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Swords and Six-Siders Companion

Swords and Six Siders RPG Companion

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0% found this document useful (0 votes)
275 views32 pages

Swords and Six-Siders Companion

Swords and Six Siders RPG Companion

Uploaded by

chet stouffson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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PRECIS INTERMEDIA PRESENTS…

OPTIONAL RULES, CLASSES, & MONSTERS


TABLE OF CONTENTS

Abilities Revisited ������������3 Combat Revisited������������ 15


New Classes��������������������4 Measured Movement & Range� 15
Pathfinder�������������������������4 Alternate Movement Rates� 16
Cleric�������������������������������4 Abstract Movement & Range� 16
Cleric Spells ��������������������6 Special Situations������������� 19
Fumbles ������������������������� 19
Alignment������������������������9 Criticals �������������������������20
Languages���������������������� 10 Special Damage���������������20
Beyond Levels���������������� 10 Currencies���������������������� 21
Strongholds��������������������� 11
Spells Revisited�������������� 21
Followers and Hirelings ��� 13
Familiars������������������������� 13 Traps ����������������������������22
Ability Checks Revisited�� 14 Trap Descriptions ����������23
Cooperation ������������������� 14 Monster Descriptions������25
Pushing Abilities������������� 14 Master List of Monsters��28
Ability vs. Level Option��� 14
Saves ����������������������������� 14
Death Saves ������������������� 15
Masterwork Tools ����������� 15

WWW.PIGAMES.NET
Written by Steve Robertson and Brett M. Bernstein
Other Contributions by Jerry Linscott
Illustrated by Steve Robertson and Jesus Garcia
Swords & Six-Siders Logo by Steve Robertson
Special Thanks to Jerry Linscott, Michael Taylor
©2013, 2018 Precis Intermedia.
Swords & Six-Siders is a trademark of Precis Intermedia. All rights reserved.

2
The rules and new material in this book are optional. Pick and
choose the ones that you feel best fit your style of play and may
enhance your campaign.

ABILITIES REVISITED
Apart from possible bonuses/penalties, abilities can influence the
game through non-mechanical means. Put simply, they may affect
a character’s appearance, speech patterns, and the way others
view them. The GM should use the qualities below for inspiration
when describing characters, the portrayal of their actions, and
manner of personal interactions (depending on ability scores).

Ability Low High


STR Scrawny/Obese Brawny
INT Illiterate/Ignorant Learned/Analytical
WIS Irrational/Clueless Rational/Insightful
DEX Clumsy Graceful
CON Frail/Sickly Rugged/Fit
CHA Tactless/Crude Charming/Eloquent

3
NEW CLASSES
Pathfinder
Pathfinders are always on the move, exploring ancient ruins,
uncovering lost treasures, and establishing new trade routes. They
are excellent survivors, navigating just about any environment,
while also caring for the flora and fauna around them.
Animal Companion: Pathfinders often travel with animals they
consider to be part of the family. These may include falcons,
horses, hounds, and mules. Other animals may also be possible
with the GM’s approval. The total Monster Levels that a
pathfinder can control is equal to half his level (treat M0 animals
as M1). A level 4 pathfinder can control two M1 animals or one
M2 animal, for instance. While animal companions function
based on their own statistics, pathfinders must still make WIS
ability checks in order to give unusual commands or those
leading the animal into extreme danger.
Pathfinder Abilities: Pathfinders have special skill in performing
actions related to navigation, mapping, foraging for food,
locating hidden entrances and secret doors, and surviving
harsh environmental conditions. Other classes may attempt
these activities, but pathfinders do it better.

Level HP Attack* Damage* Pathfinder Skills


1 3-6 — — +1
2 4-12 — — +1
3 5-18 +1 +1 +2
4 6-24 +1 +1 +2
5 7-30 +2 +2 +3
6 8-36 +2 +2 +3
* Includes ranged attacks.

4
Cleric
Clerics serve the tenets of religious faith, protecting the civilized
world from unholy beasts and invading heathens. They are part
warrior and part priest, able to cast select spells while wearing any
armor. Their faith forbids the use of bladed and piercing weapons,
restricting them to clubs, maces, slings, staves, and war hammers.
Unlike wizards and myrmidons, clerics can use any cleric spell
at the level to which they have access. They also do not require
spell books, as their spells are gifts from the deities they worship.
Casting spells works the same way, however, as does the number
of spells that can be used per day.
Turn Undead: Clerics may call upon the power of their deity
to repel the undead by making a wisdom check (add half
the cleric’s level). If successful, the cleric affects a number of
undead equal to 1d6 + half the cleric’s level. Any undead that
are two or more levels less than the cleric are destroyed, while
the others flee in terror. If there are any undead present that are
of a higher level than the cleric, he may not attempt to turn any
of them. If the check fails, a second attempt may not be made
against this group of undead.
Cleric Spells
Level HP Attack* Damage* Level 1 Level 2 Level 3
1 3-6 — — 2 — —
2 4-12 +1 — 3 1 —
3 5-18 +1 +1 3 2 —
4 6-24 +2 +1 4 2 1
5 7-30 +2 +2 4 3 1
6 8-36 +3 +2 4 3 2
* Includes eligible ranged attacks.

5
CLERIC SPELLS
1st LEVEL CLERIC SPELLS

Cure Light Wounds R: Touch D: Instant


Heals self or subject by 1d6+1HP.
Detect Evil R: 60-foot radius D: 1 hour
Causes all creatures, spells, or objects of evil to glow.
Detect Magic R: 30-foot radius D: Instant
Causes all objects, areas, or creatures affected by magic to glow.
Light R: 15 feet D: 2 hours
Causes an object to shine like a torch. It can also be cast on the
eyes of an opponent (must save or be blind for duration of spell).
Protection from Evil R: Self D: 1 hour
The cleric gains +1 to AC and saves involving anything considered
to be evil by his faith. Enchanted, summoned, or constructed
creatures may not perform melee attacks against the character
unless he attacks them first.
Purify Food and Drink R: 10 feet D: Permanent
Enough food and water is purified (from spoilage or poison) for a
dozen people to consume.
Resistance R: Touch D: 12 Hours
The cleric or subject gains +1 on all saves.

6
2nd LEVEL CLERIC SPELLS

Bless R: 20-foot radius D: 1 Hour


All of the cleric’s allies that are present gain +1 on attack rolls
(intelligent monsters under the party’s control also gain +1 to
morale rolls).
Daylight R: 60-foot radius D: Permanent
Creates a 60-foot radius of bright light. It can also be cast on the
eyes of an opponent (must save or be blind permanently).
Detect Traps R: 30-foot radius D: 20 Minutes
Causes all traps in the affected area to glow.
Fear R: 10 feet D: 10 Minutes
Causes one creature of ML5 or less to flee if it fails a save.
Hold Person R: 180 feet D: 90 Minutes
Paralyzes a number of humanoids equal to half a d6 roll if they
fail a save. If a single humanoid is targeted, penalize his save by -1.
Locate Object R: 90 feet D: 1 Hour
The cleric can sense the direction in which a specific inanimate
object (or type of object) lies.
Remove Curse R: Touch D: Permanent
A curse is removed from an object, creature, or character
(including the cleric).
Remove Disease R: Touch D: Permanent
The cleric or subject is free from all diseases.
Silence R: 20-foot radius D: 1 Hour
Creates a 20-foot radius in which no sound can be generated,
although external sounds can still be heard within the area. This
also prevents all non-cleric spells from being cast within the area.

7
3rd LEVEL CLERIC SPELLS

Create Food and Water R: 10 feet D: Instant


Enough food and water appears for a dozen people (or four
horses) to consume in a day.
Cure Serious Wounds R: Touch D: Instant
Heals self or subject by 3d6HP.
Mass Protection from Evil R: 10-foot radius D: 2 Hours
All those within 10 feet of the cleric gains +1 to AC and saves
involving anything considered to be evil by his faith. Enchanted,
summoned, or constructed creatures may not perform melee
attacks against those affected unless any of them attack first.
Neutralize Poison R: Touch D: 10 Minutes
The cleric or subject suffers no further effects from a poison with
which he is currently infected. He also gains immunity to that
same poison for the duration of this spell.
Resuscitate R: Touch D: Permanent
The deceased subject is brought back to life, provided he died no
more than one day ago. He has 1HP, cannot fight or cast spells,
and must spend one week in bed in order to properly heal, whether
normally or by magic.
Speak with Plants R: 30 feet D: 1 Hour
The cleric can converse with normal plants and plant-based
creatures.
Spiritual Weapon R: 5 feet D: 10 Minutes
A magic weapon is summoned. It can attack independently of
the cleric should it be dropped or if he is otherwise unable to
wield it (attack is the same as if done by the cleric, inflicting 1d6
damage).

8
ALIGNMENT
Characters may follow the ideals of Law or Chaos, or take a
neutral stance. Those who align themselves with Law follow a
path influenced by justice, community, and the general welfare of
others. By contrast, characters devoted to Chaos believe that life is
random and without purpose other than achieving their own goals
even if it means sacrificing everyone else to do so. Characters who
follow either of these two alignments may be considered zealots.
Then there are those who take a balanced approach by looking out
for themselves, but not typically at the expense of others—these
are of neutral alignment.
Cleric Alignment
As an option, clerics aligned with Chaos do not turn the undead.
Instead, they can control the same number of undead that would
normally be turned for 1d6 rounds.
Monster Alignment
Creatures may also have alignments. Undead always follow
Chaos, while non-magical animals are always neutral. See the
Master List of Monsters Table at the end of this book for a specific
creature’s alignment.
Use the table below to randomly determine an alignment when
creating new intelligent, living monsters.

Roll Monster Alignment


1 Law
2-3 Neutral
4-6 Chaos

Intelligent Swords
Intelligent swords must be assigned an alignment (choose or roll).
Anyone of a different alignment to the sword that tries to pick it up
receives 1d6 damage from it.

Roll Sword Alignment


1-3 Law
4-5 Neutral
6 Chaos

9
LANGUAGES
Law and Chaos alignments each have their own rudimentary
spoken language (called a cant) that is known by all of their
members. All characters can speak their alignment cant as well
as Common, which is spoken by most. There are also many racial
languages that can be learned, as well as other cultural dialects
(most intelligent creatures capable of speech have their own
racial languages). A character’s intelligence score determines his
proficiency with the languages he knows.

INT Language Proficiency


1 Cannot read or write
2 Reads and writes only basic words
3-5 Reads and writes well
6 Not only reads and writes with great skill, but can also read
basic words of other closely-related languages

BEYOND LEVELS
For every 10,000gp spent for training past level 6, characters
can gain one of the following:
• Increase HP by half a d6 roll.
• Increase one ability by 1 point (up to a maximum of 6).
• Increase movement rate by 10 feet each round
(see Combat Revisited).
• Proficiency in a single type of weapon that offers +1 damage
with it (not available to wizards).
• +1 spell per day (+10,000gp for each level beyond 1st;
clerics, myrmidons, and wizards only).
• Insight into defeating a single type of creature—choose
either +1 to damage it or +1 AC to defend against it.
• Knowledge of a single type of obscure or uncommon lore not
related to any class, such as Elven culture or Chaos cults,
that offers +1 for related checks.
• Add a new skill that is treated as if part of the character’s
class, such as tracking, stealth, cartography, or intimidation.
• Add a stronghold.
• Add a follower.
• Add a familiar (wizards only).

10
Strongholds
When a character seeks a permanent base of operations and the
safety of a sheltered environment, he commissions a stronghold to
be built. These bastions of civilization are maintained by a number
of people who do so in exchange for residence there and the
protection of their master. The nature of the stronghold depends
on the character’s class, as described below. Note that Dwarves,
Elves, and Halflings see strongholds a bit differently from Humans,
but they function similarly (also described below).
Clerics: Cathedrals are monuments to their gods. All ability checks
and saves made within a cathedral to perform the duties of its
associated faith receive a bonus of +2. Conversely, any checks
made in opposition to the faith’s tenets within the cathedral
receive a penalty of -2. Undead cannot enter a cathedral.
Upkeep is offset with tithes paid by members of their faith.
Fighters: Castles protect their occupants from most threats.
While are not impenetrable, only the toughest of monsters (M5
or higher) can break through their walls (burrowing creatures
may be able to invade from below, while flying creatures can
easily attack exposed targets from above). Castles also provide
considerable storage space and the protection of treasures
brought back during the character’s adventures. Upkeep is
offset by taxing peasants, whether through collecting gold
pieces, foodstuffs, or goods.
Myrmidons: Characters may build either a castle (see Fighters) or
a tower (see Wizards), though they often call them both lyceums.
Pathfinders: Forts are often found in the most unlikely of places,
far from towns and where one would not expect to see any
civilization. Forts offer protection from most monsters (M4
or less; burrowing creatures may also be able to invade from
below), while providing temporary storage space for goods and
stables for animals. Medicinal herbs are also kept here, helping
characters heal—when rolling to heal as if in town, add 2 to the
result. Upkeep is offset by trade and taxing transactions.
Thieves: Guildhouses are generally built in towns to act as meeting
places and repositories for stolen goods. Wisdom checks made
to uncover rumors and Charisma checks made to negotiate
deals within a guildhouse by its members receive a bonus of
+2. Even if a guildhouse is situated within a town, it makes its
own laws within its walls. Upkeep is offset by collecting dues
from the guild’s members.
11
Wizards: Towers contain vast libraries of knowledge. Intelligence
checks made by researching the information contained in the
tower receive a bonus of +2. Saves made by anyone inside the
tower against spells cast from the outside receive a bonus of
+2. Upkeep is offset by payments for training new wizards and
protecting the nearby residents.
Dwarves: Their strongholds are always built underground in or
near vast networks of caves and tunnels.
Elves: Their strongholds are always built in the wilderness,
typically high atop a matrix of interconnected trees or along
tall, lush mesas.
Halflings: Their strongholds are always built along and inside
rolling hills or valleys.

12
Followers and Hirelings
Followers are not only paid by the character to aid him, but are
also fed and given shelter year-round. They must be of a lower
level than the character and can only be gained by spending gold
once he reaches level 6. Common terms for the various types of
followers are:
Clerics Fighters Myrmidons Pathfinders Thieves Wizards
Disciples Squires Acolytes Fledglings Initiates Apprentices
Hirelings are employed on a part-time basis, typically for a single
adventure. Unlike followers, they can be employed at any time,
provided the character (or group of characters) can pay their fees.
They can also be of any level, but more-experienced hirelings
cost more money (the cost is left to the GM’s discretion and the
characters’ ability to haggle).
When in need of a follower or hireling, roll a d6, apply any CHA
modifiers, add 1 for followers, and consult the table below to
determine their availability and dedication.

CHA Follower/Hireling Response


1–2 Not available for hire
3 Requires more money, but remains loyal while paid.
4-5 Remains loyal while odds are in the characters’ favor.
6+ Remains loyal until the end.

Familiars
Some wizards enter into dark pacts with demons and other
spirits. In return for their services, the entity imbues a mundane
creature with a spark of its knowledge and power. This animal is
then bound to the character, although ultimately answerable to the
entity by which it has been imbued. The type of animal is left up
to the GM, but should not be magical in any way.
Characters can perceive the environment in which a familiar
is located as if actually being there—they can see, hear, smell,
and even taste whatever the animals experience. The familiar is
bound to obey the character, provided it does not interfere with
the imbuing entity’s own commands. If the familiar is hurt, the
character is stunned for one round, incapable of acting. If the
familiar is killed, the character suffers 1d6 damage.

13
ABILITY CHECKS REVISITED
Cooperation
More than one player can attempt to perform the same action
to increase the odds of success. For example, breaking down a
door or deciphering a code as quickly as possible. All participating
characters perform an ability check, with the best roll used to
determine success.
More than one successful check may be required in some cases,
such as when trying to lift a heavy rock. The GM determines the
number of successes required as best he can, typically from 2 to 4.
Pushing Abilities
A player may choose to give his character a bonus of +1 for rolls
relating to a single ability during a conflict or other short-lived
event (such as a scene in a tavern or public debate). After the
situation has concluded, a penalty of -1 is applied to all of that
ability’s rolls for the next day, which is the body’s way of telling
the character that he taxed himself too much (soreness and fatigue
from STR, DEX, and CON, and lethargy and emotional drain from
INT, WIS, and CHA). Each character may only push one ability
per day in this manner.
Ability vs. Level Option
For checks involving skills not related to the character’s class,
roll a d6 and add either half the relevant ability score or half his
level, whichever is lower. Apply bonuses/penalties due to his ability
score normally. Determining success is also handled normally.
Saves
The ability involved in a save can vary from one situation to the
next. The following examples should aid in that decision.
STR: overcoming physical impediments
INT: resisting mind control and most mental effects;
disarming traps
WIS: avoiding manipulation, deception, madness, and most
magical effects; noticing traps
DEX: using reflexes to dodge traps and area effects
CON: resisting poison, disease, harsh environments,
and instant death
CHA: avoiding seduction or taking the blame for something

14
Death Saves
When a character is reduced to 0 hit points, he is still considered
to be alive, albeit unconscious and incapable of action. A CON save
must be made every round in order for him to stay alive—failing
the roll means that the character dies. While the odds favor the
character dying within a few rounds, there is still a faint glimmer
of hope for him to be saved by magic or some other method.
Masterwork Tools
The GM may allow characters to implement special tools in their
actions for greater effect. For example, a thief with advanced lock-
picks or a pathfinder with a highly-accurate compass may perform
their related tasks with a +1 bonus. These masterwork tools are
more finely-tuned and constructed, typically by master craftsmen,
which makes them rare. They are far superior to ordinary, basic
items. Masterwork tools hold no magical properties, but make
great treasures to be found when adventuring.

COMBAT REVISITED
Measured Movement and Range
Characters may decrease or increase the range to an opponent by
moving closer or farther away from their targets, respectively. By
default, each character can move up to 30 feet each round, while
still being able to perform some sort of action. Characters wearing
heavy armor are restricted to a base movement rate of 20 feet
per round. The GM may also choose to further reduce this base
movement by 10 feet for characters carrying a lot of equipment/
treasure. Characters may also run at a maximum speed equal
to three times their base movement rate each round, but cannot
perform any actions during that round.
There are six ranges of distance used to denote which weapons
can be used.
Contact: The attacker and target are close enough to touch each
other during melee combat. Any melee attack may be performed.
Reach: The attacker is close enough to touch his target with a
staff or other long-reaching weapon during melee combat.
Melee attacks may only be performed with staves and other
such weapons.
Close: The attacker is close enough to throw a knife, rock, spear,
or other object at his target (this also includes slings, bows, and
crossbows). This distance is roughly about 60 feet.
15
Far: The attacker is close enough to use a sling or shortbow
against his target (this also includes longbows, and crossbows).
This distance is roughly about 120 feet.
Distant: The attacker is close enough to use a longbow or crossbow
against his target. This distance is roughly about 240 feet.
Yonder: Anything beyond distant is too far to attack.
Alternate Movement Rates
For those wishing a little more detail, the various races move at
different rates (feet per round). Refer to the table below.

Race Default Restricted Encumbered


Dwarf 20 15 10
Elf 40 30 15
Halfling 30 20 10
Human 30 20 10

Abstract Movement and Range


An optional Conflict Action Map is provided on which miniatures
or counters may be placed to denote characters’ positions in relation
to their opponents. The map utilizes bands of range—each boxed
area on the map is a single band. When placing characters on the
map initially, keep in mind that there should be enough room for
opponents to sneak behind each other or represent vast distances
that must be covered should the two sides face off in a large field.
The range between opponents is determined by the number of
bands that separate them.
Contact: Characters in the same band are within contact range.
Reach: Characters in adjacent bands are within reach range.
Close: Characters separated by one band (two bands away) are
within close range.
Far: Characters separated by two bands (three bands away) are
within far range.
Distant: Characters separated by three bands (four bands away)
are within distant range.
Yonder: Characters separated by four or more bands are within
yonder range.
Disposable Heroes® Paper Miniatures work well with the Conflict
Action Map. They come in two varieties: Customizable (online
interface lets you print serialized armies with labels) and Statix
16
(single download of armies). Either version includes three formats:
a-frame, tri-fold, and flat counters. For more information, visit
RPG.DEALS/MINIS
Characters may decrease or increase the range by moving closer
or farther away from their targets, respectively. Both walking
and running is possible, but the latter prevents a character from
performing any other actions during the round. Characters
wearing heavy armor or carrying a lot of equipment/treasure are
considered to be encumbered, restricting their movement rate.
Contact to Reach: requires 1 round of walking or running.
Contact/Reach to Close: requires 2 rounds of walking or 1 round
of running. Encumbered characters require 3 rounds of walking
or 1 round of running.
Close to Far: requires 2 rounds of walking or 1 round of running.
Encumbered characters require 3 rounds of walking or 1 round
of running.
Far to Distant: requires 4 rounds of walking or 2 rounds of
running. Encumbered characters require 6 rounds of walking
or 2 rounds of running.
Distant to Yonder: there is no movement rate associated with this
distance, as it is considered to be outside of the action.

17
TM
CONFLICT
ACTION MAP
Default 2/1
1 2/1 2/1 4/2 Walk/Run

CONTACT REACH CLOSE FAR DISTANT YONDER


Encumbered 1 3/1 3/1 6/2 Walk/Run
3/1

©2018 Precis Intermedia. Swords & Six-Siders is a trademark of Precis Intermedia.


Special Situations
The following special rules may be applied for the specified
conditions.
Cover: A character who is partially hidden behind a wall or other
obstruction receives a bonus of +1 to his AC.
Mounted Attacks: Characters riding a horse or other mount who
perform a melee attack against a target on foot receive a bonus
of +1. Ranged attacks made while mounted receive a penalty
of -1.
Prone: A character who has fallen on the ground or is otherwise
prone receives a penalty of -2 to his AC. A full round is required
for the character to return to his feet.
Fog: A penalty of -1 (light fog) or -2 (heavy fog) is applied to all
ranged attacks.
Heavy Rain/Snow: A penalty of -1 is applied to all ranged
attacks and DEX checks involving balance.
Winds: A penalty of -1 (moderate winds) or -2 (heavy winds) is
applied to all attacks and DEX checks.
Firing into a Melee: If a character attempts a ranged attack
against an opponent who is performing or is the target of
melee attacks and rolls a natural 1, he misses that target,
instead randomly hitting one of the others involved in the
melee.

Fumbles
Whenever a natural 1 is rolled and the action is not normally
related to the character’s class, not only does it fail, but a fumble
also occurs. This represents a serious mishap. Roll a d6 and refer
to the table below for combat. Some suggestions for fumbles related
to other actions are also provided below.

Roll Combat Fumble


1 Character accidentally strikes nearby ally; if no one is near,
the character strikes himself (save to halve damage).
2 Open to attack: +1 for next attack against character.
3 Weapon breaks, becoming unusable.
4 Character drops weapon, requiring a full round to retrieve it.
5 DEX save to avoid falling (and becoming prone).
6 Character misses horribly, looking completely stupid.

19
STR: drops item on foot, breaks item, rips out fingernail, loses
balance
INT: misreads book, mixes up details, cannot recall memories
or facts
WIS: perceives events completely differently, irrational fear,
confuses dream with reality
DEX: falls to ground, trips over rock, hits self or ally, steps on
item
CON: gets weak in the knees, coughing fit, cannot breathe,
tired and sore, cannot stop bleeding
CHA: makes someone irate, speech impediment, rallies
spectators to do the wrong thing, tells obvious lie, laughable

Criticals
Whenever a natural 6 is rolled and the action is clearly related
to the character’s class, not only does it succeed, but a critical also
occurs. This represents a glorious success. Roll a d6 and refer to
the table below for combat.

Roll Combat Critical


1 Character strikes perfectly: -1 to opponent’s morale checks.
2 Opponent drops weapon, requiring a full round to retrieve it
(damage is increased by 1 if opponent is not armed).
3 Damage is increased by 1.
4 Opponent must make a save to avoid falling
(and becoming prone).
5 Attack pierces armor, ignoring opponent’s DR.
6 Damage is increased by half of d6 roll.

Special damage
Some situations outside of combat or caused by it can also inflict
damage, as noted below.
Asphyxiation: A character can hold his breath for a number of
rounds equal to his CON×6. After this period of time, the
character must make a CON save every round in order to
continue holding his breath. A modifier of -1 is applied to the
save after every 5 rounds. Upon failing the save, the character
begins to drown (or suffocate), losing consciousness. His hit
points are reduced to 0 during the next round and he dies on
the subsequent round.

20
Falling: Roll 1d6 per 10-feet of the fall to determine damage.
If the ground consists of jagged rocks or similarly dangerous
areas, roll 1d6+1 instead. Conversely, if the ground is padded
or otherwise softer in nature, roll 1d6-1. 
Fire: Roll 1d6 immediately to determine damage if clothing
or hair catches on fire. A DEX save is made each round to
extinguish the flames, unless submerged in water or another
character is capable of doing so. Another 1d6 roll is made each
round until the flames are extinguished.
Other Forms of Damage: This consists of non-HP damage like
modifiers (penalty on certain actions), distractions (unable
to perform certain actions), paralysis (incapable of moving or
attacking), fatigue (penalty on STR, DEX, and CON saves),
and confusion (penalty on INT, WIS, and CHA saves).

CURRENCIES
While gold is the most-valuable form
of currency, silver and copper are also
traded for goods. Ten silver pieces
(10sp) are equal in worth to one gold
piece, while one-hundred copper
pieces (100cp) make up one silver
piece (1,000cp equals 1gp).

SPELLS REVISITED
This option limits how many spells a myrmidon or wizard can
cast per day (this method should not be used for clerics unless
they choose spells in advance of play). PP (power points) measures
a character’s magical stamina. Myrmidons have PP equal to their
WIS + half their level, while wizards (or clerics) have PP equal
to their WIS + double their level. Whenever a character casts a
spell, his current PP is reduced by that spell’s level (only one spell
can be cast per round). When a character is reduced to 0 PP, he is
temporarily incapable of casting spells without harming himself.
A character at 0 PP may instead use HP to fuel his magic; the
drawback of doing so is obvious, however. This means that most
spells can be cast in the midst of combat and reused as many
times as the character has the PP to cover them. A character’s PP is
restored to his original amount each day after a few hours of rest.

21
TRAPS
Dungeons are frequently equipped with deadly mechanical traps.
A trap is typically defined by its location and triggering conditions,
how hard it is to spot before it activates, how much damage it deals,
and whether or not the heroes receive a saving throw to mitigate
its effects. Traps that attack with arrows, sweeping blades, and
other types of weaponry make normal attack rolls, with a specific
attack bonus dictated by the trap’s design.
Traps are described by how they are triggered and with a Trap
Level (TL), which is used to calculate all the statistics needed:
Efficacy: This penalty is applied to any character’s roll made to
find or disable the trap. It is calculated by starting at 0 and
adding -1 after every two levels (T– traps are +1).
Attack: An attack roll is made for some traps to hit a character
when they trigger it. This bonus is applied to that roll. It is
calculated by starting at 0 and adding +1 after every two
levels (T– traps are -1).
Save: A saving roll (usually DEX, but could be WIS) is made
for characters to avoid some traps when they trigger it. This
penalty is applied to that roll. It is calculated by starting at 0
and adding -1 after every two levels from T1 (T– traps are +1).
Damage: The amount of damage that a trap inflicts via an
attack upon someone triggering it or their failed save is equal
to 1d6+half of TL (T– traps only inflict 1 point of damage).
Note that most traps are either treated as attacks or saves, with
only a few using both methods. Some traps also cause certain
effects to occur rather than simply causing damage (see their
specific descriptions). Common triggers include spring-set stones,
tripwires, and the opening of doors.

22
Ready-To-Use Trap Stats
As an aid to the GM, the stats are calculated below for traps
from T– to T6. T0 traps are considered those typically found
during normal play; all rolls involving them are unmodified, based
purely on a character’s ability. Higher-level traps provide modifiers
that make them harder to locate, disable, and avoid their effects.
TL Efficacy Attack Save Damage
T– +1 -1 +1 1
T0 0 0 0 1d6
T1 0 0 0 1d6+1
T2 -1 +1 0 1d6+1
T3 -1 +1 -1 1d6+2
T4 -2 +2 -1 1d6+2
T5 -2 +2 -2 1d6+3
T6 -3 +3 -2 1d6+3

TRAP DESCRIPTIONS
These descriptions are of typical traps. Some may also provide
other options and special rules, such as timed effects or the
potential to reset themselves.

Arrow Trap T0
attack
An arrow is launched at the first character to trigger the trap,
which is typically done by opening a door or stepping on a spring-
set stone.
Dropped Needles T–
save
When triggered by a wire or rigged object, a handful of small
needles fall on the victim from the ceiling.
Pit Trap T0
save
The camouflaged floor collapses when 1d6 characters walk on
it, sending them into a pit. Climbing out of the pit is possible with
the right equipment or magic. A result of 1 on a d6 roll indicates
that a skeleton (undead) is also present in the pit. 1d6 damage is
applied per ten-feet drop in the pit (the GM can choose the depth).
Poison Dart Trap T0
attack, poison
A number of darts equal to half a d6 roll each target a character
as they trigger the trap, which is typically done by opening a door
or tripping on a wire.
23
Portcullis Trap T3
save
When 1d6 characters pass by the doorway, a portcullis slams to
the ground. The last character to enter must save to avoid being
hit by the portcullis, while the others are merely trapped in the
chamber.
Rolling Rock Trap T4
save
Using any type of trigger, this trap releases a boulder into the
corridor that flattens those in its path and/or blocks a doorway.
Scything Blade Trap T2
attack
A curved blade swings from the ceiling when triggered via
spring-set stone or tripwire.
Falling Bricks Trap T1
save
When triggered, a flurry of stones fall from the ceiling, hitting
1d6 characters.
Net Trap T0
save
When 1d6 characters pass by the doorway, a netting falls on
them. While it inflicts no damage, a successful WIS save is required
for each affected character to get out of it.
Spiked Pit Trap T3
save
The camouflaged floor collapses when 1d6 characters walk on it,
sending them into a pit with sharp spikes at the bottom. Climbing
out of the pit is possible with the right equipment or magic.
Tripping Chain Trap T2
save
When a character trips on the chain, he falls onto a number of
spikes.
Water Trap T3
save
When triggered by a wire or rigged object, water rushes into the
chamber. While no damage is applied directly, the asphyxiation
rules should be used while underwater.

24
MONSTER DESCRIPTIONS
Some monsters and opponents may intentionally focus on and
target characters by ability, such as the weakest member of the
party (lowest Strength or <STR) or wisest (highest Wisdom or
WIS>). Note that the actions of the characters (someone else
attacking the monster or its lair) or events that unfold during play
(being closer to another character) may alter the creature’s tactics.
A creature’s focus and movement rate are both provided on the
Master List of Monsters at the end of this section. A number of new
monsters are provided below.
Alligator M2
surprise
Scaly reptiles inhabiting swamps and riverbanks, alligators are
almost impossible to spot in murky water. They can surprise a
character who fails a WIS save near the water’s edge, dragging him
underwater—apply asphyxiation rules until the character makes a
STR save or dies.
Ape M2
Human-sized primates of massive build, apes are terrifying
opponents. While most are herbivores (carnivores are often
magically influenced), these territorial creatures attack when
feeling threatened.
Boar M1
gore
Feral pigs, peccaries, and boars charge with their tusks upon
seeing a threat. A critical indicates that the boar’s tusk is firmly
planted in the victim for +1 damage.
Falcon M0
fly
These birds of prey inhabit nearly every terrain and climate,
though they all prefer high, secluded nesting spots. They attack by
diving from the sky and grappling with their sharp talons.
Fire Ant M2
darkvision, immune to fire, -1 save vs. water & ice
These cave-dwelling insectoids tower over most characters, and
are immune to all but the most-intense blazes and magma. Anyone
touching a fire ant, such as by striking it without gloves, receives
half a d6 roll worth of damage. They are typically equipped with
swords, but can also bite with their powerful mandibles.

25
Grizzly M4
bear hug
Grizzlies are hulking brown bears that frequent caves and
woodland camps. A critical means grabbing an opponent and
hugging for +1 damage (a STR save is required to break free).
Halfling M1
move silently, hide, +1 AC vs. large, +1 save vs. magic & poison, -2 STR saves
Halflings prefer a comfortable life, surrounded by good food and
quiet shires. They are able to hide and sneak with ease, but limited
to using smaller melee weapons.
Hound M0–M1
WIS save to resist surprise, tracking
These domesticated wolves are used for hunting and tracking.
They consider their adventuring group to be their pack, and are
protective of its members. Hounds are known for their persistence
and cunning.
Leopard M2
pounce
These spotted felines stalk prey from their arboreal playgrounds,
pouncing on unaware victims (WIS save to avoid).
Nixie M0
immune to drowning, charm
Nixies are slim and comely water sprites, standing at about four
feet in height and featuring lightly scaled, pale green skin and
dark green hair. Females often twine shells and pearl strings in
their hair and dress in wraps woven from colorful seaweed. Males
wear loincloths of the same materials. They prefer not to leave the
comfort of their lake habitats, but doing so causes no ill effects.
Nixies can charm their targets as if using a Charm Person spell.
Pixie M0
fly, spell use, invisibility
These mischievous pranksters of the woods are small fey with
wings. They can turn themselves invisible at will (-1 to hit them).
Raven M0
fly, eye peck, mimicry
These incredibly intelligent black birds have wingspans of about
four feet. They can combine both claws into a single attack or
attempt to peck out a target’s eye to blind him. Ravens can mimic
the speech of humans and other species.
26
Snake M0–M3
poison or constrict
Snakes are not usually aggressive and flee when confronted.
Some, however, are active predators, ready to take down their next
meal. Bites from poisonous snakes inflict normal poison damage,
while constrictors require a STR save to escape being immobilized.
Snakes can vary in size—this is reflected in its Monster Level.
Swarms
Swarms of various creatures are treated as distractions rather
than monsters. As a result, no ML is provided. While swarms can
be destroyed, it should be left up to the GM’s discretion on how
that is done.
Swarm of Bats
Characters caught in a swarm of bats must make a DEX
save to remain standing and STR save to prevent dropping any
items being held in their hands. Any torches in the swarm are
extinguished on a 1d6 roll of 1.
Swarm of Insects
Characters caught in a swarm of bees, locusts, flies, or other
insects receive a -1 penalty to hit any target (other than the
swarm) and must make a WIS save to determine any direction
of movement. If the insects are capable of biting or stinging, such
as bees, the character receives 1 point of damage each round
he is caught in the swarm. Insects are particularly sensitive to
smoke, fire, and water.
Swarm of Rats
Characters caught in a swarm of rats must make a DEX save
to maintain balance while moving. If a character falls, he gets
bitten; the swarm carries disease on a 1d6 roll of 1. Rats are
particularly sensitive to fire and burning oil.
Tiger M3
Unlike other large cats, these tenacious predators will actually
swim after fleeing victims.
Wolverine M1
+1 to-hit
What this beast lacks in size, it makes up for in ferocity (+1 to
attack). Wolverines are capable of shredding most flesh to bone with
their sharp claws and teeth. They can be found most anywhere,
from snowy mountain regions to warm plains and forests.

27
Master List of Monsters
Note that if two rates are provided, the first refers to moving over land and the
second is while flying, swimming, or using another alternate method.

Monster ML Rate Focus Alignment Special


Alligator M2 20'/30' <WIS Neutral surprise
Android M2 30' — Neutral immune to most normal weapons
Ape M2 30' — Neutral
Basilisk M2 15' STR> Neutral petrifying gaze
Black Pudding M5 15' — Neutral acid; immune to cold, weapons,
& lightning; vulnerable to fire
Boar M1 40' — Neutral gore
Centaur M2 50' WIS> Neutral 2 attacks (1 weapon, 1 hoof)
Chimera M5 20'/50' <DEX Chaos 5 attacks (2 bites, 1 gore, and
2 claws) or breathes fire, fly
Cockatrice M3 15'/50' STR> Neutral petrifying touch, fly
Cyclops M6 40' <CHA Chaos
Djinn M4 20'/70' <DEX Law turn into a whirlwind, fly, create
illusions, invisible, gaseous form,
create food and minor items
Dragon breath weapon, chance of spells, fly
White M3–M4 20'/70' WIS> Chaos cone of cold
Black M3–M4 20'/70' WIS> Chaos line of acid
Green M4–M5 20'/70' WIS> Chaos cloud of chlorine; 1st level spells?
Blue M4–M5 20'/70' WIS> Chaos line of lightning; 1st level spells?
Red M5–M6 20'/70' WIS> Chaos cone of fire; 1st & 2nd level spells?
Gold M5–M6 20'/70' <WIS Law fire or chlorine; up to 3rd level spells?
Dryad M1 30' <CHA Neutral charm person (-1 save)
Dwarf M1 20' — Any +1 AC vs. large,
+1 save vs. magic & poison
Efreet M5 20'/70' — Chaos create wall of fire, fly, create
illusions, invisible, gaseous form,
create food and minor items
Elemental immune to normal weapons
Air M4–M6 100' — Neutral +1 damage to flying creatures
Earth M4–M6 15' — Neutral cannot cross water, +3 damage to
creatures on the ground
Fire M4–M6 30' — Neutral cannot cross water, ignites
combustibles, two attacks per
round against non-fire users
Water M4–M6 15'/50' — Neutral must be within 60' of water, two
attacks per round when in water
Elf M1 40' — Any move silently, hide, spells, immune
to charm and sleep
Falcon M0 5'/80' — Neutral fly
Fire Ant M2 50' <STR Chaos darkvision, immune to fire,
-1 save vs. water & ice
Gargoyle M2 20'/40' <DEX Chaos fly, only harmed by magic weapons
 Continued…
28
Monster ML Rate Focus Alignment Special
Gelatinous Cube M3 15' — Neutral acid, nearly invisible
Ghoul M1 20' <DEX Chaos undead, paralyzing touch
Giant boulder attack, double damage bonus
Hill M4 30' <STR Chaos
Stone M4 30' <STR Chaos
Frost M5 30' <DEX Chaos immune to cold
Fire M5 30' <STR Chaos immune to fire
Cloud M6 40' <INT Law excellent sense of smell
Gnoll M2 20' <STR Chaos
Gnome M0 20' — Neutral +1 AC vs. large,
+1 save vs. magic & poison
Goblin M0 20' Dwarves Chaos darkvision, -1 to-hit in daylight
<Level
Golem immune to magic
Clay M4 20' — Neutral
Flesh M3 20' — Neutral healed by lightning
Iron M6 15' — Neutral breathes poisonous gas, healed by fire
Stone M5 15' — Neutral
Gorgon M4 30' — Neutral petrifying breath
Gray Ooze M2 5' — Neutral immune to all but blades & lightning
Green Gloopity — — — Neutral can only be killed with fire
Griffon M4 30'/80' <DEX Neutral fly
Grizzly M4 20' — Neutral bear hug
Halfling M1 30' — Any move silently, hide, +1 AC vs. large,
+1 save vs. magic & poison,
-2 STR saves
Hippogriff M2 50'/70' — Neutral fly
Hobgoblin M1 20' Elves Chaos
Horse M1–M2 50' — Neutral
Hound M0–M1 50' <STR Neutral WIS save to resist surprise, tracking
Hydra M3–M5 20' — Chaos 1 attack per head
Invisible Stalker M4 30' — Chaos invisible, tracking
Kobold M0 15' Gnomes Chaos
Leopard M2 40' <WIS Neutral pounce
Lycanthrope shape change into animal & hybrid
forms, summon animals, immune
to normal weapons, harmed by silver
Werebear M4 20' — Law +10' in bear form
Wereboar M2 30' — Chaos +20' in boar form
Wererat M2 30' — Chaos +10' in rat form
Weretiger M3 30' — Chaos +10' in tiger form
Werewolf M3 30' — Chaos +20' in wolf form
Manticore M3 30'/50' — Chaos fly, spike projectile attack
Medusa M2 20' <WIS Chaos petrifying gaze, poison
Men M0 30' — Any
Minotaur M3 30’ STR> Chaos
 29 Continued…
Monster ML Rate Focus Alignment Special
Mule M1 30' — Neutral
Mummy M3 15' — Chaos rotting disease, immune to non-
magic weapons, vulnerable to fire
Nixie M0 15'/30' <CHA Neutral immune to drowning, charm
Ochre Jelly M2 10' <DEX Neutral immune to all but fire & cold
Ogre M3 20' <STR Chaos
Orc M1 20' <WIS Chaos
Pegasus M2 70'/100' — Law fly
Pixie M0 20'/50' — Neutral fly, spell use, invisibility
Purple Worm M6–M6+ 20' — Neutral poison, swallow attack
Raven M0 5'/70' — Neutral fly, eye peck, mimicry
Robot M1 20' — Neutral immune to most normal weapons
Roc M3 10'/90' — Neutral fly
Salamander M3 20' — Neutral 2 attacks vs non-fire users
Sea Monster M6+ —/50' — Neutral
Skeleton M0 30' — Chaos undead
Snake M0–M3 20'–50' — Neutral poison or constrict
Spectre M3 40' — Chaos undead, immune to normal
weapons, energy drain
Tiger M3 40'/15' — Neutral
Titan M6+ 60' <DEX Law double damage
Treant M4 30' <WIS Law animate trees
Troll M4 30' — Chaos regenerate
Unicorn M2 70' — Law +2 save vs. magic, teleport
once per day
Vampire M5 30'/50' — Chaos undead, regenerate, energy drain,
gaseous form, charm gaze, fly,
change into a bat; summon rats,
bats, or wolves
Wight M2 20' <CON Chaos undead, energy drain, immune
to normal arrows
Wolverine M1 30' — Neutral +1 to-hit
Wraith M3 40' <HP Chaos undead, energy drain, immune
to normal arrows
Wyvern M3 15'/70' <Level Neutral poison, fly
Zombie M0 15' — Chaos undead

30
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Darkwood
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