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RPG Guide for Tabletop Gamers

This document provides an overview of the basic rules for a tabletop roleplaying game called 5B. It covers character creation including ability scores, classes, equipment, and spellcasting. It also explains core mechanics like rolling dice to resolve actions, hit points, armor class, and combat rounds.

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0% found this document useful (0 votes)
945 views10 pages

RPG Guide for Tabletop Gamers

This document provides an overview of the basic rules for a tabletop roleplaying game called 5B. It covers character creation including ability scores, classes, equipment, and spellcasting. It also explains core mechanics like rolling dice to resolve actions, hit points, armor class, and combat rounds.

Uploaded by

knight.errant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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-

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\~
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~-:

• •

,
by Lex Mandrake and Harald Maassen
CREDITS TABLE OF CONTENTS

WRITING BY: PAGE 1:


Lex Mandrake A Role Playing Game
and The Dice
Harald Maassen Rolling to Resolve
When to Roll
LAYOUT BY: Hit Points
Lex Mandrake Armor Class

ART FROM: PAGE 2:


The Public Domain Inventory
Advantage/Disadvantage
LEGALESE: Skill
This work includes material taken from the Measurements
System Reference Document 5.1 (“SRD 5.1”) by Combat
Wizards of the Coast LLC and available at Types of Rolls
http://dnd.wizards.com/resources/systems-
reference-document PAGE 3:
The SRD 5.1 is licensed under the Creative Character Creation
Commons Attribution 4.0 International License Your Ability Scores
available at Your Background
https://creativecommons.org/licenses/by/4.0/ Ability Scores and Modifiers
legalcode
PAGE 4:
Anyone may publish free or commercial material Character Creation: Your Class
based upon and/or declaring compatibility with
The Fighter
"5B" without express written permission by Dank
Dungeons, as long as they adhere to the following The Thief
terms:
If your product declares compatibility with "5B" PAGE 5:
you must state the following in your legal text and The Cleric
on any websites from which a commercial The Magic-User
product is sold: "[product name] is an
independent production by [publisher name] and
is not affiliated with Dank Dungeons." PAGE 6:
Dank Dungeons takes no responsibility for any Character Creation: Spellcasting
legal claims against your product. Spellcasting Matrix
Tiers of Power
The mechanics of "5B" may be reused freely.
PAGE 7:
Your Equipment
Armor
Weapons
Mundane Items
Wrapping Up

PAGE 8:
Example of Play:
6th Level Party Combat Round

PG
RULES OF PLAY EXAMPLES OF PLAY

A ROLE PLAYING GAME: 5B is a tabletop Role Playing Rolling to Resolve


Game, or RPG. A game of collaborative storytelling with a group GM: The dragon crashes forward ,
of around four to eight friends. They include a Game Master, or pushing you toward the cliff ledge!
GM, who controls the world the rest of the Players inhabit. Player: Didn 't you say there was a
Players each control a character they have created to exist broken bridge?
within the world and strive toward some goal , such as slaying a GM: Yes, half a crumbling stone
dragon or freeing a kingdom. The GM puts obstacles in their walkway juts from the far side of the
way in order to challenge them and create compelling drama. chasm. A daring leap away.
Rule mechanics add an element of chance and character skill to Player: I 'll take that leap!
the events that unfold. Everyone's objective is to have fun GM: Roll!
playing pretend for a few hours together. The following text
gives a framework for doing just that. Rolling to Resolve
GM: As you kick open the lid of the
THE DICE: This RPG uses a set of polyhedral dice which are dusty chest you hear a snapping
assigned to different rolls throughout the game. They come with sound as several spring-loaded darts
4, 6, 8, 10, 12 , or 20 sides, and are referred to with a lowercase fly upward at you. Roll a d20 and
"d" followed by their number of sides. When you need to roll add your Dex Bonus to avoid them!
multiple dice that number is indicated before the "d" and if there Player: I get ... oh that's a 1 on that
is a bonus it is indicated with a plus sign after the side value. d20 roll, only a 3 after Dex.
GM: I'm sorry, that 's way below the
ROLLING TO RESOLVE: When an outcome is uncertain , DC of 12 you needed. You've been
dice are rolled to determine if the action is successful or not. pin-cushioned.
Typically, the die is a d20 with bonuses based on the task itself
and the character 's capabilities. The player's goal is to meet or When to Roll
exceed a target number established by the GM. This number is GM: You approach the door at the
referred to as a Difficulty Class, or DC. end of the lonesome hall. Its surface
is inscribed with strange runes that
WHEN TO ROLL: Dice should be rolled to resolve conflict, shimmer with magic.
avoid risk, or when a random outcome is important. If a task is Player: My magic-user will take a
easy, a character is sufficiently skilled, has a specific ability, is not few minutes to pull out their spell
threatened by an opponent, or has ample time, they likely don't notes and see if these runes
need to roll. compare to anything they 've
studied. I roll-
ABILITY SCORES: A character's physical and mental GM: No need , you 're a student of
capabilities are quantified by a series of six numbers. These the arcane and you 're not under
scores consist of Strength, Constitution, Dexterity , Intelligence , any pressure. Here's what it says ...
Wisdom , and Charisma. Their value ranges from 3-18 at first
level, and provides a bonus or penalty to d20 rolls depending on Hit Points and Armor Class
the amount. The higher the score, the better the character is at GM: The bandits' arrows rain down
doing things that fall under that category. from their camp 's tower! Player 1,
that's a 14 to hit and Player 2 that 's
HIT POINTS: A numerical value that represents how much an 18 to hit.
punishment a character can take before they fall unconscious. Player 1: Phew, my AC is 16 so I
This value is called Hit Points, or HP. When damage is dealt that bring up my shield just in time!
many HP is removed from its target. Magical healing can restore Player 2: Oh dang , I'm struck! My
a rolled number of HP, while getting a good night's sleep AC is only 13.
restores all of them. An unconscious character is in danger of GM: Well that's ... 7 damage as the
dying if more damage is dealt or they are left to bleed out for a arrow sinks in to your chest.
short time. Player 2: Aw geez , it hits a major
organ. I only had 5 hit points left,
ARMOR CLASS: A number that must be met or exceeded that brings me to -2!
when making an Attack Roll to successfully hit the target. Player GM: Don 't worry about negative
Characters have a starting Armor Class, or AC, of 10 which is numbers, you 're just at 0, but totally
then modified by things like the character's Dexterity Bonus and fall unconscious. Someone better
any armor they are wearing. heal you soon!

PG-1
RULES OF PLAY TYPES OF ROLLS:
-Check: Perform a task. Player
INVENTORY: The items on your person that aren't worn or initiated or GM suggested. Roll a
carried. SB uses a simple space system in which everyone has d20 plus an Ability Score modifier
10 slots of "space " in their pack. Different items take up different and maybe Skill Bonus.
amounts of space based on their general size. Items that are -Saving Throw: Avoid or resist
small count as O but a large quantity of them could be 1. For some form of danger. GM initiated.
instance , one gold piece is O but 100 gold pieces is 1. Things like Roll a d20 plus an Ability Score
mounts or carts give you extra space , but aren't always modifier and Skill Bonus if granted
accessible. by Class.
-Attack Roll: Hit a target in
ADVANTAGE/DISADVANTAGE:When a player has an combat. Player initiated. Roll a d20
upper hand or lower hand in a situation in which they would roll plus Str or Dex, and Skill Bonus if
a d20 they may be asked to roll that die twice. With Advantage trained with the weapon used.
they take the higher of the two rolls and with Disadvantage they -Damage Roll: Wound a target.
take the lower. Player initiated. Roll specific dice
indicated by weapon or similar, and
SKILL: A numerical bonus added to d20 rolls. It represents add Str or Dex Bonus.
what your character is trained in. All Players start with a +2 Skill
Bonus. Your Class and Level will determine what that bonus is EXAMPLES OF PLAY
added to and when it increases. In most out of combat
roleplaying situations you add your Skill Bonus to a roll if it Inventory
makes sense narratively with your Class or Background. Work GM: The chest contains a
with your GM in the moment to determine if your bonus is shortsword , a large jug etched with
applicable. glyphs , hundreds of gold pieces-
Player: I take it all!
MEASUREMENTS: The ways in which Players track time or GM: It's 6 space worth of stuff
distance , or determine things like size or weight. SB play is Player: Oh , that brings me way
intended to be visualized in the minds of the Players rather than over , I was at 7110 ... now I 'm at
using a board or miniatures. As such , many measurements are 13110. Can I carry all that?
determined through general keyword categories. Use these as GM: Well, no. It won 't all fit in your
guides , adding for more specificity or extremes: pack. You could hold some of the
- Distance: Close (right next to) , Near (a quick jog) , Far (in sight rest, but expect Disadvantage on
but distant) any physical task.
- Time: Quick (a few seconds) , Short (a few minutes) , Long (an
hour or more) Advantage/Disadvantage
-Size: Small (a pet) , Medium (a person) , Large (a building) Player: I leap and slide under the
- Weight: Light (anything in your backpack) , Moderate (a closing portcullis! I roll an 18!
person) , Heavy (a boulder) GM: Are you still holding that large
jug? Yeah , roll again and take
COMBAT: when tensions reach a tipping point, and combat whichever is worse.
breaks out , follow this procedure: Player: Shoot , second roll was a
- The Round begins. Each side of the conflict rolls a d6 for 5 ...guess that 's what I gotta use.
Initiative to determine which go first, Players win ties.
- The winning side acts , in any order they choose, then the Skill
losing side acts. GM: The beast has made a hasty
-Actions consist of movement up to a Near distance from retreat into the wood. What do you
where the combatant started and a single other action , such as do?
an attack , prayer , spell, using an item , interacting with the Player 1: We should follow it!
environment , or making additional movement. GM: Sure, does anyone know how
- After everyone has acted, the GM may roll Morale for any to track?
applicable non-player combatants. Player 2: I was raised by wolves ,
- The Round ends and a new Round begins. Each side rolls do you think I would be able to
Initiative again and any combatants who failed Morale rolls follow its trail?
attempt to flee or surrender as their actions. GM: Yeah that makes sense, roll a
For a detailed combat encounter example , turn to Page 8. Wisdom Check and add your Skill
Bonus.

PG-2
CHARACTER CREATION EXAMPLES OF PLAY

Ability Scores and Modifiers:


2-3 -4 I 12-13 +1
4-5 -3 I 14-15 +2
6-7 -2 I 16-17 +3
8-9 -1 I 18-19 +4
10-11 +O I 20-21 +5

Primary Trait Examples


--I spent my childhood working on
the family farm. (2 Str, 1 Con)

YOUR ABILITY SCORES: --I spent several years working in a


First, establish your Ability Scores. Roll 4d6 and remove the traveling carnival. (2 Dex , 1 Cha)
lowest number rolled . Assign the remaining total to one of the
six Ability Scoress; Strength , Dexterity , Constitution, Intelli- --I read voraciously in my youth ,
gence , Wisdom and Charisma. Repeat until all six Ability Scores soaking up as much information as I
are assigned. Each score provides a modifier , see table on right. could. (2 Int, 1 Wis)
-- Strength (modifier applies to tests or saves involving physical
might and hit/damage rolls for melee weapons) Secondary Trait:
--Dexterity (modifier applies to tests or saves involving reflexes Talent Examples
or finesse , hit/damage rolls for ranged weapons, and AC) --I once stole from an alchemist and
-- Constitution (modifier applies to tests or saves involving worked at their shop to pay off my
endurance or fortitude and to HP each level) debt. (any rolls pertaining to
--Intelligence (modifier applies to tests or saves involving potions , herbalism , medicine , or
knowledge or critical thinking and spellcasting) similar)
-- Wisdom (modifier applies to tests or saves involving
perception or insight and to praying for divine aid) --I used to make my living as a
-- Charisma (modifier applies to tests or saves involving sword for hire (the use of all
persuasiveness or deception and monster reactions) weapons and any armor besides
heavy)
YOUR BACKGROUND:
Now , establish who you were in the past. This Background is a --I came across a tome of arcane
series of Traits you create , that narratively and mechanically lore and would not rest until I
describe who your character is. Each Trait is a line of descriptive deciphered it. (any rolls pertaining
text that includes something about your upbringing , lineage , to magic , the supernatural , or logic
former occupation , or recent experiences. This is followed by puzzles)
some mechanical effects that the text implies.
There are two kinds of Traits; Primary and Secondary. Create Secondary Trait:
one Primary Trait and two Secondary Traits as described below: Power Examples
--Primary Trait: Represents your character's upbringing or how --I traded my soul for a bit of
they spent a large portion of their life, and affects their Ability power. (you can cast one spell in
Scores. Decide on what it was your character did to acquire the School of Evocation'* each day)
these boosts , then increase one score by 2 and another by 1,
or each score by 1. --I was born under a lucky star.
-- Secondary Traits: Represent special capabilities of your (whenever your character's life is in
character and fall into two categories; Talents and Powers. grave danger , they can roll with
-- Talents represent some general training or expertise. Advantage)
Describe why your character is good at something , then pick
a few specific Checks that narrative would allow the Skill --My pointed ears and slim stature
Bonus to be applied in. identify me as kin of the fae.
-- Powers represent a special thing that sets your character (trickery or mental magic is useless
apart. This could be supernatural or physical, passive or against you)
active. Write a sentence indicating where the power comes
from and work with your GM to create a short mechanical
effect for it. '*Magic info in the Classes Section

PG-3
CHARACTER CREATION: YOUR CLASS EXAMPLES OF PLAY
Pick from one of the Classes listed on this page or the next. They
act as your character's occupation and will increase their powers Class Talents
as you gain levels. GM: The chest pops open to reveal
an ornate breastplate.
Player: Oh! I grab that! Higher AC
for me!
GM: Well you can certainly wear it,
but you 're a Thief, you won 't get
the armor bonus because you 're
not trained in medium armor.
Player: Aw nuts , well I 'm going to
put it on and look impressive
anyway!
THE FIGHTER
Expert combatants , capable of enduring massive punishment Feat
and nearly inhuman displays of physical aptitude. GM: The undying fiend lumbers
Hit Die: dl2 toward you , brandishing a wicked
Talents: Strength and Constitution Saving Throws , All cleaver.
Weapons , All Armor , Any tests of physical prowess. Player: Can I slam my maul into its
Feat: A deed of impressive athleticism. Attempt anything shoulder to make it drop its
physically possible as an action. Outside of combat this may weapon?
prompt a roll with Advantage , but typically won 't trigger one at GM: Sure , use your Feat for the
all. In combat this action modifies an Attack Roll once per round and roll to hit.
round , with a hit determining success of both the Feat and Player: 21 after bonus! And 10
damage . damage.
Leveling Up: Follow these steps. GM: The skeletal arm shatters on
- Roll your Hit Die+ Con Bonus and add that to your total HP impact! Causing the weapon , and
- Take the next level option from the following progression: hand , to fall to the ground.
2nd: Increase an Ability Score by 1 (max 20)
3rd: Increase an Ability Score by 1 (max 20) Feat
4th: Increase Skill Bonus by 1, Add a new Secondary Trait Player: Can I throw my grappling
5th: Gain an additional Attack each round hook around a stalactite and swing
Once you've taken every option , start over. across the chasm?
GM: Sure , that 's totally a Feat, no
THE THIEF need to roll.
Cunning rogues , capable of striking with deadly precision and
responding quickly to any situation. Reaction
Hit Die: d8 GM: As you step forward the floor
Talents: Dexterity and Charisma Saving Throws , Simple tile sinks down an inch and you
Weapons , Light Armor , Any tests involving reflexes or subtly of hear a clicking noise. Suddenly the
movement. gears on the walls begin to turn and
Sneak Attack: A powerful strike against an unsuspecting door you came in through slams-
opponent . Once per round , if an enemy is distracted , add ld6 Player: Wait! I use my reaction to
damage to an Attack. throw a dagger in to the gears and
Reaction: Act quickly in response to a sudden event near jam them!
you. It must be something simple , like throwing a knife, leaping GM: Okay , roll a d20 adding your
to the side , or drinking a potion. This action resolves before its Dex and Skill Bon uses.
trigger does and can only be used as often as once a round. Player: *gulp* well that 's a 1 ...
Leveling-Up: Follow these steps .
- Roll your Hit Die+ Con Bonus and add that to your total HP Reaction
- Take the next level option from the following progression: GM: The bandit swings their sword
2nd: Increase an Ability Score by 1 (max 20) down on your companion 's neck-
3rd: Increase an Ability Score by 1 (max 20) Player: Wait! I Leap from my
4th: Increase Skill Bonus by 1, Add a new Secondary Trait hiding place behind the pillar and
5th: +2d6 additional Sneak Attack damage hurl a dagger with a roll of .. 18!
Once you've taken every option , start over. GM: Nice, add Sneak Attack
damage to your reaction attack.
PG-4
CHARACTER CREATION: YOUR CLASS EXAMPLES OF PLAY

THE CLERIC Class Talents


Devoted acolyte s, capable of channeling divine powers. DM: The stone hums with a strange
Hit Die: d8 power! Make Wisdom Saves!
Talents: Wisdom and Charisma Saving Throws , Simple Player 1: Yes! I 'm so good at this
Weapons , All Armor , Any tests of Religious Knowledge as a Cleric. I roll an 11 + 3 Wis
Deity: From what being do you draw power? Name them , Bonus and + 2 Skill, for a total of
pick a domain their power is associated with, and specific way in 16!
which they are worshiped. Player 2: Well my Magic-User also
Prayer: Call upon your deity for aid. Use an action to roll a rolls an 11, with a - 1 Wis penalty ,
DC 13 Wisdom Check with Skill Bonus. Tell your god what but I'm also Skilled in it ... so that 's a
problem you wish to overcome and they will produce a magical 12 ...
effect to solve it according to their domain .
Each successful use of Prayer increases the DC by 1 until you Deity
rest. Player: I light a candle in prayer to
If you Pray for Healing , succeed automatically unless your Lux , God of Light. I call out , "Lux! I
DC is above 20 and restore ld8t Wisdom Bonus HP . am lost in this maze! Please aid
Leveling-Up: Follow these steps . me! " Then I roll a 15 after bonus ,
- Roll your Hit Diet Con Bonus and add that to your total HP which is just enough since this is the
- Take the next level option from the following progression: third time I've called him today.
2nd: Increase an Ability Score by 1 (max 20) GM: In answer to your prayer Lux
3rd: Increase an Ability Score by 1 (max 20) manifests a tiny ball of light that
4th: Increase Skill Bonus by 1, Add a new Secondary Trait hovers in the air before you. Then it
5th: t 2d8 additional Healed with Prayer zips off down a hallway. You think
Once you 've taken every option , start over. it 's moving toward the exit but its
fast, if you don 't hurry you may lose
THE MAGIC-USER it.
Arcane practitioners , capable of bending reality to their will.
Hit Die: d6 Prayer (Magical Effect)
Talents: Intelligence and Wisdom Saving Throws , No ,-.J
"Lord help me, my enemies are
Weapons , No Armor , Any tests of Arcane Knowledge. unseen " (a magical light pierces
Magic: Shape magic into a unique spell. When you choose to magical darkness)
use your action to cast a spell, make an Intelligence Check with ,-.J
"Foes surround me! " (holy spirits
Skill, then describe what your spell would do. The spell's strike at all nearby enemies)
potency is determined by your roll on the Spellcasting Matrix on "My comrades have fallen! " (an
,-.J
the next page. ally is brought back to life!)
You can cast a number of spells each day equal to your Level ,-.J
"Witness the power of my lord, ye
plus your Intelligence Modifier. abominations! " (undead enemies
School: Choose a School of Magic. This is a category under flee in terror)
which your spells fall. When deciding what kind of spell to
weave , use your school as a guide .
Abjuration - protective or warding effects
Conjuration - summoning or creation effects
Divination - predictive or informative effects
Enchantment - positive or negative continuous effects
Evocation - energy or elemental manipulation effects
Illusion - false sensory trickery effects
Necromancy - life force manipulation effects
Transmutation - physical matter alteration effects
Leveling-Up: Follow these steps .
- Roll your Hit Diet Con Bonus and add that to your total HP
- Take the next level option from the following progression:
2nd: Increase an Ability Score by 1 (max 20)
3rd: Increase an Ability Score by 1 (max 20)
4th: Increase Skill Bonus by 1, Add a new Secondary Trait
5th: Gain an additional School of Magic
Once you've taken every option , start over.
PG-5
CHARACTER CREATION: SPELLCASTING EXAMPLE SPELL EFFECTS
When a Magic-User rolls their Magic Power , consult the matrix
and Tiers of Power below. Mundane
SPELLCASTING MATRIX ,..,Create a gust of wind
Roll Power Tier (Potential Damage) ,..,Light a torch
Lvl 1-4 Lvl 5-8 Lvl 9-12 Lvl 13-16 Lvl 17-20 ,..,Cause rain
,...,Generate fog
10 M (6) M (8) S (10) A (12) A (13) ,..,Soften nearby sound
,...,
Assisting aim
15 M (11) S (16) A (20) A (23) L (25) Supernatural
,...,Levitate an object
20 S (17) A (24) L (30) L (35) E (38) ,..,Cause blindness
,..,Firea bolt of force
25 S (28) A (41) L (51) E (58) E (63) ,..,Alteryour appearance
,..,Become weightless
30 A (45) L (65) E (81) E (92) G (102) ,..,Freeze water
Awesome
Other Spell Concerns: ,..,Cause an explosion
- If the caster 's roll is below 10 after bonus , the spell fails. ,..,Become invisible
- If the spell would impose a Save DC that DC is equal to the ,...,
Dispel magic
number rolled by the caster when casting the spell. ,-..,FJy
- If multiple targets would be damaged , they may Save for half. ,..,Change a creature's size
- Game Masters may use the spellcasting matrix as a guide to ,..,Create elaborate illusions
determine Cleric Prayer effects. Legendary
,...,
Transform into a mythical beast
TIERS OF POWER ,..,Summon a raging storm
Mundane [Ml ,..,Banish a creature to another plane
Magic that can be mistaken for minor natural phenomena. ,...,
Teleport across the world
These spells can be cast on a single target that you can see and ,..,Bind a spirit to your service
only non-hindering effects can last more than a moment. ,..,Create a ward against all harm
Supernatural [S 1 Epic
Obvious but minor displays of magic. These spells can be cast ,..,Lift a mountain into the air
on a small number of targets or in a contained area , have ,..,Partan ocean
roughly the power of a typical person, and ongoing effects last a ,..,Create a pocket dimension
short time. ,..,Walk into another world
Awesome [Al ,..,Grow a perfect clone
Impressive and powerful , but limited spells. These spells can ,..,Summon an elaborate fortress
affect a wide area or a single target at great distance. They have Godly
the force of several beasts of burden and can last up to a day. ,..,Destroy a mighty opponent
Legendary [Ll ,..,Halt the flow of time
Magic like that in old stories , wondrous and impactful. These ,..,Alter the alignment of stars
spells can affect large areas and discern between friend and foe. ,..,Bring moons crashing down
Ongoing effects can last weeks or have specific end conditions , ,..,Capture a city in a marble
such as the next full moon or until the enchanted person ,..,Reverse death itself
performs a task .
Epic [El EXAMPLE OF PLAY
Extreme displays of power that few have ever seen. These spells Player: I want to reverse gravity for
are limited only in that they can be undone by similarly powerful all the foes I can see , sending them
casters or artifacts that seek to counter or dispel them. Some slamming in to the ceiling! I roll. .. a
spells may take time to work depending on their effect. A mage 9, +5 for Int Bonus, +4 Skill ... for a
can only manage to cast one such spell before resting. total of 18.
Godly [Gl GM: You 're level 9? Well that 's an
Powers usually reserved for a deity. These spells have no limits Awesome effect and I don 't think
but can only be cast once before the caster must rest. A GM may you can reverse gravity with that.
impose a cost to certain effects to narratively demonstrate the But you can cause your enemies to
inability of a mortal to control such forces. Like the character levitate , stuck flailing in midair for a
rapidly aging or losing touch with their humanity. minute or two

PG-6
CHARACTER CREATION WRAPPING UP

YOUR EQUIPMENT: - Take the highest number on your


Spend 100 Gold Pieces on any of the items listed on this page. Classes Hit Die, modify it based on
your Con Bonus and write that
ARMOR number as your Hit Points.
Name AC Bonus Type Price Space
Padded +1 Light 10 1 - Write +2 as your Skill Bonus.
Leather +2 Light 45 1
Chain Shirt +3 Medium 50 2 - Take 10, modify it based on Dex
Breastplate +4 Medium 200 2 Bonus and any Armor , then write
Splint +7 Heavy 400 3 that number as your Armor Class.
Shield +2 10 1
Light = Add full Dex Bonus to AC - Total up all the space items in
Medium = Add only up to + 2 Dex Bonus to AC your pack take up and write that
Heavy = Add no Dex Bonus , gain Disadvantage on stealth number next to your max of 10.
Remember, worn or carried items ,
WEAPONS like armor and weapons don't
Name Damage Type Price Space count unless they're in your pack. If
the items in your pack exceed 10
Spear-R, Mace , ShortbowRT ld6 Simple 5 1 reconsider your purchases.
ShortswordL, ScimitarF ld6 Martial 15 1
Battleaxe v, Flail, LongbowRT ld8 Martial 25 2 - Give your character a name.
Longsword v, PikeT, CrossbowRT ldlO Martial 40 2
GreatswordT , MaulT 2d6 Martial 50 3
L = Can be used in off-hand but with no damage modifier
F = Can apply Dex modifier to hit/damage instead of Str
V = Can be wielded one-handed (d8) , or two-handed (dlO)
R = Can be thrown, or is ranged and comes with ammunition
T = Requires two hands to wield

MUNDANE ITEMS [grants space]


Name Price Space Name Price Space
Acid 25 Hol~ S~mbol 5
Alchemy Set 50 2 Holy Water 25
Antitoxin 50 Horse 25 [3]
Bear Trap 10 2 Hourglass 25 1
Bell 1 lnstrume ,nt 10 1
Bottle 2 Loaded Dice 5
Bread 1 1 Lock2icks 20
Caltrops (20) 1 1 Magnifying Glass 75
Cart 15 [30] Manacles 5 1
Chalk 1 Mirror 5
Cheese 2 1 Oil 1
Chicken 1 1 Padlock 10
Cow 10 n/a Pa2ers & Ink 5 1
Crowbar 2 1 Pig 3 n/a
Crystal Ball 10 1 Playing Cards 3
Disguise Kit 20 2 Pole (10') 1 1
Fine Clothes 15 1 Rope (50') 1 1
Flour 1 1 Salted Meat 1 1
Glue 3 Sheep 2 n/a
Goat 2 n/a Shovel 2 1
Grappling Hook 5 1 Staff 5 1
Grease 2 Tinderbox 1
Hammer & Nails 2 1 Torches 1 1
Healing Kit 5 2 Waterskin 2
Holy Robes 3 1 Wine 5
PG-7
EXAMPLE OF PLAY 6TH LEVEL PARTY COMBAT ROUND

GM: The Eye Tyrant descends from above , its Player 3: Each of us get a bunch of semi-solid
dozen eyes dripping brackish ichor as its bloated duplicates that all do their own thing?
tongue lolls between jagged teeth. This thing GM: Sure , we 'JIgive the monster a roll with a
wants you dead , so we are entering combat. difficulty of 20 to figure out which is the real one
Who would like to roll initiative for the group? before they attack. None of these images can do
Player 1: I will, d6 right? That's a 4. damage though.
GM: Your opponent only rolled 2 so you folks Player 3: Great! There are now a bunch of the
are going first. What 're ya doing? Thief climbing all over it, several Fighters circling,
Player 1: My Fighter is going to leap into the air and some of me all trying to hide behind rocks.
and drive their battleaxe into the monster 's Player 2: Hey , this gives me an idea for a
central eye with a Feat! Let 's see , that 's a d20 roll Reaction! Can I Sneak Attack it? I mean , it knows
of 11, +4 Str , and +3 Skill Bonus for a total of I 'm here but in the confusion of the spell it
18! doesn 't know which one of me is going to strike.
GM: A hit! Your strike blinds the eye at the So I should be able to drive my knife in a vital
center of the creature 's spheroid body , at least for spot when it's not paying attention to the real
now! Roll damage , and don 't forget that second me?
attack. GM: That 's a great idea! Roll for it and take
Player 1: Oh right! Well I 'm only one-handing Advantage.
this axe so that 's 1dB, +4 Str, for a total of 10. I Player 2: Okay , that 's a 3 and a 16, +5 Dex , +3
tear my weapon from the eye goo and strike Skill Bon us for a high roll total of 24.
again with .. . a 21! That 's higher than before , it GM: Totally a hit.
must hit, and for ... 8 damage. Player 2: ld4 +5 Dex for the dagger and 3d6
GM: After the second slash you stumble to the Sneak Attack damage , for a total of 21 damage!
ground a few feet below the creature. Who 's GM: Nice! You drive the knife into one of its air
next? sacks and purplish blood gushes out as it screams
Player 2: This thing is hovering off the ground in pain and rage. Well, it's time for the Eye
right? I want my Thief to get up onto it. Oh wait, I Tyrant 's turn. This weirdo doesn 't attack
have a background feature for being a frog normally. The eye 's at the ends of three of its
person that allows me to leap short distances. tentacle-like appendages glow and fire prismatic
GM: That would be perfect for what you want to beams of light! There 's a beam coming for each
do. I would say don 't even roll for that, just hop of you and you 'JIneed to dodge or resist their
on up there , it 'll just be your whole turn doing it. effects ... but it looks like the Thief and Magic-User
Player 2: Cool , I spring those frog legs and land are going to get their illusions targeted instead. So
awkwardly on this thing 's back ... does this have a Player 1, I 'm going to need you to make a
back? Wisdom Saving Throw as this violet beam hits
GM: Kinda. You grab onto those writhing eye you!
stalks that sprout from all over it and hang on for Player 1: Okay , that 's ... d20 , +O Wis, and no
dear life. Alright Player 3, it's all you. Skill Bon us since I 'm not good at those , for a
Player 3: Alright, time for some magic! My total roll of ... dang only 7.
Magic-User attempts to cast a spell with a d20 roll GM: Your eyes grow heavy and you suddenly
of 13, +4 Int, +3 Skill Bonus for a total of 20! slump over in a deep sleep. You 're out of the
GM: At 6th level that gives you an Awesome fight until somebody takes their action to wake
effect , what are you thinking? you up. Anyway , that's the end of Round 1, let 's
Player 3: Okay so , I 'm an illusionist ... what if I get in to Round 2. Who would like to roll Initiative
make a lot of everybody ? for the group?

PG-8

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