acter sheet with its corresponding Armor bo- Introduction nus (always 10 less than the defense). If the This is a fantasy adventure game. PC is not wearing any armor, their armor Game Master One player acts as the (GM) defense is 11 and their armor bonus is +1. D&ND OOP!s AllHouseRules while the remaining players take on the role Players who want to begin with a spellbook Player Characters Rulebook of (PCs). may roll on the list of spells instead of rolling House Rules Although paper, pencils, and dice are for starting gear. involved, the core of the game is a con- Edition versation; the GM tells the players what is 3. Item Slots: PCs have a number of item happening, the players tell the GM what slots equal to their Consitution defense, and their characters do in response, and the GM items they carry must fit into available slots. describes how their actions in turn affect the Players use item slots as a simple system to Saving Throws TABLE OF CONTENTS world. define their characters. Magic users might If a character attempts something where the Traits 2 carry many spellbooks but have little room outcome is risky or difficult to describe, they Starting Gear 3 The game usually begins with the GM rolling make a saving throw, or “save”. To make a for heavy and weapons while fighters might 100 Fine Reasons to travel together 3 for and determining the following: save, add the bonus of the relevant ability to have no space for plenty of items. Abilities 4 1. Where the party begins their session, a d20 roll. If the total is greater than 15, the Most items take up one slot, but some take Moving & Action 4 whether it is where a party last left off from character succeeds. If not, they fail. up more. Groups of small, identical items Magic 5 a previous session, or a new region, in a may be bundled into the same slot. If the save is opposed by another character, Mutations, Insanities, Omens 5 wilderness, city, dungeon, etc. 100 coins can fit in a slot. 1 slot can hold then instead of aiming to exceed 15, the Spells 6 2. The time (by rolling a d12 and flipping a around 5 pounds of weight. side doing the rolling must get a total greater Familiars, Hirelings, & Animal Companions 8 coin for night or day), and the season. An overloaded Character can carry an ad- than the opposing character doing the same 3. The weather. ditional amount of items in their hands equal thing. Monsters & Animals 9 4. A random event, to get the game started. to their Constitution Bonus. Both hands are If there are situational factors that make a Random Events, Encounters 9 full, and they can’t climb, jump, swim, run, save significantly easier or harder, the referee Resting & Healing 10 or attack. Characters carrying items beyond may grant the roll advantage or disad- Level Advancement 11 New Characters this limit can’t move. vantage. If a roll has advantage, roll 2d20 Wilderness 12 1. Roll for Abilities: Player Characters and use the better of the two dice. If it has Digging 14 (PCs) have six abilities: Strength, Dexterity, 4. Roll for Traits & Name: Roll the rest of disadvantage, roll 2d20 and use the worse of Court 15 Constitution, Intelligence, Wisdom, and your PC’s traits and choose a name for your the two dice. Death, & Life After Death 17 Charisma. Each ability has two related val- PC, but don’t get too attached! It’s a danger- Fantastic 18 ues: a defense and a bonus. When creating ous world out there. Players are encouraged Item Costs 19 a PC, roll 3d6 for each of their abilities, in to roll for a Fine Reason Why Characters order. The lowest of the three dice on each Travel Together and Fantastic Headgear. roll is that ability’s bonus. Add 10 to find its When a character dies, they may move on defense. Repeat this process for the rest of to the afterlife (refer to Death, and Life after the abilities. Death). After a PC dies, players should roll After you’ve finished rolling, you may op- up a new level 1 character and rejoin the tionally swap the scores of two abilities. party as soon as possible. Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your 5. Roll for Health: Roll 1d6 to determine PC’s Strength has a bonus of +2 and a your PC’s starting and maximum hit points. defense of 12. A PC’s healing rate is 1d6 + Constitution bonus. 2. Roll for Equipment & Armor: PCs start with 2 days of rations and one weapon of their player’s choice. Roll on the Starting Gear tables to determine starting armor and equipment. Armor comes with an armor defense value. Note that value on your char- 1 Traits Names 1 Names 2 Each trait table is optional, and may be chosen as desired or determined randomly. Roll 1d6 twice for Silas Clover Rei Ramses Xerxes Gang Alejandro Justice Fern Star Ariel Satan a random pick; first for the group, then second for the item within that group. Barsabaus Damaris Hester Herkaliz Efraim Twister Beatrix Tugtar Hippolyta Ahmed Mordechai Xiang Appearance Clothing Aiko Demona Jessamine Faustus Oz Jin Aquiline Bullnecked Square Antique Decaying Flamboyant Cleopha Mercury Jilly Faruq Fox Rakim Athletic Chiseled Gaunt Battle-torn Eccentric Food-stained Winchester Pepper Percival Zedong Redmaine Balam Barrel-Chested Wide Gorgeous Bedraggled Elegant Formal Minerva Phoebe Tuesday Yun Taro Anayeli Boney Corpulent Haggard Blood-stained Embroidered Frayed Alejandro Toya Ursula Gwytheryn Wyndex Alfonso Brawny Craggy Handsome Ceremonial Exotic Frumpy Odette Poppy Zora Bjorn Skenandoah Milky Brutish Delicate Grizzled Dated Fashionable Garish Olga Jamila Phaedra Brunhild Saqui Chadwick Soft Rugged Towering Grimy Oversized Sigils Orchid Sybil Nabila Rodrigo Deanjalo Akira Lanky Slender Trim Haute couture Patched Singed Round Slumped Weathered Lacey Patterned Tasteless Surnames Ripped Solid Willowy Livery Perfumed Undersized Thunderstruck Midnighter Firescar Rosy Narrow Tiny Mud-stained Practical Wine-stained Inkstain Needle Highborn Scrawny Statuesque Wrinkled Ostentatious Rumpled Worn out Berrycloth Mender Lamplighter Birdwhistle of the Wilder. Gaswick Coffinfoot Silverless Beekeeper Graveworm Tarwater the Animal Flowerborn Deathlover the Nimble the Bringer Kisser Gallows Mudraker the Secret Hairwind Dogsworn Snowheart the Gray Inn name Torchlight the Personality Griffintouch of the Omen Pigeonlover

NPC Goals These tables are available for players who would like a more detailed character. A better life Enlightenment Infamy Acceptance Fame Infiltrate fac. Physical Details Mannerisms Acquire item Found faction Justice Acid Scars Burn Scar Missing Tooth Anecdotes Drawl Catchphrases Craft item Freedom Kidnap NPC Battle Scars Bushy brows Gold Tooth Breathy Enunciates Laconic Destroy faction Glory Lead faction Birthmark No Eyebrows One-Eyed Chuckles Flowery words Laughs Destroy item Impress NPC Learning Brand Mark Dark Skinned Mustache Interrupts Gravelly voice Long pauses Locate NPC Resolve fight Serve evil Broken Nose Whip Scars Sideburns Cryptic Formal Melodius Love Restore faction Serve faction Bronze Skinned Missing Ear Beard Deep voice Repeats self Monotone Mastery Reveal secret Serve ideology Freckles Piercings Smooth skin Mumbles Rapid-fire Street slang Power Revenge Serve leader Nine Fingers War Paint Pockmarked Narrates Rhyming Stutters Reach location Sabotage fac. Serve the poor Sunburned Makeup Weathered Overly casual Jokes Talks to self Rescue NPC Serve deity Wealth Tattoos Tanned Stitches Quaint sayings Slow speech Trails off Keloid Scars Oily Prosthetic Rambles Speechifies Very loud NPC Assets NPC Liabilities Pale Skinned Reeking Iridescent Random facts Squeaky Whispers These are an NPC's strong points, attributes that These are an NPC's weak points, weaknesses that make them a valuable ally. can be exploited to subvert them. Personalities Secrets Authority Excellent liar Gorgeous Addiction Gambler Insanity Bitter Cunning Honor-bound Addicted Cultist Ghost Avoids detection Extremely rich Hears rumors Aloholic Glutton Jealous Brave Driven Hotheaded Artificial Demigod Has a child Calls in favors Faction-leader Huge family Corrupt ally Greedy Amateur Cautious Entitled Inquisitive Assassin Cursed lineage Heretic Charming Faction-member Huge library Coward Heretic Many enemies Chipper Gregarious Irascible Bankrupt Exile High born Cooks the books Feared Imitator Decadent Huge debts Misinformed Contrary Grumpy Jolly Beholden Fence Huge fortune Erases evidence Fortified base Interrogator Forbidden love Imposter Money trail Cowardly Heartless Know-it-all Counterspiy Fugitive Illusion Knows a guy Loyal henchmen Pulls strings Narcissist Protective Temper Lazy Righteous Spacey Insurrectionist Non-human Serial killer Knows a way in Middling oracle Secret lab Needs medicine Scandalous Trusting Loyal Rude Stoic Low born NPC Smuggler Launders money Nothing to lose Marketeer OCD Softhearted Vulnerable base Menacing Sarcastic Stubborn Married Polygamist Spy Learned Owns the guards Smuggler Paranoid Strict routine Wanted Mopey Savage Stuck-up Mind-controlled Protects relic Time traveler Local celebrity Powerful spouse Spy network Partyer Superstitious Weak-willed Nervous Scheming Suspicious Misfortune Scandalous birth Transformed Local knowledge Procures gear War hero Poor equipment Suspicious Widely despised Protective Serene Wisecracking Monster hunter Secret police War criminal 2 100 FINE REASONS CHARACTERS TRAVEL TOGETHER 51. met each other in a tavern, 78. are step-siblings and closer Starting Gear Characters travel together because they...(roll 2d10) over a fist fight. than is considered "natural". 79. are step-siblings and grew up 52. met each other in the military. Armor 26. met in a tavern, both hired for as close as blood relations. 1. are best friends. same adventure, which proved 1-3: 4-14: 15-19: 20: 80. are aunt/uncle and niece/ disastrous. 53. met each other while rob- nephew but close as parent and None Light Medium Heavy 27. met in a tavern, both hired for bing the same temple/shrine. 2. are cousins with a long and child. same adventure, which proved close history. lucrative. 54. met in a tavern, had a drink- 81. are from the same city, hired ing contest and both lost. as guards. and Shields 28. met in a tavern, both hired for 3. are half-siblings, as close as 55. met in prison, busted out 1-13: 14-16: 17-19: 20: same job but double-dealt by 82. got drunk together and can be. by a mutual friend who died in None Helmet Shield Helmet + Shield employer. hatched a plan to reign as kings. escape. 4. are lovers. 29. met in a tavern over drinks. 56. met on a ship, both had 30. met in a torrential downpour; 83. have a romantic relationship. 5. were lovers, now friends. hired passage together. Dungeoneering Gear sought shelter in the same cave. 84. have been rivals since child- Roll twice on this table, and once on the following two. 57. met on a ship, both stow- 6. are only distantly related to 31. met in king's treasure cham- , and want to show each aways. 1. Rope, 50 ft 6. Crowbar 11. Lantern 16. Pole, 10 ft each other. ber, both barely escaped. other up. 2. Pulleys 7. Tinderbox 12. Lamp oil 17. Sack 7. are parent-child and deeply 32. met in prison after doing 61. met when one broke an 85. met in school, have been 3. Candles 8. Grap. hook 13. Padlock 18. Tent protective of one another. hard time. enchantment that had been heated rivals since. 4. Chain, 10 ft 9. Hammer 14. Manacles 19. Spikes, 5 8. are over-protective parent and 33. met in prison, escaped placed on the other. rebellious child. together. 5. Chalk, 10 10. Waterskin 15. Mirror 20. Torches, 5 62. met when one ran the other 86. met in school and love to 9. are secretly in love but both down with their horse. play pranks on each other. 34. met in school. pretending at friendship. 63. were sent on the same quest 87. met each other as hired 35. met on disastrous adventure, by the same ruler. actor for successful play. General Gear 1 10. are sibling twins. are the only survivors. 1. Air Bladder 6. Saw 11. Fish. Rod 16. Net 64. mysteriously bear a strong 88. met each other as hired 11. are siblings, separated at 36. met on a ship, both kid- resemblance, but not related. actors for disastrous play. 2. Bear trap 7. Bucket 12. Marbles 17. Tongs childhood, now reunited. napped at same bar. 89. met when each refused to 65. trained together, though per- 3. Shovel 8. Caltrops 13. Glue 18. Lockpicks 12. are siblings and grew up 37. met on a ship, both working yield right of way and fought to haps in different disciplines. 4. Bellows 9. Chisel 14. Pick 19. Metal File together. for passage. a draw. 5. Grease 10. Drill 15. Hourglass 20. Nails 38. met on adventure, both 66. were both in love with the 90. met in school, spent many 13. both worship and serve the deserted their party to a certain same individual, now deceased. days of dentention together. same god/deity/pantheon. doom. 67. were hired muscle for a crime 91. met on an adventure, saved General Gear 2 14. don't like each other but 39. met through a mutual ac- lord but turned on their master. each other's lives. accept the other for their skills. quaintance, who is imprisoned. 1. Face paint 6. Fake jewels 11. Bottle 16. Incense 68. met each other through a 92. are half-siblings who never 15. are from the same troubled 40. met through a mutual friend, mutual friend's wedding. knew each other until recently. 2. Instrument 7. Blank book 12. Soap 17. Whistle ghetto. now deceased. 69. were both slaves together, 93. met when one's house 3. Card deck 8. Small bell 13. Pipe 18. Perfume 41. met when one caught the one earned freedom and pur- burned down and the other 16. are from the same village. 4. Face paint 9. Quill & Ink 14. Dice set 19. Tar pot other in an attempted swindle. chased it for the other. offered their home. 5. Cookpots 10. Twine 15. Horn 20. Scissors 17. are from the same village 42. met when one caught the 70. met each other through a 94. were sent on quest together and share a criminal past. other picking their pocket. mutual friend that dealt drugs. by the same deity. 18. saw each other in a dream, 43. met when one was down- 71. met when they both became 95. were hired farmers both fired later discovered the other. and-out and the other helped. roommates at a house. for their disregard for work. 19. have a mutual respect for 44. share a secret psychic bond 72. were sent on the same quest 96. were both slaves, escaped each other's skills. and feel each other's pain. by a ruler. and are on the run. 20. met each other in a game of 45. share a secret psychic bond 73. both loved the same person, 97. met a funeral. chance. and sense the other in danger. who spurned both. 21. met each other on the road; 46. shared the same horse for 74. worked together, apprenticed 98. were from same town, left joined for mutual protection. years until it died recently. to the same master. because it "changed". 22. met each other while praying 47. were both slaves together 75. were engaged, but one 99. both have amnesia, was first at the same temple/shrine. and slew their captor. broke it off, still friends. individual the other met. 23. met each other while shop- 48. one originally hired the other, 76. were hired for a tyrant who 100. were originally hunter and ping for adventuring gear. but now friends and peers, turned on them; now on the run. prey, now friends. 24. met in a forest, both escap- 49. were from the same town, 77. are cousins, though distant ing enslavement by fairy folk. only survivors of the plague. with little history. 25. met in a forest, both running 50. worked together on the same from wild animals. farm/ranch. 3 Abilities Moving & Action To climb, make a Strength or Dexterity sav- Initiative ing throw. If a new segment of the climbing Shuffle a 52-card deck. Each player draws a Each of the six abilities are used in different When a PC has the initiative in combat, they path becomes visible, do a second check to move action card, the referee draws a card for each NPC circumstances. may and take up to one . An progress. Each exploration turn spent study- Strength involved, and a card is drawn to represent : Used for melee attacks and saves action may be casting a spell, moving, run- ing the climbing route will add half of one requiring physical power, like lifting gates, ning, making an attack, attempting a stunt, the "end of round" card. The copies of all attribute bonus (rounded down) to the roll. If the drawn cards are then shuffled into a new bending bars, etc. or any other action deemed reasonable by the roll fails, the referee should roll a D10 to Dexterity deck. Players end their turn by drawing a : Used for saves requiring poise, the referee. Generally, a character's speed is see what percent is climbed before the fall. speed, and reflexes, like dodging, climbing, 40ft per turn. card, and whoever has the matching card holds the initiative. If the "end of round" card sneaking, balancing, etc. If falling more than 40 feet, a Constitution Constitution attack is drawn, effects of magic, fire, and so on : Used for saves to resist To make an , roll a d20 and add the save must be made to avoid death. Every 10 melee are noted, and the cards from the drawn pile poison, sickness, cold, etc. The Constitu- character’s Strength bonus for a feet fallen beyond the first 10 feet incurs 1d6 attack ranged are reshuffled into the deck for a new round tion bonus is added to healing rolls. A PC’s , or Wisdom bonus if it's a damage. Hanging from a ledge reduces the number of item slots is always equal to their attack. If the attack total is greater than the of combat. The referee draws the first card calculated fall distance by 10 feet. Intention- beginning combat. Constitution defense. other’s armor defense, the attack hits. If not, ally falling and succeeding on a Dexterity Intelligence: Used for saves requiring con- the attack misses. On a hit, the character saving throw reduces the calculated fall A person holding the initiative may delay centration and precision, such as wielding rolls their weapon’s damage die to determine distance by 10 feet. magic, resisting magical effects, recalling how many Hit Points (HP) their foe loses. their turn, and reshuffle their drawn card attacks within reach back into the deck. lore, crafting objects, tinkering with machin- For by the defender, Characters can hold their breath for the ery, picking pockets, etc. the defender also makes an attack roll, and same number of turns as their Strength Initiative alternative: At the beginning of each Wisdom: Used for ranged attacks and saves any who succeed deal damage. Defenders Bonus. round, all characters make a Wisdom saving requiring perception and intuition, such as may only react to attacks within reach once throw, rolling a d20 and adding their Wisdom Bo- Attacking someone unawares tracking, navigating, searching for secret per round. The first four slots in a character's inven- nus to act before the enemy party. Those who fail doors, detecting illusions, etc. isn't opposed. Ranged weapons used in tory are considered to be in the hand or the Wisdom check must act after their enemies. Charisma: Used for saves to persuade, melee will hit a random combatant. Other than this exception, player characters act in within hand's reach and instantly accesible. order of their results, lowest to highest. deceive, interrogate, intimidate, charm, Retrieving items in a hurry that are packed Grappling provoke, etc.. PCs may employ a number of someone is an opposed attack. If away requires making a Dexterity save, and henchmen equal to their Charisma bonus. the character wins they can knock their foe a failure means taking the entire turn to get unarmed damage to the ground and deal the item. (their Strength Bonus). Critical Hit: If the attacker rolls a natural 20 If the defender has a shield, they may or defender rolls a natural 1, the defender’s shield shattered choose to have their when armor loses 1 point of quality and they take attacked, ignoring all damage. an additional die of damage (of the weapon’s Fires deal damage every round, and have a type). At 0 quality, the item is destroyed. 1:6 chance of being caused unintentionally. fighting with two weapons For players , Each point of quality costs 10% of the item’s When rolling for damage, roll a 1d6. On a 1, they may choose to wield one of their weap- cost to repair. the fire shrinks by one step; on a 6, it grows offensive defensive ons in an (+1 to hit) or If both characters roll natural 20s on an by one step the following round. (+1 to Defense) style. Players may change opposed attack, their weapons clash and a Stages of fire: styles once per day, after a night’s rest. spectacular clinch is formed, and both weap- Alight (1d6) ons lose 1 point of quality. Flaming (1d6+3) For each turn spent aiming in combat, the Burning (2d6) PC rolls an additional die for the attack roll, Critical Miss: If the attacker rolls a natural 1 Ablaze (3d6, may ignite nearby flammables) keeping the highest roll and discarding the or the defender rolls a natural 20, the attack- Inferno (4d6, ignites nearby objects) rest. er’s weapon loses 1 point of quality. At 0 quality, the item is destroyed. Each point of quality costs 10% of the item’s cost to repair.

4 A place of power adds advantage to the Mutations Magic character's casting check. Sometimes a place Spell Duels Use these results for magical curses, or spells that cast a spell To , characters make an Intel- of power is a leyline, a standing stone, altar, A clap of thunder, the smell of brimstone, have gone wrong somehow. ligence saving throw (Roll d20+Int Bonus). concussive blasts of contested power and, cemetery, library, or other place of natural Ages Animal eyes Cyclops Spells are cast from scrolls or spellbooks, magical significance; other times, it is a place finally, the pile of ash where once a wiz- Attracts birds Animal head Extra arms spell Child-form Animal legs Extra eyes which must be held open with both hands specific to the spell, such as the elemental ard stood – these are the marks of a and read aloud. Spellbooks may only be duel. A spell duel is where one spellcaster Covered in hair Animal mouth Extra legs plane of fire for a fireball spell, or temporal Corpulence Animal skin Forked tongue used once per day, becoming blank after event (meteor shower, tornado). casts a spell that is countered by a second Animal arms Animal-form Gender swap use. Scrolls are consumed in the casting. caster, and the two proceed to throw spells Hunchback Monster Trait Shrinks Item-form No eyes Shrivels Both may only hold a single spell and take Rare ingredients and sacrifices may be until one dominates. Anyone can spell duel, up an item slot. Players are unable to copy, even a thief reading from scrolls. When one Long arms No mouth Skin turns color used to channel otherworldly power, granting Loses all hair P. Element skin Slime trail transcribe, or create scrolls and spellbooks. the caster the energy to cast the spell with character is casting a spell, another character Loses teeth Second face Translucent skin Spellbooks and scrolls can have many forms. success. The terms of the offering depends immediately declare they are counter-spell- Mon. Feature 7-digit hand Weeps blood There are grimoires; strings of carved bones; on who answers the call of the caster. ing if they haven't already taken their turn. tattoos, so they can never be lost; rune-in- 1-2: requires much more When a spell duel occurs, all other action Insanities scribed stones; prayer beads; sacred gongs; 3-4: requires more stops until the duel is won or lost. Results in quotation marks are things that are even maps of constellations, whose forms 5-6: offer accepted Only some spells can be used to counter believed to be true by the insane character. contains power. The referee’s discretion and good taste is each other. Typically there are two kinds Always lies Fears birds Fears horses If the spell targets a creature Always polite Fears blood Fears iron , an opposed encouraged in limiting sacrifices of living of counterspells: “same spell” (i.e., fireball save is made against the defender’s relevant used to counter fireball) and “defensive” (i.e., "Animal-form" Fears books Fears music creatures within the game. Cannot count Fears darkness Fears hands ability; usually Intelligence for mind-altering magic shield used to counter magic missile Cannot lie Fears fire Fears PC spells, or Dexterity for ranged attacks. Calling upon their own essence as a source or ice blast used to counter fireball). Each Faceblind Fears gold Fears rain Fears rivers "Genius" "Mon. Feat." of power, casters may take spellburn while spell countered requires an opposed save to succeed, and the defending caster may Fears silence "Gorgeous" "Monster Trait" Empowered Spellcasting casting and convert 1d6 Ability Points into Fears sleep Hates violence Must sing return the volley, or fail the duel. Successes For each caster participating in a group 1d6 Mana Points (MP), which are then used Fears sunlight "Invisible" New Personality build and failures compound in a spell duel. Fears the moon "Invulnerable" Says thoughts casting, the caster rolls an additional die on the spell being cast. Ability points lost Casters volleying spells quickly find them- Fears trees "Mon. Ability" Sees dead ppl for the save, keeping the highest roll and to spellburn are recovered 1 point per full selves building momentum. The prevailing discarding the rest. Group casting takes an night's rest and meal. If the spell fails, the spell is cast at one higher level for each additional turn for each person in the group. magic is shunted back into the caster and Omens & Magical spell countered. Additionally, the collision of The primary caster of the circle uses their they take on a mutation. Critical failure unearthly energies may cause weird things Catastrophes Ability bonus and die type for casting the (rolling a natural 1) means the spell also to occur during the duel, at the discretion of All iron rusts Dream plague Bridge to Fae spell. They are the only one who needs to spins out of control and becomes a magical Animals speak Endless night Forest appears the referee. know the spell, and they lead the casting. If catastrophe. Animals mutate Endless rain Forgetfulness Birds attack Endless storm Graves open mutation or insanity occurs, it is shared by all City appears Endless dusk Ghosts haunt in the casting circle. Characters may find etchings in a lost tomb, Deadly fog Endless winter Insects infest bargain with a generous demon, or consult a Mass insanity Outsider enters Shadows talk For each day spent during a ritual or deceased rival’s corpse. If a character learns Mass mutation People shrink Space distorts trance, the caster rolls an additional die a spell either by leveling up, bargaining with Mass slumber People vanish Stones speak Meteor strike Plants wither Total silence for the save, keeping the highest roll and a wizard, etc., they have the spell memorized Mirrors speak Portal opens Tower appears discarding the rest. Any time spent cast- and no longer need a scroll or a spellbook No stars All wood rots Water to blood ing in trance or ritual is spent fasting and for casting. Learned spells are cast by spend- sleepless, and does not count as normal ing at least 1 Mana Point, speaking magic rest. The ritual or trance is to be performed words and performing magical gestures. with relevant chanting, bell tolling, fasting, Learned spells remain at the level of power incense burning, drawing magic circles, etc.. when the PC learned it. A Mana Point typi- Critical failure (rolling a natural 1) during a cally increases a spell's power by one "level", trance or ritual means the character takes on usually in terms of range, duration, etc. and an insanity. can be spent on any spell casting, be it mem- orized, from a spellbook, or scroll. 5 List of Spells 14. Caldethene: A figure wearing a blue 32. Gate: A portal to a random plane 53. Mirrorwalk: A mirror becomes a gate- In the following spells, “MP” is 1+Mana robe appears until end of spell. They will opens. way to another mirror or reflective surface Points spent on casting, an item is an obey polite, safe requests. 33. Gravity Shift: You can change the that you looked into today. object able to be lifted with one hand, and an 15. Charm: MP creatures treat you like a direction of gravity (for yourself only) up to 54. Multiarm: You gain MP extra arms. object is anything up to human size. Unless friend. once per round. 55. Night Sphere: An MP×40ft wide sphere otherwise noted, all spells with ongoing 16. Command: A creature obeys a single, 34. Greed: MP creatures develop an over- of darkness displaying the night sky appears. effects last up to MP+1 minute(s), and have three-word command that does not harm it. whelming urge to possess a visible item of 56. Objectify: You become any inanimate a range of up to 40 feet. If a spell directly 17. Comprehend: You become fluent in all your choice. object between the size of a grand piano and affects another creature, the creature may languages. 35. Haste: Your movement speed is tripled. an apple. make a save to avoid it (as described previ- 18. Control Plants: Nearby plants and trees 36. Hatred: MP creatures develop a deep 57. Ooze Form: You become a living jelly. ously). Success reduces or negates the spell’s obey you and gain the ability to move at 5 hatred of another creature or group of crea- 58. Pacify: MP creatures have an aversion effects, usually by half. feet per round. tures and wish to destroy it. to violence. 19. Control Weather: You may alter the 37. Hear Whispers: You can hear faint 59. Phantom Coach: A ghostly coach ap- 1. Adhere: Object is covered in extremely type of weather at will, but you do not other- sounds clearly. pears until end of spell. It moves unnaturally sticky slime. wise control it. 38. Hover: An object hovers, frictionless, fast over any terrain, including water. 2. Animate Object: Object obeys your 20. Counterspell: Make an opposed Intel- 2ft above the ground. It can hold up to MP 60. Phobia: MP creatures become terrified commands as best it can. It can walk 15ft ligence save against the Intelligence of the humanoids. of an object of your choice. per round. caster of a nearby spell. You may do this out 39. Hypnotize: A creature enters a trance 61. Pit: A pit 10ft wide and L×5ft deep 3. Anthropomorphize: A touched animal of turn as a reaction, or against an ongoing and will truthfully answer MP yes or no ques- opens in the ground. either gains human intelligence or human magical effect. On a success, you may cancel tions you ask it. 62. Primeval Surge: An object grows to the appearance for MP days. the spell. 40. Icy Touch: A thick ice layer spreads size of an elephant. If it is an animal, it is 4. Arcane Eye: You can see through a mag- 21. Deafen: All nearby creatures are deaf- across a touched surface, up to MPx1 ft in enraged. ical floating eyeball that flies around at your ened. radius. 63. Psychometry: The referee answers MP command. 22. Detect Magic: You hear nearby magical 41. Illuminate: A floating light moves as you yes or no questions about a touched object. 5. Astral Prison: An object is frozen in time auras singing. Volume and harmony signify command. 64. Pull: An object of any size is pulled and space within an invulnerable crystal the aura’s power and refinement. 42. Increase Gravity: The gravity in an area directly towards you with the strength of MP shell. 23. Disassemble: Any of your body parts triples. humans for one round. 6. Attract: MP+1 objects are strongly mag- may be detached and reattached at will, 43. Invisible Tether: Two objects within 65. Push: An object of any size is pushed netically attracted to each other if they come without causing pain or damage. You can 10ft of each other cannot be moved more directly away from you with the strength of within 10 feet. still control them. than 10ft apart. MP men for one round. 7. Auditory Illusion: You create illusory 24. Disguise: You may alter the appearance 44. Knock: MP nearby mundane or magical 66. Raise Dead: MP skeletons rise from sounds that seem to come from a direction of MP characters at will as long as they re- locks unlock. the ground to serve you. They are incredibly of your choice. main humanoid. Attempts to duplicate other 45. Leap: You can jump up to MPx1 ft in stupid and can only obey simple orders. 8. Babble: A creature must loudly and clear- characters will seem uncanny. the air. 67. Raise Spirit: The spirit of a dead body ly repeat everything you think. It is otherwise 25. Displace: An object appears to be up to 46. Liquid Air: The air around you becomes manifests and will answer MP questions. mute. MPx1 ft from its actual position. swimmable. 68. Read Mind: You can hear the surface 9. Beast Form: You and your possessions 26. Earthquake: The ground begins shaking 47. Magic Dampener: All nearby magical thoughts of nearby creatures. transform into a mundane animal. violently. Structures may be damaged or effects have their effectiveness halved. 69. Repel: MP+1 objects are strongly 10. Befuddle: MP creatures of your choice collapse. 48. Manse: A sturdy, furnished cottage ap- magnetically repelled from each other if they are unable to form new short-term memories 27. Elasticity: Your body can stretch up to pears for MP×4 hours. You can permit and come within 10 feet. for the duration of the spell. MPx1 ft. forbid entry to it at will. 70. Scry: You can see through the eyes of a 11. Bend Fate: Roll MP+1 d20s. Whenever 28. Elemental Wall: A straight wall of ice or 49. Marble Madness: Your pockets are full creature you touched earlier today. you must roll a d20 after casting the spell, fire MP×40ft long and 10ft high rises from of marbles, and will refill every round. 71. Sculpt Elements: All inanimate material you must choose and then discard one of the the ground. 50. Masquerade: MP characters’ appear- behaves like clay in your hands. rolled results until they are all gone. 29. Filch: MP visible items teleport to your ances and voices become identical to a 72. Shroud: MP creatures are invisible until 12. Bird Person: Your arms turn into huge hands. touched character. they move. bird wings. 30. Fog Cloud: Dense fog spreads out from 51. Miniaturize: You and MP other touched 73. Shuffle: MP creatures instantly switch 13. Body Swap: You switch bodies with you. creatures are reduced to the size of a mouse. places. Determine where they end up ran- a creature you touch. If one body dies, the 31. Frenzy: MP creatures erupt in a frenzy 52. Mirror Image: MP illusory duplicates of domly. other dies as well. of violence. yourself appear under your control. 74. Sleep: MP creatures fall into a light 6 sleep. 91. Time Rush: Time in a 40ft bubble starts Spell Maker 1-3 4-6 75. Smoke Form: Your body becomes living moving 10 times faster. To generate a spell from this list, the player Physical Effect+ Ethereal Element+ 1 smoke. 92. Time Slow: Time in a 40ft bubble slows first rolls 2d on the table to the right to find Physical Form Physical Form 76. Snail Knight: 10 minutes after casting, to 10%. Physical Effect+ Ethereal Element+ the spell formula. One die indicates the row, 2 a knight sitting astride a giant snail rides into 93. True Sight: You see through all nearby the other indicates the column. Ethereal Form Ethereal Form Ethereal Effect+ Physical Effect+ view. He is able to answer most questions illusions. Once the player has found the spell formula, 3 Physical Form Physical Element related to quests and chivalry, and may aid 94. Upwell: A spring of seawater appears, they roll a d6 twice on the two indicated Ethereal Element+ Physical Effect+ you if he finds you worthy. gushing 20 gallons per round. 4 magic tables to create the spell's name. The Ethereal Form Ethereal Element 77. Sniff: You can smell even the faintest 95. Vision: You completely control what a referee then tells the player the spell's gen- Physical Element+ Ethereal Effect+ 5 traces of scents. creature sees. eral effects, based on its name. The player Physical Form Physical Element 78. Sort: Inanimate items sort themselves 96. Visual Illusion: A silent, immobile, illu- may also suggest uses for the spell outside of Physical Element+ Ethereal Effect+ 6 according to categories you set. The catego- sion of your choice appears, up to the size of the referee's description, and the referee is Ethereal Form Ethereal Element ries must be visually verifiable. a bedroom. encouraged to allow it. 79. Spectacle: A clearly unreal but impres- 97. Ward: A silver circle 40ft across appears sive illusion of your choice appears, under on the ground. Choose one thing that can- your control. It may be up to the size of a not cross it: Living creatures, dead creatures, Physical Effects Ethereal Effects palace and has full motion and sound. projectiles or metal. Animating Crushing Fusing Avenging Compelling Dispelling 80. Spellseize: Cast this as a reaction to 98. Web: Your wrists can shoot thick web- Attracting Diminishing Grasping Banishing Concealing Emboldening Binding Dividing Hastening Bewildering Deafening Encoding another spell going off to make a tempo- bing. Blossoming Duplicating Hindering Blinding Deceiving Energizing rary copy of it that you can cast at any time 99. Wizard Mark: Your finger can shoot a Consuming Enveloping Illuminating Charming Deciphering Enlightening before this spell ends. stream of colored paint. This paint is only Creeping Expanding Imprisoning Communicate Disguising Enraging 81. Spider Climb: You can climb surfaces visible to you, and can be seen at any dis- Levitating Reflecting Sealing Excruciating Nullifying Soothing Opening Regenerating Shapeshifting Foreseeing Paralyzing Summoning like a spider. tance, even through solid objects. Petrifying Rending Shielding Intoxicating Revealing Terrifying 82. Summon Cube: Once per second, (6 100. X-Ray Vision: You gain X-Ray vision. Phasing Repelling Spawning Maddening Revolting Warding times per round) you may summon or banish Piercing Resurrecting Transmuting Mesmerizing Scrying Wearying a 3-foot-wide cube of earth. New cubes must Pursuing Screaming Transporting Mindreading Silencing Withering be affixed to the earth or to other cubes. 83. Swarm: You become a swarm of crows, Physical Elements Ethereal Elements rats, or piranhas. You only take damage Acid Clay Glass Ash Ectoplasm Light from area effects. Amber Crow Honey Chaos Fire Lightning Bark Crystal Ise Distortion Fog Memory 84. Telekinesis: You may mentally move Blood Ember Insect Dream Ghost Mind MP items. Bone Flesh Wood Dust Harmony Mutation 85. Telepathy: MP+1 creatures can hear Brine Fungus Lava Echo Heat Negation each other’s thoughts, no matter how far Moss Sand Thorn Plague Smoke Thunder Obsidian Sap Vine Plasma Snow Time apart they move. Oil Serpent Water Probability Soul Void 86. Teleport: An object disappears and re- Poison Slime Wine Rain Star Warp appears on the ground in a visible, clear area Rat Stone Wood Rot Stasis Whisper Shadow Steam Wind up to L×40ft away. Salt Tar Worm 87. Thaumaturgic Anchor: Object becomes the target of every spell cast near it. Physical Forms Ethereal Forms 88. Thicket: A thicket of trees and dense Altar Chain Elemental Aura Bubble Cone brush up to MP×40ft wide suddenly sprouts Armor Chariot Eye Beacon Call Cube up. Arrow Claw Fountain Beam Cascade Dance Beast Cloak Gate Blast Circle Disk 89. Time Jump: An object disappears as it Blade Colossus Golem Blob Cloud Field jumps MPx1 minutes into the future. When Cauldron Hammer Bolt Coil Form it returns, it appears in the unoccupied area Horn Sentinel Tentacle Gaze Pyramid Swarm nearest to where it left. Key Servant Throne Loop Ray Torrent 90. Summon Idol: A carved stone statue Mask Shield Torch Moment Shard Touch Monolith Spear Trap Nexus Sphere Vor tex the size of a four poster bed rises from the Pit Steed Wall Portal Spray Wave ground. Prison Swarm Web Pulse Storm Word 7 Imps may shape-change into an animal form Manes are notoriously difficult to control, Familiars similar in size of their choice once a day. for these creatures are not happy unless Hirelings & Animal Summoning a Familiar: The character They are capable of detecting magical ema- they are employed in some sinister pursuit. performs a summons and makes a Charis- nations by sight. They are fairly good flyers, A mane will always try to twist orders by Companions ma saving throw. Rituals, rare ingredients, A hireling is a hired person directly con- and can be taught to use weapons which adhering to the letter of any command. They and other bonuses granted by empowered trolled by a player. This exempts creatures have been scaled to their size. They are also can communicate with the dead and have an spellcasting can be used. On a success, a controlled by a player’s hireling, who may fond of starting fires. acute sense of smell. They cannot be taught familiar will arrive in 1d20 hours. What sort have their own loyalty problems. Players Likes: Fire, Attention to use weapons of any sort. of familiar appears depends on where they whose characters have died may take one of Size: 2-3 ft. tall, 30-40 lbs. Likes: Fear, Pain are summoned and what, if anything, has their hirelings on as a new character in order Hit Dice: 2d6 (12 HP) Size: 4 ft. tall, 40-50 lbs. been offered. A frog familiar might appear to quickly rejoin to the adventuring party. Attacks: d4 damage (Pointed Tail, Weapon) Hit Dice: 3d6 (18 HP) if summoned in a swamp, while calling for If hirelings aren't paid, they'll quickly lose Abilities: Flying, Regeneration (1 point per Attacks: d6 damage (Claws, Bite) familiars within a city sometimes returns a morale. round), Shapechange (once per day), Float- Abilities: Invisibility, Detect Magic (by sight), rat, and in a deep dungeon, a spirit. ing Flame Immunity to control spells, Fire, Cold, All familiars will serve their masters loyally An animal companion is a character's Lightning, Regeneration (1 point per round), until destroyed or "dismissed”. Instead of constant friend and companion. Attempts at Gremlins are capable of creating a strange Speak with Dead taking an action on their turn, characters companionship get a -1 for each of the an- toxin, which they use to cover the tips of may have familiars act on their behalf. A imal's hit points that exceed the character's. their needlelike spears. Victims failing their Faerie Servants resent authority above all spell caster may dismiss a familiar anytime The PC may attempt to befriend the animal save against poison fall into a deep sleep for else, but are still bound by magical contracts. they wish to be rid of it by simply reciting the by making a Charisma save. On a success, 1d6 rounds. If a Gremlin is asked by its mas- Generally uncooperative, they will only act words of the summon spell in reverse. the animal decides to trust the character and ter to reveal the secret of making this toxin, by bargaining and are almost always motivat- Broken Pacts: If a familiar is ordered to are treated as a hireling. The loyalty of an the summoning pact is considered broken, ed by personal gain or revenge. In exchange perform any action which will certainly lead animal companion depends on how well-fed and the Gremlin will be free to go wherever for a favor, faerie servants may grant all to its death, the pact is considered to be bro- they are, and willl abandon the character it wishes. There are quite a few gremlins sorts of boons, such as learning a spell the ken, and may go where it pleases. Familiars they've bonded with if driven to starvation. loose because of this ancient clause. faerie knows, bringing a loved one back to freed in this manner can be quite dangerous Once a day animals need to eat 1 ration for Likes: Chaos life, granting +2 to an Ability Score, or even and spiteful, and will certainly seek revenge each hit die they have. Size: 6” tall. saving a PC from an imminent death (should upon their former master. Hit Dice: 2d6 (12 HP) they choose to appear in time). Hireling Recruitment Modifiers Attacks: d6 damage (Poison Spear) Likes: Magic, Power Posting Notices in Public: 50cp, +3 Familiar spirits eagerly await beyond the Equipment: Leather Armor Size: 4-7 ft tall, 50-100 lbs. Hiring a Crier: 10cp, +1 for a return to the physical realm. They Abilities: Fast, Invisibility, Detect Magic (by Hit Dice: 6d6 (36 HP) Hiring Agents will only possess animals, and if there are touch), Regeneration (1 point per round), Attacks: none to seek prospects: 300cp, +6 none nearby, will remain in its non-corpo- Telepathy Abilities: Invisibility, Detect Magic, Summon Frequenting inns and taverns: the cost of real form and may assume a frightening Object, Teleport, Sleep, Silence, Magical buying everyone in the establishment a drink ghost-like form once a day for 1d6 rounds. Darkness, Second Sight, and more (depend- to spread the word. +2 per tavern Spirits dislike noncorporeality and will inhabit ing on who arrives). Population Modifier: inaminate objects to console themselves. +2 for large cities Despite this, they have a 1d6 chance per -1 for borderlands day of going insane. Insane spirits refuse to -2 for wilderness obey their poor masters, and instead wail, sing, and tell stupid jokes. They cannot be Reactions to Offers of Employment dismissed and may only be exorcised. Roll d20 + Charisma bonus: Hit Dice: 1d6 (6 HP) 1 or below: refuses offer, subsequent reac- Attacks: d4 damage tion rolls in the area suffer a -3 penalty. Abilities: Respective animal abilities 2-8: refuses offer 9-12: roll again 13-18: offer accepted, for starting morale 19: enthusiastic, +3 starting morale 20: fanatical; no morale check ever needed 8 Monster Base Monsters Roll once, or roll twice and combine the results. & Animals 1-2: Aerial, 3-4: Terrestrial, 5-6: Aquatic Monsters should be surprising, unique, and Aerial Animals Monster Features Monster Tactics present players with an interesting problem Albatross Crane Flamingo Features can be used as loot. They can be crafted Ambush Create barrier Gang up Bat Crow Fly into items or sold to alchemists as ingredients for Call for support Deceive Gather strength to solve: overcoming a foe whose true nature Beetle Dragonfly Flying Squirrel potions. Capture Demand duel Go berserk is unknown. Tropical Bird Eagle Goose Antlers Fangs Legless Charge Disorient Harry All monsters from the usual roleplaying Butterfly Firefly Gull Beak Fur Long tongue Climb foes Encircle Hurl foes bestiaries should work as-is with no major Condor Falcon Hummingbird Carapace Fins Many-eyed Draw worship Evade Immobilize Kingfisher Moth Rooster Manipulate Scatter foes Target nearest conversion needed. Here’s some guidelines. Claws Gills Many-limbed Locust Owl Sparrow Compound Eye Hooves Mucus Mock Stalk Target richest Hit Dice/Hit Points: All monster hit dice Lagpie Parrot Swan Eye Stalks Horns Pincers Monologue Steal from Target strongest are d6s unless otherwise specified. Their Mantis Peacock Vuiture Plates Shell Tail Order minion Swarm Target weakest max HP is half the total sum of d6s. Mockingbird Pelican Wasp Plumage Spikes Talons Protect leader Target insolent Toy with Mosquito Pteranodon Woodpecker Protect self Target leader Use terrain Armor Proboscis Spinnerets Tentacles : Monster AC (if ascending) is identi- Scales Spines Trunk cal to Armor defense. If the AC is descend- Segments Stinger Tusks ing, subtract it from 19 to find its ascending Terrestrial Animals Shaggy hair Suction Cups Wings Monster Personality These are an NPC's strong points, attributes that Roll on this table or on the Personality table from equivalent. make them a valuable ally. the Characters page. Attack Bonus: If an attack bonus is not Ant Caterpillar Ferret Monster Traits Alien Devious Fanatical given, assume that it is the same as the mon- Ape Centipede Foxe Aloof Distractible Forgetful Amphibious Crystalline Fearless Armadillo Chameleon Giraffe Bored Educated Generous ster’s number of hit dice. Bloated Decaying Fluffy Badger Cockroach Goat Cautious Embittered Hateful Damage: Damage remains the same. Brittle Ether. Element Fungal Boar Deer Horse Cowardly Envious Honorable Cannibal Ethereal Gelatinous Morale: Morale rating is their number of hit Bear Elephant Human Curious Erudite Humble dice plus their Consitution Bonus. Clay-like Ever-young Geometric Mole Rat Snake Colossal Eyeless Hardened Jaded Meticulous Psychopathic Ostrich Rhinoceros Spider Jovial Mystical Sophisticated Saves: Assume that monsters have ability Illusory Phys. Element Skeletal Ox Scorpion Squirrel Legalistic Obsessive Touchy bonuses equal to their level, with the corre- Intelligent Planar Slimy Porcupine Sheep Tiger Manipulative Out of Touch Unimpressed Iridescent Reflective Sticky sponding ability defenses. Rabbit Slug Wolf Megalomaniac Paranoid Vain Luminous Rubbery Stinking Raccoon Snail Wolverine Melancholy Polite Xenophobic Many-headed Shadowy Tiny Mechanical Sharp Translucent Aquatic Animals Monster Weakness These are an NPC's weak points, weaknesses that Monster Abilities Monsters do not have specific weaknesses, but can be exploited to subvert them. it can be a good way to reward research and Absorbing Duplicating Gaze weapon Alligator Dolphin Lobster preparation. Acid blood Electric Hypnotizing Amoeba Eel Manatee Anti-magic Entangling Impervious Bells Conversing Heat Anglerfish Frog Manta Ray Blinding Ether. Effect Invisible Birdsong Deformity Holy Icon Beaver Hippo Muskrat Breath weapon Exploding Life-draining Children Flattery Holy Water Clam Jellyfish Narwhal Camouflaging Flying Magnetic Cold Flowers Home Cooking Crab Leech Newt Mimicking Radioactive Strangling Cold Iron Gifts Insanities Octopus Anemone Squid Mind-Reading Reflective Super-strength Competition Gold Mirrors Otter Urchin Swordfish Paralyzing Regenerates Telekinetic Mistletoe Puzzles True Name Penguin Seahorse Tadpole Physical Effect Shapeshifts Teleporting Moonlight Riddles Val. Materials Platypus Shark Turtle Poisonous Spell-casts Vampiric Music Rituals Weak Spot Pufferfish Shrimp Walrus Phasing Stealthy Wall-Crawling Methods Silver Weapon Items Salamander Seal Whale Phylactery Sunlight Wine Phys. Elements Tears Wormwood

9 Random Events Encounters Monster and NPC Stats Dungeons: Roll 1d6 for every 2 turns of When an encounter occurs, roll for distance. Health 1d6 2d6 3d6 4d6 6d6 activity or 4 hours of inactivity There is a 1d6 chance the encounter is with Weak Typical Tough Hulking Colossal Wilderness: Roll 1d6 per hex or 8 hours of two groups. If this occurs, roll 1d6: Armor 10 12 13 14 16 inactivity 1-2: The two groups are already engaged in Unarmored Light Medium Heavy Nigh Impervious Borderlands: Roll 1d6 per day an encounter. Bonus +0 +1 +2 +3 +4 Civilised: Roll 1d6 per week 3-4: The two groups meet at the same time Attack Untrained Trained Dangerous Masterful Lethal as the party meets them. Strength Slow Average Strong Powerful Monstrous Random Events List 5-6: The second group encounters the party Dexterity Slow Average Nimble Swift Blurred Roll a d6: interacting with the first group after 2d6 Constitution Frail Average Tough Vigorous Unbreakable 1: Torch/Lantern exhausted. rounds. Intelligence Stupid Average Bright Intelligent Brilliant Encounter Distance 2: Local Event (Roll d6). Wisdom Foolish Average Keen Wise Enlightened Roll a d6, and with -2 during the night/in- 3: Nothing. Charisma Dull Average Appealing Charismatic Mesmerizing 4: Change in weather. doors, with another -1 or -2 for obstructions 5: Clue/tracks of nearby encounter. and limited visibility. 6: Encounter. Determine distance, surprise, 1: Melee (2’-5’) NPC altercations and reaction. 2: Near (10’-50’) In any mixed crowd, NPCs can get you in hot water. 50% of all encounters are caused by 3: Far (50’-150’) NPCs, usually on a power trip from being hired by an fancy adventuring party. 4: Local Events List Distant (150’-300’) 2d6 1 2 3 4 5 6 5: Extreme (2d6 turns away from Distant) (this list may be made by rolling or choosing 1 Spit-on Barf-on Fall-on Spill-on Told-on Sneezed-on 6: Barely Visible (1d6 rounds away) from the tables for wilderness generation) 2 Tripped Insulted Demanded Mocked Tripped Slapped Roll a d6: 3 Punched Attracted Scratched Pinched Challenged Accused 1: Event. 4 Pushed Befriended Robbed Butted Bit Laughed-at 2: Discovery. 5 Asked Complimented Licked Kicked Begged Angered 3: Edible Plants/Items. 6 Grabbed Propositioned Petted Helped Jabbed Ride 4: Poisonous Plants/Trap. 5: Activity. 6: Detail.

Range Melee (0-10’): Standard range for grappling and most weapons. Missed ranged attacks at this distance risk hitting something or some- one else nearby. Ranged (10-50’): Standard distance for ranged attacks. Hand to hand attacks can’t be made at this distance. Far (50-150’): Missed ranged attacks at this distance risk hitting something or someone else nearby. Distant (150’-300’): Arced missile fire. Usually this range cannot be made indoors or target individuals.

10 Resting & Healing Morale Wilderness Activities A meal restores 1d6 + HP equal to Level. Prospecting Advancement Monsters and NPCs (non-player characters) : Costs 4 Movement Points. All PCs begin at level 1, and gain levels over all have a morale rating between 2 and 12. Refer to the Digging Sheet. the course of the campaign. At the end of A meal and restful sleep heals all HP. When they face more danger than they were the session, the referee awards Experience morale Foraging expecting, the referee will make a : Costs 1 Movement Point. Points (XP) to PCs. For every 24 hours without food or a night’s roll by rolling 2d6 and comparing the result Success means food and water for 1 day for sleep, the character suffers exhaustion and to the NPC’s morale rating. If the roll is each character foraging, or collecting 1-6 Whenever a PC gains 1000 XP, they gain loses an item slot. If the character has no higher than the rating, the NPC will attempt drams of a plant or herb. a level. Typicallly, PCs are awarded 50 XP item slots, they lose Ability Points instead. to flee, retreat, or parley. Morale rolls can for low-risk accomplishments, 100 XP for Item slots and Ability Points are recovered at Hunting: be triggered by defeating half of an enemy Costs 4 Movement Points. Each moderate-risk accomplishments, and 200 the rate of 1 per day of being well-fed and group, defeating a group’s leader, or reduc- character in party hunting gets a roll. Only XP for high-risk accomplishments. The rested. ing a lone enemy to half HP. Hirelings also those who can see in the dark can hunt at referee should freely notify the PCs of how make morale rolls when they aren’t paid, night. Hunting requires ranged weapons or much XP different objectives are worth when their employer dies, or they face extraordi- baited traps. asked. PCs are also awarded 100 XP for nary danger. Morale may also be improved Hunted game has a 1-in-6 chance of being showing up to the game. by paying hirelings more and treating them foul. Taking 10+ damage in one attack, fire, NPCs lose 1 point of morale for well. acid, magic, etc increase failure by 1 each. When a PC gains a level, they increase each morale check they fail . Animal com- Hunted game can provide 1 field ration per their HP maximum by 1d6 points, and they panions and hirelings roll morale for each hit die (and last for 2 days). may choose one of these options: week they are underpaid or underfed. Hit Points: Increase their maximum HP by Cooking : Salt, fire, and HD hours can turn an additional 1d6 points. game into HD^2 standard rations. Ability Points: Increase 2 abilities of their Failed NPC Morale (Roll 1d6) Base preparation chance is 1-in-6. Increase choice by 1 point. Abilities may never be 1: Run Away, random direction success odds by 1 for each of the following: raised higher than 20/+10. 2: Surrender, throw down weapon Fire Water Utensils Pots & pans , , , , and Weapon Mastery: Choose a weapon that, 3: Freeze in fear, no action Spices . A well-supplied party able to take in your hands, has +1 to hit and increases in 4: Hide until encounter is over time while camping also succeeds auto- damage by one die size, in this order: 1d4, 5: Bargain/Parlay matically. Add +1 if the food was properly 1d6, 1d8, 1d10, 1d12, 2d6, 2d8, 1d20, 6: Beg for mercy cooked and prepared, subtract -4 if the meat 3d6, 2d10. is rotten/uncooked. Spell Mastery: Learn a spell permanently NPC reactions 1: Save vs CON or no benefit from meal and gain 1 Mana Point. When the PCs encounter an NPC whose re- 2-5: No extra effect. Class Advancement: Roll on a class ad- action to the party is not obvious, the referee 6: Heal 1 additional HP. vancement sheet, if available for the game. may roll 2d6: 2: Hostile Gold XP Variant: Players as a group may 3-5: Unfriendly/Unhelpful choose to instead gain 1 XP per Gold Piece 6-8: Unsure they discover in the wild and bring back to 9-11: Talkative civlization. Note that this means they will not 12: Helpful gain any XP for risks taken. Barse's Corrected Common Calendar Months are 4 weeks long, and weeks are 6 days long. The days of the BCCC are: 1. Airday 3. Earthday 5. Spiritday 2. Waterday 4. Fireday 6. Workday Bluesnow Longrass Blackmoon Thawmist Warmshade Willowind Dewsnap Sunstrong Redleaves Flowerbloom Thistleburn Coldrain Sweetrain Harvestime Shadowrath Meadowlark Goodgrove Gloomfrost 11 Wilderness Travel Inhabited Lands Inhabited Lands Generator When traveling in the wilderness, movement For every 1-mile hexagon being explored, Habitation type Wilderness Borderlands Civilised Special is made by spending Movement Points. The refer to the Wilderness Region and any con- uninhabited 1-12 1-4 1 monastery number of points represent different modes spicuous landmarks. Also roll 1d20 and refer ruins 13-16 5-7 2 trading outpost to the Inhabited Lands table to check for the of travel, and the cost of travel depends on castle/keep/stonghold 17 8-9 3-4 prison presence of settlements and/or inhabitants. the difficulty of terrain. Movement Points single dwelling 18 10-12 5-6 mill For special habitations, roll another 1d20 can also be spent on wilderness activities. 8 special 19 13-14 7 abbey and refer to the column on the right. hours have usually passed when all Move- thorp --- 15 8 manor ment Points are spent, and are recovered New Lands hamlet --- 16 9-10 work camp after a meal and a night’s rest. Desperate village --- 17-18 11-13 military camp forced march If a wilderness expedition moves into an area characters may progress at a temple 20 19 14-16 farmstead and temporarily lose 1d6 item slots (not where no map has been made, consult the town --- 20 17-19 monastery items) in exchange for 1d6 Movement current land table for finding new lands. Roll city ------20 orphanage Points. If the character has no item slots, a d20 as the party enters a new space (1- they lose Ability Points instead. Item slots mile hexagon), and the column on the left is and Ability Points are recovered at the rate the newly-discovered terrain. The referee is New Lands Generator encouraged to add to the terrain as they see In a new land, generate specific terrain by rolling or choosing from the tables for wilderness generation, of 1 per day of begin well-fed and rested. and by making a d6 list for local events, and for encounters. fit, including unique features such as rivers, Current-> Plains Scrub Forest Rough Desert Hills Mountains Marsh Travel speeds: large lakes, oceans, seas, and islands. Adven- Plains 1-11 1-3 1 1-2 1-3 1 1 1-2 Two legs: 10 Movement points turers in the mountains may see the terrain Scrub 12 4-11 2-4 3-4 4-5 2-3 2 3-4 Four+ legs: 18 Movement points for 3 miles in any direction. In bad weather, the party must roll a wis- Forest 13 12-13 5-14 5 --- 4-5 3 5-6 Rough 14 14 15 6-8 6-8 6-7 4-5 7 Terrain cost per 1 mile hex: dom save to see whether they have traveled Desert 15 15 --- 9-10 9-14 8 6 --- Roads: 1 Point off-course. If they fail, they stray off-course Regular terrain (forest, hills, barren, river): 1 mile, plus a number of hexes equal to the Hills 16 16 16 11-15 15 9-14 7-10 8 2 Points amount of points gained by each weather Mountains 17 17 17 16-17 16-17 15-16 11-18 --- Rough terrain (mountains, swamps, desert): condition that applies. Marsh 18 18 18 18 18 17 --- 9-15 3 Points Conditions: Fog, Night, Rain, Wind, Snow Pond 19 19 19 19 19 18-19 19 16-19 Map: +5 Depression 20 20 20 20 20 20 20 20 Traveling methods: -1 for each drunk member in party Hustling: Gain 4 Movement Points. Characters can only hustle once per day. Types of Terrain Chance for encounter is doubled. Plains: tundra, steppe, savannah, prairie, Weather Exploring: Costs 1 MP per hex. Chance of heath, moor, downs, meadow, boulder field 2d6 Weather (+/-2 in Extreme Climate) 2d6 Shift in Weather encounter is doubled. Scrub: brush, veldt, thickets, brackens Scouting: Costs 2 MP per hex and can’t Forest: woods, jungle, groves and copses 2 Extreme Heat/Wildfire 1 Much Hotter make use of roads. Chance of encounter is (light forest) 3 Severe Heat/Humid 2 Warmer halved. Rough: badlands, wastelands, battlefields 4 Hot and Sunny 3 Drier Desert: barrens, flat, snowfield 5 Clear and Sunny 4 Less Windy Hills: ridges, bluffs, dunes 6 Warm, partly Cloudy 5-6 Similar Mountains: mesas, glacier, tors 7 Rain 7-8 reroll on Weather Table Marsh: fen, slough, swamp, bog, mire, 8 Cool and Cloudy 9 Windier quagmire, morass 9 Cool, Cloudy, and Windy 10 Wetter Pond: pools, tarn, lake 10 Cold 11 Cooler Depression: gorge, rift, valley, canyon, 11 Freezing 12 Much Colder volcano 12 Snow/Blizzard

12 The Wild Inns Regions, Landmarks, and Details are for inspira- These six tables are used for the Local Events table during random tion generating the beginning and general geogra- encounters, reflecting the type of terrain the characters are in. Inn Adjectives phy of an area. Use this table to create a custom table reflecting the type of terrain the characters are in. Wilderness Regions Wilderness Discoveries Wilderness Structures Bellowing Cunning Bloody Bluffs Canyon Forest Blood stains Cut ropes Item Altar Cairn Ford Blazing Copper Golden Badlands Water Glaciers Bones Dead animal Lost NPC Aqueduct Crossroads Fortress Bleak Dancing Purple Bay Dust bowl Highlands Broken weapon Dun. Activity Magical Effect Bandit's camp Crypt Gallows Blessed Dead Hideous Beach Prairie Hills Burrow Food scraps Map Battlefield Dam Graveyard Pickled Shiny Flaming Delta Flood lands Ice fields City Activity Grave marker Message Bonfire Dungeon Hedge Crimson Flying Hungry Desert Foothills Swamp Civilized NPC Human corpse Migration Bridge Farm Hunter's camp Moldy Romantic Smoking Jungle Plains Taiga Mutation Stunned NPC Under. NPC Inn Outpost Standing stone Green Salty Thirsty Lowlands Rainforest Thickets Nest Supplies Wild. Activity Lumber camp Pasture Temple Nimble Singing Wicked Mesas Riverlands Tundra Portal Torn flag Wild. Landmark Mine Ruin Village Orange Striped Black Moor Salt Pan Volcanic Plain Resources Tracks Wild. Structure Monastery Seclusion Wall Stone Shrieking Whistling Mountains Savanna Wetlands Rift Trap Wilderness NPC Monument Shack Watchtower Prancing Silver Rainbow Petrified forest Steppe Woodlands Strange plant Treasure Animal Den Orchard Shrine Waystone Inn Nouns Wilderness Landmarks Wilderness Activities Edible Plants Axe Bucket Elephant Use this table and the Poisonous Plants table when Bog Crater Grove Ambush City Activity Eat Barrel Candle Fork PCs forage for food in the wild. Boulder Field Creek Hill Argue Convene Excavate Bear Duck Giant Butte Crossing Hollow Birth Demolish Feast Acorns Cattail Dead-nettle Bell Cow Griffin Cave Ditch Hot springs Build Die Felling Apples Cherries Elderberries Boot Dragon Hart Cliff Field Lair Bury Duel Fish Asparagus Chickweed Fireweed Bowl Egg Dart Blackberries Chicory Gooseberries Crag Forest Lake Capture Dun. Activity Flee Paw Hydra Pants Blueberries Clover Hazelnuts Lakebed Pond Rockslide Forage Sacrifice Sleep Skull Helmet Centaur Carrots Dandelion Henbit Marsh Rapids Spring Hunt Scout Swim Mouse Wheel Anus Mesa Ravine Swamp March Sing Track Hickory nuts Mushrooms Strawberries Spoon Monkey Tit Moor Ridge Thickets Raid Skin Trap Honeysuckle Mustard Walnuts Star Salamander Queen Pass Rise Valley Rescue Skirmish Wander Leeks Onion Watercress Moon Pixie Prince Pit River Waterfall Rest Slay Worship Milk thistle Pecans Wild garlic Mint Persimmons Wild grapes Wilderness Region Details Mulberries Raspberries Wood sorrel Inn Quirks Wilderness Events 100 yrs in past Brand new Dungeon Flourishing Thunders Frozen Avalanche Downpour Forest fire Poisonous Plants Always night Cannibals Expensive Silent Dungeon Trait Haunted Blizzard Drizzle Hail Animal fights City Activity Fac. hangout Angel's Trumpet Cocklebur Hemlock Rumbles Ethereal Effect Howls Brushfire Earthquake Heat wave Bard duels Constant party Faction traits Baneberry Columbine Hogweed Broken Decays Misty Cloudburst Eruption Hurricane Bigger inside Dancing duels Famous chef Belladonna Crowncup Holly Corrupted Turns to ash Crumbles Cyclone Flooding Ice storm Black market Dead drop Fey patrons Steams Turns to stone Geysers Dense Fog Dust storm Light mix Black Truffle Death Horse chesnut Always fighting Magic sword Staff are kids Lifeless Shifting Thorny Locust swarm Predator Snow Bleeding Heart Dumbcane Hyacinth Baby nursery Moves on own Talking artwork Petrified Shivering Torrential Magma flow Quicksand Stampede Celandine Foxglove Ivy Ghost staff Mercs for hire Underground Phantasmal Sinister Physical Effect Meteor Strike Rain of frogs Thunderstorm Jessamine Moonflower Spindle Haunted NPC hangout VIP lounge Ravenous Smolders Gasses Monsoon Rockslide Tsunami Kudu Nightshade Stinkhorn Hideout Preaching Voice in well Savage Sweltering Withered Mudflow Sandstorm Whirlpool Larkspur Oleander Waxcap Inn/Building Secure storage Women only Shadowy Sinking Flowers bloom Mudslide Sleet Windstorm Mandrake Ragwort Wine-Cap Mangrove Deer lichen Wolfsbane Mistletoe Snakeweed Wormwood

13 Digging Mineral 2d6 Marble Color d6 Marble Type Petrified wood Volcanic rock Coal 2 Gray 1. Solid Porcelain clay Mercury Jade Whether or not there is a deposit in the area NPC grave Sulphur Petroleum 3 Brown 2. Mottled will depend on the geography. Typically a Item Tin Granite character or NPC can dig through 10 cubic Monster, buried Zinc Lava 4 Blue Gray 3. Coral feet of Earth/Minerals per day, and mine Animal, buried Lead Limestone 5 Black 4. Fossil Chalk Carnelian Malachite through 1 cubic ft. of Precious Stone per Sandstone Jasper Lapis Lazuli 6 Yellow 5. Striped day. After a day of digging, characters roll Copper Hematite Sinkhole/Cave 7 Red 6. Transclucent 2d6 to see if they have uncovered a new Iron Alum Pyrite geographic layer Smoky quartz Marble Monster, alive 8 Green : Inn NPC, alive Precious Stone 2-5. Same Layer 9 Blue 6. Sand 10 Snow White 7. Gravel Precious Stone 11 Iridescent 8. Pebbles Agate Kunzite Zircon 9. Stones Obsidian Silver Amethyst 12 Translucent Tiger's Eye Indicolite Amber 10. Boulders Black Sapphire Sunstone Moonstone 11-12. Mineral Citrine Pearl Dungeon If characters decide to follow a mineral or Turquoise Aquamarine Fire Opal stone's deposit for mining, they refer to the Tourmalite Diamond NPC tomb Deposit table instead of the new geographic Gold Emerald Topaz Platinum Animal fossil Hiddenite layer table. Orichalcum Ruby Monster fossil Ophite Sapphire Chrysoprase Platinum Garnet Peridot A stone cutter/jeweller can increase or decrease the value for each cubic foot of rough gemstones. Roll 1d6 for Grade and 2d6 Deposit Cu. Feet Quality of Cut: 2-3 Trace 1d6 1. half value, in copper 4 Thread 1d8 2. twice value, in copper 3. twice value, in silver 5 Streak 1d10 4. 10x value, in silver 6 Leader 2d6 5. twice value, in gold 7 Vein 3d6 6. 10x value, in gold 8 Seam 4d6 9 Ledge 6d6 10 Place 5d8 11 Lode 6d10 12 Motherlode 10d10

14 Court Trials Weather Circumstances Right to Trial By Combat 1: Raining. -3 Multiple circumstances may apply. The ancient right to trial by combat, unused 2: Drizzling. -2 Illegal Magic: -2 in a century, may be called upon by the Procedure 3: Foggy. -1 Fair Fight: +2 Defendant in the Royal and Magical Courts. The Defendant may arrange to hire a Litiga- 4: Cloudy. +1 Resisting Arrest: -2 In the Royal Court, only swords and shields tion Trickster (1d10 SP per character level) 5: Clear. +2 Royal Court: +2 may be used, and magic is not allowerd. For to argue their case. Before the trial begins, 6: Sunny. +3 Defense Witness (1 only): +2 the Magical Court, the Defendant engages in the Defendant may speak with the Court 7: Holiday +1 (and reroll once) Is Peasant: Punishments 1-6 are “Jail” a single spell duel. Clerk about moving the trial to a higher 8: Stinking -1 (and reroll once) Is Unhouselled: Punishments 1-6 are “Im- To prevent unfair duels, the Judge may court. The trial runs as follows, with each press” appoint an opponent of equal Hit Die and step modifying the verdict score: Ability. No substitution may be made for the Judge’s Disposition 1. Weather Defendant. The winner is dismissed, and 1: Angry. -4 Litigation Trickster's 2. Magistrate’s Disposition if the accused survive, they are sentenced 2: Busy. -3 3. Crime Charged Disposition normally. 3: Irritated. - 2 4. Circumstances 1: Didn't Show Up. -1 4: Hungover. -1 5. Litigation Trickster’s Disposition 2: More Pay Desired. No bonus* 5: Bored. -0 6. Criminal Classification 3: Court Jester. +1 6: Interested. +1 7. Judgement 4: Concerned. +2 7: Sympathetic. +2 5: Lucid. +3 8: Amiable. +3 Low Court: All cases start at the Low 6: Eloquent. +4 Courts, but it cannot try characters Level 4 7: Inspired. +5 or higher, instead deferring the case to the Crime Charged 8: Tear Filled Speech. +5 Merchant Court for the following week. 1: Jaywalking: +1 *Additional Pay Permits Reroll Verdict/ Number of Merchant Court: Merchant Court cannot 2: Desertion, Spitting on Citizen, Tripping a Score Punishment Guards, x LVL impose Punishments 1-4, and will defer the Soldier, Fouling the Road: -0 Criminal Classification 1 Spectacle 11 case to the Royal Court for the following 3: Probation Violator, Slapping, Bad Puns, Charged: Trial in 3-18 days; in jail, no bail. week (50% chance of accidentally deferring Ogling, Bribery, Drunk: -1 2 Beheaded 10 Convict: On probation/previous record. -1. the case to Magical Court). Those accused of 4: Escapee, Property Damage, Vagrant, 3 Hanged 9 Escapee*: 1d6 CP bounty. -2. Property Damage/Theft receive a -3 in the Trespass, Disorderly: -2 Fugitive*: 2nd Escape, 1d6 SP bounty. -3. 9 Enslaved 1 Merchant Court. 5: Fugitive, Property Theft, Arson, Destitute, Bandit*: 3rd Escape, 1d6 GP bounty. -4. 6 Imprisoned 3 Magical Court: The Magical Court only tries Manslaughter: -3 Outlaw*: 4th Escape (and up), 10x60 GP cases of magical crimes, deferring all other 6: Bandit, Harm Person, Kidnap, Blackmail, 10 Impressed 2 bounty per each escape over fourth. -5. to Royal Court the following week. All courts Extortion, Speeding: -4 *Must roll to see if recognized when encoun- 11 Jailed 1 defer to Magical Court on a Verdict of Curse. 7: Outlaw, Murder, Tax Evasion, Climb City tering Constables. Others may recognize 4 Tortured 7 Exceptional magic users may request to the Wall, Spitting on Nobility: -5 Player, but might not take action. Right to Trial by Combat. 8: Assassination, Conspiracy, Treason, 8 Duel 2 Royal Court: The Royal Court can try any Exposing the Elite: -6 5 Cursed 5 type of case; the Royal Court gives all cases 7 Whipped 2 a +2 adjustment to punishment. Personages may request the Right to Trial by Combat. 12 Humiliated 1 13 Stocks 14 Apprenticed Verdict Score Counter 15 Fined 2 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 16 Probation 17 Court Costs 3 18 Case Dismissed 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 19 Favorable Judgement 20 Beneficial Judgement 15 Bribery Judgments in Favor Fines: 1d10% of total coin. Probation: Roll for Length of Sentence. A player may bribe Guards and Judges to Beneficial Judgment: 1d10% of Plaintiff's Player is sentenced to report to City Jail make outcomes more favorable to their in- total coin. Length of Sentence for Probation, Jailed, once a week. Drunkenness, wearing armor terests. Players may continue bribery as long Favorable Judgment: 10% of Plaintiff's Apprenticed, Imprisoned, and Impressed: or carrying any weapon is prohibited. as they like but if there is a reprisal to the total coin. (Length is doubled for apprenticed and Chance of Informer (1 in 12 chance per bribe, no further negotiation is possible. Case Dismissed: 50% chance of +1 or -1 imprisoned) month) extends Probation one month per Guards: Favorable treatment, or delivering (Verdict Die Roll adjustment) in a future trial. 1. One Day occurance. messages/contraband. The verdict score 2. Ten Days 3. Thirty Days Spectacle: The crime is so exceptional that is added or subtracted from the character's Punishments Charisma save. The cost of bribery is 100 4. 1d6 Months the execution must be made a spectacle for The number of guards chaperoning the pun- CP x Character's level. 5. 1d6 Years all the world to see, such as death by 100 ar- ishment is multiplied by the PC’s Level, and Judges: Bribes for judges are 1,000 CP x 6. Life chers with flaming arrows, or death by ritual all the guards are the same level as the PC. character's level, and usually mean freedom sacrifice to a magical beast or monster. before sentencing or reducing Punishment Humiliated Apprenticed: Roll for type of Master, and by one level. The verdict score is added or 1. Carry 50 lb candle down main street Stocks Guild if applicable. Time off is a special re- subtracted from the character's Charisma 2. Be spit upon by public while walking Located in main plaza. 1d12 days are spent quest per day requested. Missing apprentices save. down main street in the stocks, suffering 1d6 damage each are treated as Escapees. Reprisal to Bribe: A failure means rejection, 3. Dragged by jackass down main street day. or that someone else has found out about 4. Public Dunking Court Costs: Pay 1d100 CP x Character's the bribe and intervenes. Roll a d6: 5. Loss of Station Tortured Level before being released. 1: Wants more coins (2x original amount) 6. Public Notice of New Title: “the Coward”, 1. Tickling Torment and ends discussion or threatens Reprisal “the Weak”, “the Cheat” or “the Difficult” 2. Quickly (1d6 dmg) Cursed: Roll for Mutation. No. 4. 3. Hot Foot (80’, 1d6 dmg/rd) 2: Wants more 5x more coins or threatens Impressed: Roll for Length of Sentence. 4. Stoning (public, 1d100 dmg) Duel: Treat as Trial By Combat. Reprisal No. 5. Interpleaders have a 1-in-6 of adding a +1 to 5. Rack (1d10 days, 1d6 dmg per day) 3: Wants more 10x coins or threatens Repri- the die roll for job impressed. 6. Science Experiment (roll for mutation) Enslaved: Roll 1d6 for type of enslavement. sal No. 6. 1. Army front/Cavalry/Militia Slavery permanent or until the player buys 4: Original level of punishment and bribe 2. Ship Crew Whipped their freedom (100 CP x PC’s Level) returned. 3. Garrison 1. Cord 1 damage 1. Gladiator 5: Original level of punishment and bribe 4. Wall/Road Repair 2. Rope 2 damage 2. Quarry or Mines lost. 5. Warehouse 3. 1d3 3. Merchant or Farmer 6: Increase level of punishment by one and 6. Street Scooper 4. Leather whip 1d6 4. Sex Worker or Knight reports Bribery to Judge. 5. Ninetails 3d6 5. Beggar 6. Tiger’s Paw 4d6 6. To Plaintiff

16 Death, and Time of Death 4) Dead family member - HD 3 8) Reapers (Special Collection Team) 1-16: Death as usual. A death is already by Grampa is overjoyed to see you again, of 1d4+2 dead heroes of HD 1d4+4 your side, waiting to recieve your soul. course. He looks forward to showing you Qualification: Killed a death OR violated the Life after Death to your mansion in the Immortal Mountains sanctity of death via necromancy or resur- If a character reaches 0 Hit Points, they 17-18: Double-booked. Two deaths come (provided that you pass your judgement, of rection. immediately roll on the Death Table. Char- to collect your soul. Expect them to play a course). How are your cousins doing? And Dead heroes from other adventuring parties acters also roll on the Death table every turn game of chess to settle the question of who gets to collect your soul. Expect them to the twins? that Death keeps on hand to troubleshoot they still have 0 Hit Points, or take damage special problems. Armed with scythes (part while at 0 HP. keep a very close eye on you while they do so. 5) Spirits - HD 1 (1d12 spirits) of the job). When they aren’t out kicking the 19-20. Delay. You die seconds earlier Qualification: Interaction with the spirit spleens out of rebellious souls, they fight on Death Table than predicted, and as a result, there is no world. the eternal battlefield of Valhalla. 1: Immediate Death (and beyond). one present at the moment of your death These spirits might resurrect you into a ba- 2-15: Famous last words and a bonus action to greet you. If you flee immediately, you’ll dass bear, or force you to be reincarnated as 9) Become a Ghost before dying (and beyond). probably get away. a snail, depending on your relationship with Qualification: Unfinished business that you 16-18: Injured. Disadvantage on all rolls. the spirit world. were VERY dedicated to. 19: Unconscious. You do not reach the afterlife. Instead you 20: Adrenaline Rush! Immediately gain a 6) A Saint - HD 8 become a ghost, bound to this location. bonus action. Qualifications: Helped a religion or god in a You can basically continue to help out your Who Will Collect Your Soul? major way. friends at the cost of going insane and be- When a character dies, the referee consults Did You Just Die? When a player's char- Serene, beatific, friendly, and unshakeable, coming an NPC. with the player to see who is likely to come acter dies, the player may either create a they still bear the marks of matyrdom and collect the character’s soul, out of which the new character and rejoin the party, or play are missing the body parts that have gone on 10) Nobody player makes a d6 list, and randomly rolls out their character's passage into the world to become holy relics. Qualifications: Devout Atheism. to determine. Multiple numbers may be as- beyond. For those who wish to see the fate It’s what you figured would happen all along, signed to certain psychopomps based on the of their soul, roll 1d20 for Time of Death. 7) Death - HD 12 so are you surprised? The void embraces you player character’s actions in their life. and then roll to see who, if anyone, comes Qualifications: Escaped death before. as your soul dissolves into the Nothing. to collect your soul. When you’re dead, you This is it. The big boss. If you impress them 1) Weary Penitent - HD 3 use the same character sheet, but now as a they’ll petition Heaven to let you become 11) Magical Death Some poor soul in purgatory, sent to fetch disembodied spirit. The ethereal and material one of their Reapers (see below). Polite Qualifications: Magical corruption. you. Leaden , wings, lantern and worlds overlap, and you can’t really interact and educated, they know all about you and The release of your soul floods your body appointment book (contains schedule of with the material world. You still own and actually have an amazing sense of humor. with wild uncontrolled magic. The body dies deaths). The light from the lantern makes all can use everything that you died with so long Unlike those who serve them, they’re quite a magic death (spell randomly determined) other paths impossible to take. as it hasn’t been claimed by somebody else. reasonable. and another spell is cast at random on your When you die, you get to keep all of things soul (possibly granting another chance at 2) Robed Skeleton With Scythe - HD 4 on your body and all of the things you were life). Collects souls of a very specific category. buried with. Likes to play chess. Stops time at their So if your teammate dies, don’t be so quick leisure for chatting, games, and collecting to pry the magic sword out of her hands; souls. Never lets anyone return to life. she might be fighting Death on the ethereal plane with that very sword! 3) Demon - HD d6+2 Qualifications: Doesn’t come for those in good standing with their religion. It’ll probably have one or more of the follow- ing traits: horns, barbed tail, bat wings, lion’s mane. It intends to devour you and carry you off to the Underworld for personal gain. Souls are useful things: they cannot be de- stroyed and they are infinitely transmutable. 17 Table A: Hood Ornaments (d4) Table B: Decoration (d8) FANTASTIC HEADGEAR 1 Figurine 1 Ancient Symbols 2 Fuzzy Ball 2 Animal Designs 1. Hair 3. Hoods & Wraps 3 Holy Symbol 3 Curly Lines 1 Bald/Shaved 1 Attached hood, cowl 4 Bell 4 Slogan 2 Bald/Shaved, Tattooed 2 Attached hood with tassel, cowl 5 Coin 5 Norse Runes 3 Bald/Shaved with Top Knot 3 Bandana or head scarf 6 Multiple (d4 ornaments) 6 Polka-Dots 4 Balding/Thinning 4 Birka/veiled 7 Stripes 5 Braided Long 5 Deep hood 8 Stars 6 Braided Short 6 Fur-lined Table C: Mask Shapes (D10) 7 Dyed (roll again + table G) 7 Fur-lined, heavy 1 Animal (Table E) 8 Curly Mane, Amazing 8 Hood, reversible (2x rolls on table G) 2 Bird Beak Table F: Extravagantly Fancy (d12) 9 Curly, Short 9 Long tassel, ornament (table A) 3 Blank Face 1 Feathered 10 Dreadlocks 10 Long tassel 4 Demonic 2 Demon Head 11 Grungy, in eyes 11 Ninja hood 5 Grilled, Gladiator 3 Jester's Cap with ornaments (table A) 12 Long Flowing Hair with Top Knot 12 Decorated (table B) 6 Human, Angry 4 Fish Head 13 Long Flowing Hair, Loose 13 Scarf, long and heavy 7 Human, Bearded 5 Gem-Studded 14 Long Flowing Hair, Tied 14 Sequined or scaled 8 Human, Happy 6 Scuba Diver's Helmet 15 Mohawk 15 Attached hood, tunic 9 Human, Tusked 7 Wicker 16 Short, Hacked 16 Ornament (table A) 10 Skull Faced 8 Bones 17 Short, Page Boy 17 Short, plain 9 Turtle Shell 18 Short, Porridge Bowl 18 Wrap, 10 Spider-shaped Table D: Adornment (d10) 19 Short, Stylish 19 Wrap, Bedouin 11 Top 1 Antlers 20 Shortish, Pony-Tail 20 Wrap, with Mask (table C) 12 2 Brush Top 3 Crest or Rune 2. 4. 4 Feathers or Plume Table G: Colors (d20) 5 Finned 1 Adorned (roll again plus Table D) 1 Chain 1 Snow White 6 Crescent Moon 2 Animal-based 2 Crusader helm 2 Black 7 Horns 3 3 Corinthian helm 3 Bloody Scarlet 8 Spiked 4 Bishop Miter 4 Corinthian helm with plume 4 Brilliant Copper 9 Tasseled 5 Conical, Short 5 Mongol helmet 5 Daisy Yellow 10 Winged (bird or bat) 6 Conical, Spiral 6 Roman helmet 6 Dark Brown 7 Conical, Tall 7 Samurai, masked (table C) 7 Deep Purple 8 Pointed, front and back 8 Samurai, open 8 Royal Blue Table E: Animal Incorporation (d12) 9 Puffy or Fuzzy hat 9 Viking 9 Bright Pink 1 Bear Head 10 Ridged 10 Conical, with tassel or plume 10 Fiery Orange 2 Boar Head 11 Sea Captain's hat 11 Masked, Adorned (tables C and D) 11 Forest Green 3 Buffalo Head 12 Skull Cap/ 12 Masked (table C) 12 Indigo 4 Dragon Head 13 Tasseled (1d4 tassels) 13 Metal Skull Cap 13 Mauve 5 Lion Head 14 Tiered Ziggurat (1d4+1 levels) 14 Adorned (table D) 14 Overcast Gray 6 Snake Head 15 15 Plain Helmet 15 Pea Green 7 Snake, small, coiled 16 Tri-Cornered 16 Wide-brimmed Helm 16 Periwinkle 8 Tentacles 17 Wedge Shaped 17 Extravagantly Fancy (table F) 17 Sea Foam Green 9 Paws or Claws 18 Wide Brim, Floppy 18 Tall, pointed 18 Mustard 10 Wolf Head 19 Wide Brim, Stiff 19 Full , Adorned (table D) 19 Turquoise 11 Beaver Head 20 Wimple 20 Full Visor, Plain 20 Multicolored (d4 colors) 12 Racoon Skin and Tail 18 ITEM COSTS Metal File 100 ARMOR FOOD SHIPS Mirror (small, silver) 750 Shield (Defense +1) Travel Rations (1 day) 5 Ship, high quality 7200/ton All prices are in copper coin. 1000 1 slot, 1 quality Payment for things like ships, real Musical Instrument 1500 Animal Feed (1 day) 2 Ship, good quality 4800/ton Helmet (Defense +1) Nails (12) 50 1000 Bacon, side of 10 Ship, used quality 2400/ton estate, and so on usually takes the 1 slot, 1 quality Net 1000 Bread, 1 loaf 2 Ship, poor quality 1200/ton form of trade goods, favors, or Light (Defense 12) Oilskin Bag 5 1200 oaths of fealty rather than coins. 1 slot, 3 quality Cheese, 1 lb 20 Raft 5000 10 copper coin equals 1 silver coin, Padlock and Key 1300 Medium (Defense 13) Chocolate, 1 lb 1000 Fishing Boat 10,000 3000 and 10 silver equals 1 gold coin. Perfume 500 2 slots, 4 quality Cider, 1 gallon 20 Sloop 50,000 Pick 200 Heavy (Defense 14) Cod, whole 200 Caravel 250,000 5000 Pipe 200 3 slots, 5 quality Eggs, 24 10 Galleon 1,125,000 Half Plate (Defense 15) 4 Pole (10 ft) 5 80,000 Flour, 5 lbs 10 slots, 6 quality TOOLS & GEAR Quill and Ink 30 Fruit, 1 lb 10 Full Plate (Defense 16) 150,000 Air Bladder 5 Rope (50 ft) 100 5 slots, 7 quality Garlic, bunch 10 Bear Trap 3,000 Sack 1 Grain, 1 bushel (8 gal.) 40 HIRELINGS Wages are per day, not including food, Bedrool 100 Saw 500 Herbs, 1 bunch 5 supplies, shelter, etc. Bellows 100 Scissors 500 Honey, 4 oz jar 100 Town Crier 10 Black Grease 10 Set of Loaded Dice 40 Lard, 5 lbs 10 Torchbearer 10 Block and Tackle 100 Shovel 200 WEAPONS Nuts, roasted, 1 lb 3 Laborer 20 Book (Blank) 2500 Small Bell 150 Dagger, Cudgel, Sickle, Staff, Salt, 1 bushel 30 Scribe 30 Book (Reading) 5000 Soap 50 Whip, etc. (d6 damage, 1 slot, 150 Spices, 1 lb 100 Archer 40 1 hand, 3 quality) Bottle/Vial 10 Spike (iron) 5 Sugar, 1 lb 50 Sapper/Miner/Mason 40 Bucket 5 Spike (wood) 1 Spear, Sword, Mace, Axe, Flail, Wine/ale, bottle 20 etc. (d8 damage, 2 slots, 1 800 Man-at-arms, foot 60 Caltrops (bag) 100 Spiked Boots 5 hand, 3 quality) Tea leaves, 1 bunch 10 Armorer or Blacksmith 80 Cards, Deck of 52 70 Spyglass 20,000 Halberd, War Hammer, Long Tobacco, 1 lb 50 Chain (10 ft) 500 Tar (pot) 10 Sword, Battle Axe, etc. (d10 Vegetables, 1 bushel 2 2000 Chalk (10 pieces) 10 Tent (5 person) 4500 damage, 3 slots, 2 hands, 3 quality) TRANSPORT Chisel 50 Tent (personal) 1000 Sling (d4 damage, 1 slot, 1 Carriage 320 Cookpots 200 Twine (300 ft) 100 10 hand, 3 quality) Cart 50 Crowbar 100 Waterskin 20 Crossbow (d6 damage, 2 slots, 4000 Wagon 120 Drill 100 Whistle 50 2 hands, 3 quality) ANIMALS Chicken 10 Face Paint/Makeup 80 Longbow (d8 damage, 3 slots, 6000 Cow 1000 Fishing Rod/Tackle 50 2 hands, 3 quality) SERVICES Dog, hunting 500 Glass Marbles (bag) 100 Arrows (20) 100 Messenger, per mile 2 Dog, small but vicious 200 Glue (bottle) 50 Quiver (capacity 20, Coach cab, per mile 5 100 Donkey/Pack Horse 800 Grappling Hook 150 LIGHT 2 slots) Ship's passage, per mile 10 Candle (d10 usage) 5 Hammer 100 Goat 100 Lantern (d12 usage) 500 Holy Water 250 Hawk 2000 Lamp Oil 10 Horn 900 Horse, riding 5000 BUILDINGS Tinderbox 50 Hovel 1200 Hourglass 2500 Horse, war 10,000 Torch (d6 usage) 1 Row House 12000 Incense (packet) 500 LODGING Ox 3000 Pig 300 Craftsman's House 24000 Iron Tongs 100 Bed, per night 5 Merchant's House 72000 Ladder (10 ft) 100 Sheep 150 Private room, per night 50 House with Courtyard 216,000 Large Sponge 5 CLOTHING Meal 10 Guildhall 326,000 Lens 5000 Poor 10 Hot bath 10 Stone Tower 480,000 Lockpicks 300 Standard 50 Stabling and fodder 10 Temple 750,000 Manacles 700 Noble 3000 Furs 5000 Stronghold 1,000,000 Winter 1000 Cathedral 5,000,000 19