to serve some "hack" wizard called "Greenthumb."
• Pinky has been secretly visiting his brother Sprig using some magical item to
come and go invisibly (a Cloak of Lesser Windform). He wants to convince Sprig
to join him in service to Greenthumb.
7
The Cheat
SUBCLASSES

— TOOLS OF THE —
Key Stats: DEX, INT Hit Die: 1d6 Starting HP: 10
Saves: DEX+, WIL– Armor: Leather Armor Weapons: DEX Weapons SILENT BLADE
Starting Gear: 2 Daggers, Sling, Cheap Hides, Chalk Amidst All This Commotion… If a creature dies while you Sneak Attack them,
you may turn Invisible until you attack again or until the beginning of your next turn.
Leave No Trace. Advantage on Stealth checks when you are at full health.
Level 1
Sneak Attack. (1/turn) When you crit, deal +1d6 damage.
Vicious Opportunist. (1/turn) When you hit a Distracted target with a melee attack, — TOOLS OF THE —
you may change the Primary Die roll to whatever you like (changing it to the max
value counts as a crit). SCOUNDREL
Distracted. A target is Distracted if it is adjacent to or Taunted by an ally, or if it cannot see you. Low Blow. When you Sneak Attack, you may spend 2 additional actions to Inca-
pacitate your target for their next turn on a failed STR save (DC 10+INT). Save or
fail, they are Taunted by you until you drop to 0 HP.
Level 2 Sweet Talk. You may gain advantage on all Influence checks with NPCs you’ve
Cheat. You’re a well–rounded cheater. Gain the following abilities:
• (1/round) You may either Move or Hide for free. just met for the first time. This lasts until you fail an Influence check with them or
until you meet a 2nd time. You have disadvantage on Influence checks with them
• (1/day) You may change any skill check to 10+INT.
afterward (until you get back on their good side).
• If you roll less than 10 on Initiative, you may change it to 10 instead.
• You may gain advantage on skill checks while playing any games, competitions,
or placing wagers. If you’re caught though…

Level 3 UNDERHANDED ABILITIES


Subclass. Choose a Cheat subclass. • Feinting Attack. If you miss for the 2nd time in a single round, you may change
Sneak Attack (2). Your Sneak Attack becomes 1d8. the primary die roll to any result instead.
Thieves’ Cant. You learn the secret language of rogues and scoundrels. • I’m Outta Here! When an ally within 4 spaces is crit, you may turn invisible until
the end of your next turn and then move up to half your speed for free.
Level 4
Key Stat Increase. +1 DEX or INT. • Misdirection. Gain INT armor. Whenever you Defend, you may halve the
Underhanded Ability. Choose an Underhanded Ability. damage instead.
• Trickshot. When you throw a dagger, it returns back to your hand at the end of
Trade Secrets. Whenever you spend a night talking shop with other roguish types during your turn. On a hit, it ricochets to another creature within 2 spaces, dealing half
a Safe Rest, you may choose different Cheat options available to you.
as much damage to them.

8
Hunter
SUBCLASSES

— KEEPER OF THE —
Key Stats: DEX, WIL Hit Die: 1d8 Starting HP: 13
Saves: DEX+, INT– Armor: Leather Armor Weapons: DEX Weapons
SHADOWPATH
Ambusher. When you roll Initiative, you may use Hunter’s Mark for free. Gain
Starting Gear: Shortbow, Cheap Hides, Dagger, Hunting Trap
advantage on the first attack you make each encounter.
Skilled Tracker. You have advantage on skill checks to track creatures.
Level 1 Skilled Navigator. You cannot become lost by nonmagical means.
Hunter’s Mark. Action: A creature you can see is marked as your quarry for 1 day
(or until you mark another creature). It can’t be hidden from you, and your attacks
against it gain your choice of advantage OR +LVL damage (choose before each attack). — KEEPER OF THE —
Forager. Gain advantage on skill checks to find food and water in the wild.
WILD HEART
Level 2 Impressive Form. +5 max HP. Upgrade your Hit Dice to d10s.
Thrill of the Hunt. Choose 2 Thrill of the Hunt (TotH) abilities. Gain a charge to I Have the High Ground. When you roll Initiative or gain one or more Thrill of
use these abilities during that encounter whenever: the Hunt charges, move up to half your speed for free, ignoring difficult terrain.
• Your quarry dies.
• You hit your quarry in melee or crit your quarry at range.
Roll & Strike. Action: If you have no Thrill of the Hunt charges, move up to your
speed toward your quarry. If you end adjacent to them, make a melee attack against THRILL OF THE HUNT
them for free.
Note: Unless otherwise noted, each Thrill of the Hunt ability costs 1 charge to use and
Remember the Wild. Whenever you spend a day in the wilderness during a Safe Rest, cannot miss. Abilities that spend charges cannot generate new ones. Unused charges are
you may choose different Hunter options available to you. lost when combat ends.

Level 3 • Addling Arrow. Action: Attack with a ranged weapon. The next attack the target
Subclass. Choose a Hunter subclass. makes must be against the closest other creature, chosen at random.
Tracker’s Intuition. You can discern the events of a past encounter by studying • Decoy. When you Defend: The attack misses instead, and you can move up to
tracks and other subtle environmental clues, accurately determining the kind and half your speed away (where you really were all along!).
amount of creatures, their direction, key actions, and passage of time. • Grease Trap. (1/encounter) Reaction (when an enemy moves adjacent to you or
an ally within 6 spaces): Target falls Prone, is vulnerable to the next fire damage
Level 4 it takes, and is treated as if it is Smoldering.
Thrill of the Hunt (2). Choose a 3rd Thrill of the Hunt ability. • Hail of Arrows. (Half range) 2 actions: Shoot all creatures within a 3×3 area.
Key Stat Increase. +1 DEX or WIL. Their speed is halved until the end of their next turn.
Explorer of the Wilds. +2 speed; gain a climbing speed. • Sharpshooter. Action: If you have not moved this turn and your quarry is 4 or
more spaces away, attack them for double damage.

9
Mage
SUBCLASSES

— INVOKER OF —

CHAOS
Key Stats: INT, WIL Hit Die: 1d6 Starting HP: 10
Saves: INT+, STR– Armor: Cloth Weapons: Blades, Staves, Wands
Starting Gear: Adventurer’s Garb, Staff, Soap

Force of Chaos. Whenever you cast a spell, you can choose to spend 1 less mana.
Level 1 Whenever you do this and whenever you crit, Invoke Chaos: Roll on the Chaos Table.
Elemental Spellcasting. You know Fire, Ice, and Lightning cantrips.
— INVOKER OF —

CONTROL
Level 2
Mana and Unlock Tier 1 Spells. You unlock tier 1 Fire, Ice, and Lightning spells
and gain a mana pool to cast these spells. This mana pool’s maximum is always
equal to (INT×3)+LVL and recharges on a Safe Rest.
Talented Researcher. Gain advantage on Arcana or Lore checks when you have Force of Will. (1/round) On your turn, you may Demand Control: Choose 1 option
access to a large amount of books and time to study them. from the Control Table which you haven’t chosen yet; resets when you roll Initiative,
or when you have chosen all options once.
Level 3 Deny Fate. Whenever you miss with a spell or an effect you cause is saved against,
Subclass. Choose a Mage subclass. you MUST Demand Control.
Elemental Mastery. Learn the Utility Spells from 1 spell school you know (avail-
able in the full rules).
Study! Whenever you study arcane books or are tutored by a higher level Mage during a
Safe Rest, you may choose different Mage options available to you. SPELLSHAPER
Gain Spellshaper abilities as you level up. You may use 1/turn.

Level 4 • Echo Casting. (2×mana, min. 1 mana) When you cast a tiered, single-target
Spellshaper. You gain the ability to enhance your spells with powerful effects by spell, you may cast a copy of that spell on a 2nd target for free.
spending additional mana. Choose 2 Spellshaper abilities. • Precise Casting. (1+ mana) Choose 1 creature per mana spent to be unaffected
Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. by a spell you cast.
Key Stat Increase. +1 INT or WIL.
• Extra-Dimensional Vision. (2 mana) You may ignore the line of sight require-
ment of a spell. Your spell will phase though barriers and obstacles to reach a
target you know of within range.
• Stretch Time. (2 mana) Reduce the action cost of a spell by 1 (min 1).

10
CONTROL TABLE CHAOS TABLE
I INSIST. Cast a cantrip for free, ignoring all disadvantage; it cannot miss.
Where’s the Chaos Table? It’s a secret for the GM only! Suffice it to say, rolling a 1 is really
ELEMENTAL AFFLICTION. A creature of your choice within 12 spaces gains bad, but rolling a 20 is AWESOME—but if you’re sure you want to spoil it, ask your GM to share
it with you, it’s at the end of this document. Let chaos reign!
the Charged, Smoldering, or Slowed (half speed on next turn) condition.
NO. Choose a creature; it cannot harm a creature of your choice on its next turn.
LOSE CONTROL. Do ALL of the above, but the GM chooses each time.

FIRE SPELLS

ICE SPELLS

LIGHTNING SPELLS

11
Oathsworn
SUBCLASSES

— OATH OF —
Key Stats: STR, WIL Hit Die: 1d10 Starting HP: 17
Saves: STR+, DEX– Armor: All Armor Weapons: STR Weapons
Starting Gear: Mace, Rusty Mail, Wooden Buckler, Manacles
VENGEANCE
Aura of Zeal. Whenever you roll Judgment Dice, roll 1 more. Gain an aura with
a Reach of 4. Your Radiant Judgment also triggers when an ally within your aura
is attacked while you have no Judgment Dice.
Level 1
Radiant Judgment. Whenever an enemy attacks you, if you have no Judgment
Dice, roll your Judgment dice (2d6). On your next melee attack this encounter, if — OATH OF —
REFUGE
you hit, deal that much additional radiant damage. The dice are expended whether
you hit or miss.
Lay on Hands. Gain a magical pool of healing power. This pool’s maximum is
always equal to 5×LVL and recharges on a Safe Rest. Action: Touch a target and Aura of Refuge. Your shields gain +WIL armor and count as your spellcasting
spend any amount of remaining healing power to restore that many HP. focus. Gain an aura with a Reach of 4; you can Interpose for an ally anywhere
within your aura.
Level 2
Mana and Radiant Spellcasting. You know Radiant cantrips, tier 1 Radiant
spells, and gain a mana pool. Your mana pool is equal to WIL + LVL and recharges
on a Safe Rest.
Zealot. Whenever you attack with a melee weapon, you may spend mana (up to SACRED DECREES
your highest unlocked spell tier) to choose one for each mana spent: • Courage! (1/encounter) When you or an ally in your aura would drop to 0 HP, set
• Condemning Strike. Deal +5 radiant damage. their HP to 1 instead.
• Blessed Aim. Decrease your target’s armor by 1 step for this attack. • Explosive Judgment. (1/encounter) 2 actions: Expend your Judgment Dice,
Paragon of Virtue. Advantage on Influence checks to convince someone when deal that much radiant damage to all enemies in your aura.
you are forthrightly telling the truth, disadvantage when misleading. • Reliable Justice. Whenever you roll Judgment Dice, roll with advantage (roll
one extra and drop the lowest).
Level 3 • Shining Mandate. The first time each round you are attacked while you already
Subclass. Commit yourself to an Oath and gain its benefits. have Judgment Dice, select an ally within your aura to roll one and apply it to
Radiant Judgment (2). Your Judgment Dice are d8s. their next attack. You have advantage on skill checks to see through illusions.
Sacred Decree. Learn 1 Sacred Decree. • Stand Fast, Friends! When you roll Initiative, grant allies temp HP equal to
your STR+WIL. You and allies within your aura have advantage against fear and
Level 4 effects that would move or knock Prone.
My Life, for My Friends. You can Interpose for free.
Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. Serve Selflessly. Whenever you perform a notable selfless act during a Safe Rest, you may
Key Stat Increase. +1 STR or WIL. choose different Oathsworn options available to you.

12
RADIANT SPELLS

CHAOS TABLE
Unless otherwise noted, ongoing effects last for up to 1 minute or until Chaos is triggered again.

1 Elemental Eruption. Creatures within 6 spaces of you 11 Displacement. Teleport. 1d4:


must make a DEX save or take INT d10 fire damage on a 1. The worst place! (GM's choice)
failure, half on save. You fail the save. 2. UP! 6 spaces (3d6 falling damage)
3. Player’s choice, 6 spaces
2 Backfire. Suffer 1 Wound. The spell you just cast also
4. Player’s choice, 12 spaces
targets you (or an enemy if it was a beneficial spell).
12 Chaos Step. Swap places with any creature you can see.
3 Aww, Nuts! You polymorph into a cute squirrel until you
take damage. Your TOP priority is to find acorns (squirrels 13 Mindfire. The dumbest enemy within 16 spaces takes
can’t cast spells). INT d6 psychic damage (ignoring armor), and gains the
Smoldering condition.
4 Summon Aetherlings. At the end of each of your turns,
summon INT hostile aetherling minions adjacent to you 14 Emerge beautiful. You sprout butterfly wings from
that act immediately after you (size: d6). your back; gain a flying speed.
5 Graviturgical Grace. A random enemy is pulled adja- 15 Unbiggen. Your size is halved. Gain advantage on Stealth
cent to you at the end of each of your turns. checks, and attacks against you are made with disadvantage.
6 Liquefy Legs. You fall Prone, cannot stand, and your speed 16 Embiggen. Your size is doubled. Gain INT d10 Temp HP
becomes 0 while out of water. and advantage on STR saves instead of disadvantage.
7 Elemental Entanglement. An enemy controls 1 Action 17 Awakening. A 3rd eye appears on your forehead. Gain
for you at the start of each of your turns. advantage on the Assess action and all attacks.
8 Ethereal Cocoon. You are enveloped in a magical 18 Diamond Skin. Multiply your Armor by INT; you can
cocoon until the end of your next turn. You fall Prone, are Defend for free each round.
unable to move or speak, and are immune to damage.
You must spend all of your Actions casting cantrips at the 19 Mighty Mana. Your spells (including the one that triggered
nearest creature. this effect) are empowered and are cast as if you spent 2
additional mana on them (ignoring your natural max).
9 Manastorm. The last spell you cast is cast again for free,
against a random target. 20 Elemental Overload. Enemies within 12 spaces of
you take INT d8 lightning damage. You regain INT mana
10 Reality Warp. Everywhere around you within 6 spaces is at the end of your turns (this mana expires at the end of
difficult terrain. combat if unused).

13
14
Get the Full Rules!
If you’d like to check out the full Nimble system, go to [Link]

Core Rules: Game Master’s Guide:


• Complete rules how to play including Conditions, Cover, Grap- • Advanced GM Tools for new and veteran GMs alike.
pling, making custom heroes and more. • Adventuring Rewards: Items, Secret Spells, and Major and
• Ancestries: 5 Common ancestries & 19 Exotic ones. Minor Boons
• 24 Backgrounds & 15 customizable Adventuring Motivations. • Running Monsters: combat encounter guidelines, fine tuning
• Items: Weapons, Equipment, Armor, Magical Items, Spell Scrolls encounter difficulty, unique encounters
& Wands. • Monster Builder: quickly & easily create your own monsters
• Spells: 6 new spell schools, 58 new core spells, and 18 new with unique flavorful abilities!
Utility Spells. • Mini Bestiary: 69 new monster statblocks. Super easy to run at
• 14+ Variant Rules for customizing your game. a glance and unique playstyles.
• Legendary monsters: Unique rules for running a solo monster
Heroes: against a party of ANY size, and a legendary monster builder for
11 New, Customizable and Flavorful Classes all up to level 20: you to easily create your own.
• The relentless Berserker, the sneaky Cheat, and the strategic • 21 new Legendary Monsters made to be easy to run and terrifying
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• The untamed Stormshifter and the agile Zephyr. NPCs, Secret Plots, Adventure Hooks, Treasures, and Encounters.
• Plus, customize your hero with 22 subclasses and 4 narra- • 7 additional “10-minute prep” one-shot adventures exploring
tive-driven, story-based subclasses: the fallen Oathbreaker, the these interesting locales.
magical Spellblade, the vengeful Reaver, and the untamed • Quick & Easy rules for converting 5e content for use with the
Beastmaster. Nimble TTRPG

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