Start with…
When doing something risky, a character must make a save by rolling a d20 under the appropriate ability to succeed.
If they have advantage on a save, roll 2d20 and take the better result. If they have disadvantage, roll 2d20 and take the worse result.
When unencumbered, a character can carry his normal fighting gear and personal effects (~40 lbs), but nothing else.
When encumbered, a character can carry his normal fighting gear and personal effects (~40 lbs), and an additional load of up to four (4) supplies or treasures (~40 lbs).
In addition, when encumbered:
Some conditions add a unit of fatigue to a character’s inventory. This counts against the number of supplies and treasure they can carry. Fatigue is removed with a short or long rest.
One (1) unit of supplies can be…
One (1) unit of treasure can be…
Armor | DR | Cost | Examples / Notes |
---|---|---|---|
Unarmored | 0 | - | |
Shield | +1 | 10sp | |
Light Armor | 1 | 100sp | Quilted gambeson, mail shirt |
Heavy Armor | 2 | 1,000sp | Bronze breastplate, full plate |
Note: DR from armor and shields cannot exceed 3.
Weapon | Damage | Special | Cost | Examples |
---|---|---|---|---|
Unarmed | d4 | - | ||
Hand | d6 | 15sp | Sword, spear, mace | |
Polearm | d8 | bulky | 15sp | Poleaxe, halberd, lance |
Sling | d4 | missile | 10sp | Sling |
Bow | d6 | missile, bulky | 25sp | Hunting bow, light crossbow |
Hand weapons are wielded in one hand, and may be thrown.
Bulky weapons must be wielded in two hands.
Missile weapons may be loosed in the missile phase of combat, and require ammunition. Roll a d6 after each combat in which a missile weapon was used. On a 1 or 2, you are out of ammo.
Transport | Cost |
---|---|
Cart, hand | 5sp |
Cart, draft | 10sp |
Wagon | 30sp |
Mule | 30sp |
Horse | 50sp |
Warhorse | 100sp |
Carts double (2x) the carrying capacity of the user.
Wagons quadruple (4x) the carrying capacity of the user.
Mules require 1 unit of supply per day. WIL 10
Horses require 4 units of supply per day. WIL 8
Warhorses require 4 units of supply per day. WIL 12
PCs can hire hirelings to aid them in their expeditions. To create a hireling, roll 3d6 for each ability score, then give them 1d6 HP and a hand weapon (d6). Hirelings cost 10 coins per day, or a share of whatever treasure the party obtains.
When encountering a wandering monster or other entity, and their disposition is unknown, roll 2d6 to determine their reaction.
2d6 | Reaction |
---|---|
2- | Hostile |
3-5 | Negative |
6-8 | Uncertain |
9-11 | Positive |
12+ | Enthusiastic |
Characters must make a successul DEX save to gain the initiative and act before their enemies. Combatants take their actions in the following phases, with the side having the initiative acting first in each phase.
A spellcaster who is hit by an attack while casting a spell must make a saving throw. If he fails, the spell is lost (as if it were cast) and no effect takes place.
A combatant who looses a missile in the missile phase cannot move during the move phase.
Roll your weapon’s damage die, and subtract any DR that your target possesses. You deal that much damage to your target’s HP.
Damage that reduces a target’s HP below zero decreases a target’s STR by the amount remaining. They must then make a STR save to avoid critical damage. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a critical damage save.
Any PC that suffers critical damage cannot do anything but crawl weakly, grasping for life. If given aid and rest, they will stabilize. If left untreated, they die within the hour.
If your attack is enhanced, increase the die size by one step. If it is impaired, decrease the die size by one step.
In the first round of combat, a combatant may charge an enemy by moving from outside of melee range to within melee range of an enemy in the movement phase. The charging combatant deals enhanced damage on their next attack against the charged enemy.
Attacks with the blast quality affect all targets in the noted area, rolling separately for each affected character. Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.
A combatant can choose to trip, disarm, blind, or otherwise perform a dirty trick on his opponent. He makes an attack as normal. His opponent can choose to take damage as normal, or suffer the effects of the combat manuever.
When a combatant within melee range of an enemy moves out of melee range, the enemy may immediately make a melee attack against the combatant. This can be avoided if the combatant only makes a half move.
Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number. Some groups may use their leader’s WIL in place of their own. Lone foes must save when they’re reduced to 0 HP. Morale does not affect PCs.
Undead are always hostile, never check morale, and normally cannot be reasoned with (intelligent undead such as liches are an exception).
Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to.
Food will always distract unintelligent monsters from the chase, by dropping 1 day’s ration per monster. Treasure will always distract intelligent monsters from the chase, by dropping 100sp worth of treasure or coins per monster.
Passing through a secret door will always evade a pursuer.
When a combatant is brought to exactly 0 HP, they are grievously wounded — roll on the table below to determine their injuries. These wounds are permanent barring magical healing.
d6 | Grevious Wound |
---|---|
1 | Gruesome Scars: -1 to reaction rolls. |
2 | Eye Gouged Out: Ranged attacks are impaired. If this happens twice, they are blinded. |
3 | Broken Arm: Disadvantage to all actions with that arm / hand. |
4 | Broken Leg: Move speed and carrying capacity halved. |
5 | Dismembered, Arm: Lose an arm. |
6 | Dismembered, Leg: Lose a leg. Move speed and carrying capacity halved. |
If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious.
Spellbooks contain a single spell. Anyone can cast a spell by holding a Spellbook in both hands and reading its contents aloud. Casting a spell adds one (1) fatigu. Given time and safety, PCs can enhance a spell without any additional cost. If they are in danger, a WIL save may be required to avoid terrible consequences.
Scrolls are similar to Spellbooks, however:
Unless otherwise specified, spells take 1 action to cast. Spells cannot be cast when encumbered.
Unless otherwise specified, spell effects last for 10 minutes per spell level.
A prepared spell may be expended to protect one (1) person per spell level from the effects of one (1) spell.
Animate a number of undead equal to spell level (have d6 HP each). Roll d6 when spell ends: (1-3) undead become hostile, (4-5) undead collapse into dust, (6) undead serve the caster permanently.
Perform a divination to determine whether a given course of action will result in “weal” or “woe”. The caster may ask one question per level. DM rolls a d6 secretly: on a 4+, the answer is truthful. Sacrifice 1d6 HP in blood to guarantee a truthful answer.
Affected creatures gain +1 to attack rolls, saving throws, and morale checks. This can affect 1 target per spell level.
Hostile creatures become neutral, neutral become friendly, and friendly creatures become infatuated. Affects a number of creatures equal to spell level.
Draw a circle on the ground with chalk, salt, or blood. Undead, fey, demons, or other unnatural creatures cannot cross the boundary. Protects one (1) creature per spell level.
Control the weather, causing clear skies, storms, winds, etc as desired. Effects last for 1 day per spell level.
Release control of your own body and domineer that of a nearby creature. Subject saves to prevent.
Deals 1d6 fire damage per spell level to all targets in a small area (such as a melee or a room). Targets save for half damage.
Fly at walking speed. Affects one (1) creature per level. Spell is reliable for 10 minutes per spell level, then has a chance to end on each subsequent turn on a roll of 5+ on a d6.
Targets automatically gain initiative for the duration of the next combat. Affects one (1) creature per spell level.
Heal all injuries, diseases, poisons, and curses currently affecting a creature. This spell automatically cures any mundane injury or ailment (such as wounds sustained in battle, or poison from nonmagical creatures), but merely grants an additional saving throw to those afflicted by magical ailments.
Paralyzes a number of creatures equal to spell level. Subjects save to avoid.
Turn a number of creatures equal to your level invisible.
Open one stuck or locked door within arm’s reach.
Deals 1d6 lightning damage per spell level to all targets in a line. Targets save for half damage.
Requires a mirror, crystal ball, still water, or similarly reflective surface. Remotely see and hear events that are up to 10 miles away per spell level.
Puts all within a small area (such as a melee, or a room) into a deep slumber. Subjects save to avoid.
Targets automatically lose initiative for the duration of the next combat. Affects one (1) creature per spell level.
Speak with animals for 10 minutes per spell level. Reaction rolls apply.
Ask 1d6 questions of the corpse of a deceased intelligent creature. Reaction rolls apply and negotiation may be required. Corpse may be dead for a period of time based on spell level…
Spell Level | Deceased for… |
---|---|
1st | 10 minutes |
2nd | 1 day |
3rd | 1 week |
4th | 1 month |
5th | 1 year |
6th | 10 years |
7th | 100 years |
8th | 1000 years |
9th | No limit |
You can see all invisible, ethereal, and shapechanged creatures in their true form. You also see the auras of spells (both cast and prepared) and enchanted objects.
You can comprehend all written and spoken languages.
Can breathe under water for 10 minutes per spell level. Affects one (1) creature per spell level.
Buffeting winds prevent missile attacks from harming those within. Protects one (1) creature per spell level.
Locks one door, chest, window, or similar portal. Requires a knock spell or similar magic to open.
One turn of dungeon exploration takes about ten (10) minutes, and generally allows the party to take one action, such as:
Every turn of exploration, or every time the party rests or makes excessive noise, roll a d6 on the event table below.
d6 | Event |
---|---|
1 | Encounter Roll an encounter on the appropriate wandering monster table. |
2 | Clue Roll the next encounter on the appropriate wandering monster table and foreshadow it with a clue (sound, smell, or sight). |
3 | Exhaustion Encumbered characters must spend a turn resting, without moving. |
4 | Locality The local state in the dungeon changes. |
6 | Free, no effect |
6 | Free, no effect |
Characters can listen at doors and attempt to hear if the room is occupied wth a successful WIL save. Note that the undead make no sound.
All doors are stuck and must be burst open by force with a successful STR save. A failed attempt makes surprising whatever is behind the door impossible.
Some doors are locked, and require a key or a successful DEX save to pick the lock to open.
Secret doors require the room they are in to be searched completely (takes one turn, sometimes more for larger rooms).
Doors will open freely for monsters unless wedged shut with iron spikes. When wedged shut, monsters must attempt to burst the door open as above, possibly giving the party time to hear them coming. Doors can also be wedged open with spikes, to ensure the party a clear path of escape.
Sometimes (especially during a chase) the party will try to hold a door against pursing monsters. The side trying to force a held door must try to burst it open as normal.
Room traps are activated on a failed DEX save. They can be detected by spending a turn searching the area. Thieves can attempt to disarm traps; but be careful, as a failure will trigger the trap. If the character doesn’t want to risk this, find a clever way to bypass the trap. Traps deal damage directly to an ability score on a failed save.
Treasure traps such as locks with poison needles, or a weighted plate underneath a statuette, can only be detected by a thief spending a turn searching the treasure. Thieves can attempt to disarm them, but failure will trigger the trap. Traps deal damage directly to an ability score on a failed save.
Watches are a period of 8 hours. There are three (3) watches in a day. In spring and summer, two (2) of these watches are daylight, and one (1) is nighttime. This is reversed in fall and winter.
During a watch, travelers can take one of the following actions as a group:
Every watch of travel, roll a d6 on the event table below.
d6 | Event |
---|---|
1 | Encounter Roll an encounter on the appropriate wandering monster table. |
2 | Clue Roll the next encounter on the appropriate wandering monster table and foreshadow it with a clue (sound, smell, or sight). |
3 | Exhaustion Encumbered characters must spend a watch resting, without moving. |
4 | Weather Roll a d6: (1-3) weather gets worse by one step, (4-6) weather gets better by one step. |
5 | Free, no effect |
6 | Free, no effect |