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Halberd

Halberd is a hack of GLAIVE, which is in turn a hack of KNAVE (which is in turn a hack of D&D 1e). KNAVE is a rules toolkit created by Ben Milton for running old school fantasy RPGs without classes. GLAIVE brings in concepts from other compatible OSR RPGs and optional Talents.

Halberd is a tweak of that, adding races, books, emphasizing usage die, and adding additional scenarios.

This ruleset is divided into the core ruleset and a number of scenarios and advanced options.

New players should ignore anything outside of Playing the Game, only adding additional rules as instructed by the DM.

Features

Adding, subtracting, and modifying rules is both expected and encouraged. Halberd's features include:

Abilities are king.

All d20 rolls use the six standard abilities. The way that ability scores and bonuses work has also been cleaned up, rationalized, and made consistent with how other systems like armor work.

Optional player-facing rolls.

Knave easily accommodates DMs who want the players to do all the rolling. Switching between the traditional shared-rolling model and players-only rolling can be done effortlessly on the fly.

Optional Talents.

Talents are a hybrid of class descriptors and the feats or perks found in many other games. The game is still classless, but Talents allow Players to define their Characters with more specificity than the contents of their pack.

Partial Success Support

Support for partial success is baked into the system from the start, allowing DMs to present systems that have degrees of success while still only needing to come up with a single DC.

Designer commentary.

The rules include designer comments explaining why each rule was written the way it was, to aid in hacking the game.

Playing the game

To play Halberd, the GM will describe a scene to you. Simply have your character interact as you think they would in reaction to what the GM describes. If at any point the GM thinks that you might not be able to accomplish the task you describe, they may call for a Saving Throw.

Stats

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There are six stats that define your character. Each of the stats are used in different circumstances.

Strength: Used for melee attacks and saves requiring physical power, like lifting gates, bending bars, etc.

Dexterity: Used for saves requiring poise, speed, and reflexes, like dodging, climbing, sneaking, balancing, etc.

Constitution: Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.

Intelligence: Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.

Wisdom: Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.

Charisma: Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, etc. PCs may employ a number of henchmen equal to their Charisma bonus.

Designer’s Note (Knave): In a system that relies so heavily on the six stats, it’s important for each of them to play an important role, to discourage dump stats. Non-magical characters tend to dump the mental stats, for example, so I increased their usefulness.

Saving Throws

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If a character attempts something where the outcome is uncertain and failure has consequences, they make a saving throw, or “save”. To make a save:

  • negotiate with the DM the results of success and failure
  • decide if you want to raise or bargain (see Raises and Bargains)
  • add the bonus of the relevant Ability to a d20 roll (see above).
  • If the total is greater than the difficulty set by the GM (15 by default), the character succeeds. If not, they fail.

Designer’s Note (Knave): Requiring saves to exceed 15 means that new PCs have around a 25% chance of success, while level 10 characters have around a 75% chance of success, since ability bonuses can get up to +10 by level 10. This reflects the general pattern found in the save mechanics of early D&D.

If the save is opposed by another character, then instead of aiming to exceed 15, the side doing the rolling must get a total greater than the opposing character’s relevant defense score in order to succeed. If they fail, the opposing side succeeds. This type of save is called an opposed save. Note that it doesn’t matter which side does the rolling, since the odds of success remain the same.

Example: A wizard casts a fireball spell at a goblin, who gets a saving throw to avoid. This is resolved as an opposed save using the wizard’s INT versus the goblin’s DEX. The goblin may roll plus their DEX bonus, hoping to exceed the wizard’s INT defense or the wizard may roll plus their INT bonus, hoping to exceed the goblin’s DEX defense.

Designer’s Note (Knave): An ability’s defense score is essentially its average roll. Requiring the rolling side to beat the opposing defense allows contests to be settled more quickly, eliminates the possibility of ties, and allows the game to be run with players doing all of the rolling if they so choose, since the odds of success are the same no matter which side rolls.

If there are situational factors that make a save significantly easier or harder, the DM may grant the roll advantage (ADV) or disadvantage (dis-ADV). If a roll has ADV, roll 2d20 and use the better of the two dice. If it has dis-ADV, roll 2d20 and use the worse of the two dice.

Designer’s Note (Knave): The DM is of course free to impose positive or negative modifiers rather than use the ADV system, but most players seem to enjoy it and it simplifies the math.

Combat

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Initiative

From "The Black Hack"

At the start of every Round each Player rolls a DEX save for their Character. Those that succeed, take their Turn before their NPC opponents. They must then discuss as a group to decide their own order for individual Character actions.

Designer’s Note: Rerolling initiative every round makes combat more dangerous, since it’s possible for one side to go twice in a row.

Actions

A PC can move and perform a single action on their turn. This action may be:

  • casting a spell
  • making a second Move
  • making an attack
  • using a Talent
  • attempting a stunt

or any other action deemed reasonable by the DM.

Movement

From "The Black Hack"

Combat can be done either in abstract distances or on a grid, depending on what is more appropriate for the situation.

If using abstract distances, on each turn the player may move from one range to an adjacent range.

Range Weapons
Close Hand-to-hand combat. Ranged weapons cannot be used. Most spells also unusable.
Near Ranged weapons, most spells, polearms with reach.
Far Ranged weapons and most spells.
Distant Longbows, muskets, and siege weapons.

If using a grid, a player may move up to 5 squares per turn.

Attacking

Melee weapons can strike Close foes, but ranged weapons cannot be used if the shooting character is engaged in melee combat. To make an attack, roll a d20 and add the character’s STR or WIS bonus, depending on whether they are using a melee or ranged weapon, respectively. If the attack total is greater than the defender’s armor defense, the attack hits. If not, the attack misses.

Alternatively, an attack roll can also be resolved by the defender rolling a d20 and adding their armor bonus, hoping to roll a total greater than the defense of the ability the attacker is using. If they succeed, the attack misses. If they fail, the attack hits.

Designer’s Note: In other words, attacks are resolved the same way as opposed saves, just using Armor in place of an ability.

On a hit, the attacker rolls their weapon’s damage die to determine how many Hit Points (HP) the defender loses.

Stunts

Stunts are combat maneuvers such as stunning, shoving, disarming, tripping, sundering armor, and so on. They are resolved with a versus save. They may not cause damage directly, but may do so indirectly (for example, pushing an enemy off of a ledge). The DM is the final arbiter as to what stunts can be attempted in a given situation.

Advantage in combat

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Characters can gain ADV in combat by attacking a target that is unaware, on lower ground, off balance, disarmed, distracted, or tactically dis-ADV in any significant way. The DM, as usual, has the final say.

When a character has ADV against an opponent on their combat turn, they may either

  • Apply ADV to their attack roll or stunt against that opponent
  • Make an attack and a stunt attempt in the same round against that opponent, without ADV.

Critical hits

During an attack roll, if the attacker rolls a natural 20 or the defender rolls a natural 1, the attacker rolls damage die twice, adding them together. Defender must roll usage on their armor.

If the attacker rolls a natural 1, they roll the usage die on their weapon.

Morale

Monsters and NPCs all have a morale rating, usually between 5 and 9. When they face more danger than they were expecting, the DM will make a morale roll by rolling 2d6 and comparing the result to the NPC’s morale rating. If the roll is higher than the rating, the NPC will attempt to flee, retreat, or parley.

Morale rolls can be triggered by defeating half of an enemy group, defeating a group’s leader, or reducing a lone enemy to half HP. Other effects may trigger a morale roll at the DM’s discretion.

Hirelings also make morale rolls when they aren’t paid, their employer dies, or they face extraordinary danger. Morale may also be improved by paying hirelings more and treating them well.

Fleeing

Players may flee combat at any time where it is reasonable. DM may optionally call for a WIS save if it might be difficult. When fleeing, use chase rules (see Chases).

Players are be expected to judge for themselves when an encounter is beyond their ability. HD and HP of enemies will be obscured from the characters. Armor and other stats may optionally be known to players.

Death and Healing

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After a meal and a full night’s rest in town, PCs regain lost hit points equal to a d8 plus their CON bonus. They may remove either an Injury, Fatigue, or Stress condition.

PCs may not rest in a dungeon. Resting while travelling has its own rules, detailed in Travelling.

Once per day, PCs may take a lunch (1 ration) to recover d6 HP and remove a point of Fatigue.

Designer’s Note: CON bonus is a big help when it comes to healing.

When a character reaches 0 HP, they are incapacitated. PCs take the Injured condition. On each subsequent turn, they may make a dis-ADV CON save at difficulty 13 + excess damage to attempt to stabilize. On each failure, players remain incapacitated and take an additional Injured condition. Should a player reach 3 injuries, they will die (same as other conditions). If they roll a 1, they will immediately die.
If successful, player stabilizes at 1 HP.

Players may be assisted by others, in which case the roll is no longer dis-ADV.

Damage done to NPCs works mostly the same, but it is assumed that they will fail all their rolls unless assisted. This means they will die 2 turns after reaching 0 HP unless someone intervenes.

Hirelings have special rules, detailed in the Hirelings section.

Items and Wealth

PCs have a number of item slots equal to their CON defense. Most items, including spellbooks, potions, a day’s rations, light weapons, tools and so on take up 1 slot, but particularly heavy or bulky items like armor or medium to heavy weapons may take up more slots. Groups of small, identical items may be bundled into the same slot, at the DM’s discretion. As a general guideline, a slot holds around 5 pounds of weight.

Every 100 coins takes up one slot.

Designer’s Note (Knave): Using item slots makes encumbrance simple enough that players will be willing to track it. Slots are also the key to character customization, as a PC’s gear helps determine who they are. Raising CON, therefore, will probably be a priority for most characters.

See Player Appendix A for a complete item list. While in town you may purchase any items on that list (subject to DM discretion).

Usage Die

From "The Black Hack"

Many items have a usage die associated with them, starting at a d6 by default. Whenever an item is used, roll the associated usage die. If a 1 or 2 is rolled, the usage die drops a step.
Use these steps: D20 >D12 >D10 >D8 >D6 >D4 >gone.

Character Advancement

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Partly from RELIC

A character levels up according to the following table:

Level XP Talents
1 0
2 250 +2 Talents
3 1000
4 2500 +1 Talent
5 5000
6 8500 +1 Talent
7 13000
8 18500 +1 Talent
9 25000
10 32500 +1 Talent
11 41000 Retired

PCs gain XP by:

  • bringing treasure and coin back to town at a rate of 1XP per coin
  • through Carousing
  • being gifted XP at the end of the session (each player gives 50XP per session)
  • through Intrusions
  • by living up to their Virtue (50XP per session)

Go through the following sequence when a player levels up:

  1. Roll a number of d8s equal to their new level to find their new HP maximum. If the result is less than their previous maximum, their maximum HP increases by 1 instead.

  2. Raise the defense and bonus scores of 3 different stats of their choice by 1 point. Abilities may never be raised higher than 20/+10.

Designer’s Note (Knave): You can also raise stats randomly if you want. My preferred method is to roll a d20 for each stat, in any order, raising that stat by 1 if the roll is less than that stat’s defense. Keep cycling through the stats, stopping when three stats have advanced, and skipping any stats that have maxed out. In this method, natural talents will tend to advance faster than weaknesses, which makes PCs more varied and specialized.

  1. Pick a new combat ability from the list below.
Ability Description
Quick Attack Can choose to attack before opponent (with dis-ADV)
Precise Attack If initiative is won, can choose to attack after opponent (with ADV)
Broken Shield Can soak up any amount of damage from a single attack into a shield. Shatters shield.
Parry Can use weapon to defend, in addition to shield. Roll weapon usage die after defending.
Double Attack May attack twice with dis-ADV. Take one point of exhaustion.
Taunt On a successful CHA save, draws attention of attacker to taunter, rather than other targets
Combined attack Two or more players make an attack together, combining their stat bonus to the attacking player's. Uses up all players' turns.
Aggressive stance Roll attacks with advantage, but defense with disadvantage
Defensive stance Roll attacks with disadvantage, but defense with advantage
  1. Upon reaching level 2, players may select 2 talents from the lists in Player Appendix D. Players do not have to select from the same class, and classes are only templates (in other words, everyone is always multiclassing). On each even numbered level up, players may select another Talent.

Designer’s Note: Though grouped by theme, players are encouraged to mix and match ideas to create their own unique characters.

Some of these ideas are unique, while others are inspired by or adapted from other such lists in the OSR blog-o-sphere or adapted from D&D Feats. (The Man With The Hammer, Marshal Brengle, Buildings Are People)

The list is in no way comprehensive. Players and DMs are encouraged to create their own Talents.

  1. Add one sentence of background to your character. This can something in your past, a connection to another PC, a unique feature, or something else! Should your character make it all the way to level 10, they should have quite a story to tell.

Retirement

At level 11, your character is retired. They have won the game and now live out their days in peace (or notoriety). Work with the DM to establish what becomes of them. Do they keep bees in the countryside? Have they become a mover and shaker in the political world? Or have they given in to the eldritch voices whispering in their ear, and raise a new dark tower?

Magic

Spells are cast out of spell books, which must be held in both hands and read aloud. Each spell book can only be used once per day. Importantly, each spell book only holds a single spell, and each spell book takes up an item slot, so if a PC wants to be able to cast a wide variety of spells, they’ll have to fill most of their inventory with spell books.

Designer’s Note (Knave): It’s always seemed odd to me that spell levels don’t correspond to PC level in most OSR games. Well, now they do. I also took the abstract notion of spell slots and turned them into something concrete; PCs can cast as many spells as they can physically carry. Boost CON if you want your PC to carry around that mobile library.

PCs are unable to create, copy or transcribe spell books. In order to gain new spell books, PCs must adventure for them, by either recovering them from dungeons or looting them from other magicians. PCs that openly carry many spell books are likely to be hounded by bandits and wizards looking to “acquire” them. When a spell allows for a save, make an opposed INT save against the defender’s relevant ability, usually DEX for ranged attack spells, CON for lifedraining spells, INT for mind-altering spells, or WIS for Illusions.

Designer’s Note (Knave): Note that spell books can be easily re-skinned as rune stones, clay tablets, potions, scrolls, or whatever else fits your campaign. If you wanted a more dangerous, low-magic setting for example, you could make spell books potions or scrolls that are only used once and then lost forever. The random spell generator found in my other game, Maze Rats, can be useful for generating ideas for new spells.

See Player Appendix B for a full list of spells.

Conditions

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Partially taken from Buildings are People)

Conditions are adverse effects that your character can experience. These can either be the direct effect of a spell, environmental effect, or attack, or they might be imposed as a cost of failing certain actions.

Players can optionally take on a condition as part of a Raise, or take them on as a bargain for ADV ("I'll take one point of Fatigue to have ADV on this next roll").

Each condition takes up an inventory slot. All conditions can stack on themselves. Getting 3 or more of a single type of condition has the same effect as dropping below 0 HP (see Death). If 3 Stress is accumulated, may roll on Player Appendix H: Madness instead.

Condition Cause Cure
Injured Falling below 0 HP, special effects Can be removed through sleep
Fatigue Not sleeping at night, strenuous activity Can be removed through sleep
Hunger running out of food Remove one hunger per meal eaten
Poisoned bad food, attacks Antidote or sleep (DM discretion)
Cold Environment, spells Warm up in heat (remove one per hour) or change to appropriate clothing
Stress Raises, horror Engage in vices (DM discretion on amount of stress removed by an action), take drugs, or rest in town.

Some special conditions do not take up a slot, but are worth calling out. If not in combat while these conditions occur, continue rolling saves until successful, taking damage before each save.

  • Fire: While on fire, take d6 damage per combat round. WIS save to extinguish.
  • Drowning: While drowning, take d6 damage per round. DEX save to surface (situation permitting).

Designer's note: Conditions suck a lot. The number of conditions the DM should pass out should be dependent on the difficulty the players desire. For a simple hack and slash game, conditions may come up rarely. For a horror game, players may need to resist stress every hour.

Creating a character

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Several character sheets are listed below, but feel free to use any KNAVE character sheet you like.


Horizontal Character Sheet: https://www.drivethrurpg.com/product/386254

If you'd like to just automatically generate a character, use the following tool. Tap any bolded element you don't like to reroll.

Stats

PCs have six stats: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHR).

Each ability has two related values: a defense and a bonus. When creating a PC, roll 3d6 for each of their stats, in order. The lowest of the three dice on each roll is that ability’s bonus. Add 10 to find its defense.

After you’ve finished rolling, you may optionally swap the scores of two stats.

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Designer’s Note: “Stat defense” is Milton’s term for what is normally called stat scores. Knave/Glaive refers to them this way to make it clearer how they work during opposed saves, explained later.

The rolling mechanic will make most stats start at 11/+1. The bonus and defense of three stats will rise by 1 point each time the PC gains a level, up to a maximum of 20/+10 by level 10. This puts everything on an intuitive ten point scale, and is intended to mirror the way that attack bonuses, hit dice, and saving throws in most OSR games increase by about one point per level.

Race

By default, your character is a human. DM permitting, you may select a different race for your character from Player Appendix. When selecting a race, reroll one stat as indicated by that race, and note any particulars about them that you should roleplay.

Equipment

PCs start with d4 rations and one weapon of their player’s choice. Roll on the Starting Gear tables on the following page to determine starting armor and equipment.

Armor
Roll Armor
1-3 No armor (take a spell for free)
4-14 Padded Armor
15-19 Studded Leather Armor
20 Chain
Helmets and Shields
Roll Shield
1-13 None
14-16 Helmet
17-19 Shield
20 Helmet and Shield
Dungeoneering Gear

Roll twice on this column 1, and once on the following two. All items start at d6 usage. All players start with d4 wealth.

Roll Item (2x) Item Item
1 Rope, 50ft Air bladder Incense
2 Pulleys Bear trap Sponge
3 Candles, 5 Shovel Lens
4 Chain, 10ft Bellows Perfume
5 Chalk, 10 Grease Horn
6 Crowbar Saw Bottle
7 Tinderbox Bucket Soap
8 Grap. hook Caltrops Spyglass
9 Hammer Chisel Tar pot
10 Waterskin Drill Twine
11 Lantern Fish. rod Fake jewels
12 Lamp oil Marbles Blank book
13 Padlock Glue Card deck
14 Manacles Pick Dice set
15 Mirror Hourglass Cook pots
16 Pole, 10ft Net Face paint
17 Sack Tongs Whistle
18 Tent Lockpicks Instrument
19 Spikes Metal file Quill & Ink
20 Torches Nails Small bell

Designer’s Note (Knave): Rolling for starting equipment dramatically speeds up the character creation process, which is important if you’re playing a high-lethality game like Knave. If you want to permit shopping for equipment, however, have players start with d8 wealth instead of d4. Note that spell books are not normally available to new PCs, but you could always add “random spellbook” to the Dungeoneering Gear table, or simply allow new PCs to roll a random spell in exchange for not starting with any armor.

PCs have a number of item slots equal to their CON defense, and items they carry must fit into the available slots. Most items take up one slot, but some take up more. Some small items can be bundled together into a single slot. Ask the DM if you are unsure. Carrying more items than you have slots for results in all Ability rolls being made with dis-ADV.

Designer’s Note (Knave): Item slots make tracking encumbrance very fast and easy, which is important since resource management is an important aspect of the game. They also represent character customization slots, since what a Knave is carrying goes a long way towards determining their playstyle and role in the party.

Armor comes with an armor defense value. Note that value on your character sheet with its corresponding Armor bonus (always 10 less than the defense). If the PC is not wearing any armor, their armor defense is 11 and their armor bonus is +1.

Designer’s Note (Knave): “Armor defense” is essentially the same concept as armor class in most OSR games. It’s been renamed to emphasize the connection between the way it and ability defenses work. The armor bonus exists in order to allow combat to be run entirely player-facing, as explained in the combat section.

Hit Points

Roll 1d8+ CON bonus to determine your PC’s starting hit points.

A PC’s healing rate is 1d8+ CON bonus.

Designer’s Note (Knave): All hit dice are assumed to be d8s in Knave, for PCs, NPCs, and monsters. This simplifies the game and keeps things compatible with the stats in most OSR books. DMs who don’t want starting PCs to be too frail might want to allow starting HP to be rerolled if it is below 5 or consider starting with 8+ CHR bonus.

Description

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Invent or roll the rest of your PC’s traits, such as their physique, face, skin, hair, clothing, virtue, vice, speech, background, and alignment.

Choose a gender and a name for your PC, but don’t get too attached. It’s a dangerous world out there.

Designer’s Note (Knave): Randomizing most of a PC’s traits speeds up character creation, but it also has the effect of creating surprising, unique characters that most players wouldn’t think to invent or play.

Consider just generating a character at https://perchance.org/halberd-character-generator.

Special Situations

Chase

To flee or pursue, the most encumbered party member (lowest number of free slots) in the party (the pursued) does an opposed DEX save against the enemy's DEX.

Find the difference between the rolled result and the DEX score. The player party gains that many "steps" if they succeed. The enemy gains that many "steps" if they succeed.

  • If the pursued are 5 steps ahead, they've lost the pursuers. If the player party has successfully fled, check the enemy's morale to determine whether they search for the player party.
  • If the pursuers catch up to the pursued, the chase is over and the pursuers automatically win initiative.

The pursued may take a point of exhaustion and gain ADV on their roll.

While in a Chase, all players aside from the Pursued may take an action as if in Combat (ranged attacks only).

At any point, the pursued party can attempt to hide (WIS save against pursuers). Add +1 for each step ahead of pursuers. If failed, the chase is ended.

If the pursued are caught, they may not make another escape attempt from combat and must fight.

Downtime

Lodging

While staying in a city, PCs may choose to stay in lodgings to allow them to recover from their travels. While staying in lodging, recover health as detailed in Death and Healing

Carousing

You can spend your hard-earned credit on experiences rather than on things. Carousing lets you double-dip your experience by spending it at a 1-1 ratio. The more you spend, the more impactful or eventful your experience. Carousing represents having a good time, donating your money, investing in a “business opportunity”, or some other experience involving your wealth and blowing off steam. Alter these tables or add your own mishaps and fortunes. They generally represent getting into shenanigans while inebriated but can also be sober celebratory outcomes.

Carousing Roll

Declare the amount of gold you’re spending and roll 2d6 to see how your evening went.

Roll Result Description
2-5 Mishap Experience is gained, but you’ve all made fools of yourself in some manner. Roll on the carousing mishaps table.
6-9 Responsible Time Experience is gained and you all kept things reasonably sane.
10+ Fortune Experience is gained, and you’ve all had a stroke of good luck! Roll on the carousing fortunes table.
Mishaps & Fortunes Table

Roll 1d6, adding + 1 to the results for every 100 GP you carouse with. Larger cities should allow for (or require) more money to be spent. More decadent partying comes with the potential of more volatile or legendary consequences.

Alternatively, just roll a 1d12 and check the results.

Roll Mishap Fortune
1 Start a brawl. You all are involved in a brawl that gets out of control. Start the next adventure with a black eye and -1 STR per level. The local tavern keeper is no longer quite as amicable. Jackpot! One of you strikes it rich at the gambling tables! Gain level x 100 gold. (Or 1D6 x 100 if playing without levels)
2 Minor misunderstanding with local authorities that you’re unable to smooth over. You all spend the next 1d6 days in jail. Now seen as local troublemakers. Gain a local reputation as the life of a party! Those of ill repute are much more friendly and see you as one of their own.
3 One of you insulted a local person of rank. They will hold a grudge unless you all publicly apologize and humiliate yourself before them. Whoa what a trip! The strange powder you sniffed revealed mystic truths about the universe. Young people in the settlement see you as cool and not one of the squares. (Optional: gain a random spell or generate a Maze Rats spell, either one-use or permanent.)
4 Hangover from hell. The first 2d6 hours adventuring the next day are done with dis-ADV to all STR saves. Well fed, well rested, and ready to go! The next day of adventuring all saves are done with ADV.
5 Gambling binge. Your party owes a collective debt equal to roughly half the amount spent carousing to someone you’d rather not own money to. Citizens arrest! You catch some criminal in the act and are able to restrain them until the authorities arrive. You are seen as hero’s by the settlement for a short time.
6 You’ve ruined the local economy! Your excess spending means that all prices are now double until next session. The local blacksmith, due to your influx of cash, has been able to order in an exquisite weapon that he’s willing to sell to you guys for the normal price.
7 Major misunderstanding with local authorities. All equipment is confiscated until fines and bribes totaling 1d6 x 100 gold is paid. The local clergy see you guys as protectors of the settlement. They offer you a blessing before your next adventure.
8 While in a drunken stupor and a spot of trouble, you sought refuge in a church. They took care of you but now as repayment have begun hounding you to perform a charitable act. Impressed by your ability to drink for days and keep standing, a local hireling of high repute is willing to join you on your next adventure if you wish at no initial cost.
9 Bad Investment. Invest all your spare coin in some smooth-tongued merchant’s scheme. Turns out it’s a sham. One of the towns merchants flees. Killer Investment! Invest all your spare cash in some smooth-tongued merchant’s scheme. Turns out it’s real! It returns 50% profits next d4 sessions.
10 Due to a lost game of darts and a few inflammatory remarks at the tavern, you make bitter enemies with a local rival adventuring party. Local celebrity. Your ability to carouse with the common folk as lead them to see you as one of their own. The peasants of the settlement are thankful to have you around. You receive free room and board in this settlement of poor quality.
11 Beaten and robbed. You are waylaid by a bunch of thugs during your drunken carousing. Collectively lose L6d100 coins. Hot Goss. Your time spent carousing has let you in on some juicy gossip. You learn one major secret about a person in authority.
12 The roof! The roof! The roof is on fire! Accidentally start a conflagration Roll 1d6 twice. (1-2) burn down your favorite inn (3-5) some other den of ill repute is reduced to ash (6) a big chunk of town goes up in smoke. (1-2) no one knows it was you guys (3-5) one other person knows you did it (6) everybody knows. Heroic Carousing! It was a night of truly epic debauchery. Everyone roll a d6 to see how your legend grew. (1) Re-roll HP for that level, take new result if higher, increase by 1 if lower. (2) Gain 1 STR (3) Gain 1 DEX (4) Gain 1 WIL, (5) Gain a random spell book (6) Gain Ld6 x 100 GP.

Dungeoneering

While exploring a dungeon, time moves in 10 minute intervals. In each interval, PCs may take one of the following actions:

  • Enter a new room
  • Listen
  • Search the room
  • Perform an action

After each interval, 1 d6 is added to a pool. Certain actions may make add additional die to the pool. After 6 die have been added to the pool, the entire pool is rolled. Any 6's result in a random encounter.

The pool is then cleared. At this time, check ongoing effects such as spells, light, etc. If using light, roll for usage.

Finally, roll one additional d6 for a random resource usage:

Roll Effect
1-3 No Effect
4 Hunger (CON saves)
5-6 Light fades. Roll usage.

If your module/adventure has already specified random checks, skip the Tension pool. Only add it when needed, i.e., there is no other tension present. Roll random resource usage on random encounters.

Instead, whenever players make noise, add an additional d6 to the next random encounter roll, taking the higher of the two.

Light/Darkness

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Managing light is critical for survival. There are three levels of brightness:

  • Total Darkness
  • Dim Light
  • Bright Light

When in Total Darkness, all rolls involving perception are automatically failed. Attacks are disadvantaged, and ranged attacks are impossible. Additionally, PCs will not be able to see the rooms they are in, and must feel around edges and doorways. They cannot detect traps and must take twice as long in each room.

In Dim Light, actions involving close work (reading, disarming a trap, etc.) are disadvantaged.

Most light sources (candles, torches, etc.) cast a 5' sphere of light and will dimly illuminate a room.

While holding a light source, you cannot surprise an enemy in darkness.

If within darkness, you have advantage attacking an enemy holding a light source.

Player vs. Player Combat

In general, PvP combat should be discouraged. You're there to have fun, not to be the best.

If narratively essential, resolve player combat without rolling dice by allowing one PC to describe how they make an attack. However, the attacked player decides if it lands and how much damage it does. By letting one player escalate, but letting the other player decide outcome, the drama can be left in the story instead of the table.

If the PCs are wanting to casually fight, then when inside town they can use training weapons at a local gym that will only take them down to 0 health, rather than killing them.

Finally, if all players assent, normal combat rules may be used. Use this sparingly and judiciously- this can make a great final setpiece, but expect that one or more PC's will not be returning to the table.

Quick/Mass Combat

Before combat, decide if the scene is worth playing out entirely or not. Sometimes, a combat doesn't need to involve all of these steps and multiple rounds, but maybe it still has something interesting happening. Maybe you have random encounters, but those encounters are taking too long and you'd like something quicker. Consider this simple system instead.

  1. Decide on what the outcomes are. What does success mean for the players? For the enemy?
  2. Decide modifiers (see following table).
  3. Declare two players to be combat leaders. Other players are still there for combat, but they aren't actively rolling.
  4. First combat leader rolls, comparing their attack roll to 15 + modifiers (essentially treating this as armor)
  5. Players decide whether to retreat or roll again
  6. Second combat leader rolls, again comparing their attack roll to 15 + modifiers.

If both rolls are success, the players have a complete success, no compromises. If one roll is a success, the players succeed, but have a compromise. If both rolls are failed, the players fail, and enemies get what they want without compromise.

Compromises can either be rolled on the compromises table or be decided upon by the GM and players together.

Modifiers (not every one will be applicable, none should be applicable to both sides):

  • surprise
  • outnumbered
  • better equipped
  • home turf
  • conditions
  • high ground
  • position
  • resistance
  • magic items
  • special weapon
  • traps

If players want to take a captive, add +1 difficulty for each captive.

If in mass combat, any conditions that would normally be taken by the player now apply to the unit. If more detail is needed, each player may lead their own unit and move around the map as appropriate.

Roll Compromise
1 Major Damage. ADV d12, CON save half.
2 Minor Damage. 1d8, CON save half.
3 Damage Armor. Roll usage on all armor for all players.
4 Damage Weapon. Roll usage on all weapons for all players.
5 Escaped. Enemies escaped, rather than being captured or killed.
6 Stressful. Take Stressed Condition.

Stealth

Stealth is primarily handled through the Tension Pool. When players are attempting to sneak through a location, a potential consequence to most rolls is making noise or leaving traces behind. When players do so, add a die to the Tension Pool. See Tension Pool for rules on emptying the pool.

If players get into combat while attempting to be stealthy, add another die to the Tension Pool at the start of each new round of combat.

When a direct action requires secrecy, have the player with the worst DEX roll a save.

Stranded

(For West Marches Style campaigns)

PCs become stranded when a session is not ended inside a town. It is vitally important that players give themselves ample time to get back. When 30 minutes remain in the session, the DM should set a timer to remind the players.

If the PCs are not back in town when the timer goes off, roll d6 on the following table. Add to the roll:

  • Dungeon Level - Player Level (if in dungeon)
  • Hex distance from nearest town / 2 - Player Level (if in Wilderness)
Roll Outcome
1-2 No issues- it was a breeze getting back
3-4 Got a little lost- lose all consumables (torches, rations, etc)
5 It was weighing me down - lose half of inventory
6 Had to leave the gold - lose all treasure and gold
7 By the skin off my teeth - lose all inventory, but back alive
8 Behind enemy lines - PC has been captured by an enemy and are held for ransom
9 The sacrifices - PC are being held as sacrifices in 1d6 sessions
10 Consumed by the dark - Roll on Player Appendix H: Madness
11+ Lost for good - Dead

Travelling

Travelling is done via hexes. Each hex is 6 miles across at its furthest point. While travelling, the day is divided into 3 shifts, 8 hours apiece.

  • Morning (8am-4pm)
  • Evening (4pm-12am)
  • Night (12am-8am)

Players must rest once per day, or take a point of exhaustion (CON saves).

While travelling, players may take the following actions during each shift (detailed below).

  • Move
  • Rest
  • Forage
  • Scout
  • Explore

Move

While moving, 3 players of the party take on each of the following roles:

  • Pathfinder
  • Quartermaster
  • Scout

The pathfinder is responsible for navigating a route forward. They will make a INT save against the terrain (below) to determine if the party makes forward progress. On a failure, the party does not move. If they are on a path, they roll with advantage.

The quartermaster helps the party find preserve supplies. They make a WIS save against the terrain to determine if players must make a usage save against their supplies.

The scout is responsible for watching out for threats. On a successful DEX save against terrain, they are able to sneak up on threats and inform the party about them.

Random Encounter

While taking a move action, there is a chance for a random encounter to occur.

Roll a d6 and consult the following.

Roll Outcome
1 Random Monsters (roll on terrain table, see DM Tools)
2 Random Encounter (roll on travel encounter)
Speed

Players may choose to set a travelling pace while travelling.

If travelling quickly, the pathfinder gains ADV, while Quartermaster and Scout have dis-ADV. Vice versa when travelling slow.

Rest

Players should rest once per day to avoid taking a point of exhaustion. After resting, roll a d6 on the following chart as a bonus:

Roll Effect
1-2 Recover d4 health
3-4 Remove one point of exhaustion
5-6 No Effect

Forage

Players may choose to forage for supplies. When foraging, roll WIS against terrain difficulty (below).

Scout

The scout may also choose to look ahead if terrain is unknown or unmapped. On a successful WIS save against terrain (below) they may scout two hexes adjacent (one on a partial success).

Explore

The party may also choose to scout their current tile with a WIS save against terrain to attempt to find any hidden secrets.

Terrain Difficulty

Terrain DC
Plains 7
Jungle 14
Mountain 15
Swamp 15
Forest 9
Desert 10
Ocean 5 (by shore), 18 (open water)

Advanced Rules

Advanced Saving Throws

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Raises and Bargains

Raises and bargains may be used by players to negotiate different terms for a saving throw. To raise a saving throw, players propose a better or different outcome for both success and failure. The DM may choose to accept or decline their offer.

Olgar is attempting to cross an enormous pit on a catwalk. The DM says if she succeeds on her saving throw, she'll make it halfway across, but if she falls she'll be dangling from the side. She proposes instead that she'll run across, making it all the way if she succeeds but immediately falling in if she fails. The DM agrees to the new terms.

A player may also bargain for ADV on a roll, typically through the use of Conditions. A bargain introduces a negative outcome regardless of success or failure, but grants ADV on the save.

Olgar attempts to bribe the guard. Even though she'd initially been planning to use a rare artifact, she Bargains with the DM for ADV by throwing in a wealth roll as well.

Olgar stands in front of the locked cell door. She really wants to make sure this succeeds, so she Bargains taking a point of Stress in exchange for ADV.

Partial Success

Sometimes a situation may not be a binary pass fail, and presents a range of outcomes instead.

In these situations, a Save >= 10 gives success, but at a Cost. A Save >= 15 gives an unmitigated success.

Players may propose their own costs if they wish, allowing them to use Partial Successes. While DM veto is allowed, it is encouraged to allow players their own proposals.

Costs can take many forms, and is largely situational. Some suggestions include:

  • You grab the rope, but it's fraying in your hands
  • You knock out the guard, but his helmet falls off, hitting the ground with a clang
  • You decipher the cryptic runes, but it leaves you Stressed
  • You stab the demon, but it dulls your blade. Roll usage die on weapon.

Designer's Note: use this judiciously. Not every situation needs a complication, sometimes picking a lock is just pass or fail.

This range of "partial success" is a much smaller band than it looks compared to a PBTA system. However, given the gaussian bump that ADV gives, this number works well (see Advantage Stacking for the math).

Advanced Items

Books

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Books are used to grant ADV to certain types of saves (think of them as comparable to D&D's skills). Books start at d4 durability. Multiply cost by 1.5 for each increased durability die.

Designer's note: while skills aren't explicit in the game's structure, these take the place of them while still utilizing Knave's core mechanic - item slots.

Be generous with how players can use their books. Sure, maybe they don't have time to pull out their book on politics in the middle of their audience with the king. However, they might have done some reading beforehand, still granting them ADV.

Drugs

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Drugs carry with them a chance of addiction. On each use of the drug, roll CON save. On failure, you become addicted to the drug. For each subsequent failure, increase your addiction level by 1.

If addicted, must roll with dis-ADV until the drug is taken each session. Additionally, you must consume an amount of drugs equal to your addiction level to receive their effects.

To remove addiction, take two stress and refrain from consuming any additional drugs until the next level up.


Enchantments

In some towns, enchantments for your weapons may be purchased. Enchanting a weapon lowers its DMG by 1 dice.

Enchantment Price Description
Cold 200 On a hit, target makes a STR save or next attack is impaired.
Thunder 200 On a hit, target makes a DEX save or can’t move next round.
Necrotic 200 On a hit, target makes a WIL save or loses next turn.
Poison 200 On a hit, target makes a STR save or 1d4 damage for 1d4 rounds.
Fire 300 On a hit, target makes a WIS save or takes fire damage (see Conditions).
Psyonic 300 On a hit, target makes a CON save or is thrown backwards.
Disintegration 500 On a hit, target makes a DEX save vs instant obliteration & the wielder takes 1 fatigue. Exceptionally powerful & rare.

Hirelings

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(partially taken from GLOG)

Players can hire henchmen, followers, or mercenaries up to their charisma bonus. If players manage to get followers, they don't need to pay them wages, but will still need to make sure they have food, supplies, and shelter. Followers tend to have lower morale.

Animal companions, unless called out by a talent, may be used as a henchmen (depending upon the type of animal). Animals can consume animal fodder or normal rations and don't take wages. Animals cannot follow orders unless specifically trained (sit, stay, shake are fine, disarm the spinning blade trap is not). Each night an animal isn't fed it rolls a morale save and will refuse to obey orders and attempt to run away if failed.

Wages for hirelings are per day, not including food, supplies, shelter, etc.,

Henchmen will not participate in combat, but will hold items for you or perform tasks. A henchmen has 10 slots. Certain henchmen, such as scholars, will grant ADV on certain types of saves.

Henchmen are very weak, and are assumed to have 1HP unless otherwise applicable.

The example list of henchmen is representative, but not exhaustive. Henchmen have abilities in addition to what is called out here, this is just a start.

Henchmen Cost Ability
Laborer 1 Can perform basic actions.
Scholar 2 ADV on research, history, and investigation.
Mason 2 Can construct simple structures.
Armorer or Blacksmith 2 Can repair armor or weapons after combat.
Master Builder 4 Can construct large structures, leading other workers
Doctor 5 Once per day, characters may recover as if having taken a full rest.

Mercenaries offer a static bonus to combat and damage rolls, but will not hold items. They wil perform simple tasks, but tend not to be specialized in anything besides combat.

Mercenaries don't have HP, but if their patron's HP drops below 0, there is a 50% chance that they will take the blow for them instead and die (even if the attack wouldn't have been aiming to kill the player).

Mercenary Cost Ability
Guard 2 +1 attack, +1 damage
Man-at-arms 3 +2 attack, +2 damage
Knight 5 +3 attack, +2 damage

If the players have hired more Mercenaries than there are players, they are now an army, and should use the mass combat rules outlined in the DM section.

Intrusions

Intrusions are bargains that can be offered to players in exchange for XP (50XP for small, 100XP for medium, 150XP for large). Players may choose to reject an intrusion at any time.

Intrusions should be bad for a player. DMs may tell the player what the outcome will be ahead of time, or they can tell the player what they are bargaining for ahead of time.

Particularly bad outcomes should be rewarded with more XP.

DM Roger offers Player Olga an intrusion: if she accepts that the rope she's swinging on was actually greased, he'll award her 100XP. She accepts, taking the XP, and rolls DEX with dis-ADV.

Players may also propose intrusions on other players. These may be accepted at DM discretion. An accepted intrusion awards both the proposer and acceptor the XP bonus.

Designer's Note: because the players have agency in deciding whether to take an outcome or not, feel free to go crazy with the amount of bad you heap on. Intrusions should be used for situations where ordinarily a player would call bullshit. Bad outcomes should still happen organically, but things like ambushes and killing off NPCs feel less antagonistic if the player feels like they got a chance to thwart the problem.

Base Building

Every adventuring party needs a way to spend their treasure. A base provides a place to store equipment, rest up, and prepare before adventures. Start with a core module, then invest as you see fit.

See Player Appendix F: Base Building for list of modules and options.

Invasions

With glory and fame comes danger. The higher the total cost investment in a base, the higher the risk to be invaded by conquering forces. Once a week, roll a d10. On a 1, the base gets invaded. Roll on the table below to see how large the invading force is. The roll is modified by the total cost of the base / 100, rounded down.

d100+cost/100 Invading force Attack
1-79 Local thugs d4
80-99 Bandits d6
100 - 119 Mercenaries d8
120 - 139 Warband d10
140 - 159 Militia d12
160 - 349 Battalion d20
350 - Army d100
Resolving Invasions

Roll your bases's Defense die modified by your total Defense value vs the invader's Attack die. An equal or higher roll means the defense was successful and nothing happens. Otherwise, roll on the Defeat table. A natural 1 is always a defeat.

Roll Consequence
1 Defeat. Invaders control the base.
2 Defeat. All modules are destroyed and hirelings are killed.
3 Partial Defeat. 50% of modules are destroyed, 50% of hirelings are killed.
4 Partial Defeat. 25% of modules are destroyed, 25% of hirelings are killed.
5 Parley. Pay 20% of the total base cost in tribute.
6 Parley. Pay 10% of the total base cost in tribute.

Misfortune

Once a week, roll a d20. On a 1, misfortune has struck. Roll on the table below to see what happens.

Roll Event
1 Earthquake. 50% of modules destroyed.
2 Revolt. 50% of hirelings gone.
3 Fire. 25% of modules destroyed.
4 Flood. 10% of modules destoryed.
5 Plague. 25% of hirelings killed.
6 Infestation. 10% of hirelings killed.

Player Appendix

Player Appendix A: Items

Misc

Item Cost Notes
Air Bladder 5
Bear Trap 20
Bedroll 10
Bellows 10
Black Grease 1
Block and Tackle 30
Book (Blank) 300
Book (Reading) 600
Bottle/Vial 1
Bucket 5
Caltrops (bag) 10
Cards with an extra Ace 5
Chain (10 ft) 10
Chalk (10 pieces) 1
Chisel 5
Cookpots 10
Compass 100 Pathfinder +5
Crowbar 10
Drill 10
Face Paint/Makeup 10
Fake Jewels 50
Fishing Rod/Tackle 10
Glass Marbles (bag) 5
Glue (bottle) 1
Grappling Hook 10
Hammer 10
Holy Water 25
Horn 10
Hourglass 300
Incense (packet) 10
Iron Tongs 10
Ladder (10 ft) 10
Large Sponge 5
Lens 100
Lockpicks 100
Manacles 10
Map 20 per hex Local map of region. Pathfinding +5.
Metal File 5
Mirror (small, silver) 200
Musical Instrument 200
Nails (12) 5
Net 10
Oilskin Bag 5
Oilskin Trousers 10
Padlock and Key 20
Perfume 50
Pick 10
Pole (10ft) 5
Quill and Ink 1
Rope (50ft) 10
Sack 1
Saw 10
Set of Loaded Dice 5
Shovel 10
Small Bell 20
Soap 1
Spike (iron) 5
Spike (wood) 1
Spiked boots 5
Spyglass 1000
Tar (Pot) 10
Tent (3 man) 100
Tent (personal) 50
Twine (300 ft) 5
Waterskin 5
Whistle 5

Light

Item Cost Notes
Candle d6UD 3
Lantern d8UD 30 requires lamp oil
Lamp Oil 5 completely used on filling lantern. has other uses.
Tinderbox 10 required for lighting, if no other source of fire. Takes 10 mins to light, or a DC 15 DEX save.
Torch d4UD 1

Armor

Item Cost Notes
Shield 40 DEF +1, 1 slot, d4 UD
Helmet 40 DEF +1, 1 slot, d4 UD
Gambeson 60 DEF 12, 1 slot, d6 UD
Brigandine 500 DEF 13, 2 slots, d8 UD
Chain 1200 DEF 14, 3 slots, d6 UD
Half Plate 4000 DEF 15, 4 slots, d6 UD
Full Plate 8000 DEF 16, 5 slots, d10 UD

Weapons

Item Cost Notes
Dagger, Cudgel, Sickle, Staff, etc. 5 d6 DMG, 1 slot, 1 hand, d6 UD
Spear, Sword, Mace, Axe, Flail, etc. 10 d8 DMG, 2 slots, 1 hand, d6 UD
Halberd, War Hammer, Long Sword, Battle Axe, etc. 20 d10 DMG, 3 slots, 2 hands, d6 UD
Sling 5 d4 DMG, 1 slot, 1 hand, d6 UD
Bow 15 d6 DMG, 2 slots, 2 hands, d6 UD
Crossbow 60 d8 DMG, 3 slots, 2 hands, d6 UD
Arrows 5 d6 UD
Quiver 10 d8 UD

Clothing

Item Cost Notes
Poor 10 -1 CHR
Standard 50
Noble 3000
Furs 5000
Winter 100 ADV on Cold Save

Food

Item Cost Notes
Travel rations (d4) 5
Fancy rations (d6) 15
Animal Feed (1 day) 2
Bacon, side of 10
Bread, 1 loaf 1
Cheese, 1 lb 2
Cider, 4 gallons 1
Cod, whole 20
Eggs, 24 1
Flour, 5 lbs 1
Fruit, 1 lb 1
Garlic, bunch 1
Grain, 1 bushel (8 gal.) 4
Herbs, 1 bunch 1
Lard, 5 lbs 1
Onions, 1 bushel 8
Salt, 1 bushel 3
Spices, 1 lb 100
Sugar, 1 lb 12
Wine/ale, bottle 1

Animals

Item Cost Notes
Chicken 1
Cow 100
Dog, hunting 50
Dog, small but vicious 20
Donkey/Pack Horse 300
Goat 10
Hawk 1000
Horse, riding 1000
Horse, war 10,000
Ox 300
Pig 30
Sheep 15

Books

Book Cost
Anatomy 40
Animal Handling 40
Archeology 60
Blacksmithing 30
Etiquette 30
History 40
Medicine 30
Politics 30
Religion 30
Survival 40
Traps 30

Potions

Potion Cost Effect
Clairvoyance 500 By designating a location within 100', you can see that location as if you were there. You can look at a different location each round. Must have previously visited the location. Lasts 1d6 rounds.
Deadly Poison 100 Created by feeding a chain of poisonous animals to each other. Poison (2d6).
Flight 100 You gain the power of flight at your normal speed. Lasts 1d6 rounds.
Fire Resistance 50 All incoming fire damage is reduced by 6 points. Lasts 30 minutes.
Gaseous Form 300 Become a gaseous cloud. Can fly at 10' per turn. Cannot be harmed in this state, but can be trapped. Last 10 mins.
Giant Size 400 You triple in size. Your physical attacks deal double damage and you take half damage from physical sources. When making STR checks, treat your STR at 24. Lasts 1d6 rounds. Alternatively, it can be poured on an object or part of an object to make it triple in size. Lasts 30 minutes.
Healing 50 You recover 1d8+1 hit points.
Heroism 100 You get +4 to all d20 rolls. Lasts 1d6 rounds.
Invisibility 900 You are invisible. If poured on a wall or floor, creates a psuedo-window that you can see through. Lasts 1d6 rounds.
Invincibility 70 You are immune to damage. Lasts 1 round.
Nondetection 300 All magical attempts to learn about you fail. People forget you exist as soon as they stop looking at you. Lasts 30 minutes.
Petrification 200 Turns you into stone. If poured on stone, turns it into flesh.
Polymorph 800 A piece of a creature must be added to this potion before it can be used. You transform into an exact copy of that creature. Multiple donors creates chimeras. Lasts 30 minutes if same species or 1d6 rounds if different species.
Purge 40 Any poisons in your body are vomited out intact. You can vomit the poison into the (now empty) potion bottle if you wish.
Shrink 400 You shrink to a twelfth of your normal size. (Feet becomes inches.) Your STR is 1, all of your attacks deal a single point of damage, and you take double damage from physical sources. Lasts 30 minutes. Alternatively, it can be poured on an object or part of an object to make it shrink down. Anything smaller than a couch can fit in your pocket. Lasts 30 minutes.
Sovereign Glue 300 Elemental stickiness. Glues anything to anything, forever. Very difficult to see if spread on a surface.
Spider Climb 250 As the spell spider climb. Lasts 30 minutes.
Universal Solvent 250 Dissolves any adhesive. Neutralizes sovereign glue and sovereign grease. Causes hard materials to become softer. (Stone becomes like clay, adamantine becomes as soft as normal steel.) Don't get it on your hands.
Water Breathing 500 You can breath underwater. Lasts 30 minutes.
Zombie Blood 100 You appear to be a cold, rotting corpse but can still act normally. Unintelligent undead will ignore you as long as you ignore them. You count as undead. Lasts 30 minutes.

Drugs

Name Cost DC Effect
Alcohol 15 6 Removes 1 point of stress
Cigarettes 10 8 Removes 1 point of stress
Kobold's Fire 30 10 Prevents Cold condition for 24 hours.
Soldier's Fortune 30 14 Ignore any Injured condition for 24 hours. Injuries are still present, but don't use up a slot or have any other effects.
Owlbear beak 30 16 Cannot be surprised for 2 hours. Allows time for a reaction.
Naiad Juice 20 14 Limits Exhaustion to max two slots for 24 hours
Goodberry 30 16 Removes all hunger.

Lodging

Item Cost Effect
Hovel 1 recover only 1d4 health.
Inn 10 recover as normal.
Resort 50 recover 2d8 health.

Ships

Item Cost
Ship, high quality 720/ton
Ship, good quality 480/ton
Ship, used quality 240/ton
Ship, poor quality 120/ton
Raft 50
Fishing boat 500
Sloop 5000
Caravel 25,000
Galleon 125,000

Transport

Item Cost
Carriage 320
Cart 50
Wagon 120

Henchmen

Wages are per day, not including food, supplies, shelter, etc.

Item Cost
Laborer 1
Scribe 2
Archer 3
Mason 4
Man-at-arms, on foot 6
Armorer or Blacksmith 8
Man-at-arms, mounted 12
Master Builder 15
Barber-Surgeon 25
Knight 25

Buildings

Item Cost
Hovel 120
Row House 1200
Craftsman’s House 2400
Merchant’s House 7200
House with Courtyard 21,600
Guildhall 32,600
Stone Tower 48,000
Temple 75,000
Stronghold 100,000
Cathedral 500,000
Imperial Palace 2,500,000

Player Appendix B: Magic Spells

100 Level-less Spells

In the following spells, “L” is a number equal to the caster’s level, an item is an object able to be lifted with one hand, and an object is anything up to human size. Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.

Random Spell
Spell List
Roll Spell Effect
1 Adhere Object is covered in extremely sticky slime.
2 Animate Object Object obeys your commands as best it can. It can walk 15ft per round.
3 Anthropomorphize A touched animal either gains human intelligence or human appearance for L days.
4 Arcane Eye You can see through a magical floating eyeball that flies around at your command.
5 Astral Prison An object is frozen in time and space within an invulnerable crystal shell.
6 Attract L+1 objects are strongly magnetically attracted to each other if they come within 10 feet.
7 Auditory Illusion You create illusory sounds that seem to come from a direction of your choice.
8 Babble A creature must loudly and clearly repeat everything you think. It is otherwise mute.
9 Beast Form You and your possessions transform into a mundane animal.
10 Befuddle L creatures of your choice are unable to form new short-term memories for the duration of the spell.
11 Bend Fate Roll L+1 d20s. Whenever you must roll a d20 after casting the spell, you must choose and then discard one of the rolled results until they are all gone.
12 Bird Person Your arms turn into huge bird wings.
13 Body Swap You switch bodies with a creature you touch. If one body dies, the other dies as well.
14 Catherine A woman wearing a blue dress appears until end of spell. She will obey polite, safe requests.
15 Charm L creatures treat you like a friend.
16 Command A creature obeys a single, three-word command that does not harm it.
17 Comprehend You become fluent in all languages.
18 Control Plants Nearby plants and trees obey you and gain the ability to move at 5 feet per round.
19 Control Weather You may alter the type of weather at will, but you do not otherwise control it.
20 Counterspell Make an opposed INT save against the INT of the caster of a nearby spell. You may do this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel the spell.
21 Deafen All nearby creatures are deafened.
22 Detect Magic You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement.
23 Disassemble Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.
24 Disguise You may alter the appearance of L characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny.
25 Displace An object appears to be up to L×10ft from its actual position.
26 Earthquake The ground begins shaking violently. Structures may be damaged or collapse.
27 Elasticity Your body can stretch up to L×10ft.
28 Elemental Wall A straight wall of ice or fire L×40ft long and 10ft high rises from the ground.
29 Filch L visible items teleport to your hands.
30 Fog Cloud Dense fog spreads out from you.
31 Frenzy L creatures erupt in a frenzy of violence.
32 Gate A portal to a random plane opens.
33 Gravity Shift You can change the direction of gravity (for yourself only) up to once per round.
34 Greed L creatures develop an overwhelming urge to possess a visible item of your choice.
35 Haste Your movement speed is tripled.
36 Hatred L creatures develop a deep hatred of another creature or group of creatures and wish to destroy it.
37 Hear Whispers You can hear faint sounds clearly.
38 Hover An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids.
39 Hypnotize A creature enters a trance and will truthfully answer L yes or no questions you ask it.
40 Icy Touch A thick ice layer spreads across a touched surface, up to L×10ft in radius.
41 Illuminate A floating light moves as you command.
42 Increase Gravity The gravity in an area triples.
43 Invisible Tether Two objects within 10ft of each other cannot be moved more than 10ft apart.
44 Knock L nearby mundane or magical locks unlock.
45 Leap You can jump up to L×10ft in the air.
46 Liquid Air The air around you becomes swimmable.
47 Magic Dampener All nearby magical effects have their effectiveness halved.
48 Manse A sturdy, furnished cottage appears for L×12 hours. You can permit and forbid entry to it at will.
49 Marble Madness Your pockets are full of marbles, and will refill every round.
50 Masquerade L characters’ appearances and voices become identical to a touched character.
51 Miniaturize You and L other touched creatures are reduced to the size of a mouse.
52 Mirror Image L illusory duplicates of yourself appear under your control.
53 Mirrorwalk A mirror becomes a gateway to another mirror that you looked into today.
54 Multiarm You gain L extra arms.
55 Night Sphere An L×40ft wide sphere of darkness displaying the night sky appears.
56 Objectify You become any inanimate object between the size of a grand piano and an apple.
57 Ooze Form You become a living jelly.
58 Pacify L creatures have an aversion to violence.
59 Phantom Coach A ghostly coach appears until end of spell. It moves unnaturally fast over any terrain, including water.
60 Phobia L creatures become terrified of an object of your choice.
61 Pit A pit 10ft wide and L×5ft deep opens in the ground.
62 Primeval Surge An object grows to the size of an elephant. If it is an animal, it is enraged.
63 Psychometry The DM answers L yes or no questions about a touched object.
64 Pull An object of any size is pulled directly towards you with the strength of L men for one round.
65 Push An object of any size is pushed directly away from you with the strength of L men for one round.
66 Raise Dead L skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders.
67 Raise Spirit The spirit of a dead body manifests and will answer L questions.
68 Read Mind You can hear the surface thoughts of nearby creatures.
69 Repel L+1 objects are strongly magnetically repelled from each other if they come within 10 feet.
70 Scry You can see through the eyes of a creature you touched earlier today.
71 Sculpt Elements All inanimate material behaves like clay in your hands.
72 Shroud L creatures are invisible until they move.
73 Shuffle L creatures instantly switch places. Determine where they end up randomly.
74 Sleep L creatures fall into a light sleep.
75 Smoke Form Your body becomes living smoke.
76 Snail Knight 10 minutes after casting, a knight sitting astride a giant snail rides into view. He is able to answer most questions related to quests and chivalry, and may aid you if he finds you worthy.
77 Sniff You can smell even the faintest traces of scents.
78 Sort Inanimate items sort themselves according to categories you set. The categories must be visually verifiable.
79 Spectacle A clearly unreal but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound.
80 Spellseize Cast this as a reaction to another spell going off to make a temporary copy of it that you can cast at any time before this spell ends.
81 Spider Climb You can climb surfaces like a spider.
82 Summon Cube Once per second, (6 times per round) you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes.
83 Swarm You become a swarm of crows, rats, or piranhas. You only take damage from area effects.
84 Telekinesis You may mentally move L items.
85 Telepathy L+1 creatures can hear each other’s thoughts, no matter how far apart they move.
86 Teleport An object disappears and reappears on the ground in a visible, clear area up to L×40ft away.
87 Thaumaturgic Anchor Object becomes the target of every spell cast near it.
88 Thicket A thicket of trees and dense brush up to L×40ft wide suddenly sprouts up.
89 Time Jump An object disappears as it jumps L×10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left.
90 Summon Idol A carved stone statue the size of a four poster bed rises from the ground.
91 Time Rush Time in a 40ft bubble starts moving 10 times faster.
92 Time Slow Time in a 40ft bubble slows to 10%.
93 True Sight You see through all nearby illusions.
94 Upwell A spring of seawater appears.
95 Vision You completely control what a creature sees.
96 Visual Illusion A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
97 Ward A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal.
98 Web Your wrists can shoot thick webbing.
99 Wizard Mark Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects.
100 X-Ray Vision You gain X-Ray vision.

Player Appendix C: Races

Select an Ancestry from the table below or roll a d50.
Not all races are available- check with the DM first.

New players should always start as human.

Roll Race Reroll Bonus Weakness
1-12 Human Choice Start with 1 extra Dungeoneering Gear item Dis-ADV to resist being mutated or transformed
13-16 Half-Orc STR ADV on saves to be intimidating Dis-ADV on any skill involving etiquette.
17-20 Elf CHA Eat half as many rations Dis-ADV when interacting with an ugly person or object
21-24 Dwarf CON Able to see in total darkness Automatic failure on any saves with bright light.
25-28 Goblin DEX Hard to hit: Can roll DEX instead of Armor class Dis-ADV on rolls resisting temptation
29-32 Lizardfolk INT Any attempt to manipulate is dis-ADV Dis-ADV on any saves against cold
33-35 Gnome INT Can become invisible if you close eyes, hold breath, don't move Dis-ADV to DEX when legs are used
36 Spiderling DEX Can secrete 30' of rope per day and climb walls Cannot see more than 30'. Dis-ADV on any perception save.
37 Hedgehogling WIS +2 Armor Cannot wear armor on chest or limbs
38 Deerling CHA Antlers (as a club) When afraid, will run instead of freezing
39 Boarling CON Tusks (as a dagger) Constant snuffling. Dis-ADV to stealth rolls
40 Hawkling INT Can see detail at a great distance Must eat uncooked food
41 Houndling CHA Can track a creature by smell Save vs Commands
42 Owlling WIS Can rotate head 180 degrees Cough up disgusting pellets after every meal
43 Ravenling CHA Can eat rotten food or monsters as rations Must Save or pick up shiny objects
44 Weaselling STR Can crawl through narrow spaces Must eat uncooked food
45 Frogling CHA Prehensile tongue (as a whip) Drink twice as much water as usual
46 Toadling STR Jump twice as high Contagious warts
47 Ratling INT Can crawl through narrow spaces Save vs Fear when alone
48 Goatling DEX No penalties for broken or hilly terrain Pervasive, unique stink.
49 Foxling WIS When foraging, always roll with advantage Dis-ADV on charisma saves if not lying.
50 Batling WIS Can roll Wis to "hear" walls and major fixtures in the dark. Dis-ADV on perception if target is far away.

Player Appendix D: Talents

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Barbarian

Berzerker When reduced to zero Hit Points but not killed outright, become frenzied and continue fighting for a number of turns equal to your Level. Attacks that hit cause maximum damage. You always attack the nearest creature whether friend or foe.
Great Weapon Fighter Reroll damage less than 3 (not including STR bonus) when wielding a two-handed weapon. You must use the new roll, even if it is less than 3.
Favor of the Gods (requires Berzerker) 11+ CHA bonus is your Armor Defense when you wear no other armor. May wield a shield.
Savage Fighter When you strike and kill a foe in melee combat immediately make another attack on an additional adjacent foe.
Mindless Fury Cannot be charmed, seduced, persuaded, or intimidated during combat.
Bloodlust Eager for combat, you gain ADV on all initative rolls.
Primal Warrior During combat, you critically hit on 19 as well as 20.

Cleric

Banish Force up to 1d6+WIS+Lvl worth of undead to make a morale save. Apply a negative modifier equal to your WIS+Lvl bonus to the save. If you have more HD than the undead, any who fail the morale save are destroyed.
Hammer of The Gods Grants ADV to any morale saves your retainers/hirlings/acolytes/allies make.
Hospitaller Out of combat and with a healer’s kit/proper herbs you can heal a target for 1d6+WIS+Lvl hit points once per day.
Keeper of Relics You have been entrusted with the safekeeping of 3 holy relics. You may pray over each relic once per day to cast Cleric spells. (Each relic may cast a spell. Treat as a spellbook.)
Witch Hunter You can smell the foul taint of sorcerers, warlocks and evil clerics. You are able to track them as a Ranger tracks a dangerous animal.
Blessed Friend Once per day you can grant a temporary gift of your own HP onto a target. You may grant them as much HP as you want, draining yourself for the same. This gift may exceed their normal max HP, granting bonus HP.

Druid

The Old Tongue You speak the secret language of rocks, trees, and animals. You are able to gather impressions and ask questions up to Lvl times per day.
Forest Walker (requires The Old Tongue) You gain the ability to leave mystical messages on trees, rocks, ponds, or any natural object. Only animals, plants, or others with the Forest Walker knack can read these messages and you must communicate with mental images rather than written words or runes.
Skin Walker Using a fetish or totem, take on the form and abilities of a natural beast that you are familiar with. Demons, elementals, aberrations, etc. do not count. The beast may be up to 1HD level greater than you. The effects last for one game Turn per Lvl. You may do this a number of times per day equal to your Lvl. Fetishes must be mystically recharged with ritual, sacrifice, and material components. Fetishes typically occupy one inventory slot each. Larger creatures require multiple slots -DM’s discretion.
Vermin Lord (from Remixes and Revelations) One target creature within range becomes surrounded by a swarm of biting flies, beetles and locusts. To anyone but them within 10', the swarm of insects deals 1d6+Lvl damage a round, save for half, with a minimum of 1 damage dealt. The spell remains active until all damage has been dealt. Then the remaining insects fly away.
Animal Attribute Once per day, you or a creature you touch gains one of the features listed below. Bear's STR. You gain a +d4 bonus to STR saves and damage rolls for the duration. Mongoose's Agility. You gain a +d4 bonus to DEX saves and attack rolls for the duration. Echidna's CON. You gain a +d4 bonus to CON saves and reduce poison damage by d4 for the duration. Badger's Will. You gain a +d4 bonus to WIL and Fear saves for the duration. Fox's Cunning. You gain a +d4 bonus to WIS and perception saves for the duration. Eagle's Splendor. You gain a +d4 bonus to CHA saves and saves made to intimidate or persuade for the duration.
Familiar Gain a mystical cat (darkvision) , mouse (burrow), sparrow (fly), squirrel (climb) or toad (swim) companion with Level HP. You can communicate with it telepathically as long as you can see it. If it dies it can be re-summoned spending a night’s work.
Guardian Spirit (requires familiar) Gain a guardian spirit of an animal you have seen with HD < Lvl - 2. If this creature dies it can be re-summoned with a night's work. During combat, either you or your guardian spirit may attack on a given turn. If you would drop to 0 HP on an attack, your guardian spirit will attempt to take the blow for you.
Plant Growth Speaking the language of plants, you can cause a plant to grow up to 50 lbs of organic material in a matter of seconds, forming crude objects or structures.

Mage

Arcane Researcher You have a nose for research. You have ADV on saves to discover hidden secrets in tombs, scrolls, and manuscripts.
Scholar of The Unseen University You begin the next session with 3 spellbooks. Determine the spells randomly or with the help of your DM.
Sword Wizard You can cast spells while wielding a weapon in one or both of your hands. You still need to have the spell book and components in your inventory.
The Manifold Cerebrum You have trained your mind to retain the pattern of a spell once you have cast it. After a spell has been cast and its effects applied, make an INT save. If you pass you may cast the spell again that day. If you have already recovered it that day, make the save with dis-ADV. Lost spells are replenished the next day as usual.
The Thrice Divided Intellect You have ADV on saves vs magical attacks/effects that affect your mind and sense.
Eldritch Feast You have consumed the essence of a spell which you may cast once per day. No spell book/inventory slot is required. The effort of containing raw magic within your physical body manifests in some strange and possibly upsetting way. You may take this Talent once per Level. (May be reskinned as Patron Domains for Clerics.)

Ranger

Hunter’s Mark As a free action, mark your target as living on borrowed time. You have ADV on your next attack against them. You may apply this mark a number of times per day equal to your Level.
Sharpshooter Note the crosswind and lead your target. Reroll a ranged attack. You must accept the new roll. You may do this a number of times per day equal to your Level.
Survivalist You thrive in the Wilds protecting the realm from the horrors that lurk in dark wood and deep cave. You have ADV on saves to track, navigate, hunt, and forage in the wilderness.
Trick-Shot (requires Sharpshooter) Targets only receive ½ of their normal cover bonus. When you shoot into melee enemy combatants count as two combatants for the purposes of randomly determining who you hit.
Two-Weapon Fighting When you hit a foe while wielding two weapons, roll damage for both and apply the higher.
Heightened Senses You are unaffected when fighting a foe who would ordinarily be hard to hit due to darkness, invisibility, ephemeral nature, or similar.

Rogue

Acrobat You gain ADV on saves to balance, climb, leap, and tumble.
Thief You gain ADV on saves to hide in shadows, move silently, and pick locks assuming you have the proper tools.
Backstab When you attack a foe with a melee weapon who is already engaged by an ally inflict an addition 1d6/Lvl damage.
Devil’s Luck Reroll a Critical Fail or force a foe to reroll a Critical Success (attack must be targeting you). You may do this a number of times per day equal to your Level.
Dungeoneer You have ADV on saves to spot/disable traps, find hidden doors, and to navigate in dungeons.
Hard to Hit Once per round you can reduce damage taken by your DEX bonus, if you can see its source.

Warrior

Dogged March You have ADV on saves to resist fatigue. Armor occupies two fewer inventory slots for you.
Girded Loins You have ADV on saves made to resist fear effects and intimidation.
Hack-n-Slash You have a pool of damage dice (d6s) equal to your HD. When making an attack apply any number of these dice to any number of Nearby foes. Roll to hit for each die. Apply damage if you are successful. You regain the dice at the start of your next turn.
Riposte When a creature hits you with an attack, make an immediate counter-attack. This does not cost you your normal Action.
Shield Bash When wielding a shield make a second attack each round. If the attack is successful inflict damage equal to your Level and you have ADV on your next attack against that foe.
Shield Master (requires Shield Bash) When an effect allows a DEX Save for ½ damage take no damage if you save -your shield absorbs the blow.
Slings & Spears When an ally is hit, you may choose to take the damage for them. You must be wielding a shield. Not possible against mental attacks.STR save for ½ damage.

Witch/Warlock

Alter Ego Choose a second persona of your same Ancestry, regardless of features, sex and age. You can shapeshift to that persona a number of hours equal your CHA bonus per day.
Devil's Contract If someone makes a bargain with you and breaks it you instantly know about it. If you have their signature on the bargain you know how to locate them by general location (North, East, up down, etc.)
Familiar You gain a mouthless humanoid, magically created with mud and sticks. d8 + Level HP. Doesn't eat or drink, but needs to breathe. Follows all your commands, although it's extremely incompetent in combat. You can resummon your familiar 1/day.
Hint/Jinx Once per turn make a CHA save when another creature you can see attempts an action that requires a d20 roll. On success, add(hint)/subtract(jinx) your CHA bonus to the roll. On a failure, you lose Level# HP. You do this after learning the roll, but before knowing the outcome.
Read Leaves Assuming you have water, a pot, and tea, you can spend 1 turn every morning performing this ritual. Roll two d20s and store the numbers. You can replace a result on a d20 from a creature you can see (yourself, allies, or foes) once that day with one of the stored numbers. You do this after learning the roll, but before knowing the outcome.
Spell Eater 1/day when a spell is targeted at you, you negate the spell's effects. Make a CHA save. On success, you absorb the spell and can cast it once as if it were your own. On a fail you need to eat double the rations for one day. You can only have one eaten spell at any time.

Necromancer

Speak With Dead As long as the mouth of a creature is still intact, you may cast this spell once per day in order to ask it up to Lvl questions. Its soul is long gone, and you're speaking to its memories. If it would have resisted questioning in life, it resists it in death.
Raise Undead Cast once per day, this allows the user to raise an undead servant as a hireling. The undead servant needs no food or water, but will degrade into a pile of ash in one week. Only one servant may be summoned at a time. Ability may be taken multiple times.
Burial Shroud Allows one creature you touch to appear as if they have died. May be cast up to Lvl times per day.
Necrotic Leech Once per day you may take up to Lvl*d4 hit points from an opposing creature.
Unholy Fear Once per day you may give a creature a vision of what awaits it in the afterlife, forcing a morale save.
Foul Healing Once per day you may restore 1d8+Lvl+CHA hit points to a creature using a recently killed corpse. If target is other than yourself, they must save vs WIS or take a Stress condition.

Player Appendix E: Magic Items

It is recommended to largely make magic items with either usage die or as single use items. This helps distinguish them from Spells, which are always reusable.

A suggested single use item generator can be found here.

Player Appendix F: Base Building

Base

Base Reg Mod Slots Def Mod Slots Hireling Slots Def Die Upkeep Cost
House 2 1 4 d4 5 200
Large House 6 2 8 d6 20 800
Guildhall 12 4 16 d8 50 2000
Tower 10 8 14 d10 100 4000
Mansion 40 6 30 d12 200 10000
Stronghold 30 20 50 d20 500 20000
Palace 100 30 200 d100 2000 250000
Regular Modules
Module Slots Upkeep Cost
Stables 2 1 50
Apothecary 4 5 200
Bakery 4 5 200
Brewery 4 5 200
Forge 4 5 200
Mason 4 5 200
Restaurant 4 5 200
Tailor 4 5 200
Tannery 4 5 200
Workshop 4 5 200
Library 6 15 500
Museum 6 15 500
Shrine 6 15 500
Tavern 6 15 500
Theater 6 15 500
Winery 6 15 500
Garden 10 30 1200
Marketplace 10 30 1200
Mine 10 30 1200
Defensive Modules
Module Slots Defense Upkeep Cost
Wall 1 +1 2 500
Ballista 2 +2 4 1000
Dungeon 3 +3 20 1500
Moat 4 +4 30 2000
Ramparts 5 +5 40 2500
Barracks 6 +6 50 3000
Watchtower 8 +8 100 4000
Hirelings
Profession Slots Defense Upkeep
Alchemist 2 5
Armorer 2 +1 2
Guard 2 +1 2
Hunter 1 1
Laborer 1 1
Mercenary 2 +1 2
Merchant 2 3
Physician 2 +1 5
Porter 1 1
Scribe 2 3
Thief 1 1
Wizard (max 1) 3 +2 20

Player Appendix H: Madness

Taken from Low Fantasy Gaming

1d20 MADNESS TRAIT

Roll Effect
1 “Do not be alarmed. The tremors and flashbacks come upon me every nightfall. They will subside by the morning.”
2 “Something sinister is following us. Sometimes I catch a glimpse of it from the corner of my eye.”
3 “Have no fear, my friend. I am the greatest warrior that ever lived. There is no foe we cannot overcome.”
4 “I must close every door I walk through. It keeps the Old One at bay.”
5 “This is no ordinary spider web. It is an ill omen. Five trapped insects struggling to be free, just as we five are trapped here in this forsaken ruin! We must turn back before it is too late.”
6 “My apologies, please forgive my laughter. In recent times my sense of levity has become skewed. I understand this is a very serious situation. Do continue.”
7 “I cannot abide the smell of beastmen any longer! The stink makes me wretch. I must leave this place or cut off my nose.”
8 “I can’t put my finger on it, but ever since [insert event] there has been something very wrong with [insert ally name]. Keep a close eye, sister.”
9 “I grow weary of being exploited and taken advantage of all the time. From now on, I give the orders round here.”
10 “Who is this burly dwarf with the broad axe? I think I would remember her if she were our ally as you claim. What sorcery is this? Who are you, wench!?”
11 “On occasion I lose the power of speech. Sometimes for days. They say I am cursed, or mad. Perhaps I am. But there is a secret in the silence, and I will be the one to uncover it.”
12 “If I draw my sword, one of us must die. Such is the price that the Blood God demands. I dare not disobey.”
13 “It is a curious thing, but the more I lie and exaggerate, the more others respect me.”
14 “The more people I meet, the more I care only for myself.”
15 “I keep my dear friend’s ear with me always. As long as I have it, I know he can still hear me.”
16 “I don’t feel anything anymore. Not since [insert event].”
17 “Can you not see her? The cloaked woman in the shadow of the trees? Is she saying something, I can’t make it out?”
18 “Bloodshed unleashes the demon within me. Keep well clear and loose the nets if I cannot shake the bloodlust once the last of our foes is dead.”
19 “Sometimes I black out and wake up elsewhere, with no memory of how I got there.”
20 “I am whispering because even here they are likely listening. You would be wise to do the same.”

DM Tools

Reactions

When the PCs encounter an NPC whose reaction to the party is not obvious, roll 2d6 and consult the following table.

Roll Reaction
2 Hostile. Immediate attack.
3-5 Unfriendly. Possible attack.
6-8 Neutral.
9-11 Friendly. Monster leaves or considers offers.
12 Helpful. Enthusiastic friendship.

NPCs also have a motivation. Roll a d10 and consult:

Roll Motivation Notes
1 Food You can distract them with rations, point them towards corpses, cast a food illusion.
2 Aid They could be hurt and need medical aid of some sort.
3 Gold They want money. Extortion, toll, tax, tribute, or greed.
4 Valuables Rare or unique items. Excellent pairings can result in their friendship or gaining as allies.
5 Territory This is their turf. They will defend it, ask you to leave, or to prove why you should be able to pass through.
6 Info They want to know about a nearby NPC, faction, landmark, or location.
7 Help They need something from nearby, probably somewhere dangerous. Kill something, clear out an area, retrieve something.
8 Trade They have random equipment (from each category on the equipment tables) and want to trade or sell. 1 in 6 chance they have something rare or valuable. Good business means possible friendship.
9 Mission They’re in service to another nearby NPC or faction and are helping to achieve a goal for them.
10 Directions They are lost and need directions somewhere, or help being escorted there safely.

Time

Time is tracked in the following increments

  • 8 hours
  • 1 hour
  • 10 mins
  • 10 seconds

8 hours is used for the highest level of time, generally following low pressure, boring events. Some examples include:

  • travel times (see travel)
  • sleep

While it can increment timers, it does not advance the Tension Pool.

Hours are the standard for anything that is lower pressure, but somewhat time sensitive. Each hour increments a Tension Pool, which may eventually advance overall goals for an antagonist. Some examples include going around town or researching.

10 minutes is the standard non-combat action in an unsafe area. The most classic example is dungeon delving, but it might also include sneaking through a military base or posing as a scientist at a conference.

Running the Hexcrawl

In different environments, different random events and monsters may appear. On rolling a 1 or 2 on the random events table, consult the following.

Roll Effect
1 Random enemy encounter
2 Random encounter

Weather

Iridescent haze
Causes a reflective, rainbow fog to descend in the mornings. Causes 1d6 increase in difficulty to scouting.

Roll d6 every morning

Roll Effect
1 constant laughter is heard
2 foul dreams of death make it impossible to rest
3 sky and sun become green

Amber fog
fog thickens to point of being visibily amber, misty tendrils rise from ground. 2/6 chance of making magic items unusable in the day.

Bubbling rain
light mist that doesn't seem to settle in a single place, rain that rises and falls.

Rain
Just plain ol rain. Can escalate into a thunderstorm. Causes 1d4 increase in difficulty to all movement tasks.

Thunderstorm
Thunder and lightning. Cannot rest during thunderstorm. 1d6 increase in difficulty to all movement tasks.

The Webbing
A thin film of webbing, as if from a spider, descends on every surface. 1d8 increase in difficulty foraging.

Magnetic tide
Magnetic storm causes metallic items to become magnetically charged. d6 increase in difficulty on any attack rolls.

Environment

Plains
Enemies
d6 Enemy
1 d6 wolves
2 d6 kobolds
3 Carnivorous Plant
4 d4 Mercenary
5 d6 orcs
6 acid cat
Forest
Enemies
d6 Enemy
1 d8 gem rats
2 ghoul
3 mold ogre
4 d4 scab possum
5 d6 spider
6 d4 sugar bee
Encounters
Swamp
Enemies
d6 Enemy
1 Carnivorous Plants
2 ghoul (1d4)
3 mold ogre
4 d8 gem rats
5 d6 spider
6 d4 giant cockroach
Encounters

Random Effects

Sometimes a player will ask for something that seems even odds to you, or you're just unsure. Roll a d6, on 4-6 favor the players, on 1-3 go against them.

Enemies

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Every monster has the following set of stats: Hit Dice, Armor Defense, Attack, Morale, Speed.

Hit Dice (HD): Indicates the number of hit dice to be rolled to determine a monster's hit points. Unless stated otherwise, a hit die is a d8. A monsters HD is also its ability bonus. For example, if a monsters HD=2, the GM rolls 2d8 to determine its HP. Its saves are 1d20+2 and its ability defense scores are all 12
Armor Defense (AD): The number that an attack roll must beat to hit the monster. For example, to hit a monster with an AC of 13, a player's attack roll must be 14 or higher.
Attack (ATT): The monsters attack type, the amount of attacks it can do per turn and the damage of that attack. Some monsters have multiple types of attacks. For example, ATT: 1 Bite 1d6, 2 Claw 1d4 means that the monster can do one bite attack for 1d6 damage per turn or 2 claw attacks for 1d4 damage per turn.
Morale (ML): See Morale.
Speed (SP): The distance a monster can move per turn. A monster may also have a special ability or behavior explained in their description.

Monster HD AD ATT ML SP Notes
ACID CAT 2d6 11 1 Bite 1d6, 1 spit 1d6 6 30' Acid spit requires a save to resist an extra 1d4 acid burn damage.
BANDIT 2 12 1 Sword 1d6, or 1 Bow 1d6 6 30' Bandits often lurk near lonely highways, ready to ambush travellers.
CARNIVOROUS PLANT 2 12 1 Vine Whip 1d6 1 Bite 1d8 11 These plants blend in with less dangerous vegetation until a victim is within its vines' reach.
KOALA 2 12 2 Claw 1d4, 1 Bite 1d6 6 30' These large blue Koalas hide in the trees of the Nectar Valley, waiting to drop on intruders without warning.
FLUORESCENT WOLVES 2 12 1 Bite 1d8 6 30' Their bright neon coats help them blend in With the vibrant flora of the Nectar Valley.
GEM RAT 1 11 1 Bite 1d8 5 30' Large translucent gem colored rodents
GHOUL 3 13 2 claw 1d6 1 Bite 1d8 6 30'
GIANT COCKROACH 1 15 1 Bite 1d4 5 40' They grow 24 long. They will aggressively protect their nests.
GIANT SCORPION 2 13 Claw 1d4, 1 stinger 1d8 7 40' On a critical stinger hit the target must save to avoid an extra 1d4 poison damage.
GNOLL 2 14 1 scimitar 1d6, 1 Bite 1d6 6 30' Hideous Cackle will intimadate enemies on a failed CHA save, giving dis-ADV next time they are attacked.
GOBLIN 1 12 1 Club 1d6 5 30' Goblins get ADV on sneaking in the dark.
KRAKEN 20 19 8 Tentacles 6d6, 1 Bite 4d6 10 30' Krakens have 8 tentacles, each 500 ft long. They get up to 8 tentacle attacks a turn. They can emit a 100' cloud of ink 4 times a day.
LICH 10 12 1 dagger 1d4 10 30' These undead wizards are hungry for magic. They are armed with 2 Spellbooks/artifacts and 2d4 Spell scrolls. Enter their domains with caution.
MERCENARY 3 14 1 Longsword 1d10 6 30' Skilled sellswords who fight for the highest bidder.
MOLD OGRE 5 13 2 Fist 2d6 7 30' Twice per day it can spray a cloud of spores in a 30' radius. Con save or fall asleep for 1d6 combat rounds.
ONE-EYED FITCH 4 14 2 Claw 1d8, 1 Bite 2d8 7 30' 20' long giant polecat with one large eye in the middle Of it's head. They live in underground burrows and are obsessed with eating Skullstrich eggs.
ORC WARRIOR 2 13 1 Mace 1d8 6 30' Green hog like humanoids. If an Orc Warrior kills an enemy it gets ADV on it's next attack.
ORC BERSERKER 3 14 1 War Axe 1d10, 1 Tusk 1d6 7 30' When these green humanoid hogs reach OHP they get one more attack before falling in battle.
ORC WARLORD 4 15 2 Scimitar 1d8, 1 Tusk 1d8 8 30' War Cry: gives any ally orcs ADV on their next attack.
PURPLE WORM 6 17 1 Bite 3d8, 1 Tail 2d6 11 50' Purple Worms roam the caverns beneath the Earth searching for organic matter to feed their insatiable hunger.
RED DRAGON 9 17 1 Bite 3d10, 2 claws 1d8, 1 Fire Breath 3d8 9 30' Red Dragons breathe fire in a coneshape 90ft long and roughly 30ft wide at the base.
SCAB POSSUM 1 12 1 Claw 1d4, 1 Bite 1d6 5 30' These mangy foul smelling creatures are often found in city sewers. The smell of blood drives them into a frenzy.
SHARK BEAR 4 13 1 Bite 2d8, 2 claws 1d8 6 40' Deadly shark bears are a danger both in the water and on land.
SKELETON 1 11 1 sword 1d6 6 30' Blunt weapons like clubs and hammers do double damage against Skeletons
SKULLTRICH 3 15 1 Talon 2d6, 1 Beak 1d8 6 30' Like an Ostrich but With bone like natu:ral armor growing on it's body.
SLIME BAT 1 12 1 Bite 1d6, 1 Spit 6 30' Slime Bats spit a slippery substance at their prey. DEX save to avoid falling down when walking on slime or to avoid dropping weapon when attacking after being slimed.
SNAKE WARRIOR 3 14 1 Spear 1 d8 7 30' Many who trespass in the Suplhur Jungle end up as dinner for the Snake Peoples brood of hatchlings.
SPIDER 2 12 1 Bite 1d6, 1 web 5 30' Spiders prefer to trap victims in their webs instead of fighting them head on. STR save to break free from web.
STONE APE 4 17 4 Fist 1d8, 1 Bite Ida 7 30' Large 4-armed gorillas with rough stone like skin. Often mistaken for bou1ders when sleeping.
SUGAR BEE 2 12 1 sting 2d6 6 40' 2-3' long bees with sugar like crystal growths on their back. They die once they lose their stinger in a succesful attack. They always travel in swarms.
TROGLODYTE 2 12 1 Spear 1d6 6 30' These reptilian humanoids live in caves and sometimes ride Giant Scorpions as steeds.
TROLL 5 15 2 Claw 1d6, 1 Bite 1d8 6 30' Trolls regenerate 1d4HP per round. If a Trolls child is wailing the troll parent gets ADV on attacks.
TROLL TODDLER 2 12 2 Claw 1d4, 1 Bite 1d6 6 30' They regenerate 1 HP per round. A wailing Troll Toddler makes it impossible for anything within 120' to sleep.
UNDERGNOME 2 12 1 Dagger 1d6, 1 Bite 1d6 5 30' They look like very short old bearded humans, extremely pale with all white eyes. Their forced smiles never leave their face. They try to lure people into their small tunnels with candy and go1d.
ZOMBIE 2 12 1 Claw 1d4, 1 Bite 1d6 11 30' Zombies are immune to spells that affect the mind. On a critical hit, a zombie's target must make a CON save to avoid disease.

Wilderness Encounters

Use https://oldschoolessentials.necroticgnome.com/srd/index.php/Wilderness_Encounters.

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